SHORTY LICKENS BIG OFFICIAL BLACK MARKET SMUGGLING CAMPAIGN!

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SHORTY LICKENS BIG OFFICIAL BLACK MARKET SMUGGLING CAMPAIGN!

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Players run black market goods between Chi-town and a relatively free nation, like Free Quebec or someone else.

After the great war, black or grey market good are in high demand, both inside Chi-town and the various city-states outside the Coalitions immediate influence. Weapons in particular are needed as roving marauders and bandits seek to survive and thrive in a relatively lawless new world. Also medical supplies and cybernetics, farming and manufacturing equipment, and of course transportation are all essential in the changing landscape.
The players (all OCC types) work for a particularly successful yet brutal black market kingpin based inside Chi-towns seedy underside. They could be running anything to anywhere, at any time. They'll have to avoid official Coalition law enforcement, corrupt Coalition officials, bandits, mad desperate fools, and the monsters leftover from the big war on Tolkeen. And on occasion, competitors. But they mostly don't interfere with each other as right now there's plenty of business for everyone. A more likely source of antagonism is legitimate traders and transport agencies who have the backing of the Coalition States and free nations of North America, and see the players as tax evaders and dangerous free agents, threatening their livelihood.

I foresee an awful lot of carefully planned missions that always have some sort of unforeseen hitch or obstacle, and not always violent. With the increased leyline and rift activity it could be a simple matter of avoiding supernatural threats, accidentally getting transported WAY off course, or the occasional destruction of goods and trained professionals, like doctors or operators. In fact simply transporting skilled workers could be a lucrative business all by itself.

Now that I think about it, the player group doesn't even necessarily have to be employed by black market bosses from a major city. They could be free agents taking on transport jobs from anyone and anywhere. All that matters is the break down of infrastructure after the war and the many opportunities which obviate themselves. But having them start off as lackeys for a violent business probably lends itself to loads of potential adventures. Maybe they get sick of how he/her/it runs their business and decide to rip them off, or just break free of their employment contract (possible slavery or indentured servitude?). Could also be fun if the boss were an alien intelligence, an A.I. with a human puppet running the operation, or a powerful government official running an illegal side business. Maybe even military. Did we ever get creation rules for a black market organization?

So, we would need a player group of any potential size. They'd need at least one proper smuggler, and the rest could be whatever. Maybe even a dragon or Hero Unlimited. I guess theres a crapload of potential teams and missions the more I start to imagine it. I'll have to write up something specific and get back to you guys.

Do you folks remember if any specific black market companies were mentioned by name in any of the books? Ideally based in Chi-town.
Last edited by Shorty Lickens on Tue Mar 29, 2022 2:03 pm, edited 2 times in total.
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Re: Potential black market campaign

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Adventure Ideas for Chi-town Smugglers:

Players accidentally find out they are smuggling refugees in secret. They were not meant to know. Something happens and the players face a moral or ethical dilemma about what to do with the refugees. Maybe government officials discover the transport and the players have to decide to hide the refugees, turn them over, defend them with force, bribe the officials (if possible) or something else.

Same scenario but with slaves instead of refugees. What do the PC's do? What are the short term and long term consequences?

Same scenario but radioactive or toxic goods. Similar ethical and moral dilemmas. Make good on delivery? Destroy it? Hide it? Turn it over to authorities? Lose it in the wilderness and concoct a wild story about highwaymen?

Accidentally discover they are transporting weapons, or dangerous magic when they thought they were transporting something safe. Maybe bandits try to steal the items, or destroy them, possibly triggering a domino effect.

Shifters or Line-walkers keep offering their services, but the players are mistrusting of magic, for whatever reasons. Perhaps they find themselves in a bad spot and have to consider magical transport. Maybe the mage offering his help started the dilemma in the first place?

Accidentally fall into a rift and get transported off course. Possibly another continent, another planet, another galaxy. Players must decide what to do with their cargo. Doubly complicated if it was live cargo, as in the above mentioned scenarios.

Attacked by supposed bandits who turn out to be freedom fighters, either correctly or incorrectly believing the players have slaves in their possession.

Attacked by freedom fighters who think whatever equipment or gear the players have is essential to their survival. Possibly agents of a medium sized nation that is desperate for anything they can get. Or something in particular like farming equipment, or high-tech power supplies.

Intercepted by corrupt government agents who either want a piece of the action, or are looking for blackmail material or other leverage.

Contacted by another black market operation that wants to hire them, or get them to share goods, trade routes, or inside information on their employer.

Propositioned by a third party that views their skill and expertise as desirable, and wants them to conduct a mission related to smuggling. Either a corporation in Chi-town or a small independent city-state outside of Chi-town would be good potential employers.
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Re: Potential black market campaign

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First Idea about organization of the black market smuggling group:

Agency is called Sahasralas Smugglers. They have business cards, pamphlets, and maybe even Service Reps. They dont manufacture much of anything, just transport duties. On occasion they will broker deals with service providers such as Body Fixers, Cyber-Docs, Operators, and maybe mages if thats their thing. (Or maybe the business is hostile towards magic, whatever you like in your campaign.)

A Naruni operator/businessman set up operations in Chi-town. He has a mid-level Coalition official thinking he's working for a high level government official but really its just Naruni. The official is in charge of an agency that currently does not have much oversight, Bureau of Sub-Human Development or something. The costs and expenses are horribly overinflated and there's a lot of wiggle room for funding illegal operations, like black market groups. The ultimate goal of the Naruni operator is taking over Chi-town and consequently the Coalition States, all for profit. Planting his flag in the Coalition underground is the first of many stages. He has a limited amount of time to grow his influence and take over the government before higher level officials start looking into this bureau for corruption or incompetence.

The mid-level bureaucrat either set up or contacted a black market smuggling operation called Sahasralas Smugglers. It appears to be run by a human crime boss named (#######) but he/she is really just a figurehead. The actual manager of the operation is a d-bee from the race (#####) and is much more brutal & cunning than the figurehead. Neither the figurehead nor the d-bee have learned they are being funded by the corrupt Coalition bureau, yet. All contact is thru intermediaries and possibly facilitated by Naruni agents.

The players are many layers down the chain of command and have been tasked with smuggling goods or people across Coalition lines to free communities, or back in as the case may be. They can use stealth, speed, or firepower to accomplish their missions, but have been instructed to avoid violence with the Coalition States on the assumption its bad for business and will bring down the hammer of the military. The players should not know the operation is sponsored by the CS nor that its being run by Naruni. They also probably only know about the smugglers figurehead and not the d-bee manager. The CS official cannot and will not grant them any sort of special privileges like official passes through city checkpoints or gates. Nor will he bail them out if they find themselves in trouble. He does not actually know the day to day operations of the smuggling company, only that there is an operation which sends back substantial profit in return for being allowed to run.

They can requisition whatever tools and transport they think best for any given mission, and have some leeway in how to proceed. The smugglers may or may not be prejudiced against magic or d-bees. The real work is in avoiding trouble whether its government or criminal or supernatural. Smugglers may be fast and strong enough to survive the wilderness but the real value is in their cargo and getting it delivered safely, a point their handler is keen to remind them of frequently.

Their handler can be anyone or anything. Maybe a simple robot, or computer AI that just issues orders. Maybe a kindly old father figure thats also looking out for their best interest. Maybe a stuffy mid-level manager who has no concern for them. Possibly a hostile self-centered pain in the ass who somewhat dislikes them and wants to either move of the chain of command, or at the very least get a better crew to work with.

Whatever transport method they choose will have its own set of dangers. Flying is faster and safe from most ground hazards, but can be seen easily and possibly tracked or shot down. Ground transport is less obvious and may be ignored by most people, but possibly make a good target for bandits or independent nations that do not respect the Coalition States or the black markets. Magic could be good depending on the circumstances. The mage offering services might be greedy and evil, or incompetent, or under the orders of someone who does not have the PC's best interests at heart. At the very least, magic transport will probably be expensive, and require someone to make the arrangements. They tend to transport tons of goods at a time. Or small but precious goods which require care and security. Theres also the potential for water transport depending on the destination. Like land transport, it can be an easy target for greedy or desperate people.

The agency will definitely be intolerant of mistakes and failures. Both for business reasons and also reputation concerns. Losing or failing to deliver goods can have consequences ranging from stiff fines and pay deductions, to torture, to execution, to expulsion from the company and possible branding as outlaws publicly. In general the characters will be highly motivated to complete their transports quickly, quietly, and without exposing the black market company to the government or to competing businesses. If they make a mistake they will probably want to fix it before returning to their boss and risking their necks.

GM can decide whether they get bonuses for doing jobs exceptionally well, or just high salaries with the potential for fines if they foul up the job. Generally the team will not get paid in advance but they do have their choice of equipment before starting.
Maybe for the first mission or two they only have the option to take basic ground transport, and as their reputation and confidence improves, they have more leeway in how they complete their missions. OR, the players start in good standing with the company but have the potential to lose trust and options as they progress in the story.
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Re: Potential black market campaign

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First Adventure:
(GM can skip this section if desired)
Sahasralas Smugglers is trying to rapidly expand operations immediately after the war with Tolkeen. They are taking risks on unproven operators like the PC's group. Thru contacts they met with a recruiter who wants them to take on progressively more important jobs in order to prove themselves to the operation. First task is arranging movement for 10 tons of goods over several hundred miles. This shows the group is capable of basic logistics and transport. If they cant even find a way to move large quantities they are not fit to work for a pretigious group like Sahasralas.
Assuming they can buy, rent, or otherwise procure such transport (probably ground based) the recruiter will set them up with the procurement agent who will take over from that point. The goods will be dropped off or delivered to some derilict, unnoccupied part of Chi-town where they are unlikely to encounter interlopers. Though if the GM wants to challenge them with a low-level government, military, or criminal group who also happen upon or deliberately intercept the team, that would be a good way to get some action going. The team needs to load up the gear (in sturdy, locked crates) somewhat quickly and leave Chi-town quietly without alerting the government or competing black market agencies. The group is told the crates or delivery units are filled with farming equipment but its actually small arms, armor, and explosives for a developing small nation in southeast Ohio. If the players scan the boxes they will only see it is power equipment, nothing more. If they crack open the boxes an alert will be sent back to the Smugglers via radio and the players will have to explain what happened, but at least they will know what they are actually transporting. Also the recipients will know the crates were opened and probably want an explanation. The weapons and explosives are deactivated and need other parts to be useful. The armor is either plate, or fully environment but missing its control computers. Shipment of those items is secretly being performed by another group of untested smugglers.
If the GM chooses it is possible the CS government or a bandit group may have heard about the shipment as well, and try to intercept the PC's between Chi-town and the fledgling nation. Up to GM as to whether anyone knows it's weapons, or also thinks it's farm equipment as the company stated. GM's choice as to the nature of the boxes. Could be one or two very large shipping containers, or a couple hundred small boxes. Players could inform the recruiter after they figure out their method of transport. Either way it all totals 10 tons of weight, and all are electronically secured. They do not come with hover pads or even wheeled carts. Players have to do the loading themselves. The procurement agent does not actually show up at the drop off site, trusting in the electronic locks and alerts as well as the emptiness of that particular bombed-out neighborhood to be enough security. (Possibly a Mexican standoff in the abandoned neighborhood? Both the government and bandits encounter the PC's at the same time, forcing them to haul goods away under fire?)

However the PC's decide to transport the crates, they need to move quickly and leave town. This can have its own set of violent or non-violent encounters. The trip to the independent city-state of Williamsport in southeast Ohio should also have at minimum one encounter in the wilderness. Again the Mexican standoff is a fun option, forcing the PC's to choose wisdom over valor, and deliver their goods with a minimum of damage. Upon arriving in the nation at either a receiving depot in the open or inside the walls of a major city, the group will turn over their goods to a government agent, definitely armed, and possibly aware of the true contents. The agent will not likely bother them unless the crates appear seriously damaged or opened without permission. The players do not get payment at that time. Exchange of currency was done with another group at a different time and place. They might receive medical attention if they appear wounded and in need. They will likely not receive fuel or maintenence services from Williamsport, at least not without paying and its possible the authorities simply won't want the group hanging around after delivery. Being mercenaries for a black market business Williamsport has no reason to trust them.

If the GM feels they need additional challenges he can have them encounter trouble on the way back to Chi-town. Perhaps attacked by bandits thinking the transport team still has something of value in their holds. Possibly another party asks them to transport something back to Chi-town (either an agent in Williamsport not connected with the government, or a person in the wilderness who spots the players). Maybe a CS government agent who heard about the PC's and their mission, or is just looking to hassle some independent contractors. And random monsters, d-bees and alien intelligences are always a possibility on Rifts Earth. Perhaps refugees from the war, seeking a better life, ask the players for safe passage, hoping their empty transports will be available for hire. They can either pay with money, goods, or information, or cannot pay but offer the characters some other incentive. Blessing from their gods or promises of future rewards. They might also encounter a group of bandits or monsters threatening refugees or farmers and have to decide whether to help immediately, come back after being paid & resupplied, or just forget about it entirely.
Last edited by Shorty Lickens on Sun Mar 20, 2022 10:27 pm, edited 1 time in total.
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Re: Potential black market campaign

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Second Adventure:
The team has earned the trust of Sahasralas Smugglers and is now working as full time employees .....
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Re: Potential black market campaign

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Second Idea about the organization of the black market smuggling group:

The operation is actually a well respected, honest group of delivery personnel who were unable to acquire all the necessary licenses from the CS. Its run by a committee who are all part-owners and in general conducts their business ethically, if not legally. Chain-of-command is solid and reliable, potential clients and contracts are all vetted thoroughly before being passed on to trusted and reliable employees. Most smugglers are given a regular salary along with bonuses for successful runs and performance under arduous circumstances. Failures are never punished by death and the client is usually reimbursed if the lost goods cannot be replaced or found. Because the company is trustworthy and reliable they command a higher payment than most other delivery companies, but their success and discretion are normally a sure bet. They do not traffic in slaves or unwilling passengers, nor extremely dangerous substances like toxic materials or bioweapons, or unstable magic, or malevolent hostile creatures or intelligences. They will transport weapons and war machines to known, reputable kingdoms but not warlords or slavers, or extremist groups. They will also transport working professionals and guarantee their protection up to the drop-off site.

Potential adventures for the players could include situations where somebody on either end of the business deal is trying to circumvent company policy. Also all the normal adventure ideas above.
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Re: Potential black market campaign

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Sahasralas Smugglers (Aberrant and Selfish version, run by Naruni)
Size and Orientation: 3, Free Company. Between 100 and 400 members (players do not know exact numbers) consisting of smugglers and all the support personnel needed to keep a small operation running. Includes administrators, some medical specialists, operators and mechanics, security, contract negotiators, and a few intelligence operators. Has 145 points, and 10 points for Vehicles, 10 points for Outfits, 10 points for Weapons.
Sponsorship: Secret. Actually a Naruni business operative controlling a mid-level Coalition government official. No one inside the company knows anything. Add 10 points to Equipment, 10 points to Outfits, 10 points to Anything.

Outfits: Minimum 20. Specialty clothing.
Equipment: Minimum 10. 10 additional points for medical clinic
Vehicles: Minimum 10. Fleet vehicles. 10 points combat cars provided by company in addition to transport vehicles.
Weapons: Minimum 10. plus 10 points, advanced weaponry.
Communications: 10 points. Secured Service
Internal Security: 20 points, iron clad
Permanent Bases: 20 Points. Fortified headquarters, deep in the Chi-town underground. Small receiving and sending depots around Chi-town.
Intelligence Resources: 10 points. Special military operatives.
Special Budget: 25 points, large loans
General Alignment: 4 Points, employees are mostly anarchist or unprincipled. Aberrant/selfish leadership.
Criminal Activity: 0 points. None on top of the business. They ARE a smuggling company.
Reputation: 25 points, excellent.
Salary: 10 points Good salary. Support personnel get reasonable pay. Smugglers also get bonuses on successful runs.
Points spent: 154 out of 155.
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Re: Potential black market campaign

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Smugglers Adventure Idea 2: PC's are hired to smuggle refugees from the Tolkeen region to safe haven in either the Federation of Magic, or the New West. Either way they must pass thru hostile Coalition Territory.

The refugees are mostly non-magic or low magic humans and d-bees, people who were not slaughtered during the war but are not safe from hostile forces looking to wipe them out, enslave or imprison them. As such they can't use magical means to travel to a safe region. If they players use magic transport they risk being picked up by psi-stalkers. If they use normal transport they will be tracked by independent nations or bandits looking for slaves (or food). The smuggler party can choose when and how to move and mostly set their own schedule so long as they arrive in Merctown, Dunscon, Stormspire, or Dweomer before the refugees get caught or get bored.

Possible encounters include Xitixic or rogue magical creatures at the origin point. CS troops either specifically looking for refugees or crossing paths during routine patrols could be dangerous. Slave-catchers are always a possibility, native or alien. Independent city-states with a grudge against Tolkeens citizens. Hungry monsters. Enforcers from the Federation of Magic who mistaken identify the PC's or refugees as hostile. And of course natural disasters on a long trip are always possible.

Combat, negotiation, and subterfuge are all good options for dealing with antagonists. The squad could choose to arm some of the able bodies refugees and let them fight, or try to keep violence to a minimum in order to preserve the most lives. Ley line travel could shorten the trip if there is at least one magic user on the team, but the refugees should be mostly incapable of any real help. The exact number is unimportant, GM's can have more or less depending on the transport methods available to the PC's when the adventure starts.

Possible wrinkles could include the refugees disagreeing with the team and wanting to run off, or change the game plan. Maybe an inside or outside spy is sending their location to some unknown enemy. Weather or ley-line activity forcing a change of transport. Refugees reaching their original destination and deciding they need to keep moving. Slavers asking to buy the refugees or bribe the players to take them to a different destination. One bad combat encounter could force the PC's into temporary refuge before the mission is complete.

Whether the job is completed successfully or not it can open up many more opportunities. Maybe some of the refugees wish to join the smugglers, either for profit or freedom-fighting purposes. Maybe a third party at the destination has similar work for them, or something entirely new. Perhaps one of the refugees has a higher goal than just escaping Tolkeen and wants to give the team more jobs related or unrelated to smuggling.
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Re: Potential black market campaign

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Smugglers Adventure Idea 3: The players must bring relief supplies to a destroyed or surrounded city.

This time no trickery. The players will know if they are bringing weapons or armor to freedom fighters. Either that or medical and food supplies to civilians. Either way the city in question is surrounded by CS forces or bandits, dead set on storming the city and capturing slaves or supplies. The enemy army should be much larger and stronger than the PC group. Fighting them off is not an option at the beginning of the adventure. The defenders must be resupplied before they can fight back. Possibly many times with different equipment on each trip. Maybe one mission is for ammo, one for weapons, one for vehicles. Sneaking in military specialists or strong, determined leaders could also be useful and necessary for the besieged city.

The players could choose to help in the battle after their smuggling mission, opening up new adventures with rebuilding the city-state and establishing themselves. Or evil parties could betray the defenders and make work easier for the invaders. This city-state could be inside CS territory but they aren't getting assistance due to the chaos after their war with Tolkeen. Or just outside CS territory and no one cares about them. Defenders could be all human, mostly human, mostly d-bee, magical, non-magical, severely beaten and demoralized, or relatively healthy and fresh but unable to fend off serious large scale aggression. Maybe the aggressors are bombarding them constantly and occasionally send in small teams to conduct guerilla warfare through the city, or simply cut off their food supplies and are waiting the defenders out. It could be enough to disrupt the attackers and allow trucks or air transports to get thru, but given the PC's are a smuggling team they should probably start with that.
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Re: Potential black market campaign

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Smugglers Adventure Idea 4: Getting contraband inside the city to be sold around the black market.

Sahasralas Smugglers has made deals to acquire forbidden books or music or movies from a free city like New Lazlo and bring it inside for sale. Or drugs or other restricted material. Players choice as to what they feel comfortable moving. The potential encounters include trouble at the origin: Perhaps the seller or pickup agent wants to renegotiate or has secretly sold out the smugglers. Maybe the items are actually junk but the characters don't know unless they inspect them first. The shipment could be smaller than anticipated, or much much larger, prompting a change in plans. Its possible the items are special in some way and need customized transport. If its perishable it may need refrigeration. If delicate it may need some sort of anti-shake mechanism in each of the delivery vehicles. If alive it may need food, sunlight, or other sustenance. Possibly PPE or blood or even worse, it feeds on fear. Good aligned players may not wish to take on that responsibility.

Encounters on the road could have a variety of causes. Someone sold them out and a team is looking to intercept them, either to take the whole shipment, or one specific item that's important to an unknown party. Maybe the shipment smells nice and attracts a particular monster or alien intelligence. An independent nation might decide they have the right to tax any cargo being transported through their territory. The PC's could always slip into a rift or leyline and either lose the shipment, or get themselves transported well off course.

Or the players could have an uneventful trip but encounter difficulties getting back into Chi-town. Security could have been drastically altered since they left. The old smuggling routes are no longer ideal, prompting investigation into unexplored options. If the cargo can spoil this would set a time limit on the team, or a time limit can be set for other reasons. Maybe a corrupt CS agent decides he wants a cut of the shipment, or money. Maybe a devout CS enforcer decides he's had enough of black market smuggling and wants to teach everyone a lesson.

Either the players deliver the contraband to a black market hideout that's secured, or they are to drop it off at a site not frequently used for shipments and must watch it while a pickup team comes to meet them. This could prompt further encounters with CS officials or bandits, or people who happen upon the meet and see things they should not see.

If the shipment is partially or completely stolen they'll have to decide whether they want to return empty-handed or go chase it down. The thieves may need it more than the black market and might be reasoned with, or the theft could launch a different series of adventures where the players assist the thieves, or track down their operation and stop it.
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Re: Potential black market campaign

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Smugglers Adventure Idea 5: Making peace with street gangs.

Sahasralas smuggling activity inside the city has attracted the attention of street gangs. The black market company has been moving goods through their claimed territory without permission or payment. Its possible there have been threats or even mild violence previously. The PC's have already established themselves as trustworthy in the eyes of the company and are sent to deal with the street gangs by either force or negotiation, depending on their solutions to past problems. Its possible the street gangs will work in good faith, knowing that upsetting Chi-towns Black Market operation will have consequences, or maybe the gangs have an ulterior motive, such as meeting specifically with these smugglers to harm them, or conduct business outside the usual channels.

If negotiations lead to violence in the streets, even the slums, its like CS forces will eventually be alerted. If there's some sort of under the table offer then the PC's will have to decide if they want to take on a risky but lucrative proposition and risk upsetting their employers, or stay true to the bosses and reject any deals.

Either option could lead to more work inside or outside the city and a future campaign where the players are expelled from the company and have to escape retribution and also make their own way in the wasteland.
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Re: Potential black market campaign

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Smugglers Adventure Idea 6: Test of loyalty.

The PC's get arrested by some sort of government official, either CS or another major power. They are offered a deal to reduce or eliminate their sentence if they give up the company and most of its senior staff. Whatever they choose its likely some sort of informant will get word back to the bosses about the groups arrest and possible betrayal, especially if they are arrested inside city walls.

This could also be a test. Perhaps the arresting officer has ties to the black market and is evaluating how loyal the PC's are to their employer. Failing the test might mean a long time in prison, or forced labor, or expulsion to the wilderness with no transportation.

If the players kill any government agents before surrendering its less likely there will be a deal offered.
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Re: Potential black market campaign

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Smugglers Adventure Idea 7: Open combat with bandits.

Thieves and highwaymen have been harassing the player group or another allied smuggling group for their last several trips on the open road. Most likely with air vehicles or fast ground transport. They've managed to steal some or most of the last shipment and possible harmed or killed a fellow smuggler. Assuming the PC's have shown competence at violence in the past, their bosses may task them with tracking down and either spying on the bandits at their base, or exterminating one of their smaller outposts. Large scale battles are to be avoided as it will only drag the company into a losing battle. Perhaps the bandits in question are a small group that does not accurately represent their organization and has been conducting unapproved raids. Maybe the larger company does not want trouble with the black market but will retaliate if their people are assaulted or threatened.

This adventure could lead to a much larger campaign where the black market fights a war with either bandit raiders, or a small independent city-state that refuses to negotiate peacefully.
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Re: Potential black market campaign

Unread post by Shorty Lickens »

Smugglers Adventure Idea 8: Establishing new clients or trade routes.

The players have shown great loyalty and competence with their smuggling missions up to this point. The bosses trust them enough to conduct more advanced negotiations on behalf of the organization. They are tasked with expanding the client roster, possibly a newly emerging small nation or large town, or another criminal organization from within a major empire, or a very wealthy individual from a major city. There could be any number of challenges in dealing with new clients such as getting to them discreetly, finding a safe and effective trade route, agreeing on what goods & services to transport, how to deal with the local law enforcement, and black market competitors also looking to make deals with a new client.

Loads of potential adventures and possibly expanding the campaign as your PC's move up in the organization and make major decisions.
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Re: SHORTY LICKENS BIG OFFICIAL BLACK MARKET SMUGGLING CAMPA

Unread post by Shorty Lickens »

Smugglers Adventure Idea 9: The players take over operations.

Either the current management is trying to ruin them, or the players just think they can do a better job. Either way, they want to replace the leadership with themselves and start running the smuggling outfit their way. They'll need a substantial chunk of the employees/partners on their side, which can be had either by favors, promises, or loyalty earned thru previous adventures. After this the group has to decide if they want to retire the characters, or keep going in a new direction.
This path could potentially take many adventures to complete, some violent and some non-violent. At the point the players should have enough experience to decide how they want this to proceed, and the game master should just invent scenarios based on their actions.
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Re: SHORTY LICKENS BIG OFFICIAL BLACK MARKET SMUGGLING CAMPA

Unread post by Shorty Lickens »

Smugglers Adventure Idea 10: Spoof

The group is hired to transport nothing. They are a decoy for trapping raiders, bandits, or an opposing nations army. Clients can be CS, another major nation, a small city-state, other criminals, or a wealthy individual. The fake cargo can be anything perceived to be valuable. Fuel, food, weapons, magic items, machinery, or slaves.
Alternatively the cargo space can be filled with soldiers who spring the trap when the transport is captured.

A more dangerous option is the cargo is actually a biological or chemical weapon in disguise and the players unwittingly take it to an innocent target, presumably to be killed themselves upon delivery. This opens up more adventure opportunities when the players track down the client after dealing with whatever mess the weapon causes.
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Adventure Idea 11: Fake holy water.

A small city state or large village needs a sizable shipment of holy water. They believe it will cleanse their city center of demons. The players acquire a tanker full and deliver the liquid. It does not clear the demons/ghosts. The villagers blame the PC's. Either it was fake holy water, or holy water is not the magic solution people had hoped for. The players must decide to either walk away and forget about it, find some real holy water, or clear out the demons themselves. Or they could help the demons, but thats just crazy.
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Adventure Idea 12: Escort and retrieval.

PC's hired to insert and retrieve a group of specialists assigned to infiltrate an abandoned base and look for something special. The group thinks they will be transporting trucks full of valuable cargo such as weapons or old currency (gold, platinum, etc) but in reality the specialists are hunting for computer data and plan the murder the PC's once they back to Chi-town or inside safe territory. Perhaps the abandoned base was taken over by nasty creatures from Dark Conversions, or the automated defenses turned against the base personnel. Players can either help infiltrate, or wait outside for the specialists to perform their duties. Maybe they save the infiltrators who have a change of heart about murdering them later. Potential for making new enemies or allies.
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Unread post by Shorty Lickens »

You guys are allowed to make a smuggling adventure too. This isnt like a copyrighted idea or anything.
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Re: SHORTY LICKENS BIG OFFICIAL BLACK MARKET SMUGGLING CAMPA

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Adventure Idea 13: Players happen across a retreating party while they are on a job.
(This scenario is more generic and probably fits in with darn near any campaign type as a distraction. One which could potentially lead to other adventures (as they often do in Rifts Earth).

The players are delivering some less than legitimate goods back into Chi-Town when they roll by or fly by another team of what looks to be Adventurers also on a mission. They are a team of probably mixed classes, heading back home to their small town or fortress while being chased by something nasty. Preferably a horrible creature from Dark Conversions, or a randomly created monster that would be a threat to a heavily armed party of 6 or fewer members. Perhaps the antagonist has psychic or magic powers that make the weapons and armor of this party less spectacular, or the monster is just really tough or maybe has immunities that make it difficult for the other team to fight it or flee from it. In any case the PC's have to decide if they wish to help or not.
In any case, after the encounter is over the other team will be grateful but unable to pay off their rescuers. If the PC's want a reward and further information, they will have to follow the rag tag party back to their base or village. Eventually the players figure out that the team was raiding the home (a very small but capable underground bunker) of a malicious entity and possibly the ghost of the human or D-bee that previously owned the residence. They disturbed its home and attempted to (or successfully) stole a valuable item. Some sort of McGuffin that is either useful itself, or can be traded or turned in for an item or service that is more useful to someone with power and influence. Whether the players killed the earlier threat or not, they realize more ghastly abominations (probably from Dark Conversions or another horrible entity from the books) will keep chasing them and/or the independent party until its destroyed, or get what its wants.

If this entity is a powerful alien intelligence, or works for one, the players should probably realize this early on and either find a way to run for good (possibly dooming the other adventurers) or defeat it or run it off permanently, or protect the village from this particular malevolent entity, OR find a way to repair the damage, either by returning the item, replacing it with something equally powerful and useful (possibly a real challenge) or making penance and begging forgiveness, possibly performing a favor or quest for the Big Bad Guy in exchange for lenience. In fact this quest to appease an angry god or demon could lead the players on a whole new path, away from Chi-Town, possibly not on Rifts Earth. GM's call.

Which direction this potential scenario goes depends on whether the strange adventurers are good, evil, or selfish, as well as the PC party's alignment. The other party could be a story element unto themselves, or a random less-important encounter that leads to much bigger things, and also potentially contacts or allies for later adventures. Or possibly antagonists, another day.
Again this up to the GM, and the kind of campaign the players like to run. Maybe they enjoy getting sidetracked and going on a whole new adventure from a random Hook.
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Re: SHORTY LICKENS BIG OFFICIAL BLACK MARKET SMUGGLING CAMPA

Unread post by ZINO »

love it man!!
let your YES be YES and your NO be NO but plz no maybe
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