Table of Contents

Jailbreak

Adventure Starter by Tom Iovino (RnTrTNT@aol.com)


WHAT IS THIS?

This is a rough attempt at a "module" I used to start a Star Frontiers campaign with some fellow gamers here in Tampa Bay, Florida. I say rough because I created it on the fly, and actually drew the maps a full year after the adventure as I saw them in my mind's eye. So it's not fully complete. Big deal. I just created what my characters saw. You can add whatever detail you wish to the adventure to spice it up or direct it to suit your needs.

One good thing this adventure did was answer the nagging question which all DM's face, "How do all of my player characters meet?" plus it gave each of the characters little adventure hooks which I have found invaluable as tie-ins for later adventures.

But this "module" is all this and more. It is also a call for all of us adherents of this smoothly-running game engine to continue to create adventures for our Vrusk, Humans, Dralasites and Yazarians to tackle. It is also a call for those of you who may have put some ideas on paper or computer disk to dig them out and make them available to us long-suffering Frontiersmen and women who are racking our brains looking for campaign ideas.

So read on, consider what I said, and, hey, let's see if we can't create some outstanding adventures to keep the spirit of this game alive!



BACKGROUND

All this came to me one night in a dream

Yeah. Right.

I had the idea to create a bleak, barren prison world where the Frontier Federation could send its controversial, political, or extremely violent prisoners. Also it served as someplace where Star Law could send inter-planetary convicts so they can do their time (The concept is kinda like a federal prison here on Earth).

The world (planet, moon, whatever -- just place it wherever is convenient in your campaign) is a cold, windswept chunk of rock where the temperature never gets above -5 degrees C, and all hope is lost. The prison could be run by a mega-corp (It was when I ran the adventure), and stared life as a dumping ground for the frontier's undesirable prisoners.

The prisoners were sorted into "warmies" and "chillies". Chillies were cryo-prisoners frozen in suspended animation for the duration of there sentences. This punishment is reserved for the worst offenders. Warmies are normal prisoners kept in cells. Just your average everyday prison.

But then the megacorp which ran the prison discovered vast amounts of valuable minerals on the world. This was perfect, just use the prisoners as labor to work the mines. Working the mines was such a relief from the boredom of the everyday routine, soon this duty was reserved for the best-behaved prisoners. One demerit on your record, and ~bang~, back to the slam you go. The ultimate level to reach (where the food was most plentiful and the cells the warmest) was to work in the shipping division -- where we find our happy-go-lucky PC's.



THE FACILITY

Prefabed and cheap, the facility was modular in design so it could be manufactured and transported to the planet and set up with a minimum of hassle. First, the polycrete foundation was poured, and this is when the access tunnels were formed. Then, the modules were transported to the surface and assembled the way they are.
Maintenance Tunnels:
This network of tunnels runs under the entire complex serving as a conduit for electricity, computer network wiring, water, etc. to each module of the prison facility. The utilities travel in a trench in the floor of the 2m x 3m tall tunnels, and, in emergencies, security personnel could negotiate these tunnels and drop in to any location in the compound. Scattered through the network are security grates. When I played the adventure, I had them electrified. I didn't really plan where the grates were, I just gauged the mood of the PC's and threw them in at inopportune times. Such is the prerogative of the referee. I also featured locked boxes every so often in the tunnels, and had the computer experts make log rolls to see if they knew what they were (maintenance computer panels) . Successful rolls to open and manipulate the software rewarded the PC's with disarmed and unlocked security grates! The tunnels serve different rooms and end in a 2m round Chambers where the utilities branch off and served the rooms above. There is also an access hatch (locked) overhead which the PC's had to figure how to unlock. The access tunnels allowed movement undetected in the facility, but if your PC's decide to dawdle or go places you haven't designed, you can have the occasional maintenance robot scurry by to give the gang a good scare!

The Cellblocks:
Housing for the prisoners who assist with the shipping and cargo loading operations. Areas 1 and 3 are inaccessible from inside the cellblock, and are used for security officers to check in on the prisoners. The windows in area 3 are unbreakable. I had the PC's and one loyal NPC housed in area 6 with a rival group of NPC prisoners in area 7. The access panels in area 4 and 8 could be opened after a crafty PC fashioned some crude tools and made a few appropriate rolls for success (I assumed that since my players were playing these particular characters, that they possessed better than average skills and ideas, and far better than average luck!).

The Security Bunker:
I didn't add any detail to this area, other than a security grate in the maintenance tunnel underfoot(pretty logical precaution). My PC's wisely decided not to poke their heads out from the tunnel in this room. If yours do, feel free to give them the appropriate response!

The Main Building:
The maintenance tunnel wound its way through here and provides access to all of the main chambers. I figured that this building is a two or three story affair, with the staff quarters, administration, etc. Upstairs. My PC's once again wisely chose no to do too much exploring in this building and made their way to the shuttle ready room.

Note: The four security Booths are accessible only from the second story, are glassed in by unbreakable glass, and each has a security guard on station at all times.

Cryo Prison, Mining Operations, Reactor:
Didn't map them because I wanted my guys to get to the shuttle bay ASAP. Of course, you can assume that the Cryo Prison looks something like the one in the movie Demolition Man(r); the mining operations would contain heavy machinery, ore processing equipment, and various and sundry other tools; and the reactor is a typical model for an operation of this size.

Mines, additional facilities:
I envisioned the actual mining operations were off the base, and able-bodies prisoners were housed near the mines. The raw ore would be shipped to the main compound, and processed for shipping there. But, hey, why draw it? If the PC's are that stupid to do some unsupervised planetary sightseeing, they deserve to get caught!

Shuttle Bay:
Areas A, B and C are where the shuttles land for the base. The walls between the bays are fireproof and could contain the wreckage of a shuttle should one crash. Areas 1,2 and 3 are large covered storage garages where processed ore is stored prior to shipping and supplies are stockpiled. Area X I envision as a tall 3 or 4 story structure with a flight control center, satellite communications center, and shuttleport administration office upstairs, and a "Railroad Roundhouse" type apparatus on the ground floor to assist with the moving of cargo from bay to bay.


HOW I DID IT

The Characters started off as prisoners on The Rock. You can have your players give you the reason they are in the prison. My characters had various reasons (Insubordination and assault of a UPF officer, Revolutionary tendencies on a particular planet, Space Piracy, undercover Star Law agent posing as a criminal to investigate corruption in the prison system, etc. The vast majority were unjustly arrested, and would later like to clear their names.) and were all housed in the same cell block. The PC's occupy one of the bunk rooms together with a friendly NPC, and a group of NPC rival prisoners are across the way.

The characters were on work detail because their offenses were not too violent or extreme, and were allowed to work in the shuttle docking area with mining processing and shipping. The main tool they use is a magnetic sledge which can carry massive loads and move them about the storage bays in the base.

Give the characters a good sense of the monotony on the planet, and even the guards need to be rotated frequently due to the boredom. One thing this boredom has done is breed resentment among the prisoners in the cellblock, and quite a rivalry has blossomed.

One day, the PC's are roused from their sleep to begin another offload. They go to a shuttle bay and notice that on top of one of the loaded sledges is a crew laundry bag. This is a breach in the normal security procedures, as shuttle crews are not supposed to have prison help carry personal items.

My characters headed about their business as usual, moving the cargo to one of the shuttle storage bays, but quickly two at a time, behind a pallet of supplies, dug through the laundry bag, put the uniforms on under their prison uniforms, and went back to work. (Roll against log for guards to see if they notice?, Create a diversion to get the guards attention?) After work, they went back to their bunks and stowed the uniforms inside their mattresses.

My PC's planned their escape through the hatch to the access tunnel in the head. I made a few tech rolls for such skilled characters to see if they could filch materials to make rudimentary tools. (Hey, Clint Eastwood could get materials to dig out of Alcatraz!)

The PC's planned to escape after a day of work, when the other prisoners in the cellblock were away on their shifts, and the prison guards who normally oversee their workday are off duty. When they arrived back at the cellblock, though, all of the security cameras were covered up, and the windows in the security booth and the rival NPC's bunk room were screened by blankets. (I had corrupt security guards in this cellblock work a deal with the rival NPC's to teach the PC's a lesson for an alleged insubordinate act. You can stage whatever you like, I had a galley fight between the groups with the guards breaking it up and blaming the PC's)

A general melee breaks out (mostly hand-to-hand and some crude melee weapons) with my PC's doing a lot of damage! The PC's of course, assumed that their escape plans may be in jeopardy, so they decided to make good their escape right then.

Once they made their rolls to pry open the access panel, they made their decent into the access tunnel. They were doing well, until (gasp!) they ran into a security grate in the tunnel. Quick access by our computer expert on a maintenance computer panel in the tunnel allowed the PC's to disarm the security grid, and a good heave was able to remove it.

They then made it to the main building and went the access panel in the shuttle crew ready room. I conveniently had the access panel partially blocked from view of the security camera by furniture, so they could get out of the tunnels, but had to make rs and dex rolls to avoid the camera's ever-watching eye.

In the ready room, the PC's discovered that there was a shuttle readying to take off from the base. Some very slick and fast talking by the PC's leader (Yeah, we don't have our ID's because there was some administrative snafu. Doesn't that just get your goat too?) got them through the security checkpoint in the shuttle bay, and into the ship.

Blast off.

Since the security guards who set up this fiasco were corrupt and culpable, they did not raise the alarm as they should have, but instead alerted their contacts on the orbiting space station to intercept the PC's. (I used the Knight Hawks space station map, but you could design your own if you desire.)

Upon docking, the PC's parted company with the shuttle crew, and found themselves on a space station in grubby shuttle crew coveralls without any money. That's when the corrupt guards' contact on the station, approached them pretending to be a Star Law agent, and asked the party to follow him for some routine questioning. He intended to jump the party with some help from his friends and terminate everyone. (PC made an Int roll and caught onto the surprise. They jumped the bad guy and waylaid him. Oh, yeah, they also took his weapon, credits, and clothes. One PC changed into them, then went to purchase generic coveralls for the party members.)

The crew then went to the commercial deck of the space station and sought to work as deckhands on an undermanned independent freight hauler. They found one with an old and derelict ship and an undertrained crew, were hired, and got on board for the next leg of their trip.

What I did then was have the freighter misjump and wind up in the Venturi System (Bugs in the Machine), and, as they say, the rest is history.



CAST OF CHARACTERS

Warden -- Blobadebubble (Dralasite)
Str/Sta - 40/40  Dex/RS - 40/40  Int/Log - 55/55  Per/Ldr - 65/65  IM/PS - 4/2
Skills - Bluff 4, Charisma, Computers: Access & Operate 1, Empathic Understanding 1, Law 6,  
         Persuasion 4, Society 1

Security Section ============================================

Security Chief (Cheeknar Y,M)
Str/Sta - 65/65  Dex/RS - 65/65  Int/Log - 55/55  Per/Ldr - 45/45  IM/PS - 7/4
Skills - Bodyspeak, Communication Dev: Operate 3, Computers: Operate & Activate 1, Forgery (detect) 3, 
         Law 3, Photography 2, Power Read 1, Robotics: Activate/Deactivate 3, Security Systems: 
         Activate & Operate 6, Sec.Sys: Deactivate 4, Sec.Sys: Detect 4,  Sec.Sys: Open Locks: 4, 
         Beam Weapons 5, PGS Wpns 4, Melee Wpns 5, Martial Arts 3
Equipment - security access card, auto pistol (2 clips), doze grenade, binders, stunstick + clip, 
            skeinsuit,albedo screen (beltpack)


Prison Guards (I had 100 on the base)
Str/Sta - 55/55  Dex/RS - 55/55  Int/Log - 45/45  Per/Ldr - 35/35  IM/PS - 6/3
Skills - Beam 3, PGS 4, Melee 2, Security:  A&O 3, Sec. Deactivate 3, Sec.Detect 2, Sec.Open Locks 1
Equipment - uniform, chronocom, binders, electrostunner (20x2), stunstick (20), skeinsuit


There was also a heavy weapons cache on the base, so you can add whatever you think would be appropriate.

Prisoners =================================================

Strong Prisoner
Str/Sta - 65/65  Dex/RS - 45/45  Int/Log - 40/40  Per/Ldr - 35/35  IM/PS - 5/4
Skills - Var
Equipment - coveralls

Average Prisoner
Str/Sta - 45/45  Dex/RS - 45/45  Int/Log - 45/45  Per/Ldr - 45/45  IM/PS -  5/3     
Skills - var
Equipment - coveralls

Weak Prisoner
Str/Sta - 35/35  Dex/RS - 40/40  Int/Log - 35/35  Per/Ldr - 35/35  IM/PS - 4/2
Skills - var
Equipment - coveralls

Technology Section ==============================================

Computer Specialist (20 on board)
Str/Sta - 35/35  Dex/RS - 55/55  Int/Log - 70/80  Per/Ldr - 45/45  IM/PS - 6/2      
Skills - Computers: Access & Operate 5, Comp: Bypass Security 3, Comp: Defeat Security 3, 
         Comp: Display Info 4, Comp: Interface 3, Comp: Program Manipulation 4, 
         Comp: Program Writing 4, Comp: Repair Mainframe 3
Equipment - RobcomKit, Electro/ Mechanical C.A.S.

Roboticist (15 on board)
Str/Sta - 35/35  Dex/RS - 55/55  Int/Log - 70/80  Per/Ldr - 45/45  IM/PS - 6/2     
Skills - Robotics: Activate/Deactivate 1, Rob: Alter Functions 3, Rob: Alter Mission 3, 
         Rob: Identification 3, Rob: List Functions 3, Rob: Modifications 3, 
         Rob: Remove Security Locks 2, Rob: Repair 4,  Rob: Robopsychologist 2
Equipment - RobcomKit, anti-shock implant, Robotics C.A.S.

Geologist (5 on board -- work to discover new deposits of valuable ore and coordinate prisoner labor)
Str/Sta - 45/45  Dex/RS - 55/55  Int/Log - 70/70  Per/Ldr - 45/45  IM/PS - 6/2
Skills - Chemistry 4, Climbing 1, Comm. Dev. Op. 1, Computers A&O 3, Comp: Display Info.: 2,  
         Find Directions 2, Gemology 3, Geology 5, Geophysics 4
Equipment - Geological / Chemical C.A.S., fatigues, backpack, climbing gear, sungoggles, 
            inertial compass, flashlight, rope

Medical Section ==================================================

Chief Medical Officer
Str/Sta - 35/35  Dex/RS - 70/70  Int/Log - 70/70  Per/Ldr - 65/65  IM/PS -6/2       
Skills - Medical: Devices 3, Med: Diagnosis 4, Med: Infection 4, Med: Miscellaneous 1, 
         Med: Wounds I 1,  Med: Wounds II 3, Med: Wounds III 3, Med: Wounds IV 6
Equipment - file computer, Medical C.A.S.

Skilled Surgeons (2 on board)
Str/Sta - 40/40  Dex/RS - 60/60  Int/Log - 70/70  Per/Ldr - 55/55  IM/PS - 6/2       
Skills - Biology 3, Botany 2, Zoology 2, Chemistry 2, Computers: A&O 1, 
         Empathic Understanding 1, Forensic Medicine 2, Medical: Devices 2, 
         Med: Diagnosis 4, Med: Disease 3, Med: Infection 3, Med: Infestation 3, 
         Med: Misc. 1, Med: Poison 3, Med: Radiation 3, Med: Wounds I  1,  
         Med: Wounds II  3
Equipment - Medical C.A.S., medkit, file computer

Medical Technician (Also put prisoners into cryostasis -- 15 on base)
Str/Sta - 50/50  Dex/RS - 65/65  Int/Log - 60/60  Per/Ldr - 45/45  IM/PS - 7/3
Skills - Medical Devices 3, Medical Diagnosis 3, Medical: Infection 2, Med: Poison 1, 
         Med: Misc. +X,  Med.: Wounds I  +X, Med: Wounds II 3, 
         Vehicles (whichever appropriate) 1
Equipment - uniform, medkit, spray hypo (staydose x 3), chronocom, penlight, medkit, 
            freezefields, field automed,  pharmaceutical

Psychologist / Counselor (2 on board)
Str/Sta - 35/35  Dex/RS - 55/55  Int/Log - 70/70  Per/Ldr - 70/70  IM/PS - 6/2       
Skills - Communication 3, Empathic Understanding 4, Hypnosis 3, Persuasion 2, Psycho-Pathology 5 
Equipment - file computer

Any others ================================

You Roll em up!



Physical Characteristics Scores Explanations
10 - feeble; possibly handicapped
20 - unhealthy
30 - poor; slow; weak
40 - below average
50 - average
55 - somewhat average
60 - above average
70 - talented; noticeably superior
80 - gifted; outstanding
90 - world-class; one of the best
100 - superhuman

Skill Level Explanations
1 - exposed to; passing familiar; operational
2 - familiar
3 - very familiar
4 - average; adept
5 - above average
6 - accomplished; proficient
7 - excellent
8 - expert; world renown; an authority on the subject



MAPS

COMPOUND


MAIN BUILDING


CELL BLOCK


PRISON YARD


SHUTTLE BAY




SO, WHAT DO YOU THINK?

Comments? Suggestions? "Modules" you may have created? Complaints? E-Mail me at RNTRTNT@AOL.COM

Thanks,

Tampa Tom


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