There was a good looking Amber Zone contest over at Amber Zone. Unfortunately, with my travels (real life) lately, I missed the submission date.
Here it is - set inside one of the two super powers on the balkanized world of Margesi in the Vilis subsector of the Spinward Marches.
Amber Zone - Sword Dance (1105, Margesi/Vilis)
Location: Western edge of the Chergen Mountains, in People's Republic of Gome (PRoG)
Patron:
Commander Sinew, Imperial Naval Intelligence, contacting the travellers
clandestinely, in the Kingdom of Evariidi, or perhaps the Margesi
starport.
Mission:
Travel to the western edge of the Chergen Mountains, contact some of
the local clans of Chergen cossacks, who never fully assimilated into
the People's Republic. One in particular, Katrinka the Knife, has
agreed to serve as a guide. She knows the location of a Sword World
Military cache buried underground, at the old Gram Star-Militia troop
site - situated to provide a training cadre for the capitol city of
Isenstadt, on the other side of the Mountains. When Gram controlled
Margesi for the Sworld Worlders, Isenstadt was the world capitol, and
home of the main starbase. The cache has unknown amounts of military
supplies buried in protected containers, but of interest to the Imperial
Naval Intelligence, are some memory tanks with technical details of a
Sword World missile frigate being designed 20 years ago, and now coming
into production.
Payoff:
The Intelligence officer will offer some consideration in removing past
offenses from the records of the travellers, and also agrees that they
can keep half of all the military stores they uncover, with the other
half going to Katrinka the Knife, and her band of Cossack warriors.
Complications:
The location is deep inside a militarized Soviet style country that is
still very loyal to the Sword World, even though 20 some years ago, the
planet came back into Imperial protection. Also, the location is rural
and hazardous (the cache is in a rocky highland valley). Dealing with
the Cossacks is not going to be easy, and in fact, to prove themselves
the players will have to spend a night successfully carousing with the
band (Carouse or Liaison skill test to be successful), and one of the
members of the group will have to try the sword dance (Art: Dance,
modified by Dex). Three dice rolls are required, of successful harder
difficulties (6+, 8+, 10+) representing faster and faster Cossack music.
If the player passes all three, the Cossacks are completely loyal
allies, lesser results will have the Cossacks being less tightly allied
to the players.
Reaching
the cache is tough enough (survival and mountaineering may be
required), but occasional patrols of PRoG solders (flak, autorifle, hand
grenades) may cause additional problems. The extremely rough terrain
precludes the use of long-range radio, but after 2 or 3 days the loss of
PRoG army patrols will be noticed.
The
cache is underground, inside a small bunker complex. Katrinka knows
the location of the entrance, but not how to get in. The complex is
protected by a series of TL10 security measures. The stash includes the
digital memory tanks for the Intelligence officer, as well as dozens of
TL10 small arms; cloth armor; ammo; and most important, a dozen each of
TL10 communicators and TL10 medikits.
The
special challenge for the travellers, will be escaping with the goods.
On the way out of the area, with whatever stash they can carry on
horseback (or vehicles if they risk it), they (and Katrinka's band of
cossacks) will be attacked by another band of Cossacks, intent on
thieving the goods. They will be armed with a variety of small arms,
but not grenades or armor. They make up for their lack of armor in
excellent ambush skills and fieldcraft.