Tuesday, February 28, 2023

GLOGSTAR Pirate Missions

 The Interstellar Regime controls the trade lanes that tie the galaxy together, perpetually threatening violence against the neighboring Empyrean Bureaucracy. The Rebel Militia seeks any advantage they can to free the galaxy from the Regime's tyranny. In the midst of this conflagration, pirates find ample opportunity for profit, snatching prizes off of trade routes, threatening worlds with destruction if they fail to tithe, battling privateers across the stars in epic tales that are sung and embellished in a thousand spaceport bars. You are a pirate captain - fearless, merciless, and willing to do anything to make a quick buck.

by unccleulty


  1. The once-thought indestructible treasure ship Navigator's distress beacon has been recovered by the Intrepid Factor. It carries a black box that includes, among other things, its coordinates, deep within the wartorn Hyades Cluster. You have been granted exclusive first rights to plunder and salvage the Navigator, so long as you give the Factor exclusive information on what wrecked it and ensure that no one else aboard survives to tell the tale.
  2. A bulky trade fleet from the Empyrean Bureaucracy travels along the Kochab Corridor, a trade lane just off your primary hunting grounds. Your fellow captain, the Brazen Buccaneer, has already embarked with his fleet to take them as his prize. Hours after he entered a communications blackout to conceal his location, the Intrepid Factor notified you that new intelligence reveals this trade fleet to be a honeypot, and an Empyrean fleet under the command of their Bureau of Naval Intelligence lies in wait to ambush any pirates that take the bait. Can you ambush the ambush before you're ambushed yourself?
  3. The Regime has bought out a half-dozen pirate Free Crews with letters of marque signed by the Pompous Admiral himself. These newly-minted privateers know all your hideaways and secret warp-routes, and they've already sent a dozen captains to the prison world of Kraz IV. Simply killing the Admiral won't stop the crews - you'll need to kidnap and ransom someone important to force him to invalidate those letters of marque with his own hand.
  4. El Space Presidente, deposed from his benevolent rule of the Glorious People's Republic of Meridiana VII, sulks with his government-in-exile on the airless mining colony of Algol IX! The Grim Warlord sees an opportunity where most see despair - backwater colonies make for excellent pirate ports. Gain El Space Presidente's trust and ensure safe harbor for other Free Crews, but be cautious: the Presidente is a proud man whose sights are set on one thing alone: Meridiana VII.
  5. The Craven Commander, formerly of the Regime Starfleet, has deserted and started their own pirate operations out of the Tarazed Nebula. Their advanced sensors and drives allow them to operate in the electromagnetic cloud where you're blind and slow - it would be an incredible coup if you could somehow lay your hands on these technologies.
  6. A civilian fleet of supply ships is en route to relieve the heavily industrialized world of Mu Cygni III, in the throes of a devastating series of gravity-quakes. It's a wonderful prize, but this juicy target is guarded by a rare (and tenuous) ceasefire between vessels from both the Rebel Militia and the Regime Starfleet, each of whom want to be seen as the real saviors of the planet's populace.
  7. Pilgrims make their annual journey to the holy world Cygni IX, carrying relics sacred to their schismatic sect of the Church of Celestial Intelligence. Pilgrims are traditionally easy prey, but their sect is militant and flies upgunned one-man starfighters in ecstatic trances with divine speed and precision. Some of the ships and guns themselves are the relics, too, so destroying them isn't an option - and boarding means fighting their holy men, whose light-swords cut through armor, flesh, and (some say) the soul. However, if you took their ships, you'd have their Celestial relic weapons for your own...
  8. The Empyrean Bureaucracy is funding a new privateer campaign. So is the Interstellar Regime. Double-dipping is a time-honored tradition among the Free Crews, and until their myriad bounties on each others' ships expire, everyone in the sky is shooting at everyone else and dragging their hulks back to forward outposts for money. Its a free for all up there, and even the dirtiest tricks are legal.
  9. The Grim Warlord grows restless. The Throne of Hulls leaks and groans. She demands more hulks to add to its bulk, and has her sights set on some truly vast automated colony ships that failed in their ancient mission to settle the (apparently nonexistent) garden world of Hadar III. How do you disarm, dismantle, and recover something the size of a small moon? What happened to them and their sleeping populations at the absent world?
  10. The fall of the DARK EPOCH battlestation around the Monocerotis black hole has not gone unnoticed. Vast bulks of scrap and hypertechnology are ripe for the harvest - at least, until they're devoured by the very black hole it was built to exploit. Every independent scavenger in the sector, plus Naval Contract Corporation cleanup fleets, have descended on the wreck to do the exact same thing.
  11. Legends of the Worldvault, a vast xenogen treasure-planet, have always been a fool's errand to pursue. But now, the Dreaded Dominus claims he's found it, and has returned to the Throne of Hulls with a map to an uncharted point in the Triangulum Nebula and a cache of weapons of clearly alien design. If he's right, and the Worldvault is as the rumours say, he'll become the greatest pirate king in history and bring all the Free Crews to heel with his iron augmetic fist. But if you can get there first, that power may be yours to claim...
  12. Your last offense was too egregious to go unpunished, and so a fleet of the Interstellar Regime's finest warships under the ostensible command of the Pompous Admiral flies to quash the Independent Stronghold around the Sheliak protoplanetary disc. Turn the fleet back, whether by force of arms, cunning, or diplomacy - or lose one of the last free ports near Regime space.
  13. A new colony ship is settling Leonis V, a mineral-rich world near the Azanar Way, a major trade lane you prey upon. Teach them the nature of business around these parts by demanding their first tithe (of many going forward), but take care: their expedition was funded by the merciless Obdurate Marquess, and the colonists are hardbitten veterans of a dozen wars all armed to the teeth.
  14. The Grim Warlord has given tentative sanction to the Impulsive Intellect's latest design. The Intellect believes new research permits a short-range "hyperbreach" weapon that can abduct ships right off of trade lanes for easy plunder, and has constructed a working prototype on a safely uninhabitable nameless dwarf planet in the lucrative Dziban Sector. Test the weapon however you see fit, but don't bring it back unless you have conclusive proof that it's safe and cost-effective.
  15. A one-of-a-kind collection of Old Earth relics is being moved for the first (and likely only) time this century, traded from the Megarich Mogul to the Paranoid Plutocrat. The security corporation Volatex is responsible for the relics' transportation, but an insider, the Audacious Aspirant, has leaked the route to you so they can profit at its expense. Volatex has spared no expense in the defense of the relics, but their planned path takes them near the Gamma Velorum supernova and its total scanner blackout. It should be a by the book  raid - hit the delivery, take out the escorts, and recover the cargo unharmed - assuming you've been told the whole truth.
  16. Two wealthy pirate captains, the Dreaded Dominus and the Brazen Buccaneer, each accuse the other of planting traitors within their ranks. Their fleets have simultaneously docked at the Throne of Hulls, and their crews have already come to blows aboard the station several times. The Intrepid Factor demands you use your formidable reputation to mediate between the two, as the Grim Warlord is away on a therapeutic pillaging retreat and would rather her favorite station not be trashed in her absence.
  17. It's time for the semi-annual "recruitment drive"! The Regime's Naval Contract Corporation is hosting an opulent dedication ceremony for a new line of vessels hot out of drydock at the Raselhague IV shipyard ring. Interrupt the festivities, board the targets, and swashbuckle your way out of the system aboard some fancy new vessels.
  18. The megacorporation Solintel has decided to disrupt the piracy industry by hiring gig workers as bounty hunters to "enforce smuggling regulations" on ships traveling outside Regime-sanctioned trade lanes. Your supply of easy prey has dried up. Show Solintel what real disruption looks like, right above their Agitated Executive's regional branch headquarters on the third moon of Achenar VII.
  19. The Impulsive Intellect's latest development is going to get him killed. He cultivated a true AI, the Credulous Cephalon, and installed it into the crude matter of a gun. The gun, naturally, has become a triumph of engineering capable of truly apocalyptic devastation. The Celestial Intelligences don't want any competition, no matter how revolutionary this feat of microcomputing is. Now a hunter-killer dreadnought, the Rapacious Warmind, is blazing a path through inhabited space right to the Impulsive Intellect's front door - which also happens to be your home station. Protect him - or at least protect yourselves.
  20. The Pirate King of Space, at the helm of his Formidable Flagship, has returned to the Throne of Hulls. Or, at least, someone is claiming to be the Pirate King, and is flying a vessel that looks (and kills) a whole lot like their old, terrifying hulk. The Grim Warlord claims she killed the old bastard on the steps of the Throne, took command of the Free Crews, and banished their whole crew to the farthest reaches of the Triangulum Nebula - but is there more to her story? Will you back your Warlord, or throw your weight behind (potentially) the most dreaded pirate ever to sail the seven skies, who says that even death could not defeat them? Choose swiftly, for neither will wait for you to fully investigate the matter.


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