Friday, 16 March 2018

15 Starting Missions on the UESF DISCO


Example missions to undertake for the denizens of the UESF DISCO Fordek:



1) As part of a grand copper heist into Kohman Bredj-Own, a band of Ubberunk thieves would like you to secure safe passage into a Madbi room with a window to the outside. The plan also requires space suits, a mile of tensile cable, and something strong enough to cut through the ship's outer hull.


2) The Equalizers of Lewahdek need batteries to power electromagnetic shoes for use in zero-gravity. Go steal a few stockpiles from the Sawseers in Man-Ketchun; a gambler named Big Ardoo has some locations scouted out already - he's passed out drunk somewhere in the Colnis Podes.


3) The Rusty Shivs have pissed off the Children of Freezers, and are being hunted down one by one. Skinny Steef of the Shivs will pay for safe passage out to the lowest decks on the ship. Jaykub One-Eye of the Children offers twice as much if you bring Steef to him alive instead.


4) Merkis has been overcharging shoppers in Manetube for TenMils, and most everyone avoids his wares. Suddenly some Kohman have a vested interest in paying for his goods at twice what he charges, and his competitor Jaw-Nothin wants to know what he's up to. Merkis delivers unmarked crates to a ballroom in the Kohman Bulk every cycle


5) Kafreen is an orphan living with a large family on a barleekorn farm in Argodek. One day her neighbors stopped by to find the family slaughtered and the child missing. Bite marks and scratches on the scene points the blame to a mutated rat swarm from Lewahdek or possibly cannibals from Man-Ketchun, but her best friend Little Johee thinks he saw "The Big Crawlee" take her.




6) A masked contact identified only as "The Smiling Man" wants to hire a group of assassins to take out Jakuv Spaydez, leader of the Lunjers. Specifically, he needs the killing to happen in front of the crowds at The Floating Ball. The reward he promises seems too good to be true...


7) A sudden explosion tore through four decks in Lendskad. Supervisors are worried about a halt in productivity, especially since the decks have been sealed off automatically by pressure bulkheads, allowing no passage in or out. They are working to cut through the bulkheads now, and a small team of investigators is needed to give the all clear before the decks can be re-opened for work details.


8) Beelee's Boys have gotten too rowdy for a justice posse in Sentruldek to effectively control, and citizens are worried that they have motives to expand their clubhouse out to other decks. A small band of deck representatives has pooled copper to reward anyone who can disperse the gang, ideally without (much) bloodshed. Rumor has it that the gang is being armed by the Glow Kartel.


9) Bloodwash marauders in the Colnis Podes are advancing towards an argoba, filled with dozens of independent families who unfortunately have nowhere nearby to settle. A mass exodus is planned that will migrate everyone through some fairly dicey territories - the group just needs a band of talented scouts, protectors and/or leaders to lead the trek into Lewahdek.


10) Kohman scientist Murrygold suspects that someone had broken into her laboratory on Bredj-Too recently and taken samples of her experimental fewel, "X5X". Whomever pulled the job must have had a copy of her key codes, because there are no signs of forced entry. Her fellow researchers are strangely quiet on the matter, so she'd like some outside party to investigate the break in. The only clue left behind: a shard from a lumiform smeared with violet greese.


11) Three-Stripe Sanchez of Creeyo-Satsi-Own lost three of his sons to the Fractured Gap of Inky Fires, and now his fourth is fitting to make the crossing. Rather than admit his progeny is of a weaker bloodline, Sanchez would like someone to covertly protect his last son Sanchezari on his journey to the ERIES. Obviously Sanchezari and the rest of the cluster cannot be made aware of outside involvement, so Sanchez is looking for allies with discretion.


12) One of the shiftier merchants in Manetube sells captured mutant slaves to Khamandar in exchange for preferential access to the Kohman Younee-Fabb. Now five of his most prized, most dangerous mutants have escaped their pens and are running rampant somewhere on the ship. If a group could discreetly track down the mutants and round them up, the merchant would owe them a big favor.


13) Endruw the Rambler swears he's been thrown into Madbi as retribution for courting the daughter of a Kohman aristocrat, and that he will die at the hands of either a madman or a Kohman-hired assassin. His brother Frensis is helpless to mount a rescue, and in desperation seeks a group to break into Madbi and rescue Endruw before he comes to harm.


14) A ransom note informs a Sentruldek family that their twin sons have been taken, with instructions to leave payment in an old service tunnel deep inside Lendskad. The family can't afford such an outrageous ransom - they need someone to identify the kidnapper, tail them to their hideout, and recover their sons.


15) The Preservationists are busy as always restoring functionality to Bredj-Too; they've received a hot tip that some navigational equipment has been spotted in Manetube, being traded around the marketplace. All operatives are busy elsewhere on the ship, and they could use a hand in its recovery. When last seen, the equipment was being hauled down to Argodek by some fellows dressed in welding gear.

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