Monday, July 12, 2021

Maximalist Weird Fiction Mercenary Contract Generator Appendix C: Military Intervention

Appendices
A: Investigations: High-risk detective work
B: Special Reconnaissance: Physical surveillance in hostile conditions
C: Military Intervention: Direct action in support of allied military activities
D: Military Assistance: Train, lead, advise and inspire allied military and/or security forces
E: Stability Actions: Ensure that a vulnerable polity, individual, or process thrives by engaging with threats on its behalf
F: Counterconspiracy: Social infiltration and undercover proactive security
G: Counteroccult: Hunt strange creatures, assassinate occultists, minimize the fallout of occult catastrophes, counter malign entities, and safeguard items and places of cosmic provenance
H: Influence Operations: Persuade, influence, subvert and deceive under delicate and/or hostile circumstances
I: Extractions: Recover personnel and assets from hostile forces and other dangerous situations
J: Civil Relief: Prevent atrocities, relieve suffering in cut-off areas, and set up systems of sustenance and protection for people who are under threat of deprivation and violence

Contract Index
Assault
Building
Stygodrome (MIAB1S)
Medusa (MIAB2M)
Sociable Weaver (MIAB3SW)
Defensive Works
Immune System (MIADW1IS)
Hidden Garden (MIADW2HS)
Machilocation (MIADW3M)
Headquarters
Red Tape (MIAH1RT)
Storming the Gates of Heaven (MIAH2STGOH)
Union Busting (MIAH3UB)
Infrastructure Locus
Sparagmos (MIAIL1S)
Tears of Stone (MIAIL2TOS)
Bridge to the Underworld (MIAIL3BOTU)
Position
Apotropaios (MIAP1A)
The Thousand Candle Stone (MIAP2TTCS)
There Goes the Neighborhood (MIAP3TGTN)
Stronghold
Carceri (MIAS1C)
Fantasy Castle (MIAS2FC)
Rats in the Attic (MIAS3RITA)
Deny
Access
The Quivering Field (MIDenA1TQF)
Sungullet (MIDenA2S)
Nilotic Metallurgy (MIDenA3NM)
Food
Kykeon (MIDenF1K)
Autochthons’ Ambrosia (MIDenF2AA)
Casus Belli Sui Generis (MIDenF3CBSG)
Intelligence
Polymetis (MIDenI1P)
Concupiscence (MIDenI2C)
The Baying Gate of the Hades Shades (MIDenI3TBGOTHS)
Linkup
Purification of the Vessels (MIDenL1POTV)
An Epidemic of Mortal Bullfinch (MIDenL2AEOMB)
A Fulminating Chasm of Bones (MIDenL3AFCOB)
Plunder
Synthema (MIDenP1S)
Felix Culpa (MIDenP2FC)
A Solemn and Brilliant Field (MIDenP3ASABF)
Victory
Epopteia (MIDenV1E)
Hybris (MIDenV2H)
Askoliasmos (MIDenV3A)
Destroy
Convoy
Man-Portable (MIDesC1MP)
Grand Tour (MIDesC2GT)
Shyships (MIDesC3S)
Production Capability
Pistonguts (MIDesPC1P)
The Nursery (MIDesPC2TN)
The Means of Production (MIDesPC3TMOP)
Supply Dump
Cornucopia (MIDesSD1C)
Hydrocarbon Trap (MIDesSD2HT)
House of Mercy (MIDesSD3HOM)
Motor Pool
The Blood Curlers (MIDesMP1TBC)
Carmageddon (MIDesMP2C)
BattleBots (MIDesMP3B)
RGO
Vertical Envelopment (MIDesRGO1VE)
A Hard Rain (MIDesRGO2AHR)
Income Inequality (MIDesRGO3II)
Ship
Firepower of That Magnitude (MIDesS1FOTM)
Galleon of Galleries (MIDesS2GOG)
Manymoorage Harbor (MIDesS3MH)
Disrupt
Army Movement
Tendrils of the Styx (MIDisAM1TOTS)
Secret Plans (MIDisAM2SP)
When the Stones Gave Suck to Bacchanals (MIDisAM3WTSGSTB)
Barbarian Invasion
The Snake-Girt Swampfawns (MIDisBI1TSGF)
The Putricate (MIDisBI2TP)
Primitive Allies (MIDisBI3PA)
Genocide
Felimorphs (MIDisG1F)
Red Mana (MIDisG2RM)
A Loud Assembly (MIDisG3ALA)
Intelligence Operation
Velvet Glove, Iron Hand (MIDisIO1VGIH)
To Batten the Black-Feathered Wound-Bird (MIDisIO2TBTBFWB)
Pursuit Force (MIDisIO3PF)
- Seek & Destroy
Violence For Profit (MIDis-S&D[VFP])
Supply Lines
Burlaki (MIDisSL1B)
Traditional Ways (MIDisSL2TW)
A High Communion (MIDisSL3AHC)
Kill or Capture
Arms Dealer
Underworld Trade (MIKOCAD1UT)
Colonel Mustard (MIKOCAD2CM)
Things to Come (MIKOCAD3TTC)
Leader
Black Prince (MIKOCAL1BP)
Hetairoi (MIKOCAL2H)
The Man in the High Tower (MIKOCAL3TMITHT)
Provocateur
Keres Basilinna (MIKOCAP1KB)
Devil’s Advocate (MIKOCAP2DA)
A Warm Welcome (MIKOCAP3AWW)
Reavers
Horsemen of the Apocalypse (MIKOCAR1HOTA)
Just Desserts (MIKOCAR2JD)
Great Company (MIKOCAR3GC)
Spies
Grasping a Snake (MIKOCAS1GAS)
Delousing (MIKOCAS2D)
Whispering Walls (MIKOCAS3WW)
Sabotage
Effort
Nautiloid Program (MISE1NP)
Infrastructure
Hermaion (MISI1H)
Aphros (MISI2A)
Gammy Knee (MISI3GK)
Production
A Mutilated Whale-Roarer (MISP1AMWR)
Sondergötter (MISP2S)
Slaughter Tapping (MISP3ST)

Assault
Building
Stygodrome (MIAB1S): This place is a small town and military base built into the upper walls of a vast cavern of unknown depth. It is crisscrossed by mighty sky tunnels that stand between the sky and the infinite cavern. This place is used to mount expeditions into the absolute underworld. Strange artifacts from those who dwell beneath have been brought back to this place, and rival nations fear that soon a discovery will be made that will upset the balance of power on earth. They are correct; such a discovery has already been made. Luckily, it requires materials inaccessible to surfaces to replicate, but such a use of this artifact could nonetheless upset the world order. Earthquake device, psychoresonator (neurologic specializer capable of shifting a whole community’s mental specialization to a dangerous extreme of openness to the degree of psychological dissolution, crippling rigid-mindedness, polycriminal disagreeableness or defenseless agreeableness, society-collapsing introversion, murderous and suicidal neuroticism, or manic and fatally impulsive positive emotion), molecular narcotizer (makes all metal in a square-mile radius highly radioactive), quarkspore transceiver (connects all local moss, lichen and algae to the fungal layer near the core of the earth, granting them a suite of electromagnetopsionic characteristics and a general ambivalence towards lifeforms that live near the sun, which the deep fungal layer would prefer to the core of the earth.

Medusa (MIAB2M): The enemy’s radiotelegraphy nerve center is a bizarre facility distributed between several nearby brick or concrete buildings. The highest are now accessible only by airplanes landing on their roofs; this is one means of ingress, as is climbing across the wires which have been strung between the tower tops like cobwebs. An entity is forming, distributed through the radiotelegraphy stations and is informed by their constant communication, fed clipped communiques and warlike information. It will seek to assist the party in killing its handlers through miscommunication, power surges and the control of lifts and lights, but will then turn on the party at the moment it deems most deadly.

Sociable Weaver (MIAB3SW): The walls have been knocked out of this concrete office building and now artillery and AA guns bristle from every floor, making organized troop movements IVO the tower extremely hazardous. A giant electromagnetic bombard has been rigged up in what used to be the central elevator shaft of this tower, and it can fire giant steel casks of explosives which are kept in the fortified, hardened motorcar garage in the foundations of this building. These are currently the most powerful explosive weapon on earth, and several napalm and thermobaric rounds have recently been constructed.

Defensive Works
Immune System (MIADW1IS): A venous network of trenches and tunnels leading to camouflaged artillery points and radiotelegraphy stations in the stony valley. This is a deadly place because artillery stations can fire over the far valley ridge onto nearby battlefield, *and* because the firepower of a whole valley wall can be directed upon a fallen point on the opposite valley wall in a few minutes if word can get to a radiotelegraphy station. As such, should the party go loud in taking out a station, they will need to finish the enemy and move on within d4 minutes, after which it will be disintegrated by 155mm shells from across the valley.

Hidden Garden (MIADW2HS): This is a hilled field undermined with tunnels and pits. Mortar positions have been built at a few of the hilltops, each with a crown of thorns of sandbags and machine guns. The valley can be sectionally collapsed when tanks and trucks pass overhead. When this place reaches its maximum collapse, it will be like a great chasm studded with columns of earth that once stood at the heart of the hills. Slats will be pulled away from these columns, revealing the pillboxes within. All that remains of the surface are a few stony walkways between the mortar positions at the apex of the columns.

Machilocation (MIADW3M): This is a vertical maze of fortified corridors leading up a cliffside, zig-zagging and intersticing one another; all are filled with ramps down which bombs can be bowled, hot oil poured, dangerous animals released, and there are murderholes through which these things can be deployed. Sheets of metal with firing loops can be pulled out to block the way, and at the very apex of this death ladder is a battle tank that can make a blazing descent when all else fails.

Headquarters
Red Tape (MIAH1RT): The target is a hillside den where all administrative work is done by brutal tribal auxiliaries. They are extraordinarily pissed off to have had this kind of work foisted on them but don’t dare defect on the only sure thing they’ve ever had; interlopers are likely to be attacked with giant industrial staplers, pruning-shear sized scissors, makeshift inkbombs, springwhips and razor-sharp Bowie knife-sized paper cutters in addition to whatever rude shotguns, torpedo mortars, flechette staves and fishhook grenades that the tribesmen have armed themselves with.

Storming the Gates of Heaven (MIAH2STGOH): You’re going to clean out a debauched officer’s club filled with prostitutes, drug dealers, black marketeers and their bodyguards, who all have a powerful vested interest in making sure their high-ranking clientele go unmurdered. They are the only real defense besides the officers themselves, who have located this place away from prying eyes in a remote chateau / castle / casino / country house / dacha / tree fort / giant yacht / giant firelit stone head

Union Busting (MIAH3UB): You are to root out a secret intelligence facility located somewhere totally inconspicuous like a school, a fine restaurant or a medical clinic with the intelligence coordinators posing as the staff. As soon as the assault begins, the intelligencers drop the pretence (to the horror of those using the site’s services) and prepare to repel assailants and make their escape from the area. They often have a number of relevant spy-weapons to deploy: 5’ ruler longswords, rolling pin grenade launchers and overclocked EKGs, to reference the above examples. 

Infrastructure Locus
Sparagmos (MIAIL1S): Carry in satchel charges and tear up the enemy’s central railroad complex. It is encircled by armored artillery trains like a wagon train, but in its guts it is filled with royal luxury trains and richly-laden cargo trains awaiting their disgorgement across the occupied territories like ringworms of molten gold. You are authorized to carry out anything you please, but don’t overburden yourself because trainloads of enemy infantry and tanks will probably steam for the complex as soon as you launch your attack (unless you can take out the railyard’s multiple radiotelegraphy stations before they get the word out).
Note that this place is active and mundane trains come and go constantly.

Tears of Stone (MIAIL2TOS): You are to sabotage an underground water control facility. It consists of vast cisterns over a spidering complex of ramped tunnels and sudden chasms. Prone to rushing blasts of water and flooded rooms and sections in case of bomb damage. It cannot be predicted where gunfire will break open hidden reserves of water (often superheated or freezing but for their constant movement); it cannot be predicted where shattered places will suddenly open into vast underworld cavern complexes laden with Stygian seas from which manifold forms may ascend the walls and into the sodden complex. 

Bridge to the Underworld (MIAIL3BOTU): A Giant bridge with interior struts, abutment pillboxes, and defensive positions around the river beneath it. The guts of this place were used for all kinds of things by the civil populace before its takeover by the occupying force, and some no doubt remain; its absolute reaches remain unexplored by the soldiery, for they are of unsavory, unlucky, unholy and numinous provenance to those who are unwelcome. 

Position
Apotropaios (MIAP1A): The enemy has retained a cell of gravitic occultists who have somehow constructed a device that pushes against the advance of enemies. Only those who oppose the enemy faction and their occult allies will be affected. However, it will never quite push you backwards, only hinder your movement towards it. The effect becomes stronger the closer you come.
The occultists do not take the field to fight but will fight in defense of the device; they are able to spontaneously and locally control gravity in their immediate environment, can may use this as a weapon or an aid to the use of firearms, grenades, flamethrowers etc.
Get close enough to this device to plant a bomb next to it. You will be fighting like mad to cross those last few feet.
Where the enemy has placed the device depends upon its shape.
Pillar: (1) At the heart of a trench-and-bunker network / (2) In the stately, built-up center of a town /(3) Inside a stone stelae in triple-canopy jungle.
Orb: (1) Hilltop / (2) Underwater in a pool at the heart of a facility / (3) Inside a heavily-armored plane

The Thousand Candle Stone (MIAP2TTCS): Seize a hilltop shrine crucial to opposing forces. There is an entity dwelling in the shrine who will make itself known at its leisure to those who have won its interest in battle or debate. It may have reward, punishment and/or tests for those who have disturbed the boredom of its worship should they wish to gain its blessing (or escape).

There Goes the Neighborhood (MIAP3TGTN): Attempt to clear (but just massively disrupt if you can) a hilly suburban neighborhood that’s been emptied of its population and turned exclusively into a logistics/barracking hub. Each house has a unique layout and they range from 1-4 stories with 1-2 story basements; some have small but thick and winding gardens.

Stronghold
Carceri (MIAS1C): This island prison rock has no civil population and no access except by boat or heavily-guarded bridge if the GM is inclined. There are patrol boats and an airplane hangar cut into the upper levels. The prison has been cut into the Fnaturally-jagged volcanic rock. It is filled with prisoners of varying stripes who may be inclined to help either those who occupy the place or the party). Beneath the surface there is a half-flooded cavern complex where the prisoners are periodically, submarine chamber (potentially with submarines as hulks for prisoners, or simply as a delivery method), a panopticon, or just a traditional prison with hidden recesses and wings abandoned by the guards. Prisoner categories: pacifists, murderous psychopaths who are competent liars, morphine addicts, inwardly-loyal gangsters, captured mercenaries, foreign POWs, wealthy and bewildered white-collar criminals, foreign nobility, mercurial burglars

Fantasy Castle (MIAS2FC): The torture chambers, murderholes, ouiblettes and gong pits of this medieval castle are all perfectly active. Soldiers will fire from between crenellations, the resident commander (perhaps a feudal noble!) holds court in a throne room, and there is a drawbridge with portcullis. The main defensive innovations are the antiaircaft guns, the mortars on the motte, and the electrified moat.

Rats in the Attic (MIAS3RITA): The national capitol you’ve been seconded to assault is a sprawling palace set in a vast and mysterious constructed landscape with statue gardens, or a giant, stately and strongly-built Neuschwanstein, or a giant royal pleasure barge that is theoretically seaworthy but has never been moved from the lake where it rests. Insertion via land would be impossible given the siege, so you’ll be parachuted onto the capitol’s vast property. 

Deny
Access
The Quivering Field (MIDenA1TQF): A region of crystalline salt flats; bouquets of gleaming shards under the bright blue vault darkening at its apex. Ruminants bowing their heads while they emerge from the primeval, tinder-littered flower-fallen forest. The Pillars of Flavor. The whitespotted deer stands beneath the body of the elk where lichenfur falls upon her youthdewed back; he licks the great saltspire with the tongue of a golden retriever, she dapples her gleaming behemoth with a flittering tongue scarcely seen beneath the rags of the broadhorn’s neck. The enemy covets this place; their leaders long to spring between the saltshards upon destriers with lance in hand to run down the semibovine scarce ones who have flown their forest coop to celebrate their sodium bounty. Then speared corpses will be split, sunned and salted upon the flat where they died. Prevent this sporting resupply. 

Sungullet (MIDenA2S): The sun beams into or glares down the furrowed esophagus of this sun-blessed cavern like an all-cleansing tonsillectomist. Here the mosses grow, the flowers which face one way in one half, the other way in the other. There are nutritious mushrooms, truffles, and waterlogged wet lichens. It is beloved by squirrels and snow hares. This is a fertile place for a redoubt, and for a pass in the mountains. The enemy would dearly love to establish a presence in this sylvan place. Make that impossible. (The mountain has a voice here but will only speak at night, when all is still; he wishes to breathe the wind, and not to be obstructed by bunkers and portcullis, but he will not swallow unless driven to great anger. He loves starlight but can see it no more due to old avalanches)

Nilotic Metallurgy (MIDenA3NM): A strait of steel-scything crocodiles. A trick of evolutionary fate has given them sinews of steel (a simile) and orthoferric teeth (this is literal), so that wooden boats stand no chance of passing and steel ships will have holes ripped in them in short order. Once a hole has been torn, these flash-camouflaged crocodiles slither throughout the ship with the rising of the waters (blending in with the burbling tide) to shred sailors and passers by with a speed and comprehensiveness to shame their Nilotic ancestors. Now the enemy has devised a means of passing this fatal place: fast motorboats that the crocodiles will not struggle to catch, for they are languid until prey is nigh. Find a way to prevent the enemy safely utilizing this strait.

Food
Kykeon (MIDenF1K): They will not cooperate without spices. Officers, nobles, allies all are brought to the tables by burbling bouillabaisse, runners of riz brûlée redolent with cinnamon Asprigs, saffron-clad jambalaya, juniper crepes and jasmine custard. The spice must flow or the war shall cease, and should there be peace then the spice will go. The river-brimming spice paddies, delicate flavor-flowers quivering in only the gentlest breezes, groves of sprig and sproutling. All these must be denied to the enemy. 

Autochthons’ Ambrosia (MIDenF2AA): A bakery to end all hunger. A vast complex of a wild highland sect. Their amber waves of grain a fur of the complex, rich black breadbasket soil spread across the roofs. Grain elevators, watermills and windmills, a great machine that rotates like a vast orrery several miles in circumference, spun by the rivers and sped by steam engines over baking fires. Inside, the conveyor belts fed by coal and gasoline send loaves and uncut baguette logs whirling through the guts of this place like platelets. The inhabitants bake. That is what they do. That is their raison d'être. They need no rationale besides the purpose of industry. Their bread is sold abroad. It is enough. Now the enemy has begun to seize this place. At first their foragers collected a percentage of the pancreator’s output. Now they have taken roost and residence where the scribes note output and mark the ascending chart lines. Several of the bakers have been killed. Still production goes on unabated. What will they do? They have gone about their business and their business alone for generations. This is where you come in. Before the enemy can take root in this place for all time.

Casus Belli Sui Generis (MIDenF3CBSG): A war for a restaurant. It is not a large war, and the defenders are not powerful. The dictatorial over world of the invading forces has lost his personal chef, who has sought freedom in a state more convivial to culinary enterprise. He has found his nirvana and he has declared that he will continue to operate his restaurant in the place where he stands come hell or high water. This is suitable to the dictator. He needs only seize this tower and his gourmand voyages will resume once more. The city is under siege. Strike teams (fast attack, slow and armored, hidden and dangerous) perforate the defensive lines and infiltrate town to open weak ways to the tower. Some conspire to seize the tower proper; perhaps an accord could be forced with the dictator’s state gaining only extraterritoriality at the tower. But he is content laying the whole state under the yoke should he gain back his hedonizing servant, whom he loves. His Helen neath the apron.

Intelligence
Polymetis (MIDenI1P): A counting room of strange mechanisms in the walls discovered beneath a howling gorge. Mechanical levers and runic letter arrays protrude from rude rock and behind the lines can be heard grinding probabilistic entrapment systems of kabbalistic provenance. This is a xenostygian transition system abandoned after mysterious outputs; only scraps of the final delivery written in this place written on tablets of powdered seashell and unknown bone. Now the enemy has discovered this place and yoked savants unto the controls; their half-spoken inputs and portentous readings are passed up to the enemy high command and already they are disposing their forces for a new deep defense of improbable places. What will happen once their sigilistic arrangements have reached an apogee of coordinated movement? The client would rather not find out.

Concupiscence (MIDenI2C): The whores are in the enemy’s pockets. The men are in love. War has made them mad for maidenflesh. They are marrying these mercenaries in droves and exchanging state secrets for syphilis. Those who will not smash are stilettoed. The brothels spring up everywhere. They are pilgrimage points for ladies of loose repute from across the continent and the ten thousand isles. It is said there are women from Glossolalia and the Grave of the Sorcerers. It is unknown if this is true as no four-armed whore has been reported to the intelligencers of our allies (though perhaps she has seduced four of them at once), but in any case the situation must come to an end. It is reputed that the women of the enemy’s royal family have subcontracted this great sexual agglomeration; princesses become procurers, marchionesses gone matron, with the Queen the high matriarch of maidenheads. The situation has become intolerable; our allies’ finest general has recently turned from his cause for his inamorata, a brothel-princess turned hinterland bandit chieftain; find a way to stop this situation or our allies will be overthrown by a sexual revolution.

The Baying Gate of the Hades Shades (MIDenI3TBGOTHS): The enemy has enlisted a vast bloodhound kennel to produce manhunters for their antipartisan effort. These bloodhounds have been crossbred with wolves and the enemy rides on horseback behind bands of them; needless to say the hounds tear runaways limb from limb, usually after a mere one or two are shot. Put a stop to this practice, but be cautious, for the region around the kennel has no shortage of these bloodwolves available.

Linkup
Purification of the Vessels (MIDenL1POTV): An enemy tank force is awaiting its chance to make a final drive into an enemy city-state, but dare not advance without screening infantry cover. The infantry are preparing to cross a great bog and are assembling canoes, watershoes, water buffalo dromedaries. If the infantry reach the tanks, the city will likely fall; if they are delayed indefinitely, the commander of the tank army is likely to order a risky attack or simply break off the siege lest reinforcements envelop his column. Make sure this doesn’t happen.

An Epidemic of Mortal Bullfinch (MIDenL2AEOMB): A glider army is assembling on the slopes of Mount Copious. Their design is to launch all at once and outflank the enemy army locked in combat with their allies in the Tarragona Riverlands. Their engineers are felling the nearby woods and bringing in herds and hunted game for leather. Eighty gliders are ready, and when there are a hundred and twenty, whole battalions of men will swoop down off the peak of the mountain and deliver a sudden deathblow to the embattled foe. Make sure this doesn’t happen or mitigate it to the degree that you can.

A Fulminating Chasm of Bones (MIDenL3AFCOB): The enemy Royal Family and the Royal Guard are holed up in a cavern complex of unknown depth. Allied forces have the place blocked off and are attempting to starve out the fugitive warband. A column of machine gun equipped armored cars are making their way across the narrow trails of the mountain passes to break the siege of the royals. You must ensure that the armored cars do not reach the siegeworks before the capitulation of the Queen and her forces.
Unknown to the allies, the Royal Family have been contacted by an entity that has put them in touch with a xenostygian civilization; already a cadre of xenostygian special forces have arrived to safeguard and advise the enemy Queen, and the rest of the army (super heavy plate armor infantry) are making a laborious ascent (their armor has to be transported separately by belaying boys). Should the besieging forces be caught between the Royal Guard with their xenostygian backers and the relief column it would spell disaster.

Plunder
Synthema (MIDenP1S): The enemy is advancing upon the Tombs of Karendar. Their goal is to obliterate all records of the kings and high priests there so as to win legitimacy for the current claimants of their land. Mercenary archaeologists, explosives experts and tribal allies are moving in advance of the main force, and should they enact their designs this precious relic which contains such a repository of mankind’s inheritance will be destroyed in service of despotism. Stop this from happening (and disarm as many traps as possible) until a detachment of Troutbridge Marines can arrive with a deputation of University staff to secure the Tombs and study the artifacts and sarcophagi of Karendar.

Felix Culpa (MIDenP2FC): The vast summer palace of the client’s kingdom contains the resplendent Crown Jewels; they hang in a room lost in one of its manifold wings. These jewels represent several years of this kingdom’s GDP. The trouble is that the summer palace has over a thousand rooms and halls of every description and provenance, and there is no publicly available information about where the jewels might be hidden. The light garrison (which was not permitted into the palace proper) was quickly overwhelmed by the enemy, who are now progressing with great difficulty and fruitfulness through the labyrinthine palace. Infiltrate the palace and secure the Crown Jewels before the enemy can locate them. Alas, given the embattled state of the allied royal family, we will not be able to provide you with the whereabouts of the jewels.
You are authorized to keep any other treasures *besides* the Crown Jewels.

A Solemn and Brilliant Field (MIDenP3ASABF): An enemy communique has been intercepted, copied and passed on ordering a force of intelligencers to infiltrate the museum isle of Vendelsgarde. From there they are to enter the Medieval Arms Museum and secure the Sword of Saint Swerdan, which belongs to the regalia of legitimacy in their kingdom. There will be little opposition to a usurpation of the crown should a potentate be belted with the Saint’s Sword, and so this team of intelligencers must be countered. The first problem is that the local staff and guards are to be paid off with bribes there is little chance that they will refuse; they will abandon the Medieval Arms Museum the night of the theft, so you will be all that stands between the team and the Sword. The second problem is that no firearms are permitted on the island by the Museological Patriarchs; you will have to seek armament within the museum, for however bribed the guards might be, our contract does not charter you to kill them. Luckily, the rival intruders will face similar circumstances; they can bribe the staff to let them in, but they cannot bribe them to allow them onto their sovereign soil armed with weapons that might facilitate a takeover of the Patriarchs’ precious patrimony. The Patriarchs have been informed of all this but they move slowly and the robbery is tomorrow night; perhaps they have been influenced in some way, as well.

Victory
Epopteia (MIDenV1E): The enemy is fighting in service of an unknown entity to which they have built an enormous bonfire that burns with the wooden wreckage of a ruined city. They say a great face can be seen in the flames; they say that when they win their current war, they will march their every captive into the absolute embers of the bonfire, and then their armies will follow suit. What will emerge is not known, but they are nearing the point of having enough captives one way or another to complete this fell ritual. Prevent this from happening however you must; stop their victory, free their captives, destroy their bonfire or defeat their entity, or whatever you feel you must do.

Hybris (MIDenV2H): The enemy’s final victory is at hand. Now they will assemble the hereditary relics of all the polities they have laid under debellatio and create a regalia of armor, jewels and weaponry to transform their dictator into a murderer king of unstoppable effect in single combat (the coin of the realm in their land; no challengers will defeat him, and so the rule of his cruel house shall become hereditary). Prevent this ceremony from taking place, and if it does take place, find some way of deposing him.

Askoliasmos (MIDenV3A): The Miner Militia of Tombquarry is engaged in a desperate hinterland standoff with the enemy. The miners are hardy pack animals but totally unskilled in the art of war; should the enemy win out, they are likely to enslave what miners remain and seize their gold mine to fund further warfare abroad. So far the miners have mostly been skirmishing with conscripts from a city-state subordinate to the enemy, but now a company of professionals led by a master aristocratic sniper are traveling to put an end to this back-and-forth. Ensure that the enemy does not acquire these gold mines.

Destroy
Convoy
Man-Portable (MIDesC1MP): The enemy is traversing mountain passes using teams of localsherpas who are both excellent climbers and capable of bearing extreme loads without complaint. Those guides who are neutral carry supplies; those who are ideologically aligned with the enemy carry machine guns, mortars, and small field guns atop their packs, operated by enemy troops, making for highly mobile and adjustable (if not completely stable) firing platforms.

Grand Tour (MIDesC2GT): The country here is rough but the enemy has found a means of supply congenial to his needs and to the environment he faces: droves of bicycles laden with supplies in saddlebags. Bicyclists carrying SMGs slung under the arm screen the convoy proper, traveling up into the hills and forests around the path, while transporters push the heady-laden bicycles up the road. The transporters sling rifles, and a few bicycles at the heart of the transport have wagons with heavy weapons. Naturally, this is all very quiet.

Shyships (MIDesC3S): The enemy has a surfeit of ironclads and has repurposed many of them into armored freighters, which he ships up the rivers alongside swarms of small commandeered fishing vessels, even canoes, which are used to transport lightweights supplies and to present the enemy with an overwhelming number of individually-armed targets. These ironclads have been equipped with a devious function: should they be attacked by armor-piercing weapons or boarders, they are capable of disgorging air in their bilges and sinking to the bottom of the river to outwait the attack. When the danger is likely to have passed, they extend a hose to somewhere near the surface (never right above the ironclad) and begin to take in fresh air.

Production Capability
Pistonguts (MIDesPC1P): This naval arsenal has been 90% automated by mad genius; you must destroy the central mechanism, deep in the earth among the expanding underground coal furnaces.

The Nursery (MIDesPC2TN): The enemy is in possession of an unusual artillery shell foundry; all kinds of strange ammunition is in the works here and likely to be released by havoc (scorpions, lice, poison gas, superglue, strange and dangerous plants, some of the creatures in the City-State post).

The Means of Production (MIDesPC3TMOP): The enemy has been inducing our allies to surrender using communiques delivered from a flying printing press (it uses an integral wind turbine to power the press). Small bounty for the plane’s destruction; much higher bounty to conduct a leaflet mission and/or deliver the plane to the client. Hard as fuck to fly due to weight and construction.

Supply Dump
Cornucopia (MIDesSD1C): More food of quantity and variety never before seen by the players; they will likely be fighting battles up giant mountains of bananas, throwing grenades across walls of paper-wrapped chocolate bricks, fighting through forest of hanging hams, struggling on catwalks over vats of maple syrup boiling to carmelize. 

Hydrocarbon Trap (MIDesSD2HT): Crude oil, kerosene, gasoline, coal dust, and chopped wood, all in a vast agglomeration of piping, cisterns, pits and towers. The place is segmented through with concrete walls so as to prevent the destruction of one cluster from destroying everything.

House of Mercy (MIDesSD3HOM): Pills, tinctures, syringes, gauze, thermometers and narcotics of every description, laden through a city of marked or unmarked tents. There’s a bonus per ton if you can somehow get this shit out of here. Be careful, as explosions may carry out syringes or billow narcotized smoke on the wind. 

Motor Pool
The Blood Curlers (MIDesMP1TBC): The enemy has built pyramidal runways and filled them with airplanes of every function and description: interceptors, dive-bombers, photographic scout planes, flame strafers, electrocablers, luxury transports, nine-winged enneaplane flying boats kept on long manmade canals. The cheap dogfighter planes are located on the open, showroom-style lowest floors so that their swiveling machine guns can be employed on ground troops; the exotic, experimental planes mounting thermal, electromagnetic or light wave weapons are spirited away in the highest bays, which have hangar doors like bank vaults.

Carmageddon (MIDesMP2C): The enemy has commandeered a great, labyrinthine racetrack (complete with skyways and tunnels) as a motor pool for his land vehicles. One can walk along the walls lining the intricately interwoven track to view the races; now this function is moribund and the walls play host to sentries and inspectors. The track contains a vast assortment of motorized vehicles, from little jeeps and motorbikes to five-ton trucks to race cars and limousines reserved for officers and dignitaries. Some are kept near the access-controlled box office entrance; many more are parked here and there in the depths of the racetrack labyrinth.

BattleBots (MIDesMP3B): A former pit mine has been turned into a repository for tanks, tractors and recovery vehicles of every kind: bulldozers, dredgers, mobile cranes, minesweepers, mobile bridges. The vehicles are speckled throughout the environment, here and there between the tents and fuel dumps of the crews and repairers associated with each vehicle. Travel here and disable as many of their vehicles as possible. The best way to destroy them since they’re so spread out might be to seize some vehicles of your own and use them to flip enemies down the slopes or push them into fuel dumps and mineshafts. Be warned: this place is light on guards but the engineers and drivers have spirit and are likely to come after you in their own utility vehicles, so get ready to rumble!

RGO
Vertical Envelopment (MIDesRGO1VE): The trees of Saltpeter Wood are the largest and oldest in the world. Many are a thousand feet high, though most are only as wide as a house. The enemy is financing his war effort in part by garnishing this exotic and extraordinarily remote region for its wood; travel there, belay up the trees and clear the enemy’s heavily-armed lumberjacks off the geographic bark of these tower-trees, but be warned that the enemy is likely to have carved disguised citadels here and there inside the trees that they’re operating on.

A Hard Rain (MIDesRGO2AHR): The enemy has set up a massive oil rig [ (1) in the hinterlands / (2) in a heavily-fished sea coast region / (3) bestride a city]. Whatever way you destroy this place, flaming oil is probably going to spray over the local region for some time before the subsurface pressurization systems peter out (this may cause wildfires, infernos in settled areas, and the spread of debilitating smoke), though there’s no need to make that too explicit to the party ahead of time.

Income Inequality (MIDesRGO3II): The enemy operates a mining latifundia filled with brutalized chattel slaves and POWs. The garrison and staff live in a face-meltingly opulent manor directly above the minel, but also have logistics centers and fastnesses within the mine itself. These are similarly lavish despite being interspersed with sickening shantytowns and execution gullies.

Ship
Firepower of that Magnitude (MIDesS1FOTM): The enemy has constructed a heavily armored artillery monitor: a vast thing bristling with massive naval guns intended to standoff entire fleets at the cost of near immobility. To destroy this thing you must reach its central bilge and activate its scuttling sequence, but this will leave you scarce time to escape. If an exterior vent is destroyed, there is a path that a fighter-bomber could conceivably navigate through the cloistered utility channels of the monitor to deliver a round directly into the bilge, but this would require a masterful feat of piloting, especially if one was being pursued by desperate defensive fighters from the local port and the monitor’s hangars. Carries tractor harpoons to prevent blockade runners from clearing the local port.

Galleon of Galleries (MIDesS2GOG): The Philopolemos Gloriosum is a vast, resplendent battleship trimmed in gold, with a conning tower like a stargazer’s observatory, a command cabin like a metropolitan theater, the main deck like a hanging garden and the gun batteries like drawing rooms well apportioned with bookshelves and table service. This giant warship manor is not only a mighty naval implement, it is also an affront to all rival nations. That is not to say they would not welcome her being taken a prize…

Manymoorage Harbor (MIDesS3MH): This seawalled harbor contains lots and lots of ships are sheltered in little wharves (made of concrete, wood or sheet metal) in and around many little islands in a bay. Island hopping and boat-to-boat combat will be necessary unless this is carried out with utter subterfuge.

Disrupt
Army Movement
Tendrils of the Styx (MIDisAM1TOTS): An enemy tank force is navigating a river complex; trucks and tanks on hundreds of pontoon rafts are being towed by tugboats and riverine ironclads. River spirits are slipping their way into the vehicles like parasites and should there be a battle, they will drown the crews, seize control of the vehicles and use them to wreak as much havoc as possible on any and all humans in the region. This is partly due to revenge for the diesel in the rivers, but also pure racial hatred. They will move the surviving tanks to rivers and float down them like boats, buoyed by the spirits within, firing on any signs of humanity along the way. Spirits in destroyed tanks and trucks are killed.

Secret Plans (MIDisAM2SP): An enemy motor force is outflanking the allied front through a vast forest. The commander is taking his time and stopping periodically. It turns out that he’s siphoning off some of his supplies to the local villages, who are in need due to the war. He grew up reading about this region and has great affection for it despite its current depressed state.

When the Stones Gave Suck to Bacchanals (MIDisAM3WTSGSTB): The enemy’s tribal allies are crossing a mountain range with a few elite alpine officers from their allied city-state. There are entities in these mountains whom the tribesmen’s ancestors made fell pacts with in ages of legend. These obligations have been passed down through the generations, and the tribesmen hope that these entities will not call on them (and that they will not need to call on the entities), but it is becoming more likely as the alpine officers lead them ever nearer those ancient crags of synthesis and coalescence.

Barbarian Invasion
The Snake-Girt Swampfawns (MIDisBI1TSGF): The foe are painted swamp-people capable of living just under the water almost anywhere. They specialize in grabbing the limb of a foe and then death-rolling to dislocate and/or break it; they’re great at this both underwater and on the land, and they can jump a stunning distance both from the water and from a standing crouch.
They know how to camouflage themselves with the slime from any kind of swamp, marsh, bog and fen, including in bright, primary colors. 

The Putricate (MIDisBI2TP): The invaders are from the jungle hives and utilize a form of snapping stag-centipede as weapons, both as a form of short-range bladed melee whip that bites like a pair of pruning shears and deployed from atlatls. The fecal beads of these centipedes are lined with filaments of incendiary phosphate; they use this as a deleterious fuel, and also fire it from matchlock blunderbusses, from which they can blast 12’ jets of what amounts to white phosphorus. These burning filaments will also embed in the bodies of those directly in the way of the blast.

Primitive Allies (MIDisBI3PA): These people live one with the monkeys of their home forests and can rely on their monkeys to perform simple tasks for them. As such, these barbarians can manage complex machinery like tanks by monkeys trained by rote to load shells in exchange for mungo berries, carry and adjust the bipods of antitank rifles, and carry wounded monkeys to causality collection points using litters. The monkeys are vicious and clever and if they get into your position they are likely to pull the pins on your grenades, undo your web gear, pull your nose and ears and generally wreak havoc while their human leaders rush in to bayonet you.

Genocide
Felimorphs (MIDisG1F): Giant predatory cats with chameleon pelts are being released into the populated area of the afflicted population by special cage-tanks. They are marvelous ambush predators and are rapidly pruning the local population, taking out shepherd boys and their flocks, dropping on lumberjacks and hunters sent to shoot them, devouring farmers who go to the woodline to piss and devouring young lovers who sneak out at night. These creatures have been going into local cavern complexes and large industrial facilities to breed; if they are allowed to multiply, a responding force is likely to face hundreds of them pouring from the woodwork, walkways and ceilings, climbing up the corridors towards you along every wall at once, and then it’s game over man, game over!

Red Mana (MIDisG2RM): This is a war conducted by napalm; fat planes like winged cigars are drifting over population centers, farms and rivers, dropping incendiary packages and sheets of annihilating napalm. The planes are emerging from hidden airfields supplied by yak-driven carts of the destroying oil.

A Loud Assembly (MIDisG3ALA): This is a complete population overwrite. Everyone in the population of a foreign state is migrating into the target region like some kind of bloody gold rush; they come, kill anyone they find and seize whatever they place, staking their claims against latecomers who must proceed further into the blighted land and face what remains of the local military and civil resistance. The invading military seizes the infrastructure and palaces; they plan to become the nobles and ruling class in general of this “new” state. The invader militias are totally unskilled but very numerous.

Intelligence Operation
Velvet Glove, Iron Hand (MIDisIO1VGIH): Handlers are embedding in the local populations and creating confidential informants everywhere, from the street sweepers to the excise officials. Anyone could be in the lavish pocket of the enemy; anyone could be induced by bribery or blackmail to attack the party. Trucks may swerve to run them over. Carnival fruitsellers may slip handler-sourced hand grenades into watermelons ostensibly filled with rum. Beware the barber.

To Batten the Black-Feathered Wound-Bird (MIDisIO2TBTBFWB): Black reconnaissance planes and hot air balloons are directing nefarious activities throughout the region; the locals have no real AA, and so the raids, thievery and kidnappings continue. Disturbingly, if these black airplanes are fired upon or otherwise impacted, they are revealed to be spectral.

Pursuit Force (MIDisIO3PF): Bold scouts are making high-speed motorcar surveys of the dispositions of local forces, static defenses and civil conditions. They also ride motorbikes as lancers across the woody ridges. Someone needs to take to the high roads and high places in even faster vehicles and deal with these speed demon interlopers once and for all.

- Seek & Destroy
Violence For Profit (MIDis-S&D[VFP]): Quite simple. There’s one manifestation to speak of: roam the battlefield and destroy or capture enemy materiel, facilities and personnel, with a bounty for each confirmed victory.

Supply Lines
Burlaki (MIDisSL1B): There are rivers and canals where benighted laborers are paid to haul barges upriver by straps wrapped around their midsections; centipedal trains of hollow-eyed men and women tramping across the land with vast rafts or disabled ships trailing at an offset behind them. They are shepherded by combat riverboats and troupes of cuirassiers and dragoons.

Traditional Ways (MIDisSL2TW): The swampy terrain of this region is very unconducive to transit, but the enemy has found a way. They have subcontracted the job of shipping to their tribal allies, who provide them droves of water buffaloes to move war material (artillery shells, gasoline, food, medicine, pay etc) through the bogs, fens and mangrove swamps. Here’s how a supply run works: 1-30 water buffalo escorted by a core of professional city-state troops (stormtroopers, alpinists, rangers or marines, for example, even lancers, cuirassiers and dragoons mounted on water buffalo), with a force of screening tribal allies moving before the patrol through the treetops or underwater; in any case, concealed and not to engage before the city-state troops do. They are experts at forcing enemies out of cover with brittle snake pots filled with kraits and water moccasins (which they shake like magic eight balls before dropping); they carry these pots in bandoliers like large grenades, or hang them as bolas from their belts.

A High Communion (MIDisSL3AHC): Supply is conducted by the enemy’s force almost exclusively using nine-winged enneaplanes; huge-bodied planes that must either land in water (oftentimes wooden canals are constructed for the purpose of providing an enneaplane landing strip). The contractor wants to secure crash sites for the purposes of seizing their supplies (enneaplanes often make controlled crash-landings due to their wing count), but the enemy keeps fast-attack QRFs on retainer to secure the sites themselves. Thus anyone attempting to safeguard an enneaplane crash site is likely to encounter [ (1) one or more trundling armored cars / (2) dragoons with bolt-action rifles and breastplates / (3) motorbike mortar marines / (4) wild tribal auxiliaries on horseback carrying lances and revolvers].
Shoot down these planes and then fight off oncomers until friendly supply forces can arrive. Roll from the above list to determine who shows up to a response situation.

Kill or Capture
Arms Dealer
Underworld Trade (MIKOCAD1UT): This pale, perceptive man peddles strange, novel, non-replicable weapons (sonic, directed-thermobaric, parasitic); the dealer is a cryptostygian, but this isn’t noted on the contract.

Colonel Mustard (MIKOCAD2CM): This rogue officer and his entourage of deserters engage in mustard gas trafficking; wherever he stays he rigs with this shit, to which he has somehow become immune (he has a shifting lavender polytope tattooed across his tongue).

Things to Come (MIKOCAD3TTC): He is a tinkerer; his bodyguards are equipped with deadly fully-automatic infantry rifles, which (as a supplementary capability) can fire miniaturized armor-piercing rifle grenades prepared by the tinkerer. These rifles will gradually degrade to the point of non-functionality without his personal care and the little rifle grenades cannot be replicated by known material science, but his arsenal will be a blast while it lasts.

Leader
Black Prince (MIKOCAL1BP): The sole heir to an ancient king, Prince Finratha is heartless and highly Leffective. He leads a blood-soaked chevauchee across the land with his vast corps of cavalry: dragoons, lancers, machine pistol cuirassiers, and plunder wagons carrying deployable mortars and anti-tank rifles over the wheels.

Hetairoi (MIKOCAL2H): A heroic general who travels embedded with a [tank company / jaeger company, paratrooper company / demolancer company / fleet of armored river flameboats] who will go wherever he goes and fight fanatically as long as he leads them.

The Man in the High Tower (MIKOCAL3TMITHT): An occultist dictator who can see from every window of his tower-palace at once, is metaphysically the queen of the insects and rivers despite being a man, and is willing to drown his whole land in rain if his generals cannot stop the intruders.
Note: I wanted to call this “Strongmana Politics”

Provocateur
Keres Basilinna (MIKOCAP1KB): A temptress mocks the nation into war. Their cultural sense of honor (quite heartfelt) will not allow them to relent from this path. A gang of knights, who fight as super heavy infantry or tank commanders, have made themselves her servants (along with their squires and yeomen) and taken up her cause. They compete to protect and impress her. The nation fears them and wilts beneath her haughty laugh, witnessed or reported in the papers.

Devil’s Advocate (MIKOCAP2DA): A propagandist who was born in the defending nation in the conflict (ie not from the force you’re acting against) is bitterly tearing apart and dividing the opinion in his homeland at the moment of its greatest peril.

A Warm Welcome (MIKOCAP3AWW): A prophet whose proclamations give the enemy disturbing predictive ability; he has predicted many details of your arrival, for example, and an army company with a beaten ambush zone and artillery on standby will be waiting for you (even if it’s at the airport).

Reavers  
Horsemen of the Apocalypse (MIKOCAR1HOTA): The 1st Gas Grenadier Cuirassiers have become a totally uncontrolled military force; they have been allowed to loot the region as payment for their service and are descending into utter depravity and barbarism. They are heavily armed but often drunk. Annihilate these gas demons.

Just Desserts (MIKOCAR2JD): These bandits began as a civil defense force, but have now transitioned to extortion and the taking of comfort women in exchange for their ‘heroism.’ They believe their own bullshit, and many unprincipled young people are flocking to their banner under this justification.

Great Company (MIKOCAR3GC): Disperse or destroy this deserter-turned-mercenary company who have absconded with tanks, fighter-bombers and field guns.

Spies
Grasping a Snake (MIKOCAS1GAS): An urban guerilla force is having a problem with a state assassination squad and need you to take the pressure off, permanently. If you don’t get them all in one fell swoop they’re likely to become very dangerous. Arson, bombs, poisons (incl gas), wild animals, runaway cars, dropped objects, paid-off killers from the local populace (watch your informants and domestics).

Delousing (MIKOCAS2D): The client has a problem with domestic informants: corrupt military and intelligence officers who will use their network to try to get rid of you. The intelligence officers know many of your tactics as an experienced skull-and-dagger man.

Whispering Walls (MIKOCAS3WW): A wiretap squad have placed listening devices all throughout the city, and they are aware of the party’s impending mission. They live inside the walls of various decrepit buildings. Eliminate them but beware their ingenious electroshock traps. They are also perfectly willing and able to collapse a building on the party if given sufficient warning.

Sabotage
Effort
Nautiloid Program (MISE1NP): Enemy deep-sea scientists are near to perfecting a nautiloid capable of long-range undersea travel as they reverse-engineer a xenoabyssal stygobarque that crashed into one of their secret submarine bays. The mysterious, bone-pale crew is wasting away in captivity, deprived of their native foods (thermophile vent lichen and trilobite), but a deadly rescue still may come for these wayward underworlders. That said, while such an attack may coincide with the party’s intrusion (and will the fearsome xenoabyssal alpinist strike team make a distinction between surfacewordlers?), it will not remove the danger of a fully armed and operational nautiloid outstation, a mothership for a submarine fleet and undersea invasion force, a weapon to surpass Mineral Gauge. 

Infrastructure
Hermaion (MISI1H): You are to fatally sabotage a volcano power facility. Mustafar-like platforms straddle the lava and chambers built near to it use water to power steam engines that generate power. The flowing water is also used to cool the facility and should it be cut off, the struts and cables that hold up the facility will gradually melt, possibly leading to the facility falling sideways into the lava and gradually sinking. It is crisscrossed by a few metal strips so that this place can be used as a hidden airbase, but AA guns in a crown of thorns around the rim of the volcano will fire on any unexpected flight.

Aphros (MISI2A): You are to knock out fortified locks hidden in a long fjord. They are roofed with concrete and thus cannot be effectively bombarded via naval gunfire. Highly inaccessible except by its fortified entry and exit points; the climb down the loose, jagged rocks from the ridges up above would be very dangerous.

Gammy Knee (MISI3GK): You are to take out an oil pipeline which pokes above the ground only at a mountaintop; otherwise it is totally subsurface in the glacial mountain and secured by a permanent garrison in a series of ice caverns and castles.

Production
A Mutilated Whale-Roarer (MISP1AMWR): Their naval expeditionary forces are supplied with food by a vast whale slaughterhouse; whales are towed onto an island segmented by rocky ridges, where they are butchered and frozen in the caves of the island’s central cavern. The problem is that the closer to the beach one comes, the warmer it gets, and the island butchering staff (who work on shantytown sawmills to cut up the whales) can’t work fast enough to divvy up the whales into their ice caves before the whales begin to bloat with dangerous gas. As such, a certain percentage of the whales will violently explode in an onslaught of superpressurized gas when pierced (this is dangerous, well-paying work) on one of the rickety sawmills, or by bullets. Polar bears periodically migrate to this place like flotillas of little icebergs, and run a berserk rampage of epic feasting before being thrown back into the sea by the island’s security forces (usually at great hazard among the backalleys formed by the whale corpses and their skin-and-bone scaffolding).

Sondergötter (MISP2S): The highly-erratic, unstable and unpredictably-loaded artillery shells of this state are produced by their eccentric tribal allies in a vast, megalithic, palisaded consecration ground. Empty shells are placed into the earth like tubers and gradually filled and loaded with gunpowder, charms, phosphates, amber beads and such. Then they are ritually born between the thighs of women who sit around them while the priests pull them forth, consecrating, baptizing, naming and anointing each shell with lubricant and sealant around the joinery. They are brought to an initiation ground in a dark, terrifying, alligator-filled swamp at the recessed heart of this place (bracketed above by ramps and flying walkways of stone laid as if by the hands of giants), where they are left on their own for several days. Some are swallowed by alligators. Those that remain after several days are fished out by tribesmen from the walkways above and carried to a holy site where a fire that never dies is piled high with tarwood. The artillery shells are ritually painted, appended with their final traditional titles, and finally receive their mark of maturation: the screwing-on of the warhead, after which they are placed on carts of acacia or bamboo and sent on to their next adventure.

Slaughter Tapping (MISP3ST): This is a forest of unusual rubber trees that begin to manifest their useful form early in their life-cycle, so that the trees are more or less a form of stiff, fibrous rubber themselves. Pushing one’s way through this forest is a challenge, but with practice one can leap from tree to tree, letting their momentum bend the tree, jumping off again in a new direction as they bounce back to their initial position. As such, invaders might find themselves exchanging sword blows or gunfire midair as they and their foe leap and/or are flung between the trees. It is necessary to learn to do this, because as soon as somebody does they can outdistance their pursuers in moments. At the center of this forest is a production facility where rubber tires and machine parts are produced; should this facility be bombed, it will scatter huge quantities of rubber in unusual shapes throughout the forest, creating odd springboard platforms, obstacle tunnels and pile-points of rubber to bounce across on the way out.

Friday, July 9, 2021

Maximalist Weird Fiction Mercenary Contract Generator Appendix B: Special Reconnaissance

Summary: You can find more context in Appendix A, but if you’re Swedish, go straight to the commentary at the end of this post.

Appendices
A: Investigations: High-risk detective work
B: Special Reconnaissance: Physical surveillance in hostile conditions
C: Military Intervention: Direct action in support of allied military activities
D: Military Assistance: Train, lead, advise and inspire allied military and/or security forces.
E: Stability Actions: Ensure that a vulnerable polity, individual, or process thrives by engaging with threats on its behalf
F: Counterconspiracy: Social infiltration and undercover proactive security
G: Counteroccult: Hunt strange creatures, assassinate occultists, minimize the fallout of occult catastrophes, counter malign entities, and safeguard items and places of cosmic provenance
H: Influence Operations: Persuade, influence, subvert and deceive under delicate and/or hostile circumstances
I: Extractions: Recover personnel and assets from hostile forces and other dangerous situations
J: Civil Relief: Prevent atrocities, relieve suffering in cut-off areas, and set up systems of sustenance and protection for people who are under threat of deprivation and violence

Contract Index
Special Reconnaissance
Ascertain
Location
Cloud Canal (SRAL1CC)
The Soft Underbelly of the World (SRAL2TSUOTW)
The Navel of the Ocean (SRAL3TNOTO)
Motive
Faith and Bosom (SRAM1FAB)
Her Majesty’s Daughter-in-Law (SRAM2HMDIL)
A Vizier’s Vice (SRAM3AVV)
Personnel
Fell Host(s) (SRAP1FH)
The Spines of Vision (SRAP2TSOV)
All Hallows, All the Time (SRAP3AHATT)
Suspected Turncoats
Wild Oats (SRAST1WO)
Prismatic Shadows (SRAST2PS)
Boon Companions (SRAST3BC)
Determine
Capabilities
A Thousand Engines Burning (SRDC1ATEB)
Bones Reclad (SRDC2BR)
Mr. Untouchable (SRDC3MU)
Center of Gravity
Chthonic Transcendence (SRDCOG1CT)
Thunder Twins (SRDCOG2TT)
Silver or Lead (SRDCOG3SOL)
Most Likely Course of Action
Invoke Truisms (SRDMLCOA1IT)
A Prize Returned (SRDMLCOA2APR)
Sakoku (SRDMLCOA3S)
Vulnerabilities
Market Research (SRDV1MR)
Known Unknowns (SRDV2KU)
The Times That Try Men’s Souls (SRDV3TTTTMS)
Obtain
Blueprints
The Coal Sapling Pentacontagon (SROB1TCSP)
The Homunculus (SROB2TH)
Insatiable Madman (SROB3IM)
Communiques
Broken Arrow (SROC1BA)
Effeuiller la Marguerite (SROC2ELM)
Photosophogenesis (SROC3P)
Dossier
Catabasis (SROD1C)
Contagious Execution (SROD2CE)
Undercover Triage (SROD3UT)
List
The Soteriologist (SROL1TS)
A Gentle Perversity (SROL2AGP)
Green River Killers (SROL3GRK)
Minutes
Incarnated Particle Entrapment (SROM1IPE)
Accidental Reconnaissance (SROM2AR)
Sympathy (SROM3S)
Plans
Aesthetics of Ruin (SROP1AOR)
Exometempsychosis (SROP2E)
The Kingdom of Black Manna (SROP3TKOBM)
Surveil
Activities
Bonegrinder Bombs (SRSA1BB)
Trial Run (SRSA2TR)
Lifting Up the Bandage (SRSA3LUTB)
Corridor
Aquafloral Fortress (SRSC1AF)
Seismic Heraldry (SRSC2SH)
Sky Arks (SRS3SA)
Meeting
Villainy and Villainy (SRSM1VAV)
Teletai (SRSM2T)
Wayward Children (SRSM3WC)

Ascertain
Location
SRAL1CC Cloud Canal: Reputed in the legends of the client’s land is a mysterious fountain monastery in the highest misty hinterlands. It is a place that holds the world’s beloved dead. Men and women travel here invisibly, called by the distant tinkling of wedding bells. However, no one can find the road to this place unless their beloved has departed there. The Client seeks to find her beloved but is not an adventurer by nature; thus it falls to you to find your lost beloved, for hers will be close nearby. Bring her back if you can, and if not, bring her a message and show the client the way.

SRAL2TSUOTW The Soft Underbelly of the World: The client’s psyche has been suffused with dreams and visions for months and she has elected to finally act on the callings that have possessed her. She sees a house of light beneath the earth, a place of humid warmth and gleaming pillars holding up the world. She seeks the entrance to the expanse of cavern complexes she senses like a nerve cluster beneath Mount Argotha; you are to find the way down. When you reach a place where the lichen forms a mantle, where you must hack through it like a cotton candy jungle, this is the step off point. We have accepted this contract because an explorer has reached this place once before and reported its existence; alas he later disappeared in the Place of Things.
Unknown to the players (but surmisable), this area will be crosscrossed with the paths of entities and xenostygian scouts.
Her family has secretly commissioned a subcontract: Shadow her, but attempt to protect her should she run into some kind of deadly danger. Try and persuade her to come back then, but if she will not, then the family will compensate you for your time safeguarding her in the underworld.

SRAL3TNOTO The Navel of the Ocean: The Cave of the Cachalot is a place that lives in the legends of the Great Barrier Archipelago fisherfolk. It is said those swallowed by sperm whales are belched up into this place and perform a service for those beneath. Those who do not have the courage or fail in their tasks are ground down into bone meal and fed to oysters.
Now the mayor, long retired from whaling, took to the water in imitation of the ancestral fisherhero to join a New Year's whale hunt so as to refresh and fertilize the region’s whales. He was, however, swallowed by a sperm whale, which is considered very bad magic in this community and portends terribly for the coming year. Indeed, meteorologists predict an onslaught of spring storms. The fishers have pooled their pearls to contract us to find this Cave of the Cachalot, where the mayor must now be found.
In truth whales come to this place to take in air without surfacing, and that is a chance for those swallowed by them to escape should they somehow still be alive (for example, those who went to sea in diving gear and managed to remain in the whale’s mouth). 
The place is porous with sea-pools and giant squids with spiced tentacles often reach around inside to acquire the cave lobsters that can be found here; however they are just as happy to pull down a wayward fisherman or explorer.
An agent in a diving suit can walk up a hill on the seafloor to reach this cave, and there may be a surface access point that leads down through the wild frontier of the underworld until reaching this place at the end of one of its manifold caves, however the mayor is unlikely to find the entrance to this place given that it’s probably through a sump.

Motive
SRAM1FAB Faith and Bosom: The prince has been sneaking out of the royal palace by night and has used the espionage skills imparted to him as is traditional for this kingdom’s royal scions to evade his minders and the city guard. The king has not acted yet as he wishes to know where the boy is going, and has set up a contract for us to do this.
In truth, the prince has become the lover of the grand abbess of the kingdom’s greatest holy site. This is a blasphemous and absolutely forbidden romance, and should they be discovered then both will be purified in the holy site’s beautiful snowy orb of eternal swirling lye that is normally used as a locus of prophecy and ecstatic scrying.

SRAM2HMDIL Her Majesty’s Daughter-in-Law: The dowager-empress has ordered that her son, the heir apparent, remain celibate for the foreseeable future. This precludes his marriage and has thrown the royal court into an uproar; nonetheless, her word is law until her son marries, and there is little that the high nobles can do without shattering their tradition and thus the accord that holds together the empire. She will say nothing of her motives and we have been contracted to determine them.
In truth, the dowager-empress is preparing to summon an entity that she intends will become the spouse of her son. It will take the form of
1. An alabaster woman glowing with light
2. A giant blue and white butterfly
3. A red ribbon wrapped around every inch of an invisible woman’s body
4. A faceless being resembling the Venus of Wittendorf
5. A four-armed, two-headed stone statue of a woman with a face on the front and back of each head (but long hair in between) and a human vagina and uterine system.
The dowager-empress is summoning this wife so as to divinize the family line for all time. The nature of the entity is (to be rolled at the time of the enactment of the ritual):
1. Loving
2. Power Hungry
3. Obsessed with reproduction and profoundly fecund (eg giving birth to litters of apparently human babies sharing some of her characteristics)
4. Utterly malevolent and intent on destroying the empire
5. Essentially without personality
6. Unwilling to wed the emperor
7. Desperately curious about the entire world
8. Characterized by a xenocosmic virus that causes people and things in the vicinity to gradually (ie pound-by-pound) begin to disappear from this universe (air rushes in to fill the place of the missing matter).
Determine what the daughter-in-law is going to do, determine what those in the great palace intend to do about her, and then act to safeguard the future of the empire.

SRAM3AVV A Vizier’s Vice: The grand vizier has been making purchases on the black market, setting up safehouses in remote parts of town unknown to the royal treasury, retaining the services of hard men who live outside the law, and establishing contacts with secret gentlemen’s societies in foreign city-states. The royal spymaster is keenly concerned about this but does not feel he can trust his own men, so he has contracted us to uncover the grand vizier’s motives and the extent of his activities.
The king, an atheist and a rationalist, has presided over a golden age of science and medicine but has neglected investigation into reports of occult activities, which he regards as legerdemain. When the grand vizier requested a budget for the investigation of the occult he was denied and told to drop the issue, and so he’s been financing efforts to set up a society of occult investigators on his own time. Alas, he may be too late; a conspiracy financed by wealthy foreign occult enthusiasts plans to raid the Royal Society of Gentlemen Hermeticists for their advanced astrolabes et al, and they are preparing a Night of Long Knives to dispatch as many of the grand vizier’s investigators as possible before their raid.

Personnel
SRAP1FH Fell Host(s): An international assortment of minor but reputable engineers, scientists, composers and botanists are being flown in on lavish enneaplanes to a city-state or hinterland chateau for a luxurious symposium. We have been contracted because of the shady or tyrannical nature of the host; while this behavior has not yet become so explicit as to make him an international pariah, it is as yet concerning. The problem is that the event is invite-only and access is tightly controlled, so this will be an infiltration. Ascertain exactly who is in attendance and what the intent of the host is besides the pleasure and prestige of hosting such a symposium.
In truth it will be a kidnapping. The host intends to:
1. Force the guests to work for and entertain him (thugs will force them to attempt to do this if necessary)
2. Sacrifice them to an entity (which will manifest) or object of worship (whose zealots will be present)
3. Sell them into foreign bondage for ludicrous sums and the slavers have arrived
4. Safeguard them from an international antinatalist assassination wave that will take place on the night of the symposium (but an antinatalist hit squad will descend upon the symposium nonetheless)

SRAP2TSOV The Spines of Vision: The enemy has a number of seers in service to him; it is unknown whether they possess occult powers or if they are simply probabilistic geniuses, but it makes it very tricky to get to grips with areas that they have been enacting rituals to ‘scry upon.’ The allied military machine is gearing up for an assault on a stormwracked ribcage of windy crags possessed of many monolithic towers and totems; this place is reported to be of interest to the seers. Determine which ones are present and report back. Eliminate targets of opportunity if you can do it without being encircled by the enemy main force; there is a bounty ladder with some highly reliable seers being worth more than others (and one, possibly a trickster, whom you must not kill because he’s usually wrong).

SRAP3AHATT All Hallows, All the Time: The culture of the Fecundral bandit tribe revolves around traditional costumes and flaming masks; a man or woman may own five or six costumes depending on the gods they personally worship. So a man may wear the chain toga of the mountain-smiter, the furred ghillie suit of the farseeing cryptid, or the centipedal tube-mask of the cavern god’s steed with its hundred burning legs. 
The upcoming activities of the tribe are determined (from an outsider’s perspective) by the proportion of various god-costume among the tribe at any given time. Increased incidence of thunder, war or monster gods can serve as a bellwether for an upcoming raid, whereas increased manifestations of dowry, fertility and especially harvest deities make raids less likely. The chieftain appearing in the skin of a dead man or woman is a sure sign of war. Travel among these tribes, observe their costumes and festivals, and forecast just what their plans are.
The Deputation Department is prepared to construct costumes for this purpose.

Suspected turncoats
SRAST1WO Wild Oats: The king suspects his d4 children to be involved with nefarious plots and causes, and has contracted you to impartially determine what’s going on with them. Roll for the truth of each child with an RNG:
1. Clean as a whistle but possibly shadowed by malevolent individuals
2. Drug fiend
3. Sneaking out to perform philanthropy
4. Hobo-murdering sadist
5. Funding antinatalists
6. Organizing Anarcho-Syndicalists
7. Replaced by some kind of xenostygian doppelgänger or exocosmic simulacrum
8. Emasculated or FGM’d self and living as a monk or nun
9. Speculating recklessly on financial markets using his or her state development project stipend
10. Plotting directly to usurp the King
11. Literally a made man in the mafia
12. An active occultist
13. Acting as a masked vigilante
14. Romantically involved with royalty from a nation with which this state is feuding
15. Irreversibly married to a prostitute

SRAST2PS Prismatic Shadows: The state intelligence cabal is suspected by the Defense Magistrate to be compromised and to have its loyalties split between several foreign polities or ideologies. Roll the RNG for each of the 2d6 case officers; he or she is secretly:
1. Admirable and a good ally
2. Just socially awkward and likely to cause discord among *others*
3. A Wyrmling (the brain-eating parasitic spawn of a golden ouroborus near and possibly encircling the center of the earth; it’s not necessarily malign, this is just how it learns)
4. A Cynthian Knight
5. A Starling & Shrike Council Inspector on a deep cover mission
6. An agent of the displaced monarchy
7. Selling state secrets to Archzenith
8. A bandit tribesmen who somehow lied his way into this position and understands little about civilized society except how to blend in
9. A murderous sex pervert
10. In deep with loan sharks and thus controlled by the underworld
11. A straight up foreign spy
12. Radiant Monadist, though he or she may or may not have actually killed anyone
13. Murdering people for cash
14. The actual Defense Magistrate, he was testing you 

SRAST3BC Boon Companions: The general of a heavily-beset army suspects disloyalty on the part of his 2d4 regimental commanders. Roll for each commander; the truth is that the commander: 
1. Is winning the war for the general; this might be discovered when his men pull you out of some shit
2. Is just incompetent; the military sitaution around his force is likely to get hot and stay that way
3. Is selling off his unit’s gear to the enemy. He’ll offer you some great deals…
4. Personally leads every advance, inflicting and suffering huge casualties, possibly expects you to join him on the next one
5. Has about a quarter actual men as his books reports indicate, the rest being lost to desertion of ill-conceived long-range maneuvers
6. Is lost as fuck and nowhere near where his unit was last reported to be
7. Is mired in a wild bordello-and-speakeasy town
8. Has gone rogue and [ (1) turned bandit / (2) begun actually being effective / (3) gone over to the enemy / (4) founded a peaceful but well-defended agricultural colony]

Determine
Capabilities
SRDC1ATEB A Thousand Engines Burning: The enemy is reputed to have a vast airfleet, but exactly what kinds of planes they’ve contracted for are not clear. Fighters? Bombers? Transports? We need you to get in there and find out.
Actually the way the acquisition records are written are designed to throw off enemy spies. In fact, the enemy has contracted a vast assortment of tanks and armored cars, and this is what the players will be walking into.

SRDC2BR Bones Reclad: A ritual has recently gone down at the peak of Mount Ketrang. Thunder smote the corpuses of the high command and smoke poured from their bones. The mountain entire became an illuminate wall and black and red flickered the bodies of the manifold warlike supplicants. There are photographs. Then the entire army marched back down the side of the mountain and off towards the sea. Find out what this ritual was and what it did to each of the soldiers, officers and auxiliaries present.

SRDC3MU Mr. Untouchable: The kingpin of the local opium racket has boasted to reporters of being best friends with many of the city’s top officials. The mayor requests that you investigate the city-state government and find out just who is in the pocket of the racketeers. 50% chance each:
State Treasurer
Police Chief (Acting alone or practically the whole dept is bent?)
Public Works Commissioner
Labor Legislation Czar
If none of them are, the kingpin will be gunning for you to prevent the truth coming out that he isn’t protected by political alliances; meanwhile, he will be trying to get the government leaders in question into his pocket to cover his ass. Whether or not he’s successful is up to you to determine.

Center of Gravity
SRDCOG1CT Chthonic Transcendence: A millenarian movement has developed in Kolachata. It posits that the light will soon go out on the surface of the world and everybody who remains there will become unmoored and drift out into space. As such, the entire city-state is preparing to make a permanent exodus down the mines and caverns that speckle the landscape in the hinterlands around the city; cloaked and carrying lanterns, they will descend into the moorage of the earth, singing hymns and leading droves of supply-laden cattle that they will butcher in zero gravity once they reach the promised cavern. They believe that one the light goes out and gravity ceases, the insides of the world will warm and be filled with light.

Their clothes and buildings are decorated with star charts, gravitational orreries, and theoretical maps of the underworld emblazoned with stylized renditions of what the Kolchatans expect to encounter there. They carry reams of high-quality, ornate climbing gear that they have constructed or commissioned as a prayer to the lords beneath, the strange, whispering entities of the furthest caverns who they believe will take their place as gods when the surface is ended, just as the angels will become psychoprecognitive daemons of shadow in the inky depths of space. This climbing gear will be repurposed into launching lines strung across their caverns from wall to wall once the gravity disappears. 

The city Kolachata has suffered greatly in recent years. The crop failures have been relentless, as has malaria from the nearby swamps and the endless kidnappings by the slithering tribesmen of the Unstrung Heel. Erosion has destroyed many of their nearby wilderness resource gathering operations, and the rivers have alternatingly flooded and ran dry year after year. This is enough to drive any people to desperation. Yet the millenarian subterraneanism also has its own cabal of shamanic encouragers. We want to determine before the Kolachatans disappear into the earth (and presumably to their deaths) whether their behavior is primarily being driven by the terrible conditions they face, or the ideology that has swept through their population. We need to know this because the Kolchatans are important trade partners for a number of nearby city-states and if they go away it will severely damage the regional economy- potentially subjecting more cities to the same conditions of ideological susceptibility that the Kolchatans seem to be facing! If the Kolchatans are being driven by their conditions, we can launch a massive aid program that will make them come to their senses once they are no longer half-mad with starvation, grief and fear, but if they are being driven primarily by their ideology and are unwilling to step back from the brink then an aid program of that scale would be a disastrous, unrecoverable loss without the Kolchatan’s contribution as trade partners.

There is one more factor that could make this a very dangerous operation (aside from the cave shamans’ unwillingness to have their mission disrupted), which is that the Kolachatans have begun to suffer attacks originating at the very caverns and mines they intend to descend through. Apparently, at least one xenostygian civilization has learned of the Kolachatan plan to come and settle the underworld and is attempting to prevent this from happening. Milk-pale men wearing jumpsuits of what appears to be some kind of charcoal-camouflaged, extremely-sticky sharkskin have been using some kind of biological weapon to detonate the bodies of anybody struck by it like their intestines, mouths and colons were made of dynamite; the nature of this weapon and how it reaches the victim is unknown, but shattered remnants of prospectors, anchorites and preemptive pilgrims can be found near the mouths of the underworld. The survivors of these encounters report that the sharkskinned warriors seem very hesitant to enter direct sunlight.

SRDCOG2TT Thunder Twins: The Incandescents of Lightning Tree Pass are mustering for war against the nearby tribes; the Mushroom Pickers, the Snake Farmers, the Polyprostitutes; but reports from Incandescent traders indicate that the tribe is of divided opinion. Naturally, given the extremely cryptic and sonorous speech of the Incandescents it has been impossible to verify with certainty just what is driving the movement towards war, but the clipped recitations of the Incandescent traders seems to indicate that the leadership of the tribe is both responsible and divided.

There are two major figures among the Incandescent leadership: the chieftain Grimaxi the Thunder-Chosen, a warrior so smitten by lightning that he no longer feels pain and whose leathery skin is reputed to turn knife blows and .22 bullets, and the high shaman Tumulta of the Mirror-Eyes, a prophet whose recitations reflect the fate of the listeners. Whether he spins fate or merely predicts it is unknown, but he tends to get his way with it. Be careful that he does not speak of you in your presence should you be forced to act against him.

Travel among the Incandescents and determine who is really in charge, but be warned: they are hostile to outsiders and their valley pass is never dark, as there are many plants and minerals there that capture the lightning and shine it all day.

SRDCOG3SOL Silver or Lead: Reforms are taking place in Nornwell, but the city has been closed to outsiders as tensions mount between two irreconcilable camps. The city’s traditional aristocracy now abides almost exclusively in the Palace of Lingering Waves, a fluted tower that rises from the city’s river estuary between the narrow banks of the Sonnet. The nobles have long been the rentier power-class in Nornwell, but recently a faction of Anarcho-Syndicalists took the capitol and after brief and sporadic street fighting the two groups have existed in an 

The last refugees to escape the city report that the fields have been given over to peasants but the other industries have been nationalized; they are mostly independent traders and have been unable to say exactly who is behind this reform and who has enacted and enforced it. This process has been a product of violence by paramilitaries against gentry landowners and industrial houses.
We must know what to prepare for. Infiltrate Nornwell and determine exactly what is happening, and, if the aristocrats and Anarcho-Syndicalists remain inimical to each other, who is likely to come out on top.

Most Likely Course of Action
SRDMLCOA1IT Invoke Truisms: We have defeated the enemy army and they retreat. We must know whether they will reform and perform fresh conscriptions, distribute themselves throughout their towns to mount a delaying defense, or concentrate in a single fastness to make it impregnable. A wrong move on our part could throw away the final victory. Beware, for the countryside is sprinkled with remnants of their army. Some may be considering desertion, but not all will perceive the war to be lost and will be quick to shoot suspected spies and partisans like you. Furthermore, the local region is largely sympathetic to their cause. Tread lightly.

SRDMLCOA2APR A Prize Returned: Our allies have had a number of ships captured by the enemy in a cutting-out. We need to ascertain what the enemy plans for these ships: to cannibalize them, to sell them abroad for the war chest, or to integrate them into their navy. Only the captains will know exactly what is to happen; only the captains will have received their orders, which will have been verbal.

In truth, the enemy will effect a naval landing with these ships by sailing them near to an allied bay with enemy warships in tow, as if captives, who will then make a sudden steam for the near shore and conduct a beach assault on the city. The bay will be unprepared because their allies, who had their ships stolen right out of their port, have not yet publicized the loss.

SRDMLCOA3S Sakoku: A complex figure has arisen in a foreign city-state; a charismatic dictator who prizes his people above all, and has nothing but contempt for outsiders. Foreign reporters and businesspeople have been ejected from the city; travel there and ascertain what this new government is planning to do. Roll d4 for the truth:
1. Consolidation of domestic industry
2. Destruction of the domestic upper-class in a monarchical consolidation around the dictator
3. Invasion of a neutral, neighboring realm
4. Promulgation of a new set of laws around a (collectivist, republican, theocratic) model

Vulnerabilities
SRDV1MR Market Research: The client represents an international merchant combine and wishes to understand economic realities about the city-state in question. Travel to the city-state and its associated outlying regions and learn about current events that will affect the regional economy and the city-state’s trading partners. d4:
1. The sky pearls of this place do not come from the bay, but are coughed up by bioluminescent white owls who sail in on the warmest winds before departing for the open sea. Who knows what they eat to produce these things? The fact is that these pearls are not the mere refuse of the owls’ meals; they are the genesis of a new form of life with a three year gestation time. The owl is like a caterpillar; the pearl is like a chrysalis. No one knows this, for the development of a perceptible form within the pearl is a slow process.
2. The head of state or government in general operating a kleptocracy. Their palaces are garlanded with expensive motor cars and airplanes, their families are laden with mink and designer luggage, their shelves are stocked with hundred year old whisky and thousand year old wine, their pets are ligers and wolyenas, and their food is flown in from the world’s finest restaurants. Meanwhile state enforcers grind private individuals and public enterprises outside the walls
3. The state treasury is more or less operating an international Ponzi scheme with hundreds of international investors (royalty, guild associations, shipping magnates, state exchequers) buying into completely vaporous missions of speculation and entrepreneurship. Meanwhile, the treasury is desperately attempting to put together an expedition into some benighted, bog-begotten hinterland to seek new sources of wealth and defuse the situation.
4. Financial recklessness is bringing this place nigh to hyperinflation and economic meltdown. When this happens, all the fault lines in society will rip wide open. This is likely to happen while the players are present. Until then, however, this is a great place to find investors.

SRDV2KU Known Unknowns: Our client is preparing for war against the city-state in question and is looking to understand the gaps in the enemy’s military readiness. Go among them and discover what conditions prevail on the ground. Possibilities:
1. Their military, previously composed of volunteers, is now a 100% conscript force and its spirit has declined precipitously. This includes their officers. The conscripts are ill-paid and their only hope for a real payday is to capture an enemy soldier, or spy…
2. Their military has a great love of boozing and feasting, and will miss no opportunity to do so. Military gatherings become unbelievably raucous and fraught with chaos when the liquor starts flowing.
3. Their high command is obsessed with a situational strategy as a primary strategy (paratroopers, lancers, flamer planes, artillery submarines); expect to have it used against you should you be discovered.
4. Their military is so wracked with brutal bullying and hazing that all but the most elite units suffer from cripplingly low morale and discipline. The line NCOs become excellent street fighters and their elite units are absolutely ruthless. Beware.
5. Their military is so corrupt that it has become part of the underworld. Naval riverboats serve as unofficial casinos wherever they’re moored, infantry companies serve as guards and enforcers for narcotcis plantations, and the air force acts as an international human trafficking concierge service. Graft and banditry go more or less unchecked anywhere that isn’t under a high-ranking officer’s footprint.

SRDV3TTTTMS The Times That Try Men’s Souls: A missionary organization is commissioning a report on social conditions in a given city-state that has recently cut off the inflow of people on nonofficial business. Their intent is to tailor their approach to the social conditions so as to make up for lost time once the city opens again. Infiltrate the place and discover what conditions prevail.
Example conditions: 
1. It has become impossible to criticize or be flippant about x and those who do so risk assault and life-sabotage by whoever considers themselves the cultural vanguard. x is:
(1) The Monarchy / (2) Our Great City-State / (3) Foreign city-states, where things are better / (4) The noble tribes of the pastoral wilds / (5) Laissez-faire Capitalism / (6) Anarcho-Syndicalism / (7) The one true faith / (8) The Military.
8s explode, a second opposed result means there’s a cultural struggle going on, a second same result means there are death squads enforcing this prohibition.
On particularly heady nights, the players may be accosted by mobs who will attempt to ascertain their true loyalties.
2. Mass hysteria: The people here are infecting each other with a kind of mimetic virus that is disrupting orderliness and prosperity: (1) Disappearing Dick Disease / (2) I am being cursed by the evil eye of others / (3) Psychosomatic seizures and limb malfunction / (4) Lizardman infiltration (25% of being true but it’s not exactly lizardmen) / (5) An approaching calendar date which heralds the annihilation of [the world / electricity / our culture / the non-elect] and people are acting accordingly / (6) The children report malign goings-on beneath several pedagogical buildings; in truth this is [ (1) Nothing, prompted by uncautious investigators / (2) The adults stockpiling [ (1) Explosives / (2) Narcotics / (3) Memorabilia] / (3) Xenostygian HUMINT source developers / (4) Some kind of horrific creature or malevolent entity / (5) The wandering souls of the dead]
3. Hatred of foreign intervention: A general cultural isolationism; foreign barbarians must not be permitted onto the city-state’s sacred soil. This who were able flew out of the city; those who were not were forced out into the wild, a death sentence in this world. That means foreign infiltrators like you are public enemy #1.
4. Mass immigration: Natives of this city-state are getting hard to find; instead, you find neighborhoods dominated by expatriates of various city-states and their families. Gangs are forming, in theory to resist exploitation by members of other diasporas; people are clannish in general and vote in blocs, if voting happens here, and otherwise in general use their diaspora community as a hedge against industry, the government, and to a lesser extent against ideology.
5. Enlightenment: For the first time, a plethora of reading material has become available here and the society is being revolutionized day-by-day. The sudden access to all of these concepts means that the society is likely to swing violently between whatever philosophy is currently most discussed. This will shape conditions in the streets.
(1) Rationalism / (2) Social Darwinism / (3) Anarcho-Syndicalism / (4) Empiricism / (5) Absolute Monarchism / (6) Constitutionalism

Obtain
Blueprints
SROB1TCSP The Coal Sapling Pentacontagon: How do you map a three-dimensional non-Euclidean space? Focus on one portion at a time relative to its nearest elements. An informant penetrating the Coal Sapling Society reported that the occultist’s sacred place was a labyrinthine, non-euclidean temple in an outwardly-gravitic place of infinite darkness; their map of it is on an orthalcum pentacontagon sectioned for digestibility. Unfortunately, the informant’s been found out and apparently transmuted into some form of human chair. This is where you come in. Find the Coal Sapling Society, find their temple, and find their pentacontagon, and if you can, put the informant out of his misery.

SROB2TH The Homunculus: The blueprints of the Rose-Orbspan device are kept in the heart of the device itself for the engineers to reference. It is almost complete. It is undergoing testing. It is a tall plumbob shape. There are many layers, many segments inside. Many chambers. The device is a conduit. A gate. A projection. It waits for its final crew. It is not yet ready. Tendrils snake all around it. They emerge from vats of electrified acid. The tendrils are off-white, rubbery, greasy. They latch into ports on the device and divide up like nerve clusters in its corrugated flesh. At the heart of the device is a floating, blue, translucent orb like the holograph of a gas giant with only the thickest clouds shown. This is where the blueprints can be found. You will need to make paper copies if you can (which you can’t) or you’ll need to extract the orb. This will involve dismantling its dais. This will involve dismantling the device. This will involve the tentacles. 

SROB3IM Insatiable Madman: There are strange minerals beneath the normal mining layers. Strange and precious beyond compare. Troglodite. Suspendium. Phlogiston creosote. Lumps are worth king’s ransoms. Devices exploiting them are rare, and mostly conventional because value must be guaranteed for the blood paid for them. But not all have their visions limited by oaths to blood. Some see a darker and more revealing potential for these fruits of the littoral underworld. One sees a body. A superstructure. An exoskeleton. A mechanical shell to bring weapons and armor to bear in a manner unmatchable with conventional material engineering. Unbreakable cables. An everlasting internal fuel source. Anti-gravitic ballasts. Situationally morphic gyroscope assemblies. What could be accomplished for such things? And for whom? The plans have been laid. All that is required is the gathering of the materials. And they have almost arrived.

Acquire the blueprints of this mechanical monstrosity, which were produced in a fever dream, before the Insatiable Madman can be finished.

Communiques
SROC1BA Broken Arrow: We don’t usually take contracts from blood-soaked tyrannies, but this time we’ll make an exception for repentance. The King of Leynorn Strand has given the order to activate a weapon in a city rebelling against his rule, the pirate republic of Targera-la Spring. He’s sent his spymaster and his closest enforcers to deploy the weapon, but is now having misgivings about its use. Why destroy the city, he says? There is still time to negotiate. He was rash. So he requires our assistance to defuse the situation. He says that the spymaster has lost family to the pirates. It is personal. He will not be dissuaded; he will say, “There is no proof that you can present that will make me believe you.” Eliminate him if you must, but in any case, recover the weapon and bring it back.

We’re not giving the King of Leynorn Strand back his weapon, whatever it is. He won’t explain it further except to say that it’s man-portable. Maybe you can find out more. Destroy it or get it out of that city, but don’t let it activate, or at least don’t be anywhere near it when it does. It could be that our friend the King is secretly afraid of global overreach on the part of his superweapon. Preventing that is what’s in it for us.

SROC2ELM Effeuiller la Marguerite: The Cape Cittacotte renaissance has reinvigorated their entire culture and all of their enterprises seem to be doing better with the flourishing of their national arts. Foremost among the poets is Princess Yayuramar; her works illuminate the earth and sea with humanity. She writes for the timeless in people; a man or woman of any age could understand and be moved by her.

Now comes her marriage. It is to young Harold Montafume, who will become a Duke of Vineforest. Intense communications have been carried out at the highest levels between Cape Cittacotte and Vineforest. What will occur? The question that is on every prominent Cittacottean’s lips is this: does the Princess marry for love? They are of many minds on this. If she is forced into a loveless marriage, then she shall wilt on the vine and her poetry must needs die. But others say nay, should she marry for love, that will occupy her heart and her poetry will be lived out in her life with him and no longer enter the public.

In any case, we have been contracted to discover if she marries for love. All courtiers of both states have their own opinions and the Princess and her betrothed have been placed in sequestration in preparation for their marriage; interlopers are barred from the palaces on pain of death, so you should acquire copies of the top secret diplomatic cables pertaining to the marriage, unless you have the stones to get in there and ask her yourself.

SROC3P Photosophogenesis: There’s a strange operation occurring out in the woods near Mandrake. An exiled baron of Theoseveria has holed up in a hunting castle with his retainers and every day more and more rolls of celluloid strip for recording. The baron hasn’t left in some time and is only sending his men out to hunt; they serve a dual purpose of warning off anybody who might be curious about what’s been happening. A reporter from the Mandrake Gentleman was fired upon. We’ve been contracted to discover what they’ve been recording, and if it’s anything unusual or novel, to retrieve a sample.

Dossier
SROD1C Catabasis: The underworld of Thanofane is poorly understood. The shrine-funerary city is like a giant graveyard of fantastic mausoleums and tombstone-studded hillside; a place of pilgrimage for many of the world’s faithful. The great fear of anyone considering the Thanofanic underworld is that it is tinged with the occult somehow, notwithstanding that actual occultism almost never has anything to do with folkloric necromancy except when it involves the patterns, memories, or xenocosmic reflections of the dead. In any case, local shipping magnates are becoming concerned about shadowy figures dogging their representatives and are seeking a full rundown on the city’s mot prominent underworld figures. This will likely involve some infiltration of their circles; tread lightly because the underworld of Thanofane is physical as well as metaphorical. It’s a tomb all the way down and a city all the way down; in Thanofane there isn’t any clear distinction by district, and there are a lot of places to hide and to emerge from.

SROD2CE Contagious Execution: Disturbing news. One of our informants in the Kingdom of Kadwa has been picked up by the Cynthians. In very short order, he’s going to reveal the description and whereabouts of everybody who he works with to oppose Cynthian influence in Kadwa; including royal officials and Starling & Shrike agents. Whatever happens to this informant, you have to make sure that the information compiled from his interrogation does not make it to the Cynthian fleet. Kadwa is already not amenable to our interest; a Cynthian blacksite is probably one of the deadliest places we could attempt to infiltrate. We have to do it or our network in Kadwa will be ripped out root and branch, and that will spell the ultimate demise of many good people and their families.

SROD3UT Undercover Triage: The political strife in Gables is becoming intolerable and the Commissioner of the Exchequer would like to bring it to an end. Several factors are conspiring to two this: the city’s unions contain a number of prominent Anarcho-Syndicalist activists whose goal is to overthrow the government, the security forces contain a secret police squad whose goal is to exterminate the unions. The priesthood are holding private sermons  that seem to feature either/or gatherings of unioners or security people. The commissioner is looking for dossiers on prominent Anarcho-Syndicalists, prominent Secret Police figures, and prominent Priests. He wants this to be a source document for when he determines who can be integrated, who can be sidelined, and who presents an implacable threat to the harmony of the city.

List
SROL1TS The Soteriologist: It was said that only interest could save you from death. To be rapt, that is to be so alive that it would preserve the body when it could no longer go on of its own volition. And to lose one’s sense of interest was to die. 
Prince Velatera was fascinated by the traversal of the heavens and is said to have spent three hundred years studying them and constructing instruments to measure their tread and interface with their waxing and waning energies. He passed away in a moment of lapse and immediately a coterie of occultists, engineers, astronomists, astrologers, shipping magnates, explorers and dilettantes began vying for his instruments. The struggle continues to this day and our client desires to know just who owns what, but be careful: many of them have these devices for strange and obsessive purposes and will take to investigators with a most unfriendly eye. If any are to be used in potentially dangerous ways, the client asks that we recover them and is willing to pay a bonus for each. Do not abuse this clause.

SROL2AGP A Gentle Perversity: An industrialist is approaching middle age and looking back at his life with curiosity. He remembers his lovers with great tenderness, compassion, forgiveness, and wishes to know how they are and what their lives are like without intruding upon them (except by public surveillance, obviously). He asks for a description of their general conditions and whether they seem happy and well-adjusted, and asks that we help any of them who seem to live under threatening conditions. That will be a judgement call on your part, but he has included a discretionary bonus clause in the contract. 

SROL3GRK Green River Killers: There are strange storms in Veyicasha. They tend to wash things away. Nowhere is more fertile than the clover-wet river valley around the city, but it is paid for by storm floods that worsen every year. There are many great works of art in the city that the owners will not part with to secure outside their homes, and there is much suspicion of the city government as well. Travel to Veyicasha and determine 5-10 of the greatest works of art and artifacts currently present in the city so that when the floods come, the museum can make an appeal to the owners to secure their treasurers in the museum’s moisture-proof vault. Hope by that point it’s not too late, and then hold on to something.
When the waters rise, tribal raiders in canoes will come to take the city’s supplies. When the city is drowned, bandits in ironclad steamships will come to take the city’s treasures.

Minutes
SROM1IPE Particle Entrapment Incarnation: It is rare that a occultist society is not immediately rooted up and exterminated when it is detected, but the Convocation of Saint Saithi is being monitored due to caution on the part of the city’s security minister. Conversations between the occultists in public happen in argot or ritualized discussions of things like golf or chocolate, and the minister’s interpretation of the transcripts provided him by the tails indicates that the occultists are acting as some kind of collective energy entrapment unit for extracosmic radiation, and should one of them be removed from the vicinity of their safehouse or killed then there will be a structural failure among them, and the receiver that they have constructed among themselves will catastrophically melt down. As such, the minister is contracting us to acquire the minutes of one of their secret meetings, either by taking their meeting records if they keep such a thing or making a recording of one of their discussions. With any luck they speak plainly at these gatherings and we’ll be able to sort out what’s really going on.

SROM2AR Accidental Reconnaissance: Naval incursions on the Empire of the Twin Canals conducted by the Lethemarket South Archipelago Company have been more or less constant this year; the Company claims that its ships have been blown off course by unfavorable winds and cannot help but take shortcuts through Twin Canals waters, or surveil Twin Canals shore facilities and unmapped military sites. The Empire is not the client; the client is the Lethemarket East Riverlands Company, who are deeply concerned that the South Archipelago Company is angling to draw Lethemarket into a war with Twin Canals. Infiltrate one of the hardened South Archipelago Company offshore counting houses or downtown penthouse complexes and determine from their board minutes exactly what they’re planning.

SROM3S Sympathy: The Zyrami Lawyers’ Guild has been holding meetings with large numbers of rough-looking itinerants unknown to the city-state government; none of the figures observed entering the Lawyers’ Guildhouse have registered with the Zyrami Travel Board and are thus unknown to the state observers. As such, rendering services to them is against the law; get eyes on the minutes of one of these meetings and determine exactly who the Guild’s new clients are. In truth, they are Anarcho-Syndicalist activists from the City of Leagues; the international guild-union alliance has been successfully exported here and the Lawyers are advising the Syndicalists about how to set up front organizations in Zyrami and how to structure their activities so as to be maximally defensible in city court down the line. The Lawyers’ Guildhall is being watched and protected by local Anarcho-Syndicalists whose direct legal cover gives them an attitude of absolute impunity.

Plans
SROP1AOR Aesthetics of Ruin: The land of Thikuxo is dying. Smote by their god, the volcano Aalthod. Now a rain of ash blots out the sky; the flora dies in droves and the cities freeze and burn. The driftwood jetties have gone up in smoke; those who could escape have done so. Ill tidings from the refugees. A transmutation of religion. Millenarian, propitiative, apocalyptic. Rites in the darkness. Shrines in the ruins. Prophets, seers. Starving sorcerer kings. Smote by their volcano, they descend beneath it in saline-braziered processions. They are assembling. Their plans must be known. Those who remain by Thikuxo are becoming cornered desperate animals, and in this world, those who lift their voices to the cosmos are often answered. 

SROP2E Exometempsychosis: There are halfseen waftings from the sites of bandit tribe spirit quests. These psychic journeys are not entirely immaterial in outcome, as our histories with the tribes can attest.

The Gods of the Earthhearts are conspiring, if their whispers are to be believed. A new power is mustering in the etherworld, but by the nature of Earthheart conversation it is difficult to determine if this power is divine, demonic or demiurgic. Are their gods conspiring for new pastures or against some malign cosmic force? It is not common among the people of the city-states to take this kind of thing seriously, but we have learned better. Travel among the Earthhearts, win their trust, and then enter their Godplane with them via burnt Worldroot. Ascertain the state of the divine but be warned: those who die in their Godplane do not return to their bodies.

SROP3TKOBM The Kingdom of Black Manna: The Red Charter Companies (ruthless, piratical, militarized black marketeers) have been shipping vast quantities of concrete, steel, rubber and glass to a range of hinterland oil derricks that they control. Construction has already begun on some kind of encompassing superstructure built around and throughout the derricks; this is totally out of character for the Companies, who are known to fortify their RGOs but never with glass and rubber. They have been employing slave labor and construction firms from city-states with weak rule of law. Your objective is to acquire or make carbon copies of the blueprints of this vast structure; determine its purpose and the rate at which it is likely to be completed. Beware, because the bandit tribes of the surrounding wilds are in the pocket of the Red Charter, supplying them with hunted game and slave labor from rival tribes.

Surveil
Activities
SRSA1BB Bonegrinder Bombs: There is a new commodity in the muddy bazaars of Mandrake. Smooth steel cylinders roughly 7’ tall. A pale merchant on a pale ship is delivering consignments of them to a select few stewards serving a clientele of exiled noblemen. Naturally, some of their rivals are very curious about this most unassuming luxury; discover what is being sold but tread lightly as the buyer keeps these cylinders heavily guarded when on their way to the fortified manors in which many of Mandrake’s wealthiest exiles live.

In truth these cylinders contain mechanized windup skeletons from dead people whose families have donated their bones. These which have been dipped in lead so as to be coated in heavy, razor-sharp feathers of metal and had their ribcages filled or replaced with explosive casks to detonate after a certain number of steps.

These are real skeletons created by an underground culture out of their dead and sold to a middleman, who is the pale merchant in question; his ship, the white freighter, is a submarine that surfaces just over the horizon from wherever he’ll ply his wares. He can stand the sun, but his crew and shipguards linger in the belly of the freighter. They are clad in armor of ablative ceramicized bonemeal and wield electromagnetic swords and harpoons designed to wrest metal weapons from their foes while delivering lethal electric discharges from the swords’ single-use bioelectric hilt-batteries (actually a form of larval electric olm).

SRSA2TR Trial Run: The Princes of Mastanaland has been given the small outlying towns of  the kingdoms to govern so as to test their worth to inherit the kingdom. Prince Vocanyas has been given Stovenox to rule, and like the other princes he’s been assigned his secret minder: you. Gather intelligence on his performance and prepare your report for the king; in the meanwhile, make sure he doesn’t screw things up so badly that the town is lost, or get himself in a position to be killed by rebels or the kingdom’s foes.
Prince Vocanyas is:
1. Desperately idealistic
2. Enthused about leading military expeditions
3. Arbitrary and wanton
4. Prone to levying extreme punishments.
5. Psychiatrically unbalanced; roll from the above options every morning

SRSA3LUTB Lifting Up the Bandage: The Port of Periapt is famed for corruption, and the Grand Duke has finally had it; not enough to crack down on it, as many of his high nobles are in on the game, but he wishes to know exactly who has his fingers in the pie and what means are being used to deceive or pay off the port inspectors. Discover which inspectors, which nobles, which ships and which docks are most corrupt. Be warned that junior retainers of noble houses are some of the most violent people on earth and are not interested in having foreign interlopers spying on their master’s family business.

Corridor
SRSC1AF Aquafloral Fortress: Ships have been disappearing in the arboreal straits of Otiistplam, a region that is like a forest upon the waves; the flora is like a cross between rainforest, reef and seaweed, the animals jumping terrestrial shrimp and barnacle-encrusted lobsters that hang from the noodly boughs like armored sloths. Investigate this place using whatever means you see fit and, if possible, find the ships and crews that have disappeared.

In truth, this is the first case of a xenostygian civilization forming an undersea colony; the forest above the waves is nothing but the tip of the iceberg, and the foliage down beneath is so dense that the xenostygians have been able to weave together vast quantities of the living stuff into a kind of hermetic palisade and create sealed chambers that they have pumped the water from and opened tunnels into the underworld so as to channel in fresh oxygen. The walls of foliage can be conditionally relaxed, allowing for the creation of airlock chambers where their submarines load and unload crew- and prisoners and cargo.

The xenostygians have turned to wrecking and float their submarines beneath surfacer freighters and punch holes in the bottom; then when the ship begins to sink, the submarine surfaces and opens its great forward maw for the sailors to swim into. Those who attempt to escape on lifeboats are swallowed by the submarine; harpooned and reeled in, if necessary. The sinking freighters are then dragged into position near the undersea foliage fortress; they are later welded shut, pumped and drained so as to be used as outstations and storage dumps.

The captives are taken into the bowels of the earth where they are to be sold to subterranean polities, but a substantial reserve are kept within the kelpen keep as a form of cash reserve; these could be rescued or brought on as allies. Beware: the xenostygians warriors aboard the submarines wear armored diving suits resembling crocodile-lampreys. Those guarding the reef redoubt normally go unarmored, expecting no determined opposition.

SRSC2SH Seismic Heraldry: There is less general interest in the underworld among the city-states than one would think. Besides mining, there seems to be little of value and the xenostygian cultures are too deep for most people to regard them as anything but a fiction to explain our feelings about the unknown and submerged parts of the world. Little of value, but always something to fear. The city’s seismograph has been reading a low hum for quite some time; not an earthquake, it maps onto no known tectonic phenomenon, and it has been decided by the city-state government to dip into their pockets and have us investigate this phenomenon. There are cracks in the city’s old winter grain magazines that lead into a cavern complex beneath the city; there may also be entrances in the nearby flinty hills.
In truth, the vibration is being caused by:
1. The continual movement of a xenostygian army
2. The singing of an entity whose disembodied internal organs are a complex of migratory geodes
3. The exponential birthing cycle of a colony of sapient but utterly collectivistic rock-burrowing acid crabs
4. The Civilopede
5. The mining-out of a superstructure constructed by an ethereal entity that can reshape matter at will and creates fabulous and mysterious but deadly underground palace-complexes and fastness-manors for its own pleasure; these are beautiful but intended only theoretically for use or inhabitation by humans. The entity hopes that people will form colonies and inhabit these structures after proving themselves overcoming their pitfalls and defenses, and seeds them with treasures to encourage this, but the foundation of such a colony has only occurred once or twice in history.

SRS3SA Sky Arks: An unknown procession of nine-winged transport enneaplanes has been flying near the client’s city-state. They are unmarked and of no known type, possibly of custom make. They follow the same path through the sky each time, but the client's state only possesses short-range interceptors and so needs to hire us to discover the source and destination of these planes.
In truth, the planes are:
1. An aerial manifestation of the Cynthian treasure fleet
2. Shipments of slaves traveling to the city-state of Bounty from the barbarous thunder-crags of the Channels of Light
3. Scout plane from a rival city-state with a high-quality photographic studio and valuable intelligence photographs aboard
4. A spectral entity that takes the form of a plane so as not to raise the suspicion of people below.

Meeting
SRSM1VAV Villainy and Villainy: The heads of a number of minor international industrial and shipping houses are meeting in a mercenary castle on a rocky island far out at sea. The castle and its guards exist for this purpose; the place is fortified in the medieval style but also with a star fort with high earthwork ramparts to absorb naval gunfire.

Infiltrate the meeting and determine what they are plotting.
1. The mercenary overthrow of several uncooperative city-state governments
2. The integration of a mysterious fungal dust blowing up from several underworld vents into foodstuffs, fertilizers and gasolines so as to cut them and make them go further; the dust seems to serve each of those purposes when concentrated
3. The annihilation of Starling & Shrike or another international investigatory organization in your own setting
4. Secretly swearing fealty to the Cynthian Empire to gain a guardian at sea and another market unaccountable to the continental city-states

Complicating factors:
1. The Cynthian Empire comes to take the island over to use as a supply dump/prison and plan on ransoming the merchant heads and massacring everyone else; first will come the nerve gas bombardment, then will come the armored sea legionnaires with steel pavise shields, shotguns and flamethrowers, and finally the Cynthian commanders will cheerily sweep the wreckage and portion out the captives to their knights for individual ransom
2. Raiders from the Grave of the Sorcerers come; these grim and silent men with bloodshot eyes (and no tongues) electrify metallic structures then carry off whatever men survive (only men). Their captains inexplicably possess four arms; they are the only ones among them who have retained their tongues
3. There is a once-in-a-century hurricane brewing; it is heralded by a tsunami from the deep ocean and is followed twenty minutes later by the hurricane 
4. A colony of cow-sized crabs have discovered this island and midway through the meeting they scuttle sideways up the rocks en-masse, a grim tide of blood-orange monstrosities with ironbreaking claws. No fastness is safe from the invader; a bank vault could be cut into within 15 minutes. Someone enveloped in the tide will be seen being crowd-surfed above the horde for a few moments before being snipped up all at once by a dozen crabs like they’d been put through an egg slicer, or taken by the limbs and head and pulled apart in every direction at once. When enthused, the crabs raise their pincers and snap them loudly. The tearing-apart of a human will be met with thunderous acclaim by the rain-slick crabs.

SRSM2T Teletai: Several princes have recently gone missing from their city-states, but rumors among their body servants indicate that they will be meeting in the wild city of Mandrake to arrange some kind of plan without the knowledge of their families. Determine where exactly they will be meeting, infiltrate it, and learn what they plan on doing:
1. Pooling resources to assassinate those first in line to inherit their realms
2. Taking their city-states to war against one another as a way of consolidating their domestic power before the mutual termination of the war on a date to be agreed upon at the meeting
3. Mutually decriminalizing occult studies in their city-states so as to create a vanguard on earth for the instantiation of a transcendent meta-kingdom with themselves as sages and their servants as mandarins in the tale of this prenatal nation.

Complicating factors:
1. A conspiracy of exiled nobles and their retinues will assault the meeting compound so as to take the princes hostage and force their kingdoms to give the nobles back their titles etc or institute reforms in the kingdom, such as moves in the direction of constitutionalism, absolutism or theocracy
2. The princes will be gradually driven mad by having their bodies seeded with lead and mercury by a radioactive runestone hidden in the city by the Glossolalian servants of the machine elves
3. Occultists will seize the compound and attempt to use the Princes as the locus for an energetic bounceback ritual; this will mutate the Princes into a physically, mentally and perceptually distorted form, but this is not the point of the ritual and afterwards the Occultists will exit the complex in a breakout-by-fire and leave the Princes to their distorted rule
4. There will be a complete breakdown in negotiations, and the 3d4 ferocious princes will turn the meeting into a total rolling free fire zone between themselves and their retinues throughout the complex.

SRSM3WC Wayward Children: Several Starling & Shrike Agents (or members of an international investigatory organization in your setting) have been reported by one of their fellows to be traveling to meet with a member of an outlawed organization. Trail them and determine why this is coming about. They are meeting with:
(1) Cynthian Knights / (2) Crag of Songs Killers / (3) Red Charter Fences / (4) Bandit Tribe marauders
They are meeting to: (1) Apprehend the enemy (but will be counter-ambushed) / (2) Sell state documents to the enemy / (3) Go over to the enemy / (4) Maintain the love-relationship between one of your people and one of theirs, with the others there as protection.


Commentary:

-I’m very curious who the Swede(s) are who’ve been accounting for many, many views these last few days. Please identify yourself or I’ll have to assume you’re pickled herrings out for revenge on me and the sour cream I’ve dunked your cousins in

-This document is GM-facing

-If time, energy and interest permits in your game, I recommend having the employer offer a follow-on contract to favorably resolve the situation that the players have uncovered, or contractual stipulations that players may be paid a bonus for preemptively resolving situations in a way favorable to the employer

-I really, really, really wanted to call SRAP1FH “Chateauvania: Symposium of the Night” so I’m mentioning it here for posterity

Art - First Run