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Chapter 4: Running Starship Campaigns / Starship Campaign Arcs / Red Stars At Night

Broken Rock Under Siege

Source Starship Operations Manual pg. 151
With the recapture of a famous pirate ship, the PCs feel that they’ve earned their seat on the Pirate Council—but trouble is brewing. On their way back to the Pact Worlds, they receive an urgent message from an ally: Broken Rock is blockaded by the enemy organization’s armada, and several of the pirate lords, including their patron, have been captured! As Broken Rock’s location is a closely guarded secret, there must be a traitor among the pirates. This could be a defeated rival of the PCs, or even another pirate lord.

To learn where the pirate lords have been taken, the PCs must track down the traitor and pull the information out of them somehow—or at least find out where or from whom that information can be learned. Either before or after they’ve gained Broken Rock’s location, the PCs then must infiltrate the planet—a prison world such as Daegox 4 in Near Space serves nicely—and free the pirate lords before the complex’s defenses mobilize against them. With the pirate lords rescued, the PCs can at last return to Broken Rock, mobilize their own armada, and make a stand against the enemy fleet. It will likely be a long, tough fight that might require just as much brains as brawn, but once the bulk of the enemy ships are defeated, the PCs can board the enemy flagship and face the priest of Abadar.

This campaign concludes when the PCs’ benefactor steps down and grants the PCs their seat on the Pirate Council— but this also provides the opportunity for more high-level adventure, as the PCs are now pirate lords!