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Ideas for missions?

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Okay, I'm currently preparing for a GURPS campaign where the PCs are modern day mercenaries, working for a mysterious organisation.

The first few missions will be relatively mundane. Then the party starts to find out that they're pawns in a global secret war over strange supernatural artefacts (they all look like grey bricks and give you a spell per artefact). These artefacts drive you insane over time, of course. Get enough of them, and you invoke horrible rituals (one can destroy the world).

Point is, can you give me some ideas for covert/SpecOps missions to send the PCs on? Remember, they don't have to have supernatural or horror elements right away. And each artefact can grant corrupting arcane knowledge or a "magic" power - one per artefact and somewhat limited (maybe requires the physical artefact to be present to be used).
>>
Locate and find out what happened to a crashed plane (the pilot was driven insane by the artefact cargo)

Pose as bodyguards for a smuggler and gain his trust until you find where his main warehouse is, then take him out and report.

Plan a heist into a local museum/palace, officially to prevent antiques from being destroyed by the conflict.

Track a supposed traitor by decyphering his mad ramblings and following him from safehouse to safehouse.
>>
>>50388584
Addendum,

X-stan military base gone silent. Investigate quietly as local government isn't that friendly to outside interference.

Intercept a military escort carrying a dictator's stolen goods as he flees a collapsing and rioting nation.

Intercept a military cargo plane mid-flight carrying precious artifacts found in X-stan.

Escort archaeological dig at a tomb
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>>50388366
Start off with extracting a spy from a building surrounded by extremists (generic). Make sure that that the extraction fails and the mission is now to defend the building against extremists until help arrives.

Here comes the fun part; the spy has an artifact. The spell associated with the artifact gives opponents a "Tower of Babel" effect within a radius of 50 meters. All of the extremists will speak languages that cannot be recognized by anyone (players or each other) if they are inside the circle. Players may realize this if they push outside of the circle and will hear their enemies yelling about artifacts or something like that. You can either use this as an optional lead or to tip off the players about the plot. If you want to do the second one, I suggest that you make a secondary objective to take out an emplaced weapon that is helping the attackers.

Is this the kind of thing you were looking for?
>>
Isn't it kind of a bad move of the employers to not tell them from the get go about the freaky shit they are going to be dealing with?

But still it's a pretty sweet concept, nice idea anon.
>>
>>50394766
I suppose you'd want to avoid leaks.
So you send them on a few missions, and you tell the survivors the truth afterwards.
That way you minimize your risks and only give intel to the reliable/lucky ones.
>>
>>50388366

Group is stationed on !Dreamland base in UAC (Unnamed African Country) for few missions.

Op1:
Extract defector from opposition controlled city, who has valuable "intel".

Op2:
Assist other squad with extracting team of scientists from "environmental" research base from hostile (crazed) locals.

Op3:
Gain intel on enemy locations around hidden base of operation in cave system

Intermission:
After return from scouting mission, protect main base of operation from attackers. First redflags go up here, mess hall with dosens of bodies, that looks like IED exploded right in middle of them, but no structural damage to be found, etc.

Op4:
Assault on now uncovered secret base to recover "cargo" - strange bricks

Intermission:
Group got to decide, if they should pursue opposition leader, while he tries to escape UAC, or attack opposition base, that are herding civilians in extermination camps. Second squad will pursue other objective.

OpA:
Team is pursuing military convoy with opp. Leader, much more redflags. If they kill opp. Leader, he can't return later to do more shenanigans. Other squad will die in Camp mission and returns as squad of high level undead military zombies.

OpB:
Team need to kill guards and free prisoners, which will disrupts ritual to invoke huge army of undeads from bodies of dead civilians. Other team will fail to pursue Leader, and later he will returns, to hinder team's main objective.

Epilogue of UAC chapter:
Last mission is attack on train full of crazed civilians led by "Emissary". Mission is search and destroy cargo, which is alchemical engine, that converts people into abominations, for short WMPD (Weapon of Mass Paranormal Destruction).
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