Spoiler (click to reveal)
The campaign is based around collecting the information about a weapon left behind by the Ancients: the eponymous Tripwire. The Tripwire is a network of large field generators which can ‘trip’ a spacecraft out of jump if the line between two active nodes is crossed. As Jewell is a border sector the Zhodani are very keen to gain control of this technology and have infiltrated the liberation front. The Imperial agents have clues that lead toward the conclusion of the first section of the game where there is an assassination attempt of the subsector Duke whose symbol of office is actually a master key for the weapon. Following this the players are employed to uncover and destroy the Tripwire technology. This they can do by activating a predetermined number of devices to cause an overload. The resulting damage to the related planets and their populations ranges from no collateral damage to everything in a 2d6 kilometer area is destroyed. One aspect I really wished I’d added to the mix when I ran this campaign was greater interference by Zhodani agents in the PCs activities. If I ran this again I would include Zhodani agents and strike teams to spice up the quieter parts of the game and keep the PCs on edge.