Monday, April 28, 2025

Traveller: DA3 "Death Station" Session 3

Our Story Continues in the York System of Albadawi Sub-Sector 


York has a Routine Installation "C" and a Gas Giant, Clortho-9 [below], which provides most of the fuel and oxygen to the system.

York itself is rated:
"C 8A2463 F Non-industrial. Owned by Irashdaa. G"
C Starport = Routine Installation = repair facilities and unrefined fuel available
8 size = 8,000 miles diameter [earth is 12,800]
A atmo = "exotic" requires humans to live in bubbles, extract oxygen from local
    sources and supplement with the Gas Giant in the System.
2 Hydro % = 20% water
4 Pop = up to 9999 people, actual number is around 5-6,000 [up from '2']
6 Govt = Captive government, i.e. controlled by Irashdaa.
3 Law Lvl = Body Pistols, Bombs, Grenades, Poison gas; Portable Energy Weapons; Autofire Weapons [exc. SMGs] prohibited.
F Tech Lvl = 15, maximum Imperial [due to this being a high-tech mining colony].

For our plot line, York is a convenient substitute for the planet: 
-- GladdenHarlequin Sub-Sector, the official location for the Death Station Double Adventure 3.  As the Solomanni Rim is a key part of our plot, I re-located it to Albadawi Sub-sector. This is an easy adventure to put into almost anywhere and link to almost any continuing plot line - highly recommended!

As I have also been working on learning Space Travel and its related game mechanics, adventuring within a couple of sub-sectors helps reduce down time for the players, who are aging, you know! Altho the core's civilization is more complicated than the Imperial Rim, I have the concepts and plot devices needed to make Bravo Team's adventures sensible and firmly in the T1ed. canon; this was a goal for the group from the beginning.

And now, enough editorial comment!  Let's return to team Bravo-7, last post they were headed to York from Irashdaa....

* * BEGIN SESSION 3 - MAY 4, 2024 * *

An uneventful week passes in jump space, and the Eclipse arrives in the York system a safe distance from the planet, about 130,000k [as the planet has a 13,000k diameter, same as Terra]. Thus there is less than a half-second delay in radio communication with the Lysani Lab installation on York [as light waves travel about 300,000k/s]. Its mining of MSF [Molds, Spores, Fungi] for pharmaceutical purposes is the main export of the colony; there are other scientific and technical interests scattered in the most habitable locations despite its dense, tainted atmosphere and sparse seas.  

Soon after the exchange of routine travel info / ETA with York, a priority call comes in from Leonard Clach, VP of operations, Lysani Laboratories, York. He transmits to the flight crew, Simpson and Hildegard:

   "Listen carefully! We have an emergency situation...after a period of over over five hours without transmissions from the 400-ton lab ship Syncomens, missing almost two safety checks and without answer to repeated requests for data, a garbled transmission was made. The sender repeatedly laughed and screamed out:

   "Birnam Wood has come to Dunsinane Hill! 

    Birnam Wood has come to Dunsinane Hill!"

while there were shouts, screams, and possible shots being fired in the background. It has since been an additional 7 hours with no additional transmissions made from the Syncomens. We have mobilized two craft from York but from your present location you can be at the distressed ship nearly 23 hours before their arrival. 

   "I invoke Code 337, section 17, paragraph c.3 of Imperial Admiralty Law as the most proximate legal, corporate authority, demanding that Eclipse re-route to the coordinates given, intercept the Syncomens, and effect any rescue or other emergency operations needed until such time as she can be relieved." 

Cpt Simpson and Hildegard, both familiar with 337:17:c.3 exchange troubled looks.     "This is Cpt Simpson - message received. I will immediately notify our Administrative Officer, and must notify you that we are presently commandeered for Imperial Service. Transmit the coordinates and we will respond shortly." 

Oran Biel is immediately notified, and quickly arrives at the bridge, looking a bit disheveled and needing a shave, and therefore a bit out of sorts. A quick recap of the situation and Oran rubs his chin thoughtfully.

   "I don't see any way around it - we have to tell the Kronogimp and dump the responsibility on him, unless there's some aspect of 337:17:c.3 that I'm not remembering."  Oran and Hildegard concur. While Hildegard receives the transmission with the coordinates, Oran returns to the quarters deck and rousts Sub-Assistant Kronographer Fahlter Peck in his stateroom with a certain satisfaction. He looks like he wasn't sleeping, and appears unsurprised at the report - Oran finds this disconcerting. They quickly return to the bridge.

   Hildegard is engaged in exchanging arrival estimates with Klach's system control officers, when Peck enters the vid screen pickup area over her shoulder. Klach sees him and his eyes bulge, he mouth works like a fish's and he puts up a hand. "Ah, eh, well..." he transmits, puffing and hyperventilating in obvious fear. Thus revealing his true hide, that of a gutless weasel [nicely illustrated HERE].

   "Operations VP Klach, good to meet you," says Peck flatly, looking like a snake with a weasel in its gaze, "please repeat your request as I have commandeered this vessel."  Klach visibly pulls himself together, and stutteringly repeats his message. A long several seconds pass as Peck stares at Klach unblinkingly. 

   "We will follow your direct, and respond as requested," he finally says.

   "Habba, a buh, buh, Ah, OK, ah Roger. York out." says Klach, and the screen goes blank as he fumbles then finds the cutout switch.

   "Captain," says Peck, "please provide me with an ETA at your convenience."

   "Will do, Kronographer."  Peck leaves the bridge.

   Oran, Simpson and Hildegard look at each other, but there are no answers to the questions they all have.

   "I'll inform the rest of the team," says Oran, turning away.

   "We'll change course," says Simpson. 

**                    **                    **   

As Eclipse approaches, all attempts to hail the Syncomens get no response. There doesn't appear to be any damage and there is no apparent reason for the silence...or the scarcity of internal lighting. The ship continues its constant rotation and course towards Clortho-9, 45.72 hours away.  

Presently, she is turned-about, facing the chasing Eclipse. Being over halfway to the Gas Giant Clortho-9, the flight crew would normally be preparing to launch the pinnace and begin a deceleration process. The pinnace then skims the giant, tanks up on water, and returns to the lab ship at its deceleration point. Syncomens then accelerates back to York, repeating the supply process. This regular movement keeps the lab ship constantly available to Lysani Labs' York base while significantly reducing the pinnace's refuel trip. This keeps the pinnace crew happy.  

Happy or not, there is no answer from the crew of the docked pinnace, either. 

York provides some more information as Eclipse burns hard to intercept the lab ship. A few days earlier, a routine cargo run brought 5 additional crew to the Syncomens, and took away various waste, empty containers, and sealed products. The replacements routinely do a warm hand-off with departing crew, who depart on the next supply run return to York. The new personnel then stay on ship for 6-12 Imperial months, depending on task and contract. None of the new personnel have anything unusual in their files. The crew manifest was transmitted to Eclipse. 

Experiments on Syncomens include antibiotics for low-G thriving bacteria, vaccinations for recent viral outbreaks in nearby sub-sectors, and - when pressed - Klach admits there are also performance enhancing pharma being developed - military grade. He is especially concerned about these, as it is among the most competitive and profitable product in the industry, along with mass vaccinations. 

Examining the blueprints and armed with both legal authority and the various key-codes to gain access, Bravo Team makes the following plan:

- match the rotation and velocity of Syncomens

- effect entry at Air Raft 1 with Flight, Security and Medical Teams

- clear the Cargo Bay then the Hard Point

- enter the bridge, begin unraveling the mysterious silence

   From the bridge, Team Flight can access the ship's log, check out the various operating systems, un/lock iris valves, and gain insight into the situation - perhaps with the crew's help.

- Team Security can clear the rest of Quadrant III. 

As planned, the initial Teams unlock and enter Air/Raft #1. The raft is present and the light is smashed. The Cargo Bay has...cargo.

Hard Point #1 is unmanned, the laser appears operational. Drive Pod #1 appears to be operational but also unmanned. Oran checks out the second level.

   "See anything?" asks Jerek.

   "Sure looks like a Drive to me," replies Oran, who was a Marine, not an engineer.

 The Team enters the Bridge area. Oran L guards the rear and Gabriel B, checks out the navigator's station. Jerek A [Eng4, Comp3!] takes the Captain's couch and gets to work. Glitch watches the corridor while Stinks checks out a locker in the corner - bad news... several ship's weapons are obviously missing from their racks!

   "This could get ugly" he says, reporting it to the Team by vox-push, as they are all in 'suits. Besides, this includes the Teams on the Eclipse since the ship is so close it is tethered to Syncomens. 

   "I'm in," states Jerek. He locks the two iris doors of QIII, keeping whatever is out, OUT, but also whatever is in the nearby staterooms...IN! 

   "Some of the cameras are INOP, a lot of the lights are down or off or...smashed I think, there's debris on the floors. The system only covers key access points and quadrant doors, plus a few systems like the Drive pods, auxiliary bridge...the pinnace...raft #2 is missing. No obvious threats, no crew visible. I'll keep looking after I do a real systems check. But per the spot check, all ship systems appear functional, including pressure and atmo mix."

   "Keep the helmets on," says Doc from Eclipse. "There's still a contamination risk."

   "Roger," says Oran. "Come on over, and we can finish clearing Q3 while digging into the ship's systems and logs."  

   "I will join you as well," says Peck. There's a silence, as Oran tries and fails to come up with a reason to say 'no'.    "Roger," he says instead. 

   So, Doc L, Winestin E, Neo A, as well as the Sub Assistant Kronographer Peck B and his Kronopolizman Zack Z all arrive via the tether to Raft #1.

With them on the bridge, Oran L, Jerek A, Glitch and Stinks H clear the rest of Q3, five staterooms. A quick check reveals that they are the rooms for the flight crew, and some are neatly kept, while a couple have been trashed. One, the medic's, shows signs of a struggle and two bottles of whiskey are smashed on the ground.  "A crime," says Oran, "Old Everholt, the Navy's finest medicinal whiskey." 

   A faint trail of dried blood leads out of the room past the last room and goes through the locked iris into Quadrant 2. "Disconcerting," says Jerek, looking meaningfully at Glitch. "Do you think he was unhappy with the Navy's finest?"

With Q3 cleared, and the iris to Q2 locked, the Teams decide to double-back and head to Quadrant 4, which contains the Main Lab, to see if they can get some answers. 

Steadily entering the main lab, the adventurers Team is lead by Oran L, Gabriel B, Neo A, Glitch and Stinks H.  The rear is guarded by Wineston, Peck and Zack.  It's mostly dark, and the lab is in some disarray. As they approach the center of the laboratory, they note a computer that is constantly flashing and altering data.  Examination shows it to be an Ichiban Model/0.5, and it is processing elementary data about the lab's experiments.  Wineston and Peck stop to check it out as the Security Team presses onwards while Kronopoliz Zack guards their back. 

As they move forwards, they note that both sides of the lab are lined with boxes of sizable plants.  They approach and examine them more closely, but just as they start to take a good look... some of the plants begin moving upon them!  Others fling darts from their branches. It’s reminiscent of their encounter in "Shadows".  Suddenly, they are in a full-fledged foliage fire-fight!  Shotguns and SMGs bang and clatter, leaves and branches fly, and a savage contest against salad erupts!

While a few wounds are taken, the lawn is quickly mowed; plants are no match for people. Having suppressed the saps, the Team presses on. In the far end of the lab, near the floor access plate that allows cargo to be loaded directly into the lab, they find something very...odd. A pile of tables, bedding and trash, and...(yuck!) garbage, bones and excrement. Careful investigation reveals a hole has been cut to access the maintenance tunnels below; the fuel tankage is visible [intact] and life support and many other systems are routed along the tunnel. As the hole appears to have been created with a blowtorch, and the edges are padded with filthy rags and wads of bedclothing, humaniti is clearly to blame [albeit in a degraded state, obviously!]. 

This provokes some puzzled speculation among the Security Team. However, it is soon decided that following “the beast into its lair” is time-consuming and dangerous. The most pressing problem is to sweep the rest of the ship, find survivors and establish how safe and stable the situation is. After that, perhaps the Team can investigate more of the Syncomens mystery. 

The security sweep of the lab complete, Quadrant 4 is secured after heavy objects are placed atop the gopher hole [to prevent egress behind their back], the Floor Cargo Access plate and iris door to Q1 are found to be intact. 

* * END SESSION 3 - MAY 4, 2024 * *


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