Daniel Stewart |
The inner door slowly opens with a hiss of air barely audible through your suit's helmet. The space beyond is dark...your headlamps pierce the gloom out to about 10 feet or so. A long hallway greets you disappearing into the darkness. On the left wall, what looks like windows with their security shutters up line the wall.
Daniel Stewart |
You are correct. You can tell by the layout that they are probably looking into the vehicle airlock. There is a small terminal near the door to the airlock, but it is dead.
The group looks down the long hallway, and the hallway seems to go on for a very long time, before it finally turns to the left. No other signs of life can be detected on your walk, and the couple of terminals you pass are also dead.
When you reach the turn in the hall, you can see in the distance what looks like a blinking red light...but due to the distance it is hard to make out.
Emilyene Shadye |
It's a red light, that's blinking. Probably a warning of undocumented intruders that snuck in through the airlock.
Emilyene hadn't taken more than a couple of steps before checking the readings on the electromagnetic probe that seemed to be glued to her hand. Every panel had read dead since they entered. That or her equipment was bust again.
Daniel Stewart |
Daniel Stewart |
The blinking light shows that the vehicle airlock is vacuum and the doors are sealed. Directly across from the big vehicle airlock doors are another set of large doors. These are simple interior doors, but they are closed and locked, but are basic enough that some brute force or a simple bypass should open them.
Athletics or Electronics (8+) would be enough to get these bay doors open.
Ephraim Cole |
" Let's leave the grav sled where it is for now," Ephraim suggests as he moves over to the interior doors. He removes a few tools from his kit and begins working on bypassing the interior doors. After he fiddles around with the control panel he announces, "That should do it."
Electronics: 2d6 + 1 ⇒ (6, 2) + 1 = 9
Daniel Stewart |
The door clicks as the lock disengages, and opens slightly, but that is all. Grabbing the sides of the door you are able to pull it open enough to get into the space beyond...and what a space!
The area beyond the door is enormous. A single, giant room filled with shelves, counters and bins. Material of all shapes, sizes and makes can be seen dimly in the near dark of the warehouse. Beside the door is another terminal, dead. A free-standing office seems to be located at the edge of the many shelves and a dim light can be seen coming from what looks like a terminal monitor.
Daniel Stewart |
When you arrive, the office is setup with 4 terminal station, of which only one seems active. With such low power, the display is very sluggish and difficult to read. With effort you can tell that you will need to get more power if this is to be of any use to you.
Roll 10+ on mechanic or electronics to try and get more power to the terminal. Roll 8+ to electronics to gain access to the computer software
Emilyene Shadye |
Emilyene slides her backpack off and places it on the desk. She rotates it around and pulls a couple of zippers letting the pack unfold to display an array of tools. She pulls her hand comp out of its pouch and places it on the terminal, a few cords are plugged into the terminal from her hand comp, a small power pack in her pack, and a couple of other diagnostic devices, one of which looks like a remote control that has a few extra pieces, including a small screen cobbled onto it.
In a short period she is able to get the terminal to accept an auxillary power unit and she is able to start scrolling through the directory on the main screen.
Logs or inventory?
electronics (comp)+2 Edu +2: 2d6 + 4 ⇒ (5, 5) + 4 = 14
electronics (comp)+2 Edu +2: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Flint McGregor |
Flint shuffled his feet at the back of the group. Furtively switching his gaze from keeping an eye out for anything approaching from the direction they came from and keeping tabs of Ephraim.
Still don't trust that one but Marcus seems to value his opinion. Not my place to question orders.
He thinks to himself as he tries to stay alert and un-distracted by Emilyene's work at her hand comp.
Daniel Stewart |
Emilyene slowly powers the system up and runs a diagnostic to ensure it is functioning properly. Once complete she is able to call up the supply interface and a holographic map of the warehouse appears over the terminal. As she enters the needed equipment into the system, a red dot appears on the map, showing the location of the requested item.
As she continues to add items to the list, the image begins to dim as the power stored in the terminal is depleted.
Flint McGregor |
Flint's attention was grabbed by the dimming of the terminal.
Lost power already? Any chance we can power this thing from the grav sled. If we brought it through the bay doors? I am not very good at this sort of thing so I might have it all wrong.
Flint realizes that the rest of the group probably doesn't need his stupid input and quickly closes his mouth again and returns to keeping an eye out for any trouble.
INT+Recon: 2d6 + 0 + 2 ⇒ (4, 2) + 0 + 2 = 8
Daniel Stewart |
While watching the dimming screen, a warning pops up.
WARNING - EMERGENCY POWER 2%......REACTORS OFF LINE....CONTACT PLANT MANAGEMENT....
A map of the facilities pops up and a line of dots shows your position and the location of the Environmental and Power Plants. It seems that they are in the next dome over....
Flint McGregor |
Flint looked down at his feet when Ephraim disparaged his idea. He knew he wasn't as smart as the others he should have just kept his mouth shut. Flint heard Marcus question the red headed engineer about her abilities and was stirred to speak again.
Marcus how can she know if she power them up until she sees them? We have no idea what we are working with here. I think our course is clear we need to get to the reactors and see what can be done once there.
Flint takes a few steps in the direction of the next dome before stopping and turning around to add.
If you think that's alright Marcus, I mean.
Emilyene Shadye |
Emilyene had been busy trying to copy the data to her hand comp, prioritizing a base map, the inventory location list, system fault logs, and finally admin/personnel logs. In that order.
What? Oh, yes. We should look at the power plant. She sighs as the last light stops blinking on the terminal.
She unplugs her gear and stows it back into her pack. It's really amazing that we've even managed this much. For this system to still have any power after 30 years...
She swings her pack around and up onto her shoulders before pulling out her hand comp to see if she was able to get a route to the power plant downloaded.
Daniel Stewart |
This was a dummy terminal with access only to the most basic base systems and supply...to gain anything else from the system you would need to have cracked the encryption. You also know that this system was a standalone with no connection to the moonbase proper...however you did notice an uplink to Pyt Prime, but it was disabled.
As the terminal powers down, the room is cast into darkness. Your headlamps click on and the place once again takes on the eerie feeling of a long abandoned ruin.
Flint McGregor |
I think it best to stick together until we know it is safe here.
Flint answers Ephraim. Besides we saw where the Environmental and Power Plants were located. They seemed to be in the next dome over, I vote we all make our way there together.
Flint keeps a wary eye out for trouble as a shiver runs down his spine. The vast emptiness of this place makes him nervous. Too much space for something, anything to be hiding in.
Daniel Stewart |
Two pressure doors allows you access to the tunnel beyond. You ignore the larger cargo door and focus on the smaller, pedestrian access. With a little mechanical know-how and brute force, you are able to pry the doors open with a slight hiss of pressurized air.
The passage is a long and dark tube. Small alcoves are set haphazardly along the length of this connection tube. The spaces hold recharging stations for the number of small, electric carts you see abandoned all along this tunnel. You figure the tunnel length might be a little over a kilometer before you come to another set of pressure doors; a large one for oversized traffic, and a smaller one for pedestrians.
Flint McGregor |
Well that was a short jog. No can one of you bright ones get us inside. I seem to have lost my key. Flint smirks at his own joke.
Which way was the majority of the electric cars facing towards or away from the door we are now at?
Daniel Stewart |
Sorry, no viewports here...
Using the same technique, the group is able to breech the door in short order.
The room that you enter defies description. It is like the holovids you have seen about tropical forests, but all inside a huge dome. Great trees soar to the roof of this dome, with a thick underbrush obscuring the majority of the ground. Your face-masks quickly bead with condensation, and the environmental controls on your Vacc Suits note an increase in temperature.
Within the thick foliage, you can see what looks like pipes and other man-made objects, but all are overgrown. The sounds of wind and water can be faintly heard through your helmets, but that seems to be all. The most notable thing, which with the surprise of all these plants you seem to have overlooked, is the light. The top quarter of the dome is transparent and the distant sun's rays shine down on this miniature jungle.
Marcus Aurelius Carter |
"Well there's something you don't see every day," says Marcus.
He checks his weapon and keeps it ready in both hands. "Everyone stay close. Flint, you take left guard, Ephraim, right. Whatever this is, it's not the supplies we came for. Does anyone see anything that looks like a data terminal?"
Marcus moves forward a few meters to get a better look at the foliage and objects underneath.
Daniel Stewart |
It takes a bit of searching, but the group finally finds a door that leads into another section of the dome. This one contains no plants, but does have a number of machines, most likely for regulation life-support, gravity and power for the base. Most of the terminals you find are dark, but one seems to be fully charged. It shows output for the room you were just in.
Atmosphere - 100%
Water/Sewage Reclamation - 100%
CO2 Recycling Systems - 100%
Air Cycling Systems - 10% (Circulation Fans Powered Down)
Solar Array - 85% (Power to Array Alignment System [AAS] Down)
WARNING - POWER LEVELS CRITICAL
3 large geothermal power plants, as well as one fusion and several back-up generators can also be found here. The big fusion generator is completely dead, while one of the geothermal generators seems to be in a power-down mode, while the other 2 are reading no activity.