| Traveller Referee Tarondor |
The hallway runs about half the length of the low building, with offices and other rooms opening onto either side at regular intervals. The power is out and looks to have been out for a century. You clear the rooms with trained efficiency and arrive at the end of the hallway. There is a stout durasteel door at the end with a conspicuous notice that reads "Property of Her Imperial Majesty's Government. Authorized Personnel Only. Deadly force authorized beyond this point."
| Traveller Referee Tarondor |
Yes, but I was hoping I could pop the door open without having to explode it and wondered if Mechanics would work. If not I am running around with something ready to go, but it might be good loot on the other side of the door.
Yes, Mechanics could get it open, but it would require a few hours.
Mascot examines the area around the door for any controls or access panels. He's looking for any type of manual release in the event of a power outage.
Finding it is relatively easy, and Mascot does find the emergency backup. It's a six-point mechanical lock. That's what requires the (Difficult) Mechanics check if you don't know the combination.
| James "Drifter" Monroe |
Drifter shakes his head and sets the charge. Once the bomb is planted Drifter motions to everyone to get out of the building and sets off the charge.
I made this when we were going into the AI ship, so the bomb is together and was meant to take open the ship up.
Opening the door Explosives+EDU: 2d6 + 1 + 2 ⇒ (3, 1) + 1 + 2 = 7
| Traveller Referee Tarondor |
The charge detonates, neatly severing a man-sized rectangle next to the vault door with a loud rip, followed by the thud of the all falling inward.
Inside is a small chamber with a panoramic clear plasteel wall looking out into a much larger chamber. That larger chamber holds machinery, computers and laboratory equipment, all dormant and all connected to four large vaults or tanks. Inside of each lies a human corpse in a fetal position. Two other corpses in lab coats lie inside the lab.
On the wall of the larger chamber is the Imperial Sunburst emblem and a holo of the Empress Margaret (who was one of seven pretenders to the throne during the Final War and who controlled most of the surrounding sectors of space a hundred years ago.) Another large emblem proclaims "Project Hermes" and shows a slender running man wearing winged sandals.
There is a door between the Observation chamber and the Test chamber.
As you enter the observation chamber, you feel a curious sensation, like a shiver down your spine, and all communications with Sandman and Resolution cease. All four of you hear the warbling tones of the song again.
"I'll be remembering you
Whatever else I do"
"Midnight with the stars and you."
| Traveller Referee Tarondor |
Drifter, you don't see anything. Perhaps some sort of hidden speaker? Or a resonant panel?
All your suit systems are nominal, including comms, yet you have no communications with Resolution.
"Doctor? Is this Lexol?" The sound is behind you, and you turn to see that the breach in the wall is gone. Indeed, the whole wall is gone and the laboratory is somehow there, now. Only it isn't ruined and the figures in the tanks are young women with synaptic leads running to points around their heads. One is out of her tank and standing in front of you. She's smartly dressed in a jumpsuit with a "Hermes" logo. Small marks on her forehead show where synaptic leads would connect.
"Did we succeed?"
| CPL Calvin "Mascot" Sherman |
"Sandman, sandman, do you copy? Sandman, if you can hear us, we have lost contact again. Boost your jamming signal by 500%." Mascot glances around at his team.
"I'm beginning to get the idea that something happened here and that we're watching events unfold. Some sort of psychic imprint. I would say let's just watch, except that it put us in danger before."
Is the woman the same as the one we earlier encountered? Do we they seem aware of us?
| Traveller Referee Tarondor |
She looks confused. "Ummm? Okay, I guess? I feel really, really tired."
Spider, you notice the name on her jumpsuit: "Vasander, E."
Just then she looks pale and says "I don't feel so good..." she sways and starts to fall, but then as you reach for her, she just fades away. The room swiftly returns to its former appearance, revealing the lab with its four tanks and four corpses. The name plates on each are dusty, but one clearly reads "Vasander, E.".
| CPL Calvin "Mascot" Sherman |
Do we regain comms?
Mascot blinks as the vision disappears. He walks over to the tanks. "They died here. Something happened." He looks down at the corpses in the lab coats. "It had to be sudden or the doctors would have run, right?" He bends down, trying to look at the corpse of the doctor without touching it.
"What are the visions, ghosts?" He looks around for any equipment that might be powering the signal.
| James "Drifter" Monroe |
[b]"Not a ghost. I am guessing its some recorded memory with some tech to send the message straight into your mind. It could be some research project that died with the old order." Drifter says as he walks towards another one of the tanks and rubs at the plate to see what other names he can discover.
| Traveller Referee Tarondor |
Do we regain comms?
No. Any time you try to access your comms, you get the old-time song.
Drifter, only two of the other name plates are readable when you clean them off: "Ellendale, Y" and "Samiibukun, E.".
An old Imperial computer terminal stands in the lab, powered down, but apparently undamaged. Perhaps some information might be had there.
Mascot, you can't tell what killed the doctor, now a mere skeleton, but you don't see any signs of gross trauma - broken bones or bullet or laser burns to the uniform. Looking around it occurs to you that this place is a bit of a fortress. They might have starved or something if locked in.
| Traveller Referee Tarondor |
You can usually use EDU if time isn't a significant factor, so feel free to use Computers+EDU. The real problem is that there's no power. You'd have to have a portable generator or run some power from Resolution.
Mascot, the lab and observing chamber are at one of the building behind the vault door. There are plenty of other rooms in the building. But manuals aren't stored on paper any more, or at least they weren't before the fall of the Imperium. Any manuals would be on that computer or on the world's now-defunct internet. Get the computer started and you may find what you want.
There are two smaller hand-held tablets in the observing chamber. They may be easier to bring online with a simple power-up. They may be infected by Virus, but they're not attached to anything, so if they are infected they can't harm you. All your personal gear is hardened against Virus.
| CDR Jasper "Spider" Webb |
Spider looks around to see if he can scrounge up the wires and connectors he needs to put together a connector to charge the tablets off of our equipment. "It felt like more than a recorded memory - the woman reacted to us, answered our questions. An experimental method to digitize human consciousness?"
Engineer + INT: 2d6 + 0 + 0 ⇒ (5, 4) + 0 + 0 = 9
| Traveller Referee Tarondor |
I assume you're looking to see if Spider's idea has merit? Perhaps it is something like that, but again, you don't see a power source anywhere, so maybe it's something else.
| Traveller Referee Tarondor |
Oh. Sure. He can do that.
In about half an hour, Spider has jury-rigged a power source to the computer tablet. It takes some time powering up, but the Imperials built to last, and a holographic image of the Project Hermes logo appears. "Greetings," the computer says in a pleasant female voice. "Biometric Analysis failed. Password please?"
You'll need to succeed on a Difficult (10+) Engineering (Computers) check to break the password encryption. Luckily, you're not pressed for time, so far as you know.
| CDR Jasper "Spider" Webb |
Spider finds a more or less comfortable spot and gets to work circumventing the pad's security.
He'll increase the regular time increment for the check in order to get the +2 modifier, assuming that we aren't taking about days at that point.
Computers + INT + 2: 2d6 + 0 + 0 + 2 ⇒ (6, 3) + 0 + 0 + 2 = 11
| James "Flatfoot" Nicholls |
"I will go make contact with the ship. Someone come with me, though, in case there are hallucinations," says Flatfoot.
Once someone joins him, Flatfoot goes outside and tries to raise the ship.
"Sandman, this is Flatfoot with a status check. We managed to get inside the building and Spider is working on some electronic records. It will be a while, but someone will continue to check in at least every two hours."
"Do you have any news for us?"
| CPL Calvin "Mascot" Sherman |
Mascot relays what they know to Sandman. "Sandman, it appears this facility may have been used for biological or medical experiments. What we're seeing seems to be some sort of psychic impression or imprint left behind. We're not sure if it's trying to convey a message or if it might not be aware of what's happened to it."
"We're still trying to figure out the power source for the signal. Any further analysis on it?"
The building was just the few rooms we've seen? I'm just trying to see if there's an obvious portion that we haven't been able to access. Mascot will want to circle the building once Flatfoot is ready.