GM Tarondor's Path of Tears Campaign - Traveller: The New Era (Inactive)

Game Master Tarondor

The Area of Operations

OPLAN Open Hand

Timeline for Path of Tears campaign

DECK PLAN OF Deepnight Endeavor


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Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot watches his companions move forward through the swirling snow. He has no training in this, so his role would solely be backup.

He hunkers down and prepares to support them.


Drifter glances down the long, dark hallway and sees only a rather non-descript puffcrete building, like a million others across Known Space. Nothing particularly threatening there, beyond the darkness.


Human Bounty Hunter

Drifter motions to the others and then heads into the building taking the lead and sticking to the left side of the wall as they move in as quietly as possible.

Stealth+Dex: 2d6 + 1 + 0 ⇒ (6, 4) + 1 + 0 = 11


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."


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot continues to cover his companions, moving closer when they enter the building.


Human Bounty Hunter

Drifter approaches the door and then checks for any mechanical traps or signs that lethal force was an automatic response.

Int+Recon: 2d6 - 1 + 1 ⇒ (3, 3) - 1 + 1 = 6

EDU+Mechanics: 2d6 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9


UPP: A47A38; Armor 1

While Drifter checks the door, Mascot reads the sign and smirks. "You see that. We're allowed to use deadly force on anything beyond this door." he whispers.


Drifter examines the door and finds it locked shut. The lock is of good manufacture, a type sometimes used in bank vaults that shuts down when not powered. He can't see any signs of automatic weapons, at least not on this side of the door.


Human Bounty Hunter

Would mechanics work for it or do I need to blow this sucker. Or maybe some other skill I am not thinking of that would be less fun then using this bomb I have had sitting around for a while.


Far be it from me to dissuade you from blowing $*@! up. But that would require the Explosives skill.

P. 65 of the Mongoose Traveller Core Rules wrote:
Planting a Breaching Charge: Average (8+) Explosives check (1D x 10 seconds, EDU). The damage from the explosive is multiplied by the Effect.


Human Bounty Hunter

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.


UPP: A47A38; Armor 1

Maybe we could power it up? But that could power up any defenses too.

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.

Mechanic, Int: 2d6 + 1 + 1 ⇒ (1, 2) + 1 + 1 = 5


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot continues to watch the drifting snow, occasionally casting a glance towards the doorway where his companions are working.


James "Drifter" Monroe wrote:
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.

CPL Calvin "Mascot" Sherman wrote:
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.


Human Bounty Hunter

Drifter decides to try and open it nicely before using his explosives.

Mechanics+EDU: 2d6 + 2 + 2 ⇒ (1, 2) + 2 + 2 = 7


UPP: 73A797; Armor 4/17; Injury:

"Wait, you're trying to avoid blowing something up?" He shakes his head and covers the doorway with his rifle, ready in case Drifter manages to open it.


Human Bounty Hunter

"Something interesting is beyond these doors. If we want to just destroy it then we should get in our ship and drop an asteroid on it. That would be safer." Drifter says as he works on the door.


A few hours later, Drifter is no closer to getting through that lock.

You can certainly try again. Or maybe a breaching charge isn't such a bad idea after all.


Human Bounty Hunter

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


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."


Human Bounty Hunter

Drifter begins looking for what is producing the music.

Recon+Int: 2d6 + 1 - 1 ⇒ (4, 6) + 1 - 1 = 10


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?"


UPP: A47A38; Armor 1

"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?


Yes. She's looking straight at you.


Human Bounty Hunter

"I think we should play along. Just try and not walk anywhere." Drifter looks at the woman and says, "Yes, give me a mission status."


Male UPP: 969866; Armor: 1; Wounds: 0

Flatfoot remains still, waiting for the woman to respond. He looks around the chamber, unsure whether he is seeing reality or a dream.


She looks at Drifter. "We're here, aren't we? We made it. It worked!"


UPP: 73A797; Armor 4/17; Injury:

Spider meets the woman's gaze "The results certainly look promising. Let's call it a qualified success - there is still work to be done. What's the status of our subjects?"


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.".


UPP: A47A38; Armor 1

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.


Human Bounty Hunter

[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.


CPL Calvin "Mascot" Sherman wrote:

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.


Human Bounty Hunter

Drifter will walk over to the computer and try to access the logs.

Computer+Int: 2d6 + 1 - 1 ⇒ (2, 1) + 1 - 1 = 3

I think this is an Int thing. If I can use EDU instead I would and it would be +2 instead of -1.


UPP: A47A38; Armor 1

Are there other rooms or just this one? I assumed there might be quarters for the doctors and that they would have died there rather than in the lab.

Mascot searches for any manuals or documentation for the equipment or the procedures they were conducting.


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.


UPP: 73A797; Armor 4/17; Injury:

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


Male UPP: 969866; Armor: 1; Wounds: 0

"You are better with these things than I am," says Flatfoot.

"Did you want me to fetch anything from the ship? Or are we staying together in case we hallucinate again?"


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.

Spider:
You wonder if Mascot isn't on to something with his talk of psychic impressions. This does have the air of the supernatural.


UPP: 73A797; Armor 4/17; Injury:

The engineering roll was actually to see if he could scrounge up wires & connectors to charge the hand held tablets we found from our powered equipment.


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.


UPP: 73A797; Armor 4/17; Injury:

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


It's going to take hours. Given Spider's last orders to Resolution's crew, do you want to give some new ones?


UPP: 73A797; Armor 4/17; Injury:

"While I work on cracking the security layer on this thing, let's see if there is anything in here that can either help us get the refinery running, or shed any light on what is going on with the visions we're seeing."


Male UPP: 969866; Armor: 1; Wounds: 0

"Should I continue to keep watch? Or, is there something else that I can do to help out?," asks Flatfoot.


Because you told Sandman to take the ship back to the Reformation Coalition if he didn't hear from you in three hours...


Male UPP: 969866; Armor: 1; Wounds: 0

"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?"


UPP: A47A38; Armor 1

'I'll go with you. Drifter, stay here with Spider." Mascot walks with Flatfoot back outside. He looks around the building for any other signs of activity while Flatfoot tries to raise the ship.


"We lost you as soon as you entered that building, Flatfoot," says Sandman. "We're glad you're alright. None of us want to have to execute Spider's order to leave you behind."


Male UPP: 969866; Armor: 1; Wounds: 0

"Yes, we would not like that either," replies Flatfoot. "Sandman, have you been monitoring communications or signals from this base? Or from elsewhere on the planet or the system?"


UPP: A47A38; Armor 1

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.

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