James "Flatfoot" Nicholls |
"If we can keep this bridge secure, I would suggest that we all go. In force," states Flatfoot.
"Better to have a large group to support one another. Until we find some vehicles, or the like, a group or person left here would not be able to quickly come to support the explorers. Or, vice versa."
Traveller Referee Tarondor |
"I'm going to toss out two ideas," says Sandman. "The first idea is that it might be easier to secure one of those Bluestones than the entire mother ship. They may not be jump-capable, but they could certainly get you to the mainworld. It's not entirely clear that Resolution can do that. The Bluestones may even contain parts useful in repairing Resolution. If you are determined to explore the mother ship, I suggest you make the reactor a priority. I think its time is limited."
Traveller Referee Tarondor |
Now that you have access to the bridge you can see the entire diagram of the ship. Remember that the area labeled "missile bays" on our map is labeled "cryosleep" on your map (there are no missile bays on the ship in our story).
There are a few ways to go. Consulting the diagram, you can take the hatch back to the flight deck, you can try to force the sealed hatch aft towards the staterooms and medical bay, or you can leave by one of the emergency hatches out to the PSM (Primary Structural Members)(which are also welded shut).
Which way, oh intrepid space-scouts?
Traveller Referee Tarondor |
Check out Slide 7, Area 31.
You force open the door from the passageway outside the bridge. Your suit lights play across the darkened space filled with tables and overturned chairs. Dust floats through the beams of your light, lonely sparks in the darkness.
This is a galley, where the crew once ate and congregated. According to the chart, the spaces to your right are officer staterooms while to your left lies an emergency access to the starboard Primary Structural Member.
As you move through the galley, your light makes shadows dance in the corners. Ironically, the large darkened space feels more claustrophobic than the smaller ones.
Just ahead is an armored bulkhead leading towards the medical bays, staterooms, security offices and armory. The door hangs open, which is not supposed to happen on a spaceship, especially on a portal between major hull sections. Wires and other gear dangle from the ceiling in disrepair.
Traveller Referee Tarondor |
The far door to the passageway between sections also hangs open, evidently forced long ago. Red emergency lighting flickers crazily in the passageway beyond. You can smell a powerful, animal scent from in there. The air tastes strange and slightly bitter.
I put a "you are here" thing on the map.
What's the plan?
CPL Calvin "Mascot" Sherman |
Mascot sniffs. "Unless one of you has been hitting the body spray a bit hard, I think we have something not quite human that's been through here."
He glances left and right. "Medbay to the right. Armory and Security office to the left. Both would be nice to search before heading to the reactor."
Am I reading the map correctly that area 31 has access via gantry to the power plant areas?
Traveller Referee Tarondor |
Nope! I've gone ahead and reorganized the slides, so they're all differently numbered now. With the exception of Slide 6 (which is the same altitude as Slide 7), each slide is one deck down from the last.
.
.
.
TOP
Science Pods (Slide 4)
Engineering Section (Slide 5)
Command Module, Operations Module and PSMs (Slides 6 & 7)
Flight Operations Pod (Slide 8)
Cargo Module and Shuttle Cradles (Slide 9)
BOTTOM
Traveller Referee Tarondor |
You pass by the heavily armored door to to the armory and arrive at the corridor outside the medical bay. The white wall is dirty and tarnished and wall panels hang askew from the wall. A dull red light blinks fitfully in the ceiling. There is a crash from up ahead and you see a figure dart from the medbay into the large space aft, the common area. The figure is human, or at least humanoid. It's hard to tell in the shifting light. It was dressed in a Deepnight Endeavor jumpsuit and had long hair. It's gone in a flash.
Follow the figure or check out medbay?
CPL Calvin "Mascot" Sherman |
Mascot quickly moves up to the edge of the open common space, trying to spot the figure. He keeps the wall to one side in case he needs to use it as cover. "Did any of you catch what it was? There's no way an unaugmented human could have survived this long, right? What if it was in cryo-sleep and woke up alone on the ship?"
He scans the open area with a flashlight.
James "Drifter" Monroe |
"I did not get a great look at it. But a few of those in Cryo could have woken up and been stuck here. Or it could be a grandkid of some of the original crew...but I am more concerned about how many of them there are and what they have been eating all this time over how they ended up being awake here in the first place." Drifter says as he moves towards the Medbay.
Traveller Referee Tarondor |
Drifter and Flatfoot move into Medbay and find the place a complete shambles. The cabinets have been ransacked and the instruments are scattered across the floor. Computers are smashed.
Spider and Mascot look through the aft hatch into the large open common area. It is far too large for Mascot's light to illuminate the whole room, but what was once probably a galley and common area is now a wreck. Most of the furniture is either shattered or overturned. Some of it is badly stained. Two tables near the door have obvious laser burns on them.
CPL Calvin "Mascot" Sherman |
Mascot views the wreckage of the common area. "This whole ship looks like a battle raged up and down the length. But the crew is still asleep for the most part. There was just a few that woke up, right? So someone boarded them and slaughtered them and they fought the whole length of the ship? Something seems off..."
"Let's check the armory and security office. It's likely destroyed too, but you never know. And if someone did come aboard, I would expect the crew would be trying to get there." Mascot takes another look back at the common area, then moves to the armory.
James "Flatfoot" Nicholls |
Flatfoot points to the laser burns on the deck and bulkheads.
"Look there. And there," as he points to another burn.
"All the laser fire seemed to be coming from here, in the medbay. I don't see any marks on the back bulkhead. Looks like a defence was organized here, but whatever they were firing at was not returning fire."
"Do you read it that way, too?"
James "Drifter" Monroe |
"Looks like a mutiny. In a ship like this, only the security would really be armed. A few guards, even with guns can be overrun. Then the mutineers would have a few guns to fire back." Drifter said as he looks around. "And there doesn't seem to be any unexplained ships. If word of the Vamps hit them and they decided to just sit out here until things were fixed, it could have gotten pretty ugly. Especially if the main leadership went on that vessel we found crashed into the dome back there. Losing a vessel and the captain would be a blow to morale."
James "Flatfoot" Nicholls |
"Mutiny?" wonders Flatfoot. "Maybe. If the mutineers were completely unable to get weapons. What might have driven them to attack in the face of the weapons used by the guards?"
"Not the end of things, probably. No dead left behind, so the victors had time to deal with that."