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

Game Master Tarondor

The Area of Operations

OPLAN Open Hand

DECK PLAN OF LILLY MARLENE


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

Flatfoot hefts his rifle while waiting with Spider. He tenses when Spider hails the Vampire ship.


UPP: A47A38; Armor 1

"Aye, aye. Come on, Drift. Let's walk right into a Vamp ship and tell 'em we're coming. You did requisition some big brass balls, yeah?" He begins moving towards the ship.


UPP: 7B64C6; Armor 1: Injury 0

Drifter shrugs and says, [b]"Sounds good I guess."[b] As he hefts his satchel and moves towards where the ship should be.


Pirates of Drinax Links

There is no response to Spider's hail. Drifter and Mascot move out onto the hangar floor, conscious of Lilly Marlene's triple laser rack. Tiny by warship standards, that array would still be enough to blast the two of them to atoms at this range.

The outer hatch is shut, but there is a panel labelled "RESCUE". On most ships, this is a panel that will blow the hatch. It's usually disabled when the ship is on the ground, so it may not be much use in getting into the ship.

Drifter knows how to override most mechanical locks, but who knows what safeguards the ship has.


UPP: A47A38; Armor 1

Is there normally a locking mechanism on the hatch we can access? A keypad or something? Or is it an electronic RF lock? How would the owner normally open it?


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

Spider readies his ACR, prepared to open fire on anything that might emerge from the ship.


Pirates of Drinax Links

The lock is usually a biometric scan keyed to certain officers and crew. There is a work-around, but it takes time.


UPP: 7B64C6; Armor 1: Injury 0

Drifter gives the area a quick look over to see if there are any unusual wires or systems that might be traps and then will open it if he sees nothing unusual.

EDU+Demolitions to find explosives: 2d6 + 2 + 1 ⇒ (1, 1) + 2 + 1 = 5

EDU+Investigate to search for other traps: 2d6 + 2 + 1 ⇒ (6, 4) + 2 + 1 = 13

EDU+Mechanics to open it: 2d6 + 2 + 2 ⇒ (2, 4) + 2 + 2 = 10


Pirates of Drinax Links

Drifter gets to work. He soon finds that Jo's report is accurate. According to the readouts, the ship is functioning -exactly- to specs. Drifter finds no traps or explosives, but is able to access the internal blueprints for the ship, a modified Jayhawk class far trader, a design the Imperium produced by the thousands. This one is slightly different. The blueprints show coaxial anti-personnel lasers at every intersection.

After much work, Drifter gets the main hatch to open. Before him lies the cleanest ship he has ever seen.


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

"It looks like no one set foot in there. Could Novohig's actual ship be somewhere else? Or, does it's Virus have a thing about dirt - difficult as that is to believe," asks Flatfoot.

He hefts his weapon, since he has minimal skill with ship systems like this.


Pirates of Drinax Links

I'm mostly trying to convey that new ships are super rare in TNE. Your ship and Lilly Marlene are two of the very few ships built in the last century.


UPP: A47A38; Armor 1

Mascot takes a breath, then does what he's been trained to do most of his life -- Be the first one in. He carries his rifle at a low ready just in case Novohig might have had someone else in here. He enters the ship, glancing around at the corridors. He waves Drifter forward.


Pirates of Drinax Links

Mascot enters the starboard cargo lock ready for combat with Drifter immediately behind, hand on the sergeant's shoulder. Their helmets display the ship's deck plans and their own location onboard. To their right is the crew reception and bridge area. To their left, the Ship's Locker and access to engineering.

See map.


Wizard 7 (Conjurer) - HP 40/40, AC 15 / T: 12 / FF: 13; Fort +4, Ref +4, Will +7; CMB +2, CMD 14; Speed 30; Init +2; Perception +15

Flatfoot enters the lock, too, moving to cover the other direcction.


UPP: 7B64C6; Armor 1: Injury 0

Can I turn off the power to the internal defenses somewhere close to where I am?


Pirates of Drinax Links

Sadly, the power conduits leading to those don't seem to appear on the ship's blueprints. They're likely hidden.


UPP: A47A38; Armor 1

"Uh, bridge or the engine room? Bridge will have data ports, but the drive room will have access to main power." Mascot prepares to move to one of the doors and open it.


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

Flatfoot replies, without taking his eyes off the doorway, "Bridge is closer. Computer should be close by, too."

Out of town for the balance of the week.


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

Spider moves up to the open hatch with Flatfoot, keeping his rifle at the ready. He nods at Flatfoot's response to Mascot's question. "Head for the bridge."

You said the blueprints show anti-personnel lasers at every intersection. Can you show us where those would be? Looking at he ship map, I am not sure what qualifies as an intersection.


Pirates of Drinax Links

Marked with a red/yellow starburst.


UPP: A47A38; Armor 1

Mascot nods. He moves to the door towards the bridge and taps the panel to open it.


Pirates of Drinax Links

The door slides quietly into the wall, revealing a short passage to the Crew Lounge. Beyond that is the bridge.


UPP: A47A38; Armor 1

Mascot enters the crew lounge, stopping just short of the anti-personnel laser, trying to determine if it's active.


UPP: 7B64C6; Armor 1: Injury 0

Drifer follows behind and examines the area.

Recon + INT: 2d6 + 1 - 1 ⇒ (3, 4) + 1 - 1 = 7


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

Spider follows Mascot and Drifter. Fully expecting a turret to pop out of the wall at any second, he keeps his gun trained on the spot where the blueprints indicate a laser should be.


Pirates of Drinax Links

Indeed, a small port opens, revealing a short barrel on an articulated arm, and it opens fire!

Check the map link for an image from the adventure, circa 1994!

AP Laser v. Mascot: 2d6 + 1 ⇒ (4, 1) + 1 = 65d6 + 3 ⇒ (3, 3, 1, 6, 3) + 3 = 19 Miss.
AP Laser v. Spider: 2d6 + 1 ⇒ (5, 6) + 1 = 125d6 + 3 ⇒ (1, 2, 2, 2, 4) + 3 = 14 Hit.
AP Laser v. Drifter: 2d6 + 1 ⇒ (2, 2) + 1 = 55d6 + 3 ⇒ (3, 5, 4, 3, 6) + 3 = 24 Miss.
AP Laser v. Flatfoot: 2d6 + 1 ⇒ (2, 4) + 1 = 75d6 + 3 ⇒ (6, 1, 5, 2, 2) + 3 = 19 Miss.

Laser fire fills the hallway, and spatters Spider's combat armor, but his carbon-tube weave of his suit redirects the coherent light harmlessly away.

Everyone, go!


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

Spider twitches at the laser fire, then fires a quick burst at the turret's arm.

Gun Combat(slug) + DEX: 2d6 + 1 - 1 ⇒ (1, 3) + 1 - 1 = 4
burst damage: 3d6 + 3 ⇒ (4, 1, 3) + 3 = 11

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