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Unconquerable, Part II

Still in freefall, and darkness, the Crew forced the doors, and exited the elevator shaft. Across the hallway, there was a door that read “Bridge” in Zhodani; they all took up defensive positions as Buck worked on forcing it open. Once successful, the door opened to reveal a pair of up-armored-and-armed security androids on the other side; they raised gauss rifles and demanded the intruders’ surrender. The intruders opened fire, instead. The brief but frenetic engagement ended with both androids disabled, and Haank, Sam and Smith suffering significant, but non–life-threatening gauss-needle wounds. Abe patched up the wounded as best he could, given they were all in vacc suits.

The plan was to get the ship running, and attempt to move it to a new location, such that nobody would be able to find it, coordinates be damned; after that, however, they were still unsure how to capitalize on this bounty. Buck made immediately for the bridge’s forward console, finding a terminal suitable to continue his intrusion efforts. Knowing there was another crew aboard, undoubtedly looking to claim the ship as well, the rest took up watch positions while Buck worked. Upon review, Buck determined that gaining secure access would take a really long time, maybe even days—he was an inexperienced hacker (the source of which, again, he would not elaborate), and this system was well-fortified. Before he started, though, he went about breaking into what he easily could, and managed a few helpful items, among them a better deck map, the captain’s and other logs, and a cargo manifest. He passed off everything he found to the others, along with a copy of his Zhodani translation program (so they could actually read the stuff), so they started sorting through the available data. Buck was unable to get into the security system to find out where the other uninvited guests were, or to open any locked doors, or to operate any of the ship’s systems; predictably, anything remotely sensitive required identification and authentication. There was talk of stripping the “real” captain’s voice-print from the logs to forge identification, but it would remain useless without the authentication codes.

From the logs, the Crew was able to determine the overall purpose of the ship: an experimental, nearly fully-automated warship, prepared for planetary invasion during the War, which was stolen from the Zhodani by the crew of the Proud Mary, who left it behind in an out-of-the-way orbit to be salvaged later. Those logs left by the former-captain of the Proud Mary post-theft indicated that they planned to sell off the pieces for a hefty sum (selling the ship, whole, would be nearly impossible); also, he was unwilling to simply kill off the entire crew, instead remanding them to cryostasis—meaning a number of the original Zhodani crew were still aboard. Haank hit upon the idea of waking one of the frozen crewmen who might have sufficient security access to help get the ship moving. Buck dove back into the ship’s computer and managed to find the location of the occupied cryostasis tubes, in the aft habitation ring. After much discussion about the pros and cons of leaving the bridge unattended, it was decided to take the chance, and make for the cryo-tubes; if the Zhodani crewsicles would not cooperate, they would have to return and hunker down for the lengthy hacking process.

All together, they proceeded down to the sub-bridge level the same way they got up, and looked for a way down that didn’t involve the elevator-cluster full of armed securitybots, but they couldn’t find anything suitable. Buck sealed the lifts to the bridge, to hopefully frustrate the competition should they make their way here. They did manage to find a maintenance access, leading into the airducts, service tunnels and crawlspaces—extensive on a ship this size—and decided to take their chances with the duct-maze. As they floated along, they stopped briefly to hear the far-distant sounds of gauss fire striking bulkheads echoing through the tunnels, and presumed their competition was running afoul of the ship’s security—would probably only slow them down a bit. With a combination of inertial compasses and spacer experience, they managed to keep from getting lost, and ended up where they intended, dropping into the corridor in front of the habitation rings’ lift-cluster. Once again, Buck forced the doors open, cracked open the overhead service panel, and they ascended/descended out to the habitation ring. Fortunately, the elevator-shaft opened directly to the medical area they were looking for, and they quickly found their quarry, resting peacefully in their cryo-tubes (though not all of them had survived ten years of stasis). None of the Crew knew enough about Zhodani culture to accurately recognize ranks and such, though the coveralls were a dead giveaway for “maintenance” types; they were looking for a non-officer, as he would be far less likely to be psionically trained. As they identified a likely candidate, and started checking the displays for life-signs, they were all startled, turning to see what was obviously some sort of medical android, demanding to know their business here…


Notes

  • This entire session, including the fight at the beginning, was under freefall conditions; we started to feel the pinch of the Free-Fall skill cap
  • The dice were being particularly unkind to all this session, except for Smith (played by Abe’s player), who managed to do most of the robot-killing, full-auto all the way. Haank used the boost setting on his gauss rifle for the first time—a surprise to the other players who weren’t aware of it—doing quite a bit of damage to set up Smith for the kill-shot
  • Reinforced our discovery from last session about how inefficient gauss weapons are versus machines
  • Not sure why we didn’t think to break out the translation software last time—problem solved anyway (for now). Most of the PCs had a handheld computer available to make use of it


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Unconquerable, Part I

Now that the entire crew was inside the massive, derelict, Zhodani vessel, they started to look around their immediate environs. There were no lights, and no gravity. There was atmosphere; Buck tested it, and determined it was breathable—some of the Crew removed their helmet, revealing it to also be very cold. There was minimal power, enough to provide minimal life-support. They went straight for the nearest terminal to try to get a layout of the place. To no ones’ surprise, it used the Zhodani language, so it would be up to Haank, the only one among the Crew who could speak or read it, to find what they needed. And find it he did—a basic overview, at least—though it took a while for him to acclimate to the foreign operating system. In order to find out what the ship’s mission was here, they were looking for the bridge or auxiliary; they identified the bridge, and the directions they would need to take. Haank snapped a photo of the map, in case they couldn’t pull it up later.

androidThey navigated to the elevator cluster they intended to use, which wasn’t terribly far away. Suddenly, the lights and gravity turned on. A disembodied female voice demanded, multiple times, in Zhodani, that they identify and authenticate themselves—Haank translated—but they had no proper answer; Haank answered “Rescue” to no apparent avail. They reached the elevator cluster, and as the elevator doors opened, to their surprise, they were met by an android-type security robot; the robot repeated the voice’s demands. As the Crew was unable to come up with a satisfactory reply, the robot then demanded the intruders surrender themselves; predictably, the Crew refused. It then produced a gauss pistol from a leg-holster and attacked with an unworldly speed and grace that made it difficult for anyone to hit it, as the Crew immediately opened fire, having no remaining alternative. Haank drew his pistol, but in his haste, it slipped out of his hands; he transitioned to the gauss rifle instead. Abe circled to the side of the cluster, for cover, having naught but a stunner to his defense; he kept an eye to ensure they weren’t flanked by another. Smith was hit, but not badly wounded. The robot was hit numerous times, but gauss weapons, as most of the Crew were armed with, aren’t the best suited for destroying machines. Haank circled to the other side of the cluster, and managed to get outside the robot’s field-of-vision; he was able to damage it enough to slow it down, such that the rest could finish the job.

The Crew were convinced this would not be the last of it, so they got moving immediately, into the elevator. It ascended through many decks to the top of the ship; as it passed through the main hangar deck, they could see through the viewports many formations of what appeared to be heavily-armed robotic combat-troops, along with space-fighters in their launch tubes. The elevator eventually stopped at its limit of the sub-bridge deck, and the Crew would have to board another elevator to get to the actual bridge. They left the elevator, and found a control station nearby, so Haank went back to work trying to find details about the ship, with Buck providing some guidance through his knowledge of computer security (the origin of which, he cared not to explain); again, the foreign operating system proved tricky to master. The others took up defensive positions around the area.

956Without warning, a holographic image of a human(oid) female appeared in the hallway near the Crew, and again, in Zhodani, demanded the intruders identify and authenticate themselves. Haank tried “Emergency”; ineffective again, but nobody else could think of anything. The image declared that security was being dispatched to their location. Buck quickly left the control station and put an ear to the elevator doors—something was coming up—so he grabbed his tools and set about hastily disabling the doors before anything could emerge; he succeeded, mere seconds before the elevator and its occupants reached the sub-level. Buck continued to disable the other elevators in the cluster, as they were also activating. The image then declared that they had five minutes to identify and authenticate before anti-piracy measures would be implemented—Haank still translating; in a moment of clarity, Haank asked the “ship” to use Galanglic instead, and it did so, allowing everyone else to converse with it directly. Abe asked if there was someone they could contact to recover their “forgotten” authentication codes, and the image indicated they should contact the “civilian captain”; asked who that was, the image responded with the name of the captain of the Proud Mary—a clue. The Crew started frantically firing off any potential password they could think of relating to their ship’s former owners, and scanning the data they had copied from the smuggled OSD for clues, still to no avail. They asked the image to identify the ship in the hangar, hoping it would recognize the Proud Mary (having momentarily forgotten the transponder had been updated after the official change of ownership); the image identified not only the CV Spinward Star in the hangar, but another 200-ton vessel—the competition had arrived. Haank halted his fruitless attempts to bypass the computer’s security (despite Buck’s assistance) to try to find some more detailed deck plans, to identify a core terminal that might provide a better platform for intrusion, but every bit of useful information was (understandably) locked down, requiring authorized-access.

As the remaining minutes waned, the Crew abandoned their position and fanned out to find some sort of access to the actual bridge level above; they located the other set of elevators. As the last seconds before anti-piracy protocols ticked away, the Crew scrambled into the elevator, barely getting through the doors in time. As expected, the elevator went completely dead in an instant; the lights cut out, as did the artificial gravity. The sudden dropout of gravity hit Abe the wrong way, and with help, he barely got his helmet off in time to keep from vomiting inside his suit. Using Buck’s toolset, the Crew pried off a service panel in the roof of the elevator, and ascended to the level above.


Notes

  • For those that don’t already know, the ship is courtesy of Future Armada. We all highly recommend supporting this outfit, so they can continue to make more
  • Sam’s player was out this week, but since the GM expected him back next time, we did not leave him behind on the ship, so we wouldn’t have to run a split-party or jump through hoops to get him back to the rest
  • It was fortunate that Haank speaks Zhodani (at Accented, anyways), otherwise this whole thing would have been far more complicated
  • The dice were not being very cooperative this time; lots of failures, and Critical Failures in some spots (like Haank’s Fast-Draw attempt)
  • This party is feeling the pinch of not having a dedicated computer-genius/hacker in the group; Buck can do it, but he’s not all that great at it, exacerbated, in this case, by having to work through a translator on a completely foreign system
  • Immediately took to calling the hologram-woman “Cortana,” for obvious reasons
  • Second time this campaign somebody’s hurled after entering Free-Fall

Lost and Found

While the rest of the Crew were handling the negotiations after Katelyn was allowed to speak to Gerhard, she was left awake in medbay under Abe’s guard. For a moment, Abe could feel a “presence” in his head; he assumed it was Katelyn, believed to be a psi, and warned her to stay out of his head.

Meanwhile, the Crew briefly deliberated, and continued to negotiate with Gerhard over the commlink for the release of Jones in exchange for the release of Katelyn and the handover of the OSD—by this point, they had all but given up on preventing the arms-smuggler from ending up with the data, whatever it was; they were unwilling to risk the life of their fellow crewmember by making waves. The Crew required the exchange take place at the landing pad, planning to have the ship warmed up and ready to bolt as soon as the exchange took place (and have the ship’s weapons as insurance against a betrayal). Gerhard balked at the idea, saying he could never get Jones, technically a kidnap victim, past security; Ella asked to speak to Jones, and ordered Jones to play along. Gerhard still didn’t trust the Crew to play nice, however, and they all ended up settling on a public place, a popular shopping mall in the startown, during the local lunch hour, a few hours hence.

The Crew prepared for the worst, planning to go armed and armored; Haank and Buck purchased proper holdout holsters for their sidearms. Abe filled in Katelyn on the situation and extracted a promise to behave herself; she seemed to agree there would be no benefit in her making trouble. As the time for the meeting approached, the Crew piled into the air/raft, and headed into town.

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GKansiiAt the mall, they made their way to the food court and spotted Gerhard’s representative (from the earlier meeting at the warehouse), along with another man they didn’t recognize but presumed to be Gerhard. Jones, however, was not present; already, things were starting to look bad. Abe was keeping a discreet watch on Katelyn when he happened to notice a flash of recognition cross her face as she spotted someone at a different table; unable to alert the others at the time, he kept an eye to that area for signs of trouble. The Crew approached the table and seated themselves. Ella asked where Jones was, and Gerhard said that he was nearby, to be released on confirmation of the OSD data, which he then demanded to see. Ella balked at handing over the data with nothing to show for it, but Gerhard produced a datapad and slid it across the table to her, telling her to pull up the files archive and show him. She did so, and although Gerhard tried to hide his excitement, Haank and Abe both noticed the subtle change in demeanor. Now satisfied, Gerhard signaled his lieutenant to bring forth the hostage; Jones was led into view, apparently unharmed. Ella passed the datapad and OSD back to Gerhard, and Jones was released. The business concluded, Gerhard dismissed himself, and he and his associates left the food court, and went on their way. All’s well that ends well, right?

But it wasn’t over.

There was some talk of getting a bite to eat, but Ella was in a hurry to get back to the ship—now they had competition for whatever-it-was (and they still had no idea what), and they would have to hurry to get to it first. As the Crew left the food court environs, someone spotted a couple of guys get up (from the corner Abe had been observing) and start following them, one with a backpack over his shoulder. Rather than guess what they might be up to, or try to lose them in the crowd, Abe turned around and walked directly toward them, waving—they pretended to be doing something else, and did not respond. The Crew continued to leave, and the two strangers followed again. This time, as the Crew cleared the front doors to the mall, they tried to duck around the corner to surprise their shadows, but mostly failed to get ’round in time; Buck and Jones did not join the ambush effort, but made a beeline for the parked air/raft, to get it started. Again, the Crew confronted the men, asking what was in the bag. Again, the men pretended to not be tailing them. The Crew made a quick pace toward the air/raft, and climbed aboard (after a quick check for tampering); as they settled into the vehicle, the two men started running to catch them up, the backpack now off the one’s shoulder and in-hand. Air/rafts are rather slow, and Haank was certain the men would catch them up, so he climbed back out to brazenly confront them and forcefully discourage their continued pursuit. One of them immediately pulled a silenced pistol and fired, striking Haank in the torso (not squarely enough to ever penetrate his monocrys-weave), while the other threw the bag into the open-topped vehicle, landing in Abe’s lap—thinking quickly, Abe threw the bag back at the men. Haank’s sidearm was out in a flash, and everyone else in the vehicle lept out, guns ready; the two men exercised the “better part of valor” and fled as fast as they could. The Crew did not pursue or engage; they just got back in the vehicle and made best speed back to the ship (Abe and Buck both had to choke back their curiosity regarding the bag’s contents).

Back at the ship, they immediately set about getting the ship ready, and departed Porozlo space at the first opportunity. Gileden, the system containing the mystery coordinates on the OSD, was not specifically mentioned in their filed flight-plan, though it was a known necessary stopping point for any jump-2 craft headed for Kinorb (and/or eventually Regina)—the “omission” wouldn’t fool any pursuer for long. A few hours later, the CV Spinward Star entered jumpspace bound for Gileden, putting that whole mess behind them.

Seven days later, without incident, they emerged from jumpspace at the far reaches of the Gileden system. They identified the closest set of coordinates from the OSD, and started working their way down the list, visiting the coordinates and scanning for whatever might be there. At the first, nothing. At the second, they found three cargo containers tethered together, floating at a Lagrange point; they used the air/raft to tow them aboard, waiting to open them on the way to the next set of coordinates; they turned out to contain military weapons and hardware dating back to the War, one container of which was marked with the symbol of the Zhodani Empire, and contained Zhodani gear. The third coordinates yielded nothing. A total of four days after arrival, they reached the fourth coordinates, and were quite surprised to find a massive Zhodani war vessel of some unknown class, powered down and appearing totally empty—this had to be what the OSD was hiding. It was an awe-inspiring sight. Buck was convinced he could get the power back on, and there was talk of maybe moving the ship to a different location, so anyone else looking for her at the OSD’s coordinates would not find her there.

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Sam maneuvered the Spinward Star into the spacious landing bay at the rear of the craft, and the Crew disembarked. After securing their own vessel, manually, as best they could, they forced the closest airlock open and, cautiously as they knew how, proceeded inside…


Notes

  • The “scan” incident actually occurred last session, but it fit the narrative better here
  • We had really painted ourselves into a corner with the whole “hostage” thing, and in the end, we left Porozlo having achieved nothing at all, but having given away the secret data to who-knows-whom. Our previous Traveller characters would have little issue with double-crossing someone, or doing something illegal, but this group keeps running into problems—proving that Honesty truly is a “disadvantage.” In the end, no harm was done, except that we have a new competitor for the “treasure”
  • It had been nine sessions since this party had fired a shot; it took a bit to recall how it all worked 😛
  • Although two of the characters have the Disadvantage, Curiosity, I think some of the players have it worse—had a hard time leaving that bag behind without taking a peek

Shady Characters

PorozloNow landed, passengers (save Katelyn, the spy, who would remain in her hypersleep pod, to be awakened when they knew what to do with her) and cargo offloaded, the Crew hit the planetary network and set about finding what could be easily found about their intruder’s contacts on Porozlo. They found little mention of Juno Radhlin, but former Imperial Navy officer, Gerhard Kansii, had a residence in the outer section of the startown—and that was pretty much all they could find. Presuming him to be a shadowy sort, due to his association with a known spy-type, the Crew decided to hit the streets and see what they could find lurking in the startown’s underworld. After some hours of consorting with various shady characters, the Crew came out with a name, Fredii, and a meeting scheduled at a seedy bar somewhere in the startown. They figured it was best to have everyone present at the meeting in case a decision needed making; Buck elected to remain behind to watch over the ship, but sent Jones in his stead (he decided better of sending trigger-happy Smith).

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FreddyThe bar was a wretched hive of scum and villainy, as they often are in a typical crowded startown. The Crew entered; the Aslan doorman “advised” Haank to keep his sidearm, which he carried openly, in its holster. The bar was packed full of all manner of sapient creatures. Upon inquiry, they were pointed to Fredii’s usual corner, and spotted him there. As they approached, he looked up from his illicit drugs and female company and acknowledged the Crew’s presence, inviting them to join him. Ella and Abe did most of the talking, asking Fredii what he knew about Gerhard, while trying to keep the true nature of their interest, the OSD, out of the story; for context, they revealed that an associate of Gerhard had attempted to kill them over some unknown issue. During the conversation, the others kept a wary eye for incoming trouble. Reluctant at first, but more amenable after some funds were discreetly exchanged, Fredii admitted he did know Gerhard as an arms smuggler, and offered to set up a meeting. The Crew was not really looking to meet the guy, but decided it would be the best way—perhaps only—to learn what manner of mess they had landed in, and gave Fredii their landing pad number to contact them once the meeting was arranged. Done with business, Sam decided to remain at the bar and carouse with the locals, while Haank took a few minutes to buy an Aslan patron a drink, and practice his Trokh—still rusty.

Afterward, everyone went back to the ship for the night. In addition to the potential of betrayal, there was a fear that, as a smuggler, Gerhard might require some sort of illegal shipment as payment for any information, which much of the Crew were strongly against. The next day, the Crew went about their usual at-liberty routines; Haank took advantage of the “normal” atmosphere and generally civilized state to go play a round of golf, in the actual outdoors, for a change. The call from Fredii came later in the day; the meeting with Gerhard was set for the evening, in the startown’s industrial district, at a nondescript warehouse. They did what research they could on the area, to get an eye for the terrain, and set out in the air/raft, prepared for potential combat (armored, and packing sidearms). Again, Buck held down the fort with Smith, and sent Jones in his place.

The Crew arrived early, and surveilled the warehouse area. Not long after, on time, the other party to the meeting arrived, setting down their speeder in a nearby enclosure, and unlocking the padlocked gate. The Crew approached the gate on foot, and were allowed to enter; they were stopped, and checked for transmissions—none were found. The other party’s leader spoke up, and asked what this was about. Ella spoke for the group, and explained the situation again—bearing in mind the earlier story given to Fredii, about the attempted murder of one of the crew (not, strictly, true)—but she was unwilling to come out and say, directly, why the spy might want anyone of them dead. The leader was understandably confused about how to answer without any details. He asked for a name, and Ella gave him the name, Katelyn; that name triggered a reaction from the man, and he demanded to know her whereabouts and condition. Haank noticed a shift in the man’s body-language that suggested he knew very well what was going on, now, though his line of questioning was meant to lead them to believe otherwise. Very reluctantly, Ella revealed that Katelyn was being held at the ship, safe and unharmed, in hypersleep. The man insisted on speaking to her as soon as possible. Still reluctant, but without any obvious alternatives, Ella agreed to allow him to speak to her. As she and the rest of the Crew turned to go see to it, the man politely insisted that one of them remain behind, in his custody, as insurance; Jones volunteered.

The Crew, minus Jones, returned to the ship, and Abe set about waking up their captive. Still in her sleep-pod, she was handed a commlink—the voice on the other end claimed to be Gerhard, and asked her many knowing questions about the situation, which she answered openly: she informed him the Crew had the Proud Mary, and probably had “the data” in their possession, though she had not located it, and that “they already know too much.” When they finished, Haank took the commlink to speak to Gerhard on behalf of the Crew: he suggested, after some coaxing, that they “might” have the OSD, and might be willing to give it up, if conditions were found to be favorable; Haank revealed that steps had been taken to see the data given to “all interested parties” should something unsavory happen to the Crew, though Gerhard was suspicious (to a small degree, justifiably, as the only steps that had, thus far, been taken were to make copies); both sides were willing to do a good-faith hostage exchange, but Gerhard insisted the OSD be handed over at the same time, rather than Haank’s suggestion of separate exchanges. Then they began negotiating the time and place of the exchange…


Notes

  • Fredii is a character borrowed from another of our campaigns, specifically Shadowrun
  • In both situations, Fredii and Gerhard’s crew, the players were struggling with the need for more information about what the mystery coordinates contained on the OSD might mean, and the desire to keep their possession of the OSD close-to-the-vest—deliberation on what to say/not say took up a lot of game-time


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Scooby Trap

The Crew were at the crew-lounge table discussing their next moves when the bug they found in the hold activated, then went dark again. They knew, then, that the spy knew they had found it, so after some deliberation, one of them smashed it. Studying the pieces, Buck decided there was something strange about it, at which point Haank examined it as well, and pointed out that it did not appear to have any sort of radio receiver—it was likely psionically controlled. This suggested Zhodani involvement—sensible, as they were the other party in the War—or potentially some covert psi agency; either way, it meant they had a psi-agent aboard, and would have to assume that their thoughts had been, or would be read—no secrets. However, there was really nothing more to be done except to wait for the spy to make its next move. Sam continued to study the data on the OSD, and found a number of interesting coordinates in the near-empty Gileden system, that did not correspond to any astronomical feature he could determine; as far as Haank could recall, Gileden had no real significance in the War—on record, at least. Copies were made, as insurance.

On the last night before exiting jump-space, on Buck’s watch, he felt a strange, disorienting sensation wash over him. He concluded the psi-spy was making his move, and turned to leave the cockpit to rouse the others, but was met at the open hatch by a baklava-wearing, black-clad intruder. The assailant tried to grab for Buck’s sidearm and put him in a hold, showing some martial skill, but dinged his—no, her—arm on the door-frame, such that it fell useless. Yelling an alarm for the others, Buck continued to backpedal into the lounge as the intruder tried to grapple (one-handed), and sweep at his feet, to no avail, as Buck had some martial arts training as well. A heartbeat later the entire Crew was in the lounge with pistols leveled at the spy; she surrendered, and was bound with duct-tape. Removing her mask, they discovered her to be, not Eleanor, but the courier, Katelyn.

KatelynElla deferred to Haank for the questioning of their captive. Haank attempted to convince her to give up her handlers; he asked her name in the Zhodani language, which, although she didn’t answer as such, did elicit a reaction that indicated she understood it; he also played at not knowing what it was she was looking for, but she didn’t fall for it. She refused to name the organization she worked for, but would only say that the information the Crew now had in their possession put them in danger, and that their safest action would be to let her walk off the ship with the OSD, and forget about it. She informed them that handing over the data to either the Imperial Navy or the Zhodani would be a grave mistake, as would be handing her over to either. Resigned to not getting anything more from her, they decided to put her in a low-berth stasis for the remainder of the trip—one of the low-berth passengers would get an upgraded ticket, taking over her cabin. As Buck looked on, Abe settled her into her sleep-pod; at Buck’s last-second encouragement, she offered to give up some helpful details in exchange for a safe exit, but she wasn’t buying Buck’s disingenuous “agreement” to her condition, and so said nothing more before entering hypersleep.

The Crew was left with little more than speculation: she appeared to be working for some unknown third-party to the War, and had not indicated what was so important about the data in any way. They brought her things down from her cabin to rummage through for clues; she had a datapad that contained a contact list, including some Navy and Zhodani contacts. A few of those contacts were on Porozlo, so they decided to keep her on ice after arrival, until they could look into those contacts and determine what the danger of letting her and/or the information go might be.

The Spinward Star emerged from jump-space near Porozlo II, and some hours later, landed at their assigned pad at the spaceport, where the cargo and passengers—minus the courier/spy—were offloaded.


Notes

  • In the end, all the Players are suspecting the Psionic Institute is involved, but it’s not commonly known to exist, so the Characters don’t share that suspicion (yet)
  • After a roll, the GM gave Haank a recollection about Zhodani Jump-Commandos; during the session, we never tried to figure out how the spy got out without us knowing it, but that recollection suggests she might’ve teleported—will probably try to confirm that later
  • Herodian encountered, to his benefit this time, the “Crit Success on defense causes Crit Fail on the attacker” issue, resulting in his attacker’s temporarily crippled arm—he still doesn’t like that rule
  • Rigil was unavailable this week, due to work, so Abe mostly acted in the background; had he been present, he would have undoubtedly been involved in the questioning process—might’ve gone better

Bug Hunt

EleanorAround a day in jump-space, the members of the Crew had separately taken some time to socialize with the passengers, in an effort to present a friendly and available persona. During that process, the secretive female passenger, Eleanor, approached Sam, asking to be escorted to her luggage, stowed in the ship’s hold. After recovering from the fact that a woman was speaking to him, he referred Eleanor to Haank, the de facto “security chief” aboard. Haank agreed, and led her to her luggage, musing to himself that some ground-rules regarding fetching of luggage while in-flight might need to be discussed. As Haank looked on, Eleanor found her case, took care to keep her pass-code hidden as she entered it—not unusual—and retrieved a box from it. On request, she agreed to allow Haank to scan the contents for security risks; using his multipurpose hand-scanner, Haank detected nothing of any interest within. He then escorted the woman back to the passenger deck.

A good portion of the first day of jump had been taken up with installation and testing of the ship’s new security system, purchased before they left Rhylanor. In the wee hours of the next morning, during Sam’s watch, the security system indicated a hatch opening—the passenger deck iris leading down to mid deck. He could see nothing on the camera system except the hatch being opened, as if by some invisible intruder. He woke Ella, and the two looked around the access area on mid deck for whatever-it-was, but found nothing, though Ella swore she had heard something scraping around under the lounge table. As they searched around the lounge, they heard the iris-hatch to the lower deck open. They rushed over and cautiously peered into the hold, eventually descending and triggering the lights, but again, saw nothing.

K9-5The rest of the Crew was roused, and together, they all started poring over the available security camera footage, but saw nothing but the hatches opening of their own apparent accord. Tabling the discussion about security procedures for later, Haank checked all the passenger cabins for occupants, and found them all where they were expected (although the corporate manager was a little put out at having been awakened so early). As they tried to come up with other ways of detecting the intruder, Sam spent the entire morning reviewing the recordings; in a lucky break, he managed to briefly spot a tiny, unidentifiable object moving around the area of the hatch at the time it opened. After showing his find to the others, they all agreed it was probably some sort of robo-bug, remotely-operated by one of the passengers, the most-likely suspect being Eleanor, with the most-likely purpose of locating whatever-it-was that the commandos were looking for previously. Since damage to the ship or Crew was unlikely, as counter-productive and unnecessary, they decided to keep the details from the passengers and allow the culprit to think he/she remained unsuspected. Abe was dispatched to give the passengers the story that there was a glitch in the new security system that had been addressed and corrected; he also set his robotic pet dog, K-9, to sniffing around the lower hold. Haank pored over the ladar data in a fruitless attempt to detect the bug, while calibrating the system for better detection of the tiny object. Buck produced an EM-detection wand, normally used to find radiation leaks, and calibrated it to home in on the bug’s and/or its controller’s transmissions. Sam also spent some more time rummaging about the lower hold, between the containers and packages, in a continued attempt to figure out where someone might smuggle something, to find whatever-it-was.

The following morning, during Haank’s last watch, using Buck’s EM detector, he picked up transmissions coming from above (passenger deck) and below (lower hold). While waking the others, he moved around the mid deck to triangulate the origin of what he assumed to be the “controller” transmission, narrowing it down to cabin three or five—five being Eleanor’s. Once awake, Abe and Sam went below with the EM-detector to find the bug. As they closed in, the transmission went dead—their search had been detected. After quite some time, about to give up, Sam finally pulled the right panel (that he hadn’t previously) and found an old, dusty OSD cleverly tucked away, about the same time that Abe spotted the robo-bug, which he cautiously collected with some vacc-tape, and handed over to Buck for analysis. They opted to plug the OSD into a personal computer disconnected from any network, for safety reasons, and found a vast wealth of 10-year-old, military navigational data centered around the Rhylanor Sector; they surmised that it was far too specific and complete to have been compiled by either side of the Fifth Frontier War, though they were unable, at the time, to determine the source of its apparent value.

unbranded-hex-bug-robotic-toyWith both the bug and its presumed objective in hand, the Crew had a decision to make—what to do with it all? Getting the spy to fess up who it’s handlers were would not be easy, and wouldn’t really change anything, in the end. They could let the spy off the ship without being the wiser, going so far as to put the bug back where they found it, as if nothing had happened—it would, of course, never find what it was looking for (that having been already recovered), and may convince the spy’s handlers that it was never on the ship in the first place. They could hand over the OSD to the spy, having had the data removed and replaced with something else (the images of the commandos from the Rhylanor docks incident came to mind). They could keep the data and sell it to whomever wanted to pay for it—though the Crew would need to determine what sort of threat its possession might impose on the Sector before giving it to anyone. They could turn it over to the Imperial Navy, as-is.

And, they had four more days in jump-space to figure it out.


Notes

  • We had no idea, when we decided to purchase the Basic Security system (SS69), that it would be featured centrally in the next session; lucky it was there
  • The idea of the “bug” inevitably spawned the mental image of this scene
  • The EM detector was Buck’s use of Gizmo for the session; we all said it looked/sounded like a sonic screwdriver
  • Sam kept attempting skills at default, to have an excuse to spend points in them; his player has been trying to figure out what to do with him to make him more useful when he isn’t flying the ship
  • Sam was using his Smuggling skill, Perception-based, when searching the hold; this had been done repeatedly over the last few sessions, trying to find what the commandos were looking for, but finally paid off
  • We’re treating the OSD as a “treasure map” until we learn otherwise


309_max

Cloak and Dagger

After Sam alerted the rest of the Crew to the presence of the intruders in the lower hold, they all sprang into action, fetching their personal weapons in expectation of combat. They had no idea what it might be that the intruders were looking for, except for the knowledge that the ship might have been involved in military operations during the Fifth Frontier War, and could easily have something hidden away. Ella headed for the bridge, to contact port security, but immediately saw telltale signs of computer-hacking underway on one of the terminal screens—all systems were locked down. At the same time, Haank used the intercom, and in a calm, diplomatic manner, asked the intruders to identify themselves and state their business, even offering to help find whatever-it-was; the intruders responded that the Crew should remain where they are and, “Don’t do anything stupid,” as they had taken control of the ship. The Crew then called port security via personal communicator; the message was received, but earned them an intercom-delivered scolding by the intruders. Some moments later, they heard approaching sirens, and saw the flashing lights of port-security officers en-route. They arrived to find no intruders on the ship—they had vacated. With nothing really to be done about it after-the-fact, statements were taken, and assurances given that it would be looked into.

Haank and Abe spent a good deal of the day researching what could be learned about their new ship’s past on the planetary info network. They dug up quite a lot of records; manifests, flight-plans, and heavily-censored accounts of missions on behalf of the Imperium during the War, to places unknown, for purposes unknown. From what they gathered, the crew that was buried next to the ship, on Kegena, was the same crew that conducted these clandestine operations—they would not be revealing any secrets now—and that some of the ship’s upgrades were paid for, covertly, by the military. Cross-referencing manifests and logs left them with a reasonable assumption that those black-missions were based out of Jae Tellona and/or Porozlo, probably into a number of systems in the Rhylanor sector that were under Zhodani occupation at the time. Ella was unable to reach Cpt. Gloval for any assistance on that account, still away on Navy business.

Sometime during the research process, the port-security investigator assigned to their break-in case came by the ship to let the Crew know that there was no camera-footage available, and that they wouldn’t be able to do much of anything to resolve their case. A few of the Crew were not convinced he was giving them the truth; Abe turned on the smooth-talk, and convinced the guy to, very-reluctantly, admit to the fact that some “Navy” suits came in and confiscated all their data, and told them to forget the whole thing.

imagesThe Crew decided, for a number of reasons that included the ship’s connection to operations there, that they would go to Porozlo next. Haank set about getting some freight and passengers for the trip, and spent the rest of the day dealing with the particulars, and getting it all loaded. They also decided that it would be a good idea to get a security system installed on the ship; Abe and Buck would see to its acquisition during the freight-loading. Later, during the freight-loading process, Haank was approached by a port security runner who handed him an OSD on behalf of parties unknown. Haank checked it on his datapad, and it contained camera footage and stills from the break-in, featuring the masked intruders, including the unmasked face of the one assumed to be their leader, at the gate to a Navy logistics center at the docks. Haank relayed the information the others before getting back to work.

Abe and Buck went to check out the logistics center, surveilling it from a safe distance; they saw nothing of interest, except to note that security there was rather inadequate, enough to allow a covert team to easily operate without notice. The two left their brief stakeout to purchase the security system for the ship, and they were soon able to determine that they were being followed by someone they presumed to be one of the “Navy” men—they led the guy around a bit, in a successful attempt to prove he was following them. They went to a public terminal, as if to make a call, and left their tail a note with their contact information and a message to, “Call us.” A few hours before scheduled departure, after Abe and Buck had returned to the ship, the call came; it was put on speaker-mode for the whole Crew to hear. Ella, in her new official role as Captain, spoke for the Crew, and offered to allow the agents to come search the ship providing they display proper Navy credentials, although there was a limited time-window before departure, and a full load of freight had already been loaded, so it would be tight quarters. The voice demanded to be allowed to search freely, and insisted that they were not “Navy.” Ella would not back down from her demand for Navy credentials, and ended the call, though the voice warned that this was not over.

The Crew neverminded the warning and finished prepping the ship, departing on schedule outbound for Porozlo, and jumped out without incident.

During the jump, Abe was exercising his new duties as Steward, and attracted the interest of one of the passengers, a secretive woman of unstated profession. She inquired about the cargo hold, and how she might retrieve some of her belongings stowed there…


Notes

  • Ella’s player was out for vacation, so the character was run by Herodian in her stead
  • The lead commando having been revealed as Keanu Reeves resulted in some inevitable remarks about him being back at the base, eating a sandwich, alone (for those unfamiliar with that meme)
  • The “OSD” term comes from Mass Effect—I’m not sure what the canonical storage device is for Traveller; I just like that term


turuumptower

Market Value

Six days after the arrival at Rhylanor-Prime, the Rhylanor Capital Protection Service made contact with the Team, and set up a meeting to discuss ownership of the Proud Mary. All of the members of the former-crew of the Titanic VII would attend the meeting, dressed in their finest—which, for some, had to be purchased locally, and for Sam, consisted of “the usual” (Hawaiian shirt & spacer-boots). Some of the Team hadn’t been to Rhylanor before, and were rather impressed with the lavish offices of the Turuump Tower, in the finance district of the sector-capitol. They appeared to make a good enough impression with the RCPS representative (in spite of Sam’s casual dress); Ella elected to let Haank do most of the talking, as he had the most training and experience in business and finance matters. Haank happened to notice the representative’s cuff-links indicating nobility, and made a point of his proper address so the other Team-members would be aware. The meeting seemed to go well. RCPS had already taken a loss on the ship and were looking to recover what they could, but were willing to hand over ownership of the ship for five million credits, or buy it back for half the original purchase cost of 49 million credits. Haank enlisted Buck’s expert opinion on the ship’s condition, but was unable to convince the company to lower the offered amount. Both sides being satisfied with the negotiations, the meeting was ended so that the Team could confer and return an answer to the RCPS offer, which would remain open for a week.

After some serious discussion, the Team decided it would be better and/or easier to keep the ship, as-is, than to take the near-25 million and attempt to buy a new one. Over the next three days, they worked together to build a solid business plan to present to a bank for a business-capital loan. Having decided to keep her, Buck finalized the arrangements, and sent her off to have the annual maintenance done, and everyone checked into a local hotel for the duration. At the summit of the mountain of paperwork, they would form a limited-liability partnership under the name, Spinward Star, LLP; Smith and Jones would be officially hired on as employees. Roughly a week after registering their new partnership with the Imperial offices, they easily secured a bank loan for 7.5 million credits against the ship. After paying the 5 million to RCPS, as negotiated, ownership of the Proud Mary was officially transferred to the new company.

The ship now belonged to the Team, and they, to the ship. And the ship’s cat.

Four days hence, the ship was returned from its annual maintenance, and after a thorough checking-over by her new crew, given a clean bill-of-health. It was unanimously decided to spend a tiny amount of the remaining capital on a christening-party aboardships—officially christened Spinward Star. That evening, there was much celebratory drinking (though Sam made himself rather annoying, especially to those that were not drinking to excess), and near-half the Crew passed out in their beds.

Some hours before sunrise, Sam was awakened by the cat, for reasons his drink-and-sleep-addled mind couldn’t process. As he stumbled into the crew lounge, he heard some shuffling noise from below, and so, made his way to the central hatchway, to descend into the lower cargo hold to see who these intruders might be. He keyed the ship’s intercom and demanded the occupants of the lower hold identify themselves, to no response. He then opened the hatch, and began to descend, but was greeted from below by a handful of gun-wielding commandos, pulling wall-panels in the hold, obviously looking for something left there long ago. The commandos demanded he quietly continue to descend, and to “not do anything stupid.” However, he instead lept back up the access ladder, pulled his feet clear of the expected gunfire (which did not occur), and reflexively slapped the close-switch for the iris-hatch, locking it down.


Notes

  • Though Ella’s Contact was available the previous session, when the ship arrived, he was not available for this one; we determined he had been called away on official business, and couldn’t hang around
  • I had designed Haank’s character with just this sort of thing in mind, so it was nice to get some use out of all those “business” skills
  • As one might expect, the bookkeeping took up quite a bit of time. First time using the “Finance” section of Traveller: Far Trader, wasn’t so bad
  • Ended up with the $7.5M at 2% interest for 10 years; having the ship as collateral meant we could get away with the bare-minimums without any problem. Our expectation is that we can make that up pretty easily
  • Sam rolled an 18 on his Carousing check at the christening party; the second time he’s failed so spectacularly at carousing, something he’s supposed to be good at

Under Way

Ella and Abe headed over to the traffic-control office to speak to the director about helping the Proud Mary get clear of the expected attack by the Vargr Corsair, Ella’s nemesis. They knocked on the back door, marked “staff only,” and were eventually greeted by a traffic-control officer. The two informed the officer of their desire to speak to the director, who had earlier sent a runner to warn them; the officer let them in and fetched the director. The director was sympathetic to their situation, but there was little he could do but delay their departure—helpful, yes, but not a solution. After some discussion, it was decided to pay the usual fee to the Scout Service for an escort; the director made the call, and set up the escort. All they could provide was a single 100-ton Scout—not much, but maybe enough. Ella also asked to submit her flight-plan in person, to eliminate the need to broadcast it where the Vargr could intercept; this was not an unusual request, and the director agreed to take the flight-plan on paper. Ella gave the director her thanks, and the two returned to the ship to finish prepping for departure.

beowulf_new_1

Back aboard the Proud Mary, Haank noticed that their Vargr observer a few pads down at the Corsair had fallen asleep at his post, and advised they rush their pre-flight to get more of a head-start; the Vargr were later observed frantically trying to catch up. Meanwhile, Ella coordinated their departure with the the Scout Service escort, the ISS Athinea, on a secure channel. The Proud Mary was cleared for takeoff, and Sam put her into orbit in record time; just after, the scout vessel joined them in orbit as well. The Vargr tried to follow, but were delayed by the tower—eventually, illegally breaking out of traffic to pursue. Buck overloaded the Proud Mary’s drives to squeeze out more power, doubling her acceleration. The Vargr Corsair did the same, and was easily able to keep up, and would beat them to the jump point, but the scout vessel demanded they heave-to, and when ignored, launched missiles. The Vargr dropped back to deal with the scout vessel, giving the Proud Mary the chance to escape. (The fate of the ISS Athinea is unknown.)

The rest of the voyage went without incident. The Proud Mary jumped to Belizo and unloaded her cargo and passengers. Neither freight nor passengers were available bound for Jae Tellona. After three days in transit, the ship was refueled at the nearest gas-giant, and jumped out to Jae Tellona. At the mainworld, they took on freight and passengers bound for Rhylanor, and after four days in transit, refueled at the nearest gas-giant, and jumped out for Rhylanor. At the mainworld, the Proud Mary was cleared, landed, and the passengers and cargo were unloaded.

CptGlovalOn arrival, Buck got started arranging for the ship’s long-delayed annual maintenance, while Ella got in touch with Cpt Henry Gloval, and old friend of her father. He was surprised and delighted to hear from her, and agreed to meet her for lunch, where Ella told him her story, from asteroid strike to Vargr encounter. He confessed that there wasn’t a whole lot he could do to help with her salvage claim on the Proud Mary, but he did recognize the ship’s name, and recalled she may have a history with the Imperial military…


Notes

  • Abe’s player was out, due to illness; it had already been decided that Abe would go along to talk to the traffic-control guys, but he didn’t contribute much (not that it would likely have affected the results)
  • While doing pre-flight, the GM called for a Perception check to see what had been observed regarding the other ship’s preparations; Haank rolled 4; the Vargr rolled 18 😛
  • The escape took up a lot of session-time; combined with a delay getting started, it was decided to fast-forward through the voyage
  • Used the new freight/passenger generation spreadsheet for the first time; worked well enough, but determined it would still be optimal to handle it all beforehand, when possible—still a lot of bookkeeping, just to record the results. We were in a rush at that point, though, to get through three stops. More testing needed

Bad News

beveyThe Proud Mary was cleared to land, after doing the usual bureaucratic tango that preceded doing anything at all on the chilly, crowded, desert-world of Bevey. During the process, Ella explained the apprehension on her countenance to the others; the Vargr ship docked below belonged to an old enemy crew from her Navy days, and she expected to be harassed. Given their presence, and the iron-fisted state of things on Bevey, the Team all agreed that they should remain within the startown limits for the duration of their hopefully-brief stay here. Once landed, Haank immediately saw to the unloading process, while the passengers were disembarked; farewells were said to Kella, while former-Ensigns Smith and Jones were invited to join the current crew—they accepted (though Jones admitted his new wife would undoubtedly be furious at his delayed return). To celebrate, Smith insisted they go for drinks at a local establishment; expecting trouble, everyone went along anyway.

vargrmerc11Trouble didn’t wait. The Vargr crew intercepted Ella on the street, greeting her with feigned rapport and expressing their surprise at this chance-encounter; Ella kept her distance, and made no attempt to hide the fact that she had no desire to speak to them, ending the “conversation” abruptly, before continuing to the bar.

The bar was a dive, a menagerie of species. Sam’s attempts to carouse with the other patrons fell flat; Ella chatted up the bartender for the latest news; Haank kept to himself at a booth, and watched some golf-related programming while sipping at some bourbon; Abe’s and Buck’s attentions were drawn to the alien females present, and Buck ended up chatting up a table-full of blue-skinned humanoids (three of the four were female), crew of another Free-Trader looking for new work. Otherwise, the Team left after a few hours, without incident. In the morning, the Team went together to the warehouse-offices of Neverfail Freight, LLC, their soon-to-be former employers. On the way out, Haank spotted one of the Vargr Corsair’s crew keeping an eye on their comings and goings from their berth a few pads down the dock, and alerted the others.

At the office, the Team found the boss at his office, and sat him down to give him the bad news. Ella told the story of the loss of the Titanic VII, and the rest of her crew, though she left out the pertinent details of the Astro-Core unpleasantness. The boss was saddened to hear of it; he then asked if the Team were looking to be assigned to another ship. Ella informed him of their desire to leave the company to form their own opportunity with the ship they had recovered. The boss was understanding, thanked the Team for their contributions to the company, and wished them well (to the Team’s collective surprise, having expected legal hearings, at least). After collecting their final pay, the Team returned to the Proud Mary, now free to seek their fortunes wherever they liked.

Some time after they arrived at the ship, a runner for traffic control came over to give the Team a heads-up; the Vargr crew had been asking about their departure schedule. Abe tipped the guy twenty credits for the info.

The Team gathered in the crew lounge to discuss what to do next, and decided a few things: they would continue, as previously discussed, to Rhylanor, to report the salvage of the Proud Mary; they didn’t want to hang around Bevey any longer than they had to, and would depart as soon as possible; they wouldn’t go through a great deal of trouble over maintenance, nor spend a great deal of money, until they knew the ship was “theirs”; they were convinced the Vargr Corsair would attempt to jump them at some point after they left—initially they didn’t want to spend the money for fuel, but skimming for fuel at a gas-giant would leave them vulnerable to ambush, so in the end, they decided to fork over the money.

Haank hit the network and found plenty of freight lots and passengers bound for Belizo, the next stop toward Rhylanor; he signed up enough to fill the available space, and got it, and the fuel, all loaded. Ella filed the flight-plan, and Sam got the ship prepped for departure. In the final hour or so before takeoff, though, the Team tried to come up with some potential solutions to avoid the Corsair’s inevitable attack. Among the ideas discussed: delay departure to coincide with other traffic, to provide some friendly cover; sabotage their ship or their flight plans; talk local authorities into providing escort. In the end, Ella decided to take Abe with her to go see if the traffic control guys might be willing to extend a bit more help…


Notes

  • The session was cut a bit short, so we didn’t accomplish as much as we would’ve liked. We were also delayed a bit by the usual lookup process that normally accompanies finding new freight & passengers; this prompted me to work on a spreadsheet/die-roller to handle the workload, which will be field-tested soon