adventures
Dark Century Campaign - Section I - Part 1 of 2
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Source wording preserved. The original download is available separately.
Date: Tue, 19 Sep 1995 18:13:07 GMT
From: "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>
Subject: Dark Century Campaign - Section I - Part 1 of 2
Well, the TML seems to be working now, so I'll risk posting this. I hope
everything's sorted out again because the second part of this which I'll post
next week won't make so much sense without it.
The Reformation Coalition has moved on a fair way since I wrote this adventure.
You may need to find some new frontier worlds to relocate the adventure to, but
it fits fairly flexibly into any pre Regency contact time period.
This is a renovation and fleshing out of the first adventure seed I ever posted,
which was really only the introduction to a campaign. The adventure centres
around the Dark Century II which I posted a few weeks back, I'm afraid I'll have
to rely on someone who gets digest mail to post the digest number that the
design appeared in. Anyway, here goes with the first of six weekly (maybe,
depends how much spare time I get) parts.
The adventure starts on Aubaine/Aubaine 0738. The exact date is not important
but it should generally be early in the life of the Reformation Coalition, when
they are still desperate for any ships they are offered. The adventure is
suitable for any number of players, as the encounters can be scaled to match the
size and talent of any party.
Referee's Background:
Austin Farlos is an extremely wealthy and greedy man. For many years, he was a
member of the crew of a far trader, drifting from system to system, trying to
make ends meet. Then, one day, while his fellow crewmembers were running sensor
checks at New Martham/Thoezennt 0221, prior to jumping out of the system, an
anomalous densitometer reading from a planetoid in the asteroid belt was
recorded. The ship's launch was dispatched to investigate and a heavily damaged
naval facility was discovered. On closer inspection, large warehouses of
starship components were discovered undamaged. Virus had been unable to infect
these stores, as sensor an comms antennas had been destroyed in the attack which
led to the base's abandonment. The ship returned to Coalition space to stake a
finder's claim on the cache.
Back on Aubaine, Austin arranged for the other crew members to meet with a
tragic and fatal grav vehicle accident (he believed), leaving him the sole
recipient of a claim worth hundreds of megacredits. Fuelled by an insatiable
greed and sense of ambition, Austin decided to invest his money in a venture
calculated to bring returns tens of times greater than any stock deal. His time
in the wilds provided inspiration, he had seen how small numbers of high tech
troops could allow a TED to rule, so he reasoned that others would pay well for
the services of high tech mercenaries to preserve or disrupt the status quo.
This left him with one further problem, his mercenaries would need a starship
for support and transport, but the only ones available were battered relic
ships, as the Coalition had control of the shipyards and all new ship
construction.
He decided to trick the Coalition into building the ship he wanted. He wrote a
clause into his will, stating that on his death, the Coalition would inherit his
fortune, one the one condition that it was used to construct a ship as a
memorial to him, from ship plans he commissioned himself. This was done to
prevent the questions that would have been asked if he donated the money while
still alive, and prevents him from being a suspect when the ship is stolen from
the Coalition.
After his death was staged (lost at sea on Aubaine, no body recovered), the
Coalition was only happy to add another ship to its fleet, and so the Dark
Century class Stealth Destroyer was constructed. As the adventure begins, the
Coalition is recruiting the finest crew it can for the Century's shakedown
cruise. Austin too is doing some recruiting, both among mercenaries and the
shipyard security..........
Getting involved
"During the past few weeks, there have been rumours surfacing that the Coalition
is about to launch the first of a new class of Destroyers. The media is saying
little, but people you know who work for the Coalition and trusted freelancers
are spreading the word. The Destroyer is being constructed secretly, word has it
that it is some kind of memorial, which is to be unveiled as a surprise. At one
of the Transtown bars you overheard an argument between two young naval hotshots
as to which would be picked for assignment on the new ship. There's a sense of
expectation in the air, and many RCES personnel are working far harder than
usual, trying to get noticed."
The players are approached by a Coalition admin officer who offers them a job at
+50% wages for a few weeks on a special assignment. If pressed she will raise
this offer to double wages (difficult:bargaining), but no further. If asked for
details of the assignment, she will be able to provide nothing, other than a
time and place for a complete briefing. Players can be offered jobs as naval
personnel, ship's troops, or 'trouble-shooters' for the Century's first tour of
duty, depending on skills available. If characters are interested, they are to
report for briefing at the underwater shipyards at 1900 tomorrow. Characters who
are already active RC personnel may be told simply to report to the shipyards
for briefing.
The Shipyards
The underwater shipyards were constructed with major Schalli assistance in NE2,
to serve the growing needs of the RC. The shipyards nestle in a giant atoll in
the temperate waters of the northern hemisphere of Aubaine. Above the water a
500m diameter dome provides docks for passenger and freight ships and grav
vehicles, and accommodations and some offices for the human component of the
workforce, who largely prefer to live in the sunlight. From the surface
facility, a large tower carries several freight and personnel elevators down to
the under water facility. The hub underwater is very similar to the facility
above water, although there is a much greater Schalli presence. From the hub six
smaller tunnels fan out to the construction bays of various sizes located on the
edge of the atoll.
The shipyards were built for capacity instead of luxury, so all doors except
emergency bulkheads are manual, and although clean, there are places where the
seals around tunnel joints leak slightly, allowing water to run through the mesh
floor into drainage tunnels. This is not due to any lack of structural
integrity, but instead to Schalli architects who believe in sufficient instead
of absolute waterproofing, who look on in amazement at how human workers try to
block up every last leak, where there really is no danger.
Maps don't really travel well in email, so I'll give some descriptions of some
stock locations in the starport which you can join together to taste:
Construction Hangar:
The hangar space is about 100m x 400m, usually several ships are in construction
at once in a single hangar. The hangar is filled with water, and the roof of the
hanger is constructed of transparent plastic. This can be opened to allow ships
to launch, but normally it remains closed to persuade the local wildlife to
remain outside, while still aiding with the lighting of the space. On all sides
of the hangar, 'walls' about 10m wide and 60m high contain offices and computer
facilities for the projects underway in the hangar. These offices have large
windows looking both out to the sea and into the hangar. Both the natural and
artificial lights tend towards a green or blue colour which the Schalli find
most comforting. This would make the place slightly depressing for the human
workers, but the scale of the place makes it impressive and inspiring. The
machinery constructing the ships gives a background sound of rhythmic thumping,
very low and not so loud it can't be ignored, but there nonetheless if you
listen. Although the offices and workspaces in the walls of the hangar are
comparatively free of leaks, the air still has a slightly salty smell, and is
cold and slightly damp.
Office
The offices in the surface facilities are decorated in warm colours, browns,
beiges etc. The floors are covered with tightly woven carpet, chosen more for
durability than any comfort consideration. Most offices have a desk with a
networked terminal, and two or three chairs. There is considerable variation in
the state of the offices, some tidy with pot plants, others looking like a bomb
just hit them, with papers stacked chaotically on desks, others give the
impression that if a bomb was to hit them, it would probably tidy the place up a
bit.
Briefing Room (surface facility)
The briefing rooms are about 6m by 10m, with windows along one of the longer
sides. Slatted blinds can be closed down over these windows as necessary, and
projection equipment linked to the facility computers is embedded in the
ceiling. Chairs are arranged in rows, to seat about 60.
The players arrive at the shipyards on one of the many commuter hydrofoils which
carry workers to and from nearby islands. On arrival they are escorted a short
way to a briefing room.
'The briefing room is already quite full when you enter, with several people
standing at the back. You estimate that there must be about seventy people
standing in on this briefing. Another small group enters the briefing room and
stand next to you. The doors are closed and Sid Papagopolis takes the stand:
"You are all here because you are the best available. Don't let that go to your
heads, the cream of the service are almost without exception engaged off world
at the moment. Nonetheless you represent one of the better crew we have
gathered. This is as it should be for the first cruise of the RCS Dark Century."
A video image is presented onto the wall behind him, showing an almost completed
ship in a wet dock. There is a stunned murmur as the camera zooms out to show a
scout courier undergoing a refit next to it, completely dwarfed by its
neighbour. [Average:(EDU + INT) to estimate the size at about 1000 displacement
tons]. The video image shimmers in shades of blue and green from the light
filtering through from the surface of the water above, but the ship is still
clearly distinct. Black and streamlined, it looks like some monstrous predator
of the prehistoric oceans. Sid continues, "The Century was a gift to the
Coalition. Some of you may remember report's of Austin Farlos' death in a storm
about a year ago. He was an extremely wealthy man, possibly one of the richest
in the coalition due to a massive finder's claim on a cache at an old naval
base. His will asked that his fortune be given to the Coalition, on the
condition it be used to build this ship as a memorial to him. We had been having
trouble funding enough ships to use the dock capacity here, so this was not an
opportunity to pass up. Her first mission will be a routine patrol through safe
systems, we wouldn't want to risk losing her to an unexpected malfunction in the
wilds. Now ladies and gentlemen, any questions?".
Sid will answer any questions the players have.
-If the players ask about pay, they will find that some people are being paid
double, allowing them to get that pay if they haven't already.
-Questions about the Century can be answered from the design. If the players
aren't forthcoming with questions, then NPCs should ask questions so the players
now some of the key facts about (eg. stealth design), but don't give everything
away unless the characters specifically ask.
-Questions about the planned route cannot be answered until the Century leaves,
for security reasons, but it lies entirely within safe systems.
-Questions about rank/position onboard ship should be answered as you wish. If
characters merit it, there is no harm in allocating command positions.
Crew Breakdown for Dark Century:
Captain
First Officer
Tactical Commander
Flight Commander
11 Flight Crew
Steward/Medic
Troop Commander
2 Squad Leaders
2 Squads:
Lieutenant
Medic
5 squaddies
2 Electronics
2 Manuever
Gunnery Commander
14 Gunners
Chief Engineer
Senior engineer
13 Engineering Crew
3 Maintenance Crew
After the briefing, the character are assigned clean, if spartan accommodation
in the shipyard facility before departure tomorrow. The accommodation is not on
the Century, as except for the Captain's stateroom, the quarters are somewhat
uncomfortable.
Things that go bump in the night....
The characters are woken in the middle of the night by an announcement on the
intercom to their room. "We appear to have a situation here in the Century's
Hangar. Could any available personnel report to the hangar immediately. This is
the head of security, I repeat all available personnel to hangar four."
Characters should try to get involved now. Any who don't will get included again
in a short while, but at least a couple need to head for the hangar (repeat the
message with threats of action against those who don't respond if necessary).
Heading to the hangar the characters will be surprised by how few people there
are around. One or two maintenance and security personnel are up and about, but
even they don't seem concerned by the warning you heard. (The head of security
put the announcement through only to their rooms).
Some players may try to wake some more people. This is fine, but as
they'll end up working with the players later in this scenario, limit it to only
a couple of NPCs, the rest either don't want to know, or are sound asleep.
Anyone trying to contact security about the message will be told that something
must have gone wrong with the intercom. They will be told to continue directly
to the hangar and not to bother waking anyone else. They will be told that some
workmen have been attacked by a native creature which has somehow got into the
hangar and then the line will fizz and go dead. When they arrive at the hangar,
there is nobody around. The observation gallery the players enter looks into the
hanger, but they can't see anybody working inside. Observation:Average to spot a
pair of feet sticking out from behind some chairs in the observation gallery.
The feet belong to a dead security guard, shot dead and crudely hidden, there is
another similar body next to it. The body is still quite warm, especially
considering the clammy cold of the air. There is no ID with the guard, but his
weapon (a gauss pistol with full tranq clip) is still present. There is no sign
of the killer, and the intercom is dead. Within seconds, the characters are
distracted by further events:
'Looking through the window into the dark hangar, you can barely make out the
shape of the Century, the spotlights shining through the water picking it out as
a piece of more solid darkness. However, as you look, something seems wrong.
External lights on the ship are flickering into life, and you can make out the
rising whine of contra-grav powering up. As its weight is reduced, the Century
begins to lift through the water like a rising bubble, smashing through the
clear plastic roof of the hanger, leaving shards of plastic tumbling down in its
wake, like rain in slow motion. Within seconds of its passing through the
ceiling an alarm is triggered. Sirens split the silence asunder, and the blue
and black of the hangar is lit by strobing red lights giving a hellish
appearance.
(referee: The head of security, Trefin Galth is framing the players for helping
with the theft of the Dark Century. As his word is widely trusted, and he has
access to anywhere in the station, he makes a fairly good job of it. The
evidence he will use against the players includes:
He supplied the starship thieves with copies of the player's door passes.
He has planted quantities of gold in the player's rooms.
He has spliced together footage of the thieves entering the facility with
security camera footage of the characters answering his announcement.
Any incriminating evidence in the computers has been either deleted or tightly
encrypted.
He has dispatched a unit of security guards to the observation lounge, where
they will find the characters, and the dead guards)
continues.....
--
Brendan
Date: Tue, 19 Sep 1995 18:15:32 GMT
From: "Brendan O'Donovan" <Brendan@odonovan.demon.co.uk>
Subject: Dark Century Campaign - Section I - Part 2 of 2
continues.... (knew I should get a decent email program)
A number of security guards, outnumbering the players by 6 people will enter the
observation gallery. They will call for the players to drop any weapons and will
take any who surrender to the security centre for questioning. Any resistance
will cause security to open fire, and will look bad when protesting their
innocence. If the party is subdued they will be taken to the security centre. If
the party escapes, then go straight to the section on escaping. Of course, if
the players resort to lethal force, but fudge it so security guards don't die
unless the players specifically want to kill them. Charges of assault can be
dropped once the conspiracy is uncovered, although some of the guards might hold
a grudge.
Security guard. Veteran NPC. Combat Assets: Slug Rifle, Unarmed martial arts.
Other Assets: Swimming 12, Small Craft 10, Electronics 7, Computer 7. Armed with
4mm gauss rifle, no armour.
Framed!
If the players were captured above they are taken to the security centre
(underwater facility)
'You have been sitting in this featureless room for half an hour now, the guard
didn't seem interested in anything you said, so as the door opens and you are
escorted out , you are glad that you can at last speak to someone who will
listen. You are shown into an office, behind a desk sits a grey haired man, with
a smile that irritates you greatly.
The man straightens up a stack of paper, then looks up. The security guard
remains in the room.
"I must regretfully inform you that you are all under arrest for aiding in the
theft of the RCS Dark Century. The security video tapes show you moving through
the base, apparently in a state or some agitation (and carrying weapons, if
appropriate). An access card issued to (one of the characters) was used to open
an airlock from the submarine bay. Anyway, let me play the tape, so you can see
the evidence against you" He taps his finger on some controls set into the
desktop. On a monitor on the wall a picture of a corridor is displayed. The
characters are seen to run down it, followed seconds later by a group of about
thirty armed men and women. More film follows, including pictures of the
characters actually opening doors for the thieves. (Average:Sensors, Computer or
EDU. The tape could have been altered by the operator, and the characters could
have been added through computer effects. However the image processing power to
generate the images would be considerable, and require significant attention
from the facility mainframe. If the players later investigate this, they will
find conclusive evidence that the mainframes were not used. How he managed to
get the footage I'll leave a mystery for now......)
As the tape finishes, another security guard enters and places a large parcel on
the desk "Found it in the suspect's quarters, sir." he says stiffly. Inside are
several bars of gold, wilds currency. "Planning a little trip away from the
coalition then, are you?" Trefin inquires sarcastically.'
The characters can argue their innocence, but talking to Trefin is like talking
to a smirking brick wall.
The characters are lead back to the cells. By this point they should suspect
that Trefin is framing them, but they will be helpless to prove their innocence
while incarcerated. Average:Legal - The characters are in a very bad situation.
The evidence already presented against them will possibly be sufficient, and as
Head of Security, Trefin can continue adding evidence as necessary. It would be
sensible to try to escape to find evidence to prove their innocence. A lawyer
contacted for Cr100 will give the same opinion. Trefin now has the players in
his hands, but he has begun to fear that their service records might lead to an
investigation which could uncover him, or that the trial could take too little
time, in which case it wouldn't disrupt the pursuit of the Century at all. He
decides to let the players escape, in the hope that their flight will occupy the
authorities.
Meanwhile, the Dark Century has escaped. It briefly engaged a gazelle CE, which
was destroyed within minutes from a particle accelerator hit which triggered a
chain of massive internal explosions, ripping the ship apart. As the Navy
believes it can track it through the players, they are not pursuing it, as they
cannot risk losing any more precious ships or crews.
Trefin Galth. Veteran NPC. Combat Assets:Energy Pistol, Unarmed Martial Arts,
Slug Pistol. Other Assets: Leadership 12, Computer 14, Electronics 12. Carries
a TL13 2cmCC Laser
Trefin arrived on Aubaine from 'somewhere in the wilds' about ten years ago.
Despite his shaded background, his technical skill made him a successful
security guard.
Motivations
Spade Queen: Trefin is ruthless and will go to any length to achieve his ends.
He takes sadistic pleasure not in others physical suffering, but in their
frustration and helplessness when he manipulates others against them. He
engineered a scandal which removed his predecessor in the job.
3 Diamond: Trefin has a degree of greed, but his reasons for framing the players
lie deeper than financial reward. Players may (Formidable:Admin) manage to track
his arrival to the same battered far trader which brought some of the thieves
which can be identified to the planet. Interestingly, the far trader has never
been registered as trading around Aubaine since then...
A Chance of Freedom
The players should be trying to escape. If not, the second part of the encounter
could be used (or use it anyway if you like it)
The cell you are held in looks as if it was intended more as a cupboard. There
is a panel to control the door on the inside, but it has been deactivated from
outside. An access panel below it covers the door circuitry, but it is welded
loosely in place.
Opening the panel requires 4 points of damage to be done to it in a single
attack. (Increase this if you find it amusing to get the players trying to
shoulder barge it, flying kick it, etc.)
Average: Electronics- The door could be hot-wired if the panel was removed
Difficult: Electronics- To hot-wire the door (two attempts possible before the
circuits burn out completely)
The Guard outside is 'Chip' Dawkins, a junior and completely inexperienced guard
(novice NPC, combat assets: Knowing which end of the gun the bullet comes out
of.) Chip is very gullible, and Difficult:Act Bluff could get him to open the
cell up ("please, my friend feels ill"). He can be easily subdued when the
players are free, and they can escape.
If the players feel unwilling to take action into their own hands:
'It's night time, the guard brought you a meal about an our ago. The food was
good, probably straight from the staff mess, they can't have prisoners very
often, otherwise they'd be better at cooking badly. Suddenly there is a dull
thud from outside. A moment of heavy silence follows and you begin to wonder if
it was just your imagination, but the door to your cell opens with a swish.
Outside is a schalli in a power suit, it greets the characters
"I'm a friend, know you not steal ship. Was making night maintenance rounds,
when I saw Trefin at computer, working on camera feeds. He ran when I saw, and
now he's framed you. The only way to prove innocence is outside." Beside her is
the unconscious guard. "Hurry, he wake soon." she urges.
The Schalli will return to her quarters after this, knowing she is more of a
liability to the characters trying to escape stealthily.
If the players still don't try to escape (check their pulse and respiration):
Trefin appears while the Schalli stands outside. He shoots her through the back,
and as she dies she tells the players to escape. Trefin will shoot himself
through the forearm, drop his gun and call for backup.
Escape!
Moving through the shipyard:
Corridors - Carries the highest risk of encountering guards. Players will
encounter D6 patrols of D3 guards each (use stats above). Difficult:Stealth to
avoid a patrol (all characters roll, some may be caught, others can surprise the
guards). The video cameras appear to be deactivated (Trefin is manning them, to
help the players escape). Formidable:Act/Bluff to talk your way out of guard
encounters.
Ventilation Shafts - These allow characters to avoid patrols. Most of them are
50cm x 50 cm square, but this increases to 1.5m x 1.5m in places. Despite their
advantages they have their own hazards:
D6
1-2 Faulty electrical wire hangs down into the duct.
Average:Observation to spot (-1 difficulty level in the dark)
Difficult:Ship's engineering to remove (2D6 damage to dominant arm on
catastrophic failure, 5min)
Average:Acrobatics to avoid (Unskilled OK, 2D6 damage on failure, but
wire still passed)
3-4 Maintenance robot. Probably background colour unless it decides the
characters are an obstruction to be cleared.
5 Shaft
Easy:Observation to spot (+2 difficulty in the dark)
Easy:Acrobatics to cross over (4m fall on fail. Could cause problems
trying to get back up)
6 Shaft
As above but with air conditioning fans which add D6 damage to falling
damage on a fail.
Outside - Airlocks to the outside will allow the players to swim around to exits
from the facility. This could also help them get on board a ship as they
wouldn't need to pass through facility exits.
On entering an airlock:
D6
1 2 Guards waiting in ambush, Vac suits present
2 Vacc Suits are present for extended aquatic work
3-6 Scuba equipment is available.
Aquatic ACRs are present in all airlocks.
There is a 50% chance of encountering a local predator outside, increasing to
100% if a character with an injury is wearing scuba gear. Combat tasks are +2
diff levels, Swimming enables to give only +1 diff mod. Characters without any
swimming skill can be aided by others, but take no part in combat.
Underwater Encounters
D6;Type;Weight;Hits;Weaponry;To hit;Damage;Pen;Range;Initiative;Armour;To
attack;To flee;Speed
1;1D6 killers;50;3;Poison stinger;13;1p2;Nil;Short;8;Nil;12;1;30
- Like very small sharks w. poison barb on forehead like a rhino's horn
2;Chaser;3200;49;Projectile;12;9;Nil;18;2;nil;5;Am;5;50
-Very big serpent/snake like creature
3;3D6 chasers;25;4;Poison teeth;14;3p1;Nil;Short;3;0.5;Am;9;65
- eel-like
4;Siren;100;9;Acid;14;1;Nil;Short;7;Nil;As;7;5
- like a Giant Scorpion Fish, but with more spines in bright multi-colours and
patterns. It floats freely until a curious swimmer or fish gets close...
5;Siren;6000;100;Teeth;10;20;1;Short;3;Nil;As;10;2
- Pretends to be a crater on the floor of the sea until a reason able mouthful
is contained, then large teeth are extended from the rim of the 'crater' causing
severe injury to unwary swimmers.
6;Chaser;12;3;Claws;15;2;Nil;Short;4;Nil;Am;7;27
- 'Reefcat', aquatic mammal
The players can ultimately exit from the facility through one of three major
means, ask them where they are headed.
- Utility launches.
'Making your way cautiously down a corridor you stop in surprise as you see a
launch outside the window. Around the corner, an armoured guard sits next to the
airlock, a rifle propped between his knees, and a can of drink in one hand.'
The Shipyards have several launches used for utility purposes, ferrying simple
replacement components to orbit etc. A security guard is present on the airlock
for each launch, armed with dart ammunition in their rifle, and wearing TL12
combat armour. Although a single guard could be overcome easily, the launch is
not fully prepped for takeoff, so the players might have trouble getting away
that easily, though.
Difficult:Ships Engineer - Bring power plant up to full (not a cold start),
takes 1D6+1 minutes. Critical success reduces time to 1 min, critical failure
doubles time needed. Every minute roll D6-4 for the number of armoured guards
appearing.
Difficult:Electronics - Burn out door servo control, barricading the entrance
from the guards. Three guards together can open it manually - Wait until three
guards have accumulated outside from the roll above.
Formidable:Act/Bluff - Convince guard that characters are maintenance crew for
the launch.
Impossible:Forgery - Produce requisition order and passes to deceive the guard.
This task is one level easier if the characters have access to a portable
computer/printer or similar.
A pre-emptive attack would surprise the guard, but an implant monitors his
health and will alert security even if the players knock him unconscious
immediately.
Average:Interface/Grav to fly out safely through the plastic covering the
hangar. If nobody has Interface/grav, then they will need to find another exit.
- The underwater docks
'The docks are dark, lit by the lights below the water in a shifting pattern of
blue and shadows across the walls and ceilings. The walls reach a hundred meters
away into the darkness, and the room is about forty meters wide, and almost as
high. About a dozen submarines are tied up in the channels which run along the
sides of the room. There is a pair of unarmoured security guards with tranq
rifles sitting in a control room set into the centre of the ceiling, with glass
windows all around.'
Sneaking past the guards is Easy:Stealth due to the lighting in the submarine
docks.
Average:Electronics or Intrusion - open a submarine door.
Average:Act/Bluff - to persuade security to let the submarine exit through the
'airlock' (waterlock?) which prevents the room from filling up with water, while
keeping air pressure normal.
If they get suspicious of the bluffing above, characters will have to fight past
1D6+2 guards (the original two, and reinforcements) to get to the control room
above, and then Average:Computer is necessary to open the gates. If the
characters try this straight away, then only the original two will need to be
overcome.
Average:Small Watercraft to actually escape in the submarine, otherwise they'll
need to find another exit.
- Passenger ships
'The loading platforms for the surface ships are unbelievably crowded. People
and aliens in clothes fashionable on any of the worlds of the Coalition mill
around, waiting for, and getting off the ships which arrive every few minutes.
Some security personnel stand by, but they aren't checking for you very
carefully, as they are far too few in number for the task of overseeing so many
people. It would be very easy to just slip into the crowd and get on board a
ship.'
Average:Computer - Forge bookings on a passenger ship leaving the shipyard
(needs access to a terminal in an office, which risks an administrator coming in
and finding the characters)
Average:Act/Bluff or Disguise or Stealth - Slip past security and board a
passenger vessel.
The players can leave their escape vessel in one of the downtown docks on
Aubaine, where few questions are asked, and most people would consider it a
breach of honour to talk to the police. The smell of the docks is overpowering,
and the concrete piers are crumbling with disrepair. Small fish jump from the
water to catch insects, and larger, long insects buzz around the water, catching
the tiny fish.
The people here dress functionally. While some ships are hives of activity,
with dockworkers scrambling over them to unload the cargo, others seem eerily
deserted.
I'll leave the players here, tired, confused, hunted by the police. Well that's
all folks, until next week's (fortnight's more likely, considering how long this
one took.) instalment of the Dark Century Campaign.
(If anyone wants to publish this then email me, but I think its probably too
long for a magazine)
--
Brendan