Friday, March 8, 2024

Traveller: DA3 "Death Station" Begins...

...in the Albadawi Sector


*   *   Begin Feb 17 session   *   *

In the briefing, Troih reveals that the origin of the recent outbreak at BWI's Kidashi office originated relatively close by; most likely from a Lysani Laboratory vessel in the York Sub-Sector [a dependency of Irashdaa]. The Syncomen is a standard 400-ton lab ship, using local and imported MSF [Molds, Spores, Fungi] for its experiments. It is strongly suspected that in the movement of various MSF from the salvaged Annic Nova and the Chinon artifact to BWI Kidashi, then to the Syncomen and back, resulted in the contagion *somehow* crossing sub-sectors. 

Note: It wasn't hard to relocate Death Station to a different backwater rock, close to the Kidashi operation base of the group's patron, Black-Wagner Interstellar, LLC. The overall location is not important to the adventure itself, so a move from Harlequin to Albadawi [or anywhere else, really] is no problem. This is a good adventure to drop in to almost any campaign, any location, and any time line. It also has lots of potential to be modified to fit whatever your ongoing narrative is, or as a break from the usual plot line.

Altho the impact on Kidashi wasn't disastrous, it had the potential to be disastrous, which caught the attention of the local authorities. The possible interstellar nature of the incident makes it a matter for the Imperial Ministry of Health which strives to uphold it's motto "Healthy People, Happy People".

Lysani Labs [LL] is a completely legit corporation with [until now] an unremarkable track record...almost TOO unremarkable, really [hmmmm...]. But as a corporate suspect in the Kidashi outbreak, the Imperial Ministry of Health is keen to dis/prove quickly the York / Syncomen origin. Also, if there is any illegal activity or violation of protocols, the Ministry wants to exact substantial penalties and clean house. 

Given this, Team Bravo-7 is contracted to investigate the Syncomen and confirm any wrong-doing before the evidence can be destroyed in that backwater of interstellar space. In other words, they have to catch them before they "flush the coke down the toilet". Only using stealth can the Ministry get to the bottom of the problem before the problem goes bottoms-up on an unsuspecting and important sector with billions of lives and credits at stake. 

Despite the urgency, the Ministry of Health is less equipped for investigation and enforcement than for scientific inquiry, i.e. that's its budget priority. While it could leverage local enforcement, for reasons undisclosed to BWI they prefer to use an outside contractor well known for its discretion, success, and reasonable price point. "Black-Wagner Intersteller, LLC - for the problems you don't want anyone to know about" is a running joke among the employees.

The briefing portion concluded, the Team hashed out the outline of their approach to this contract. Many ideas are put forward, especially regarding the "stealth investigation" aspect of the contract. Some Troih puts the kabash on, others he notes down for follow-up, and other times he just nods and says, "we could do that". What are the resources and connections of BWI? Only Troih knows, and he never says more than is necessary, even to a Team...

The approach, similar to those in the past, is to evade detection as BWI contractors by "being real", i.e. having real, legitimate, standard contracts for goods, services, etc, that are completely normal and don't attract attention. 

Situation, York sub-sector: It is known that the Syncomens typically cruises between York and the sub-sector's gas giant, Clortho-9 [from click]:
This spares personnel the onerous task of making fueling runs that require weeks confined on a small pinnace. As a relatively isolated site with few luxuries, LL uses two types of contracts for the York / Syncomens operation
1) Permanent employees rotate three months on ship, three months on York, and six months at LL's large corporate office on Irashdaa. 
2) Temporary employees rotate  three months to York or on ship, with bonuses paid for an immediate additional 3 months at either location [reduces travel expenses].

Working with the Ministry of Health and leveraging its and BWI's capabilities and connections, the Team comes up with a plan:
  1. Three Members have superior skill sets to offer LL: Jerek [Engineer 4, Computer 3], Simpson [Pilot 3, Navigation 2], Doc Heintz [Computer 3, Medical 2]. Some of the others are potentially employable. LOE1: using personnel providers on Irashdaa, get legitimate contracts for some Team Members to work at the LL corporate site on York or on the Syncomen itself; infiltrate the sites and gather leads and evidence.
  2. The rest of the team will work off of the free trader EclipseLOE2Through BWI's commercial group, INTERSTEX, Inc. ["When it absolutely, positively, HAS to be there in a fortnight"], actual contracts for goods to take from Kidashi to Irashdaa and Irashdaa to York will be made. Further, additional "employed members" will be transported should those contracts get cut in time. The return will be goods mined from York and personnel rotating back to Irashdaa.
  3. After the infiltration team is on site(s), LOE3: establish secure communications through York or courier / supply vessels or direct contact with Eclipse
*   *   This ended Feb 17 session   *   *


* * Begin March 2 session * *

After some more organizing and gearing up, the Team had one addition: Investigator Wineston Sethmore from the Imperial Ministry of Health. A big, swarthy, easy-going fellow, Inv. Sethmore personifies the Ministry's "Healthy People, Happy People" motto, and is determined to see a thorough investigation of this outbreak. Altho [lightly[ armed, he has clearly spent much of his career asking questions and banging keyboards. He joins the team with some personal gear and a remarkably portable computer, only about 6 Kilos and the size of a small suitcase! It's the latest Wang-Chung portable, he says proudly.
The great big cassette slot for programs is on the side of this model

After this, the operation kicked off and the Eclipse jumped to the Irashdaa sub-sector. As the ship approached the planet, significant ship building operations were seen in the distance, from small ships to capital vessels; the Imperial Navy uses the class A facilities to support their fleet operations along the boarder:

At the impressive spaceport...
...Eclipse touches down and off-loads its cargo to a waiting recipient. 

Next day, they are taking on cargo...

Hilde and Simpson are working on the Bridge and in Avionics...

In the Cargo Bay, Oran, Big Phil, and Zigars are receiving the cargo. Jerek is running checks on the Drives next door:
Up on the Passenger Deck, Wineston, Glitch and Doc are taking their ease, preparing to work a late guard mount over the ship:

The ship is secure except for the loading hatch which is in use, Big Phil and Zigars maneuvering containers with light lifts and such. Simpson is summoned from Avionics by Hilde, who says, drily, "There a Veep bureaucrat - flunkies in tow - at the chateau door, demanding to speak to 'The Captain', Oh Captain, My Captain".

Simpson checks them out in the vid, seeing a ginger-haired pursed-lip official holding an unusual ID and embossed paperwork up to the vid-cam, flanked by a phalanx of blue uniformed and lightly [but openly] armed attendants. These look watchful but relaxed:

Captain Simpson gives the heads-up to Oran Biel [NPC] who is the Administrative Lead for the Bravo-7 Team. Oran waves Big Phil over and tells Zigars to hop into the Drive Room and give Jerek warning. Oran nods they're ready, and CPT Simpson pops the locks and greets the official party in his very best formal Anglic, ushering them into the Cargo Bay. The Boys in Blue fan out, backs to the bulkhead:

   "My name is Peck - Fahlter Peck. I've a permissive to search this vessel, verify its contents and crew, and take such administrative actions as I deem necessary," he says in an imperious tone, snapping the paperwork under Simpson's nose.
   "Of course, Maestro; you will find us not only compliant to all official enactions but cooperative in the best spirit of Imperial citizens," says Simpson smoothly.
   "Hmmph! We shall see and be graced by said conduct," Peck emphasizes. "Yet, my title is Sub-Assistant Kronographer, not Maestro, if you would be so kind."
   Simpson goggles somewhat.  "Sub Assistant Kron...erhm, of what bureau, may I ask?"
   "Office of Kronology and Temporal Periodization, of course!" Says Peck. "It is on the permissive, my carte, and their chests." And indeed, each officer in blue has what appears to be a traditional local enforcement badge, except that behind the shield - and encompassing it - is an antique Kronograph, radiant in OR .
   "Indeed, it is so," says Simpson quickly recovering. "I will gladly take you to the bridge where you will be shown that which you require."
   "And I will bring additional proofs and papers down from our administrative port-folio and join you there" says Oran, heading for the stairs to the passenger level above.
   Peck and Simpson head to the bridge air lock, leaving Big Phil to chat with the quartet of Blues. There's some relaxing in their stance once Peck is gone, so Big Phil sizes them up, and says, "So...wattzit like working this gig?"
   "S'alright" says a younger, friendlier one. "Work is steady and regular, benefits are better than the pay-up, as yuh'd tink"
   "Beats the Army, I say," says an older one, polite but reserved.
   "Yeah, I got enuffa dat meself. I was dinking bout bein' an expert in exotic dirt when I got my see-ya papers," says Big Phil to some chuckles.
   "Ware-ya keep ya dirt collection?" asks the older one meaningfully.
   "Unduh my nails, a-coarse," grins Big Phil to him, holding out his hands, completing the second oldest joke of grunts in every-space. 
   "Ha!" barks the older one, "He's alright, I say, gotz iz bonney-fides 'in order.' 
   "How long and wherez-at?" asks another, with trademark narrow, sleepy eyes. 
   "Too long," says Big Phil, avoiding the answer to question two. "Say, those's some nice patches ya gott - any fer trade?"  Big Phil reaches into his waist-sack and pulls out a thick wad of patches he has on hand for opportunities such as this. The officers cluster around as he hands them around to some oohs and aahs, and "where'n the 'verse you get dat'un??" Conversation continues...
Meanwhile, Hilde also greets Peck, but with a complicated greeting that somehow is exceedingly polite yet informs Peck that she has more Social standing than his entire family tree and is slumming just by looking upon him. Peck colors slightly. She turns back to her console and begins bringing up necessary manifests and data that Simpson requests to show Peck.

Meanwhile, Oran briskly knocks on Wineston's door.
   "Wazzit?" says a half-sleepy voice.
   "Official visitor and entourage. You're needed on the bridge!" The door slides open revealing a rumpled Wineston rubbing his hand through his course hair.
   "Say what?"
   "Some Imperial bureaucrat from 'a burah yah never heardah' is what I say. I'm grabbing papers and heading to the bridge - grab what you may need and be ready in 5," says Oran, punching the button for his state room, then turning about to walk inside. In five, they give the Medical staff a heads-up then head to the bridge.  The "medical staff" live up to their motto of "we paste-em and patch'em", gathering up med-kits and SMGs, but holding off at the top of the Upper Drive Room ladder chute where they make some plans with Jerek and Zigars in the Drive Room...

A while later, Big Phil and the officers are awash in important people, as Peck, Simpson, Oran and Wineston gather in the Cargo Bay. Peck looks indifferently at the commiserating officers and Big Phil, and orders, "verify the cargo - here's the manifest!" in a clipped, stiff-lipped fashion. The most senior of the officers nods and takes the paperwork. 
   "Zak, You keep watch," he says to the young officer. He and the other two begin splitting up the pages and fanning out. Meanwhile, Oran and Peck exchange yet more paperwork. Peck then walks over to watch the officers check cargo while glancing at Oran's foglio. Oran and Wineston gather with Simpson, keeping a polite but wary eye on Peck. Wineston looks through the papers. "Yeah, I know these guys. You can see the watermark around the border - they're Imperial Offices."
   "He doesn't act like Household, in my experience," says Oran dubiously.
   "Oh, he's not Household," humphs Wineston, "he's Secondary Services Offices, not the same thing at all. They're not a big Office, I am only just aware of them, and that's only because I didn't doze off after lunches in paper-pushing school."
   "Well, what in the Emperor's fine clothes does this guy want?" asks Oran.
   "Beats me, but it shouldn't be a big deal."  The officers are wrapping up the cargo check, and hand the manifest papers to Peck, who walks over, neatly aligning the papers by side into the holder. He hands them to Oran, looking at Simpson.
   "All is in order. I will have to commandeer this vessel," he says a challenge in his eyes and stance. Simpson and Oran look at Wineston. Wineston keeps his gaze at Peck. "Yes, he can do that, according to these papers. Within administrative limits, of course," he emphasizes.
   "Of course, Gentles All," smiles Peck, "you are going just where I need to go. I will be back in the morning with my baggage and one Kronopoliz to assist. We will each need a stateroom, which you appear to be able to accommodate." He departs, waving the Kronopolizmen after him, and they follow him out the airlock.
   "What a peck," observes Wineston when the airlock snaps shut. "C'mon, we need to discuss. Call off the dogs and gather the pack in the flight crew commons." 
   Team Bravo-7 disperses to do just that.

In the crew commons, Wineston informs them that it is not unusual for ships to be "commandeered" to take important Imperial passengers to destinations, but as is the case now, usually to a place they are going already. Thus it is more like enforcing a free ride than actually commandeering the vessel. Should the vessel incur costs, a true free trader like Eclipse would have to be compensated.
   "There's a buncha regs on it, of course, but the BLUF is that we're taking Peck and a pal to York and he doesn't pay anything unless he forces us to deviate or miss cargo and passenger points that cost us. Best we just settle him down in the style his type are accustomed to and be 'just another conveyance' for them."
   "But what is he all about, and what in the Emperor's bones is that office?" demand not a few of the crew.
   "Well, it's just what it sounds like. The Office of Kronology and Temporal Periodization is responsible for the recording of a common time for all the Imperium, reconciling it with alien sophonts outside the Empire, and enforcing it within the Empire.
   "Enforcing it??" asks Jerek.
   "Yup," jumps in Big Phil, before Wineston can answer, "de mussels sez theyz wit somethin' called 'Kalendar Komplience', whatevuh dat iz."
   "Yeah," says Wineston to the wondering crew, "they can invoke Imperial authority to enforce it, also. The difficulty is that while my Ministry, and all the civil ministries that actually do most of the work of the Empire report up the food chain to civil authority, he answers only to the Emperor." Hilde looks a-scorn at this.
   "It would be more accurate to say of him that he answers to someone who answers to someone who answers to someone else who answers to the Emperor."
   "Yeah, and it means that at a parallel level, he and I don't have any authority over each other. Also, I do remember that there are very few "Kronographers" so he's only two levels below them, and likely is higher on the payscale than I am as an Investigator...altho the title is officially 'Senior Investigator' I must say," he glances around, chuckling. "Still, best to just play it cool and loose, and not reveal my purpose. That I can keep to myself even if I have to assert that this is a vessel contracted to the Ministry.  
   "This is what happens when you give too much authority to a shop-keeper's son who likes it too much," observes Hilde sourly.  Wineston laughs.
   "Yeah...*I* have the authority, but I do what I do for 'Healthy and Happy People'!"

*      *     *   

   Next morning, Peck arrives well before Eclipse's lift time, with the young Kronopolizman in tow. He settles into large stateroom 9, which Doc decamps from, doubling up in 10 with Glitch, the blue takes 7 which Wineston relocates out of to a flight crew cabin. From there, he can reveal and then flex his Ministerial Authority should it be necessary, to push back against the officious Peck. 
   Over the next week, during the jump to York, Peck keeps largely to himself, pecking away at his impressive portable computer [slightly smaller but with a more elaborate case than Wineston's] emerging only to avail himself of the facilities and galley. Big Phil, Zigers, and Glitch use the time-honored trick of cards and fire-water to discover that Kronopolizman Zak is exactly who and what he appears to be, and, with a very modest amount of time served, has nothing particularly useful to inform the group about. Peck notices them singing and laughing in the common area, but clearly couldn't care less, so Team Bravo-7 relaxes but stays a bit wary. They all settle into their routines of training, studying, and working the vessel during the week of the jump to York.
Wineston has moved to stateroom 3, in the crew's area.

Stay tuned for part 2 of this session!


Friday, March 1, 2024

Traveller: DA1 "Shadows" Ends

Chinon...from this distance, looks kinda nice...




When we left Team Bravo-7, they were pondering the next question:
How to depart the planet Chinon without raising suspicion?

After some debate, it was decided to return to the Chinon spaceport instead of just blasting out of the system. As the ship had been gone only a short time, a satisfactory excuse would be needed to prevent curious competition looking in the planetary quadrant where the pyramid artifact is located for Molds, Spores and Fungi [MSF] or other items of interest.

After arriving, a story of engine problems along with putting in some orders for spare and repair parts was circulated. As money was being spent, no one asked questions and everyone knows that you can't fly without a thrux capacitor, can you?  The teams settled down for the night, after setting a careful watch. 

BWI Team Bravo-7 settled down to secure ship with the teams as:
Team 1 (Flight Ops):  Simpson [Tony GRed B], Hildegard [Bill RGry F], 
                                        Jerek [Mark S, Gry G], Ship Engineer
Team 2 (Security): Glitch [Tony FGry A], Phil [John PRed H
Team 3 (Security): Oran Beil [NPCRed L], Moffitz [NPC, Gry J], 
Team 4 (Medical): Heinrich "Doc" [Greg M, Grn L], Gabriel [Mark SRed K], 

Team 1 (Flight Ops) has Jerek and Hilde banging away doing routine system checks [so as not to fly into a star, have a drive failure or a misjump]. Simpson, the main pilot, is crashed out in his stateroom:

Teams 2 & 3 (Security) are pulling watch. Team 2 is asleep along with Oran of T3, while his battle-buddy Moffitz is on foot patrol. Team 4 (Medical) is also racked out in a large stateroom, the opposite one having been designated sick bay.

Intruder Alert!
But who is this lurking above the map title and credits? Blue People?

Moffitz [thanks to an unlucky dice roll] is on foot patrol, crossing the large cargo bay, even as this suspicious looking group effects a quiet entry into the ship...
...could they be seeling "Spaceway" products? Unlikely, they aren't wearing the trademark frozen smile and name tags of that esteemed company...they quickly open the locked main air lock as though they have the codes! 

However, the Flight Team was not asleep. They note the warnings that the air lock doors are opening, then are startled to find they can't prevent them from being opened! They alert the ship: "Intruder alert, Eclipse! Intruder alert, Eclipse! To Arms! To Arms!" they state into the intercom, just before the intruders pop the second air lock door and rush into the area of the stairs on the edge of the cargo bay.

Along the way, they encounter Moffitz, who says, "Hey, what are you duh..." as he's taken down by a pistol shot and ends stunned, decked-out. Archaeologist trip-wire?

The team stealthily stacks up against the air lock to the Bridge and Avionics area. Here they are also able to quickly open the air lock - again, as though they have the key.  But, the alert Flight Team is prepared and the space is confined. Green O & G enter and stand aside as shots fly at point-blank range from the Bridge. A test of nerves and training begins as Blue W & X are called to help, and O dodges into a stateroom. Simpson [Red B] creeps to the closed door...
Blue Y & Z cover the cargo bay and watch Moffitz for signs of recovering.

Reinforcements to the Rescue!
Meanwhile, Eclipse's Security and Medical Teams are not idle. The divide up with Security going down the main stairs to the Cargo Bay, and Medical goes down the shaft ladder to the drive room and a flanking position on the far side of the Cargo Bay. The stairs are faster, but the drive room position could be decisive!

Even as Blue W & X take positions at the bridge air lock to help their Green O & G entry team, Simpson activates his stateroom door and puts a round into the gut of Green O - surprise!

Meanwhile, the Security Teams come racing down the stairs to find that with Blue W & X taking positions at the air lock, Blue Y & Z repositioned *under* the stairs! These guys are not bad for a bunch of NPC perps, eh?
Still, there is too much firepower present, and the veteran skills of Oran and Phil cut Blue Z down quickly, then wound Blue Y.

"The Hallway of Death"
Meanwhile, backed in bridge hallway, Green O waxes poetical, saying "Argh-eth!" as he goes down in the stateroom [Shakespeare never goes outta style]. Green G is losing enthusiasm, only occasionally popping a shot around the corner, barely looking. Panicked phrases are shouted between him and Blue X. They are caught in a crossfire with no way to exfil alive! Blue W has already been forced to turn his attention into the Cargo Bay.

Catching them in Crossfire!
Speaking of which, Doc and Gabriel are working hard for business as the "not-so-hippocratic  Medical Team",laying down a heavy fire across the Cargo Bay. The stairwell Security Team spreads out to bring even more firepower to bear, and Blue W and X are both wounded, one Stunned. With that, the fight goes out of the intruders, who throw down their weapons and shout "Quarter! Quarter!"

A Lively Discussion
As the smoke clears, the two conscious intruders stand a bit sulky and scared. Team Medical takes Moffitz to Sick Bay as the crew gather around the intruders and begin a lively discussion. Should we:
- question them then set them free?
question them, tie them up, blast off and set them free in orbit?
- question them, shoot them, then set them free in orbit?
all the time, the cast of toughs are looking a bit less tough...

Finally, one agrees to volunteer some information. It isn't much:
"See, we wuz working in SporChasm TK421, and getting some grub'n slub when we wuz approached to do a little job for big pay. They wanted data and a kargo serch to figger out what you'uns scored out in the wilds. No one was s'posed to ear us, they figgered all'd be sleepin in passenger privvies. Dat's why we didn 'ave bettuh spit-guns. We didn work wiff the kawntrollah direct, 'e spokens t'us seecrit-like tru vid, but the up-front creds wuz solid.
[some thugs just sound like they're mis-spelling nearly every word...]

The crew agrees, with Gabriel's expert advice, that these tuffs are just local muscle, not used to sophisticated jobs. It is likely that it's just a typical local criminal move. While the Eclipse's cover story was solid enough, some folks can't resist the urge to check and encroach on a big score. Besides, if there's Drive problems, perhaps the entry would be easy and security lax.

After further discussion, with Oran reminding everyone that they should be outraged citizens as everything they're doing is completely legal and paid for, they complain to the starport authorities.  A local investigation is quickly made, and the tiresome particulars of making statements while the Po-Pos process the scene takes hours. 

In response to demands for better security, Manager Holvil Kranstek [twerp, Asian] assigns an off-duty watchman to ship guard.  Looking like a stack of skinny with knobby joints and googly eyes, the watchman squeakily assures them that any intruders will have to get through him and his sidearm before gaining entry again! The lawful citizenry of the Imperium has nothing to fear with him on duty!

With all confidence, the crew retires to the Eclipse to clean up and check damage before turning in with a double watch.

More Discussion, aka "A Likely Cover Story"
The next day, more discussion takes place. 

With Moffitz on ice in a Low Berth and parts due to arrive to "repair" the ship, it is decided to take on goods, and file a flight plan to Kidashi. Oran Beil works the local contacts given by BWI, and a high-priority cargo is found with an "express" price tag. Since "the money is too good" for Eclipse to spend more time out in the wilds looking for MSF, they alert the starport they plan to depart as soon as repairs are made.  They also make loose arrangements for a return trip of high-priority goods.

The parts arrive over the next few days and the flight team see them replaced. Some burnt and cracked originals are tossed into the local waste receptacle for curious local eyes to check out.  While "repairs" are made, the express cargo is loaded up. In a few days, the Team has made the best alibi possible, so blasts back into space headed back to Kidashi, the trip taking about three weeks with Jump 3.
With the downtime, crew members train to keep up their skills as they perform routine checks on all the equipment and learn some skills from their fellows.

Home Again, Home Again, Jiggidy-Jig
Upon arrival back at Kidashi, they turn in the following items to BWI:
1) Cultural Artifacts: 
- alien knife
- 38 gold coins [flame, system map, engraved]
- textiles in various states of decay
- alien mural images [some infra-red only]

2) Technological Artifacts: 
- unknown grey box from lower level [poss astrogation device related to star map in room 17? Similar style to those on Annic Nova]
- Pics of pendulum and floor pattern
- Pics of alien power plant controls
- some data on pyramid laser Anti-Flying Craft device

3) Biological specimens: 
- three fauna samples [live!] "snake, rat, bat" 
- DNA and bone samples of desiccated alien
- cultivated MSF [Molds, Spores, Fungi]

Return to Routine?
After filing complete reports and getting routine physicals, the Team is able to mingle again with the BWI population. The cycle of training, education and preparation begins again, with all members wondering what became of the items turned in, and what bonus will be gained from it? The team is thrilled to hear that Dr. Moffitz is expected to make a full recovery. Well, sorta glad, anyway.

But, all is not well. The usually harmonious and business-like military culture of BWI seems a bit on edge. People are argumentative at times, and a few fights have broken out in training areas and in the mess hall. There's a palpable tension in the air. Members of various teams regard others guardedly, and Team Bravo-7 finds its members hanging together more and more as they try to figure out what is going on. Team Members feel ill at ease, edgy, impatient, and also a bit under the weather at times, without any clear reason why - a few hours later, and they feel fine again.

After a few weeks of this, all are summoned to the main outside area, somewhat colorfully referred to as "the drill field". There, all are addressed by Samuel Troih: a bacterial bug has been brought back from another mission. Despite routine medical checkups, this initially slipped by and all personnel will be confined to quarters pending a thorough treatment of multi-spectrum antibiotics.

Plague and Quarantine
For most, a solid week is spent in treatment and recovery, altho a few who received more exposure need almost two weeks of diligent treatment. Of course, the Kidashi and Imperial Health Ministries have to be involved at various times, and it is rumored that the entire quarter of town is also under lock-down. Team members are able to communicate through the various intercoms and use training materials to keep from getting stir-crazy, but it is still a tense, dreary time.

Summoned
Shortly after the quarantine lifts, the entire 10-man team is summoned to the Bravo-section conference room. The group presently has:

COMMAND
- Dafydd [Tony F] Team Leader
Leader 2, Auto Rifle 1, Auto Pistol 1, Revolver 1, Cutlass 1, Brawling 1, Vacc Suit 1, Mechanical 1, [Marines].
- Oran Beil [NPCRed L] Tactician and Administrative Lead, Driver
Tactics 2, Administration 1, SMG 1, Cutlass 2, Revolver 1, Dagger / K-bar 1,  Electronics 1, Ground Car ATV 2, Computer 1, 

SECURITY
- Nehvar [Tony GGry A] Tactician and Security Lead, Driver
Tactics 2, Auto Pistol 3, Revolver 2, Auto Rifle 1, Cutlass 2, Ground Car Tracked 2,  [Marines].
- Phil [John PRed HSecurity, Driver, Geological Conveyor
Tactics 1, SMG 1, Carbine 1, Broadsword 1, Ground Car ATV 2, [Army]
- Gabriel [Mark SRed B] Security
Brawling 3, Blade 1, Gun Combat 1, Forgery 1, Bribery 1 [service?]

FLIGHT
- Simpson [Tony G] Sr. Pilot
Pilot 3, Navigator 2, Gunnery 1, Electronics 1, Computer 2, Mechanical 1, Engineering 1, Vacc Suit 2, [Scout].
- Hildegard [Bill R, Gry F] Asst. Sr. Pilot
- Jerek [Mark S] - Engineer
Engineer 4, Computer 3, Pilot 1, [Navy]

MEDICAL
- Heinrich "Doc" [Greg M, Grn L] - Sr. Medical 
Computer 3, Medical 2, Tactics 1, Brawling 1
- Glitch [Tony FRed K] - Medic, Jr. Pilot
JackoaT 3, Pilot 1, Medical 1, Mechanical 1, Air Raft 1, Vacc Suit 1, [Scout].

ALTERNATES 
- Tenton [NPC] - Security, Medic
Auto Pistol 1, Gunnery 1, Medical 1

They encounter one another in the halls as they respond to the summons. Knowing better than to say anything in public spaces, they exchange glances that speak to their curiosity, the relief of freedom, and the excitement of finally getting back to work!

When all ten are standing outside the large, imposing door, Oran Biel glances around, shrugs and knocks. The security light glows green and the door opens...


Traveller: DA1 "Shadows" - Artifact Explored

 ...south of the border.


Several parsecs into Solomanni space, in the Jardin Subsector, on the hostile yet habitable planet of Chinon...
from [CLICK]

...a sophont artifact is being investigated by the BWI Team "Bravo -7". As our dedicated viewers will remember, the Chinon job is a  subcontract with the Albadawi Bureau of Sophont Culture, Art, and Archaeology, which is acting on behalf of the Imperial Ministries of Technology and Health.  Each Ministry has an interest in the further investigation of the alien artifacts, for reasons of alien technology and the mitigation of potentially deadly plagues.


***SPOILER ALERT*** 

If you plant to play "Shadows" from Double Adventure 1, then you should not read these posts!

We return to the triple-pyramid artifact where the ground teams have made steady progress...amid the occasional seismic tremor...and are they getting stronger?

***SITREP***BRAVO-7
0945LOCAL_CHINON_Q3_LAT40.15_LON-75.12

B7 continued investigation of S-artifact with the following teams:
Surface Relay Team: Oran Beil [NPCRed L], Simpson [Tony GRed B]
Away Team 1: Glitch [Tony FGry A], Phil [John PRed H
Away Team 2: Heinrich "Doc" [Greg M, Grn L], Gabriel [Mark SRed K], 
Research Team: James Moffitz [NPC, Gry J], 

Shipboard Team
Hildegard [Bill RGry F], 
Jerek [Mark S], Ship's Engineer

Referee's Note: As all players are actual sophont artifacts from the 1970s themselves, and therefore have multiple middle-age responsibilities, I have taken a genial approach to PC involvement. Basically, "everyone is on the ship, somewhere, somehow, and they deploy into the action if they are present; if not, they work support in the background as an NPC at low risk". Think of the Starship Enterprise [original TV series] and you'll get it. This keeps it fun and makes regular player participation possible - it's a game, after all. So far, this has been working. 

It should be noted that the Patron, Black-Wagner Interstellar, LLC, was designed to justify such a large team of PCs. In the future, it may work out that a specific tangential adventure may be desired by some players who want to meet more often - we'll see where it goes!

Teams 1 & 2, accompanied by Dr. Moffitz [the shotgun-wielding archaeologist contracted from Albadawi], investigate what appears to be the main habitable level of the S-artifact.  The interior has unusual rounded corridors and rooms, with a central magnetically raised floor and input ducts near the ceiling, down which a vapor slowly falls, lands on the floor then drops around the edges of the flooring. White light illuminates most areas, and the moving vapor also indicates that a power plant is still running...somewhere.
I love these diagrams!

After staging in the main shaft from the surface, the team discovers a number of dormitory style rooms to left, and a series of agricultural cultivation rooms on the right, in a cautious, tactical search. In these, Moffitz is thrilled by the various stored textile and other artifacts, which he feels obligated to discuss to the Team in detail. The Team is less thrilled to be edified in this manner.

Towards the end of the corridor there was another shaft down to a lower level, with an unusual pendulum-like rope dropping into the distance - it's uncertain what is at the bottom, slowly and regularly moving, but a periodic "klunk" may be heard. As there was no danger, the teams investigated two large rooms [10 & 11] which proved to have large murals of cultural importance. Dr. Moffitz had to be restrained from running amok, as it was the exclamations were not tactically sound...but is anyone [or anything??] listening?
Corridor 13 is partially concealed, but the team chose to not enter it at this time, since signals back to the relay team are getting weak. It was decided to take a knee, evaluate the situation, perhaps change out a couple of team members.

**At this point, with level 1 cleared, we ended the session**

The next phase of infiltration saw an exchange of personnel - Glitch swapping out for Hildegard, who, being very light, is the best candidate to rapelle into the lower level of the complex, back at cavern 1. First, the team secures direct contact with the relay team by opening an [obvious] exit that pops a door, hidden from the surface, right by the G-carrier. Then, using the cable winch, they set up Hildegarde for the drop down, as the Away Teams secure the area and keep eyes on her. Comments of being fish bait are made, but Hildegarde is undeterred. 

Dropping lower and lower, she finally reports that there is a location with damage caused by seismic activity - the shaft has shifted, making a ledge. On it are...snake skeletons and a shiny coin. At the bottom, there's a lot more snake skeletons, the odor of droppings, and not a lot else. "Snake skeletons...why did it have to be snake skeletons..." someone mutters. She notes that there are corridors with faintly visible rooms in all four directions. The teams decided to descend.
Room 16 is just another residential cell, and 18 is empty. 17 is protected by a shock plate in the hall that lightly wounds one team member, and the large room has lots of vapor and an icy floor - a quick check reveals another mural, which is dutifully photographed as using the latest technological wonder provided by BWI:
After a careful exit, the team continues down the main corridor.

19 is uninteresting. 20 is in darkness. The room has had a partial ceiling collapse - likely from the occasional seismic activity that the group feels through the soles of their vacc suits. A careful search reveals a body in the rubble! An alien body, badly decayed, but likely the same size as those on Annic Nova. Some easily accessed bones and DNA samples are taken. A pouch with gold coins and a very unusual knife is unearthed as well. As dust and debris continue to drop from the ceiling as the teams work, it is decided not to dig much more in the unstable room.
In the better light of the tunnel, the coins are all examined, and found to be identical: gold with a flame on one side, and a stylized system map on the other.

Farther down the teams discover a large central room that opens way up to the first level above. Astoundingly, there is a pendulum at the end of the knobby cable discovered above in room 9. The pendulum appears to be following an intricate floor design. With three large rooms [one in darkness] nearby, the teams decide not to investigate farther but secure the rooms. 24 is mostly empty but has a raised dais upon it - is it a throne room? There is a dark shaft up above. 

22 turns out to be the control room for the complex. There are about 100 bar dials, each runningfrom floor to ceiling. Some have fluctuating readings, some have constant readings, some have very low or no readings. While it is clear what they must do, it is not clear how to operate them. After considerable debate, the group decides not to mess with the controls. 23 is a similar control room, but the ceiling is partially collapsed and all the instruments are dead.
Having cleared the level, collected valuable data and specimens, and seen an increase in activity among flying and scurrying rodentia, the teams decide to exfiltrate the level.

**At this point, with the sub-level cleared, we ended the session**

Again, the team has a few member swaps as they regroup near the G-carrier. Simpson switches with Doc who joins Oran as the Relay Team; Simpson pairs up with Gabriel. Meanwhile, the away teams advance down the mysterious partly-hidden hallway [13] with the relay.

As reception weakens, a transmission system is set up [green "P" with crosshairs at #9 to green "G" ] then out to the G-carrier which relays to the ship. Hildegarde keeps eyes on the relays and guards the shaft at 1.

The Teams are now:
Away Team 1: Glitch [Tony FGry A], Phil [John PRed H
Away Team 2: Simpson [Tony GRed B], Gabriel [Mark SRed K]
Research Team: James Moffitz [NPC, Gry J], [Hildegard [Bill RGry F] at relay]

Entering the hallway at 13 and descending, the Teams enter what is clearly the power plant [no pun intended] area. Much of the machinery is still running, but some of it is infested by the small mammals [some flying, some scurrying] that have been observed in the other levels. And in the largest storage tank area - PLANTS! Lotsa plants...some obviously hostile. 

Glitch and Phil start mowing the lawn at a choke-point corridor, and the branches and debris pile up, with leaves flying everywhere, flung by an SMG tornado. Moffitz offers to help, but the wisdom of having a shotgun-wielding archaeologist is dubious...
Simpson and Gabriel go on a rodent hunt, working to hold at bay - and even capture - some critters to take home. Hope they don't have Chinon rabies...

The action is pretty intense, but spine-shooting plants don't stand a chance, and the rodents are more dangerous in hand than in the corridors.

The bottleneck proves easy to hold, and the plants that shoot spines all miss, and then are ruthlessly cut down by a team that doesn't hold plant life sacred, clearly.

With everyone relatively intact, the teams decide to exfil the same way they came in, for the sake of speed. The gather around the G-carrier, and decide to quit the artifact - true, they may have missed a few things, but the main mission to find possible connections to the alien sophonts of Annic Nova, as well as cultural, archaeological, and biological samples, has been successful. Clearly, a better-equipped team will need to work with the various authorities to further explore the artifact, which means "MISSION ACCOMPLISHED" for BWI.