Adventure: The Great Plague Robbery
Jeffrey Schwartz
(10 Jul 2020 18:54 UTC)
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Re: [TML] Adventure: The Great Plague Robbery Thomas RUX (10 Jul 2020 22:26 UTC)
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Hey Jeffery, I like what I read and would suggest submitting the adventure. Tom Rux > On 07/10/2020 11:54 AM Jeffrey Schwartz <xxxxxx@gmail.com> wrote: > > > Found this in my old documents. > It was originally meant to be finished and sent to Freelance as a submission. > Jeff, if it's something you think is worth working on, let me know. > > Otherwise, ya'll enjoy. > > --------------------------- > > The Plague Robbery > > > Sometimes the best summary for a week is ‘an epic cascade of fails, > one after another, until you begin to wonder if you’re actually being > pranked by Hidden Holocam and pray that Alan Funk steps out soon.’ > > > This week was like that. > > > It was supposed to be a routine courier job - well, as routine as a > rag tag bunch such as ourselves get. We had a full hold that had to be > delivered planetside, just one jump from where we took on the load. A > bunch of wooden statues, carved by the natives of ______ and meant to > decorate a bar on _____. We found out later the regular Type-A that > did this run had a captain that was the same religion as the > wood-carvers, and he refused to space with them aboard, fearing > bad-ju-ju. > > > Apparently he was right. > > > Just as we exited Jumpspace, the portside fusion-to-JDrive plasma > conduit ruptured. Containment held - small blessing - but we’d be > stuck until the conduit was replaced. The part was too big to keep in > shipboard stores, so we’d be stuck in a yard for a week or so. The > latest parts catalog uploads said only 25kcr for the part, another > 10kcr or so for labor, which would eat up the profits for the trip. > > > Once we made radio contact with Traffic Control, we found out how > screwed we were. > > > This is an adventure in the “Old Scout” series. This series of > adventures are based around a Type-S (the “Snipe”), with a detached > duty Scout in command, and a mixed crew of 3 other players. If you > intend to be a player in this adventure, stop reading now. > > > > Adventure Synopsis: > > > The Origin and Destination systems are deliberately left vague to > allow the GM to adapt this to an ongoing campaign. There are various > corporation names and other details that are left vague to allow > integration into ongoing campaigns. If the players are in something > other than a Type-S, then various sizes/amounts/times will need to be > modified. > > > An MT-ish task description is used (Easy/Routine/Difficult) for > purposes of not tying this to a particular edition of Traveller. > Descriptions should be used as a guide for the GM to decide on how > hard to make the roll for his players. > > > The adventure begins as the players in their Type-S come out of Jump > in the Destination system. As they exit the Jump, there's a loud > "CLANG! POP!" from engineering, and they discover the J-Drive has > eaten one of the plasma conduits. The part is not terribly expensive, > but it is about 4 meters long and 1 meter in diameter, making it too > large to fit in the S's limited spare parts locker. > > > The Destination system has two inhabited worlds: > > Aleph, which is about 0.8 AU out and is a hot world. The upper and > lower latitudes are desert, with a central sea that is bordered by > rain forest and jungle. Aleph does have a Class B port operated by > GenericMegaCorp, though, and they have the part the players need in > stock. > > > Bet, which is about 1.7 AU out and is cold and dry, with a > thin,tainted atmo. Bet's main interest is a lichen that has awesome > antibiotic properties, but a very limited shelf life (4 days). There's > > a small research station on Bet where a group of scientists are > working on making a drug from the lichen that is stable enough to ship > through multiple weeks of travel. > > > And, of course - the complications: > > First, Aleph won't clear the players to land. A new plague has come > out of the jungle, and is raging as an epidemic. The planet is > quarantined until they come up with a way to treat it. > > > Second, the research station on Bet is owned by BadGuy,LLC. This > company bid for both worlds, but the Imperium split the ownership of > the system, with the caveat that if either colony fails, then the > other company gets full control. Vice President BadGuy has realized > > that if he merely stands pat and obeys the quarantine, then his > company has a strong chance of picking up the whole system.... > including all the buildings. They'll just need to come down and clean > up the bodies. With that in mind, the research station is not eager > to release an experimental drug for use on Aleph. > > > And, of course, the hook: While orbiting Aleph, deciding what to do, > the players pick up a tight beam comm from someone on the planet. The > guy is a Mafia type, who's strongly involved in the Aleph Black > Market. As an ex-Scout, he knows certain security protocols that allow > > him to make a private offer to the players: if they can raid one of > the labs on Bet and get the drugs, he can arrange to get them the > parts they need, plus a nice cash bonus. They'll be saving lives as > well.... but they need to hurry, since every day means more dead > people on Aleph. > > > Bet has a main base (spaceport, small admin building, warehouses, > barracks for workers and small security force) and there's a dozen or > so small labs scattered here and there where the lichen grows. The > Mafia contact knows which of the Labs has finished product, and can > > give the players the coordinates. > > > The Type-S's ECM will work for sneaking to Bet and landing near the > Lab, as the spaceports sensors aren't the greatest - just minimal > traffic control radar. > > > The Lab has (players - 2 or so) maintenance staff who have access to > limited weapons, and 3 scientists who are non-combatants. They'll need > to get into the Lab, find the stuff,and get out. > > > The Lab is 1/2 hour travel by ATV from the main base on Bet, and it's > presumed that as soon as the alarm is raised, an armed ATV with a > dozen soldiers will be dispatched - so the players need to get in and > out quickly, and try not to raise the alarm too early. > > > Once they achieve that, they’ll need to sneak to Aleph and land at the > hidden Mafia spaceport. There they can trade the drugs for the repairs > needed, and the Mafia Scout will arrange to have the cargo delivered > for them as well. > > > > 1. The opening situation > > > The ship is in a stable parking orbit around Aleph. > > There are no passengers aboard, just crew. > > The cargo hold is full of decorative wood carvings. (These are > allegedly cursed, but nobody believes in hokey religions and ancient > legends when they’ve got a good sidearm.) > > The fusion plant and M-Drive are functioning normally. > > The J-Drive is non-functional until a new plasma conduit is installed. > > Fuel on board will run the fusion plant at full output for another 403 > hours. At ‘economical cruising power’ this can be stretched to 467 > hours. > > Avionics, flight controls, sensors, and commo are functioning > normally. The ship is in radio range of Aleph and in contact with > Aleph Traffic Control. > > Life support has one glitch: several hundred liters of water were used > to help emergency cool the engineering compartment, and evaporated to > space to carry the heat away. There is no immediate danger, but if the > players are going to be aboard for more than another 3-5 days, water > usage should be rationed. > > The ship’s computer is acting oddly - nothing that’s a game-rule hit, > but it is occasionally bringing up the wrong entry on library > searches. It is also sometimes opening a “pop up” window behind the > current screen with a library search result that has to do with > archeology and famous ‘curse events’ (ie, Tutankhamen's Curse) > > Hull integrity is good. No air leaks, no external hull damage that > would prevent re-entry or landing. > > The air temperature in engineering briefly spiked at over 65C as the > shield around the conduit ablated. The compartment is cooling, but the > stench of the ablative material lingers on. Each time the engineering > hatch is opened, the smell expands into more of the ship. > > The engineer on duty in that compartment during Jump-exit has ‘that > special sunburn’ on exposed skin, and needs to rehydrate badly. As a > bonus, their hair and clothes are completely permeated with ‘eau de > ablative.’ There is no game-rule damage, but this is a > special/cosmetic effect for the player until remedied. (Lots of > drinking, shower, change clothes... some burn-salve and a week or so > for the ‘glow’ to fade.) (Regarding the shower: see note above about > ‘water usage should be rationed’) > > > > The players easily opened radio contact with Aleph Traffic Control > (ATC) and were routed to a parking orbit, with the explanation “you’re > in the queue for landing, please hold.” Curiously, there’s no one else > in the queue, so there’s no reason to be waiting. > > > After a ten minute wait, they are placed in contact with William > Sonoma, a very mellow, relaxed gentleman who speaks with a definite > Solomani accent (Midwest North America - think “Ward Cleaver” from the > old TV show). > > > He delivers the following message in that calm voice test pilots use > when something is wrong: “<Ship Name> , ATC. William Sonoma, Chief of > Operations. Look, we’ve got a little issue, we’re going to have to > keep you topside for a while. Say again fuel status and engineering > situation?” > > (players response) > > > Sonoma: “We’re going to have to be creative here to work around that. > For your own safety, and for the safety of other worlds, Imperial > Regulation 2217-4(b)(7)(ii) has been invoked, and I’m sure you all > know what that means.” Sonoma delivers this with a tone of voice that > is perfectly matter-of-fact, as if he’s convinced that everyone has > memorized all of the regs, and will know off-hand what > IR2217-4(b)(7)(ii) is. An experienced spacer will know that “2217” > covers starport/ship interaction, and that -4 is the part where > “something bad has happened”. > > > A Routine check against an experienced spacer’s memory - skills such > as ‘Admin’ , ‘Jack-of-Trades’, ‘Purser’,’Trader’ will bring back the > knowledge that the next subsection is vague - (a) is ‘wartime/pirate’ > and is more common, but (b) has something to do with “biological.” > > > Players may make a Difficult roll, they know that 2217-4(b) means a > plague is ravaging the planet, and quarantine is in place. The > (270)(ii) is just the grisly details. > > > In the event they decide to just use the computer’s library to look it > up, they get: > > Sec. 270. Quarantine regulations governing civil navigation and civil > spacecraft > > -STATUTE- > > (ii)The Surgeon General is authorized to provide by regulations for > the application to civil navigation and craft of any of the provisions > of sections 267 to 269 of this title and regulations > > prescribed thereunder (including penalties and forfeitures for > violations of such sections and regulations), to such extent and upon > such conditions as he deems necessary for the safeguarding of the > public health. Planetary quarantine may be declared by the local > Surgeon General, with a minimum duration of four weeks. Deadly force > may be used to prevent ships from landing or lifting in order to > prevent the spread of infection. > > [2]"As for all men who shall enter this my tomb... impure... there > will be judgment... an end shall be made for him... I shall seize his > neck like a bird... I shall cast the fear of myself into him" > > > Curiously, (if asked) William Sonoma denies that [2] appears on his > copy of the regs. > > > The players are stuck - they can’t jump, they can’t deliver the cargo, > and they don’t have enough fuel to wait around indefinitely. > > > Sonoma does, however, have a plan : “I realize you’re stuck up there, > and we’re working the problem. We’ve already got some pretty bad > things going on down here, and I’m not going to start losing ships > too. It’s not going to happen on my watch. So... We’ve got a cutter we > can operate remotely. What we’ll do is send it up with a full load of > refined fuel, and the hold full of replacement life support supplies > and such. When it’s near you, we’ll open the hold to space, which > should kill the plague bacteria, and you can bring the stuff aboard. > We’ll just bill you for the service, at cr10k a week plus the cost of > fuel.” > > > This price is about 2.5 times the normal life support cost for the > ship, and adding in the cost of refined fuel makes it even more of a > gouge. (The fine print includes a line about they’ll be paying both > for the fuel they bring aboard ship, and the fuel the cutter uses to > bring it up, and the cutter’s return trip fuel usage.) > > > If the players ask about the part they need, Sonoma will be glad to > ship one up as well... for 50kcr (about twice the going rate). If > the crew thinks to ask, anyone with Engineering-2 or above will > immediately realize that installing the conduit is going to take a > variety of shipyard tools that they players don’t have. Sonoma won’t > volunteer that info, and will gladly take their money. Should the > players end up with a 50kcr, 4 meter long, one meter wide object, it’s > their problem what to do with it. > > > Sonoma will gladly make small talk with the players, but is vague > about the groundside situation... People are dying, a lot of them. > Getting people to come to work means paying huge bonuses to convince > them to come in and (potentially) be exposed instead of staying home > with the doors and windows locked. The local economy is one big > gouge-o-rama, and if the players had something other than decorative > wooden idols, they’d be in a position to clean up. > > > > 2. Don Nullivoni > > > After signing off with Sonoma, the players have two orbits (174 > minutes) to ponder the situation. Rather than waiting this out, the GM > should wait until the player-to-player conversation tapers off, then > mention another comm contact, this one tight-beam and encrypted in a > fairly decent IISS code. > > > As your conversation tapers off, the comms console pings for your attention. > > Someone is trying to make contact on a tight-beam. The starport > probably won’t it, and if the players respond on a tight beam as well, > they should be able to talk with no one noticing. The encryption isn’t > current or super-secret, but it’s better than what merchants use and > should make the conversation reasonably private even if it is noticed. > > > > If the players accept the contact : > > The voice is male and heavily Sylean accented (think one of the “Goodfellas”). > > “<Ship Name>, this is Don Nullivoni, private contact... please > respond...I’d like to make you an offer you’d be happy to accept.” > > “I think I have a win-win for everyone involved. The fourth planet in > this system has a research lab on it - they found a lichen or fungus > or some such that grows there that is a really good antibiotic. The > problem is that every attempt to refine it has resulted in a drug > that’s only stable for three or four days, which means it won’t last > long enough to be transported out of the system.” > > “On the other hand, the station is only a day there and a day back - > so you could transport the drug here, and save a whole bunch of > lives... and rack up a good profit as well, while doing a good deed.” > > “I’ve been in contact with a … friend.. of mine on Bet. She can’t get > anyone there to sell the drug to us through normal channels. There’s > some kind of corporate shenanigans going on there. I do have a fix on > where you can pick it up, if you’re willing to do some kinetic > negotiation.” > ----- > The Traveller Mailing List > Archives at http://archives.simplelists.com/tml > Report problems to xxxxxx@simplelists.com > To unsubscribe from this list please go to > http://www.simplelists.com/confirm.php?u=zZOCJCw2BI9jPrGTB4OJoibiHbbTEiok