This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[Actual Play] Traveller 2300 AD - Rise of the Sathar

Started by jgants, November 26, 2013, 01:07:11 PM

Previous topic - Next topic

jgants

Session 4 - Scene 7 (of 8)

Wreck tells the girls that Burt was back at Gagan's, and he believes Gagan was finishing him off. Gail asks if Burt said anything about the satellite. Wreck reveals the entire conversation, which did not include that subject.

Gail coldly states that she is sorry about his colleague, but their mission is to retrieve the satellite data. She asks if he thinks Gagan already has the satellite information.

Wreck says that Jean was skilled with his datapad, so he might have been able to get some information. But, he can't say for sure if Gagan got it.

Gail wants to continue on to the satellite, saying that if the data is still there, they can complete their mission. If Gagan already has the data, she speculates it may be too late.

A short time later, they arrive at the satellite. Wreck spots Jean's body nearby.

Wreck gets out and investigates. Jean is clearly dead. Gail keeps a close eye on Wreck as he investigates the body while Jo sweeps the perimeter.

Near the body, Wreck finds the dataslate. It appears to have taken a bullet. Wreck collects them and puts them in the back of the jeep.

Gail goes over to check the satellite. She can tell the memory chip has already been removed.

With the satellite useless to them, she asks Wreck if he thinks the data could have been retrieved on the dataslate. Wreck says it could have since Jean had it out, but the unit is destroyed. Gail notes they'll need to see if they can recover the data from the slate's memory, assuming it is still intact enough.

Jo reports her perimeter sweep is complete. She finds casings all around along with a set of tracks coming in and out of the area. She suspects a three-man team. The tracks appear to head back north. Wreck notes that Gagan's house is in the same direction, where Burton said he was being held.

Gail reminds Wreck again that their main objective is retrieving the data, not getting revenge. Wreck points out that Gagan likely has the original memory chip from the satellite. Gail suggests maybe they should regroup at the ship first, which Wreck is amenable to.

Wreck pilots the hover jeep quickly back to the air skimmer. Gail confers with Sun about their plan. Sun points out that if Gagan still has the data stick from the satellite, the data will be worthless; they can only get money if the Germans don't already have the data.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 4 - Scene 8 (of 8)

Back at the farmhouse, Adolph spots Cutler and his men pulling their hovercycles into his barn. When they get inside, Cutler tells Adolph they plan to use his concealed escape rocket to rendezvous with their ship.

Adolph says his own position has been compromised, saying he has failed to persuade Burt to assist and that he has a problem with the incoming Texan.

Cutler tells Adolph they will let the Texan come then eliminate him, allowing Adolph to stay undercover. But the spy insists his position is compromised and he will need to leave as well. Cutler goes along with that plan, but suggests they kill Wreck anyway.

Adolph, however, has other plans. He takes Burt's body and sticks it in the hover jeep a short distance away from the house. He arranges the body as sort of a scarecrow inside the vehicle. He also puts the various German magazines and other materials in the jeep with him.

Once the stage is set, Adolph calls into the Free French Militia as Gagan, saying he has spotted German spies in the area and giving the descriptions of Burt and his team.

With everything arranged, Mueller, Cutler, and the other soldiers get inside the escape rocket and blast off.

A short time later, the French arrive, shooting into Burt's jeep without realizing he is already dead. As they pull his body out and see the German paraphernalia, they are excited for killing a German spy.

As Wreck and the women pull up to the farm, they spot the scene with the French militia. Wreck can tell that Burt is clearly dead, and shot so many times that the French are unlikely to notice he was already dead when they shot him.

A couple of the militiamen then spot Wreck's jeep. Wreck tells the women that the militia will likely try to kill them. He says they can either run like cowards (as Jean appeared to be doing since he was shot in the back) or stay and fight. He grabs his laser carbine from the back.

Gail wants to stay on mission, but notes they only have pistols so they may need to regroup. Jo mentions she would feel better with air support. Gail tells Wreck to make a run for it, they can get reinforcements from their ship.

Wreck feels he shouldn't drive since they'll need him to shoot. He has Jo get into the drive position.

By the time they get going, one of the two militia jeeps is getting close. Wreck takes a shot at the driver but misses.

Both jeeps start gaining on the jeep. Wreck fires again but misses. The militia returns fire, hitting Jo in the back of the shoulder. Heroically, she manages to keep the vehicle going.

Now that the jeeps are close enough, Gail opens fire with her pistol. Wreck fires at the same time, blasting away one of the drivers. That jeep goes wild, rolling and exploding on the hillside.

With only one vehicle left in pursuit, Jo attempts to shake them but comes up on a blindeebuff quickly. She manages to veer off in time, with the militia effortlessly following.

Gail fires another shot as does Wreck. Both of their shots take out the men in the front of the jeep, sending it crashing to the ground.

Some of the men in the second jeep do survive and fire as Wreck's jeep leaves the area. Wreck fires back, but also misses.

Wreck then takes the wheel from the wounded Jo, who is getting close to passing out. By the time they get back to the skimmer, Sun and Laurel have completed repairs. Laurel applies first aid to Jo while Gail discusses what has happened.

Gail notes they still need to go back to Gagan's house to look for the memory chip. But Sun explains that a short time ago she did detect a ship from that area heading up into orbit. Deciding that it was likely Mueller's ship that took off, Gail decides they should head back to their ship. She has Sun radio their employer and they take the skimmer up into the upper atmosphere to meet them.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 4 - Session Notes

I originally didn't think this session would happen because it fell on Valentine's Day. Apparently everyone else's wife / girlfriend either didn't want to fight the crowds to go out that night or have the same view as my girlfriend that it is a "Hallmark Holiday" to be frowned on. So, we went ahead and had the session.

However, since we were playing on Valentine's Day, I went ahead and made one of the response teams a group of four females who all had names that were slight variations of each of the player's SOs. I overestimated how obvious that was, as I had to point it out to them later.

The satellite falling down was part of the long-planned use of the Tricolor Shadow adventure being the kick-off point. As in past campaigns, the first incident I plotted out ends up being a somewhat minor point by the time I end up expanding the world around it in my plans (similar things happened with my previously-documented campaigns for Cthulhubusters, D&D Bronze Age, Shadows Over Fallcrest, and Rifts North Chicago).

I've always been a big fan of PC vs. PC rivalry as long as it doesn't grind the game to a halt, so I rather enjoyed this session. The player playing Gagan (Adolph) really got into it. For anyone who has been reading my past game reports, this is the same guy who played the mystic turned demon Liftkor in my infamous Rifts North Chicago campaign.

Gagan wasn't always a German spy. In the original plans, back when he was a NPC, he was just going to be the old hermit who could act as a guide. But, when he turned to a PC I thought the only way to make him interesting was to make him the spy. Him murdering the other PCs was not one of my ideas, however, the player came up with that all on his own.

Next session we'll be bringing in some replacement characters from the spaceship Wreck is heading up to.

Other notes from the session:

* Wreck mocking Burt and Jean for wanting to wait until morning to check out the fallen object was hilarious to hear. I think it was the mix of the sarcasm and the Texan accent.

* The air skimmer and women grav chuting is clearly an homage to the scenes in season 4 of Lost.

* The Wreck player really didn't trust the women, but just couldn't think of anything else less risky to do other than to play along with them.

* The jeep ride with Gagan driving wasn't so smooth because he was highly skilled, but because he rolled a 12. Still, it had a humorous result in that it further led Burt and Jean to distrust him.

* The French writing on the satellite wasn't planned ahead of time. I made an off-hand comment to "French markings" and then the PCs wanted to know what it said, so I responded with "Project Skycam" (because obviously it makes sense the clandestine satellite would be marked to indicate it was an illegal French espionage satellite). Not one of my better improv moments. Still, I got to add the butchered French version of it to the write-up.

* Jean hacking the satellite was a great idea. I was particularly happy he was able to succeed before Cutler and his men showed up.

* Cutler had a pretty small team because I didn't want them to seem overwhelming.

* Cutler, btw, is named after one of the bikers in the HBO show, Oz.

* Jean was correct that neither group was sent by Rebco. Rebco, in fact, never received Wreck's message at all (hence why they got a text message back).

* I couldn't believe Jean and Burt were dumb enough to turn their backs on Cutler and his men. I was further surprised when Gagan didn't bother to warn them or tell the soldiers to stop.

* I didn't have a big issue with Jean dying as his character had a very low End score and wasn't long for the world anyway. I thought capturing Burt was the better way to go for him.

* How the aliens fit into the story is yet to be revealed to the PCs, but they will eventually become more important to the plot.

* I found it very odd that Wreck kept badgering the women about if they worked for Rebco, and when they finally admit they work for another employer he never asked them who. That will be revealed next session.

* The scene with Burt tied up and talking to Gagan took a lot longer in game because of all the jokes going on about what Gagan might do to Burt.

* Gagan coldly and quickly killing Burt came as a shock to everyone.

* Once Jean and Burt were both dead, they took over playing Jo and Gail (the Jean player being careful to avoid role-playing the NPC somewhat named after his wife).

* I absolutely loved Gagan's plan about putting Burton's body in the jeep surrounded by German skin mags and wine. He correctly anticipated exactly how I would have had the French militia react.

* The chase scene was surprisingly quick, as combat in Traveller tends to be very fast and deadly.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 5 - Cast of Characters

James "Wreck" Deckard: A former Texan marine who later joined the merchant security service.

Samuel "Flash" Gordon: A former Lieutenant Colonel in the American marines who now works as a ship's security chief.

Jasper P. Jenkins: Another former American marine who works security under Gordon.

Schlomo Rabinowitsch: A former officer in the Israeli merchant marines, now acting as the pilot/navigator.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 5 - Scene 1 (of 3)

The skimmer docks with a freighter in the upper atmosphere. When Wreck emerges, he sees a couple of security officers waiting in the dock area.

The larger and older of the two men looks Wreck over. The man wears an older set of marine combat fatigues with a rank insignia identifying him as a Lieutenant Colonel in the American army at some point in his career. The younger of the two also wears an old American Marine suit, with the rank insignia of Lance Corporal.

The younger man touches the boarding gun strapped across his shoulder and asks Gail if their passenger, indicating Wreck, is a guest or a prisoner. Gail tells him Wreck is a guest, and they are bringing him to meet with Mador. Thinking a moment, she suggests that the man check Wreck out first while she goes to update the captain.

The other women follow, leaving Wreck alone with the two men. The older man tells Wreck they'll need to pat him down, and asks his name. Wreck responds by asking what his name is. The man tells him he asked Wreck a question, but Wreck proves uncooperative. The man sighs, realizing this isn't going to be as easy as he thought.

The younger man is a little brasher. He tells the Texan to put his hands against the wall and lean against it, spreading his legs and arms. Wreck tells the two "boys" they better behave, as it will take bigger men than them to shove him around.

Raising his boarding gun, the younger man repeats the command. Wreck tells the man to put his cap gun away and he'll comply. He turns to the wall and prepares himself. The younger man, still keeping his gun on Wreck, tells the other man to frisk him.

The older man pats Wreck down, and the younger man assists with his free hand. They take his ammunition, auto pistol, and combat blade – along with the las carbine he had on the skimmer. The younger man comments that Wreck is pretty heavily armed, to which he simply says he likes to be prepared.

The younger man asks Wreck, "what about the surprise?" Neither the older man nor Wreck know what he's referring to. The younger man clarifies that if Wreck has that many weapons that can easily be found, then clearly he must also be in possession of another, better hidden weapon. Wreck suggests that if the man puts down the gun, he'll be sure to give him a surprise.

Undeterred, the younger man takes a step back, aims his gun towards Wreck's head, and tells the older man to "strip 'em". The older man balks, reminding the younger one he is the one in charge. He feels the search up to now has been sufficient.

The older man then asks Wreck, calling him by name, what his purpose here is. Wreck chuckles as he responds "you boys have a funny way of welcoming guests." The man tells Wreck they can't be too careful.

Wreck explains that the girls came down to find the satellite, pointing out he knows the men already know that part. He explains that he teamed up with the girls to barely get away from a house of German spies, including the "dirty bastard" who killed his two compatriots.

The two men express their negative opinions on Germans, with the younger one pointing out they can't be trusted.

Wreck then makes a joke at the expense of the men, asking if they are the "tech support crew" for the women. The older man explains they work security, which he chauvinistically refers to as a "man's job". Wreck tries to get more out of the men, but they defer to the girls. Wreck again says he figures he'd need to get the information from the officers and not the hired help, hoping to goad them into revealing something.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 5 - Scene 2 (of 3)

Before the conversation can progress, the door opens and a young African-American man steps through, wearing coveralls. He tells the others not to mind him, he just needs to refuel the skimmer's hydrogen fuel cells. Wreck notices the two men pay the technician no mind.

Since they have little to do, Wreck finally introduces himself. The older man introduces himself as "Flash", which Wreck chuckles at. He asks the younger man if his name is "Bang", but he responds with a lame joke of his own.

The ship then shudders, causing everyone to try and maintain their balance. Gail comes through the door telling the three to come in, they've got company.

Wreck asks Gail who is shooting at them. She tells him the French militia isn't ready to give him up.

Flash asks Wreck what the French want with him. He explains that the German spy has framed him as the spy to the French. Flash says they'll need to convince the French he's not the one they're looking for.

Gail tells the men to get into the turrets and return fire. Up ahead in the bridge area, Wreck can hear the captain telling the pilot to take evasive maneuvers, who responds that he'll do what he can. Wreck notices the captain has a British accent while the pilot has a thick Yiddish one.

The ship dodges and weaves, avoiding the enemy fire. The captain tells the pilot, "Good shot, Schlomo!"

Back in the turrets, Wreck, Flash, and the other man fire away. Wreck scores the first hit on the French patrol ship, striking the main hull. The captain tells Wreck he had a "bloody good shot".

Gail yells there is incoming fire. Schlomo rolls the ship to avoid the blast. The captain tells Schlomo to bank the ship around to expose the ship to the full firepower. The turn doesn't quite make it. The captain tells Schlomo he's getting a little rusty, and he simply says he did what he could.

Another volley of fire has Wreck scoring another shot. The blast tears a section open. Sun, from the sensor station, notes the ship has suffered explosive decompression in the cargo area.

Wreck has Sun check for anyone emerging with vacc suits, but she doesn't spot anyone. He remarks they must know better than to mess with a Texan.

The captain notes the French ship is now veering off. He tells Schlomo to move in for the kill. Getting in close, the pilot puts the ship at optimum fire location.

Wreck misses his shot this time, but the security men both get shots in. Flash's shot blows up the enemy ship's weapon turret while the younger man's shot destroys the rest of its hull. The captain, calling the man Jasper, congratulates him on the kill.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 5 - Scene 3 (of 3)

Once the battle is over, the captain explains reinforcements will arrive before too long, coming from the nearby French fleet. He tells Schlomo to navigate a course out of the system, saying they need to find a more hospitable area to stay.

Schlomo plots a course out on the nav computer and flies the ship away. Once they are in a safe location, the captain gets up to introduce himself to Wreck. He gives his name as Mador Miller.

Capt. Miller explains he met one of Wreck's previous compatriots, Burton Steele, while on the space station over Premiere. Wreck notes that Burton was killed, which Miller calls "unfortunate", saying his torture and murder by the Germans sounded most painful. Schlomo helpfully suggests perhaps Burton was killed first.

Miller tells Deckard he certainly got himself into a spot of trouble. Wreck relates that it all started when his ship downed the satellite, saying that once he reported back about the alien base and the satellite to his company, everyone but the company showed up.

The captain laments that Wreck's signal was clearly intercepted. He knew that he had intercepted it, but the Germans must have as well.

Miller is concerned that Mueller made off with the data from the satellite. He notes they will need to hunt him down before Mueller can get the data back to the German government.

Wreck tries to get more info on Gagan Hubert aka Adolph Mueller. Miller explains that Mueller was surgically altered to look older than he was as part of his deep cover assignment.

When asked about the reconnaissance satellite, Miller explains they were thinking they could get rich getting the data and selling it back to the Germans. The captain notes there must be something more important on the satellite than he first thought, as the Germans would be unlikely to send a special forces team just for counter-surveillance.

While Mador ponders what might be of interest in the French surveillance files, Wreck points out the odd coincidence of the timing of the two groups. He asks the captain if he was expecting the Germans to come. Mador admits he did not anticipate that rapids of a response.

Wreck probes a little more, gaining the understanding that Miller was hoping to exploit the Germans but has no real business relationship with them. He is also curious to how the alien base fits in, which Mador says is a mystery.

Mador goes on to tell Wreck the same thing he relayed to Burton - how he saw several alien ships pass through the restricted zone before, but didn't think it was that important. He is starting to reconsider that opinion; he believes something deeper is going on.

Wreck wonders if the satellite contains any data about the aliens. Mador explains that Sun is working on it, but they'll need to pursue Adolph Mueller in the meantime. He notes that Wreck will certainly enjoy the revenge, which Wreck simply calls justice.

Mador then formally introduces Wreck to the rest of the crew. The younger security officer is named as Jasper P. Jenkins, along with his associate Samuel "Flash" Gordon. The young technician, also an American, is introduced as Parker Shaw. Finally, he is introduced to the Israeli flight officer, Schlomo Rabinowitsch.

Wreck compliments Schlomo on his piloting during the battle. Schlomo simply shrugs, saying "What else could I do?"

The captain then has Schlomo try to pick up the vapor trail from Meuller's rocket. He then has Sun use the long range sensors, but she doesn't have any better luck.

Sun does, however, discover something interesting in the data feed from the satellite. It shows a portion of the German continent, with German soldiers entering a hexagon-shaped base that looks very similarly-shaped to the one Wreck found on the French continent. More interesting, they are moving strange, long tubes into the base.

Just then, Wreck lets loose a long stream of gas that interrupts the flow of the conversation. After a bit, they continue, discussing what the tubes could be. Mador suggests the design looks alien, but similar to cryotubes.

Since they have not picked up on Mueller's trail directly, they'll need to circle around and follow his exit trajectory; Mador believes he ultimately intends to return to the surface to get back to the Germans so is likely holding out close by.

In the meantime, he tells Gail to ready her team to return to the surface and investigate the hexagon building. He'll give the girls this freighter and transfer the rest of them to his other trade vessel, the Xanthidae. With that, he formally offers Wreck employment as part of the crew's security force under Lt. Col. Flash, which Wreck agrees to.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 5 - Session Notes

This session was kind of a bust. We had the usual 3 hours, but got about 45 minutes of actual gaming in. Part of it was spending a long time trying to get better audio going for our player who plays via Skype. Part of it was that I had some personal issues distracting me and was neither prepared nor mentally there for the game.

Consequently, the session ended up being a lot of fun just goofing off and chatting, but not much actually got accomplished.

I'm a little torn about this campaign. Five sessions in, normally a campaign would be running under its own steam by now but in this case I feel like it's still trying to get up and running.

Part of it could be that I purposely didn't plot anything out too heavy to try and keep the game looser and more open to PC direction, but as I've found in the past many players prefer a more plot-heavy approach to guide them. I need to find that happy medium between hoping the PCs have plans of their own and coming up with a crazy kudzu plot of a conspiracy that is so complex none of the players ever really follow it even when I explain it after the fact.

The other part is that I seem to have fallen into the trap of having come up with a base idea / houserule set, but not having fleshed it out enough to get the campaign moving.

I'm also having GM ADD, thinking about other things I'd rather be running (I'm starting to come up with ideas for a fantasy pirate game).

Part of me also wants a break. That may have also been an issue - I don't usually like to jump straight from one campaign to another because I need time to recharge my GM batteries.

I'll see what I can do to flesh things out for this Friday's game, but this campaign may be more short-lived than I originally intended.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

A quick update - I've been busy working on my house to get it ready to sell, so I haven't had a chance to type up my game notes (each session takes at least 3-4 hours for me to listen to the recording and type up). We also missed a session because of the Memorial Day weekend.

I have the notes typed up from our second to last session (from back in April) and will be putting those up today. Once I get around to typing up the last session's notes, those will go up as well (though it may take me a while). And we have another game coming up this Friday so I will still be behind. Sigh...
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 6 - Cast of Characters

James "Wreck" Deckard: A former Texan marine who later joined the merchant security service.

Samuel "Flash" Gordon: A former Lieutenant Colonel in the American marines who now works as a ship's security chief.

Jasper P. Jenkins: Another former American marine who works security under Gordon.

Schlomo Rabinowitsch: A former officer in the Israeli merchant marines, now acting as the pilot/navigator.

Laurel Brien: A former petty officer in the UK navy, now acting as the ship's chief engineer.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 6 - Scene 1 (of 5)

In pursuit of Adolph Mueller, the Xanthidae comes up on system DM +34 2342. Captain Miller suggests they stop at the space station in the system to refuel and investigate for signs of Mueller. He tells Schlomo to dock the ship at the nearest spaceport.

Once the ship is docked, the captain tells Flash to take his security team and Schlomo, and look for signs of Mueller while he, Laurel, and Parker work to get the ship refueled.

Wreck kind of takes over once they get on the station. He tells the others they should look for a ship registry.

The group heads over to the port authority office. A man behind the counter has a nametag of "McMillan". Wreck tells the man they are looking for a friend.

McMillan tells Wreck he's sorry, but doesn't see how he can help. Wreck tries to offer some credits to sweeten the deal, but the man tells him he must have the wrong office.

Flash and Wreck both consider a more violent means to get to their objective, but Wreck is worried about the local security forces. Instead, he tries making another appeal, but McMillan tells him to look elsewhere to find the man he is looking for.

Rebuffed, the group leaves the office. Wreck wonders if they can hack the system. Jasper suggests perhaps they could try bribing him with more money while Flash suggests coming up with a more sympathetic cover story.

Flash wonders if it wouldn't just be easier to go looking for the ship. Wreck says the station is too big for that, hence why he wanted the ship registry. Flash agrees, but notes since the duty officer apparently hates his life, they'll have to come up with a different approach.

Wreck decides to go with the hacking route. Schlomo uses his data slate and connects into the refueling order system. Wreck tells Schlomo to look for ships based on classification rather than name, since they don't know what Mueller's ship is called.

Schlomo brings up three fuel orders in the last day for the size class they are looking for. One appears to be a French ship called Le Vision, the next is a German ship called the Rakete Einstechen, and the last is simply called Gold Estates #5 which sounds like an American ship.

Wreck believes the German ship is the most likely. Schlomo brings up the information on the Rakete Einstechen. It is registered to a man named Alfred Miller. Wreck sarcastically notes the name sounds familiar while Flash takes him literally and slowly explains it must be an alias for Adolph Mueller.

Now that they have the information, Wreck suggests they check out the German ship first. Schlomo downloads the data to his machine from the system and the head off to investigate.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 6 - Scene 2 (of 5)

As they head over to the bay, Wreck suggests Flash head back and grab Laurel; if Mueller's ship is still there they may need her to investigate it.

Wreck leads the others over to the docking bay and sees the rocket is still there. He doesn't notice anyone hanging around, though people do pass through in the nearby area. He tells the others to wait until Flash and Laurel get there.

When Flash doesn't show up after a while, Wreck has Schlomo send a holo-text to Flash. When it turns out that Flash wasn't listening to Wreck when he explained where the docking bay was, Schlomo gives him the information. Moments later, the two groups meet.

Wreck posits that Mueller won't recognize Schlomo, so he volunteers the pilot to go up to the rocket and see if he can verify Mueller is there. Schlomo examines the rocket, wondering how big a crew compliment the rocket has. Laurel confirms the rocket can't hold more than four people.

Schlomo goes up to the bulkhead door and knocks. He hears a man on the other side yell something in German. Since Laurel speaks German and he does not, Schlomo signals her over. He knocks again, and the man yells again. Laurel explains the man is asking for a password. She responds by saying "we go".

That appears to be the wrong password, as Laurel hears the voice behind the door say, "Vernitchen!" The door immediately opens, with two men emerging with boarding guns.

Schlomo puts his hands up, while Laurel puts her hands on her hips and gives them a forbidding look. Wreck gets Flash to walk to the other side to get into a flanking position.

The men with guns grab Schlomo and Laurel. A third, larger man steps out of the ship holding a pistol. He tells Flash to stop where he is, or he will execute the two.

Flash plays dumb, which isn't too hard for him to do. Everyone else recognizes the man in charge as Wolfgang Cutler, the German commando whose men killed Jean Danielou.

Wreck wants to take advantage of the fact that Cutler hasn't spotted him yet. He looks around for a way to turn the situation to his advantage.

Meanwhile, Cutler asks Flash why he is approaching the ship. Flash rambles something about checking cargo, and Cutler tells him to go on his way then.

As Flash exits the other side of the walkway, he turns his attention back to Laurel and Schlomo. He wants to know what they are doing there, and reminds them he has ways of making them talk.

Schlomo tries to say he went to the wrong ship, but Cutler isn't buying it. Wreck tells Jasper it is time to make their move, telling the man to start heading in. As they move towards the ship, Wreck starts yelling out German-like gibberish.

With the men distracted, Flash emerges from behind the wall on the other side of the walkway and prepares to shoot Cutler. Meanwhile, Laurel knees the man holding her in the groin, grabs his gun, and shoots the man in the chest.

Inspired by Laurel, Schlomo tries to wrestle away his captor's gun as well. But the pilot is less experienced in combat, and takes the butt of the gun to his head for his trouble.

Flash's shot hits Cutler. The wounded warrior fires back, but misses. Meanwhile, Wreck uses his blade to cut down the man who was holding Schlomo.

Taking his time to aim, Jasper fires a shot at Cutler hitting him in the side of the head. Cutler collapses into a pool of blood.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 6 - Scene 3 (of 5)

Laurel takes her gun and covers the bulkhead door of the rocket while Jasper bandages up Schlomo's broken nose. Once the area appears to be secure, Wreck has them get the bodies out of sight. Jasper makes sure to get any weapons and other valuables off of the men.

To help clean up evidence of the deaths, Schlomo contacts Parker and has him bring some equipment from the ship to help clean up the blood in the dock area.

Once the cleanup is underway, Laurel checks the computer on the rocket. She discovers a reference to someone named "Sven Liefson" on the planet. She surmises that Adolph must have gone off to meet Sven.

Deciding what to do next, the group discusses several options. Eventually, after much discussion, they decide to leave Jasper and Parker at the docking bay to see if Mueller comes back, while Wreck, Flash, Laurel, and Schlomo take the rocket down to the planet to find Sven.

Laurel points out they still don't know where to find Sven. Flash suggests he and Wreck check out a local bar to see if anyone has heard of him while Laurel and Schlomo stay back at the rocket.

At the bar, Wreck orders sarsaparillas for everyone (or spacesarapillas as the bar menu calls them). He motions for Flash to start the conversation. Flash asks the bartender if he ever heard of a guy named Sven.

The bartender asks if he realizes how many people come through there. Instead, he directs Flash to a man sitting by himself at a corner table. The bartender identifies the man as "VanSloot".

Wreck stays put while Flash and Schlomo head over to talk to VanSloot. He introduces himself, and the man gives his name as Ansfeldt VanSloot. Flash asks him if he knows a German named Sven Liefson. VanSloot says he may know a Norwegian by that name.

VanSloot wants compensation for his information. Flash asks how much he usually gets for that sort of information, and VanSloot responds he'd take 100. Using his dataslate, he transfers the money to VanSloot's account. The man then explains that Liefson can be found on the surface, at a place called Dunshire Salvage.

The Dutchman goes on to say that if he wants to speak to Liefson, he is too late. Apparently, Liefson recently died from a mysterious illness. VanSloot has no details of the death, but directs Flash to Dr. Jelleke Verhagen at the local medical clinic.

Flash asks the man if he has any more information. Ansfeldt mentions only that lights were spotted at the salvage yard building the previous night, so someone must still be operating it.

Once Flash tells Wreck, he calls back to the rocket team to check in. Wreck sees the obvious that the salvage yard is where they need to head, but suspects a trap. When he reaches the rocket, Laurel reports that Schlomo is busy in the bathroom but nothing else is going on.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 6 - Scene 4 (of 5)

Everyone meets back up at the rocket. Wreck decides they should proceed with the plan to fly him, Flash, Laurel, and Schlomo to the planet and leave Jasper and Parker behind.

Wreck wants to take the bodies up into space to get rid of them, but Laurel reminds him the rocket doesn't have enough lift for the weight.

Flash comes up with a plan to put the bodies under the rocket boosters and let them get incinerated, giving people the impression a horrible accident had occurred. Laurel agrees the bodies will be incinerated and likely not be too suspicious. Just to be safe, Wreck tells Parker and Jasper to clean up after.

Parker is less than thrilled about the plan, but doesn't argue too much. Jasper keeps a lookout while the technician gets the body.

Once things are in place, the rocket takes off and heads towards the surface. With Schlomo still suffering gastro-intestinal distress, it is up to Wreck to pilot the ship through the stormy lower atmosphere of the planet.

Laurel warns the hull is picking up some ionization, putting pressure on the rocket's heat shield. Wreck manages to change the trajectory and lands the rocket successfully.

Safely on the ground, Wreck radios back to the station crew, asking how things are looking. They give him a signal phrase ("the chicken is in the pot") indicating the plan has worked.

Using a dataslate, Laurel plots the location of the Dunshire Salvage Yard. She suggests they send out someone to scout. Wreck agrees, suggesting her and Flash act as the scouts.

Under the cover of darkness, Flash and Laurel approach the salvage yard. They spot the usual fence and razor wire surrounding the area. It appears to be quite large of an area.

As they get close, Flash spots a light inside one of the buildings inside the yard. They scan the perimeter to look for a weak spot.

Flash doesn't find an overly advantageous area to enter. He decides Laurel should just climb the fence. She effortlessly gets over, doing a back flip at the top to land gracefully in the yard beyond.

She uses the shadows to approach the building and looks in one of the windows. She sees what appears to be an empty office.

Finding the door unlocked, she sneaks inside. She looks around for any buttons or other controls, finding a hidden panel of buttons under a desk. Pressing a button, it reveals a hidden door in the floor with a ladder heading down.

Wanting some backup before heading down, she decides to head back to get Flash. She grabs some tools in the office and cuts open a hole. Flash decides to head back to the ship to get the others while Laurel elects to meet them back at the office.

As she heads back to the office, Laurel hears a growl. A short distance away, a pair of dog-like creatures are standing ready to pounce. They appear to be a cross between a dog and a tiger.

At that moment, Wreck's voice comes over the radio. Laurel panics, throwing the communicator into the mouth of one of the tiger-dogs. The creature's powerful jaws clamp down, easily shredding the device.

Laurel breaks into a run, with the creatures hot on her tail. She makes it into the office and closes the door. She can hear their claws ripping into the door.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 6 - Scene 5 (of 5)

Back at the ship, Flash greets Wreck and explains about the office. Wreck doesn't understand why Flash didn't just use his communicator. Flash explains Laurel wanted him to come get them. Wreck is hesitant to leave the rocket unmanned; worried that someone will come take it. Flash eventually convinces Wreck and Schlomo to go assist.

In the office, Laurel is growing impatient and is upset about panicking. She readies her boarding gun and throws open the door, intending to take out the tiger-dogs.

Unfortunately, the tiger-dogs are quicker. Once pounces on her, knocking her to the ground. They begin biting her. Laurel tries to fight them off, but is unsuccessful. Moments later, she falls unconscious.

A short while later, Flash and the others make it back to the office. Flash remarks there is a lot of blood around and sees the creatures feasting on something.

Wreck and the others approach quickly, spotting the injured Laurel. Wreck tries to fire with his auto pistol, but it jams. Flash has better luck with his boarding gun. Schlomo takes out the other.

They manage to bandage Laurel up, but she's badly injured. Schlomo goes to take her back to the rocket while Flash and Wreck go down the ladder.

Heading down the ladder, Wreck finds a large underground hanger. Inside is an older spacecraft standing upright. It has Cyrillic writing on the side.

Flash punches in the writing to his dataslate. It translates to Russian for "Khlodnyy Oktjabr", or the "Cold October". Wreck approaches carefully and sees smaller writing on the door, apparently giving its place and date of construction. The dataslate translates it as "2031 Aprel Sankt-Peterburg", or "Saint Petersburg, April 2031". The men realize this is an ancient, Twilight War-era spaceship of the Russian Empire.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.