Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#301 Post by Pulpatoon »

(The greyed-out tokens are people who have fallen. Crew 1, 2, 5, and 6, 2 Yazirians, and Jeeves are all down.)

Skur Vonn fires on Crew 4.
Opposed roll vs. 9: Disadvantaged Roll [_3d6]=(1+4+4)=9, Keep two lowest. Result: 5. Crew 4 takes 1 Hit.

Goran fires a second shot, dropping Crew 4.

Crew 3, the last remaining crew member/mutineer, sees that he is now alone and calls out, “Okay! Okay okay okay! You got it! You guys get the escape pods. Just let me get in one, and we’ll call it even, alright?”

As he’s saying this, Goran has already tossed a stun grenade, which rolls to Crew 3’s feet.

Opposed roll vs. 9: Roll [_2d6]=(6+1)=7
To resist stun grenade: Roll [_2d6]=(3+3)=6 Failed.


Crew 3, the last mutineer standing, collapses.

Bertie reaches Jeeves side and inspects his compact suitcase-configuration. She is fairly confident that, with a little time and the proper tools, he can be repaired and returned to normal functioning.

Mrak-a-Grillo orders his two remaining thugs to push the crate to pod 03. One of the thugs asks about their fallen comrades, but Mrak-a-Grillo snarls, “Winners don’t get themselves shot up. And Mrak-a-Grillo doesn’t waste time on losers.” He begins cycling open Escape Pod 03’s hatch.

The passengers in the hall begin to crowd around the door. “Is it over? Did we win? Are we safe now?”

The two yazirian thugs begin to push the crate across the bay, but then one breaks off and goes to collect the gyrojet and laser pistol that have fallen by Crew 1.

At that moment, you hear what must be a massive explosion somewhere aft. You feel a sickening lurch as the ship's gravity becomes unstable and the lights go out. Within a second, both lights and gravity are restored, but the passengers are screaming in earnest, now.

PING!
:: Emerchenshhhey Announshhhhhmenkshhhhh. Kzzrtksch... Zzshhhhhhhh... Syshhhhtehm reeeeeeeboot failed. 009487000236 Alpha Apple Alpaca... Aaaaarhsehnic... ::

:: Link to the Serena Dawn lost. Searching for new connection. ::

Kallina: 2 of 5 Hits remaining.
Bertie 2 of 4 Hits remaining.
Sku Vonn: 4 of 4 Hits remaining.
Goran: 2 of 4 Hits remaining.
Jeeves: 0 of 1 Hits.

What do you do?
Next Update: Saturday morning!

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#302 Post by Rex »

Kallina

Kallina moves to Bertie and Jeeves and helps grab Jeeves. "We need to get into a pod now."

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#303 Post by shaidar »

Bertie nods, grabs Jeeves and starts heading towards pod 2

"I think your right, let's get you to safety Jeeves! What about the other passengers, we should load the pods up as full as we can."

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#304 Post by Rex »

Kallina

"Agreed, but it may cause problems later, but it is the right thing to do."

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#305 Post by shaidar »

Bertie

"I just hope we can fit everyone in just two, that unpleasant Mrak fellow is unlikely to share his pod"

She calls out to the passengers:

"Quick but orderly, pods one and two. Family with children first!"

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#306 Post by Rex »

Kallina

Once they have Jeeves inside she will help get the passengers in the pods in an orderly manner.

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#307 Post by cybersavant »

Skur Vonn "Grillo ... you'll have to allow some of the passengers in your pod."
Skur Vonn keeps his newly acquired laser pistol ready and starts toward the last pods. "Hurry everyone. There's not much room left."
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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#308 Post by Pulpatoon »

Mrak-a-Grillo and his two remaining thugs lug the crate into Pod 03.

Skur Vonn says to him, "Grillo, you'll have to allow some of the passengers in your pod."

Mrak-a-Grillo laughs as his thugs cover the entrance to Pod 03, laser pistol and gyrojet at the ready. He says to Skur Vonn in Yazirian Ling:
“Maybe you’ve noticed—I don’t share too good. You've got two pods, you’ll be fine. But, listen, if you survive this and make it back to civilized space, look me up. I’ll make it worth your while.”
Pod 03’s hatch cycles shut and with an almost comical POP! the escape pod bursts out of the ship’s containment skin and is gone.
pod.gif
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Crew 3 rushes over to Pod 02 and activates its hatch. The passengers stream in from the hallway and mill around, anxiously watching the hatch. Once it opens, they allow themselves to be shepherded in by Kallina.

Bertie opens the hatch to Pod 01 and stashes Jeeves in a storage bin.

One of the passengers sticks their head out of Pod 02 and says “There’s only seating for 10 in here!”

The public address system crackles to life again: “KSHHT! Alright, you single-cellular scudders! You vacuum-blasted ragabrushes! Fine! Look at the mess you’ve made! You ruined everything! Happy? Abandon ship, you dehydrated yip-flaps!”
In addition to the four extant party members, there are 13 people:
  • The members of the Trummgrunblers (4 dralasites)
  • Crew 3 (1 human)
  • The elderly vrusk couple that arrived with Goran (2 vursk)
  • The fungal being that screamed so piercingly (1 alien)
  • A vrusk in a curiously striped outfit (1 vrusk)
  • A human mother and her six-year old child (2 humans)
  • A being that looks like a writhing braid of pink foam, floating in a motorized tank full of water or some other transparent liquid (1 alien)
  • A being that looks a little like a kangaroo, if a kangaroo had been assembled by someone unfamiliar with Earth mammals, and didn’t understand or care which way the joints are meant to bend (1 alien)


Ten of these people will fit in Pod 02. Including the 4 of you, that leaves seven. Which would you like to transfer over to Pod 01 with you?

Kallina: 2 of 5 Hits remaining.
Bertie 2 of 4 Hits remaining.
Sku Vonn: 4 of 4 Hits remaining.
Goran: 2 of 4 Hits remaining.
Jeeves: 0 of 1 Hits.

What do you do?
Next Update: Wednesday afternoon!

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#309 Post by cybersavant »

Skur Vonn aims his laser at crew3. "You're not gong anywhere, scum. There's only enough room now for decent passengers."
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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#310 Post by shaidar »

Bertie suggests that crew3, the fungal being and the stripey Vrusk join them in pod #1.

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#311 Post by Rex »

Kallina

Once she has pod 1 packed as full as possible she moves to help with pod 1. Joining them if it is full.

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#312 Post by Ythgar »

Goran

Goran heads over to pods 1, 2, and 3 and checks any fallen opponents for weapons and useful items.

He motions to the Vrusk couple saying, "They are healers and should come in our pod with the injured."

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#313 Post by cybersavant »

shaidar wrote: Sun Aug 14, 2022 8:31 am Bertie suggests that crew3, the fungal being and the stripey Vrusk join them in pod #1.
IF crew3 attempts to enter a pod Skur Vonn will shoot him.
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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#314 Post by Pulpatoon »

Bertie waves forward the fungal creature, the stripey vrusk clutching his research notes, and Crew 3 to leave Pod 02 and join them in Pod 01, but Skur Vonn stops Crew 3 with his laser pistol drawn. "You're not going anywhere, scum. There's only enough room now for decent passengers."

Crew 3 raises his hands and backs into Pod 02. “No problems, man! Nothing to worry about! I’m happy here.” He sits sheepishly among the other passengers, who look at him with simmering resentment.

Goran looks around for discarded weapons, but finds that they have all been collected. He suggests taking his friends, the elderly vrusk couple. “They’re healers,” he says.

“Oh dear, no, Goran. We’re retired civil engineers, specializing in planetside gas extraction facilities. But we do have a lot of medicines with us. You understand, at our age, you can never be too far from a medkit. It looks like your friends could use a patch up, doesn’t it?”

As they board Pod 01, the elderly male vrusk greets everyone. “I’m Kallt'kan, and this is my pair-bond, Chrt'kltal. We’re pleased to meet you, even under such dire circumstances.”

Pod 02’s hatch seals, and POP! It zips out into space.
Inside Pod 01, things get crowded, quickly. The pod normally holds ten, but the three vrusk have to reconfigure the crash chairs to support their elongated abdomens. Once they are strapped in, everyone else gets into their own crash chairs on either side of the narrow pod, knees pressed up against the person seated opposite them. As soon as you are strapped in, you hear a familiar PING! And the pod’s local link network activates.

:: New Link Established. ::
:: Current Time : 07:32:06, Serena Dawn Ship Time, March 25 ::
:: Location : Emergency Pod 01 ::
:: Notice : The Serena Dawn is non-responsive. ::
:: Emergency channels are non-responsive. ::
:: All passengers and stowage are secured. The Pod will eject in ten seconds. Brace for sudden acceleration. ::


POP!
Whoooooooooooooooosh!

In a stomach-churning rush, the pod zooms away from the distressed starliner. The interior skin of the pod darkens and presents a holographic view of the exterior.

You see the Serena Dawn is in even worse shape than you would have thought: Several sections have suffered explosions, and the space is full of careening debris. Ahead of you, Pods 02 and 03 are rapidly diminishing streaks, headed towards a pale circle.

:: Plotting course for the nearest inhabitable body, the planet Volturnus. ::
:: Notice: Volturnus is a frontier world, without established Galactic presence. All pods will rendezvous at Designation 002.859.001 along the equator. Emergency survival supplies are located in the rear locker. A distress signal has been initiated. ::


KAROOM!

A piece of debris impacts the side of the pod, sending it spinning through the crowded field of flying shrapnel, and emergency lights blaring red inside the cabin. The holo-view of the exterior blacks out on the port side of the pod. Behind you, a great orange-white light floods the area, and a final explosion engulfs the Serena Dawn.

:: Emergency! Emergency! Sudden impact alert! This vehicle is currently experiencing dangerous levels of uncontrolled rotation. ::
:: Navigation lost. Dorsal propulsion lost. Life support compromised. Auto-pilot compromised. ::

Everyone please roll to stay conscious as the pod spins out wildly out of control!

Kallina: 2 of 5 Hits remaining.
Bertie 2 of 4 Hits remaining.
Sku Vonn: 4 of 4 Hits remaining.
Goran: 2 of 4 Hits remaining.
Jeeves: 0 of 1 Hits.

Passengers: Fungal Creature, Stripey Vrusk, Elderly Vursk (Kallt'kan & Chrt'kltal)

What do you do?
Next Update: Friday!

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#315 Post by shaidar »

Bertie tries nt to pass out from the high-g:

Roll: [_2d6]=(4+1)=5, dis/advantage[1d6]=3

zonk!

edit: If she somehow stays conscious with that roll, she'll head over to the environmental control systems.
Last edited by shaidar on Thu Aug 18, 2022 7:23 am, edited 1 time in total.

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#316 Post by Rex »

Kallina

"Hold on everyone!"

Stay conscious [_2d6]=(6+6)=12 A/D [1d6]=4

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#317 Post by cybersavant »

Skur Vonn looks to see if there's any way to manually pilot the pod.

pilot, stay conscious
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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#318 Post by Pulpatoon »

As the passengers of Escape Pod 01 are subjected to wildly sheering velocity, terrified shrieks give way to unconscious silence.

Kallina, having been subjected to high-gravity maneuvers in her combat training, remains conscious and alert. She sees that Skur Vonn is also awake, but barely. The yazirian fumbles with limp hands at his safety harness, trying to release himself, staring blearily at the featureless panels at the front of the capsule. Could Skur Vonn, a frontier pilot, be aware of some hidden controls in what appears to be a fully automated vehicle?

Another collision wrenches the contents of the ship back and forth, setting off even more alarms. Kallina realizes that if Skur Vonn does manage to unlock his safety harness in his semiconscious state, he’d be thrown around like a ragdoll, and probably snap his neck.
g-forces.gif
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:: Warning: Navigation lost. This capsule is off-course. Autopilot compromised and unable to compensate. ::

:: This capsule is currently experiencing an uncontrolled inertial trajectory. Please remain seated with your harness securely fastened. ::

Kallina: 2 of 5 Hits remaining.
Bertie 2 of 4 Hits remaining. (unconscious)
Sku Vonn: 4 of 4 Hits remaining.
Goran: 2 of 4 Hits remaining. (unconscious)
Jeeves: 0 of 1 Hits. (deactivated)

Passengers: Fungal Creature, Stripey Vrusk, Elderly Vursk (Kallt'kan & Chrt'kltal). (all unconscious)

What do you do?
Next Update: Monday!

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#319 Post by Rex »

Kallina

Is there any way she can get to Skur Vonn to secure him in?

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Re: Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

#320 Post by Pulpatoon »

Kallina: Skur Vonn is secured, but is trying to get to the front of the capsule, where, presumably, he can access some sort of controls.

The pod is in a pretty dangerous spot, right now, and would probably be better off with a pilot steering it. However, (1) Skur Vonn is dazed, (2) moving around the capsule is risky (except for you; you've got this down), and (3) you don't know if there actually are controls there, or if Skur Vonn has already been knocked for a loop.

Your Keen Mind reminds you that you have a multitool, which could be useful if some of those panels in the front of the capsule need to be removed in order to access, say, auxiliary controls. And you have several doses of Stimdose, which, uh, maybe those would help a dazed yazirian? But how do you get Skur Vonn from his seat, over the three vrusks, and to the front of the pod without him getting battered into fuzzy jelly?

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