002 - Fogbound
002 - Fogbound
You arrive at Fogbound safely., as you come in, there are no ships in system. You contact starport control and landing permission is granted.
You land at the small starport and clear customs. There's not much here, this is one of the smallest Class-D starports you have seen.
You land at the small starport and clear customs. There's not much here, this is one of the smallest Class-D starports you have seen.
Re: 002 - Fogbound
“On the positive side,” Ana says looking across an empty field at the handful of rusty quonset huts that passed for a starport, “no one’s shelling us and the atmosphere isn’t going to dock 40 years from your lifespan.”
Re: 002 - Fogbound
"A quiet stop after all that shelling would be nice."Wen says with a grin, "Let's meet the Port Captain and get the passengers and settlers ready for debarkation. "Ramona wrote:“On the positive side,” Ana says looking across an empty field at the handful of rusty quonset huts that passed for a starport, “no one’s shelling us and the atmosphere isn’t going to dock 40 years from your lifespan.”
Wen puts in a call to Port Control and inquires about Customs, Medical clearance, and any other local regulations that need to be gone through.
Character Stats
Re: 002 - Fogbound
You have already cleared customs. While Fogbound is now rated with a Class-D starport, in honor of it's originally being a Class-E, I'm assuming it's a pretty minimal Class-D. It does have the refueling services and basic passenger and cargo facilities. It will have the cargo handling to be able to move the advanced base units to someplace local, however, if you want to help the colonists set up somewhere else, you really will have to do a wilderness landing.Eris wrote:"A quiet stop after all that shelling would be nice."Wen says with a grin, "Let's meet the Port Captain and get the passengers and settlers ready for debarkation. "Ramona wrote:“On the positive side,” Ana says looking across an empty field at the handful of rusty quonset huts that passed for a starport, “no one’s shelling us and the atmosphere isn’t going to dock 40 years from your lifespan.”
Wen puts in a call to Port Control and inquires about Customs, Medical clearance, and any other local regulations that need to be gone through.
Re: 002 - Fogbound
Vee busies herself with helping the passengers clear customs. Then, she polls them to see where they'd like to be dropped off.ffilz wrote:You have already cleared customs. While Fogbound is now rated with a Class-D starport, in honor of it's originally being a Class-E, I'm assuming it's a pretty minimal Class-D. It does have the refueling services and basic passenger and cargo facilities. It will have the cargo handling to be able to move the advanced base units to someplace local, however, if you want to help the colonists set up somewhere else, you really will have to do a wilderness landing.
Joe Roberts (JR)
Re: 002 - Fogbound
There is some opportunity for a planetary exploration if there is interest. There may be locales other than near the star port that would be suitable for a colony, however, outside a few small settlements, 99% of the population is within 100 km of the star port.
Re: 002 - Fogbound
Vee goes to the head of each family or group, and asks them where they want to go on-planet.ffilz wrote:There is some opportunity for a planetary exploration if there is interest. There may be locales other than near the star port that would be suitable for a colony, however, outside a few small settlements, 99% of the population is within 100 km of the star port.
Joe Roberts (JR)
Re: 002 - Fogbound
Wen talks to the Port Captain, "Cap, we've brought in a number of habitats and some folks with the intention of settling here on Fogbound. I know there aren't a lot of people here, so most land is undeveloped, right? I noticed that this planet is listed as being pretty primitive technology wise. Is this due to recent settlement or was there a primitive population here before Starfarers arrived?"
Wen then asks, "With the group of settlers we have they'll want to stake out some land to settle. So, what's the procedure here about settling in some of that undeveloped territory? Who are they going to have to talk to?"
After discussing this with the Port Captain, Wen asks,"We'll be headed to Shedezar next and will want to pick up freight and passengers from here that want to get there. Who's the local broker here that deals with imports and exports?"
"I'd also like to see about renting an air/raft for a few days, as some of my crew and I probably want to explore around a little bit. Who would be a good person to see about that?"
Wen then asks, "With the group of settlers we have they'll want to stake out some land to settle. So, what's the procedure here about settling in some of that undeveloped territory? Who are they going to have to talk to?"
After discussing this with the Port Captain, Wen asks,"We'll be headed to Shedezar next and will want to pick up freight and passengers from here that want to get there. Who's the local broker here that deals with imports and exports?"
"I'd also like to see about renting an air/raft for a few days, as some of my crew and I probably want to explore around a little bit. Who would be a good person to see about that?"
Character Stats
Re: 002 - Fogbound
Ana looks over as Wen talks to the port captain, ”There anything big and toothy they’re going to need to worry about? Hate to haul a bunck of civies out of a warzone to have them all eaten by some ravenous pack of something or others.”
Re: 002 - Fogbound
Ok, a bit more editing... Fogbound is D568655-1. The native population is low tech. The world is at the cold end of the habitable zone, however, there are a few places that are significantly warmer. Also, occasional ephemeral glades show up. I'm thinking Inuit as an inspiration for the local population.
There is an 800kg hunter on the animal encounter charts...
The star port warden (Bastiaan Noorlander) is not very happy about the colonists (reaction 5), he will tell you of a warm section of coast about half way round the world just south of the northern extent of the ocean that is hit by a warm equatorial current and has some thermal warming also that would be out of his way and perhaps a good place to settle folks. He can't do much to help you though.
As to local transport, they don't have any air/rafts, the Imperial settlement here is quite small (perhaps a few hundred). You do spot two tracked ATVs parked behind the port offices. They use tamed 200 kg chasers to pull sleds. The chaser is locally known as a Malskie, it has a thick wiry fur (Jack+1) and fights with claws. A typical sled team is 5 Malskies.
By the way, I have updated the maps on my web page: http://www.mindspring.com/~ffilz/Gaming/winedark.html
These include links to updated pdf files.
There is an 800kg hunter on the animal encounter charts...
The star port warden (Bastiaan Noorlander) is not very happy about the colonists (reaction 5), he will tell you of a warm section of coast about half way round the world just south of the northern extent of the ocean that is hit by a warm equatorial current and has some thermal warming also that would be out of his way and perhaps a good place to settle folks. He can't do much to help you though.
As to local transport, they don't have any air/rafts, the Imperial settlement here is quite small (perhaps a few hundred). You do spot two tracked ATVs parked behind the port offices. They use tamed 200 kg chasers to pull sleds. The chaser is locally known as a Malskie, it has a thick wiry fur (Jack+1) and fights with claws. A typical sled team is 5 Malskies.
By the way, I have updated the maps on my web page: http://www.mindspring.com/~ffilz/Gaming/winedark.html
These include links to updated pdf files.
Re: 002 - Fogbound
Vee presents this information to the passengers.ffilz wrote:The star port warden (Bastiaan Noorlander) is not very happy about the colonists (reaction 5), he will tell you of a warm section of coast about half way round the world just south of the northern extent of the ocean that is hit by a warm equatorial current and has some thermal warming also that would be out of his way and perhaps a good place to settle folks. He can't do much to help you though.
Joe Roberts (JR)
Re: 002 - Fogbound
Wen doesn't have a problem taking the colonists over to the site Noorlander pointed out if a safe landing spot can be located, and they pay for the extra fuel used.joertexas wrote:Vee presents this information to the passengers.ffilz wrote:The star port warden (Bastiaan Noorlander) is not very happy about the colonists (reaction 5), he will tell you of a warm section of coast about half way round the world just south of the northern extent of the ocean that is hit by a warm equatorial current and has some thermal warming also that would be out of his way and perhaps a good place to settle folks. He can't do much to help you though.
"I want to point out, though, that you'll be half way around the world from the Starport, so you'll very much be on your own out there." Wen adds when he talks to the colonist's leaders with Vee, "If you've got the money, I'd suggest getting an air/raft or two as soon as you can so you can get back and forth from your colony to the starport. You'll also want a working radio with good connections from there to here, too."
Character Stats
Re: 002 - Fogbound
The colonists, not very happy with Noorlander's attitude do request help in settling at the remote location. There isn't an Air/Raft available here for purchase, but they do manage to wrangle one of the ATVs from Noorlander (at only a slight markup of 20%). The ATV is equipped with a shortwave radio that will be able to reach the star port. You would have to make two trips to shuttle the advanced bases and the ATV, though some folks have expressed an interest in taking the ATV cross country (they will need to survey a route anyway).
Mr. Karim and his buddy will stay here in the star port. Your other regular passengers have all purchased passage to Shedezar, you may collect their passage now. Mr. Karim and his buddy departing leave you one stateroom open for recruiting a passenger (now not picking up refugees, you will only be able to single book that stateroom).
There are plenty of high passengers (7 to be exact) so you will be able to fill that stateroom.
Cargoes available: 5, 5, 10, 15, 20, 20, 30
Speculative cargo available is 30 tons of Machine Parts at 303 kcr per ton (1% surcharge for splitting the lot is already applied). Hmm, if you bought them and resold them here, you would be guaranteed to more than double your money, without a broker. They are on offer for the lowest price, 40% and they have a +4 sale DM here... Obviously though no one here actually needs machine parts today...
Mr. Karim and his buddy will stay here in the star port. Your other regular passengers have all purchased passage to Shedezar, you may collect their passage now. Mr. Karim and his buddy departing leave you one stateroom open for recruiting a passenger (now not picking up refugees, you will only be able to single book that stateroom).
There are plenty of high passengers (7 to be exact) so you will be able to fill that stateroom.
Cargoes available: 5, 5, 10, 15, 20, 20, 30
Speculative cargo available is 30 tons of Machine Parts at 303 kcr per ton (1% surcharge for splitting the lot is already applied). Hmm, if you bought them and resold them here, you would be guaranteed to more than double your money, without a broker. They are on offer for the lowest price, 40% and they have a +4 sale DM here... Obviously though no one here actually needs machine parts today...
Re: 002 - Fogbound
Vee works to find another passenger, and coordinates with the colonists concerning the ATV. "We can cache fuel and supplies along your proposed route, if you'd like," she offers.ffilz wrote:There are plenty of high passengers (7 to be exact) so you will be able to fill that stateroom.
Joe Roberts (JR)
Re: 002 - Fogbound
Ana snorts when she gets back into the ship shooting a sidelong glance back at the port master, “Everyone’s all tears and high-tea fund raisers when they hear about a humanitarian crisis but when the refugees show up looking for a brighter future suddenly there’s a damn problem. Bugger’s up to something too, spent enough time crawling through the Empire’s sewers to know a rat when I see one.”
She watches Noorlander suspiciously during the negotiations to buy the crawler,when he’s gne she mutters“Guarantee you he’s getting a cut to blind-eye the outbound gunrunners.”
Ana shakes her head, “Get me a look at the site, skipper, see what we can do get them set up with some security.”
She watches Noorlander suspiciously during the negotiations to buy the crawler,when he’s gne she mutters“Guarantee you he’s getting a cut to blind-eye the outbound gunrunners.”
Ana shakes her head, “Get me a look at the site, skipper, see what we can do get them set up with some security.”
Re: 002 - Fogbound
"Good idea, Ana." Wen says, "I'd rather not leave here with these colonists on my conscience."Ramona wrote:Ana snorts when she gets back into the ship shooting a sidelong glance back at the port master, “Everyone’s all tears and high-tea fund raisers when they hear about a humanitarian crisis but when the refugees show up looking for a brighter future suddenly there’s a damn problem. Bugger’s up to something too, spent enough time crawling through the Empire’s sewers to know a rat when I see one.”
She watches Noorlander suspiciously during the negotiations to buy the crawler,when he’s gne she mutters“Guarantee you he’s getting a cut to blind-eye the outbound gunrunners.”
Ana shakes her head, “Get me a look at the site, skipper, see what we can do get them set up with some security.”
Character Stats
Re: 002 - Fogbound
What sort of security would you like to try and set up for them?
Note that you also spent 10 kcr on 2 tons Medicines, clothing, power tools, hand tools for the colonists. Are you offering that to them at cost or hoping for a markup? It would be fair to at least collect the 2 kcr shipping charge as a markup.
As to the fuel costs to make the run over there, no extra cost, all in system travel fuel cost is subsumed into the power plant fuel cost, the extra drops to make supply caches for the ATV won't be an issue (unless something exciting happens). The ATV should actually be self sufficient, but it might not hurt to make a couple fuel cell drop offs with some emergency supplies. The colonists will send a crew of 4 with the ATV. That and your disembarking at least some of the regular passengers (some will prefer to stay on the ship for the "cruise") will give you wiggle room for some security supplies. The ATV IS armed with a pulse laser (for those interested, see Double Adventure 1 - Across the Bright Face for ATV details).
The colonists make a request that if you come back this way, they would be most interested in purchasing a dirt mover and a hauler as well.
Note that you also spent 10 kcr on 2 tons Medicines, clothing, power tools, hand tools for the colonists. Are you offering that to them at cost or hoping for a markup? It would be fair to at least collect the 2 kcr shipping charge as a markup.
As to the fuel costs to make the run over there, no extra cost, all in system travel fuel cost is subsumed into the power plant fuel cost, the extra drops to make supply caches for the ATV won't be an issue (unless something exciting happens). The ATV should actually be self sufficient, but it might not hurt to make a couple fuel cell drop offs with some emergency supplies. The colonists will send a crew of 4 with the ATV. That and your disembarking at least some of the regular passengers (some will prefer to stay on the ship for the "cruise") will give you wiggle room for some security supplies. The ATV IS armed with a pulse laser (for those interested, see Double Adventure 1 - Across the Bright Face for ATV details).
The colonists make a request that if you come back this way, they would be most interested in purchasing a dirt mover and a hauler as well.
Re: 002 - Fogbound
Wen doesn't want to take a loss on the goods we shipped in, but he wants to talk it over with the rest of the partners. Wen's proposal to offer the goods to the colonists at our total cost + 10% (as a profit).ffilz wrote:What sort of security would you like to try and set up for them?
Note that you also spent 10 kcr on 2 tons Medicines, clothing, power tools, hand tools for the colonists. Are you offering that to them at cost or hoping for a markup? It would be fair to at least collect the 2 kcr shipping charge as a markup.
As to the fuel costs to make the run over there, no extra cost, all in system travel fuel cost is subsumed into the power plant fuel cost, the extra drops to make supply caches for the ATV won't be an issue (unless something exciting happens). The ATV should actually be self sufficient, but it might not hurt to make a couple fuel cell drop offs with some emergency supplies. The colonists will send a crew of 4 with the ATV. That and your disembarking at least some of the regular passengers (some will prefer to stay on the ship for the "cruise") will give you wiggle room for some security supplies. The ATV IS armed with a pulse laser (for those interested, see Double Adventure 1 - Across the Bright Face for ATV details).
The colonists make a request that if you come back this way, they would be most interested in purchasing a dirt mover and a hauler as well.
Wen will leave security up to Ana.
Wen will concentrate on getting the ship, with the modules, supplies and colonists to the site and landed safely.
Character Stats
Re: 002 - Fogbound
Wen doesn't want to take a loss on the goods we shipped in, but he wants to talk it over with the rest of the partners. Wen's proposal to offer the goods to the colonists at our total cost + 10% (as a profit).Eris wrote:The colonists make a request that if you come back this way, they would be most interested in purchasing a dirt mover and a hauler as well.
Wen will leave security up to Ana.
Wen will concentrate on getting the ship, with the modules, supplies and colonists to the site and landed safely.[/quote]
Vee agrees to the deal, and helps the colonists prepare to leave the ship.
Joe Roberts (JR)
Re: 002 - Fogbound
TGM - Do the habs come with any kind of survival weapons? A rifle or rechargable laser? If they don’t we should see what we can scrape together here. What’s the general lay of the lands where we’re putting them? Ie plains, valley, his, island?