Previously, on The Aslan Route… The Macavity has misjumped into deep space, with no star system nearby. However, a sensor scan reveals a large power plant ticking over nearby, and with no other options, the crew set course towards it...
This contains spoilers for Mongoose Traveller Great Rift Adventure 2: Deepnight Endeavour, but it was published in 2017, so I regret nothing.
Void 8 Subsector, 1108 Week 40
The Macavity quickly closes on the source of the neutrino emissions and discovers a starship, apparently of human manufacture, tumbling gently. She is broadcasting a low-powered transponder signal and has some energy emissions suggesting that at least some parts of her hull are still powered. However, all is clearly not well. The ship is heavily damaged and is at the centre of a slowly expanding debris cloud. She has no radar or other sensor emissions, and does not respond to communications. The slow tumble would make docking difficult, but not impossible.
Analysing the debris pattern reveals the debris was scattered from two points of origin, one the ship itself, centring on one of the ventral pods but with hits scored elsewhere on the hull. The second source was about 500 kilometres away, and appears to have suffered a catastrophic explosion scattering wreckage at much higher velocities.
The ship herself looks to be around 40,000 tons, prompting Vila to note that even if the fusion plant is running on fumes, fumes for a ship that size represent more fuel than the Macavity will need.
Mazun is easily able to reach, and fly around, the ship; the name Deepnight Endeavour is painted on the side in the usual places. Mazun admits that he did his national service in the Scouts, and heard of a corporation called Deepnight Exploration LIC which specialised in exploring rifts and other hard-to-reach places.
While the crew discuss what to do next, Dr Matauranga refines his location data and announces Macavity is three parsecs from Zuflucht in the Islands Clusters; the ship’s Library Data says there is an Imperial enclave there, with diplomatic, Navy and Scout representation, although neither of the latter can be called a ‘base’. This is an issue as even on full tanks the Macavity can only jump two parsecs, but they know it is possible to carry extra fuel, refill the tanks in deep space, and then jump again, so this makes things harder but not impossible.
The docking ports on the starboard Primary Structural Member are the obvious entry point, and with assistance from Vila, Mazun is able to dock the Macavity to one. Vila can see that it is intended as a docking cradle for fuel shuttles, but also quickly establishes that some inconsiderate soul has locked out the pumping station, so boarding is necessary. There are lights on and the power plant is operating on ‘hotel load’, i.e. just enough power to keep the ship habitable, suggesting there is someone aboard to ask for fuel, who would probably agree in exchange for passage out.
Leaving Mazun behind on watch, the rest – Rex, Kharrash, Dr Matauranga and Vila – don vacc suits, or in Rex’s case a pressurised infantry battle suit, and head up in the lift. Rex has two laser SMGs, Kharrash an automatic shotgun, Vila a stun pistol, and Dr Matauranga his sampling and medical kits. Once the lift stops and the doors open, Vila dismantles the panel and starts hacking the ship’s systems, muttering to himself “Any exploit is a total exploit”. He is unable to gain access, as the systems have been deliberately locked down and show evidence of cyberwarfare being waged inside the ship. There’s nothing for it but to emerge and look around.
After a short while, a shambling humanoid figure comes into view; it has the rough shape of a human being, but seems to be made of some combination of fungus, vegetation, and alien protoplasm. On detecting the boarders, it breaks into the closest thing to a run it can manage and charges. Vila’s stunner has no effect on it, so Rex cuts it into chunks with his lasers.
It seems to be alone, so Rex and Kharrash cover Dr Matauranga as he examines the body and takes samples. Under the outer fungal layer, the thing is wearing a jumpsuit with a nametag: STERLING. Mazun advises that the decontamination protocols he will enforce on return have just gone up a notch, and he orders everyone to stay in their suits.
The boarding party hears sounds from one of the nearby compartments and moves towards it. Kharrash opens the door and Rex lines up his lasers, ready to deal with whatever is inside; this proves to be a white-haired human male in a dirty lab coat who raises his hands and asks not to be shot. Rex decides he must be a scientist so calls Dr Matauranga forward, and the Doctor asks for information.
The survivor says he is Trennance Zedehlale, a research assistant, and explains what he knows or suspects happened; crewmembers investigated an alien ship, then fell ill, and soon afterwards, others did too. While heading for home, the Deepnight Endeavour misjumped - Trennance thinks that was deliberate - but the captain said he would get them home somehow and headed for a deep space fuel cache. By the time they arrived there were strange growths, a lot of sick crew, and zombies shambling around. The weapons officer blew up the fuel cache, and the surviving crew have split into factions and are competing for resources. Sooner or later the power plant fuel will run out or the zombies will get everyone.
In turn, Dr Matauranga explains to Trennance that Macavity has also misjumped, but if she can refuel she can make it to Zuflucht, and Trennance can go along in exchange for his help. He readily agrees, and suggests talking to the captain (who is in the command section somewhere) or the chief engineer (who is in engineering).
The Macavity's crew decide to begin with the engineering section, so leaving Trennance to shelter in place until the Away Team gets back, and under tactical direction from Mazun, they move through the starboard hull towards engineering. En route there is a minor firefight with several zombies; one of them makes it into melee range, at which point Kharrash’s casual lethality clears any remaining queries about why the Captain chose him as a bodyguard.
Not far into Engineering, they encounter an armed foraging party, and at first things are tense; but one of the engineers has the presence of mind to notice that the Away Team includes an aslan, and the Deepnight Endeavour’s crew does not. This buys enough time for Vila to explain that the Macavity has misjumped and needs fuel, and as a consequence there are a number of opportunities to Be His Friend and win an all-expenses paid trip Anywhere But Here. This is going out on a limb, as he has no idea how many engineers there are, but it sounds good to them, and they advise the Macavity's crew should meet the Chief Engineer.
Chief Engineer Dakh Moralder is a female vargr; pragmatic, if not as good at delegation as she might be, and focussed on saving what’s left of her engineering department – all 17 of them. She quickly agrees to the deal of helping Macavity refuel in exchange for a way off her own ship, and says the problems are that the relevant control circuits have been physically cut in the Operations Module, and her command authorisation has been revoked. This leads to a long discussion of how to overcome those problems, with Vila leaning towards either hacking the control systems on the pumps locally, or hacking the HR system and re-instating Dakh. The captain would notice either approach, but it’s not clear how he would respond.
Dakh says the suits aren't necessary, her section of the ship is free from infection. Dr Matauranga – never one to take anyone else’s word on medical matters – checks this personally, and agrees with her.
Mazun is reluctant to allow potentially infected people aboard the Macavity, but does want to save as many as he can, so proposes low berths as a solution which reduces risk and also increases the number of people who can be rescued. Dakh tells Vila that there are several dozen emergency low berths scattered around the ship – when you need one, you don’t want to travel far to get to it – and they can be demounted like ordinary low berths, making rescue easier and faster, and ensuring revival can be delayed until proper facilities are available.
So, it’s agreed that Dakh’s people, under Vila’s instructions, will fabricate some kind of fuel pod to carry extra fuel, allowing Macavity to reach Zuflucht. Once the ship is fuelled, people will be frozen by Dr Matauranga aboard the Deepnight Endeavour, and the berths then transferred to Macavity’s cargo hold.
Dakh doesn’t know how many people the bridge faction has; more than her, she thinks, but maybe not many more. Trennance said earlier he thought there were less than a hundred people left alive, and wondered why there weren’t more shamblers – there should be a couple of hundred. Nor is it clear how many people are left in the Mission faction.
The next step is to contact the Mission Specialists in the forward science pod. Dakh says that they are completely isolated in there, and she thinks their foraging parties get in and out using vacc suits to spacewalk to other pods.
Vila, Matauranga and Mazun compare notes on the art of the possible. They will need to fashion a 20-ton drop tank for extra fuel. If they abandon all the cargo that will leave enough space for forty emergency low berths, each of which can hold four people; that should be more than enough. The limiting factors will be how many berths and survivors they can recover.
Overall, they decide, it will be challenging, but doable.
To be continued...
GM Notes
Although I often berate myself for not having a better grasp of the detailed combat rules, after the initial battlemat fight with the zombie to show the players how they work, we shifted to a Dramatic Task for exploring the ship and a combination of discussion and basic Trait rolls for everything else, and you know what, that worked just fine and it didn't seem to be any less fun than any other approach. Maybe I should lighten up about this.
The next session should see some intra-party conflict. Mazun is Heroic, so will want to save everyone. Dr Matauranga has Curiousity as a Major Hindrance, so is itching to learn more about the fungal infection. Vila is Cautious, so won't want to run any risks.
The gun bunnies - Rex and Kharrash - have historically done whatever Mazun tells them, so my money is on him.