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File: Traveller.jpg (54 KB, 1000x297)
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Slowly, your world slides into focus.

You struggle to your feet, or at least try, but just sitting up from the cold metal floor is struggle enough. A trickle of blood escapes your nose as you do so. You realize you've got blood on your face, on your clothes. And on the floor, of course.

You feel like someone popped your skull open and took an electric mixer to its insides. Bit by bit, you regain sensibility to your fingertips, which were feeling numb and cold at first.

It's dark in here. Not absolutely dark- a wall-mounted display has a few lights, some fixed, some blinking, some blue and some red. Enough to barely see by, as your eyes adjust.

It's narrow and cramped. You're in a very small room, barely two meters by three. Metal walls, a metal door, metal crates and boxes, a large metal locker opposite to the door. A couple brooms, a plastic bucket, bottles of detergents piled in a corner.

A dull, low-pitched humming noise fills the background. You smell blood all around you, but that's hardly unusual.

As you manage to stand back up, you notice two white, humanoid shapes sprawled by your feet. Two corpses, clad in white and blue uniforms. Just like you, you realize.

Your head is a mess. Thinking hurts, and your heartbeat is going insane. You instinctively clench your teeth and fists, and let the spike of adrenaline wash over you, forcing yourself to calm down.

Something is going horribly wrong.

>Beat your fists on the door, call for help.
>Check the blinking instrument panel.
>Try and turn the light on.
>Inspect the bodies.
>Search the room, take stock of what you have.
>Get a grip on yourself, try to remember.
>[Other options? Feel free to suggest anything else.]
>>
>>11026
Search room. Check pockets and for hidden pockets
>>
>>11026
Try and turn the light on, and then inspect the bodies.
>>
>>11026
>Get a grip on yourself, try to remember.
>Try and turn the light on.
>Inspect the bodies.
>>
You instinctively stuff your hands in your jacket's pockets, and find a few things meeting your hand.

One is a keycard-like item, flat, rectangular and plastic. It has writing on it, but the light's to dim and your brain too shot to make out the words. It also seems a bit used and worn out, which does not help.

You also have a few coins of various denominations. You count seven of them.

In your pants' pockets, you find a small nail clipper, a crumpled-up post-it note, and a tiny, quasi-spherical item with a soft, rubbery protrusion on one side, and a long wire of bendable metal on the other.

This last item feels oddly familiar, but your brain still needs to jog up properly apparently. You can't stop and focus on things properly.

You double-check to make sure you didn't miss any pocket. You evidently didn't.

Good lord your head hurts.

Your nose didn't stop bleeding. You feel a bit woozy, even though you're fairly sure that you didn't quite lose enough blood to be in serious danger. The pool by your feet isn't worryingly large.

You search for the light switch along the wall near the entrance for a few seconds, then you realize that there isn't one.

This is a storage closet.
The switch is on the outside.

You kneel down and inspect the bodies. You feel like you know them. Or, well, knew them. Both are cool to the touch, and unmistakably dead.

Though not long dead. They're cool, not cold.

One of them is a human male, in his 40s. Pale skin, light brown hair and beard, stocky. The other is an aslan female, maybe in her early 30s, golden fur with some darker stripes, tall and lean. She has a leather belt around her waist from which a handful of tools are hanging.
They all lost some blood from the nose. Other than that, they don't show any sign of physical violence.

The blood loss isn't enough to justify their death, you realize, unless they lost most of it elsewhere and were later brought here.

Finally feeling the adrenaline slowly leaving your system, you sit down on one of the many boxes littering the storage room you're locked into and try to focus.

The background rumbling noise suddenly triggers your memories.

You're on a spaceship.

You're part of the crew, obviously.

Your name... eludes you, at the moment. You remember knowing these people, but their names don't come to mind, either.

But you worked with them.

The bearded human was the captain. The slender aslan was his second.

Your role was...

>Pilot
>Engineer
>Security officer
>Systems officer
>[Other options?]
>>
>>11178
Shit, well, that was me but I forgot my name and trip after taking it off to post on another thread. In any case the poster ID should make it obvious.
>>
>>11178
>Other option: A journalist, accompanying the crew to report on their mission.
>>
>>11178
Other Option: Janitor
>>
>>11178
>Janitor
>>
janitor
>>
>>11178
>Sanitation Technician
Sure, it's a glorified janitor, but it's still very important when dealing with bacteria and viruses in space.
>>
Best quest already.
>>
As the most junior member of the crew, you worked, on board, as sort of a handiman, helping other crew members while learning the job and the ins and outs of life on a spaceship.

Some fragments of memories start surfacing.

The captain's name was Rodger Ecarias. He was a strict man. He had a distinct way of falling silent and just staring forcefully at you every time you did anything wrong or that displeased him.

You never had many chances to talk with Akyriaklyafy, the second in command. Her background was in engineering, and she doubled-up as the ship's main engineer. She was always walking between cockpit and engine room, always in a hurry, hissing at whatever problem reared up its ugly head that particular day.

You still feel disconnected from all of this, though. Like this isn't really happening to you.

It takes a few minutes to sink in that, whatever happened here, you were left for dead here together with your officers.

Dumping bead bodies in a closet is most certainly not proper procedure, anyway.

>What will you do next?
>>
>>11273
Check the instrument panel and search the bodies for tools and key cards.
>>
>>11273
>take the tool belt and get as many things you can
>look in the boxes
>closely inspect their pockets
>>
>>11273
Grab Akyriaklyafy's toolbelt, it may come in handy. Also check their pockets for anything of use.

Check the instrument panel.
>>
>>11273
Look for your toolbelt
>>
>>11273
Inspect the woman's tool belt maybe there is something useful there.
>>
Read the post-it note
>>
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It takes you a moment to find the force of will to kneel down and properly search the bodies, going through their pockets and clothes methodically.

Akyriaklyafy has a keycard just like yours in her pockets, but the one that should belong to the captain is conspicuously missing. You feel like this is important. After all, he should have it.

Akyriaklyafy's pockets further produce a wooden brush, a small metal file, and a datachip.

Searching the captain's pockets reveals another small metallic sphere similar to yours, but this one is clearly damaged, squashed flat, maybe by an impact. You can feel tiny wires and circuitry spilling out of it. He has nothing else.

Considering Akyriaklyafy's body again, you decide to undo her tool belt and appropriate it. You'll probably need it more than she does. You take quickly stock of the iterms contained therein: a telescoping magnet, used to swipe screws and bolts in hard-to-reach places. An electric screwdriver, with a full set of interchangeable heads. A spanner. A laser rangefinder. A universal power cell. An utility knife. And a flashlight!

You turn on the device, and nearly blind yourself as your bleary eyes frantically try to adjust to the sudden swing in luminosity.

Your locale looks bleaker than you imagined, yet also familiar. You've been here before. You know this place fairly well.

You quickly give a second inspection to your surroundings. The corpses, the instrument panel, the locker, the boxes.You didn't miss anything in particular.

You pry a couple of boxes open. Food supplies. Mostly canned meat and vegetables, some vitamin pills, some boxed junk food, some MREs. A few of the boxes have a cooling system, acting as fridges or freezers, and holding some fresher stuff: real meat or fish or fruit.

You don't feel hungry right now.

This is the ship's locker. It's where you kept all the "stuff". Well, everything that didn't need particular safekeeping, like weapons or medical supplies or other sensible material, of course.

Or your cargo, which is obviously in the cargo hold. You're on a cargo ship, you remember that much.

Then, you inspect the instrument panel.

It's a way to easily access the ship's internal database, to take stock of what items you have available in this locker, note down when something is taken or returned, or needs replacement. You remember using it multiple times, usually to note down when you were borrowing some tool, or when you were out of detergent, or such.

A thought strikes you: This system is connected to the ship's main computer. You could try to use it to gain access to it. However, you're not entirely sure if you know how to do that.

If someone is still operating on the main computer, you might draw attention. Which you're not sure if it would be a good thing or a bad thing, in your situation.

(continued...)
>>
>Inventory (from now on, you can ask for your inventory at any time, or perform actions on your inventory, like examine items or try using them on your environment or with each other)
>Access terminal, open door. (roll 2d6 for this action)
>Access terminal, access intra-ship communication network (roll 2d6 for this action)
>Access terminal, check ship logs. (roll 2d6 for this action)
>Access terminal, other action? (roll 2d6 for this action)
>Mental check. Who are you? Why are you here? What's your name? What's going on?
>Physical check. Are you wounded: Are you still bleeding? What's wrong with you?
>Go through the locker and the terminal, try and find out if there's anything here that can be useful to you.
>[Other options?]
>>
>>11434
>physical check
>inventory
>mental check
>go through locker and the terminal
>Access terminal, open door
>>
>>11434
mental check
>>
>>11434
>[Other options?]
Use the flashlight to read the crumpled note.
>>
>>11434
>Physical check
>Mental check
>Read crumpled-up post-it
>Go through the locker and the terminal
>>
>>11434
>>11454
This and see if your uniform has a name badge
>>
>>11467
>>11463
and see if we can access Akyriaklyafy's datachip with the terminal
>>
>>11476
Yes.
>>
>>11446
If you want to use the terminal for something that it wasn't quite designed to do, I will roll for your action before making my next post, to see if it succeeds or fails.

If the roll is a 8 or higher, your action succeeds. Later, modifiers might be brought in.

Keep in mind that sometimes, when an action asks for a roll, failing the action can have negative repercussions. Think before you ask for a roll.

If other players don't like your idea of taking a rolled actions, they can say so in their own posts and vote against it. In general, I'll only have the main character take a rolled action if there is general consensus in the thread that it should be attempted.

In this case, since only you out of all the thread's posters asked for it, I will not do it, but you can vote again for it later.
>>
>>11487
fair enough
>>
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You swing the flashlight around, taking stock of your situation, then rummage in your now rather crowded pockets.

The crumpled note you found on your person has been written in black ink on the bright yellow square of lightly adhesive paper. The calligraphy is boxy, squarish.

"Please come see me in the mess hall at 9. There is something you must know."

You pull out the telescoping magnet and attempt to hold it like a pen and trace over the letters, and notice that you instinctively use a different style. That's not your handwriting, clearly.

Shaking your head, you glance at the terminal. Whatever it was, it was apparently a few hours ago.

You insert the datacard you found on Akyriaklyafy in the appropriate slot. Apparently its data is saved in a different format than whatever your system here uses (maybe she had her own aslan-brand computer in her quarters?), so the system will take a moment to decrypt, it seems.

As you wait, you glance at your keycard. It has your picture and personal data printed on it, serving as ID, and also stores data inside you imagine.

>Choose a name
>Choose a gender
>Choose a race
>>
>>11583
>name: Scruffy
>gender: Male
>race: white, possibly of irish descent

im sorry i had to. was too good to pass up
>>
>>11583
>assholer
>trisexual pangenerial furry-demi-soxy-doxy kinizer
>Black with spots of white and redneckness
>>
>>11583
>Scruffy
>Male
>Solomani Human
>>
>>11620
seconding
>>
(sorry if that took a while, photoshop kind of died on me.)

If you guys don't know the Traveller setting that well, don't worry.

The main races (that would make sense to have on this ship) are:
Humans: You know about them, hopefully. In the Traveller universe it's a bit different because not all humans are from Earth, but it's more of a cultural issue than a biological one. In any case it's not particularly important.
Aslan: A warlike alien species of humanoids with feline traits. They tend to be taller and bigger than humans, the males moreso than the females. In their culture, males do war, politics and philosophy, and females handle science, engineering, economy and other specialist trades.
Vargr: uplifted canines from Earth, evidently stolen from their home planet, engineered, and transplanted on some distant world by a mysterious alien race. They tend to have a pack mentality, and are famously proud, unconcerned with formalities and centralized leaderships.

Besides these obviously 70's-sci-fi-as-heck races, you can feel free to make up your own and propose it. Most minor alien races in Traveller usually boil down to "animal people", but with some exceptions. If you feel about doing any special reading on the subject, there's a good wiki.
>>
>>11633
this
>>11609
With Aslan
>>
>>11620
Thirding
>>
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Your keycard informs you that you are Scruffy Scruffington Jr, Human, Imperial citizen, born on St. George/Nightrim (RD 2616) on 304/985, class C technician onboard the Eutropia.

Finally, the datachip is decoded. The computer beeps softly to warn you of this fact.

You quickly inspect the content of the datachip. It has no protection, and it seems to be just loose data in four folders.

It doesn't take long to check them all. One is the official technical manual of the ship's jump drive, another is a loose collection of personal notes and remarks concerning engineering. You skim past stuff like complaints about coolant valves acting up, the portside drive engine having a slightly asymmetrical burn no matter how many times it's been "fixed", and so on. Nothing really catches your attention.

The third is a collection of personal letters that Akyriaklyafy seems to have been exchanging with her family.

You turn aside for a moment and glance at the corpse lying on the floor with discomfort before leaving the folder without opening anything.

You open the last folder, and find yourself staring at a vast amount of rather athletic Aslan males, sporting thick manes and alluring gazes, posing in various states of undress.

>What will you do next?
(previous options are still valid of course, I will not repost them for brevity, I think you have a clear idea of the situation and your surroundings by now.)
>>
Rolled 6, 2 = 8 (2d6)

>>11792
Check physical
Check the locker and terminal
Check the ship logs.
>>
>>11792
Pocket the data chip. We can return it to her family later.

After we've deleted the 'Private' folder.

>Physical check
>Go through the locker
>Access ship logs
>>
File: monitor.jpg (127 KB, 830x552)
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You quickly check yourself, making sure that you don't have anything broken or messed up.

Your head still hurts like crazy. You have clearly lost more than a bit of blood, as well, But you don't have any obvious wound, and don't seem in any sort of danger or pain. You're in, overall, good health, other than maybe suffering from low blood pressure right now.

You pop the metal locker open, finding a vast array of multipurpose tools, as well as a lifetime supply of duct tape and a coil of rope.

Satisfied with your search, you return to the terminal, and attempt to access the ship's logs.

You're not sure you can remember your password correctly. You definitely don't know Akyriaklyafy's password, even if you used her ID card.
This is a very low security terminal: you could try to hack it, but it would just be as easy to detect your attempt, if anyone is watching.

>What should you do?
>>
>>11962
look through her mail to try and guess the password
>>
>>11962
Open the storage closet door if possible
>>
Your dazed minf contenplates whether you should attempt the low level hack but instead decide to use a manual hack by taping into the matrix, Soon after the LSD is taken, Neo arrives and opens the computer up for you. But not before you have to protect the City of Zion from becoming the last fallen city on earth

>Help Neo and Protect the City of Zion
>Take more LSD and go to sleep
>Physically hack computer terminal using the lifetime supply of duct type creating a bridge of the circuits thereby passing the low level security code
>>
>>11962
Try to open the door instead.
>>
>>11962
The password is Password.
>>
Rolled 2, 6 = 8 (2d6)

The door leading outside has a motion detector sensor, so if it could open it probably would have already. Still, you try and give it a good tug, but it doesn't budge.

Figures. These doors are designed to hold atmosphere in case of a hull breach. There's no way you can force one open with your bare hands, or even with a crowbar. The seal is magnetic, and quite strong. You'd have to cut power and THEN use a crowbar.

You insert the datachip again, and force yourself to go through Akyriaklyafy's mail.

She's been writing to her mother, Gywhal (you're sure this is a nickname, as even she calls Akyriaklyafy "Aky" in her letters).

You spend time reading.

She's a pharmacist on Concorde. She's desperate to eat Edferakati meat again, but the aslan homeland is far away across the Reach, and few shipments get this far. She still has some in the freezer, but she's saving it for a special day.
She's waiting for Aky to get back home once her tour of duty on the Eutropia is over, so they can eat once more together.

Almost feeling the corpse thrown on the floor like a ragdoll staring at your back. you flip between her private mail and the password screen, making a few attempts at the password...

(rolling...)
>>
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It was the date of birth of Raksr, Aky's brother. A mail from her mother mentions a birthday party she couldn't get home in time for, last year on the 112th. And it was his 12th birthday, so his date of birth is 112/1002.

Now you have access to the ship's logs. What will you check first?

>Recent events logged
>Cargo manifest
>Crew roster
>Navigation data
>[anything else?]
>>
>>12161
>Recent events logged
>>
>>12161
>Recent events logged
>>
>>12161
Crew Roster, check vitals on crew?
>>
File: monitor.jpg (190 KB, 830x552)
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...It seems your ship is still transiting in jumpspace, as there's a note of you jumping in about six days ago. You're isolated by the rest of the universe, suspended in your little pocket universe until arrival.

You remember that jumps always take about 168 hours to complete, that is, roughly seven days, give or take a few hours. Which means that you'll likely jump out in your destination system soon enough.

It also seems like troublesome things happened.

Unfortunately you can't get any extra information on these events from this terminal.

>What should you do?
>>
>>12278
Try to get this door opened.
>>
>>12278
>cargo manifest

See if you can access some kind of cameras into other rooms using the terminal
>>
>>12278
>Crew Roster
>>
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You try and access the remote door controls, but, as expected, they're out of your access level. If the ship lockdown was called with the captain's keycard, only the captain can call it off. You'll have to think of some way to get around that.

Attempt to access the cargo manifest yields some information, but only adds up to the mystery.

The cargo manifest is accessible.

>What should you do?
>>
Are there any sort of maintenance areas that - at least within the section - might not be locked off? If so, those might grant access to the power for the doors and the like.
>>
>>12557
The room you are in is essentially a slightly larger boom closet. It has one door, and you remember it connects to the main corridor running from the cockpit to the engineering section and giving access to most of the ship's locations.

There is a removable panel in the wall. You could unscrew it and open it. You remember it's for easy access to wiring and piping running behind that wall.

There is an air vent, but it's fairly obviously too small for you to crawl through like in movies.

Other than the door, the maintenance panel and the air vent, you spot no other avenues of exit from this room.
>>
>>12591
Huh. Wonder what happened to the other players...

Anyway. Let's try opening up that panel, then, shall we?
>>
>>12591
is it possible to gain access to some sort of cameras in the corridor outside?

it would help to know what we are walking into
>>
>>11026
I farted.
>>
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You make an attempt to access the internal security system. The ship only has one security camera, in the corridor. Since access to all stations has to pass through the corridor, it's a critical point for ship security, after all.

With an access level of B, you can access the live feed. Nothing seems to be wrong in the corridor, and nothing seems to be moving.

Bit by bit, your memory of the ship's layout is being jogged.

(continues...)
>>
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With the help of your trusty screwdriver straight from your, or rather, Aky's tool belt, you open the maintenance panel and, using your tool knife, manage to pry it open. It's harder than it looks, since all maintenance conduits are also airtight and magnetically sealed. Fortunately, it's a weaker sort of seal than what doors have, because the screws act as an additional safety.

The maintenance compartment is a cramped, narrow crawl-way, filled with pipes, wires, and machinery that looks frankly quite outdated. Making your way through is quite a struggle.

You remember doing this in the past. These wires feed electrical power a lot of secondary systems on the ship - power to several non-essential systems, and the pipes carry hot water, cold water, methane, carbon dioxide, oxygen, air mix and vacuum to wherever they might be needed on the ship.

At the far end of the crawl-way there should be a panel just like the one you unscrewed, giving access to another room. You don't quite remember which one right now, however.

The problem is that the panel is a sturdy metal sheet, and you can't unscrew it from inside.

You'll have to think of something.

>What should you do?
>>
>>13101
>mental check
>physical check

does scruffy remember where the mess hall is?

or what wires do what?
>>
>>13252
snip a wire that could turn off the mag seal.

if we still have the rope maybe we could tie it to the door to help leverage it?
>>
>>13042
>>13101
>>13252
trip, EF
>>
>>13322
Huh. My usual carelessness. I'm really bad at this, am I.

Well, nevermind, I just wanted to test this new board, but now I've gotten quite into it, so the show will go on.
>>
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(going back to this nick for this thread anyway)

>>13128
(forgot your votes for physical and mental check, so redoing my post)

Physically, you're fine. The headache seems to be going away, but the lightheadedness stays.

Mentally, you're still confused. Your memories are fragmented, but are slowly coming back, bit by bit.

You remember who you are and what your job on the ship was. You are starting to remember the ship layout. You remember pieces of your life, even some of the time spent working onboard this ship.

You don't remember anything since before your ship did the Jump.

You don't remember specifically where the mess hall is, but you do remember it being near the rear of the ship.

You remember what most of the wires and pipes do. They were helpfully labeled by you a few weeks ago.

>>13299
You could deactivate the door's mag seal from here by cutting a wire, but that would power down all mag seals. If the ship has suffered some sort of hull breach, it would depressurize at least part of it.

The corridor seems fine, judging by the camera, however.

The rope wouldn't be of any help. The door is a sliding door, without anything to tie it on.
>>
>>13387
this might be a bad idea but if we cut a methane pipe near the sheet metal door in the room opposite us and throw the universal power cell into the gas it should explode and damage the sheet metal panel.

i hope.
>>
>>13387
>>13458
also i really dont mind if you want to wait until other players return.
>>
>>13387
>(going back to this nick for this thread anyway)
So... Wait, what does this mean? Is this a /tg/ thing i should be getting?

>>13458
That sounds like a terrible idea, the explosion will come into OUR room.

Cut the power, we'll deal with it later.
>>
>>13509
Nothing special. I'm also Exaltedfag a QM who runs Exalted Quest, an old (-ish) quest from /tg/. Before migrating to /qst/ I wanted to try the board with an unrelated thread, and I've always wanted to try something sci-fi. Plus, I LOVE Traveller.

I didn't MEAN to keep it hidden, but I thought there was no point in saying it either. besides, I wanted to see how hard it was to start a thread and get it running without being someone with already a "name" attached to himself.

Of course I'm a clumsy bastard and accidentally switched my old trip back on.

>>13487
I'm actually going to do that, but for entirely unrelated reasons: it's pretty late, and I should definitely sleep a bit.
I suspect I'll be posting sporadically at best tomorrow and sunday, but I'll do my best to keep following.
>>
>>13458
>cause a gas explosion in a narrow space we are currently locked in

You're right, it's a terrrible idea.

I'd say, first try and see if any of our tools can cut through the metal plate at ther far end of the maintenance crawlway.
If not, cut the power and then force the door open. Then, if possible, reattach the power while keeping the door open by shoving something in between to make sure it doesn't shut close again.
>>
>>13387
If the screws are "accessible" from the inside, and we have a tool capable of generating heat, we could try expanding the screws, damaging the thread, thus allowing us to just push the screws out.

Or we could melt them with sufficient heat, I guess.

Alternately, if we have some kind of small handheld drill, we could drill the screws out.

Sorry about dropping off yesterday. Got decked by a wave of nausea.
>>
Rolled 3, 1, 4, 4 = 12 (4d6)

The screws are not directly accessible from inside the maintenance compartment.

You weigh your options and go over your tool belt one more time. Your electric screwdriver can work as a low-powered drill, and you could try to use it to take the metal sheet apart and break in the other room. Alternatively, you could cut power to this section of the ship and force the door open.

You decide to try and drill some holes in the metal sheet first, to weaken it. Better not to cut the power unless it's your last option...

[rolling dice for 2 actions: drilling, and cutting power. If the first action succeeds, the second will be ignored.]

(Posting form a new computer, so I lost text formatting.)
>>
After nearly half a hour of trying, you have to accept reality: starship-grade steel sheets, even the ones used for internals, are too sturdy to be broken through by using an electric screwdriver as an improvised power tool. You busted all of your sharper heads in trying, and, in the end, you decide to cut your losses and give up before you completely ruin your tool.

Turning to the wiring in the maintenance compartment, you engage plan B: you find the wire feeding electrical current to this room (including but not limited to the maglock on the door) and sever it.

The wall-mounted computer you have been using up to now, and the only source of light in the room other than your flashlight, goes dark, followed by the dull hum of the air con vent dying down.

Without the air vent, you now you only have whatever time the breathable oxygen already in the room will leave you. You make your way back to the door in a hurry and start to force it open.

Even without the maglock, it's designed to require a considerable strength to be forced open. You use the panel you unscrewed earlier as an improvised crowbar, and, after a few rather intense minutes of struggle, manage to gain passage to the ship's main corridor.

The lights are out here too. It's dark. You might have cut illumination to this part of the ship, but at least here you have another computer screen that's on a different power line (and thus active), and the air vents still work as well.

The ship is still on lockdown, but several of the doors you can access from the corridor might have their maglock disengaged, too, and be openable with some effort.

>Reconnect power wire
>Use computer (to do what?)
>Try to access bridge
>Try to access captain's quarters
>Try to access first officer and engineer's quarters
>Try to access helmsman and technician's quarters (your room)
>Try to access passenger's quarters 1
>Try to access passenger's quarters 2
>Try to access engineering
>Try to access mess hall
>Try to access cargo hold
>Try to access bathroom
>Try to access airlock
>(Other choice?)
>>
>>17488
>Try to access bathroom
Find a mirror to check your head for damages in. Maybe locate a first aid kit if necessary.

>Try to access mess hall
That's what the post-it said. Maybe there's something that'll clue us in.
>>
>>17488
>use computer
see if this computer can explain what happened/whats going on currently
>>
The bathroom is accessible.

There is a lingering smell of iron in the air, and traces of blood, still pretty fresh, in the sink. A first aid kit is lying on the sink corner, open, half-used. Some disinfectant, bandages, and self-applying stitches are missing.

You stare at yourself in the mirror. The tired, bleary-eyed face that stares back at you is a depressing sight, but you don't seem to have anything obviously wrong. No sign of damage or violence anywhere on your body.

Anything that happened to you must have been purely internal, you conclude. You close the first aid kit, realizing you have no need for it right now.

You wash what little blood still stains your face, clean yourself up a bit, and head back outside, in the corridor.

After trying the door to the mess hall for a bit, you realize that the maglock is still in effect here. You could cut another power wire to gain access, but in doing so you would deactivate numerous other systems on the ship, and you're not entirely sure what the full consequences would be.

You gain access to the console in the corridor.

>Eutropia main computer access
>Access level: B
>Enter command
>_

(Posting from cellphone, so no images, sorry. Will put them up later. If you want, feel free to post what our main character looks like.)

(I don't mind the futurama reference, but let's not take it too far, okay?)
>>
>>18169
Can we access Ship Records or the Engineer's Data Chip to see what kind of damage the ship took right before everything went to crap?
>>
>>18169
can we use the computer to get a complete map of the ship?
>>
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>>18169
>If you want, feel free to post what our main character looks like.
If only Aky had seen our body when she was alive.

Anyway, try to discern if there are any incident reports. Unruly crew members, suspicious passengers, the sort.

Also see if we can access a ship layout to get abetter idea of where everything is. Maybe jostle a few memories.
>>
>>18169
does the computer have access to the captains log?

maybe something happened on the bridge.
>>
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From the computer terminal, you access the ship's map.

Memories come flooding back. You served on this ship for the better part of a year. You cleaned it, you repaired it, you duct taped it. You know it like the back of your hand.

The engineer on board is (was? with everything that's been going on, who knows if she's dead or alive right now...) Ellen Amundsen. Solomani girl, young, brilliant. She thinks of the Eutropia as just a stepping stone on her way to finding a place to truly belong. She doesn't like it much here. Particularly the captain. She put up with Rodger's strict discipline and stern, disapproving gaze any time she tried to tinker with the old ship.

You wonder where she is right now.

But no, you don't have her data chip.
Aky's data chip, on the other hand, contain some information and personal notes on your slightly off-target jump, dated 006/1105.

Off-target Jumps are not unusual. They're the result of mistakes or random fluctuations in the Jump process. They're unwanted, because it means that the ship will Jump out usually far away from the destination planet, instead of as close as possible in order to minimize transit time.
It also means that the ship might accidentally Jump out on a collision course with some celestial body. There's always time to change orbit once Jumped out, so it's not considered particularly dangerous. A few hours at least. It's physically impossible to Jump out near to a celestial body (Just like it's physically impossible to Jump in near them).

You wonder if there's anyone piloting this ship. If anyone will steer it into a safe orbit after you've Jumped out.

It should happen in a few hours.

There are no notes on the damage the ship suffered on the 011/1105, that is, yesterday, other than the automated ship log. No one on board seems to have reacted to that damage, as far as you can tell from the computer's data. No incident report has been filed: there's only the automated damage log you read earlier.

You were already in Jumpspace when that damage happened, so, as far as you know, a collision or an attack from outside is impossible. The Eutropia, now, is literally suspended in a pocket universe a few hundred meters in diameter.

The only possible causes could be human mistake, mechanical failure, or sabotage.

The only affected system seems to be life support.

You still have artificial gravity, heating, and the vents are cycling air, so you don't know what might be wrong with it. The automated log isn't so sophisticated to be able to perform an autodiagnosis of that level. Normally, you'd need actual engineers to go and check the system, which is situated in Engineering.

The captain's log requires access rank A. Without the captain's keycard and password, you're stuck using Aky's credentials, which are rank B.
They give you access to most of the ship's systems, but you're still locked out from the captain's logs and personal files, as well as the ship's lockdown status.

>What next?
>>
>>18976
>Try to access helmsman and technician's quarters (your room)
>>
>>18976
Check out the captain's room, maybe we can find his keycard there or maybe just his personal journal if he has one that might have info on who/what was on his ship
>>
>>18976
if its almost 9 we should check out the mess hall.
>>
>>18976
lets examine this corridor, particularly for obvious signs that one or more of the rooms are depressurized

without the captains card we'll be forced to cut power to sections of the ship to get into the various rooms and if one of them is open to jumpspace we'll die
>>
>>19056
I wonder if there are any space suits near the airlock we can get into just in case
>>
>>19067
good idea
>>
>>19025
it's about 12:30.
>>
>>18976
>Check the mess hall anyway.

While it's not the most survival oriented goal, we might find more clues even assuming the 'meeting time' has long since past.

I'm going to go out on a limb and say whatever happened to the life support system is the reason people are dead. Still catching up on the thread though.
>>
>>19136
We still need to find out if everyone is actually dead, we haven't seen the rest of the crew and passengers yet I mean.
>>
>>19153
we could try banging on the doors
>>
Why the hell were we even in the closet in the first place?

Did someone put us there or did we all rush inside for some reason?
>>
>>19173
Someone likely tossed us there and left us for dead with the other two.

Or we were the saboteur all along.
>>
>>19173
It sounds like it was a closet with the air turned off. Perhaps we should try and grab some sort of filter as we go exploring.

I'm also curious what our Quasi-spherical item is and how it relates to the captains.
>>
>>19187
the air was on

there's supposed to be something wrong with life support but we haven't noticed anything so far

getting a spacesuit on asap is a great idea though
>>
>>19187
Nevermind, we turned it off.
>>
The corridor is dark and empty. You explore it with your flashlight. You find nothing noteworthy

Now you remember! All doors on the ship have a small built-in barometer allowing the crew to check if the other side is pressurized or not. They're all concealed behind small panels built-in in the nearby wall.

You quickly inspect all doors. All locales are pressurized. The ship isn't leaking atmosphere, at least. You still have no way to know what doors still have an engaged maglock other than trying to force them open.

You try the two airlocks. The maglocks are offline here. You open the internal doors and inspect their lockers and decompression chambers. There is nothing odd here: all the vacc suits are present and accounted for, as are the rescue bubbles. No one left the ship. (Well, there wouldn't be any place to go anyway, being in Jumpspace and all that.)

>Do you want to wear a vacc suit? They're fairly clunky old models, and they might make you slower and clumsier in tight quarters, but they would protect you from depressurization, and offer a bit of protection from physical trauma as well. [yes/no]

You try the mess hall door again. The maglock is still active. Yep, nothing changed.

Digging with your hands in your pockets, you pull out the small spherical item you had all along. Now that your brain feels more up to the task, you recognize it: it's a comm bead.

This small device goes in your ear, and has a long and slender, bendable metal wire whose far end should be placed near your mouth. It is a miniaturized speaker, microphone, and radio combined.

Spaceship crews (and not just them) use comm beads to keep in audio contact despite being in different locations, or when in space. They have a short range, but more than enough to encompass the entire ship.

Your comm bead is already keyed in to the standard frequency you used for inter-ship communications. You did not use them often: usually the ship's PA system was enough, and the Eutropia is not a very large ship anyway. They were only used when someone had to don a vacc suit and perform some EVA operations in space outside, like inspections or repairs.

Despite this, everyone on the crew has one. You distinctly remember the words "company policy" and some more stuff about insurance, but the details elude you.

>Reconnect the power line you cut earlier
>Cut another power line, try to deactivate the maglock to the mess hall
>Attempt to use the comm bead (say what?)
>Use the computer (to do what?)
>Try to access bridge
>Try to access captain's quarters
>Try to access first officer and engineer's quarters
>Try to access helmsman and technician's quarters (your room)
>Try to access passenger's quarters 1
>Try to access passenger's quarters 2
>Try to access engineering and cargo hold
>[Other action?]
>>
>>19263
>>Try to access captain's quarters
We need to find his passkey so we aren't going around cutting power everywhere because that's totally safe.

Don't worry about the Vacc Suit, if the ship is intact let's not bother with it just yet.
>>
>>19263
>Cut another power line, try to deactivate the maglock to the mess hall.

I'm gonna abstain on the suit. I don't want to walk around in one, but it certainly would be useful.

It sounds like an entity was trying to restrict movement aboard our vessel. That's a plus for there being survivors.

On a medical note, 'Your head is a mess. Thinking hurts, and your heartbeat is going insane.' This, loss of memory, and a nosebleed are our symptoms. Other than that we didn't notice any other signs of trauma on Rodger and Aky. That suggests an environmental problem.
>>
>>19263
lets put on the comm bead to see if anyone else is using it to call for help, but lets not say anything just yet
lets go for the captains quarters. If this was sabotage, whoever did it'll be on the bridge. Any potential guns or other weapons, if not kept in the ships locker will be in the captains quarters
>>
>>19303
sounds like someone attacked us with psionics
>>
>>19263
>Try to access captain's quarters
I'd say try and grab some kind of weapon first. Maybe our tools or utility knife could work, but if not, I'd like to have some manner of defense.
>>
>>19263
>Attempt to use the comm bead
Try morsing "hello" by tapping the mic.

>Try to access captain's quarters
>>
>>19363
i like this a lot
>>
You put on your comm bead and tap on the mic.

Morse code is an ancient Solomani code still widely used to transmit information in simple, binary patterns, especially in case of emergency or distress. It's required knowledge for pretty much anyone working in deep space, together with Kash code, its Vilani equivalent.

You tap "hello".
[.... . .-.. .-.. ---]

In the silence of the ship, barely disturbed by the hum of air vents and the ship's reactor in the backgground, you hear dim static and a slight feedback. Some other microphone is active in the network, though it's not transmitting ani noise back to you. Yet, for a moment, you thought you heard a single breath, just after you started tapping.

As you make your way to the captain's quarters, you repeat your message. If someone is listening, they might need a few tries to decipher the message, after all.

[.... . .-.. .-.. --- / .... . .-.. .-.. --- / .... . .-.. .-.. ---]

While waiting for a response, you test the captain's room's door, jamming your improvised crowbar (made from the metal sheet you unscrewed from the maintenance compartment in the ship's locker) into the door and trying to wrestle it open.

The maglock here is inactive. Bit by bit, you work the door, wrenching it open centimetre by centimetre.

You hear a message being tapped back while you do so.

[.-- .... --- ..--..]

>What do you do?
>>
>>19646
Stop everything.

Tap response.
[... -.-. .-. ..- ..-. ..-. -.--]

Await response.
>>
>>19646
>[.-- .... --- ..--..]
>Who?
Just in case anyone was wondering. We still don't know who's on the other end though, maybe message back Crew?
>>
>>19675
i think we should tap response and continue working to get inside captains quarters standing out in the open like this might not be a great idea
>>
>>19708
Yeah might want to get inside first, just in case.
>>
>>19646
>[-- .- ... ... .. ...- . / .... . .- -.. .- -.-. .... . .-.-.- / -. --- ... . -... .-.. . . -.. .-.-.- / ... .... .. .--. / ... - .- - ..- ... ..--..]
>Massive Headache. Nosebleed. Ship Status?

Definitely continue towards the captain's quarters. I don't want to identify ourselves yet though.
>>
>>19708
>>19715
Conceded.
>>
I was going to comment on this earlier but morse code is either too obscure to be a reliable method of communication or...

>It's required knowledge for pretty much anyone working in deep space, together with Kash code, its Vilani equivalent.
It's still much too unsecured.
>>
>>19729
Send this then get into the captains quarters and find a weapon
>>
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You hesitate. Should you reveal who you are, or stay vague?

At first, you play it safe. You signal "Massive Headache. Nosebleed. Ship Status?"

You receive the same signal right back. "Who?"

Unsure how much to give away, you finish wrenching open the door to the captain's stateroom.

This is much nicer than how you remember your own room being.

The light switch here works, thankfully.

The room is desert. Nothing seems particularly out of place. The computer terminal here is powered, as expected.

From here, you have free access to the ship's public announcement system. Switches allow the user to make their voice heard, selectively, in the various rooms of the ship.

You find notes, papers, clipboards and documents. Routine reports, schedules, general orders... nothing particularly unusual. it would seem, though you give them just a quick check.

Old-school paper books fill two small shelves near the ceiling. Most of them are about a variety of naval topics. The rest is an eclectic mix of history, philosophy, a large Atlas of the Third Imperium, and a few assorted novels, anthologies, and collections of short stories.

A mechanical safe is encased in the wall. It is locked. You'd need the combination, or a serious set of cutting tools, to open it.

You find a portable foam fire extinguisher here.

In a drawer, you find a box of 24 solid projectile cartridges, 9x19mm.

You knew captain Rodger had a sidearm. He didn't carry with him while he was on the ship. You don't find it anywhere.

Your headache by now has almost completely vanished, but you still feel light-headed, even moreso than before. You feel a light sense of nausea in your stomach, and you catch yourself being short of breath from the effort of opening the door.

>Leave the room, head elsewhere (where?)
>Use computer (do what?)
>Search the room (focus on what?)
>[Other?]
>>
>>20172
Search the bookcase for any notes for anything handwritten, maybe we can find the safe code somewhere or if not then something we can compare to the handwriting on the note we got.

Keep in mind that nausea, kinda worried it might not be the work we just did.
>>
>>20172
Search for the safe code and maybe something to eat.

Is there a medbay or something on the ship that we could use?
>>
>>20330
The Eutropia is too small to justify a sickbay on board. It has a well-stocked first aid box in each bathroom, and that's it.
Imperial regulations require ships to carry a proper sickbay only when they exceed 1000 dTons of displacement, when they have over 10 members of crew, when they are expected to travel in deep space without stops on planets for one month or longer, or when they are classified as passenger liners.
...You remember this stuff. You had to take tests.

Food is stocked in the ship's locker. It's plentiful. You don't feel hungry right now, though.
>>
>>20172
>nausea, lightheadedness, dyspnea
>life support system is affected by unknown variables

Not sure why this didn't occur to me sooner. We need to make that a priority. We're very likely suffering carbon monoxide poisoning.

It may save our ass to get in a vacc suit.
>>
>>20440
You know, let's do that.
>>
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You suddenly realize that, even though the air vents are still cycling air, you have no guarantee that what is being cycled, that what you are breathing, is standard atmosphere. Your symptoms of lightheadedness and nausea worry you.

You run back to the airlock and quickly don a vacc suit. It takes you a few tries.

Wearing and properly operating a vacc suit is not a particularly intuitive procedure. You dimly remember part of it: how to fasten it, checking all seals, activate the air pump, and so on.

Several tries, and about ten minutes, later, you emerge from the airlock, now protected.

The air in the vacc suit feels sweeter. Your nausea and your feeling of tiredness quickly disappear.

A display on your wrists informs you that you have five hours of air available.

You hear again tapping on your comm. "Who?".

You definitely hear breathing in the background.

While you consider what to respond, you return to the captain's quarters and search through the books and the papers.

A post-it note catches your attention. In boxy calligraphy, you read:
"Please come see me in the mess hall at half past eight. We need to talk. The other passenger you have embarked at our last stop is not who he claims to be. H. E."

You find no trace of a combination to the safe, but, as you flip through the captain's copy of the Atlas to the Third Imperium, you find a note scribbled in pencil on the back of the last page. The way the pencil is smudged makes you think that this note might be quite old.

The calligraphy is the captain's.

>What will you do next?

I will take a break here. It's quite late for me. Traveller Quest will definitely continue tomorrow, however.

(Suggestion: think outside the box.)
>>
>>20812
it mightve been a bad idea to let Oskar know we are alive. if what Herman says is true that is
>>
>>20878
Assuming that is Oskar and not, I don't know, Ellen hiding in Engineering after escaping Oskar.
>>
>>20812
ASsuming that LRLR at the end of the first line means Left Right Left Right then the combination is 4 numbers withe that being the hint?

The second line might be a computer password?
Maybe something need to cancel the ship's lockdown.
>>
>>20924
you have a point but think about it, if you find out one of the people you most likely murdered is still walking around, wouldnt you want to know who it is and where they are?
>>
>>20959
Sure, but I'd also like to know if one of my comrades is alive after a few hours of silence despite a saboteur being aboard.
>>
>>20972
actually you could morse code your initials. surely a passenger wont know the name of a janitor on a ship. even if he saw you name tag he might not know your last name.
>>
>>20991
We're one of five crew members on a small ship, not exactly anonymous.
>>
>>20991
That'd be worth a shot.
>>
One last thing before I go to sleep.

I mentioned that this quest is, in a way, an experiment I am running.
/qst/'s sudden creation caused a lot of drama, as you are certainly aware. I do not much care about the drama, but I do care about facts. I wanted to see if a new quest, with no publicity, could draw a decent playerbase.

Overall, I feel like this thread is working. We are playing, making progress, have little or no shitposting, and I feel like there are at least 5-8 of you on average.

I would like to ask you a few questions, in the interest of board research.

How did you come across this quest? By browsing /qst/, through crossposting from the quest general on /tg/ or other word of mouth, or how else?
Also, why did you decide to follow this quest?
And are you following (or running) any other quest, on this board or on /tg/?

Thank you for your time and attention, and see you tomorrow.
>>
>>21056
Found it through the catalog, lurkes and just watched the thread. Hopefully I'll participate next time

Following multiple threads here, exactly why I didn't post.

I decided to follow because the story is pretty intriguing.
>>
>>21056
>How did you come across this quest? By browsing /qst/, through crossposting from the quest general on /tg/ or other word of mouth, or how else?
>Also, why did you decide to follow this quest?
I heard it was you running it over on /tg/ and decided to give it a look.
>And are you following (or running) any other quest, on this board or on /tg/?
I'm lookin' but nothings really catching my interest.
>>
>>21056
saw it in the catalog. i liked it because the story is different and you update it very creatively and not just "you unlock the door lol".

i am following multiple quests and debating running one for the moment.

thanks for continuing this by the way cant wait to see where you take it.
>>
>>20812
Think I got it.

The safe combination is four numbers. Namely the four of the capital world of Night?? (I can't tell what those last two scribbles are, QM. I'm sorry.) But let's say it was Night of the Core Sector, the numbers would be 2118.

Making the figurative combination two left, one right, one left, eight right.

>>21056
Saw it in the catalogue.
I like Traveller.
Lurking in General Artificial Intelligence Quest.
>>
>>21056
I was browsing /qst/ catalog. I saw that the OP was more than two or three sentences, which shows to me that some modicum of thought was put into the thread (as opposed to the more /b/esque threads). I'm not familiar with the setting but I was pulled in pretty quick once I started reading and caught up about the first time you left.

I've looked at some other /qst/ quests but so far the only other one I've read through was playing in the shadows. Although I have a couple lined up to read through later.
I read quite a few /tg/ quests and am deeply disappointed in the vitriolic hate towards this new board. I wish more QMs were open minded.
>>
>>21150
Could be the Captain's Homeworld if that's what it is.
>>
>>21150
i think it might Nightzim? i cant tell what the letter following the T is exactly.

what could the bottom phrase mean?
>>
The second line looks like it says Pwd. Stzephon Ref. Y.

Not entirely sure what that could mean, an author or a book name?
>>
>>21312
>>21430
It could very likely say Strephon (Current Emperor, depending on when QM has us), while "Ref. Y." could be suggestive of a classmark, so we could be looking for a book.
>>
>>21476
Ooor the password is the year of the Strephonian Reforms. Wow.

Let's see what QM says tomorrow, though. I'm running on fumes.
>>
>>21312
>>21476
I think you're right. If you take the z as an r then that would make the first line "nightrim" which makes a lot more sense.
looking at traveller wiki (is that cheating?) the capital there has the numbers 2616 next to it.
>>
>>21600
Oh duh. We were born there so we should know this.
>>
>>21056
>How did you come across this quest? By browsing /qst/, through crossposting from the quest general on /tg/ or other word of mouth, or how else?
browsing /qst/. My first time on one of these

>Also, why did you decide to follow this quest?
Seemed interdasting

>And are you following (or running) any other quest, on this board or on /tg/?
Yes, on both boards
>>
You spend some time checking the note hastily scribbled on the last page of the book, and the post-it note.

The breathing on the other side of your earbud becomes ragged and irregular. You hear some more tapping, but it's interrupted halway through. A rough, coarse voice instead reaches you, through light background static, asking: "Who the hell is this?"

You recognize the voice of Rrarlk, ship's helmsman and your bunkmate. You remember him.

A young and brash Vargr who didn't like to talk much about himself. He often seemed aggressive, resentful and ill at ease around other people, but, in time, you learned it was more about attitude and less about lack of trust. With time spent serving onboard together, you became colleagues and friends, even if not especially close.

You have no way to know if others are also on the network or not. It is possible to deactivate the microphone of the comm bead and keep it on listen only mode, after all.

>What will you do?

(You can, of course, carry out physical actions while you also talk on the radio, it's entirely hands-off.)

(Keep in mind, from now on, that you are wearing a fairly bulky vacc suit. It is less heavy and cumbersome than modern day spacesuits, but still restricts your field of view somewhat, makes fine manipulation difficult, and partially insulates you from outside noise.)
>>
>>27783
if the power to the ships locker is back on, then the maglock on the doors should reengage. If we tell Rrarlk who we are and he was the one who attempted to kill us and put us in that room he'll think we're still in there and come to finish the job. Then, assuming we have the gun we can shoot him from behind.
If he isn't trying to kill us we now have a potential ally and source of information.

We should close the door to the captains quarters, figure out the safe password and get the gun and tell him who we are and what we remember about what happened

Anyone have any ideas about the password?
>>
>>27783
I'm willing to trust the crew at least, telling him our name wouldn't really hurt at this point if anyone has been listening in.
>>
>>27783
And check the Atlas for mentions of Nightrim and any Strephon books he has, we had some decent ideas on the combination and the second line yesterday
>>
doesn't the ships computer have a library?
>>
>>27983
There are no books here that have been authored by emperor Strephon Aella Alkhalikoi among the captain's books.

>>28050
It does. It contains basic invormation on a variety of topics, mostly cosmographical and navigational.
>>27983
You access it and interrogate it on "Nightrim".
>http://wiki.travellerrpg.com/Nightrim_Subsector

>>27854
You did not reconnect the power wire you cut earlier. Do you want to do so? The doors you have forced open (ship's locker, one of the two bathrooms, captain's cabin) will stay open, all the others will be locked.
With the power back on, you will not be able to close a door without the maglock engaging and sealing it.
You do not have a gun.

For now, you pull the door to the captain's cabin closed. You have no means to lock it, however.

>What will you say to Rrarlk over the radio, if anything?
>WIll you try to open the safe? With what combination?
>What other actions, if any, do you intend to try?
>>
>>28173
>http://wiki.travellerrpg.com/Nightrim_Subsector
>St. George (RD 2616) (world)
So Left 2 Right 6 Left 1 Right 6?
Give it a try
>>
>>28173
open the safe >>28198
combo

turn off your earpiece so Rrarlk cant hear you. for now lets keep him in the dark.
>>
>>28198
Its worth a try but keep in mind left and right don't mean anything in space.
The Proper terms are Spinward and Trailing.
see http://wiki.travellerrpg.com/Galactic_Directions
A ship captain would probably know that

>>28217
agreed
>>
>>28217
>>28230
I'm still sorta on the fence about it, but maybe we should mention that a comm bead was probably stolen
>>
>>28173
>Try combination L2, R6, L1, R6
As suggested by >>28198

>Tell Rrarlk the situation as it is
Captain and first officer dead.
Carbon monoxide leaking into atmosphere.
Oskar, one of our passengers, is suspect and likely still on board.
Comm network compromised by suspect likely in possession of stolen comm bead.
Can't coordinate actions.
>>
>>28774
Tell Rrarlk this
>>
>>28230
>left and right don't mean anything in space
But they do mean something on a safe, right? Which we're trying to open.

>>28173
I think it should be safe to tell Rrarlk who (but not where) we are. We should ask if he's alright too.
>>
You are not sure if you should reply to Rrarlk or not.
Whoever the killer is, he could have a comm bead and be listening. On the other hand, he seems to be having trouble breathing, and it's slowly getting worse.

While you consider your options, you try opening the safe.

You try the combination L2 R6 L1 R6.

The safe swings open.
Inside you find 100.000 credits in 100 credit bank notes, a paper letter in an already-opened paper envelope bearing the seal of the Imperial Interstellar Scout Service, a manila folder containing all of the ship's most important documents (including the ownership deed and the papers related to its loan payments), and a long black metal key with a red plastic tag tied to it. The plastic tag reads "Emergency Self-Destruct".

You read the letter.

"As per the terms of our agreement, you are required to maintain utmost secrecy about the cargo until our agents can take it off your hands on Luushakaan.

Trust no one, not even your own crew. Foreign agents will stop at nothing to obtain or destroy your cargo. It is imperative that it reaches its destination intact.

Once more, the Third Imperium thanks you for your commitment and dutiful service.

Katherine Moore
IS-17 Senior Scout Leader
Reaver's Deep Sector IISS Intelligence Command"

>what will you do next?
>>
>>28996
Was really hoping the gun was going to be in here, but pocket the self destruct key just in case we need to turn it off/on then lock everything back up.

We should tell Rrarlk to get in a suit, if anyone is listening in they already know at least two people are still alive so we should at least make sure he doesn't die from the monoxide gas.
>>
>>28905
oh right yeah whoops
>>28996
if the gun isn't in the safe then it must be hidden somewhere. Is there anywhere it could be in this room, like an air vent or something?
>>29023
Without the key no one should be able to turn on the emergency self destruct so we should probably keep it locked in the safe
>>
>>29053
>if the gun isn't in the safe then it must be hidden somewhere. Is there anywhere it could be in this room, like an air vent or something?
Or under his cot if he had it somewhere easy to reach
>>
You already searched the room. If the gun is hidden here, you were unable to find it.

You inspected every reasonable hiding place within easy reach.
You have not removed the screws from maintenance panels or air vents or searched the walls or floor for secret compartments or the likes. It would take you about two hours to do a full search of the room, or one if you removed your spacesuit first.
>>
>>28996
Relock the safe. No need for anyone to learn there's actually something valuable to the Imperium on the ship. Nor for anyone to gain the self-destruct key without our say-so.

We'll of course need to investigate that single-tonne cargo we took on. Maybe complete the run if we survive this.

Could be interesting to also hand over Oskar (Unless Hermann is the actual saboteur (Unless we're the saboteur and had a fail-safe implant that erased our memory of that).).

Beyond that, Rrarlk talk and move to investigate the passenger rooms. If one of them wasn't a saboteur, they might be dead in their room.

>>27854
The password, or part of it, may be 1113, but without Cpt. Ecarias' passkey we won't get anything out of it.
>>
I don't know that it was actually accomplishing anything, but maybe we could respond to Rrarlk in morse again.

Also is there some way we could tell if someone's inside a room or not before we try entering?
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>>29262
None.
The ship is a small free trader, not a military ship. It has no internal sensors, and only one camera overseeing the central corridor. Doors are airtight sliding doors. They have no keyholes or gaps, nor do they have windows or viewports.
One way would be to knock on the doors, but, of course, the occupant would then know that someone is outside the door, and/or he might refuse to respond.

This is what doors on board the Eutropia look like.
The lights above are normally green if the door is unlocked, red if it is locked. However, currently, all lights are off.

Normally the doors have proximity sensors and open when someone stands next to them. The buttons to the right can be used to force them open or close, ignoring the output of the proximity sensor. This is how you normally "lock" a door if you want privacy on board, for example. This system is unpowered, too.

Even if you restored power, however, the ship lockdown currently in progress would keep all doors locked until someone with the captain's authority lifted it.

The barometer that detects pressure on the other side of every door is a gauge behind a small sliding panel on the right or left side of each door.
>>
We haven't got time to look for the gun so the knife'll have to do.
When do we get out of jumpspace again?
Unless anyone has a better idea I say we identify ourselves to our crewmate and ask him what's going on and hope for the best
>>
>>29845
Sounds good to me.
>>
Oh and is there any way we could take the oxygen tank off the vacc suit and just wear that instead of the bulky pressure suit. We'll probably die if we get into a knife fight wearing a space suit
>>
>>21056
>How did you come across this quest? By browsing /qst/, through crossposting from the quest general on /tg/ or other word of mouth, or how else?
From /tg/
>Also, why did you decide to follow this quest?
I'm not. Only saw your twitter post and decided to check it out.
>And are you following (or running) any other quest, on this board or on /tg/?
Following a few still on /tg/ and on other sites. Considering dropping those that come here my time schedule would thank me greatly for this
>>
>>30011
Unfortunately, no. You can't exactly dismantle a vacc suit like that and still expect it to properly work: the air is cycled in and out of the helmet, and if you just wore the helmet without the suit, for example, you wouldn't be sealed from the outside air anymore, since the neck would be open. The air from the suit supply and the air from the ship would mix.

The air ducts are internal: there are no "air tubes", as they would be a snag hazard. Even if you just cut out the air supply and the battery and rigged it to simply pump out air constantly, and applied your mouth to the vent to breathe in every now and then, you'd risk damaging your lungs as air is mechanically forced into your lungs.

Besides, even if you did so, there would be no easy way to carry the air supply and battery around except lugging them around in your arms, whereas, strapped to the back of the suit, they are far more comfortable to carry.

In any case, even if you wanted to cut your suit open, would take a long amount of time and careful work and specialist tools to do so correctly and without damaging any of its working parts.
>>
>>30113
Er, this is me. Switched device again, forgot to put up my trip. I've been on the move the entire weekend, sorry.
>>
>>29845
>Unless anyone has a better idea I say we identify ourselves to our crewmate and ask him what's going on and hope for the best
Might as well I guess.
>>
You lock the safe.

"Who IS this. I know there's someone." Rrarlk growls from the other side of the radio.

"Rrarlk?" You reply.

"Scruffy?"

"Yes." You reply. "What's going on? Where are you?"

"Locked up in our stateroom." His breathing is ragged, panting and irregular. "I feel sick. The computer says that there's something broken in the life support. Why the hell did the captain call a lockdown? Where is everyone? What's going ON?"

"Can you reach a vacc suit or an oxygen supply?" You ask back.

"Like hell I can from here! Get me out of here, fix the life support, do something!" His voice gets increasingly panicky.

>Explain to him the situation as far as you know it. Ask him how he ended up locked in the room.
>Tell him that you might have a saboteur on board, that he might be patched in the network, and that you should not discuss too much via radio.
>Turn the radio off.
>Acknowledge, tell him that you'll try.
>[Other conversation?]

>What else will you do?
>>
>>30826
>>Acknowledge, tell him that you'll try.
Tell him to stay off the Comms until we get there, we'll explain everything there.

By Storeroom I assume he means the Cargo Hold?
>>
>>30904
He said stateroom. It's another name for a crewroom or quarters room.
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>>30925
So he did.
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>>30826
>Acknowledge, tell him that you'll try.
>Ask him to calm down and control his breathing.
>We'll explain everything when we get him.

>Try to access our quarters.
>>
>>30826
>Acknowledge, tell him that you'll try.
Let's keep a lookout for anyone who might have been listening in trying to sneak up on us. Watch the doors.
>>
>>18976
>>30925
According to the map that should be right across of us now, has he not heard us banging around?
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>>31586
He might not have. You didn't make a lot of noise, internal walls are fairly thick, and a ship always has some background noise from machinery.
When sealed, Rooms are not perfectly sound-proof, but they're close to.
>>
>>31621
Confusion and impaired judgment from the CO poisoning can also have contributed to him brushing off any sounds he heard.

Unless it's not CO but some unknown aerosol agent, you cheeky devil you.
>>
"Stay there, stay put, and don't panic." You try and reassure your roommate. "I'll try to open the door."

"What's going on? Are you alright?"

"I'm fine. Don't worry for me. There's something wrong with the air."

"No shit." He spits out, sarcastically. "I feel like shit."

"Might be monoxide." You consider.

"Kufoez, I hope not." A very uncomfortable silence follows.

You head out into the corridor and inspect the door to your room. Rrarlk is behind that door, but it's maglocked, and without the captain's keycard you have no easy way to open it

>Return to the maintenance passage, cut the power wire that feeds power to that door. It will probably shut down other systems on the ship, and you have no way to know which ones.
>Unscrew the maintenance panel of this door and try to cut power only to it. You don't think you have ever done this. It will take you time, and you don't know if you can do it successfully. (rolled action)
>Use the computer and try and look for a way to hack the door's maglock open via software, if at all possible. It will take you time, and you don't know if you can do it successfully. (rolled action)
>[Other action?]
>>
>>32205
>>Unscrew the maintenance panel of this door and try to cut power only to it. You don't think you have ever done this. It will take you time, and you don't know if you can do it successfully. (rolled action)
Welp let's hope it's not so much time he dies, that would suck.
>>
>>32205
>Unscrew the maintenance panel of this door and try to cut power only to it. You don't think you have ever done this. It will take you time, and you don't know if you can do it successfully. (rolled action)
>>
>>32205
>Unscrew the maintenance panel of this door and try to cut power only to it.

Also, tell Rrarlk to, if he can, find a piece of cloth and get it wet. Breathing through it won't solve the poisoning because CO has low water solubility, but would slow it.

There are a lot of things people don't know about Scruffy.
>>
Rolled 1, 4 = 5 (2d6)

You kneel down next to the door and screw the maintenance panel open. It's firmly bolted and glued shut, and it takes a while before you can rip it open. It looks like it was never opened since this ship was first launched.

An unlabeled mess of dust-covered electrical wires spill out.

You've never done this, or at least, you don't remember anything about it. You have no idea what wire leads where. One of these certainly powers the door's maglock, but it's up to a mix of scraps of electrical engineering knowledge floating in your brain and luck, now.

[Rolling for the action. As usual, an 8 or higher means a success]
>>
You cut the first wire. Nothing.

"What happened?" Rrarlk suddenly asks.

"What?"

"Lights went out." He explains. "Is it you?"

"...Yes, I'm messing with the wires to turn off the maglock."

You cut another wire.

"That was the computer terminal on the wall."

"Alright. I think I got it."

You cut a third wire.

You immediately hear a sudden cacophony of noise coming from the other side of the door, like a hurricane suddenly struck your room. Rrarlk screams in your ears: "RECONNECT IT! RECONNECT IT NOW!"

Panicking, fumbling with the clumsy thick fingers of the vacc suit gloves jammed in the narrow service compartment, you manage to reattach the wire. It almost slipped from your grasp, falling into the back of the compartment, but you caught in time.

"...What was that?"

"You inverted gravity, you maniac! I thought I was going to die!"

You stare at the wire, dumbfounded. "...Cutting a wire? Shouldn't that DEACTIVATE gravity? How does cutting a wire INVERT it?"

"Fucked if I know how the hell this spaceship's wiring works! Do I look like an engineer to you?" He replies angrily. His breathing is even deeper and rougher, gasping for air.

You stare at the remaining wires.

"Rrarlk?"

No response, just panicked breathing, gasping, struggling for air.

>Keep cutting wires one my one, hoping you'll hit the one connected to the maglock.
>Cut all the wires, consequences be damned.
>Return to the maintenance passage, cut the power wire from there.
>Give up on Rrarlk, focus on something else now. (what?)
>[Other option?]
>>
>>33366
Oh man.
>Keep cutting wires one my one, hoping you'll hit the one connected to the maglock.

Do we have another suit ready for him? If not we might want to do that while he catches his breath.
>>
>>33366
>>Cut all the wires, consequences be damned.
We also need to force the door open and then get him into the suit, not a lot of time here
>>
>>33366
>Apologize and tell Rrarlk to hold on to something
>Cut all the wires, consequences be damned.

Really hope none of these wires are for life support.

Also, when this is all over, we're either getting a new ship, or having this thing completely retrofitted assuming we can claim the deed.
>>
>>33491
I think these wires are just for this one room anyway.

I hope.
>>
With no idea what you should be doing now, you take a drastic decision, and just put your utility knife behind the entire bunch of messy, tangled wires, and pull.

The service compartment explodes in a shower of sparks and the blackish smoke of carbonized plastic! You wince and recoil, instinctively letting go of your knife to bring your hand sup to shield our face, a reflex reaction you can do nothing about.

The utility knife falls inside the narrow compartment and rolls out of reach.

You don't waste time mourning the loss or wondering how you could try to get it back: you stand right up and crank open the door.

Inside, Rrarlk is floating in mid-air, together with pretty much everything that was not bolted down in your room, in the spectacular chaos of zero-g. Lights and computer are both out, as is the air vent, you notice.

Another thing that you notice is the first ice crystals as they begin to form on the far wall of the room, the one separating the spaceship from the void outside.

You grab Rrarlk and pull him outside, and he falls to the ground as soon as he enters the corridor. He's still panting and convulsing. He gives you a look that you're not sure if you should read as anger or thanks, but is probably a mix of the two.

He struggles, but is clearly unable to stand up or move, and is starting to have convulsions.

You rush to the airlock and back to him with a vacc suit, and put it on him. A difficult operation, as he thrashes around uncontrollably.

He has the bends.

Halfway though the suiting up process, he faints, which makes it easier for you to force the suit on him, but doesn't bode well for his health.

You turn his suit on, finally, and quickly program it to deliver 100% pure oxygen to him.

You have no idea if you caught him in time.

He's still breathing, and still alive, but, whether this is apoxia or monoxide poisoning or some other issue, he might well have suffered permanent damage by now.

In any case, he's out of commission, and you can really do nothing more for him right now.

Standing back up, you give one more look at the dark, chaotic room, scarcely believing that you slept there earlier this morning.

>What will you do next?

It's fairly late, and I'll go to bed. The thread will continue tomorrow when possible.

Follow-up post incoming.
>>
I'll (try and) keep this thread active until it falls off the board. When the time comes, I'll consider if to continue this quest in the future, with a second thread, or to consider it a one-shot and drop it.

Of course, your input on this topic is appreciated.

As I already said, I am already running another quest (Exalted Quest). Even if I'll decide to continue running this quest (and that is not a guarantee), Exalted Quest will always have priority.

If you're a Traveller fan, keep in mind that, of course, this is all IMTU. Nothing I run is ever strictly canon.

If needed, for any sort of questions, information, or updates, you can use my credentials as questmaster of Exalted Quest:

My twitter is https://twitter.com/Exaltedfag
My ask.fm is http://ask.fm/Exaltedfag

Until tomorrow, fly safe.
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>>33778
>What will you do next?
Welp he's alive-ish I guess.

Put him in the Captain's Room. We should try to get to the bridge after this. maybe we'll find something there that can help shed some light on what the fuck is going on.
>>
>>33778
Stow him away in the captain's quarter.

I guess we'd need to get into engineering if we hope to solve the life support problem?

>>33917
I've rather enjoyed it. Bunch of nostalgia while trying to recall stuff.

If you do decide it was a one-shot I want you to know that it was an honor serving with you, captain.
>>
>>33917
See you tomorrow TQM, I wouldn't mind seeing more of this quest even as a side quest to your main one.
>>
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You drag Rrarlk's unconscious body into the captain's stateroom, and slide the door closed.

You hope he'll be alright.

The door to the bridge is maglocked. Cutting the wrong wires here can be especially dangerous, considering that the ship's most dangerous and delicate systems are there.

A spaceship in Jumpspace is essentially on autopilot, so, for now, knocking systems out wouldn't cause immediate problems, but if the Jump was inaccurate, then someone will have to steer the ship once it Jumps out, especially if it reappears in realspace on a dangerous orbit.

Now, you also know that cutting wires can cause short circuits and persistent damage that you can't just fix by reconnecting them afterwards.

The door to engineering is likewise maglocked. Your same concerns for the door to the bridge also apply here.

However, examining it, you do notice something that escaped your exploration of the corridor before: a single drop of blood next to it, on the ground.

You ponder your choices.

The wires next to the door feed each to a single system in that room. Cutting the right one will disable just the maglock. Cutting the wrong ones might disable other systems, or cause shirt-circuits and other damage. (Every time you try this, there will be a dice roll. On a success, the maglock is disabled with no collateral damage. On a failure, some random damage occurs)

The wires in the maintenance crawl-way connect each to several different systems scattered throughout the ship. Each one will disable one maglock, but also disable several other systems. You cannot be sure which systems these will be. However, generally these wires will not short-circuit or cause irreversible damage or burnouts when cut.

There might be a way to disable maglocks via the computer, even with just a rank B access. However, you are not sure if there really is one or not, and you are not sure if your ability with computers is up to the task even if there is one. (If you try this, there will be a dice roll. On a failure, you will have wasted 1d6x10 minutes for nothing: the procedure is either impossible or beyond your skill. On a success, you will spend 2d6x10 minutes, but find a way to unlock a door. Once accomplished this, further attempts to unlock other doors with this method will take progressively less time as you figure out the method.)

As you consider this, you notice a blinking prompt on one of the wall-mounted computer screens in the corridor.

>What will you do next?
>>
>>39704
>Investigate prompt
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>>39853
It is indeed a prompt.
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>>39868
Stare at OP.
>>
>>39885
Well, ask a stupid question, get a stupid answer.

>>39704
I'd say... First of all, reply. Ask who he is and what he knows. Try and get some info out of him. Be careful, this could be the killer after all.

Meanwhile, cut the wire under the door to engineering. Hopefully we'll roll better on this one.
>>
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You exchange a few words with the individual typing on the ship's computer terminal.

You realize that the computer system believes you to be Akyriaklyafy, as you're using her account.

Meanwhile, you screw open the maintenance panel for the door at Engineering. Wires spill out. One of these will disable the door.

(Not doing this action yet. Since it has a chance of failing and causing trouble, a single vote is not enough.)

>Type: "When did he call you there?"
>Type: "You said he shot you? With a gun? What happened exactly?"
>Type: "I'll try and break you free. Hang in there."
>Type: "The captain is dead."
>Type: "I'm not Aky, I'm Scruffy."
>Type: "Hermann left a note the the captain saying not to trust you. Why should I?"
>Type: "[Other response]"
>Try and cut the maglock to the cargo hold and engineering directly. (rolled action)
>Try and cut the maglock to the cargo hold and engineering from maintenance.
>Try and cut the maglock to the bridge directly. (rolled action)
>Try and cut the maglock to the bridge from maintenance.
>Try and cut the maglock to Ellen and Aky's quarters directly. (rolled action)
>Try and cut the maglock to Ellen and Aky's quarters from maintenance.
>Try and cut the maglock to Oskar's room directly. (rolled action)
>Try and cut the maglock to Oskar's room from maintenance.
>Try and cut the maglock to Hermann's room directly. (rolled action)
>Try and cut the maglock to Hermann's room from maintenance.
>Search yours and Rrarlk's quarters.
>[Other actions?]
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>>40158
>Electrical malfunction caused havoc with the systems.
>All maglocks engaged.
>Trying to repair.
>When did he call you there?
>Why would Hermann shoot you?
>Did he just leave you bleeding in the mess hall?
>What happened exactly?

Don't tell him anything. Claiming an electrical malfunction happened may force him to call bullshit, exposing him.

What do we recall about Hermann and Oskar from their time boarding and on board?

>Try and cut the maglock to the cargo hold and engineering from maintenance.
Getting into engineering and repairing the ECLSS remains priority.
>>
>>40209
>Don't tell him anything. Claiming an electrical malfunction happened may force him to call bullshit, exposing him.
It also might give crew the wrong information, causing the situation to worsen.

>>40158
Lets start with the basics:
>Type: "When did he call you there?"
Unfortunately, given the chance this is Oskar and not the killer, we can't just ignore this - we're going to have to deal with what might be an ambush.
>>
>>40158
We should actually actually think about trying the Crew Rooms, if he's actually hurt then we really should try to save him before he dies, he could tell us a lot about what happened and of all places to get locked into the passenger rooms aren't exactly the place whoever took control of the ship might be in, especially if they had the Captain's card.
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>>40256
>>40257
And people thought I was crazy when I was willing to trust Rrarlk in morse.
>>
>>40264
I'm not saying we should trust them, I'm saying we can't ignore them. Right now "keep other people from dying" seems to be the closest we have to a plan. So unless we find some way to tell if they're lying from this terminal, we're going to have to go there and figure out how not to get trapped or ambushed.
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>>40277
That's pretty much my thought process, so to go with my previous post.

>>40158
>>40257
>Try and cut the maglock to Oskar's room from maintenance.
>>
>>40277
Keeping other people from dying would have been neat when Rrarlk responded, though. Is all I'm saying.

Also that the most likely suspects to the clusterfuck we're in now are Hermann and Oskar. With Oskar somehow making it to his room without leaving a trail of blood from the mess hall.
>>
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>>40209
>What do we recall about Hermann and Oskar from their time boarding and on board?

You dig into your memories.

You didn't pay much attention to them. They both felt like regular passengers. Nothing suspicious.

Both human, male, Third Imperium citizens, papers in order. They did not know each other, and boarded separately. You have no reason to believe they had prior connections to each other.

They both had quite some hand luggage, Hermann with one large suitcase and a duffel bag, and Oskar with two medium-sized suitcases. They kept them in their respective rooms. You remember this because you had to carry it onboard.

They both kept to themselves and did not cause problems during the trip.

Neither Dakaar, your last port of call, nor Luushakaan, your current destination, are within the Third Imperium, but Luushakaan is closer to its borders. From there, it's just another two-parsec jump to Garrison, an Imperial fortress world right on the border.

You just assumed that the two gentlemen were in the process of returning back home. They were well-dressed and clearly had money, so you assumed they were businessmen of some sort.

Their luggage was not inspected, and they were not searched. Dakaar's spaceport regulations are extremely lax, and the captain evidently felt like his passengers valued discretion.

Additional information you're remembering:

Dakaar is a corporate holding. The entire system is owned by the megacorp Sternmetal Horizons, LIC. Dakaar is mostly a management, bureaucratic, financial and research center.
It also houses vast military facilities, both naval and ground-based, housing and servicing part of the private armed forces of Sternmetal Horizons.

Luushakaan is also owned by Sternmetal. It is mostly just used as a midway stop and refueling station, being a link in the Jump-2 route going from the Third Imperium to the Confederation of Duncinae. It is otherwise a poor, sparsely inhabited, backwards system of little importance.

The Eutropia's planned route is Invermory-Dakaar-Luushakaan-Garrison.

Oskar paid the standard "high passage" fee for two two-parsec jump (from Dakaar to Luushakaan to Garrison), 24.000 crimps, in cash.
Hermann paid half that fee, for a single two-parsec jump (from Dakaar to Luushakaan), in cash.

(Paying in cash is normal: in interstellar travel, hard cash is used far more than abstract credit. FTL economy is wonky, and a traveller can easily end up moving faster than his own bank account.)

(next post coming shortly)
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You try asking some questions.

Do you intend to try and open Oskar's room?

>Ask more questions first. (like what?)
>Ask more questions first, tell him some things to make him trust you more (like what?)
>Yes, from the door (rolled action)
>Yes, from the maintenance crawl-way, even if it will shut down other systems.
>No, I'll do something else instead [what?]
>>
>>40420
I'd guess we've spent all of the time we could afford to asking questions. We need to figure out how we can safely get that door open, without exposing ourselves to the (potential) attacker.

...I'm guessing there isn't any cameras in the guest rooms?
>>
>>40420
Piss on the console to induce a short circuit.
>>
>>40420
Can we try to open it from the computer?
>>
>>40478
No. There is only one camera, and it's in the corridor. You have access to that.

>>40483
You can try. It's a rolled action. If it fails, you waste 10-60 minutes trying to make it work before giving up entirely. If it succeeds, you spend 20-120 minutes, but find a software loophole that will let you hack into the ship's doors.
>>
>>40420
>>40514
>Yes, from the door (rolled action)
That's a lot of time we don't really have, try from the door then.
>>
>>40522
>try from the door then.
We REALLY need to either verify it's not the attacker in there, or come up with a plan in case it is, before we open the door.
>>
>>40535
I mean we can just not open the door the whole way and peek inside to check if he's really hurt. One of the big determining factors on whether he's the one that set this all up is if he's in a vacc suit or something to protect from the monoxide filling the ship.

Actually were all of the ships suits accounted for?
He could have brought his own if we didn't check their luggage, but wouldn't hurt to make sure.
>>
>>40554
They were. But he could have brought his own.
Your vacc suits are working suits. They are heavy-duty, quite sturdy, and relatively cheap.

There are many models of vacc suits, some of which can be very light and compact.
>>
>>40554
>>40603
You don't need a full pressure suit to protect yourself them from CO (or similar gases), just an oxygen mask. And an O2 mask&bottle could be tiny.

>>40554
>I mean we can just not open the door the whole way and peek inside to check if he's really hurt. One of the big determining factors on whether he's the
Maybe; that's still pretty risky. Is there some way we could rapidly re-power and seal the door? Would reconnecting the cut wire work?
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>>40649
>You don't need a full pressure suit to protect yourself them from CO (or similar gases), just an oxygen mask. And an O2 mask&bottle could be tiny.
That is also true.

>Is there some way we could rapidly re-power and seal the door? Would reconnecting the cut wire work?
It probably would. It would require you about a minute to do it.
>>
>>40672
>It would require you about a minute to do it.
Maybe that's what we need to change? If we could attach some kind of mechanism to the wires (a pair of metal paper binder clips, a nail and fuse holder, etc.), we might be able to reduce the time needed to reclose the door. It's not much of a plan, but we probably (barely) have enough time to set it up.
>>
>>40757
Touching the two wires again would take a few seconds. most of the minute would be spend running back to the maintenance crawl-way where the wires are.

Alternatively, if your plan is to cut the wires right next to the door, then it would take considerably less, but, like said earlier, there is a roll involved, and, if failed, you damage something on board.
>>
Okay. Unless someone else has a plan that's even slightly less stupid:

>>40420
>>40771
Try cutting the wires next to the door one-by-one, until you break the lock.
Pull the doors open just enough to look into the room.
Get ready to reconnect the wires, re-sealing the door, if there's any trouble.
>>
Rolled 2, 3 = 5 (2d6)

Having lost your utility knife, you grab your pliers, kneel down next to the door to Oskar's quarters, and inspect the wiring, trying to figure out what you should cut, and what you shouldn't.

(rolling...)
>>
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You cut the first wire, then the second, then the third. Between each wire cut you try to open the door, but can't manage to open it.

You continue cutting. You have no idea of what these wires do or what systems route power through here, only that one of these will power down the maglock.

Fourth wire. All the air vents stop.

Fifth wire. Dull, red emergency light flicker on. Through the helmet, you hear the ship's emergency siren blaring a shipwide general warning in the background.

Sixth wire. Nothing you can tell.

Seventh wire. You feel a vibration coming from the grav plating under your feet, and suddenly feel much lighter, though still pulled down by at least some force of gravity.

Eight wire. Finally, the maglock is open.

You open the door just slightly, and find yourself face to face with the wrong end of an Instellarm 2.4mm gauss pistol pointed through the gap.

The room is entirely dark. With what little light filters inside, you can barely see someone sitting on the floor, just on the other side of the door. The dark figure shakes, breathing heavily and in pained gasps. He says something, but between its gasping breaths, your suit and helmet, and the siren blaring, you cannot understand what he says.

>Roll to the side, re-engage the mag lock. (rolled dodge action if the occupant of the room opens fire in response)
>Put your hands up, act non-hostile.
>Open the door completely.
>Attempt to grab the gun barrel and disarm the occupant of the room. (rolled action)
>[other?]
>>
>>40893
>>Attempt to grab the gun barrel and disarm the occupant of the room. (rolled action)
Hey if he's sick then getting the gun from him might be a cake walk, but you know, move our head out of the way.
>>
>>40893
>Put your hands up, act non-hostile.
My gut reaction was just locking him in there again and walking away, but it might be easier to just wait him out and let him pass out like Rrarlk.
>>
>>40893
>Attempt to grab the gun barrel and disarm the occupant of the room.
I'm feeling a sense of... vindication, but let's see where this goes.

Can we simultaneously blind him with our flashlight, or is that too out of the way?
>>
>>40941
Having a gun isn't necessarily evidence of guilt, not that I don't want to interrogate him and keep him locked up after this.
>>
Rolled 3, 4 = 7 (2d6)

Acting on pure instinct, you attempt to grab the barrel of the gun being pointed at you, twist it out of the way, and wrestle control of it from the room's occupant. The vacc suit's thick glove fingers make this maneuver clumsier than it would normally be, but you don't have time to worry about that.

(rolling...)
>>
>>40956
RIP
>>
>>40893
>Eight wires cut
>All the air vents stop.
>Dull, red emergency light flicker on.
>suddenly feel much lighter
>find yourself face to face with the wrong end of an Instellarm 2.4mm gauss pistol

Oh god why did I think this was a good plan?
>>
You grab the gun, but, as you struggle for it with the man, a burst is fired.

Even though it's a gunpowderless firearm, the noise in such close quarters is still deafening.

The swarm of tungsten bullets narrowly misses your head, but they perforate your helmet completely, nearly ripping it in half. You feel at least some of the bullets impacting on the suit's backpack as well

Fortunately they don't hit anything pressurized, but you're fairly certain that the suit will no longer be of any use to you.

The man, though clearly wounded, is surprisingly strong, and clearly had unarmed combat training. He maintains control of the weapon, grabs your arm, and pulls it through the gap in the door, keeping it in a wrist lock.

With his other arm, he points the gun at your elbow. With the helmet now shattered, you can hear him clearly:

"Where is the first officer? The aslan? What did you do with her?"

>It was me on the computer, not her. She's dead. I was using her account.
>I have no idea what you're talking about. I was just trying to open the door.
>Who are you? Why do you have a gun?
>[other?]
>>
>>40953
>It was me on the computer, not her!
>I'm the fucking janitor!
>Why do you have a gun?!

We never actually said we were Aky. Act just as indignant as him.
>>
>>41032
>It was me on the computer, not her. She's dead. I was using her account.
>>
>>41032
>It was me on the computer, not her. She's dead. I was using her account.
Cuz you know, someone sabotaged our ship.
>>
>>41045
Well, you were using her private account and cracked her password on the computer.
>>
>>41066
Sure, but only Scruffy knows that.

Maybe she left it logged in when everything went tits up.
>>
>>41066
Yeah saying otherwise is just being stupid, we should say who we are though
>>
>>41077
Or, you know, it's purposefully obscuring information since we still don't actually know if this guy can be trusted.
>>
>>41032
>It was me on the computer, not her. She's dead. I was using her account.
This isn't going to go well, but hopefully we can avoid getting shot again.

The good news is that this probably wasn't the attacker. It seems unlikely that someone who planned this would be so poorly prepared. Unless something else happened, of course.

>>41077
>>41087
Neither our name nor how we got this account seems like sensitive information. Even if this actually is the attacker, we'd have bigger things to worry about than them learning those.
>>
>>41104
>Unless something else happened, of course.
Like firing off tungsten bullets in Engineering to kill Ellen and accidentally hitting part of the ECLSS?
>>
>>41115
And then hiding our, the Captain, and Aky's body in the storage closet, going back to him room, and then activating the lockdown using the Captain's keycard?
>>
>>41149
No, more like hiding our bodies, activating lockdown, and using the captain's keycard to get through the maglocked doors, and then accidentally damaging the ECLSS.
>>
>>41115
>Like firing off tungsten bullets in Engineering to kill Ellen and accidentally hitting part of the ECLSS?
That would still have given him time to get an O2 mask on, rather than just curl up in his room gasping for air.
If he's the attacker, something has gone terrible wrong with his plan.
>>
>>41162
Then why go back to the guest rooms?

Why not stay go to the bridge to get ready for the jump out? Why not take one of our Vacc Suits after realizing he damaged the Life Support? If he did have the key then he should have been patched up from the used medkit we found instead of clearly wounded
>>
>>41171
Well yeah, I'm not saying it hasn't, I'm just not sure why everyone's so willing to trust a gun-toting random we don't know in a situation that could easily have been caused by a gun-toting random we don't know.

Especially after the willingness to disregard calls for help earlier, leading to what may have been our last surviving crew mate likely suffering permanent brain damage.

>>41181
"Clearly wounded" can also just mean he has bloody gauze stuck to him.
>>
"Don't shoot me! It's me! Scruffy! The ship janitor!"

"I remember you." He replies, coldly. "Explain."

"...It was me on the computer. Not her."

He pauses. "...What happened to her?"

"She's dead."

"...The captain too?"

"Yes."

Now that you have time to look better at him, he's definitely your passenger, Oskar kristes. he's wearing a heavy black leather jacket and a white shirt. The jacket has a bullet hole on his upper abdomen. It has clearly been medicated with improvised bandages made from ripped up bed sheets.

"...Open the door." He orders.

"Let go of my arm first." You protest.

"I don't trust you." He taps the gun's muzzle against your elbow. "You tried to disarm me."

"I don't trust YOU." You retort. "You're pointing a gun at me right now!"

"Glad we agree." His voice drips with venom. "Open this door now."

>Open the door and let him out.
>Try and escape. (rolled action)
>(other?)

Also, if you want to talk to Oskar, please say what questions you want to ask him, and how much and which information you're willing to share with him.
>>
>>41201
>>Open the door and let him out.
Not getting anywhere standing around here, we have to get into a new Vacc Suit soon.

If he says he's who he says he is then ask him who he works for, we already know IISS asked the Captain to deliver the package to them.
>>
>>41192
>I'm just not sure why everyone's so willing to trust a gun-toting random we don't know in a situation that could easily have been caused by a gun-toting random we don't know.
If we had a gun, we'd be toting it as well.
Regardless, I'm not saying we should trust him, just that we're doing a balancing act to try and save people while protecting ourself. Even if it isn't at all going well.

>>41230
If we do that then we're entirely at his mercy. Even if he's not the attacker, he's still not our friend. Plus, we're healthy, and he's half dead already; Time's on our side, so we lose nothing for trying to talk him down.
>>
>>41267
We're already at his mercy, waste his already small amount of time and he might decide to just shoot our arm off and open the door on his own, or try to at least.
>>
>>41288
>We're already at his mercy
No, it's a stalemate: He has a gun, but if we don't open the door he'll pass out from CO poisoning long before we do. If he shoots us he'll certainly die.

He needs our help, and we have more time than him. Negotiation is our strength here.
>>
>>41267
>we're healthy, and he's half dead already; Time's on our side
Also the longer we wait there's a chance Rrarlk'll wake up.
>>41201
I think trying to talk him down would be the best. What reason would we have to undo the mag lock if we were behind the bullshit. If we wanted him dead then we would have just left him to rot. And if he doesn't care, then that just makes him more suspicious.
>>
"Not before you tell me who you really are." You reply.

He tugs at your arm, gasping for air. "I'm Oskar Kristes, I have a gun, and I'm desperate to get out of this mess alive. Open this fucking door."

"But what is even going on? I don't understand!"

You see his trigger finger twitch. He points the gun away from your arm and towards your chest.

"You're stalling for time and waiting for me to pass out." He declares.

"No! Not at all! I'm-"

"Fine. If you're going to kill me anyway, I'll take you with me. Five."

"Put down the gun, let's be reasonable." You try and calm him down.

"Four."

"Who do you work for?"

"Three."

"Is it the IISS?"

His count-down stops for a few seconds. "Yes. But you shouldn't know that."

"I found out."

"Delightful." He hisses. "Two."

>Wait for him to finish the countdown
>Open the door
>[Other]
>>
>>41399
>Open the door
Oh look, exactly what I thought would happen happened.

Not much of a choice now unless anyone thinks he won't shoot.
>>
>>41399
>Try and escape. (rolled action)
No fuck this guy.
>>
>>41399
>Open the door.
We should explain that the air is full of monoxide and he needs a suit like the one we're wearing.
>>
>>41399
>"Don't be an idiot, you're not going to be able to open this door on your own."

Failing that, >>41436
Letting this guy out in his current state can't possibly improve things.
>>
>>41399
>Why are you so willing to risk the cargo being intercepted after we exit jumpspace?
>It'll never make it to Luushakaan like this, you know.
>>
>>41452
By not opening the door or stalling for time we're effectively killing him, would we really be acting differently if we were dying and we had a gun?

>>41399
Open the door. This guy is desperate and I feel like he WILL open fire if he thinks we're trying to kill him.
>>
>>41491
He's not going to be any more reasonable or safe to be near if we let him out, we just give up any ability to bargain or protect ourselves.

>By not opening the door or stalling for time we're effectively killing him,
Nah. He'll pass out long before he comes to any real harm. Once he's unconscious his O2 demand falls.

>This guy is desperate and I feel like he WILL open fire if he thinks we're trying to kill him.
Right, so we should either convince him we're no going to kill him, or take away his ability to shoot us. Opening the door does neither.
>>
>>41516
By "kill him" i mean he has no reason to believe we will not murder him as soon as he's out. He's thinking "as soon as i black out this dude will get my gun and shoot me".

He's not going to let us stall for time. Saying "I'm just trying to buy time until you pass out so i can then do whatever i want to your unconscious body" is not a good idea when the guy is holding a gun to our face.
>>
>>41516
He'll be a million times more reasonable once his life isn't in danger.
>>
>>41563
>He's not going to let us stall for time.
Then let's try and escape. But giving up our only defense against being shot just because he's waving a gun around is not going to make us safer.

>>41573
>He'll be a million times more reasonable once his life isn't in danger.
Maybe, maybe not. But even if he's "reasonable" he still might not be safe, and we'll have zero control over the situation by then.
>>
Your gut tells you that this man will shoot. Doubly so if he really is a Scout.

Using your free arm, you leverage your weight and force the door open wide enough for the man to pass through.

He lets go of your arm, shoving you back in the corridor, keeping the gun pointed at you. He emerges out of the room, moving slowly, with poor balance and unsteady legs.

Keeping you at a distance, he backs up until he reaches the airlocks, and glances at the open door and the vacc suits stored inside.

"Stay here." He commands, disappearing inside the airlock.

>Chase him inside and try to disarm him while he's changing. (rolled action)
>Follow him in the airlock he went into.
>Enter the other airlock, change out of your vacc suit and into a functioning one.
>Return to the maintenance crawl-way while he's busy, reattach the wire. This will reactivate the first maglocks you deactivated and lock him in the airlock, but will lock you in the ship's locker too,
>Wait in the corridor in silence.
>Wait in the corridor, but try to talk to Oskar while he changes. (about what?)
>Enter Oskar's room while he's changing in the airlock, go through his things. (rolled action)
>[Other?]

I will AFK for about 4 hours now. Ironically, it is to go and GM my IRL Traveller game. Will see you when I get back.
>>
>>41638
>Enter the other airlock, change out of your vacc suit and into a functioning one.
No point in suffocating.
>>
>>41638
>>Enter the other airlock, change out of your vacc suit and into a functioning one.
Let's not die at least of monoxide poisoning, because I'm sure he's just waiting at the door to see if we'll come in.
>>
>>41683
In his mind we've already tried to kill him once, and pointing the gun at us is the only thing keeping him safe. We also have nothing he wants.

We're either going to have to do some top-notch talking, or find a good chance to take him out.
>>
>>41638
>>Enter the other airlock, change out of your vacc suit and into a functioning one.
>>
>>41711
Everything up til know can be argued as self defense, we only fought back because of the gun in the face. We aren't the one that killed everyone or the one that shot him so we can at least try the enemy of my enemy thing.

Plus it seems like both of them just want whatever cargo Captain was suppose to deliver and I personally don't give a shit about it. I'd like to keep the money though.
>>
I'll say this: he could have shot us after we opened the door. He didn't.
>>
You cautiously approach the opposite airlock and walk into it.

Looking across the corridor into the airlock Oskar went in, you see him in mid-changing. He's lean and muscular, and you notice more than a few old scars on his body. The gun is resting on the top of a small shelf.

He gives you a dirty look, and his eyes dart to the gun, then back at you. He doesn't say anything until you start changing as well, out of your broken vacc suit and into a new one.

"...Is everyone else dead?" He breaks the uncomfortable silence.

"I'm not sure." You admit.

"I'll need your help." He says, putting on the gloves. "I can't take out Hermann alone."

"Where is he?" You wonder aloud.

"Last time I saw him, we shot each other in the mess hall." He grumbles. He locks his helmet with a quick, familiar motion. "I hope he's still there and he can't move. This will make things easier. Worst case, he's hiding somewhere on the ship, waiting for the right chance to kill us."

You finish suiting up. "...Why are you saying that you can't take him out alone?"

He taps his helmet. "Because Hermann is a Zhodani spy."

"...what?"

"He's a psionic. A telepath. He can read minds, and he can attack them directly." He explains, now fully encased in his vacc suit. "That's why I need your help. I barely survived when I faced him alone."

>You expect me to believe this?
>Zhodani?
>We need to save Ellen Amundsen first.
>We need to fix life support first.
>Why should I trust you?
>What's in for me?
>Leave me out of this mess.
>Alright. I'll help you.
>[Other?]
>>
>>44776
>We need to save Ellen Amundsen first.
>We need to fix life support first.
Crew first if possible.

So the telepath was trying to meet with the crew one on one it seems, trying to see who knew about the thing maybe? What time did Oskar say he met with him?
>>
>>44776
>We need to fix life support first.
>Alright. I'll help you.
We should probably find some common ground to trust each other first.
>>
>>44776
>Alright. I'll help you.
>We need to fix life support first.

Explains memory problems.
>>
"...Alright. I'll believe you, for now."

Now both encased in a vacc suit, you realize he has trouble hearing you, as he does not have a comm bead in his ear.

You point at the short-range radio hard-wired in every vacc suit as a backup, with a control panel mounted on the back of the wrist, and scream at him: "FREQUENCY ONE TWO ONE POINT THREE FIVE!"

He nods, gives you a thumbs up, and follows your instructions.

"We need to fix the life support before anything." You explain to him.

He picks the gun back up, stuffing it in one of the suit's utility pockets. "Why? Now we have suits, and Hermann probably doesn't."

"Ellen might be locked up somewhere." You point out.

He seems to carefully weight your proposal. "...Alright. How do we fix it?"

"We need to get to engineering first. We can only get there by going through the cargo bay."

"Good." He glances at the door. "How?"

You follow his eyes. "Let me think." You mumble. "...my mind's still a bit fuzzy."

"Hermann probably hit you with some telepathic attack." He explains.

"The captain and first officer were killed by that?"

"It's possible. I suppose each mind is different."

"You survived it too."

"I had resistance training." He points at his chest. "When he realized that, he shot me."

"He had to meet you first, though?"

"You need to be close." He explains. "A couple meters. You need to see the target. Distance and metal walls make it harder. That's why I don't want to be in the same room with him alone."

You turn to consider the door again. Beyond that door there's engineering, and, probably, also Ellen. There's also the mysterious cargo that caused this entire disaster.

Or maybe there's this mysterious Zhodani telepathic spy waiting for you. If you trust Oskar's word.

If you trust Oskar to not be the spy himself.

[SESSION END]
>>
>>45797
Thanks for the quest Traveller.

Do you have any plans to continue it in the future?
>>
Thank you for playing Traveller Quest.


This quest will continue in the future. Lurk on this board for the next chapter, or follow my twitter at @exaltedfag for updates.


This "adventure" on board the Eutropia is meant to be an introduction, and the quest will continue at least until you solve the situation and get off the ship alive and well.


At that point, depending on my ability to run and on the interest and feedback from you players, Traveller Quest might continue.


If it does, it will probably include a character sheet, and the option to reconsider aspects of the MC.


If you feel this thread has been worthwhile, please submit it for archival in the sup/tg/ archive at http://suptg.thisisnotatrueending.com/qstarchive.html.


For any question, I can also be reached at http://ask.fm/Exaltedfag.


Clear skies to you, fellow travellers. Until next time.
>>
>>45928
I really enjoyed this quest and I hope you can continue running in the future.



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