Deck 1 – Command & Control

The Command & Control deck consists of the main bridge and a network of corridors and unimportant offices.

Shocking Development

As the characters approach the bridge they will hear the sharp 'cracks' of electrical sparks and a smell of ozone. A short stretch of corridor ends with a door clearly marked Command & Control. Heinlein set this trap to imprison or kill the aliens who infested the bridge by short-circuiting the high-voltage cables in the ceiling. Every few seconds an electrical spark discharges harmlessly to the floor but anyone or anything entering the area will trigger a spark and a 6d6+0 electrical attack.

Automatic
The door to C&C has been ripped open, the metal bent and twisted. Black, burnt patches cover the floor.
Easy
The sparks are coming from a spot on the ceiling where the ceiling tiles have been removed.
Moderate
High voltage cables run through out the ship but each deck has its own junction box controlling power locally.

Locating the junction box on this deck is a moderate action and will take a few minutes. As part of this search, the characters will find a body.

Automatic
A body, or what is left of a body, lies scattered over the corridor. Dried blood stains the floor.
Easy
Scraps of uniform identify the corpse as Ensign Diana Millard.
Moderate
Death was recent, no more than 48 hours ago but no more recent than six hours ago.
Moderate
There is little flesh left and the bones have been cracked open and the marrow extracted.

The corpse is not far from the junction box. Disabling the power in the corridor simply requires the flick of a switch (this also kills most of the lights in the bridge).

Easy
The short-circuit is clearly deliberate.
Moderate
There are several ways this could be done but the the method used was elegant and simple.
Hard
The method of short-circuiting and the ease with which it was disabled suggests whoever set it up wanted to be able to safely and easily disarm the trap.

With the power safely off the characters can approach the door.

Easy
The door has been ripped open from the outside, something which must have taken great strength.
Moderate
Deep gouges in the metal in a claw-like pattern.
Hard
The door frame and nearby walls have dents and scrapes as if something very large has tried to squeeze through the door.

The Bridge

The bridge contains important clues, equipment and aliens.

The bridge is dark and in a mess. Only emergency lights are operating and most of those are covered by the rust-brown dust, giving the room a strange sepia tone. The far end of the room is covered in a strange rust-brown growth pulsing with a regular rhythm. Three skeletal bodies lie on the edge of the growth, one more is half-way within the growth.

The strange growth is an alien fungus and the keycard and laser pistol are half buried in it. The growth is not dangerous but the players do not know this, presenting Game Leaders with an opportunity to encourage paranoia and elaborate plans for extracting the equipment.

Easy
1 x Command Override keycard. Extracting this triggers the alien's attack.
Easy
1 x Sparrow Laser Pistol
Moderate
The pulsating alien gunk seems to be a living form of the rust-brown dust found elsewhere.
Moderate
The bones of the skeletons have small teethmarks on them.

As well as the physical evidence, the characters can attempt to retrieve information from the ship's log. This is an automatic system which records activity on the ship supplemented by occasional comments from the captain and senior crew members. There is a lot of data here and it takes time and skill to understand what actually happened. Characters can investigate particular events or attempt to answer specific questions, but piecing together the full story would require days of work.

Easy
The ship arrived at Oberon 21 years ago, entered orbit and started sending teams to the planet's surface. The first sign of trouble appears to be a quarantine breach on Deck 11, five days after arrival.
Moderate
Six days after arrival three crew men were logged as deceased and their bodies jettisoned into space. Shortly afterwards the ship attempted to engage its in-system drives but they shut down due to a malfunction. There are no annotations to the log by the crew after the sixth day.
Hard
Between the sixth day and the switch to emergency power many of the ship's computer systems were rebooting at random intervals and generally acting erratically.

21 Years of Emergency Power

Easy
Ship systems switched to emergency power nine days after arrival. About a month after the switch to emergency power nearly all life support systems were shut down and then, for the last 21 years, minor orbit adjustments have been the only activity.
Moderate
After the switch to emergency power, decks two and three were drawing more power than the other decks. 24 hours before the life support was shut down, additional but low levels of CO2 were introduced into the air supply.
Hard
Some of the computer banks for the A.I. systems on deck 3 were still drawing power after they should have shut down. Emergency protocols also directed additional power to life support on deck 2 because life signs were detected in the hydroponics area.
Hard
Around 10 years ago the software controlling the ship's automatic locator beacon was updated.

The Last 24 Hours

Easy
Approximately 24 hours ago, about the time the Oculas broke up, all life support systems restarted.
Combat

Hiding behind consoles and under the deck are several 1d6+2 Alien, Larva mooks who will appear when the characters retrieve the keycard. Allow two mooks plus one per character. After announcing "Something Is About To Happen" all characters gain a prompted awareness against the aliens' attempt at stealth (1d6+2). Characters who fail to spot the aliens start combat at a lower rate of readiness.

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open/oneshots/quantumflux/deck_1_-_command_and_control.txt · Last modified: 2013/12/07 16:02 by darth_tigger
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