Tuesday, September 28, 2021

Thoughts on Running Out of the Abyss

As I’ve previously noted, I started in the hobby with Moldvay basic and worked my way up to the Expert set. One of the first Advanced Dungeons and Dragons products I bought was Descent into the Depths of the Earth, and that adventure module blew my middle school mind. I was so excited to run this adventure that I put my players’ party of 5th level D&D characters into it right after Isle of Dread.

And they got wiped out in the very first encounter, the drow checkpoint: a TPK so egregious that I had to fall back upon my first and only use of “it was all only a dream.” Hey, it was the 80s. If the writers of Dallas could use that one, so could I.

Eventually I graduated to Advanced Dungeons and Dragons. I was fascinated by the Monster Manual II section on demons and spent a lot of time poring over the lists of demon princes and lords and imagining running adventures featuring these super-powerful beings.

So when I heard that Wizards of the Coast was going to do a 5e adventure around a demonic invasion of the Underdark, they had my interest. And when I learned the book was going to be developed by Green Ronin, one of my favorite publishers from the d20 period, they had my money.

Out of the Abyss certainly looked good, and it read well enough. The elevator pitch is an Alice in Wonderland take on the Underdark, but with demons. What made the Underworld of D1-2 so captivating to my younger self was it was so vast and so alien. Instead of a high-magic, Tolkien-inspired world of goblins, elves, dwarves, and dragons we got something darker and grittier, closer to the proto-pulp and pulp writings of Verne, Doyle, Burroughs, and Lovecraft.

That sense of an alien Underworld has greatly diminished over the years, in part due to over-familiarity. I’ve read dozens of Underdark supplements and adventures. In the Forgotten Realms this region is apparently dangerous but relatively known to the world at large: regular trade links tie the underground with the surface world. In contrast, the very existence of the Underworld in D1-2 was unknown to most surface dwellers. So I welcomed a return to the weird and mysterious for this setting.

Out of the Abyss has some of the most vivid set pieces I’ve ever read in an adventure, right up there with Snurre’s Hall or the Moathouse. More than anything else, the image of Demogorgon rising out of the Darklake made me want to run this adventure. And there’s an encounter with a beholder that’s hands down the toughest thing I’ve ever thrown at a party in 5e.

OotA also has some really memorable and interesting NPCs. For some reason, my players really seemed to take to Stool the myconid. But there are plenty of others, like Thamberchaud the overweight and cosseted dragon. The Pudding King and Droki both made for eerie and unforgettable antagonists.

But if OotA has great individual components, the whole assembly is somehow lacking. The adventure claims to be a sandbox, but if the hallmark of a sandbox is player choices, then OotA falls well short, starting with the initial setup: the PCs begin the game all prisoners of the drow. Even free, the PCs are stuck wandering around the Underdark until they reach a high enough level to exit to the surface. Yes, they can visit various locations in any order, but eventually they really need to hit all these locations before they can leave. There’s no real consequence to progressing through the sites in order A-B-C or C-B-A or B-C-A.

Contrast D1-2: as a pair of tournament adventures, the module had a specific, overarching goal: track down the drow who had engineered the giant attacks. But even with a set goal, players still have some level of choice with real consequences. Routes in the Underworld were divided into primary, secondary, and tertiary tunnels. Primary tunnels were larger and allowed faster movement, but carried a greater chance of encounters with organized patrols. Tertiary tunnels were cramped, forced slower movement, and were less patrolled. But they were also the haunts of powerful horrors such as mind flayers and beholders. In theory, players could select their own risk/reward tradeoffs.

Similarly, although the players begin play with a fairly linear map to the Vault of the Drow, several set encounters along the way can be sped through or circumvented altogether if the players wish. They don’t need to collect a particular set of items or cultivate specific allies before they reach the Vault. Despite the eerie, Lovecraftian coolness in the Shrine of the Kuo-Toa, I have never had a party actually do any exploring there: every party I’ve DM’d has avoided that fell place and its dark mysteries.

Players really don’t have that level of choice in OotA. Almost all of the set encounters contain some pretty important elements, be it knowledge, items, or contacts that are nearly essential for completion of the adventure.

Because the players are expected to spend levels 2 through 7 wandering around, the encounters are generally geared for challenge levels 4–5: early encounters will be pretty hard, but later encounters will be pretty easy. It didn’t help that I had a larger group of players, either. (Though the default set up saddles the party with a whole coterie of NPCs.) There’s no real advice on how to scale encounters up or down. And with this structure, XP is pretty broken. You could spend years trying to amass enough XP with only the random encounters: story based awards are probably the only way to go for this adventure, but again there’s no real advice or guidance.

I know that many players enjoy the grimdark survival element of the earlier chapters, but my players were pretty bored with it. They had a large enough group, which included a drow wizard and a ranger with Underdark as his favored terrain, so they were very rarely lost or out of food, and didn’t need 12 NPCs to explain the difference between a Kuo-Toa and a Duergar.

A DM is supposed to track several different mechanics that might be affecting PCs and NPCs in different ways: disease, fatigue, hunger, light, magic-warping faerzress, and madness. And few of them really seemed worth the tracking. I was particularly disappointed with the madness rules, which require a lot of record keeping. For better or worse, 5e abstracts most game effects into pure “damage,” and by the end of the adventure I felt like a better madness mechanic might have been to simply have madness inflict psychic damage that could not be healed without long rest. Players understand hit point loss in a very immediate and visceral way, better than sanity mechanics that rely an awful lot on role-playing.

OotA also suffers from a problem that seems endemic to many WotC books: terrible organization. There are chapters where it’s almost impossible to find important information in a hurry. The dwarven city of Gracklstugh would have been unplayable if not for some helpful third party guides that broke down the city and gave page references for key information. The adventure cried out for an index, flowcharts, summaries, and so on to help the DM.

On a related note, the maps for OotA are generally terrible. Pretty to look at? Oh, yes. But usable at the table? Not really. Many have very wonky scales and are overly busy, and the adventure lacks good battle maps for many key encounters.

I really like that 5e generally backed off from making miniatures a requirement for play. But I use them myself, and I played most of this game on Roll20. So I could have really used some good tactical maps in 1 square equals 5 foot scale.

In some ways, I think OotA would have benefited from embracing the adventure path that it really is, rather than pretend to be a sandbox. The adventure could have been much tighter, better focused, and encounters better balanced. One problem with the pseudo-sandbox structure is that the players can become enmeshed in storylines that appear to have tremendous urgency, like stopping Zuggtmoy’s wedding—but with no way to resolve this plot for months and months of game time.

In general, the adventure is just too overstuffed. It spans too many levels, and has too many themes. Although it sounded metal to mix demons and the Underdark, each are expansive topics all by themselves. I think this adventure would have been better focused on a smaller number of sites, with fewer themes, and spanning a narrower range of levels: say, 5–15.

I realize this comes across as very negative, and I’ve struggled to write this review because, although this adventure occasionally drove me crazy, I also had a blast running it. But in the end, I was running for a group of good friends in the midst of a pandemic, and it gave me a weekly occasion to connect with people I love, during a time when that was otherwise very hard to do. I have had many great nights with good friends at terrible restaurants, dive bars, and lousy concerts. It doesn’t mean those places were actually good: it just means that with good company, anything can be fun.

After 56 sessions of playing through this adventure to completion, I feel comfortable writing that while Out of the Abyss is not a terrible adventure, it is an overstuffed, poorly organized, underachiever. That’s all the more frustrating because there are some truly great pieces within it, and I think with better editing and tighter direction, this might have been a spectacular adventure.

Tuesday, September 21, 2021

The Ship's Account

Each adventuring ship has a continuing need for money to pay expenses such as crew salary, maintenance, life support, and other supplies. This cash flow is handled through the Ship’s Account —Traveller5 Book 1, p 30.

I never set out to play Papers and Paychecks. But Traveller, with its mortgages, salaries, maintenance funds, and pensions can sometimes feel a little like it. And when you like to tinker with the rules as much as I do, understanding the ramifications of all that tinkering is pretty important.

An ideal Traveller campaign will provide enough rewards to let the players feel successful but to also keep them hungry enough to continue to strike out into the blackness of space. Given the complexity of starship economics, further complicated by some house rules, it’s pretty easy to get the balance out of whack: either the players are so flush they have no incentive to adventure, or so poor that they can’t hope to keep up with a crushing ship payment.

It took me a few iterations to finally come up with an armed packet design that I felt comfortable with, and then modify that for the PC’s Starjammer. I needed to figure crew requirements and salaries for starships, maintenance costs, and even berthing fees.

The only way to test this all was to build the ship’s account and then track the revenues and expenses across a few different games. I built a fairly simple spreadsheet that also helped me keep track of in-game time. The following table is a decent representation of my sheet:

Starjammer Ship’s Account
DateLocationTransaction (Cr)DescriptionBalance (Cr)
243-1102Stanko (A555649-C)750,0001st Payment for KST Charter750,000
247-1102Stanko (A555649-C)(250,000)Replacement Delgado XS-7 missiles (12)500,000
249-1102Stanko (A555649-C)(45,500)Fuel (91 tons, refined)454,500
250-1102Stanko (A555649-C)(15,000)Berthing Fees (35 days, Class A)1439,500
250-1102Stanko (A555649-C)(720)Cargo Handling (18 tons)438,780
278-1102Double (A541500-E)(45,500)Fuel (91 tons, refined)393,280
278-1102Double (A541500-E)(33,800)Renew Life Support Systems2359,480
278-1102Double (A541500-E)(7,797)Annual Maintenance Fund3351,683
278-1102Double (A541500-E)(35,225)Crew Salaries316,458
279-1102Double (A541500-E)(2,339)Monthly Maintenance314,119
285-1102Double (A541500-E)(3,000)Berthing Fees (8 days, Class A orbital)311,119
292-1102Goodhurst (A535649-D)(45,000)Fuel (90 tons, refined)266,119
298-1102Goodhurst (A535649-D)(500)Berthing Costs (Class A)265,619
305-1102Chorus (A944768-C)(45,500)Fuel (91 tons, refined)220,119
305-1102Chorus (A944768-C)(37,800)Renew Life Support Systems182,319
306-1102Chorus (A944768-C)(2,339)Monthly Maintenance179,980
307-1102Chorus (A944768-C)(7,797)Annual Maintenance Fund172,183
307-1102Chorus (A944768-C)(35,225)Crew Salaries136,958
311-1102Chorus (A944768-C)(1,000)Berthing Fees (Class A orbital)135,958
319-1102Xian (B7B48DC-9)(45,000)Fuel (90 tons, refined)90,958
322-1102Xian (B7B48DC-9)(750)Berthing Fees (Class B orbital)90,208
350-1102Wu (B66A99A-E)(57,417)Crew Salaries (includes hazard pay)432,791
352-1102Wu (B66A99A-E)(720)Cargo Handling (18 tons)32,071
352-1102Wu (B66A99A-E)(7,797)Annual Maintenance Fund24,274
352-1102Wu (B66A99A-E)(2,339)Monthly Maintenance21,935
356-1102Wu (B66A99A-E)250,0002nd Payment for KST Charter271,935
358-1102Wu (B66A99A-E)(180,000)Crew Bonuses91,935
004-1103Wu (B66A99A-E)(35,225)Crew Salaries56,710
011-1103Wu (B66A99A-E)650,0001st Payment for Ross Charter706,710
012-1103Wu (B66A99A-E)(45,500)Fuel (91 tons, refined)661,210
012-1103Wu (B66A99A-E)(37,800)Renew Life Support Systems623,410
012-1103Wu (B66A99A-E)(7,797)Annual Maintenance Fund615,613
012-1103Wu (B66A99A-E)(2,339)Monthly Maintenance613,274
012-1103Wu (B66A99A-E)(16,500)Berthing Fees (27 days, Class B Orbital)596,774
019-1103Linate (A200544-E)(30,000)Fuel (60 tons, refined)566,774
021-1103Linate (A200544-E)(500)Berthing Fees (Class A)566,274
029-1103Angle (A977223-A)(30,500)Fuel (61 tons, refined)535,774
029-1103Angle (A977223-A)(36,500)Renew Life Support Systems499,274
029-1103Angle (A977223-A)(7,797)Annual Maintenance Fund491,477
029-1103Angle (A977223-A)(2,339)Monthly Maintenance489,138
030-1103Angle (A977223-A)(42,064)Crew Salaries (includes hazard pay)447,074
032-1103Angle (A977223-A)(500)Berthing Fees (Class A)446,574
039-1103Colcan (B9C5268-9)(30,000)Fuel (60 tons, refined)416,574
040-1103Colcan (B9C5268-9)(750)Berthing Fees (Class B, Orbital)415,824
047-1103Wang (D789899-2)(9,100)Fuel (91 tons, unrefined)406,724
047-1103Wang (D789899-2)(36,500)Renew Life Support Systems370,224
060-1103Wang (D789899-2)(7,797)Annual Maintenance Fund362,427
065-1103Wang (D789899-2)(37,225)Crew Salaries325,202
065-1103Wang (D789899-2)(700)Berthing Fees (19 days, Class D)324,502
065-1103Wang (D789899-2)(100)Port Guide Fee324,402
065-1103Wang (D789899-2)(15,233)Starport Fines309,169
072-1103Colcan (B9C5268-9)(45,000)Fuel (90 tons, refined)264,169
075-1103Colcan (B9C5268-9)(750)Berthing Fees (Class B, Orbital)263,419
083-1103Baconan (C574534-7)(9,100)Fuel (91 tons, unrefined)254,319
085-1103Baconan (C574534-7)(100)Berthing Fees (Class C)254,219
092-1103Wu (B66A99A-E)(45,000)Fuel (90 tons, refined)209,219
092-1103Wu (B66A99A-E)(34,500)Renew Life Support Systems174,719
092-1103Wu (B66A99A-E)(7,797)Annual Maintenance Fund166,922
093-1103Wu (B66A99A-E)(2,339)Monthly Maintenance164,583
094-1103Wu (B66A99A-E)650,0002nd Payment, Ross Charter814,583
095-1103Wu (B66A99A-E)(37,225)Crew Salaries777,358
095-1103Wu (B66A99A-E)(180,000)Crew Bonuses597,358
102-1103Wu (B66A99A-E)(250,000)Replacement Air/Raft347,358
103-1103Wu (B66A99A-E)(750)Berthing Costs (Class B Orbital)346,608

Notes

1 Berthing fees are per the T20 schedule.

2 Per CT Beltstrike, “Life support supplies include food, air, and water (to replace leakage from the recycling process), and consumable elements of the life support system, such as filters, CO2 absorbers, and so on.”

3 The Purser allocates Cr7,797 each month to a separate maintenance fund in anticipation of the ship’s annual overhaul (Cr93,564 total). Meanwhile, the Chief Engineer performs his own monthly maintenance to the tune of Cr2,339/month. Per our house rules, each monthly maintenance reduces the annual overhaul cost by 5%, up to 50%. So if all goes according to plan, the Chief Engineer’s efforts will reduce the annual overhaul costs to Cr46,782 and the savings can be transfered back to the Ship’s Account.

4 Hazard pay is double for work in Amber Zones and quintuple for work in Red Zones. See GURPS Traveller: Far Trader 27.

After reviewing the cashflow over about six months of game time, I think I am generally in the zone for balancing rewards and demands.

Charters appear to be a reasonably viable way for the Starjammer to make a living. The Owner had enough revenue to cover all expenses and even pay out some nice bonuses to the crew. (The Starjammer does not have a formal profit-sharing agreement, so Sonny was generous enough to just issue everyone equal shares.)

But that said, ongoing costs steadily ate away at the ship’s account: by 352-1102 the account didn’t have enough funds to make payroll or pay for a refueling. The Owner would clearly not be able to berth the ship and take a six-month sabbatical. A few unexpected repairs and the wolf could be at the airlock.

The cashflow is helped immensely by not having a mortgage payment: with one, the Starjammer would be deep in the red: six months of mortage would have been MCr4.678! Instead, the ship was a gift from Duchess Shanika Adelbert in exchange for the PC’s discretion regarding a matter of great delicacy.

In retrospect, a much, much better arrangement would have been for her to have retained an ownership stake in the ship. This would have added a bit more economic pressure but would not have been nearly as onerous as a full mortgage. But it would have also kept the PCs a bit more connected to this powerful patron, allowing her to more frequently call on them to render some new service for the Duchy of Walpurgis.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, September 14, 2021

Berthing Fees

An unidentified subsidized merchant (Type R) on approach to its berth at Kline Highport, 033-1101.

In Classic Traveller, there are five canonical starship expenses: (1) Fuel, (2) Life Support, (3) Routine [Annual] Maintenance, (4) Crew Salaries, and (5) Berthing Costs. The first four expenses are fairly large, generally costing tens of thousands of credits, but berthing costs are so cheap as to be almost negligible in comparison: Cr100 to land and remain for up to six days, and Cr100 for each additional day spent in port. Why track such a small expense?

Mongoose Traveller does a few interesting things with berthing costs: First, berthing costs increase with starport quality. Berthing at a Class A port will cost thousands of credits, while berthing at a Class D port will only cost dozens of credits. Second, MgT introduces a random element into the calculation, so the expense of berthing varies. I like this approach quite a bit, and use this system for non-aligned worlds in the Buffer Zone of Dark Nebula.

The Third Imperium, however, and to a lesser extent the Solomani Confederation, takes great pains to standardize starport charges. And as I looked through different editions, I was once again struck by how neatly and elegantly T20 handled this topic. I use the following table, adopted from the T20 core rules, for starport fees in the Imperium or Confederation:

Starport Fees (Cr)
  Starport Type
CategoryServiceABCDE/X
Landing Rights1(24 hour max)100502010
Berthing2Landing and Berthing (up to 6 days)50025010050
 Berthing (per day after 6)50025010050
Orbital Berthing3(up to 6 days)100502010
 (per day after 6)100502010
Cargo Handling (per ton)Standard40302010
 Security50403020
 Hazardous70605040
Cargo Shuttle Service (per ton)Standard3020105
 Security40302010
 Hazardous60504030
Passenger Shuttle Service(single passenger, 200 kg baggage)100755025
Warehousing (per week per ton)Standard15105
 Security/Refrigerated251510
 Hazardous502515

1 One-time docking and departure clearance at the starport, no other services.

2 Add Cr500 to the listed costs for orbital starports.

3 Provides an orbital “parking slot” where a ship may remain during its stay.

Copyright Information

The Type R illustration at the beginning of the blog is by Jesse DeGraff and appeared in GURPS Traveller: Far Trader (2004), published by Steve Jackson games.

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, September 7, 2021

The Ship's Articles

A ship’s articles of agreement are real world legal documents, part of a ship’s papers. Although not mentioned in other editions, GURPS Traveller: Far Trader (1999) introduced this concept to the Third Imperium setting:

A ship’s articles are its “constitution” – a contract that spells out, in broad terms, the responsibilities of the ship’s captain and crew.… By signing the articles, crew members “sign on” with the ship and agree to the conditions of the ship or voyage (GT:FT 71).

I would imagine that in the Third Imperium a universal, standardized set of articles are used for commercial ships from the Solomani Rim to the Spinward Marches. These articles perfectly reflect the game rules for crew requirements, salary schedules, maintenance routines, and so on. And thus the articles normally just exist somewhere in the background and don't require much thought on the part of referees or players.

But a private ship owned and operated by PCs is free to be run by its own set of rules. And here the ship's articles provide a colorful in-game way for players to do things differently. Probably the item of most interest would be establishing a system of shares for distribution of profits. In general, most profits go to the ship's owner, with the balance divided between the senior officers with much less to the junior officers and nothing to the loyal deckhands. But I find that players, like pirates, generally prefer more egalitarian distributions.

While Far Trader provides a generic TAS Form 1 - Ship’s Articles, it's pretty skeletal. And what's more, it doesn't incorporate many of the suggestions sprinkled throughout the supplement, like establishing hazard pay rates for Amber or Red Zones, or setting watch schedules.

The Starjammer, with its android owner and unusual crew, is a particularly good candidate for a bespoke set of ship's articles. I adapted the following draft from Form 1, but also found a great example on the wiki for the Ethically-Challenged Merchants (what a name!) campaign.

The generic TAS Form 1 does not cover shore leave, even though Far Trader notes that “Ship’s articles will usually specify how much and how often port liberty is granted, and require the captain to provide transportation to and from shore facilities” (82). Although not explicitly stated, Classic Traveller implies that crew members are granted shore leave between voyages as a matter of course. The Traveller Book, for example, under Interstellar Travel, explains that commercial starships usually spend “one week in the star system, travelling from the jump point to the local world, refueling, marketing cargo, finding passengers, leaving the starport, and proceeding to a jump point again. The week in the system usually provides some time for crew recreation and for wandering around the planet [emphasis added]” (49). This language is echoed almost verbatim in the MgT core rules at 153.

Given this, a standard 24- or 48- hour leave per crew member per jump would not seem unreasonable. Presumably, most ships stagger leave to keep a skeleton crew on board in port to guard the stores, perform maintenance, arrange for new cargo, freight, mail, or passengers, and so on. But I did not spell out shore leave requirements in the Starjammer’s articles only because I assumed that charters, the ship’s bread and butter, are often time-sensitive and require the master to grant leave between charters rather than between individual jumps.

Starjammer’s Articles of Agreement

Seal of the Starjammer

The following Standing Ship's Articles of Agreement (hereinafter referred to as Articles) are made effective as of 180-1102 to govern the Imperial Merchant Vessel STARJAMMER, Registration Number 338-C-2725 to the Port of KLINE (MAGYAR 3012), and whose owner is BODYGUARD 3185D31A, a/k/a “Sonny” (hereafter referred to as Owner Aboard).

Article 1. Term Of Articles

  1. IT IS AGREED between the Master and the Crew named below on the Manifest that the Crew shall serve aboard the STARJAMMER, of which CRYO (or whoever lawfully replaces him) is Master, from the Port of KLINE (MAGYAR 3012) to other ports and planets as the Owner Aboard may direct, and back to a final port of discharge in the Imperium.
  2. At the will of either party, the term of service will end.

Article 2. Conduct of Crew

  1. The Crew agree to conduct themselves in an orderly, faithful, honest, and sober manner, to be diligent at all times in their respectful duties, and to obey the lawful orders of the Master (or of any person who lawfully succeeds him) and of their superior officers, in everything related to the vessel, and her passengers, stores, and cargo, whether on board, in boats, or in port.

Article 3. Compensation

  1. The Owner Aboard agrees to pay the Crew, as wages, the sums and shares entered next to their names on the Manifest.
  2. It is also agreed, that the wages for duties performed in systems designated Amber Zones shall be accrued at twice (x2) the rates established in the Manifest. Further, the wages for duties performed in systems designated Red Zones shall be accrued at quintuple (x5) the rates established in the Manifest.
  3. Crew members shall be paid their salaries in local currency or Imperial credits every thirty (30) days at the first available port of call.
  4. Crew members are entitled to receive from the Owner upon request, in local currency or Imperial credits, up to one half of their monthly salary at every port of call in advance of their scheduled salary payment, but not more than once in any thirty (30) day period.
  5. Crew members shall be entitled to participate in discretionary bonuses that may be authorized and declared by the Owner Aboard from time to time.
  6. The Master agrees to supply the Crew with room and board according to custom and Imperial regulations, to accommodate incidental storage of personal items in unused cargo space, to provide livery of such ports as time and circumstances permit, and to provide for their repatriation to the port named above if they separate from the vessel through no fault or negligence of their own.
  7. The Master agrees to provide the Crew with free medical care; if their requirements exceed the ship’s capabilities, the Master will procure appropriate care on the nearest convenient port of call.
  8. The Master agrees to afford the Crew two (2) weeks paid liberty each year, to be taken during the annual maintenance overhaul.

Article 4. Watchkeeping

  1. The Master shall ensure that watchkeeping arrangements are adequate for maintaining a safe continuous watch during vessel operations, taking into account the prevailing circumstances and conditions. Watchbills shall be posted where they are easily accessible on board the vessel.

Article 5. Obligations of Crew

  1. It is also agreed, that no member of the Crew may depart the vessel in port without permission of the Master; that any embezzlement or willful or negligent destruction of and part of the vessel’s cargo or stores shall be made good to the Owner Aboard out of the wages of the guilty person and that if any member of the Crew has a grievance under these Articles or otherwise, he will report it in a quiet and orderly manner to the Master or officer in charge of the vessel, who shall then take such steps as the case requires.

Article 6. Record Keeping

  1. The Master shall record in the vessel’s log all matters of discipline, and any complaints brought to him by the Crew, for review by the Imperial representative at the next Imperial port of call.
  2. The Master shall provide each departing member of the Crew with a Crew Member’s Identification and Record, specifying the period of service and the time, place and reason for discharge from service.

IN WITNESS, CRYO, Master of STARJAMMER on 180-1102.

The Crew have signed above their names on the attached Manifest, dated as indicated on each, which are specifically included by reference in the terms of these Articles.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, August 31, 2021

Starship Maintenance

Standard Imperial icon for the Drives section of a starship.

All editions of Traveller agree that starships require considerable maintenance, and that the cost of this maintenance is one-tenth of one percent (0.1%) of the original cash price of the ship per year. And almost all editions agree that this cost is incurred in an annual maintenance overhaul that requires two weeks at a class A or B starport.

The one exception is Mongoose Traveller: instead of a single annual overhaul, maintenance in MgT is divided into 12 monthly maintenance events, which once per year should be performed at a shipyard. There are many advantages to this approach, beginning with simplicity; it also has the benefit of breaking the expense of maintenance into smaller and presumably more manageable payments.

But that said, the annual overhaul has a lot of game history: “Crew members generally take their vacations at this time.” The overhaul is also generally the time for recertification for the starship.

I looked at maintenance rules in other editions as I considered bringing back the routine maintenance overhaul to MgT. I found a few rules I liked enough to also use. CT tied crew position requirements to regular, continuous maintenance in a way that seemed easy to adapt to MgT. TNE and GT both include provisions for do-it-yourself overhauls that were yoinkable.

But maybe the most interesting rule came from T20, which consistently features the “best of breed” ideas from earlier editions. T20 allows crews to do additional monthly maintenance in order to reduce the eventual cost of the annual overhaul.

My house rules for starship maintenance in MgT do not increase overall monetary costs, but do offer some additional flexibility to the beleaguered owner:

Preventative Maintenance. Starships require continuing maintenance as they operate. On almost all starships, maintenance takes up the largest portion of the crew’s budget of work hours. Every mechanical and electronic part on board has a maintenance schedule, and must be inspected, cleaned, serviced, or replaced in accordance with that schedule. Cleaning is the most basic form of preventative maintenance for both the ship and the crew. Personnel not currently on watch may assist in preventive maintenance and do not need ranks in any specific skill.

The cost of preventative maintenance is included in the crew salaries. A starship that meets all crew requirements has sufficient crew to perform necessary preventative maintenance, and no further checks or expenses are required. Ships that are undercrewed and do not carry enough dedicated or full-time skilled engineers or mechanics run the risk of malfunction.

If a ship is undercrewed, roll 2D for each week of operation and apply the following DMs: +1 if using unrefined fuel (and not equipped to do so), +1 per engineer or mechanic missing from the crew list, +1 per month past annual maintenance overhaul date. On 13+, the ship suffers a critical hit. Roll 2D on the Poor Maintenance table and apply the effects.

Monthly Maintenance. A well-maintained ship costs far less to operate than one that forgoes routine maintenance in the hopes of saving a few credits. Performing regular routine maintenance each month will further reduce the chance of malfunction and the eventual cost of the annual overhaul itself.

Monthly maintenance can be performed at any Class A, B, or C starport. Routine maintenance costs 0.0025% (1/40000th) of the original (new) price of the ship per month. One full day per month is all that is needed to perform routine maintenance.

For each month of routine maintenance performed on a ship by the crew, reduce the cost of the annual overhaul by 5%, up to a maximum of a 50% reduction in cost. Because of this, a ship may skip performing routine maintenance up to twice in one year without failing behind and losing the annual maintenance cost reduction. Even factoring in the cost of routine maintenance, a ship saves 20% on average on the cost of the annual maintenance.

Annual Maintenance. Annually, a starship should be given a complete overhaul in order to ensure that it is kept in good working order. Such maintenance costs 0.1% (1/1000th) of the original (new) price of the ship and requires two weeks at a class A or B starport. The owner must make provision for payment of the maintenance fee when it comes due. (Standard practice is to establish a ship maintenance fund and deposit 1/12th of the annual maintenance cost each month.)

Crewmembers generally take their vacations at this time but must still receive their salaries. The ship owners must make provision for the expected loss of revenue while the ship is out of service.

This annual maintenance can be conducted by the crew at a Class C or better starport in twice the normal time (four weeks), provided the required parts have already been purchased at a Class A or B starport. These parts cost .05% (1/2000th) the original (new) price of the ship and occupy a volume of 1/200 the ship's displacement tonnage. There is no additional cost above crew salaries and berthing fees, but the crew obviously gets no vacation. At a Class D or E starport, this do-it-yourself maintenance takes eight weeks.

If annual maintenance is skipped or skimped on, roll 2D each subsequent month, with a DM equal to the number of months skipped. On 8+, the ship suffers a critical hit. Roll 2D on the Poor Maintenance table and apply the effects.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, August 24, 2021

Ross Charter Library Data

Aeitle Sakh. Aslan name for Reaver’s Deep sector.

Akuusir Cluster. A string of 32 systems connected by jump-1 distances, located in Ruih, Akuusir, and Danvers subsectors of Dark Nebula. The Cluster notably contains several primitive Human populations that culturally identify with the Aslan. The entire Cluster fell within the Buffer Zone established by ancient Human and Aslan treaties, but the Solomani Confederation has recently absorbed 27 systems despite protests from neighboring Aslan clans.

The drive to incorporate Akuusir Cluster worlds was driven by local Solomani Party activists and the ambitions of Satwor (DARK 2610), rather than the Confederation government itself. Economically, the Cluster presents little more than a burden to the Confederation, with most economic aid apparently wasted on corrupt or inept planetary governments. The entire population of the Cluster is some 530 million. Although the Cluster has several reasonably habitable worlds, only a handful possess early stellar or better technology levels: the highest TL in the Cluster is 11. Twenty-six worlds are limited to pre-stellar tech levels or less and thirteen of these have only industrial tech levels or less.

Perhaps more concerning, Solomani Security has had great difficulty negotiating the incredibly complex, tribal rivalries within the Cluster as various local warlords vie for influence. Culturally, these worlds feel little connection to Terra or the Solomani movement, and more affinity to the Aslan; many such worlds have proven very difficult for the Confederation to assimilate.

Militarily, the Confederation Akuusir Cluster Fleet is a fairly small naval force headquartered at Satwor. The independent Aslan worlds of the Buffer Zone are not perceived as a serious threat, so the Akuusir Fleet mostly consists of patrol vessels with anti-piracy and occasional world-building missions.

Angle (DARK 3005 A977223-A). Low-Population, Twilight Zone. A Solomani Confederation system located on the Spinward edge of the Urartu Cluster in Akuusir subsector of Dark Nebula sector. The mainworld is relatively unattractive for settlement, being tidally locked to its M2 V primary and possessing a standard oxygen-nitrogen atmosphere tainted with highly toxic sulfur compounds. The system hosts a joint Confederation Army and Naval base.

Aslan Border Wars (-1118 to 380). Series of conflicts between various Aslan clans and Human systems as the Aslan expanded toward already-settled Human territory. The Aslan achieved jump drive late (-1999) and proceeded to expand into the available territory in their region of space. Contacts along their trailing border necessarily resulted in friction with the Human systems in that region.

Because the Long Night was already well underway by the time the Aslan encountered humans, there was no central Human government to resist Aslan attacks. Since there was no united Aslan authority either, the sides were fairly matched, and numerous small wars erupted between Aslan clans and Human splinter states, with alliances among the various powers constantly forming and dissolving.

The border between Human and Aslan space remained relatively constant, with a few systems changing hands after each war. At this time some clans also launched raids into the interior of the former Imperial domains, where they conquered and settled worlds as much as 40 parsecs beyond the border.

Once the Third Imperium expanded into the region circa 200, its superior organization and technology gradually put an end to the Aslan threat.

Aslanic. A language commonly spoken by Humans in areas of Dark Nebula, Reavers Deep, and Magyar sectors. Aslanic is a patois of Trokh, utilizing Trokh grammar and morphology, but with a phonology more suitable for Human vocalization. Aslanic arose during the Long Night and soon spread across human communities within Aslan space. The language does not employ gender-specific rules and contains many Terran loanwords. Most Aslan can follow a conversation in Aslanic, and to nonfluent humans it sounds much like Trokh. Use of Aslanic generally indicates low social status, but Aslan tend to be far more tolerant of faux pas made by Humans speaking Aslanic.

Baconan (DARK 3104 C574534-7). Agricultural, Non-Industrial. A Solomani Confederation system located on the Spinward edge of the Urartu Cluster in Akuusir subsector of Dark Nebula sector.

The Buffer Zone. This refers to Reaver’s Deep sector, which was an area of particularly heavy fighting during the Aslan Border Wars. The region became a demilitarized zone as a result of the Peace of Ftahalr in 380 Imperial. However, similar agreements were reached in Dark Nebula and Ustral Quadrant sectors, and the term is sometimes extended to include those, too. The Buffer Zone has never been a truly peaceful area, and is currently characterized by racial tension and sporadic clashes between Aslan ihatei and Solomani settlers.

Charted Space. The region of space inhabited by humans and thousands of other races, both major and minor. Charted Space encompasses 128 sectors and more than 80,000 worlds. Exploration has suggested two conclusions. First, there is life everywhere. Worlds naturally spawn their own lifeforms, and many produce intelligent races. Second, nowhere beyond Charted Space has intelligence produced the jump drive that makes interstellar travel possible. Worlds are full of life: space is empty.

Colcan (DARK 2805 B9C5268-9) Fluid Oceans, Low Population, Military Rule. A Solomani Confederation world located in Akuusir subsector of Dark Nebula sector. A hostile mainworld with an incredibly corrosive atmosphere composed of helium gas, with very large quantities of ammonia and methane. The Confederation established a joint forward operating base in orbit in 967; the attached starport section is operated by the Confederation Navy. The planet’s surface is occupied only by a small team of scientific researchers working for the Confederation Army.

Dark Nebula (Aslan: I'aheako). A sector of Charted Space located rimward of Reavers Deep and spinward of Magyar. Dark Nebula has 487 worlds with an estimated population of 936 billion. The highest technology level is 14. The Aslan Hierate controls over 235 worlds while the Solomani Confederation controls over 109 worlds. A larger buffer zone of independent worlds is located in the coreward center of the sector. The independent worlds bear every possible attitude toward each other and their larger neighbors. Two small federations, the Ulane Hierate in Earle subsector and the Gerontocracy of Ormine in Akhlare subsector, complete the tally.

Notably, the sector contains Kusyu (DARK 1226 A876A76-E), the homeworld of the Aslan, a major spacefaring race who consider I'aheako part of their Tyeao Eakh (Ancestral Worlds) region. Dark Nebula also features the eponymous large molecular cloud that sprawls across Khtoiakta and Yohkui subsectors.

Elahkilr (DARK 2203 A676757-8). A non-aligned Aslan world of the Akuusir Cluster, located inside the Buffer Zone of Ruih subsector of Dark Nebula. Elahkilr is controlled by the independent Hraiiyeeiyea clan, and the planet is a pre-industrial, agricultural world orbiting a G8 V primary. The system straddles the intersection of some minor and feeder trade routes running from Reavers Deep into Dark Nebula, and the Class A starport handles about 6,000 displacement tons of cargo and 300 passengers per week. A small shipyard is run by the Hraiiyeeiyea. Despite the relatively modest status of the mainworld, the Third Imperium, Solomani Confederation, and Tralyeaeawi clan all maintain small diplomatic missions at the highport.

Ftahtuak. Aslan name for Ustral Quadrant sector.

Himitt (DARK 2206 C764630-3). Agricultural, Non-Industrial, Rich. A non-aligned Aslan system located in the Akuusir Cluster in Ruih subsector of Dark Nebula sector. The coveted mainworld was settled by Rule of Man émigrés between -2200 and -2100 and became an important Human colony world. The expanding Aslan absorbed the system by -300 along with the rest of the cluster. The mainworld eventually came under the control of the Kairloa clan, which sharply limited Human access to technology and drove many Humans offworld. When Himitt fell within the buffer zones established by ancient Aslan and Human treaties, the Kairloa became an independent clan and retained their ancestral world. The Kairloa center of power on Himitt is the downport at Wakh Hrea, but outside a handful of fortified settlements the world is essentially lawless. Only a small remnant Human population remains onworld, and Aslan and Human brigands are said to haunt the sweeping badlands and ancient ruins scattered across the planet’s surface.

World Map Grid
World Name (and UWP) Himitt C764630-3Subsector and Sector Location of World Ruih/Dark Nebula
Date of Preparation 093-1098Hexagon Scale (km) 1,005
IS Form 8-ESize 7 World Map Grid

Hisol’i. Aslan name for both the Solomani people and Magyar sector. Reportedly, Aslan initially mistook the sector as containing the Human homeworld.

I’aheako. Aslan name for Dark Nebula sector.

ihatei. Aslan term that literally means “second son,” but idiomatically means “landless,” that is, an Aslan male from a family that does hold land, but who cannot hope to inherit that land. Since such males often choose a military career as a way to glory and land, ihatei is also used idiomatically to refer to a clan’s troops. With the development of starflight, ihatei became the vanguard of Aslan exploration and conquest of space.

Iouo Interstellar Yards (IIY). A major Solomani shipbuilder in the spinward areas of the Confederation. Based on Iouo (MAGY 0624), IIY maintains some 13 Class A shipyards and 17 Class B yards in Magyar and Dark Nebula sectors. Founded centuries ago, IIY was originally a shared Aslan/Human concern that gracefully blended Solomani and Aslan elements into superior starship designs. However, the Solomani Confederation government intervened in the corporate structure, forcing the Aslan ownership out to the detriment of the company. Despite these setbacks, IIY remains renowned for its innovative and elegant designs.

Linate (DARK 3204 A200544-E) [Amber Zone] Hot, Non-Industrial, Vacuum, Locked Satellite, Dangerous. A Solomani Confederation system located in the Urartu Cluster in Akuusir subsector of Dark Nebula sector. The system occupies an advantageous position on a main trade route running coreward-rimward along the spinward edge of Confederation. The mainworld is a desolate moon orbiting Seba, a gas giant that orbits the G1 V primary at 0.7 AU. Seba is surrounded by a particularly large magnetosphere that traps charged particles, which in turn form intense radiation belts of widely varying size. The TAS has issued an Amber Zone for the system due to the navigational hazard created by these belts.

Peace of Ftahalr (380). The landmark series of treaties between the Third Imperium and four major Aslan clans, which put an end to the Aslan Border Wars. The final treaties established a buffer zone about 30 parsecs wide between the Imperial border and the region of Aslan control. There has been no war since then, although the Solomani have violated portions of the zone and incorporated it into their boundaries.

Satwor (DARK 2610 A867632-A). An important Solomani Confederation system located in the Akuusir Cluster in Akuusir subsector of Dark Nebula. Satwor is a rich, temperate garden world and agricultural producer, locked in a close, resonant orbit with Thouma, its M3 V primary. The planet rotates three times about its spin axis for every two orbits about Thouma, resulting in each Satwor day being 38 standard days in length.

While Satwor was sparsely inhabited by Humans and Aslan for millennia, in the early 800s settlers from Column (DARK 3202) established a small onworld colony devoted to promoting Solomani ideology to the indigenous Human populations of the Cluster. The colony grew steadily and drew Solomani activists from as far away as Magyar sector. These activists were able to use Party connections to raise economic and technological support from throughout the Solomani Sphere, rapidly uplifting Satwor to early stellar technology levels. The world constructed a Class A starport and established a small, Party-subsidized shipbuilding concern, Satwor Yards. Solomani activists also pressed for Confederation absorption of the Human worlds of the Akuusir Cluster.

Satwor is currently ruled by the World Party Governing Committee, which promotes rather extreme Solomani-libertarian policies. And although Satwor has only 9.72 million inhabitants, the government harbors outsized ambitions: the world has acquired a few Rim War-era warships, including the Degen, an old Yamamoto-class cruiser. Using its significant technological edge Satwor has claimed several nearby worlds, including Meskok (DARK 2308), Mosarelel (DARK 2407), Springflow (DARK 2510), and Fonfado (DARK 2606). Thanks to Party influence, Satwor hosts a joint naval and army base that coordinates Confederation military activities throughout the Cluster.

Tlaukhu. This term refers both to the 29 most powerful Aslan clans and their 29 representatives who meet continuously on Kuzyu (DARK 1226) to arbitrate interclan disputes and set common policies. In theory, their decisions bind only the 29 themselves, their vassals, and those who request arbitration; in practice, they affect other clans by developing new technology, changing trade routes, starting or stopping clan wars, and so on.

To remain within the 29, a clan must be independent, and have sufficient population, wealth, and firepower at its disposal to be a credible member. A clan leaves the council when it fails to meet these criteria, or when its power wanes to the point where it must become another’s vassal. Only 19 of the current 29 have been members since the Tlaukhu’s inauguration; the others have replaced previous clans in this way, and some of the positions have changed several times.

Trokh. The common language of nearly all Aslan. Trokh is difficult for Humans to pronounce, split into gender-specific dialects, and weighty with formalisms. A holophrasic language that uses one word to encompass the meaning of an entire sentence, Trokh makes extensive use of metaphor and simile, and words whose meanings depend heavily on context. Proper pronunciation of vowels has often proved the most difficult aspect of the language for Humans, as some are pronounced while inhaling rather than exhaling.

Trokh was previously the trade language of the Tlaukhu and developed into its present form over 4,500 years ago on Kusyu (DARK 1226). The language is tightly controlled by the Tlaukhu, and remains almost entirely free of offshoots, local dialects, or corruptions.

Magyar has several communities of Trokh-speaking Aslan and Humans, though the language is generally suppressed on Confederation worlds. Despite this, traders bound for Dark Nebula, Canopus, or Reavers Deep sectors value having fluent Trokh speakers aboard.

Wang (DARK 2506 D789899-2). Rich, Pre-High Population. A Solomani Confederation system located in the Akuusir Cluster in Akuusir subsector of Dark Nebula sector. The mainworld orbits its K3 V primary in the habitable zone and is broadly compatible with Human life. Seas cover 84% of the surface, with most land concentrated in a single southern continent. Wang was initially settled by Terrans by -1500, but captured by Aslan before -300. Like many other worlds in the cluster, the Aslan allowed Human technology levels to regress to pre-industrial levels. Wang fell within the buffer zones established by Human and Aslan treaties, and Aslan onworld presence gradually diminished as Solomani interests in the region grew. The native Human population has a very low tech level and retains many cultural influences from the occupation, including the Aslanic language. Most of the world’s population is concentrated in a series of coastal cities but the interior has many wild and lawless areas. Graceful, Aslan-style sailing ships ply the seas of Wang, while caravans work the crude trade roads. The downport is located at Yooi, the largest city. In 1054 the Solomani Confederation deposed an indigenous world empress, Saeae Zui, and replaced her with a provisional government overseen by Solomani advisors.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, August 17, 2021

The Ross Charter

In the most recent installment of our Into the Interface game for Mongoose Traveller, the PCs finally venture into the Interface proper and get their first opportunity to interact with an Aslan.

Ship’s Log

Ship Name Starjammer.

Port of Registry Kline (MAGY 3012 A642987-E).

Ship Type U-CA33 Armed Packet.

Registration # 338-C-2725.

Wu (MAGY 0203 B66A99A-E) 352-1102.

1846. While in dock at High Nara starport, Captain Cryo, Astrogator Wayne Masada, Chief Engineer Richy Jamoor, and Chief Gunnery Officer Barry Russell performed monthly maintenance on the Starjammer. The Chief Engineer recorded a Cr2,000 expense for replacement parts and materials.

Wu (MAGY 0203 B66A99A-E) 353-1102.

0700. Captain Mirna Amjad of Solomani Security requested interviews with Starjammer crewmembers regarding the recent piracy incident in the outer system of New Sol (MAGY 0503).

Wu (MAGY 0203 B66A99A-E) 354-1102.

1337. The resident entertainer, Daren Gardner (professional name HotLolz69420xxx), left the ship for a meeting with Irvin Savitr, Corporate Strategy Manager for Kline Synthetic Technologies.

Wu (MAGY 0203 B66A99A-E) 355-1102.

0209. Gardner returned to the ship with Non-Disclosure Agreements for all crewmembers, explaining that these were necessary in order to secure a major holovid deal that he was negotiating. All crew signed the NDAs.

Wu (MAGY 0203 B66A99A-E) 356-1102.

1245. Purser and Medical Officer Howard reported that KST had deposited the balance of the charter payment, Cr250,000, into the ship’s account.

Wu (MAGY 0203 B66A99A-E) 357-1102.

1800. Captain Amjad concluded interviews with the crew, but requested that the Starjammer remain in port until the inquiry was closed.

Wu (MAGY 0203 B66A99A-E) 358-1102.

High Nara Habitat, Wu.

0600. The Owner, Bodyguard Android 3185D31A, “Sonny,” directed the Purser to distribute Cr20,000 bonuses to each crewmember. The crew was given one-week liberty to explore High Nara, an orbital habitat located at the L5 Lagrangian point between Wu and the moon Dal. High Nara consists of two counter-rotating cylinders, each hundreds of kilometers in diameter and thousands of kilometers in length.

The habitat houses a population of 360 million, the vast majority of which are Wuans: a self-geneered subspecies of Humaniti divided into a relatively small number of genotypes, each expressly designed for a specific role in Wuan society. High Nara receives some 1.5 million passengers each year from across the Solomani Confederation, Third Imperium, Aslan Hierate, and independent systems.

Most of the crew planned to buy new equipment, including better armor, weapons, and portable computers.

Wu (MAGY 0203 B66A99A-E) 359-1102.

0900. The Owner visited Dr. Yijun Tan, an Agilitrix biologics consultant specializing in android health. Dr. Tan’s examination suggested that Verisim-8 androids have longer lifespans than more primitive models, and at the ripe old age of eight, Sonny could be expected to live another twenty years or more.

Wu (MAGY 0203 B66A99A-E) 361-1102.

0800. Medical Officer Howard proposed that the Owner purchase an autodoc for the ship’s infirmary: a small self-contained diagnostic, pharmaceutical, and surgical system. A TL14 unit, costing upwards of MCr1, is even able to resurrect patients who have been declared dead. The Owner declined to act on Howard’s proposal.

Wu (MAGY 0203 B66A99A-E) 363-1102.

1000. Gardner received delivery of a modified Popov Robotics Vigil 1000 security robot, similar in design to the AN-427 model popular in the Imperium. Gardner named the robot Tech-9, the O.G. Killzilla.

Wu (MAGY 0203 B66A99A-E) 001-1103.

0001. Imperial citizens throughout High Nara, including the entire crew of the Starjammer, celebrate Holiday, the first day of the year on the Imperial calendar.

Wu (MAGY 0203 B66A99A-E) 003-1103.

0800. Captain Amjad announced that Solomani Security had closed the investigation into the incident at New Sol and that the Starjammer was free to leave port.

0953. The Owner placed a notice on the High Nara information net that the Starjammer was available for new charters.

1149. The Owner received an inquiry from an individual seeking a charter for herself and two additional passengers to Himitt (DARK 2206), a lawless, low-technology Aslan world located in the Buffer Zone of Ruih subsector, outside Solomani Confederation space.

2000. The Captain and the Owner attended a private dinner with the prospective client, Madi Ross, a successful young executive with Transstar, a large Solomani transportation line.

Madi’s father had been a prosperous broker on Renfrew Station (DARK 2904), her homeworld. Nine months ago he was murdered by one of his own employees: Timn Xezni, a lowlife drifter who then made off with some family money and fled into the Buffer Zone. Madi took a leave from Transstar and dissolved her father’s business, using the funds to pay for bounty hunters to find Xezni and bring him to justice. Madi’s bounty hunters had learned that Xezni was hiding out on Himitt. She sought transport for herself and the bounty hunters to Himitt, as well as return transport to Wu.

Madi submitted a proposed itinerary and offered to pay 1.3 million Solomani credits for the charter, which she insisted was fair value and incorporated a reasonable premium for risk. She also pointed out that the exchange rate with Imperial currency was generally at par or slightly favorable to Imperials. During the interview Madi demonstrated that she had thoroughly researched the Starjammer and its crew, and that Irvin Savitr had provided a very positive reference.

2247. The Owner and Captain accepted Ms. Ross’s offer, pending completion of their due diligence.

Wu (MAGY 0203 B66A99A-E) 004-1103.

The Akuusir Cluster in Dark Nebula and Magyar sectors.

0800. The Purser paid the crew their monthly salaries from the ship’s account.

0855. Captain Cryo and Astrogator Masada proceeded to the Solomani Ministry of Information offices to apply for a Class II Commerce License, allowing travel to any Class C or D starport in the Solomani Confederation.

0914. High Nara has extensive Travellers’ Aid Society facilities, including a TAS hostel, and as the Imperium and Confederation do not have formal diplomatic relations, acts as a de facto Imperial consulate. Dame Vasilica Xylander is the Imperial liaison in residence.

The Owner notified Dame Vasilica of his intention to travel to Himitt. Dame Vasilica warned that ancient treaty agreements with the Aslan precluded the Imperium from most involvement inside the Buffer Zone, but she noted that an Imperial embassy was located on the Aslan world of Obalsa (DARK 2106), one parsec from Himitt.

1140. Daren reviewed the draft charter contract and added a rider guaranteeing him access to the bounty hunters “for documentary purposes.”

1332. Captain Cryo and Astrogator Masada applied for an Exit Visa at the Port Warden’s office.

1544. Brogue searched local databases for information on Madi Ross and confirmed the key details of her story. Her two bounty hunters, Roozer Cogbin and Dibefe, were verified as licensed and bonded to work within the Solomani Confederation and the Buffer Zone.

1825. Sensor Operator Ronald left the ship to obtain additional information about the two bounty hunters.

1937. The crew researched the Buffer Zone of Dark Nebula, a region of space with a long and complicated history. The area had initially been settled over 3,000 years ago by dissident Terrans who had rejected the Second Imperium. As the distant Imperium slowly collapsed and the Human worlds began to slip technologically, Aslan began moving into the region—at first as explorers and traders, then later as serious rivals to the Humans.

The resulting Aslan Border Wars were a series of small conflicts between the Humans and Aslan that lasted some 1,500 years, during which the borders shifted and blurred between the two species. Many Human worlds captured by the Aslan were effectively interdicted for centuries and allowed to regress to very low technology levels.

The arrival of the Third Imperium into the region brought new conflict with the major Aslan clans, culminating in the Peace of Ftahalr in 380. This landmark treaty ended the Aslan Border Wars and established a large Buffer Zone between the Imperium and the Aslan Hierate, consisting of much of Reaver’s Deep sector and portions of Dark Nebula.

However, the breakaway Solomani Confederation, established in 871, has not recognized the Peace of Ftahalr and has seized numerous Human and Aslan worlds in the Buffer, including most of the Akuusir Cluster, a string of 32 systems connected by jump-1 distances, located in Ruih, Akuusir, and Danvers subsectors.

The Akuusir Cluster contained several primitive Human populations that culturally identify with the Aslan; many such worlds have proven very difficult for the Confederation to assimilate. These populations often speak Aslanic, a simplified patois of Trokh, the dominant Aslan trade language that is notoriously difficult for Humans to master.

Wu (MAGY 0203 B66A99A-E) 005-1103.

0421. Ronald returned to the ship to report that both bounty hunters are veterans of the Solomani Confederation Army and have reputations as hard-nosed but effective operators. Roozer Cogbin, a somewhat older fellow, was born in the Buffer and worked both sides of the border for many years. Debife, though considerably younger, had successfully brought in some very dangerous and elusive bounties.

0730. The Captain met again with Madi in an attempt to deter her from undertaking the charter, pointing out the many dangers of the Buffer. But Ms. Ross would not be swayed and insisted on personally bringing her father’s murderer to justice. Reluctantly, the Captain accepted the charter.

1410. The Captain looked into purchasing a protocol robot for translation services and to assist with social interactions with the famously touchy Aslan. An Aslan-made Hikare’ model, one of the Hierate’s most sophisticated personal robots, is a common sight on board Aslan vessels. However, the Owner balked at the nearly Cr700,000 purchase price. Instead, the crew bought translation software for their personal computers and the Owner bought similar software for himself and JUNO.

1730. The Captain posted to the High Nara information net a job notice for a translator and cultural guide.

Wu (MAGY 0203 B66A99A-E) 007-1103.

0900. The Captain interviewed a female Aslan, Hrol (short for Hroloueayeiua), for the open translator position. Hrol, who asked to be called “Harli,” provides translation and cultural consultation services for merchants working in the Buffer. She was fluent in Anglic, Aslanic, and her native Trokh.

Hrol had been born to a minor independent clan, Hraiiyeeiyea, on Elahkilr, a non-aligned Aslan world in the Buffer. With excellent references and a polished interview, the Captain hired her on the spot for a monthly salary of Cr2,000 plus bonuses.

"Harli" Hrol (Hroloueayeiua)

Female Aslan consultant, Age 30.

UPP 776B95.

Homeworld Elahkilr (DARK 2203 A676757-8).

Skills Admin-3, Advocate-0, Broker-1, Deception-1, Electronics (computers)-2, Gun Combat (slug)-1, Language (Anglic)-2, Language (Aslanic)-1, Streetwise-1, Tolerance-1, Vacc Suit-1.

Comments Hrol served four terms in the merchant company of her clan, Hraiiyeeiyea.

Wu (MAGY 0203 B66A99A-E) 008-1103.

1400. The Solomani Ministry of Information issued a Class II Commerce License to the Starjammer.

Wu (MAGY 0203 B66A99A-E) 009-1103.

0700. Miung-3357-C, an assistant to the High Nara Associate Port Warden, met with the Captain to review the Exit Visa application. The assistant reiterated the risks of the Buffer Zone: starships entering this area do so at their own peril, as many local systems lack basic resources and the Solomani Confederation would be unable to render aid.

Wu (MAGY 0203 B66A99A-E) 011-1103.

1641. Exit Visa issued.

1700. The Purser reported that Madi had deposited the first installment of the charter payment, Cr650,000, into the ship’s account.

Wu (MAGY 0203 B66A99A-E) 012-1103.

0536. All passengers and crew aboard.

0605. Customs stamped the crew and passenger manifests. The Purser reported all open accounts closed out with a Cr10,500 payment to the Port Authority for berthing fees. All hatches closed and secured. [TAS forms appended to this log.]

0704. Customs issued a clearance to depart.

0750. Departure flight plan filed with Wu System Control.

0755. Engineering reported the Impetus-E power plant online.

0820. Flight plan approved, Starjammer cleared for undocking. Engineering reported the twin Mark V maneuver drives online. Ship decoupled from port and made for Linate jump point.

1013. Linate jump point reached. Astrogator Masada generated jump vector and transmitted confirmation to Wu Control. JUNO received the coordinates and controlling data.

1014. Initiated count-down. Final system checks completed. Jump drive engaged. Engineering reported drive capacitors charged.

1015. Entered jumpspace.

Jumpspace 017-1103.

1540. Daren interviewed Roozer, who was initially surprised to be recorded. The veteran bounty hunter explained that he was extremely familiar with the wild region of Ruih subsector beyond the Confederation border. He disclosed that Xezni had been shuffling back and forth between Wang (DARK 2506), inside Confederation space, and Himitt, just outside. Roozer claimed to have contacts on Wang who would help track down Xezni. Roozer also revealed that he normally works alone and resented having to work with the much younger Dibefe. Daren insisted that Roozer show him the tools of his trade, which included a stunstick, heavy revolver, and a trusty “Acer” ACR-10 advanced combat rifle.

Jumpspace 017-1104.

1643. Daren interviewed Dibefe, a younger but equally confident bounty hunter, also resentful of having to work with another. Dibefe showed off his SGR-12 gauss rifle, “a precision killing instrument,” as he described it.

Linate (DARK 3204 A200544-E) 019-1103.

1419. Emerged from jumpspace approximately 6.7 million km from Seba, a gas giant orbiting the G1 V primary at 0.7 AU. Seba is surrounded by a particularly large magnetosphere that traps charged particles, which in turn form intense radiation belts of widely varying size. The TAS issued an Amber Zone for the system due to the navigational hazard created by these belts. The Astrogator plotted a course to Linate, a desolate moon orbiting Seba.

1440. Weapons Officer Boone requested the log note that work conducted in an Amber Zone system is entitled to hazard pay at twice the standard rate.

1614. Sensor Operator Ronald scanned the area and accessed the in-system communication directory. Made comms contact with the inbound Htuih Ua, a 400-ton Eakhau-class Aslan free trader out of Aowoikies (DARK 1705), Captain Hfauh commanding. The Htuih Ua announced that it was carrying transport from Renfrew (DARK 2904).

2237. Arrived in orbit around Linate and received permission to land at the starport. Linate occupies an advantageous position on a main trade route running coreward-rimward along the spinward edge of Confederation; the starport handles about 40,000 displacement tons of weekly trade.

Iouo Interstellar Yards operates the local shipyard, notable as the only TL14 yard in the Urartu Cluster. The yard has a total capacity of 5,000 displacement tons and specializes in building smaller commercial ships.

2306. Docked at Linate starport, commenced refueling and renewal of ship life support.

Linate (DARK 3204 A200544-E) 020-1103.

0700. Chief Engineer Jamoor, assisted by Astrogator Masada, began monthly maintenance activities on the ship.

0800. Brogue searched local computer databases for any comms references to the Starjammer, but found none.

1132. Ronald left the ship and ventured into the starport in search of more information about Xezni.

1630. The Chief Engineer recorded a Cr2,100 expense for replacement parts and materials.

2320. JUNO recorded an urgent request for medical assistance on the starport concourse.

2341. Ronald returned to the ship.

Linate (DARK 3204 A200544-E) 021-1103.

0135. Achieved liftoff from Linate starbase, began maneuvering for Angle jump point.

0351. Made comms contact with the Urartu Gold, a 200-ton Type SA1 Solomani flat trader out of Greenvald (MAGY 0504), carrying a load of teff grain, inbound from Reynold (MAGY 0105). Captain Philandros Lina.

0953. Entered jumpspace.

Jumpspace 022-1103.

0400. Adjusted grav plate settings throughout the ship to 1.03 g, the first step of a gradual transition to the 1.22 g surface gravity of Angle.

0830. Ronald shared new information about Xezni that he had gleaned at Linate starport. Xezni had reportedly fallen in with Kal Lazzari and his gang of brigands and pirates. The Lazzari gang, notorious for their brutality and ability to evade capture, operate out of low population and low law level worlds in Ruih subsector.

Jumpspace 025-1103.

0001. The Owner marked the ninth anniversary of his incept date with a brief toast on the bridge.

1100. Wayne asked Hrol for a primer on Aslan culture, which she gladly provided. Hrol explained that the sexes have very different roles in Aslan society: males are concerned mostly with military operations, acquisition of territory, and political affairs, while females are concerned more with industry, trade and commerce, and with the accumulation of wealth and knowledge. Aslan place great emphasis on the gender of those they deal with, whether Aslan or alien, and tend to assign gender to others based on social rather than biological bases.

Hrol further explained that the Aslan have long been a noble and proud warrior race, devoted to those in authority above them and responsible for those who owe fealty from below. Aslan society is based on the family and its relationships. Aslan pride makes them a touchy race, and Aslan give or take offense quite easily.

Finally, Hrol noted that the ancient peace treaties presented all Aslan caught up in the Buffer Zone with an agonizing decision: either retain the existing bonds to kindred and allied clans in the Hierate, but relinquish all holdings in the Buffer; or retain these Buffer lands but sever all formal ties to the Hierate. Her own clan, the Hraiiyeeiyea, elected to remain behind on their ancestral world of Elahkilr (DARK 2203).

Angle (DARK 3005 A977223-A) 028-1103.

1943. Exited from jumpspace. The Astrogator reported that the ship had emerged 1.6 million km from the mainworld.

Began maneuvering to the starport. Angle is a low-population world relatively unattractive for settlement, being tidally locked to its M2 V primary and possessing a standard oxygen-nitrogen atmosphere tainted with highly toxic sulfur compounds.

2008. Made comms contact with the Katzensprung, a 400-ton Type SA Solomani trader out of Waq (DARK 2819), arriving from Colcan (DARK 2805) and carrying freight. Captain Alfia Stefans commanding.

2350. Arrived in orbit around Angle. As the starport lacks a highport component, unstreamlined starships remain in orbit and are refueled by shuttles from the mainworld.

Angle (DARK 3005 A977223-A) 029-1103.

0005. The Starjammer landed onworld and docked at the Angle starport. Commenced refueling and renewal of life support systems.

0900. Although the Angle Class A starport is large and fairly new, the facility is mostly empty with many vacant storefronts and empty warehouses. A joint Solomani Confederation Army and Naval base is located near the starbase.

The shipyard, operated by Iouo Interstellar Yards, has a total building capacity of 10,000 displacement tons. The yard generally utilizes offworld labor and specializes in constructing smaller military ships such as escorts, destroyers, and patrol frigates.

1155. Brogue reported that, based on a review of available registry data, Lazzari—and presumably, Xezni—appeared to be using the Linsey Vigo, a 300-ton Aslan Yeao-class armed packet registered out of Doning (DARK 1804), to move back and forth between Wang and Himitt.

Angle (DARK 3005 A977223-A) 030-1103.

0800. The purser paid the crew their monthly salaries. The Captain gave the crew 24 hours liberty in port.

1321. JUNO, which had been monitoring system control channels, reported that the outbound Lara O’Dea, a 1,000-ton light freighter, had received a partially coded message about the Starjammer right before it jumped for the Colcan (DARK 2805) system. Ronald reported that the Lara O’Dea was registered out of Doning (DARK 1804 A431523-A) and claimed to be carrying agricultural goods from Greenvald (MAGY 0504 B864695-A).

1340. The Captain canceled liberty and recalled the ship’s crew.

1500. All hands gathered on the bridge to discuss the current situation. Evidently Xezni or Lazzari had spies in the Angle starport on the lookout for pursuers, and presumably the Lara O’Dea was now carrying a warning ahead of the Starjammer.

The crew debated how to proceed. Captain Cryo suggested scrapping the charter and returning to Wu, but the Owner wanted additional options. The crew decided to attempt a simple ruse.

1630. The Chief Engineer made an urgent request to the starport for access to starship overhaul facilities and placed orders for new—and very expensive—jump drive components. Richy claimed that the Starjammer’s Vegan-made jump drive has suffered a critical fault and would require at least two weeks in the Angle yards. Given the small size of the starport, word quickly spread throughout the facility and to all ships docked at the port.

Angle (DARK 3005 A977223-A) 031-1103.

0800. The Captain met with Madi to ensure that she appreciated the increased risk posed by Xezni likely being warned about her bounty hunters. Although Madi tried to bluff her way through the discussion, she had clearly not considered the possibility that Xezni would have either the foresight or resources to place his own spies in starports.

0900. Brogue arranged for the Starjammer to be transferred to a repair hangar in a remote part of the starport.

1730. Brogue announced that a glitch in the starport registry system would cause a 48 hour delay in updating the database records of ship arrivals and departures.

2000. JUNO reported that three different ships in the last 24 hours had already jumped out of Angle for the Colcan system, each potentially carrying news of the Starjammer’s “dilemma.”

2100. The Owner held an impromptu birthday celebration for Daren in the passenger lounge.

Angle (DARK 3005 A977223-A) 032-1103.

0746. Achieved liftoff from the surface of Angle, began maneuvering for the Colcan jump point.

1150. Reached Colcan jump point.

1153. Entered jumpspace.

Jumpspace 033-1103.

0400. Adjusted grav plate settings throughout the ship to 1.20 g, part of a gradual transition back to 1.0 g standard gravity.

Jumpspace 034-1103.

2123. Roozer Cogbin, following a long session of drinking in the passenger lounge, announced his extreme displeasure at having an Aslan on board the Starjammer, to say nothing of one serving as crew. Other crewmembers escorted the bounty hunter to his stateroom before Hrol could be made aware of Roozer’s opinion.

Jumpspace 034-1103.

0700. Captain Cryo approached Madi to express his concerns about Roozer’s outburst. Madi assured the Captain she shared his misgivings and would personally ensure that her employees treat all Starjammer crew, regardless of species, in a professional and courteous manner.

Colcan (DARK 2805 B9C5268-9) 039-1103.

1548. Exited jumpspace. The Astrogator reported that the ship had emerged 1.43 million km from Colcan, a hostile planet with a corrosive atmosphere composed of helium gas with very large quantities of ammonia and methane. The Solomani Confederation had established a joint forward operating base in orbit in 967.

1820. A sensor scan picked up the CSS Germanicus, a 25,000-ton light carrier, standing by at the Colcan 100-diameter limit.

1938. Docked at Colcan starport, which has only an orbital component operated by the Confederation Navy. A small team of scientific researchers working for the Confederation Army are the only inhabitants of the mainworld surface.

2000. Commenced refueling.

2032. Brogue reported that the starport registry indicated that the Lara O’Dea had jumped out of the system for Wang approximately 19 hours earlier, carrying word that the Starjammer was grounded back in Angle with a bad jump drive.

Colcan (DARK 2805 B9C5268-9) 040-1103.

0307. Refueling complete, undocked from Colcan Orbital. Began maneuvering for the Wang jump point.

0757. Reached Wang jump point. Began preparations for jump.

0758. Engineering reported a warning indicator on the E2X jump drive, possibly a faulty charge in the capacitors. Chief Engineer Jamoor proposed running a bypass and JUNO concurred with this recommendation. The Captain reviewed the calculations and despite the urging of the bridge crew, aborted the jump so that Richy could run a full diagnostic on the jump drive system.

1329. The Chief Engineer reported that the E2X jump drive unit was once again reading nominal. JUNO and UDA both confirmed his assessment.

1347. The Captain ordered resumption of the jump procedure.

1411. Entered jumpspace.

Jumpspace 041-1103.

0400. Adjusted grav plate settings throughout the ship to 0.99 g, part of a gradual transition to the 0.91 g surface gravity of Wang.

Wang (DARK 2506 D789899-2) 047-1103.

1201. Emerged from jumpspace approximately 1.1 million km from Wang. Began maneuvering for the mainworld.

1410. Made sensor contact with the Satwor Affluence, a 400-ton Type SA Solomani trader out of Satwor (DARK 2610), carrying trade and transport, arriving from Caprona (DARK 2607). Captain Dusanka Babik commanding.

1523. Arrived in orbit above the mainworld, a rich and habitable planet with only a primitive technology level, lacking electricity or hydrocarbon power. Seas cover much of the world’s surface, with most land concentrated in a single southern continent. The native Human population retains many cultural influences from the Aslan, including the Aslanic language. In 1054 the Solomani Confederation deposed the indigenous world empress, Saeae Zui, and replaced her with a provisional government overseen by Solomani advisors.

Most of the world’s population is concentrated in a series of coastal cities; the rugged interior contains many wild and lawless areas. Graceful, Aslan-style sailing ships ply the seas while caravans work the crude trade roads. The starport is located at Yooi, the largest city.

World Map Grid
World Name (and UWP) Wang D789899-2Subsector and Sector Location of World Akuusir/Dark Nebula
Date of Preparation 134-1098Hexagon Scale (km) 1,005
IS Form 8-ESize 7 World Map Grid

1528. Prepared ship for atmospheric entry.

1552. Landed at the Yooi starport, little more than an airstrip with hangars and a control tower.

1622. Starport officials came aboard to inspect the crew and passenger manifests. A Solomani physician conducted full physical inspections of everyone while port officials reviewed the ship’s log. The officials noted that an Exit Visa will be required to leave Wang. While all crew and passengers were cleared for entry, the officials left behind a port guide, Iyoi Hou, to stay aboard the ship. As a port guide, Iyoi would act as a witness to supervise and ensure compliance with all procedures and regulations while the Starjammer is in port.

1700. Began refueling.

1730. Brogue reported that the Linsey Vigo was docked only a few berths away from the Starjammer.

1800. Madi, Roozer, and Dibefe prepared to venture into the city to meet a local contact with knowledge of Xezni’s movements. The Captain suggested that, because the bounty hunters are known in Yooi and Xezni was aware that they were coming, it would be better to first send new faces into the city so as not to alert the fugitive. Reluctantly, Madi agreed.

1915. Ronald, Brogue, and Hrol ventured into Yooi, a beautiful trade city filled with graceful, ornate Aslan architecture. The trio proceed to the night market where they sought out Stoi Yu, a purveyor of off-world goods.

2000. Refueling complete. The Starjammer’s purifying plant began processing the starport’s unrefined fuel.

2100. Ronald reported that his team had made contact with Yu. The merchant said that Xezni and several other members of Lazzari’s gang were currently in the city but that it would take some time to identify exactly where the brigands were staying. Yu scheduled a follow-up meeting for noon the following day with Roozer and Dibefe.

Wang (DARK 2506 D789899-2) 048-1103.

Tech-9, the O.G. Killzilla.

1033. While Roozer and Dibefe prepared to enter Yooi, Brogue arranged to have their weapons smuggled in with them. Hrol and Madi entered the bridge to monitor the developing situation from there.

1100. The Owner, Brogue, Wayne, and Howard scouted the nearby Linsey Vigo. Daren, disappointed that he could not bring Tech-9, remained aboard the ship. The scouts observed several Linsey crew members moving in and out of the ship, as if preparing for a hasty departure. The scouts did not spot Xezni among the group.

1204. An explosion from somewhere in Yooi rocked the starport. The scouts immediately returned to the Starjammer.

1207. Neither Roozer nor Dibefe responded to Hrol’s comms requests.

1221. Wayne sent a drone up to investigate the explosion. As the drone hovered over the smoldering market, Wayne reported a mass casualty event and tremendous confusion.

1240. The Captain ordered all hatches closed and preparations made for takeoff. Iyoi Hou, the onboard port guide, registered a formal complaint. Hrol escorted Madi off the bridge and down to the passenger section.

1243. The Chief Engineer initiated power plant startup procedures. The crew opened the ship’s locker and began distributing arms. Iyoi Hou registered a second complaint.

1245. Weapons Officer Boone reported that the shipboard weapons systems were unlocked and online. Iyoi Hou registered a third complaint.

1248. JUNO reported that although Yooi traffic control had ordered the Linsey Vigo back to its berth, the ship was taxiing out to the runway.

1249. Boone reported that none of the weapons had a clear line of fire at the Linsey.

1250. Sonny and Howard made for the cargo deck and the air/raft.

1302. Sonny and Howard piloted the air/raft out of the Starjammer and set the grav vehicle on a direct collision course with the Linsey. Iyoi Hou registered a fourth complaint.

1303. Both Sonny and Howard bailed out just before the air/raft accelerated directly into the bridge of the Linsey, breaching the hull in a dramatic explosion.

1305. The Linsey Vigo shuddered to a stop at the edge of the tarmac. Iyoi Hou registered a series of additional complaints.

1309. The cargo hatch of the Linsey opened and several men emerged firing assault rifles.

1311. Ronald, Brogue, Wayne, Daren, and Tech-9 emerged from the Starjammer to return fire.

1313. Half of the Linsey crew were down, including one blasted by Tech-9’s laser carbine. Timn Xezni appeared with a submachine gun and raked Ronald with a burst of automatic fire. The sensor operator fell, badly wounded, and Medical Officer Howard rushed to perform first aid.

1314. Timn Xezni, the last Linsey crewmember standing, was gunned down.

1331. Starport security arrived on the scene.

1700. Starport officials confirmed that Roozer and Dibefe had likely been killed by an improvised explosive device in the Yooi market, along with 14 onworld residents.

2200. JUNO reported that all onboard fuel had been refined.

Wang (DARK 2506 D789899-2) 049-1103.

0800. A representative of the Wang Provisional Government announced that the entire city of Yooi was under security lockdown and declared a global day of mourning.

1200. Starport officials announced that the explosion in the Yooi market appeared to be the work of offworld terrorists from the Linsey Vigo, and that a full investigation into the incident had been launched.

1400. Madi Ross filed for salvage rights to the Linsey Vigo.

Wang (DARK 2506 D789899-2) 050-1103.

0800. Yooi security officials, assisted by Solomani advisors, began interviewing Starjammer crewmembers.

Wang (DARK 2506 D789899-2) 054-1103.

1200. A representative of the Wang Provisional Government announced that the security lockdown for Yooi had been lifted.

Wang (DARK 2506 D789899-2) 060-1103.

0800. The Captain announced 24 hour liberty for all crew to celebrate Boone’s birthday.

Wang (DARK 2506 D789899-2) 061-1103.

0300. Yooi starport security escorted three unauthorized guests off the ship.

0440. Medical Officer Howard reported that Brogue, Daren, and Wayne were currently in sickbay for various ailments. None appeared life-threatening.

0600. The Weapons Officer was ordered confined to quarters until further notice.

Wang (DARK 2506 D789899-2) 065-1103.

0700. The Purser paid the crew their monthly salaries.

1200. Yooi officials announced that the investigation into the marketplace explosion was now closed, and that bomb-making materials, along with numerous other contraband items, had been found aboard the Linsey Vigo. No questions were taken.

1300. Starport officials assessed Cr15,233 in fines to the Starjammer based upon Iyoi Hou’s formal complaints.

1530. Starport officials announced that Madi Ross had been awarded partial salvage rights to the Linsey Vigo.

1630. The Purser paid the starport fines, the port guide fees, and all fueling and berthing charges.

1655. Exit Visa issued.

Wang (DARK 2506 D789899-2) 066-1103.

0531. Departed from Yooi starport.

0553. Achieved orbit above Wang.

0601. Made comms contact with the CSS Demeter, a 200-ton Type SE Solomani escort, standing by at the 100 diameter limit.

0853. Colcan jump point reached.

0858. Entered jumpspace.

Jumpspace 067-1103.

0400. Adjusted grav plate settings throughout the ship to 0.92 g, part of a gradual transition to 1.0 g standard gravity.

Colcan (DARK 2805 B9C5268-9) 072-1103.

0058. Exited jumpspace, began maneuvering to Colcan Orbital starport.

0131. A sensor scan detected an Aslan merchant ship refueling at the outermost gas giant: the Tiykhu, a 200-ton Kteiroa-class seeker out of Alaoyaah (DARK 1714), arriving from Dengmi (DARK 2605). Captain Ktaweiyeiei commanding.

0548. Reached Colcan Orbital. Began refueling.

Colcan (DARK 2805 B9C5268-9) 075-1103.

0639. Departed Colcan Orbital.

1026. Sensors detected the CSS Surprize, a 1,000-ton Type SM Solomani patrol frigate, standing by off the innermost gas giant.

1129. Reached Baconan jump point, entered jumpspace.

Jumpspace 076-1103.

0400. Adjusted grav plate settings throughout the ship to 0.93 g, part of a gradual transition to the 0.48 g surface gravity of Baconan.

Baconan (DARK 3104 C574534-7) 082-1103.

2119. Exited jumpspace approximately 785,000 km from Baconan, a habitable agricultural world. Begin maneuvering toward the starport.

Baconan (DARK 3104 C574534-7) 083-1103.

0009. Arrived in orbit above Baconan. Received permission to land.

0052. Docked at Baconan starport, commenced refueling activities and resupply of life support systems.

1904. Completed refueling, began fuel refining.

Baconan (DARK 3104 C574534-7) 084-1103.

1648. Completed fuel refining.

Baconan (DARK 3104 C574534-7) 085-1103.

0742. Cleared for takeoff from Baconan starport.

0807. Achieved orbit.

1029. Reached Wu jump point.

Jumpspace 086-1103.

0400. Adjusted grav plate settings throughout the ship to 0.55 g, part of a gradual transition to 1.0 g standard gravity.

Wu (MAGY 0203 B66A99A-E) 092-1103.

0839. Exited jumpspace. Established contact with Wu System Control.

1150. Docked at High Nara starport.

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