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Session 37: Rescuing the Refugees Report

General Summary

Introduction

Nibian 3, the trade hub planet in the distant reaches of the Rim, orbits awash with activity and violence in the void of space. Half of the planet looks stretched and pulled as the atmosphere of the rock appears to have been pulled taut like a stretched rope. The gravitational pull of the growing black hole, not nearly far enough behind the planet to provide any sane species comfort, pulls and yanks on the spiraling, twirling atmosphere of the planet as the utter void consumes it relentlessly. Across the planet from the line of vanishing mist, distant flashes of weapons-fire and plasma crackles through the atomsphere across the planet, lighting up the horizon. Several ships are faintly seen dodging and weaving past the debris and rippling radiation of the destroyed ships ahead of them as the looming Krasian Patrol Ship, the KPO Entren, unleashes death into the fleeing refugees. Across from the Entren on the other side of the planet, the KPO Vanguard seems to sit quietly, turning slowly as nothing but the open hangers showing the lack of dropships within them demonstrates activity aboard. Burt lets out a sigh of relief as he sees the angle of their turning satalite shift just in time to have received the packet he sent, confident in that they have received the message he prepared for them. Finally, the familiar radar blip reading "KPO Invictus" appears as a growing spot on the visual horizon, just close enough to block out a few very distant stars, as it travels full speed towards the conflict ensuing in the planet's orbit.   Meanwhile, dangerously close to the Black Hole, the Iridium Dawn plummets towards Nibian 3 against the pull of the black hole and through the spiraling whirlwind into the upper atmosphere of the planet itself. As the descent continues, the clouds roil and ripple in a sickening display of a planet's struggle against death using the only protections it has ever had (or needed) until now. A golden sheen coats the clouds above and below the Iridium Dawn, evidence of the radiation wave eminating from the ship's desperate but precise jump moments before, as the ship successfully struggles out of the pull of the black hole towards the gravity of the planet itself.

Scene 1: The Descent

Audio

https://www.youtube.com/watch?v=sT5f1jBJHng

Description

The Iridium Dawn breaks through the first hurdle into the atmosphere of Nibian 3. You feel the shift of the ship as it begins to feel the pressures of the planet's gravitational pull, however it feels like the ship is being yanked backwards towards the gravitational pull of the black hole at the same time. While you feel assured that the two opposing forces aren't enough to pull the ship apart (or at least not until one of those forces gets a lot stronger), you wonder if even now were Tumerian to cut off the engines if your ship would drift and spin in place while caught between the two.   However, you find yourself fortunate in knowing that your engines are continuing to push you through the clouds and small debris flying by your ship towards the planet's surface. As this is a Hazardous Descent, I'm going to break up the planet's atmosphere into 3 main zones to traverse. You're breaking into the Upper Atmosphere now, and you're feeling the strongest pull from the black hole and the planet itself at the moment. There's still a ripple of jump wake radiation eminating from where you landed outside of the planet that has washed over it, but unless you're leaving the ship or trying to jump it shouldn't affect you directly at this time.

Overview

The Intrepid Explorer flies through an Atmosphere that is spiraling and funneling around them as it’s sucked back towards the Black Hole. The Ship is designed to fly in atmosphere and out of atmosphere but not in vanishing atmosphere.

Scene Aspects

  • Atmospheric Whirlwind (Atmosphere Sucked Away) - +2 / +4DC
  • Two Gravitational Pulls - +2DC
  • Jump-Wake Radiation Hazard - (+2DC Planing)
  • Coms Blocked by Repeated Emergency Broadcast

Upper Atmosphere

As the Iridium Dawn begins its descent into the upper atmosphere of this beleaguered planet, you're greeted with a scene of sheer cosmic dread. The once peaceful skies have transformed into a nightmarish ballet of churning storm clouds, spiraling with an ominous intensity. High above, the planet's atmosphere is being ripped away, drawn inexorably toward the menacing pull of an approaching black hole. The heavens themselves crackle with bursts of lightning, and ferocious winds slam into your ship, rocking it as you navigate this turbulent tempest. With each passing moment, you draw nearer to the perilous edge of the abyss. The fate of your crew and the very planet itself hangs in the balance.

Middle Atmosphere

As the Iridium Dawn plunges further into the planet's middle atmosphere, the surreal scene that unfolds outside the viewports is like something plucked from the pages of an otherworldly myth. An alien avian ecosystem comes into view, where flocks of peculiar, iridescent birds with plumage that shimmers in iridescent hues struggle to maintain flight amidst the tumultuous aerial turmoil. These avian beings move with an eerie grace, their wings slicing through the charged air as they attempt to remain aloft, oblivious to the impending cosmic catastrophe.   Notice 3: However, the alien bird's peaceful flight appears to be disrupted and labored. As you look closer, the airborne creatures closest to the ship that seem to be lightly shimmering with that same golden sheen begin to spasmodically contort and spiral, their rhythmic movements thrown into disarray.   Notice 5/Science 4 (Kyra): You can see there seem to be some odd formations and grows already appearing on the wings and bodies of the beasts.

Lower Atmosphere

Descending into the planet's lower atmosphere, the Iridium Dawn sails through thick, swirling clouds, the same iridescent birds now a tragic sight as they tumble from the sky, their once-graceful flight disrupted. These avian creatures bear grotesque growths and ghastly wounds, testimony to the turbulent forces that have disrupted the serenity of their world. The unsettling image of the dying birds falling around the ship serves as a somber reminder of the impending danger below.   Emerging from the tempestuous clouds into clearer skies, your crew is met with a breathtaking view. Below, an expansive continent stretches as far as the eye can see, ultimately yielding to an ocean in the west and a mountain range to the east. The terrain is a mesmerizing juxtaposition of vast arid plains that gradually transition into a rugged landscape, featuring rocky crevasses and imposing buttes. However, your attention is drawn to a striking anomaly within this natural beauty. Nestled nearby is a sprawling city, its architectural wonder evident in the form of colossal spires, shattered and weathered at their peaks, enormous domes, and gigantic wheels. This cityscape is an extraordinary fusion of repurposed space station components, hinting at the once-great achievements of the beings that once inhabited this enigmatic world. As you approach the city, it becomes apparent that it holds untold secrets and untold stories within its broken and reclaimed structures.   Notice 5 (-2 if Noticed before): As you look up, you witness the higher-flying flocks of these extraordinary birds you have already passed seem to have lost the strength to fly and are being drawn into the mounting maelstrom, their once elegant dance becoming a chaotic struggle against the irresistible pull of the vortex. The avian cries and the cosmic symphony of a planet's fate hang heavy in the air as you continue to navigate this surreal and perilous descent.

Extras - Birds: Zephyraptors

These unique avian creatures, known as "Zephyraptors," are as captivating as they are mysterious. An interesting fact about Zephyraptors is that they possess a form of bio-luminescence, allowing them to produce soft, calming glows from their feathers during their night-time flights, creating a mesmerizing display that lights up the planet's dark skies. They are native to Nibian 3 but have been a popular export as pets for collectors for decades.

Scene 2: Choosing the Landing Zone

 

Description

As you scan the planet you notice that, much like your scans denoted from above, there are no obvious berths or spaces within the city itself that would accomidate a ship of your size. You do see multiple flat-roofs and cleared zones that would easily accomidate a Large size vehicle (like a dropship, hovercraft, or other interplanetary transportation). However, you see a few locations outside of the city itself that could accomidate your ship easily enough. Most of the roads heading into and out of the city have various obstructions, whether small buildings, power lines, vehicles, or sparce foliage. However, you realize that based where you land, you will affect who can get to you, how quickly, and how easily.   The first is a large, cleared out section right along the edge of the city itself along what appears to be one of the less popular roads. No telephone lines or other infastructure is in the way of a landing and it would be no more than a fews walk from the edge of the city. Based on the number of people running in the streets, vehicles driving through the city, and the number of pings your ship has already received from local scanners or hand-held devices, you're guessing that you'd have people flocking to the ship within minutes upon landing and get you on and off the planet the quickest.   On the other end of the city, there is a larger patch that looks like undeveloped land outside of the city that you estimate would be around a 30 minute walk or half that time offroading. That method will limit the number of people reaching you immediately to those who could get there by vehicle, but also might mean you'll be here for a bit longer.   Finally, you do have weapons on the ship. You spot a few locations in the city that with a few well-placed rounds, you could clear out enough space to settle down in the heart of the population. Anyone nearby could load up and get you out of there before the engine cools.

Overview

They descended towards the planet. They see the Orbital Spire District, population 500k, which is the city built out of the failed orbital platform called the Orbital Spire. It’s intent was to be an Elevator Spire from the planet to a Station but it was abandoned by Bio-Hui Transportation due to its extreme costs 20 years ago when they just invested in the planet-side Spaceport expansion instead (new Administrator came in). They arrived on the Planet’s Surface and note the Thinning Atmosphere.

Scene Aspects

Thinning Atmosphere - All Physical Actions difficulty increased by 2 without other Oxygen source. It feels like you're breathing on top of a mountain at the moment and exert easily.
Panicked Population - The people of Nibian 3 are panicking and desparate to survive.
Resourceful Adaptability - The people of the Orbital Spire District have created a life for themselves out of rubble and are very resourceful.
Coms Blocked by Repeated Emergency Broadcast

Scene 3: The Refugees

A convoy of ten or more rugged, cobbled-together vehicles emerges from the Orbital Spire District, each kicking up a chaotic plume of dust and sand from the arid plains below. The midday sun glistens off their makeshift armor and spires, and their engines emit a raucous hum that resonates through the thinning air. These vehicles race toward your landing site, jostling and maneuvering for position as if something of great importance drives them. Several of them trail ramshackle trailers with various boxes and crates shifting around as they tear forward. As one of the vehicles takes a sharp turn to avoid another, the trailer behind it snaps and sends the cargo it carried scattering behind it. The vehicle, however, drives on towards you trailing the others.   But the spectacle doesn't end there. Far too close for comfort above the vehicles, and lagging just moments behind, several small glass vehicles speed your way in the swirling sky. Their struggling engines, obviously designed for calm, low-atmospheric conditions, struggle to even keep them aloft. Just below them, a dust cloud churns behind the vehicle convoy. Hundreds of people—men, women, and even children—flood out from the city, all moving with a sense of urgency. Most seem to be running in panic with the pack, desperate for salvation. Far too many seem to be in various states of exhaustion and distress, some collapsing to the ground, gasping for breath, while others keep up the pace, a look of sheer panic in their eyes. They're sprinting, stumbling, and limping toward your ship, as if their very lives depend on reaching you in time. It's a frenzied, desperate scene, and only looking up at the darkening skies above is needed to understand what has driven them to this point of desperation.  
Audio https://www.youtube.com/watch?v=Jrg9E2YBgsI

Mechanics Overview

The message was received by 2 factions who were able to load vehicles. They were able to rally people in their sphere's to head out of the city towards the ship. The cars will contain the BIS while the low-atmospheric flying vehicles will contain most of the traders. At first, they will believe they will all be rescued. Once it becomes apparent that very few will, they will argue for why their side should be allowed on first or the most. Based on how favored one side is over the other (coming down to the most allowed on, whether 1 person or 2 cargo = 1 person, with tiebreakers on whoever is allowed to board first), the Iridium Dawn crew will get the relevant aspects (collectively) based on their reputation with that faction.   The third faction is the Crowd. The crowd is the mass of walking and running people trying to get to the ship alongside the vehicles. Most were just in the streets or panicking and are following what they hope is salvation. The Crowd is a scaling Obstacle with an intensity 6 that grows per turn. It is Large for the first 2 checks then grows to Huge (Walkers/Vehicles). After an hour it will become Enormous as everyone swarms.   After 1/2 the people are aboard (25), the Coms that have been blaring the emergency signal fall quiet. The signal still seems to be faintly coming in from several channels (from all non-Nibian 3 pylons), but there are about 2 minutes of silence between bursts.

Player's Choices

They chose to land outside of the city over some rougher terrain. Jay took over hovering the ship about 4-8ft off the ground (varying during the scene) while Astrid sat on the Turrets providing some cover to funnel the vehicles towards them. Li, Kyra, Rose, and Chiara stayed on the ramp to help people aboard while Burt remained in the Coms room directing people into the ship using the existing lighting system. Ronin jumped onto the planet's surface to throw people up onto the Ramp.   The Skywings arrived first and they began loading people through Ronin tossing them on 1 to 2 at a time. It was slow going, but it prevented the crowd from surging or swarming. They finished before the vehicles arrived and swarmed them. The runners were too far away to arrive in time. Eventually they loaded 50 people aboard through persuation, intimidation (Rose and Li doing a trick with "killing" an out of control hardlight hologram she created), and only let a few

Scene 4: Kellis’ Response

Suddenly, the emergency broadcast that has been deafeningly blocking all other communications finally falls silent. The crackling static filled broadcast, which had dominated your ship's comm system and the coms of all nearby dissipates into eerie quiet. A communications link appears on your screen, registered to the KPO Vanguard.

Video: https://app.artflow.ai/gallery/story/video/fc56155aa9a34f50a00d4c077a6572f9

“Unidentified Ship bearing my own fates-be-damned ident code, I don’t know what kind of black-ops Ministry of Progress fuckery is afoot here, but my systems engineers are buying us every second of communication we have. Every piece of common sense I possess is screaming at me to not even consider talking to an unknown, unidentified ship broadcasting my own ident code at me claiming to know secrets about my own people. However, the efforts the Invictus and Entren are both putting into turning back on these pylons, much less the fact that Captain Ortovec is too consumed by dreams of citizenship to even consider going against blind orders even in the face of a humanitarian crisis, make strange bedfellows of us all. You can shove that tacked-on bullshit about defecting up whatever’s dangling behind you, though. We are loyal Krasians and understand the basic truth that the only value in progressing humanity is if there are still humans to protect and progress. But if you are aligned with us in saving lives, lets talk while we can about how we can get as many of these poor Rimmers off this planet as we can.

Captain Kellis Offer

 
  • "The Ressi Sparrow's the last dropship that hasn't made it back yet. The others are offloading and preparing for another round, but she just reported in that she's experiencing trouble with some refugees. She's got a mess of stragglers that are keeping her from being able to take-off. She's limping a few clicks from where I'm reading you. If you can get to her, clear off the stragglers so she can get back to me, then it'd only be fair I do you a good turn in response. Understood?"
  • Captain Kellis offered to coordinate efforts with them. Both Burt and Li were unfortunately not very convincing (terrible rolls) and ended up making little headway. They promised to send their coordinates to have him help rescue the crowd in exchange for helping out the Ressi Sparrow, but held off and then sent the coordinates for the empty Administration building after they were taking off.
  • They ended up seeing the Vanguard get destroyed by the Invictus while taking off with the Iridium Dawn.
  •  

    Scene 5: Escaping

    Description

    The skies above are thinning, revealing far too much of the empty, dark void of space, which is both a chilling sight and a stark reminder of the dire situation at hand. The front of the KPO Invictus is suddenly outlined in an eerie green glow, a telltale sign of the energy surging through its colossal frame. A hushed anticipation fills the air, and then, with a blinding flash, the railgun discharges.   The kinetic energy from the massive round propels it forward with immense force, and it pierces through the Vanguard as if it were paper. The resounding boom shakes your vessel, echoing the tumultuous events taking place far above. The sight is both breathtaking and gut-wrenching, a powerful demonstration of the chaos that has befallen Nibian 3.

    Scene 6: Jumping Away

    Notice 2: They see the Spiraling Atmosphere is shaped somewhat like Orgeneous’ symbol as it spirals towards the Black Hole. Anyone who succeeds must make an immediately Will 6 check. Failure gains the And It Stared Back aspect and see the following.  
     

    Jumping Difficulties

    Their Z-Drives have had no time to cool. If they try to jump and succeed, an Engineer will need to make a Technical Roll equal to the final total for the Planing result or the ship takes the difference in Consequences.   They worked together and were able to make the exceptionally difficult jump away from the Black Hole towards the Al'Rhud system as well as have Jay and Kyra help mitigate the damage to the Zip Drives to keep them from overheating.

    Campaign
    What Hides Behind the Void?
    Protagonists

    Brier Bellock

    Tumerian Li Shen

    Report Date
    31 Oct 2023

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