Natunda,
15 Melona,
12731 T | 1008 R
Previouslies:
Mystic Mob Investigations: Where's Commander Maeques?!
Make this make sense.
Why did Commander Ivana Maeques take off a year ago? What warnings did she have? Why didn't the entire Order go on high alert in time to stay alive?
Why did she not do what we're doing, go find other uninformed members of the order, and then inform them?
Chalcedon
So you say you need General Kerplocken or the world will end?
There's been a lot going on there, because we got greeted on arrival with
1) A series of "customs scans" that were not looking for Eborreans, but for Reavers.
2) Enthusiastic hugs, even from people who ordinarily are touch-averse.
3) People handing us their Top Secret Problems and asking us to take custody.
Natunda
15 Melona
12731 T
a.k.a. 1008:07:15 RR
It's very gray here on Cestea. Except for where it's purple.
Captain Kolene is here! She has a great summary of the top three crises in play.
- The Katana Fleet is coming, and not to be friendly or diplomatic.
- Big mechanisms, maybe centaur shaped, are generally anti-life. They can alter their shapes but we are not comparing them to Awakeen. They have taken hostages.
- There's a HOLE in Captain K's NEW SHIP. It was caused by a {sounds like some kind of holocron?} being ripped forcibly out of New Ship's cargo hold.
I have not really got much to contribute to the hole part of that third crisis, but I do think I will end up helping to tackle the "stolen possibly evil holocron" issue.
I have a tentative plan
okay, I have the start of a plan
let's be real: I have a notion on how to divvy up some starting actions on these crises, by putting people's personal strengths to where they'll have the most oomph.
Crisis One: Katana Fleet Incoming
Let's inform the regional navbuoys of emergency weather conditons. And thus reroute all incoming traffic to an uninhabited system elsewhere in this nebula.
Lead: Aerena Kolene, using her knowledge of illegal tactics. What would the Med-- what would the Fortune Hunters do? And then pick something smarter and less likely to get busted.
Team: KitKat the Mentat. Heath Barr the "outlaw tech". Assists part-time from Knight So'Zen al Saba, Instinctive Astrocartographer, and local Captain Nalso Duskstride of Nightwick City.
Crissis two: Mechanisms
They sometimes come up through the ground? Oh good.
We need telemetry archives about this for however long it has been going on.
Lead: Lord Danar Vorpadaran. We need Lord Danar to direct a strategy for locating the actual location of the hostages, plus what guards and passive fortifications may be in place. Hostages gotta eat and breathe and be kept too tired to escape, right?
Team: Dame Elania Kosh, Knight VN Ysadora. Assists part-time from local Captain Nalso Duskstride, xenoarchaeologist Steelrush.
Crisis three: the Holocron Ball
I do not yet understand enough about this to make useful decisions. Let's see what So'Zen and Rock can do about that.
Lead: Knight So'Zen al Saba. Diplomacy, research, and archaeology!
Team: Sir Rock Topna, Lord Errol von Dromas, local technicians and anyone else they dig up who's interested. Assist from Lady Zaye Kolene when she's not busy focusing on hull repair.
Crisis four: Clocktaurs are damage-resistant
Hicks tells me that the mechanisms in part 2 are extremely damage-resistant. So'Zen's first hit or two bounced off. Errol von Dromas had to cut into the "barrel" and then cut his way out. Captain Kolene's plasma blaster worked well, which drew entirely too much focused attention from the Clocktaurs.
I think a different combat approach is needed here. Hicks, Steelrush, and whoever else among locals is interested, will do "Field Quartermaster" work of gathering pressurized liquids that will solidify or otherwise gunk up joints and intakes and jet exhausts. Fire suppressant foam or sand; quick-crete; expired spray fondant; whatever they have.
Lead: Hicks Vorysadora.
Team: xenoarchaeologist Steelrush, the younger Kolenes, anyone else who gets interested among the locals.
Let's check in with each other again after about an hour's work on our respective snd see if we're ready to go do the rescue.
The "Black Gate" is a pair of doors into a ziggurat. It's an archaeological curiosity, but also a source of generational pain. We have been trying to find our origins. Behind that gate lie some of of what we would like to know. One of our predecessors managed to penetrate the Black Gate. Our primary trade is weapons research. He produced one of the most effective series of product at the time, but he also unleashed something ugly that nearly wiped us out. That would be the mechanisms. His efforts to follow "Project Reaver" caused this invasion several generations back. We know the information we want is in there; we also know something deadly is in there as well. How do we find this information without causing an extinction?
The gates themselves are enormous. They could fit two "blockade runner" capital ships flying through without touching the size. There are smaller doors within the Black Gate set inside those large doors. We have a research station just barely inside, but we have to cycle people out frequently because of hallucinations. We have to make sure no one stays too long, or they wander off in a daze and do not come back. Our brightest people believe that if we can solve the puzzle of the ziggurat, we will solve the problem of what has brought us here, and of our own past.
The settlement of other researchers on THIS side of the Black Gate is "Eclipse City".
Captain Nalso Duskstride defines "the Black Gate" for visitor Vanya Ysadora
We might be on a dirt-covered worldship.