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General A Hallowe'en adventure

Spinward Scout

SOC-14 5K
Baron
I think I might have posted this before, but I can't find it. So here's a Hallowe'en adventure for you.

_____

While on your way out of the system, you set course for the large Gas Giant to refuel. As you get closer, a blip shows up on the sensors. When the scan gives you more detail, you see that it's a Scout/Courier.

Drifting.

Slowly rotating end to end.

Do you try to hail them?
Do you get closer to see what's wrong?
Do you try to board the ship?
Do you ignore it and keep on going??

Roll 1d6 if the Players choose to check out the ship and try to board it.

1.) No one is aboard.
The ship and crew were the victims of an accidental MisJump. The logs show the crew becoming more erratic as the weeks go by until they finally decide to blow themselves out of the airlock and get it over with quickly, instead of suffocating and freezing after they lose power. The timestamp on the log shows when the airlock was opened, and was almost immediately followed by the ship exiting JumpSpace as their bodies disrupted the already unstable Jump Bubble. The ship was caught up in the Gas Giant's gravity and was in a slowly decaying orbit. The Scout Service thanks you for recovering the ship. You're awarded 10,000 Credits per crewman.

2.) No one is aboard.
And you don't know why. The ship is just... empty. Checking the Logs, you find that all the Log Entries are normal. When you look closer, the timestamp on the Logs is 79 years ago. If you think to check, all of the remains were cleaned up by the Janitor Bot and are in the refuse bin. The Scout Service thanks you for recovering the ship. You're awarded 10,000 Credits per crewman.

3.) Someone is aboard.
And their ship had lost power just before getting to the Gas Giant to refuel. The Astrogator was able to get the ship in an orbit before losing power. The crew would be appreciative and grateful if you let them borrow some fuel.

4.) Someone is aboard.
And they warn you off. They caught a bug or something on the last world. Which became much worse during the week in JumpSpace. A rescue ship could be a long way away. Which is why they shut down and gave up.

5.) It's a trap.
As soon as you board the other ship, a Pirate ship comes out of the atmosphere of the Gas Giant on a course straight for you.

6.) Something else is aboard.
There is a creature aboard and when you roll a d6, odd numbers mean the creature stalks the crew, and even numbers mean the creature tries to get aboard YOUR ship! The creature could be small or big, but it must be fast and be able to engage in Combat with the crew. And it might have acid for blood. Or not. The scene does need to be moody and spooky, so flickering lights and the floor grav plates are malfunctioning a little, so everything seems a bit tilted. If you survive, the Scout Service thanks you for recovering the ship. You're awarded 10,000 Credits per surviving crewman.
 
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Do you try to hail them?
Do you get closer to see what's wrong?
Do you try to board the ship?
Do you ignore it and keep on going??
  1. Yes
  2. Yes
  3. ... maybe ... 🤔
  4. No
Bare minimum, even if not attempting to board, maneuver to dock for towing so as to lift the scout/courier higher up the gravity well to a safer parking orbit and communicate with system defense (if any) to notify them of the find.

The answer to question #3 is HIGHLY contextualized and thus the decision would be heavily dependent upon additional information rather than just being an automatic regardless of conditions.
 
I think I might have posted this before, but I can't find it. So here's a Hallowe'en adventure for you.

_____

While on your way out of the system, you set course for the large Gas Giant to refuel. As you get closer, a blip shows up on the sensors. When the scan gives you more detail, you see that it's a Scout/Courier.

Drifting.

Slowly rotating end to end.

Do you try to hail them?
Do you get closer to see what's wrong?
Do you try to board the ship?
Do you ignore it and keep on going??

Roll 1d6 if the Players choose to check out the ship and try to board it.

1.) No one is aboard.
The ship and crew were the victims of an accidental MisJump. The logs show the crew becoming more erratic as the weeks go by until they finally decide to blow themselves out of the airlock and get it over with quickly, instead of suffocating and freezing after they lose power. The timestamp on the log shows when the airlock was opened, and was almost immediately followed by the ship exiting JumpSpace as their bodies disrupted the already unstable Jump Bubble. The ship was caught up in the Gas Giant's gravity and was in a slowly decaying orbit. The Scout Service thanks you for recovering the ship. You're awarded 10,000 Credits per crewman.

2.) No one is aboard.
And you don't know why. The ship is just... empty. Checking the Logs, you find that all the Log Entries are normal. When you look closer, the timestamp on the Logs is 79 years ago. If you think to check, all of the remains were cleaned up by the Janitor Bot and are in the refuse bin. The Scout Service thanks you for recovering the ship. You're awarded 10,000 Credits per crewman.

3.) Someone is aboard.
And their ship had lost power just before getting to the Gas Giant to refuel. The Astrogator was able to get the ship in an orbit before losing power. The crew would be appreciative and grateful if you let them borrow some fuel.

4.) Someone is aboard.
And they warn you off. They caught a bug or something on the last world. Which became much worse during the week in JumpSpace. A rescue ship could be a long way away. Which is why they shut down and gave up.

5.) It's a trap.
As soon as you board the other ship, a Pirate ship comes out of the atmosphere of the Gas Giant on a course straight for you.

6.) Something else is aboard.
There is a creature aboard and when you roll a d6, odd numbers mean the creature stalks the crew, and even numbers mean the creature tries to get aboard YOUR ship! The creature could be small or big, but it must be fast and be able to engage in Combat with the crew. And it might have acid for blood. Or not. The scene does need to be moody and spooky, so flickering lights and the floor grav plates are malfunctioning a little, so everything seems a bit tilted. If you survive, the Scout Service thanks you for recovering the ship. You're awarded 10,000 Credits per surviving crewman.
Have you ever read James Schmitz's A Nice Day for Screaming?
 
Carrrying One's Head 1.jpg
When you are visiting an Irish castle on Halloween and you see this figure walking at you, there are four possibilities.

1. Someone has come up with a really creative Halloween costume.
2. You are dreaming a very realistic dream.
3. One of the ghosts has decided to take a walk around the premises.
4. It is an actual human being, carrying his head in one had and an axe in the other. Let the screaming begin.
 
View attachment 3968
When you are visiting an Irish castle on Halloween and you see this figure walking at you, there are four possibilities.

1. Someone has come up with a really creative Halloween costume.
2. You are dreaming a very realistic dream.
3. One of the ghosts has decided to take a walk around the premises.
4. It is an actual human being, carrying his head in one had and an axe in the other. Let the screaming begin.

Or Bran the Blessed is making a diplomatic visit from Harlech in Wales . . .
 
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