Session 4 (21 April 2023)
Location: Merant (Far Home 1427), a low-tech garden planet with balkanized government.
Date: 072-5600
Time: 1800
Travellers: Ada Windsor (bitter, one-armed former sailor and flyer), Griff Kodiak (cigar-chomping former marine), and Jacobe Kyman (affable but unlucky former scout, marine, and drifter)
NPCs: Tyrella Watanabe, Braxton Kader
Flush with their success in securing a potentially lucrative job, Kyman, Kodiak, and Jax return to the Dejah Thoris to report. Captain Jarumi approves the project. Hecker, having boned up on current affairs on Merant, provides a splash of sobering cold water on your plans: it seems the location to which you are to deliver the 15 kg crate happens to be in a mountainous region of the neighbouring state of Vhenja that is the stronghold of a separatist movement dubbed the Timerckian Liberation Collective. The TLC has taken up arms against Vhenja's authoritarian regime for a slew of reasons, but chief amongst them is the government's imposition of a rigid and uncompromising atheism as the official state ideology. Recent news stories relate the Vhenjan government's determination to root out the separatists with violence and describe the slow advance of military columns into the mountains where the TLC maintains armed camps. The place is obviously a powder keg.
Primitive TL 5 aircraft. |
In the middle of the night, you climb into the Dejah Thoris's air/raft — its use permissible on this low-tech world as long as you operate it as a ground car and obey all applicable traffic regulations — and make your way to the rendezvous point in the alley behind Lantho's Place. As you slowly drive down the main street toward the bar, empty and deserted at this late hour, you spot movement on the rooftop opposite the alley: someone is hiding up there! Opting for discretion, you reverse course and loop around the block to approach the alley from the other end. It's another quiet street, but a lone grocery delivery van parked near the alley entrance arouses your suspicions. A plan is quickly hatched. Alighting from the air/raft a good distance away, Kodiak and Windsor approach the van posing as a pair of drunks staggering home. With the slurred speech and raised voices of the heavily inebriated, you announce your intention to take a nap in this conveniently situated van. The rear doors are locked but, as luck would have it, the passenger side door to the cab is not! Clambering inside, you hear hushed voices from the back, one of which bids you to be off using harsh language. Feigning misunderstanding, you brush off the warning. Kodiak slides behind the wheel and begins hot-wiring the ignition. The van's rear door slams open and a man in black with bushy eyebrows and a handlebar moustache emerges. He approaches Ada, a blackjack held menacingly in one hand. She backs away, still feigning drunkenness. The man's companion, a bald fellow (also in black), rushes to intervene and prevent violence, pushing Ada away with firmness. The men turn to deal with the remaining “drunk” — just as the van's engine roars to life!
Accelerating away from the curb, Kodiak flashes a triumphant grin at the astonished spies. Windsor runs alongside and leaps for the open passenger door, barely catching it and swinging herself into the cab as Kodiak races away. The angry curses and threats of baldy and bushy-brows are soon left behind. In the immediate aftermath, Windsor does not notice that her personal communicator was dropped in all the commotion ....[1]
While all this is unfolding, Kyman moves stealthily into the darkened alley and knocks quietly at the alley door of Lantho's Place. Tyrella Watanabe appears and ushers you inside. She gives the final instructions: you are to deliver the crate to Braxton Kader in Muuna, a village nestled in the mountains of eastern Vhenja. Payment will be made upon delivery. Hustling back to the air/raft, Kyman drives to a previously agree-upon location where Windsor and Kodiak, basking in the success of their ruse, climb in. It's now close to 0400.
A few hours later you find yourselves at a small airstrip in central Kherty where you had arranged to pick up the rented seaplane. Credentials are produced, contracts and waivers are signed, cash is proffered. You are soon airborne and navigating expertly to your destination: Lake Muuna. On this low-tech world, crossing international borders by air is easily done, especially given the relative remoteness of this heavily forested region. Windsor manages a smooth landing on the lake, heartening her companions who might still recall her awkward handling of the Dejah Thoris a few weeks back.
Taxiing to the shore of this quiet mountain lake, another stroke of good fortune awaits: you come upon an unoccupied hunting lodge with a fine dock extending into the water. Mooring the plane, you quickly get your bearings and locate a trail leading to the village of Muuna, several kilometers distant. Even better, a primitive two-wheeled conveyance — a "bicycle" — is stored on the porch!
Leaving Windsor to guard the plane, Kodiak mounts the bike and, with Kyman perched on the handlebars, pedals to the village. It's now mid morning and the villagers are going about their affairs. They recognize you as offworlders and receive you with the polite reserve habitually offered to tourist hunters. You make your way to the local coffeehouse and sip your drinks quietly while sussing out the place. Nothing seems awry, but the conversations you overhear reflect the locals' anxiety about the military operations underway nearby and the threat posed to their homes and lives. Finally, you decide to bite the bullet and ask a server about Braxton Kader. "Ah, Braxton! — he lives just down the street," replies the man, pointing out the direction. He seems to assume that you will be seeking Kader's services as hunting guide, an occupation in which the man has achieved a glowing reputation.
Braxton Kader, hunting guide and separatist. |
Post-credits scene:
In a dimly-lit backroom filled with electronic devices of all kinds, a gangly bespectacled technician hunches over Windsor's personal communicator, fiddling with cables, connectors, and circuitry. He appears nervous, and no wonder: peering over his shoulder are two frowning men clad in black, one bald, the other with a formidable moustache: the men from the van. Streams of data run across nearby displays. "Wait, I've got it!" exclaims the technician. "It belongs to... Ada Windsor." Clattering erupts as the technician's fingers fly over a keyboard. "Looks like she's crew on the Dejah Thoris, docked at the starport. Captain is..." — more clattering — "Nika Jarumi."
Baldy and Moustache trade glances, their faces grim. "Very good," says Moustache. "We will teach these offworlders not to meddle in the affairs of Vhenja."
[1] Windsor's player's die roll was one less than required and the referee offered to trade that failure for "success with a complication." The offer was accepted.
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