Week 2
A trader visiting DRINAX brings news of another rumour of the Martin II – that all the engineering staff on-board were killed.
The king requests a meeting with the crew. He’s also heard the incoming rumours of the plight of the ship and wants to know what their intentions are. Initially it seems that they are hesitant, as the treasure ship is heavily guarded – this isn't a ship that you can take down just by jumping into the system, executing a smash and grab and jumping out again. It might be possible to take the ship down with some planned assault – but more information is going to need to be gathered first.
The crew decide to pay a reconnaissance visit to ARUNISIIR. Before leaving, some supplies are bought, including a TL14 Vac Suit (1), a flash grenade, some pistols (as only side-arms are permitted in the spaceport at ARUNISSIR) and a couple of Medikits.
The Harbinger jumps for ARUNISIIR via CLARKE and TORPOL, a journey taking three weeks. An arrival in the system, Capt De Winter brings the ship in around on the opposite side of the planet to the spaceport. Sensor communications are jammed to evade any detection or scanning by anyone in another ship or on the planet. If anything was detected, it would have been quickly dismissed as a lump of space junk or a piece of rock.
De Winter brings the ship down on the planet surface, about 300km away from the spaceport. A landing spot is identified in the swamps, and the Harbinger is brought to rest on some bouncy swamp vegetation, that gently dips because of the 300tons resting on it. As the crew are preparing their equipment to make the journey to the starport, a grav raft is spotted heading in their direction. Binoculars show one Aslan male incoming. The raft pulls nearby and an Aslan male named Ekaft speaks to Roarhead Rex and tells them that their ship has landed in his territory and they must pay a fee. There’s a bit of discussion, as the crew want to stay for a few days. They aren't happy about the fee, but unless they want their position and ship to be known to the authorities, then they will have to pay. A fee of 40,000cr (Steve: was it this amount, think it was) is agreed.
The crew take one grav raft captained by De Winter and several grav belts. De Winter’s driving isn’t the best, and the occupants of the grav raft need to hold on for dear life – they are nearly bounced out of the raft one occasion.
As they approach the downport, it isn’t difficult to see the huge hulk of the Martin II. It occupies a pad on the edge of the port. She obviously landed badly – her stern is supported by grav platforms and her impact cracked the granite pad underneath. Scaffolding surrounds the damaged ship. There’s not much activity around the ship, just the odd patrol from well-armed guards.
The party stow their rifles and other restricted equipment in the grav raft just outside the spaceport and head in. In total there are six other ships docked. The Martin II, a far trader named ‘Fafnir’, and Imperial Scout Type S, named ‘Whistlestop’, a far trader named ‘Hopeful Wanderer’ and two of ARUNISIIR’s defence force ships – ‘Tiger’ and ‘Lion’.
Lance Strong heads off to a cargo brokers whilst the others head to the downport bar to see who’s around. Lance manages to arrange a deal to transport some telecommunications equipment to TECH-WORLD. 50tonnes @ 5000cr per ton. He arranges to return with a ship in a couple of days to take the equipment to TECH-WORLD.
The bar isn’t that big, but all but one of the tables are taken. De Winter speaks to the bartender, who expresses his pleasure at the fact that the Martin II is here. A lot of the crew regularly visit his establishment – so profits are up and long may it continue he says. The rest of the party present head over to a table where three people are sitting. It quickly becomes apparent that one of them is an eccentric Scout called Yan, whose Type S Scout service ship it is outside. When the Martin II suffered Jump drive failure, Yan jumped back to the Imperium, informed the naval office at FIST then returned to ARUNISIIR. He see's himself as a bit of a hero, and will gladly re-tell the story to anyone that will listen.
Next door are a couple of rough looking guys who turn out to be gunners from the Martin II. Their names are O'Leary and Illin, a hard-drinking pair. They are enjoying the shore leave by maximising the amount of time spent in the pub. They talk a little about life on the ship, but they don't know how the accident happened. They talk about how it was the first officer that saved the ship by opening an airlock to flush the engineering department and extinguish the first - at the same time extinguishing the life of all on that deck. Hence the ship is looking for some temporary workers that have skills in engineering, mechanic to help get her back in the air.
As you are talking all of a sudden, starship laser beam fills the air and ears and you rush to the window. You see a scout ship buzz the starport, dodging past the vigilant escort 'Harshad' at the highport. The ship makes a fast pass of the Martin II and then immediately turns on it's heels and heads skyward. It's so nimble and quick and happens so fast. A few minutes after the episode, your realise that you've seen that ship before at Theev - it's one of Hroal Irontooth's scout ships - probably the Dancing Spider. What's that doing out here? What was it looking for? No-one else in the bar has any idea and they all say that's the first time something like that has happened since the Martin II has been on the planet.
Captain Bel is sat on her own and when asked, she tells you that the Far Trader 'Hopeful Wanderer' is her ship and she's in the business of shipping and trade. After chatting to her she lets you know that she's seen Hroal Irontooth's battleship quite recently - hiding in an Asteroid belt in the EXE system.
You also get speaking to Polo, the now head of engineering on the Martin II. He got promoted to the position after everyone else died. He confirms that they are looking for people with skills and can arrange some work for you - ranging between 100-300credits pay per day.
Kane is approached by someone who introduces himself as Aparo, a spare parts broker. He is travelling on the Hopeful Wanderer and wonders if the crew had any intention of trying for work on the Martin II? He’s looking for and engineer to carry out some reconnaissance work for him. Aparo has some replacement engine parts on the Hopeful Wanderer but wants to get an idea of how damaged the Martin II’s engines actually are. This will allow him to find out how extortionate a margin he can charge. He is willing to pay 1000cr bonus for the information. Kane agrees and will meet up again with Aparo over the next couple of days.
The next day, the crew return and head towards the security checkpoint at the entrance to the Martin II’s pad. They leave their side-arms and associated equipment in the lockers provided and pass through the security check. Inspecting the engineers coming aboard, the Captain, Captain Torsa is there, stood looking snooty and superior. He speaks in a clipped tone and has a nervous twitch. You also determine that the woman standing next to him is the First Officer.
You are ushered towards the big open metal doors at the bottom of the ship. Looking inside you can see the ship is in a pretty bad way. It’s dark, the lights are constantly flickering and there are electrical cables swinging around in the breeze. Occasionally a huge shower of sparks is produced as the cables arc, couple with the unmistakable buzzing sound and smell of burnt plastic.
You step inside…
To be continued……