Session Twenty-One, Plague of Angels

From RPG Campaign Wiki
Jump to navigation Jump to search

Split party:

ended last week with Sword of Flame murder mystery. The party was about to use a trolley to roll the bedelman murderer onto the Sword of flame. The alarm started, the bedleman started clicking at the party…. However, we’re on to the Goro for continued mayhem.


The Goro

Sentiobar, 28, 3pm at the edge of the ancient debris field.


Some salvaging done on newer ships. Pleasure yacht of a bigwig in OA corp and blackmail information

Rudder to Afari from a Nebula ship from here to there.


Mandate era imperial cruiser

Ancient bedelman ship


Stefano, Jack winters, Gerry, Dominic, Nobu


RSV002 is drifting dark through the debris field.


We rig 5 compads to create a minefield for where RSV002 will emerge to signal the hunterkillers and mines to destroy the ship when it emerges. The test compad worked, so we’re


We approach the Imperial Cruiser’s airlock.

Nobu and Stefano go over first, no obvious external access panel.

Stefano runs his hand over the airlock and a keypad appears. Almost holographically hidden.

Dominik comes over to attach the cable to the airlock pad allowing Gerry access to the keypad.

Buried in the keypad code are security on/off switches.

We get the codes for it.


Low light goggles

hallway goes about 10m in, then R or L.

Survey scanner – trace radiation from inside the ship. No atmosphere.

Bio scanner -

Panel appears – on the left of the airlock door.

Next panel – 3m on the right of the hallway Dominik finds it. Similar keypad as airlock. We connect to it. Same codes as airlock.

Sec off, then open door and a whole section of the wall opens up.

Chamber – Armory/equipment chamber


**6 Armored Vacc Suits, shimmer and shine. Reflectively Camoflagued

**3 Weapons (Guns?)


At intersection 2 arrows appear as you approach, red to right (aft), green to left (nose of ship).

We go left about 3m then back to right into the ship.

Lines continue, follow green line around corner. 6 m ending in a door.


** the walls seem to come into existence as we move??

Larger open space at the end of the green line, Bridge!! takes up bulk of central part of ship.

Tiered with banks of stations circled around central control hub.

All workstations are dark on first tier.

No bodies noted…

We move to the center of the room. Halfway down one of the screens comes to life. A burst of laserlight plays over the group.


Robots attack the bedelman suit and nobu gets holed. Through the suit. Stefano burns a laz patch and a lyft on him and one on Jack.


Hologram dressed in some kind of uniform appears in front of a panel. He Arieon, commander of this vessel. Limited access will be granted to security. Deputized by imperial armada. He pauses. Packet of information sent from Arieon to Gerry’s pad. Opens the packet. Tons of information comes across. Fleet information of the armada of bedelman ships. Jump coordinates of fleeing ships. And much improved. Matches up with Mnk72 per Goro, all the other ships headed that way. Some of the ships should have gone to Hilrar alzeta per goro.


Nobu negotiates with the imperial navy cruiser, becomes a brevet captain in the imperial navy, then we use that access to get what we need/want from the ship.


We datadump the database, loot the ship, get materials samples from everything we can get our cutters on. Take the imperial security droids with Nobu in control of them. The comms server. Learn of a Gravity trap in the middle of the debris field. Evidently the imperial armada set this trap for the bedelman escape from nacheme and then chased the remainder down as they went from sector 300 to mnk72. The gravity trap is still active and is at the center of this debris field.

The mines and hunter killers are ship linked.