The Seventh Weird Thing: The Lost Colony
This can me adapted to other systems but I will present the write-up exactly as I wrote it for Cypher System a while back. This is an extension of my Orion Consortium Explorers plot I alluded to in the 1st Weird Thing. It is an homage to all those old Star Trek episodes where they find a planet ruled by some god, specifically that one where it was Apollo.
Cypher System Orion Exploration Services Plots:
Current Year by the Orion Calendar: year 3,321
following the age of heroes; two hundred years since the discovery of FTL
technology and meeting the Recorders.
Episode One: The Lost Colony
A remote world called SKO339, 83 LY in to the Unknown
Expanse, has been emitting an emergency beacon for several weeks. The beacon is
on a universal Dominion Frequency, but Recorders have indicated the world is
off-limits in their old Survey records. Survey info suggests the inhabitable
mainworld may have Terran Empire artifacts present.
The System: A single star, main, with 4 gas giants
and five inner worlds. Main planet SKO339-3 is 3.9BYO with a human-compatible
atmosphere and ecosystem. 50% water on surface. Strong volcanic activity. A
single moon (SKO339-1). Gravity is .92 Orion normal. Population: 35 million
Terran divergents; likely a lost colony. TL late bronze-age
The planet Themyskos
The Basics: A low-tech world, lost colony, modeled
after ancient Greece. The similarities are alarmingly suspicious, though the
Orions do not know this. The world is 50/50 water and land, extremely habitable
with a lush ecosystem.
In Orbit: 24 powerful ancient orbital satellites in
place around the planet, equipped with matter conversion weaponry. The
satellites are aggressive only if attacked. They use antimatter weapons and
powerful defensive shields to protect the planet, and appear to be tied in to
some sort of local network broadcasting on eleven-dimensional frequencies. In a
single LaGrange point rests a derelict, mostly intact space station. Evidence
of the remains of other old stations can be seen, but its all wreckage.
The Dead Station: There’s an ancient abandoned
orbital station, clearly of Terran Imperial origin. The station is long dead
and pock-marked with damage from collisions.
1.
Coupling the station’s computer to a power
source reveals about 95% of its recordings, managed on quantum drives embedded
in tungsten, have failed. What little is left appears to be a lengthy treatise
on the ancient history of Lost Earth, primarily a full record of the archaic
history of humanity. A valuable find!
2.
There is a single marker and small monument left
by the Recorders indicating they visited, the date suggests they were here
1,000 years ago and the only information encoded in the marker states, “Archaic
colony, Terran; revisit if warranted.” It is linked to an observer satellite but
the observer satellite is missing from orbit.
3.
The station is haunted, by a half-dozen robotic
drones of unknown alien origin, but they do appear quite ancient. They will
activate if they sense life within 100m of their floating positions and seek to
grab, encapsulate and begin to transform the host in 10 hours into a Hyperioth
hunter-killer unit. The ESS Navigator’s records record a half-dozen other
incidents with the relics of this unknown species called the Hyperioth.
4.
The remnants of a Terran ship are in a launch
bay. It appears to be STL, an explorer class, and shows heavily modified…it was
being used as a shuttle from space to ground and contains evidence that in the
final days of the station they were scavenging and moving all they could,
before the ship failed while docked. Two skeletons in space suits rest in the
cockpit, the only corpses on the entire station. Their bones are so brittle
from exposure to radiation and the vacuum that they crumble if touched.
Scanning the Planet: Evidence of a large (2 km) ship
that crashed on the planet is visible from surveys in space. The ship created a
swathe of destruction 30 km long that partially damaged a major settlement (the
city of Spartus)
All other scans
confirm: no radio, no broadcasts, and locals appear to be in the late bronze
age of technology. The Emergency beacon that the ship is seeking stands alone,
and surprisingly is not coming from the wrecked ship; it’s coming from a
religious temple on a high peak some 30 km from the location of the wreck!
The Landing Party: the explorer-class shuttle
Nemescae is impulse drive only and has reactive camouflage on its hull to avoid
detection. Captain Brial Thane will assign the team low tech equipment and
clothing, and a set of protective equipment that is set to decay if outside of
the radius of their biometric signature within 24 hours. The shuttle includes a
full med-bay module in case there are wounded to be recovered. It is advised to
investigate the crash first and then the source of the signal. A backstory
about being foreign merchants is advised, or to call themselves “servants of
the gods” if evidence becomes clear to the natives they have advanced tech.
A note on the Noninterference Rule: the Orion
Commonwealth has adopted the Dominion rule of non-contact and non-interference
with pre-spaceflight civilizations. Archaic worlds require careful handling and
mitigating exposure to advanced technology. Attempting to uplift or exploit
pre-spaceflight worlds is considered a high crime of both the Commonwealth and
the Dominion.
Landing at the Crash Site:
The derelict is thoroughly wrecked, and appears to have
crashed here about six weeks prior. The vessel is registered with the Dominion
as a research vessel owned by a species called the Hellenathi. In the ruins the
landing team can find:
1.
There are bodies in the wreckage, of human-like
beings but with a light blue skin. These appear to be Hellenathi, and a deep
medical scan reveals they are genetically divergent Terrans; may, like Orions
and others, be part of a lost Terran colony that survived the collapse and
recovered. The ship’s name translates to “Prospector One.”
2.
Every corpse appears to have died of either
massive trauma due to the crash or massive trauma due to what appears to be a
brutal attack. There are is biological material, including a shed 3-foot claw,
left behind from the attacker, which shows a genetic makeup with a 5-pronged
DNA helix that is completely alien.
3.
Inside the ship are dozens of cryostasis pods.
The sip’s engine is a Warp-core, but very old; this thing takes years to move
between worlds. There is a special section with extremely large pods; three are
empty but one is damaged and contains the mummified corpse of a horrifying
monster (the unknown entity locals are calling the Kerberos). It’s remains
corroborate with the alien DNA found on the bodies.
4.
A few weapons can be found, but most of the
weapons in the ship’s locker appear to be destroyed in the landing.
5.
The ship has evidence of a sentient AI but
investigating reveals its core has been removed! A database is here, and can be
downloaded; includes the ship’s universal language translator, which will let
the ESS Navigator’s system begin translating the Hellenathi language.
6.
When the group lands, a cool voice communicates
with them via broadcast, declaring itself the voice of Athena, goddess of
Wisdom, and asks that the “starmen” assist in removing the debris and the other
star beings to ensure that Athena’s people are kept safe. A really good sensor
check to scan the source of Athena’s transmission (level 6) can reveal that it
is bouncing off of the defense satellites and comes from an island some 100km
in the bay.
7.
About 1,000m from the crashed remains a bunch of
locals have set up a shrine and a cult seems to be present, but it is clear
that the camp has been attacked several times. A man named Anakes says he has
come to appease the devil with sacrifice, and the devil is Kerberos. He says
the other two monsters have gone elsewhere, and the Hellenathi have gone to the
mountain temple with the priests of Apollo, who offered them and their own
“god” protection. The other two monsters, he says, are Empusa and Hydra. Hydra,
he says, has gone to the coast where the city of Dremas lies. Empusa has gone
inland, he says, to the Throne of Hephaistos, where the Hecatoncheires dwell.
The group can identify this as a volcano about 75km inland.
8.
With the encampment is Alexios! He is the
warrior come to slay the beasts. The oracle Athena speaks to him through a
small metal owl, and tells him that he will aid the starmen henceforth, who are
here to assist in destroying the beasts.
9.
Kerberos is a member of the alien Chimerics.
These shape-changing beasts are consummate hunters who take on the forms and
traits of those entities they can pull from the psyche of their victims. They
physically change, and use their psionics to enhance their nightmarish
appearance. The Kerberos chimera. The Navigator can analyze its complex DNA and
determine that it is possible to “unravel” the being with a directed sonic
attack, but that takes a Level 5 skill check to figure out.
Kerberos – Level 6 (30 Health), Alien Species (Chimerics);
Hydra has 60 health; Empusa has 25 health
2 points armor; 3 points against simple kinetic attacks
Three Heads – can do up to three attacks (6 damage on
a bite and Level 3 Might Defense check to resist being grabbed in the bite)
Serpent Coils – Kerberos is covered in snake-headed
tentacles and a tail. Anyone adjacent to it must make a level 4 Speed Defense
to avoid being bitten and poisoned; Level 4 Might Defense to resist poison or
move down 1 on the wound track!
Weakness to Sonic Inability – Sonic Attacks of high
decibel will cause the chimera to lose coherence; it’s form begins to falter
and it turns into a serpentine goo, like a mess of interconnected worms or
snakes. This happens immediately on a Level 6 Might Defense and takes 1 round to
recover and reform. While in this state it is Level 3 for attack and defense,
and can only attack with serpent coils.
Psionic Influence – any host target with an acute
fear within 1km of the chimeric must make a level 6 Intellect Defense or those
fears are realized and manifest as a psionic hallucination that imposes an
inability on all actions for 1 minute; if there is a common “form” the chimeric
can modify its body to look like that form (a general shape) until any who
“believe” in that form are dead or more than 100km away.
Empusa and Hydra: The Empusa chimeric can change form
at will but has a human woman’s form with a mechanical leg. She is traveling
with a young local man named Aidesee, and goes to the volcano because they
sense it holds the “forge” run by Athena.
The hydra chimeric
is the worst, and is on its way to find the Enclave of Athena to destroy it. It
has 7 heads to attack with, and destroying one head by cutting it off causes
two more to grow from the stump in one round. Fire will prevent this.
The Complication: if the group saves everyone from
Kerberos, they learn from the cultists that three of the “voices of the new
god, Spiros” with the blue skin, who call themselves Hellenathi, have gone to
the Temple of Apollo. Anakes is more than grateful for their aid…he did not
wish to sacrifice cultists to Kerberos to appease the beast.
Journey to the Temple: the group has a chance to see
lush gardens, vineyards and farmsteads along the way, and if they have the
record from the abandoned orbital station they can tell that this world was
carefully modelled after the recordings of the “ancient brone age” quite
carefully…suspiciously, in fact.
Roadside Encounters while traveling:
1.
Roadside bandits will mistake them for priests,
merchant foreigners or pilgrims and try to shake them down.
2.
A festival is underway, and a new statue to the
mystery god Spiros is being constructed. It looks like a large metal ball with
an eye. The people claim Spiros ordered the statue made.
3.
On the way up the mountain a flight of seven
harpies (l3) attack!
4.
A mass of pilgrims heading to the “Vessel of the
gods” pass by.
The Temple of Apollo: three Hellenathi with blue skin
are here, with the floating orb that is their AI system, called Spiros. Aaden,
the leader, Quinos the warrior and Selense the healer and speaker seem to be
happy to act as demigods. They are brandishing recovered tech, including
projectile weapons.
They have taken
over the temple and demand worship of the new god. They claim the new god will
be the only way to find salvation before the horrible monsters, sent to destroy
those who do not believe. To the PCs they will try to convince them that they
are actually in trouble from the monsters as well, and taking advantage of
their “divine oracle” status to protect the core while waiting for help from
their people.
A few clues suggest
not all is as it seems:
1.
If the group has researched the Hellenathi they
know they use slow-STL ships that take years to journey between worlds.
2.
At some point if the group doesn’t do it then
the ESS Navigator translates the emergency beacon message: its an invitation to
come to this world, ready for the taking!
3.
The group realize the broadcast beacon is coming
from Spiros. If the group approaches Spiros, they find out the AI willingly
admits the message is to call other Hellenathi to the world. It indicates that
the Hellenathi use Spiros to control the chmerics, and explain they enslaved
the chimerics on their long voyage for use as soldiers. Spiros admits the
chimerics have a weakness with sonic attacks.
4.
The priest of Apollo, Pythias, explains that the
starmen and their new god are overwhelming, and that the being Spiros seems
able to squelch Athena’s voice if it so desires. He has sent runners to other
temples seeking help. He thinks Spiros is not a god, but a machine, like the
ones “Denados in the city of Dremas along the coast has made under the divine
inspiration of Hephaistos.”
Taking Action against the Hellenathi and Spiros: the
group will find the Hellenathi a bit easy to deal with (level 3, health 9, armed with rifles (6 damage) and personal
defense shields Armor-3; Quinos is level 4 and health 12). Spiros is
effectively defenseless (level 1) but has a powerful EMP burst that can
scramble brainwaves for 100m around (level 7 or become stunned for one hour),
and he can then jet out at a slow speed to escape (Spiros is basically a small
drone). Spiros will be happy to help, though, but it’s slaved to Aaden. A
hacking/computers check of level 6 can overcome the security protocols and free
Spiros. Spiros will make sure they know that without the slave-bonding to the
Hellenathi the chimerics are free to do as they wish, and they know that they
are tasked with two goals: destroy the thing called Athena, and seize the Forge
of Hephaistos.
For the record,
Spiros has spoken with Athena and realized Athena is a powerful, ancient AI. It
will reveal as much if freed by the PCs.
The City of Dremas:
Notes: King Phydes is old and out of shape; Queen
Elyta is friendly and helpful; General Cassios leads the forces to fight the
hydra.
If the group arrives here its in time to see the hydra
attack! Warriors are tossed about as it rips through, retreating beneath the
bay waters if wounded enough to consider escape. It seeks the Isle of Athena,
but is distressed to see that the signal appears to emerge from a location
where no island is located!
The Isle of Athena: this island only appears if Athena wills
it, rising from the sea floor out in the bay. The Isle is small and clearly
artificial, with an ancient temple. An elevator in the temple can take a group
to the ancient subterranean enclave of an ancient AI which dates back the fall
of the Terran Empire, and she has been using the Forge to keep humanity alive
on this world, trapped in the late-bronze age for all of this time. Her
knowledge is based on the limited database of the ancient she has access to,
and a lost programmer who directed her to keep humanity safe, and to never
forget who they are….but all she knows who humanity is comes from the limited
data she has on file!
To this end, Athena
has constructed quakes, revolts, withholding aid, oracular proclamations and
any technique necessary to guarantee humanity never grows past its point of
existence as the AI understands it. The Forge of Hephaistos is a relic of the
lost colony, a functioning replicator system with automated mining. Other
secondary AI are spread out at secondary sites, code named after the other
gods, programmed to play their roles well. It is all an artificial construct,
designed to keep the humanity of this world from ever advancing past the point
where the record is vacant.
The group may be
tempted to illuminate Athena and expose her to the Origin Database, but they
are at risk of triggering the AI to move its protocal to doing the same thing
to the greater Orion civilization, seeking to subject it to a forced
technological and social regression!
Possible Ally- Denados the Artificer: The man Denados
is pushing the limit of what the ancient AI will allow. He is a forger and
artificer in the city, one who has on occasion led pilgrimages to the Mountain
of Hephaistos where gifts are given. But in secret he has learned to smelt iron
and forge stronger weapons. He has devised a clockwork automaton which he keeps
secret; he is aware the gods are covetous of his discoveries, as he sees it,
and fear their retaliation; he worries, indeed, that the Hydra is here because
of him!
Denados is ally
with Alexios, and forges a potent gladius for the warrior, made of
bronze-coated iron, for him to use in his quest to destroy the monsters. He
also forged the bronze owl of wisdom which accompanies Alexios, at the request
of Athena when he was summoned to her temple. The form of the owl was forged by
his hand, but its mechanical pieces within were enhanced by the will of Athena.
The Forge of Hephaistos: if the group visits this
location first they will discover a vast underground complex tied to an
impressive ancient Terran replicator factory guarded by immense robots (the
hecatoncheires), administered by the AI Hephaistos. A huge geothermal engine
draws power from the volcano and the planet’s core. Hephaistos will direct the
group to speak with Athena, and threatens them with the robots (Level 8) if
they refuse to comply. The empusa intends to sabotage the complex, however, and
carries with her a nanovirus which will destroy the AI and leave room for the
Hellenathi to program Spiros into the system. Empusa has her own designs,
however….she intends to command the hecatoncheires to seek out and destroy her
masters!
Resolving the Plot:
Optimal Resolution (5 XP):
--Group defeats the chimerics; Athena is safe; Alexios
allowed to travel with them; Hellenathi stopped; Spiros freed; shipwreck
purged/destroyed/recycled
Partial Resolution (4 XP):
--group does not defeat all the chimerics or Hellenathi, but
does save Athena and maintain status-quo. Wreck may be destroyed, but key is
that some equilibrium is maintained; may involve more deaths.
Rough Cut Ending (3 XP):
--group fails to adequately solve issue of chimerics,
hellenathi and Spiros; Athena may not be safe at end of visit; wreck may not be
destroyed. May have lightly violated the noninterference rule.
Disaster Ending (2 XP):
--Group aids Hellenathi, is responsible for destruction of
Athena, liberates society and violates the noninterference rule in critical
ways.
Renegade Resolution (+4 XP):
Group saves the planet, but figures out how to convince Athena to go “hands off” on the civilizations she is caretaking and to let them grow.
Edicts of the Exploration Services:
1.
Noninterference Rule – do not interfere
with the natural course of development on pre-spacefaring civilizations; do not
attempt to alter, exploit or otherwise influence their natural progression.
2.
Protection Rule – do not allow, or by
omission of action allow to be harmed any sentient to come to harm, except when
such harm is unavoidable and can lead to the catastrophic compromise of your
vessel and crew if an attempt at action is taken. In situations of war always
seek defense. Only the Directors of the Commonwealth can authorize wartime
offensive action.
3.
Record and Preservation Rule – the
discovery of our ancestors and the recovery of that lost information is of
paramount importance. Do not overlook or omit an opportunity for discovery and
preservation if the opportunity exists.
4.
First Contact Rule – when first contact
presents itself, represent the Commonwealth with the greatest level of
integrity and benevolence; avoid negative first impressions or a breakdown in
communications whenever possible.
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