Tag name:rpg

Cyberpunk

First published 31st July 2023 (Last Modified 20th May 2026)

This is a collection of notes and other details from and about Neil's cyberpunk game:

Cyberpunk Session 25

First published 20th May 2026

The crystal shattering started from the interior and then slowly spread to the surface. Once there it appeared to get sucked back into the centre and then appeared to warp and twist outwards again.

As we progress (on the train) down the tunnel strange cracks appeared in the tunnel walls in which creatures can be seen appearing and disappearing (staying inside the purple energy field effect). At their appearance Tharbin feels truely nauseous and sick. He is able to attempt to treat himself using his medical supplies but this has no effect (could he have forgotten to pack the anti-nausea pills?)

A fierce looking quadruped

The fierce beast appearing from the strange cracks in the wall

The creatures are not affected by the purple energy field and begin to follow us as the energy field continues expanding and following us down the tunnel. As we reach the lift we all pile into it and press the up button. Both the purple energy field and the creatures follow up the lift shaft with the creatures climing the walls of the shaft with ease. The lift reaches the top of the shaft and we move into the corridor that led to the top of the lift shaft with some jostling to determine the party order.

We reach the living area and proceed towards the entrance area. Shadow closes the door between the living area and the corridor that we just left. However energy field flows through the door and the creatures follow it through the closed door. This leads Shadow to abandon his attempt to rescue those in the dorm rooms.

We get back to the portal well ahead of the energy field but by the time we help Tharbin to enter the portal the energy field is catching up with us. This time the trip through the portal is different to our earlier experiences - normally the trip is characterised by a sense of the colour of the portal (in this case red) as the short transistion is made. However this time the transistion feels to have taken longer than before and there is a brief sensation of purple in the middle of the transistion1.

The room we arrive in looks the same - but different. We are all each confused by the six people around us - we're all now wearing simple linen clothes and with simple tools (stone mason tools for the men and artist brushes and paints for the ladies). The room is now lit by candles and the walls of the crypt are now just stone work (i.e., there are not lined as before). The portal has been replaced by a bas relief of a basilica on the wall which has been painted to show red doors.

We are, at least, all mutually comprehensible. We return back through the corridor to the large room. This room too is now lit by candles. Shadow is the most conscious of us in that he's very aware of losing his weapons. Taking the lead Tremen moves towards the corridor leading westwards. It seems that the layout of the underground complex is the same as before - even if the decor is both newer and older (newer in that there is less sign of wear and tear but older in style). Some of the cells that previously contained sarcophagi are now empty (but some of those nearly the entrance to the surface are not). Tremen hears voices ahead - european in sound but not english. It's a pair of male voices - one of whom seems to be expounding on some topic or other while his companion sounds more disinterested. After waiting quitely at the dogleg in the corridor two figures can be seen further down one of the corridors. They are wearing metal breastplates and have rapiers at their hips. They continue their journey through the complex - luckily taking a route which means we can continue to leave the complex without having to pass them.

A jetty showing three small rowing boats and japanese style wooden buildings across a small lake

The view arriving at the jetty

The exit is now up a flight of stairs (rather than the ladder and trapdoor we originally used to enter the complex). At top of the stairs the sun is shining and it's quite warm. We're clearly somewhere still under construction. The immediate area is surrounded by a wall and leads to a small jetty onto a lake. On the opposite side of the lake is a small asian-style village. There are three boats tied up to the jetty. Two of them look in place, matching the style of the village across the lake while the third looks out of place. As we board the two boats that look in place, the two figures arrive behind us. One of them asks, in halting Japanese, Are you finished for the day?. Tremen replies, bowing low, Yes sir but doesn't elborate. The two gentlemen board the third boat and start to row to the stream that exits the lake. Looking in that direction we can see a ship and smell the scent of seawater.

We row across the lake (Shadow doing an excellent job in one of the boats, while Namerake is less so in the other boat). Looking back at the construction site we see that there is a christian cross painted on the archway over the jetty. When the boats get to the village side of the lake we disembark. As we do so we get glances of a mixture of curiosity, attention and disapproval2 for a few seconds before the onlookers look away. That said our style of dress does fit in with the locals.

A man in a slightly smarter looking set of linen clothes bustles up to us and asks (in Japanese) if we're stopping for the day and if so why. Shadow explains that Tharbin suffered an accident in the complex. The man3 hands Shadow a small pouch that chinks with the sound some coinage and says that he will speak with the gaijin4 about the need to prop up the dangerous piece of construction. He also says that he assumes we'll be in the hostel down the road. We agree!

At the hostel we are housed in two dormitory rooms (one for the men and another for the ladies). These are communal with other guests at the hostel. This does mean it is tricky to get a chance for the seven of us to have a discussion about the situation but, by discussing over the wall dividing the communal garden, we do make some tentative conclusions:

  • We're probably in Japan's past - presumably several hundred years5
  • Assuming Kitsune is immortal [1.an almost reasonable suggestion given our prior interactions with her] perhaps our best hope is to figure out how to get in contact with her in this time - that's going to take thought!

Also on Tremen's mind:

  • Is claiming that there's a dangerous part of the complex going to cause trouble with the european gentleman or the foreman we met?

Footnotes

  1. Experience points were awarded at this point and could be spent on skills
  2. There is a suspicion that the combination of the ladies clambering out of the boat and the lack of assistance from the men of our party may be the cause
  3. presumably a foreman of some sort
  4. 外人 in Kanji, meaning outsider or alien
  5. The players can guess it's the late 1500's - after Portugal discovered (by accident) Japan and after the Jesuits then started to spread christianity. The characters, without any history skill, probably can't

The GK Strategem

First published 18th November 2024 (Last Modified 16th May 2026)

I'm running a new traveller campaign - pages about it can be found here:

Traveller Session 22

First published 16th May 2026
Game Date
267-1105
Location
Iderati → Debarre
Jump map around Iderati

We are aboard the Hope and preparing to depart. I am in the Engine room, Chase and Tharbin on the Bridge, Cyn is taking the injured man to the Med bay: Junebug and Masuyo are in the control room of the Docking area. Junebug has a look around to see where people are gathering, Security are preventing more people getting into 'the docking area except those that are supposed to be in this area; crew members and passengers. We decide we can take 12 extra people on our vessel: We will set most of them up in the common area and 4 into the extra staterooms. We make the decision to jump to Debarre first and drop off our extra passengers, we insist that none of them have any weapons on board, they agree and we lock them away for safety after they have been tagged. Chase starts the lift off process while completing the final checks- Masuyo sets the door timer to twenty minutes instead of fifteen minutes, Imperious person demands to be let out immediately claiming priority, Masuyo cuts them of, she then runs for the Hope. asking chase to put us in front of the Liner that is trying to leave before everyone else. Several other ships activating their lifts in preparation for leaving. Chase makes our final preparations.

Tharbin determines that the Liner is powering up weapons. Free Trader (pad 18) also taking off. Liner are heading for the exit. The Liner is moving faster than us and taking up most of the docking area's entrance/exit, Liner is claiming priority anyone getting in the way will be blasted, but there is still room for both us and the Free Trader to leave as well - The other Scout ship also joins us before inner air lock closes, then outer airlock door opens and we all depart and move to Jump distance ASAP. The other Scout ship is in bad shape and is out last. Incoming call from Mamon, can you inform 3rd Imperium and or Darrian Confederation about this attack. We plan to do so. Excellent good luck.

A flight of missiles in flightt

A view of the flight of missiles attacking the Vagabond's Hope. Luckily all but one missed!

A vessel in system some distance away from us have launched missiles against us (800 ton) three missiles heading for us Tharbin manages to disable one of them, (Captain Vexar's men), another missile is disabled leaving one more missile which hits us. I ask for a damage report the outer hull is damaged but it has not compromised the integrity of the ship, our hull integrity has fallen from 80 to 66. Nothing else is coming for us but a largish space battle happening and troop transports are heading for the station. We finally make it to our Jump point and successfully make our Jump to Debarre. A major Zhodani force hit Iderati and the Imperium is losing the battle. Not a full blown Zhodani invasion fleet, only a secondary fleet. Masuyo determines that Flammarion may not be safe for the time being.

Cyn is making his patient comfortable, he is stable but still unconscious. Earl is debriefing the extra passengers. After two days the patient is conscious again and was a Tennis superstar several years ago, he now works for a Viscount and needs to get back to him. He is Zivinkan - while the Viscount is Viscount Iim Davide Urast of New Rome. Viscount hosting meetings in Elixabeth. Tharbin thinks he may know who the Viscount is he is checking his files and messages. The Viscount is quite high up the Nobility on Glisten and involved in politics, if interested in politics he would be known to most of us in some way shape or form- Possible forewarning of the attack? War is good for business after all. We prepare to exit Jump and head for the Gas Giant for refuelling. No objects in system that seem out of the ordinary. We contact star port control and apprise them of the situation and ask for the Planetary Governor, life and death situation, another ship emerging from Jump some distance behind us (400 tons) active scan as per protocol, Masuyo tries to identify the ship (200 tons) possible Free Trader. We land at Down port as instructed, we meet a small greeting party as we land and prepare our passengers for debarkation - The three people approach cautiously We explain about the life and death situation he introduces himself as the Planetary Governor. We have an urgent matter we need to attend to so please take these refugees off our hands and help us expedite refuelling and resupplying us. They seem to be very unprepared for our request, only have one house that acts as a bed and breakfast and it is not big enough to take them all, we suggest space is set aside in the Space port for them. The Free Trader behind us also has refugees. Refuelling is done in a couple of hours and we are ready to depart - The patient has recovered well and can leave the Med bay. We take off and make a successful Jump to 567-908.

D&D Session 13

First published 10th May 2026


A map of the area around Neverwinter. Neverwinter lies on the coast with the sea to the west. To the east of Neverwinter is a river that flows from the Neverwinter woods (beyond which are the starmetal hills. To the northeast is a mountain range topped by Mount Hotenow. To the southeast are the Sword Mountains. Phandalin lies at the foothills of the this mountain range

Click on the map to see a bigger version

The party continue to battle with the doppelgangers, Tharbin wields his great battle axe dealing dwarfing justice to one of the creatures, Fiorana succeeds in hitting another with her trusted short bow, Tremen continues to fire guiding bolts to equal success, Crom hits out as his rage consumes him, but he fails to hit anything. The battle in the main chamber swings in our favour & Tremen closes on one of the remaining creatures and swipes with his mighty mace, but swings wide and misses.

Silanne pursues one of the creatures into the jail area and continues to inflict more injuries with her crossbow. The battle comes to a halt, the chamber is a mess with injured town guards all over, eventually order is restored to the main chamber. The party take a moment to collect themselves, Tremen begins to examine papers on Harbin Webster desk and identifies some maps/papers that mention Magraw castle.

A lone figure gracefully enters the town chambers and asks if anybody requires medical aid, Tremen responds by stating all is in hand, however the local town guards may need aid. The lone women that stands before us exudes an air of calm and grace & looks familiar to some of the party, she is eventually identified as Sister Garaele who has a place at the shrine of luck in the town centre.

The party is distracted by this exchange and the sounds/screams that emanate from the jail go unnoticed. A short time later Silanne exits the jail and enters the main chamber. There is a wide grin on her face & she announces she has questioned the prisoners, Sildar & Iarno Glasstaff Albrek, and identified a possible base north of the town.

Hearing the name of Sildar seems to grab Sister Garaele attention, She informs the party that she has known Sildar for a very long time & vouchers for him. As a precaution Tremen casts a spell & detects no evil from Sildar.

Plans are discussed to check the villagers, to ensure there are no more doppelgangers. Sister Garaele interjects that she might know somebody who might know where Gragraw castle is, but they may be a bit on the dead side. She names them as Agatha, a banshee. This raises a few eyebrows in the party.

A map showing more details of the Triboar Trail. The trail lies between a range of hills and then mountains (including Icespire Peak) to the south of the trail and Neverwinter Wood to the north of the trail. The trail leads east-north-east from the T junction that connects the trail to Phandalin

Click on the map to see a bigger version

The plan formulated as myself & Tremen remaining in the town, whilst Bluebell utilising her speaking to animals to ask them to scout ahead for the rest of the party that will escort the prisoners to Neverwinter & hand them over. Bluebell will travel with the party part of the way before returning to the town to keep an on1. The prisoners are prepared for the journey and are shacked together on short chains & Crom throws them onto a cart for transport.

Footnotes

  1. I'm not sure what Suds meant here - and my memory was that Bluebell was going to scout the area along the north of the Triboar Trail to the northeast of Phandalin - that said Bluebell gets to choose her own path!

D&D

First published 1st April 2025 (Last Modified 10th May 2026)

We're also now playing a D&D campaign on Fantasy Grounds Unity. Some notes that have been taken are:

Cyberpunk Session 24

First published 2nd May 2026

(Follows on immediately from the previous session).

Shadow is the first to enter the new room. His reports to the rest of the team over our team's comms is distorted with the distortion being the worst for the team members furthest away from Shadow. Tharbin keeps the two monks updated with the situation as Wakiya and the rest of the team follow Shadow cautiously down the short corridor to the room with the red portal.

Shadow reports that while the room feels off to him he otherwise is feeling fine and the team all moves into the room (Tharbin asking one of the monks to report back to Kitsune. We examine the room and the portal in morte detail. The room has glowing green pillars and, although its colour is different, the portal itself looks similar to the previous ones we've seen (which were blue and black in colour). The portal is showing the watery effect that (presumably) indicates that it is active and after a brief hesitation Tremen, Shadow and Nameraka step through it.

The room on the other side is half the size of the room we've just left and has a set of sturdy looking double doors on the far side from the portal. There is a plate on the wall next to the double doors (and to the left of the double doors). As for the portal it is green on this side and vague shapes can be seen through it1. Shadow touches the plate and the doors slide apart automatically. The doors are quite thick, about four inches or so of metal, then a seal of some sort and then anothere four inches of metal. Through the doors can be seen a corridor lined with some kind of red stone while the floor remains metal (the room with the portal is also metal lined).

After asking Nameraka to hold position in the room with the green portal, Shadow and Tremen cautiously enter the corridor. While they do so, the rest of the team go through the portal to join Nameraka.

A corner of a kitchen/dining area. The room is clean and tidy with an oven, microwave and sink along one wall. There is a red, green and white colour scheme

One interpretation of the domitory room

As Shadow and Tremen move to the end of the corridor and the next set of double doors. As the rest of the team follows Ricky remarks that the floor is wrong and too smooth. There is a panel next to the doors at the next of the corridor. Shadow presses it and it opens to reveal a new room. This is quite large and seems to be some kind of common dormitory area with a kitchen (including a microwave and a chest freezer), tables and chairs, exercise equipment and six showers on one wall. The wall to the right is metal with five single doors leading of it, each door has a panel which is split into two, one half red (which is lit) and one half green (which is unlit). The wall opposite has another set of double doors as does the wall to the left. However the double doors on the left have slits in them through which light is shining. As we look into the room, Tharbin takes a closer examination of the door control panel and notes that it doesn't look like any technology he's seen before (unlike the equipment in the room which looks unremarkable).

Nameraka moves into the room and towards the middle of the five doors while Tharbin moves towards the double doors with the slits. Ricky observes that the room looks lived in while the rest of us moves into the room and take up positions in the hope of being able to react if anything should happen.

Through the slits in the doors Tharbin can, against the glare of the bright lights beyond, make out that there is another room beyond. Wakiya and Tharbin move through into the that room. It is a large room (at least eight metres by eight metres) with a large picture window which is overlooking a red landscape with mountains in the distance - brightly lit by the sun and with the room clearly built into a hillside. Meanwhile Ricky reports that the food in the fridge and freezer is regular stuff - ready meals for the microwave as a general rule. The date codes indicate that the food is no more than a month old with some of it with codes from yesterday.

A view of a martian landscape seen through a picture window

A view of a landscape which could be Mars (note the shadow of the non-existent window frames clearly showing this is an AI generated image!)

After we discuss the situation we also conclude that the gravity is lower here, but enhanced by the floor in some way. Our best guess is that we are now on Mars!2

Wakiya and Tharbin return from the room with the picture room and with that room explored we now allow Nameraka to experiment with the set of five doors (which he has been eager to do for some time. His experimentation suggests that the red panel is some kind of lock with the green button being open and close. Each of the five doors reveals a small chamber with beds for six people. In four of the rooms all six are occupied by sleeping people but in one of them only five of them are occupied with the one remaining bed being empty.

This just leaves the double doors opposite the doors we used to enter this room. That is opened to reveal a new corridor which we proceed down with Wakiya covering the rear. At the end of the corridor (and behind another double door which Shadow opens using the now familiar adjacent panel) is a smallish room with two industrial elevators in two of the corners of the room. Each elevator can carry six people. In addition there is machinery in the room suggestive of a mining operation.

After some discussion we enter one of the elevators which descends through red rock into a cavern. The cavern has a mining train track which has a four carriage train. The carriages at each end seem to be a locomotive with a set of back to back seats and a set of simplistic controls (basically one green button and one red button). Wanting to continue the exploration we get on and Nameraka hits the green button and the train moves off down one of the tunnels.

A large green crystal in a cavern

The best the artist could do even after several attempts. Note that the crystal should be smaller and symmetrical and the shaft and scaffolding are missing

We travel for about fifteen minutes (once out of the initial cavern it's very dark) until the train reaches another lit cavern. The new cavern has a shaft piercing it (so that there is a shaft in both the floor and the ceiling. There is a scaffold structure that surrounds a large green crystal that is in the shaft. There are steps and ladders on the scaffold that lead to the top of crystal. There is a small power generator powering the lights (but nothing else - in particular it doesn't connect to the crystal). A rough estimate is that the tunnel getting is probably a couple of man centuries of work.

Looking down the shaft shows it going down out of sight seemingly forever while the crystal itself is several metres in overall length. While its diameter at its middle is about one metre it tapers off so that at its top and bottom it is quite narrow.

Nameraka climbs the scaffold to the top of the crystal. There he sees a angled piece of metal, funnel shaped3, pointing to the crystal. As Nameraka reports on his findings, Tharbin, Tremen and Wakiya feel that his voice is distorted and, in some sense, louder. Additionally our sense of time seems to be off in some way.

The crystal then starts glowing and pulsing4 and we feel our heartbeats and breathing start to get into synchronisation with the pulsing. We decide to leave and as we start the train the crystal then goes dark. The train (without any of us touching it) briefly stops and then restarts. There is a bright pulse of purple energy and the sound of breaking glass and we seem to be being chased by purple lighting effects.

Footnotes

  1. At a guess the remaining members of the team.
  2. For some reason Tremen is worried about squid monsters at this point - it's not entirely clear why or where!
  3. Or perhaps bell or trumpet-shaped
  4. While Nameraka is going to take some blame for this, in his defence I suspect that one of rest of us would have taken a closer look at the crystal at some point

Traveller Session 21

First published 13th April 2026
Game Date
267-1105
Location
Iderati
Jump map around Iderati

Excerpt from Automated Security System - Docking Area 4 log

TimeSourceEventSeverityResolution
15:36:12Control-CentreStaff Withdrawal Team dispatched to Iderati High Port control hub due to escalating activity elsewhere.MediumImplemented
15:41:03Concourse EntranceNear Riot Detected Crowd of ~30 civilians attempting to breach main concourse; aggressive behaviour observed as they try to reach starships for escape.HighPending
15:46:19Cargo-Transport SystemFirefight Initiated Intruder group (~5 individuals) engaged in armed skirmish with port security at Docking Area 4HighPending
15:47:16Cargo-Transport SystemFirefight Ongoing Multiple exchanges of fire; casualties reported on both sides.HighPending
15:49:12Pad 19Distress Call Distress call from Taxation is Theft.HighPending
15:51:01Maintenance TunnelsIntruder Ingress Unauthorized personnel detected moving through maintenance access tunnel toward inner docking bay.HighPending
15:51:47Maintenance TunnelsIntruder Ingress Unauthorized personnel detected entering Docking Area 4 from maintenance access tunnel.HighPending
15:53:15Cargo ContainersSniper Fire High‑velocity projectile detected originating from within cargo container cluster.CriticalPending
15:53:17Pad 9Starship Accessed Three unauthorised Individuals detected boarding Silken Whisper.MediumPending
15:53:20Control-CentreUnauthorised Access Unauthorised entity bypassed lock‑out, gained access to airlock control panel.CriticalPending
15:53:47Concourse EntranceNear Riot upgraded to Full Riot Security at Docking Area 4 still engaged with civilians - multiple casualities detected.CriticalPending
15:54:23Pad 14Starship Accessed Several Individuals (identified as crew members) detected boarding Vagabond's Hope.InfoN/A

Cyberpunk Session 23

First published 9th April 2026
A room with a weird green crystal on the floor, a strange diagram on the right hand and something happening on the far wall

Artist's impression of what the last room looks like. The artist did complain that the description given by Tremen wasn't terribly helpful!

Immediately following on from the previous session, Spooky, Nameraka and Shadow feel a warm sensation in their wounds as they are attended to by the three figures around them. They can see their wounds healing before their eyes but also see, once the healing is complete, that the figures now look wan and drained as they retreat back behind the figure of Kitsune.

After Tremen finishes his explanation1 the Kitsune figure apologises but says that she needs us to head back downstairs through the trap door and complete the exploration.

As we head back down we pass the figure who had earlier gone down through the trap door - he (and another figure) will provide backup if we need it. They are wearing monk robes and, as far as we can tell, no other armour.

We continue exploring quickly discovering that the two corridors we explored earlier join up again on the east/west corridor where Spooky, Nameraka and Shadow encountered the fairy. Luckily there's no sign of it. However there's also only a blood pool where Shadow had shot a figure in red robes. The blood pool showed that it had pooled around a body (there is an outline of the body) but the blood had then flowed back towards the body2. We also note that the previously closed barred doors are all now open and (after Tharbin checks for it) the loss of comms with the surface is still present.

Moving the east end of that east/west corridor reveals that it ends with a rubble-strewn blockage but that there is a side corridor heading north. Just inside that side corridor Wakiya can see a door to the left from which fluorescent light can be seen spilling.

As we cautiously explore that corridor Nameraka and Shadow check out the room. It is a room holding a power generator (running on low power) and associated equipment. A cable leads to a junction box on the north wall. Shadow pulls the big switch on the junction box and the lights in the room go out (the glow from the sconces in the corridors remains however). With no other obvious effect Shadow puts the switch back to its original position turning the lights back on.

Meanwhile Wakiya and Spooky move to the end of the side corridor and find it turns back to the east. This leads to a door that is locked with a keypad next to it. This end of the corridor is lit with a pinkish light. Spooky works her magic on the keypad, springing the door open. She reports that the keypad is weird - her hand appeared to sink into the keypad and her body quivered as she unlocked the door. Additionally the keypad has fifteen buttons all labelled with strange symbols that don't appear to be numbers and she is unable to decipher them despite having managed to open the door.

Behind the door is a short airlock-like corridor leading to another door and keypad (which Spooky is able to again open). Behind this second door is what appear to be two examination tables and a desk with two chairs that aren't designed for humans. No computers appear to be in the room - the room is odd... too clean and too pristine. There are also sealed containers on the north side of the examination room.

A door in the examination room leads to another room with what appear to be operating or dissection tables. There are also cylinders with something within and cold storage units. However as there appears to be no active threats we're more concerned with yet another corridor leading off to the south with a green sickly light. This leads to another, hopefully final room. At the far end of the new room is a red shimmering wall section that looks suspiciously like a new portal....

Footnotes

  1. It's worth noting that Tremen only covered the events at the warehouse complex (i.e., sessions 20, 21 and 22) and not the earlier events in sessions 18 and 19. This isn't because he's deliberately hiding those earlier events but is focused on the most recent events.
  2. Tremen's initial thought was that maybe the blood was being reabsorbed by the corpse as it turned into a zombie - but, on reflection, that could be just extreme paranoia and it's much more likely that the body was lifted upwards out of the pool by something quite strong (this thought is only a little less paranoia inducing!)

Traveller Session 20

First published 9th April 2026
Game Date
267-1105
Location
Iderati
Jump map around Iderati

We are in a maintenance tunnel, heading for the transit tunnel. The floor trembles slightly, something hit the station? A door opens ahead of us. We hear 4 soft pops and the person in front of us slumps to the ground we then hear a door in action, Tharbin peeks to the right and sees a locked door. Tharbin can see some type of cycling lights green then back to red for locked. Tharbin opens the door in front of him with maintenance equipment inside. Earl talks to the injured man but he is struggling to speak. The door is still cycling . The door to the left is the maintenance area. Tharbin vaguely recognises the injured man, so he searches his pockets and finds data chip and a device for the door. He shouts "Viscount Lim of New Rome" when Tharbin picks up the data chip. Cyn patches up the injured man, he has some bullet wounds but it looks like something else may be at fault than just the bullet wounds. The gaps in the door lights is getting longer. Earl asks which direction to the docking area but no-one sees.

Someone is trying to get through the door. I can't reach the door to stop whomever may be trying to get through it. Tharbin and Cyn support the injured man to the West away from potential danger. The door to the East is now open. The injured man is searching for something so Tharbin gives him the device back and he opens a door. I move to cover their retreat into the open door. Inside the room there are racks of tools and power tools along with a powered trolley and Vacc suits, door to the North currently locked. Chase hears a bullet whizz passed him from the East, Tharbin asks the quickest way to our ship, he vaguely points to the North, Tharbin comms the location of the room with the Vacc suits and advises us to group up to put on the Vacc suits, we do so and close the door behind us.

(Body pistol) PM aiming down the corridor. Earl takes a shot at the Portside Manager and misses. Door closing (Masuyo only). Tharbin prepares to close the door and I plan to hit it to essentially lock it. Chase looks at the truck and sees that it can be driven and will automatically open doors in front of it as it moves, Cyn re-examines the unconscious man and determines that the bullets were laced with some kind of sedative. Masuyo pokes head around corner, the door closed and locked. There is atmo beyond North door. The team start putting on Vacc suits. I take out my biggest wrench and smash the control panel. We search the room for straps to secure the injured man on the flatbed. We also found an oxyacetylene torch, but only a small one.

Masuyo drives the buggy, there have been one or two more trembles indicating impacts. The door leads to a transit tunnel. 500 meters to docking pod. 100 meters ahead one of the doors does not open automatically, I check the door area is open to vacuum and there is debris inside. We close the bulkhead behind us and I override the bulkhead in front, thankfully we don't get an explosive decompression but not as controlled as I would have liked. We can take the buggy with us, but decide to leave it behind and carry the injured man by hand. This area has taken a hit. hence the debris, 360 meters to go. We move up to the next bulkhead which is also closed, again a vacuum beyond this one too. We get the doors open but there are more tremors as we proceed. We make good progress, next bulkhead has atmo so a little more troublesome to open. Everyone prepares just in case, I finesse the door open and we all move through move on, next one is pressurised but we decide to continue depressurising as we go, this continues until we reach Docking area 4, but we will enter another area we can use as an airlock, we depressurise, enter then repressurise so we can enter the Docking Bay. We keep on the Vacc suits just in case.

A view of docking bay 4 full of ships. The Vagabond's hope is roughly in the centre of the docking bay with the party arriving at the top right.

Docking Bay 4. Our heroes can (just) be seen at the top right of the image

The Hope is on pad 14, there is a lot of activity, ships preparing for launch and shots being fired in the area. We formulate a plan Cyn and myself will carry the injured man up between pads 9, 10, 11, 12 then head towards 19 before making our way to The Hope. The others will head for 8 and offer some assistance and provide us some cover. We also discuss taking some of the milling people aboard The Hope with us. We take off our Vacc suits while talking over the plan.