Pentapod's World of 2300AD I always felt there should have been some aquatic adventures for 2300AD, especially after watching the movie, The Abyss ( the book is very good too).  This adventure may inspire your players' PCs to follow a life afloat.  My thanks to Mike for granting permission for me to host his revised version on my web site. -Kevin Clark - Feb 22nd, 1999.


Into the Depths

by Michael C. LaBossiere
( Ontologist AT aol DOT com )

Copyright ©1992, 1999 Dr. Michael C. LaBossiere.  All Rights Reserved.
Originally published in Challenge magazine #63.

HTML layout/editing by Kevin Clark
( kevinc AT cnetech DOT com )
Please report errors to me.

http://www.geocities.com/pentapod2300/mag/depths.htm


Legal Information: This adventure is copyright 1992, 1999 by Dr. Michael C. LaBossiere.  It may be freely distributed for personal use provided that it is not modified and no fee above the normal cost of distribution is charged for it.  Visit my web site at: http://user.aol.com/ontologist/index.html.
Disclaimer required by Far Future Enterprises: This item is not authorized or endorsed by Far Future Enterprises ( FFE) and is used without permission. The item is for personal use only. Any use of FFE's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. In addition, this item cannot be republished or distributed without the consent of the author ( Dr. Michael C. LaBossiere).

Introduction

The tactical display showed a well done formation, well done for cadets, that is.

Suddenly, after the live firing exercise, things began to go wrong.  Ship and aircraft blips flashed red, then faded.  Within minutes, all the blips were gone, my kid brother among them.  Satellite photographs showed the sea strewn with burning wreckage and alive with native predators.  The first rescue vessel in the area perished quickly, as did the second.  There wasn't a third.

This adventure is set on a human colony world with a substantial amount of water ( Aurora would do nicely) and involves the PCs in an investigation of a wet navy disaster.  Do not read any further if you intend to play in this adventure.

Referee's Introduction

A naval cadet training exercise accidentally re-activated a submerged alien base.  The base's computers took the cadets' actions as an attack and it acted to destroy the "invaders".  The rescue vessels were also seen as invaders and were destroyed.  It is up to the PCs to shut down the base before more people are killed.

Player Briefing

A naval cadet training unit consisting of six surface vessels and twenty aircraft was completely destroyed by unknown forces.  The wreckage has not been examined and there have been no survivors recovered because any vessel entering the area is destroyed.  Satellite photographs indicate that the vessels and aircraft were fired on from the water.  When one vessel rolled over, gaping holes, similar to those that would be produced by high energy lasers, were visible just before the ship sunk.  It is believed that a submarine may be able to enter the area and investigate as well as recover any survivors.  The investigative/rescue force will consist of two Shark attack submarines which will leave at night.

Referee History

An alien base was transported to the world several thousand years ago as part of a military/scientific expedition by a now extinct race.  These beings built to last and the base is still mostly operational.  It was abandoned and set on a "sleep" mode.  One of the conditions under which it will "awaken" is when it detects military activity.  The cadets' live fire exercise was sufficient military activity to awaken the base, which immediately dealt with the "enemy".  The base computer is convinced that the enemies of its creators have returned and it will defend the base and the area around it against all intrusions.

Getting the PCs Involved

PCs with appropriate occupations ( military, troubleshooter, medical, etc.) can be assigned to or hired on to the rescue team.  Characters of other occupations may end up on the team other ways.  For example, a PC working for a news service may bribe his way onto the team to get a story.  Plausible reasons should be found for getting the PCs involved.
 

First Mission

The first mission will be a complete and horrifying disaster.  The military leaders in charge of the mission are convinced that the stealthed Shark submarines will be capable of entering the area without being detected.  Unfortunately, this is not the case.

When the submarines first enter the area, they will detect a large area of electromagnetic distortion that interferes with many of the sensor and scanner systems.  It will be quickly determined that the distortion is a pod of Venries ( see details below) and the subs will plot a course to bypass them.  Once the subs bypass the interference, the subs' sensors will detect that some sort of scanning beam is being locked onto them.  Seconds after this fact is reported, the submarines will be rocked by substantial impacts.  Warning lights will flash and warning sirens will sound.  The damage will be quite severe and both subs will begin to take on water.

If the PCs are on only one sub, the other will be hit again, crack open and plummet to the bottom.  The sub(s) the PCs are on will be hit again.  It will lose all fire control capacity, the engines will go off line, scanner and sensor systems will be disabled, the escape pods destroyed, and several compartments will be flooded.  The submarine will be capable of reaching a safe depth where the crew can abandon ship, provided the order to attempt to reach the surface is given immediately ( an NPC captain will give the order in time, if there is a PC captain it is up to him what to do).  If the order is given too late, the sub will be hit again and will plummet to the bottom.  How the PCs escape from the crippled sub is then up to them and the referee, but it will be quite difficult as the emergency pods will have been destroyed.

If the PCs reach the surface ( either when the abandon ship order is given or via an escape from the sunken vessel) their ordeal will not yet be over.  The sea is home to numerous predator forms which will attack humans.  These creatures will be killing people all around the PCs, but will not kill any PCs ( they may take a nibble or two, however, but nothing fatal).  However, do not let the players know about their ( plot granted) immunity.  Let them come up with a survival plan, and make it work in a plausible manner.  Be sure to convey to the players the horror of their situation:

It's a nightmare come to life.  You can feel things moving by you in the dark water and odd, glowing shapes are visible around you.  Suddenly, one of the survivors beside you lets out a horrible scream as she is lifted out of the water by some plated monstrosity with bulbous eyes and row upon row of teeth.  Her screams are cut short as water floods her mouth when she is pulled under.  Horribly, the cold water grows suddenly warm around you.  More screams break the night...

After the survivors have been on the surface for 10 minutes, a rescue plane will arrive on the scene, only to be shot down in a spray of wreckage.  The flaming bits of aircraft will look very spectacular falling from the night sky and will attract some of the larger predators up from the depths.  The survivors will be able to see the lights of a rescue ship nearby.  When the survivors drift close enough, the vessel will fire lines to the survivors.  Some NPCs will get to the lines first and will be pulled towards the boat, like fish on a line.  Unfortunately, the movement of those being pulled by the ropes will attract even more predators and the hapless victims will be quickly devoured.  After another hellish hour or two, the PCs will drift out of the danger zone and they will be picked up by the rescue ship and brought to shore.  There will be 2d6 NPC survivors from the ordeal in addition to the PCs.
 

Debriefing

After the PCs have received medical attention, they will be brought to a debriefing session.  They will be questioned about the mission.  The questioners want to know how the submarines managed to enter so far into the danger zone.  If PCs were on the bridge of one of the submarines, they might remember that they were not attacked until after they maneuvered away from a pod of Venries.  If the PCs fail to make the connection, one of the scientists assigned to the investigation will realize that the Venries electromagnetic fields prevented the submarines from being detected.  This realization will spur an investigation into the Venries.

Venries ( Library Data)

Discovered by and named for Dr. Janet Venries, a noted French marine xeno-biologist, Venries are large, aquatic animals that fill a role comparable to that of the terran whale.  Both are similar in that they feed on very small sea organisms by filtering massive amounts of sea water.  Venries are quite different from their terran counterparts, however.  Whereas whales are air-breathing mammals, Venries are non-mammalian and have gills.  Whereas whales rely on a natural form of sonar, Venries rely on the electromagnetic fields they generate to detect their food, each other, and various objects ( the sea floor, ships, etc.).  Venries also seem to be far less intelligent than their terran counterparts. 

In terms of size an appearance, adult Venries range in size from that of a humpback to that of a blue whale.  They look somewhat like whales, but have three bladed flukes, thick armor-like plating on their bodies, and have clusters of three eyes on either side of their head.  Coloration ranges from pale gray to black.  The ventral regions are slightly lighter in color than the dorsal regions.

Because their electromagnetic fields interfere with surface vessel controls, ocean power station systems, and other electronics, a program was developed to create a means to control the Venries in order to keep them from disrupting shipping and, most importantly, to keep them from disrupting important underwater communication systems and power stations.  The result was an electromagnetic field generating device which could effectively lure or drive away Venries with a 95% success rate.

The Plan

If the PCs do not realize the potential of using the Venries as a cover, one of the NPCs will do so.  The naval planners will decide to equip a small Sea Dart submarine with an electromagnetic device of the type used to attract/repel Venries that was mentioned above.  The device will be used to attract a pod of Venries which will serve as cover for the submarine's intrusion.  Because of their great skill and courage ( as exemplified by their survival of the previous ordeal) the PCs will be assigned to or hired for the second mission.  Naturally, they will receive bonuses for undertaking the mission so soon after their harrowing brush with death.

To aid the PCs in finding what has been doing the firing, unmanned drones will be launched into the area every 20 minutes.  Sensors will also be dropped into the sea at the limits of the danger zone and the data will be sent to the submarine.
 

Second Mission

The second mission will consist of a single Sea Dart submarine, the PCs and any NPCs required to fill out the crew.  Naturally a few "red shirts" ( the sci-fi equivalent of "spear carriers") should be brought along to be killed by the base's defenses.

Entry

The submarine will submerge and cruise around until a pod of Venries is detected.  This will take about an hour, using the electromagnetic device in the Sea Dart to lure them in.  Once the pod is detected, the device will be used to get them to follow the submarine.  The presence of the Venries will conceal the submarine.  The submarine's systems have been shielded to protect them from the electromagnetic emissions of the Venries.  The submarine can still use its sonar, but its radar and radio systems will be useless while the vessel is in the field.

Communication will be maintained via a laser communicator ( this will become increasingly unreliable the deeper the sub goes) and several radio buoys are available to send messages.  These buoys consist of a recorder and a broadcaster.  If launched, they will destroyed 2 minutes after they start transmitting.  To see if anything exciting happens on the way in, roll 1d10 each hour.  On a 1, something happens.  If something happens, roll on the following chart:

Roll   Event

1.  Electromagnetic device fails and the Venries begin to swim away.  Repair difficulty is up to the referee.
2-3.  Predators ( generate some large aquatic predators) attack the Venries and begin to drive them away.  The PCs must deal with them or lose their cover.
4.  Minor annoyance ( strange smell in air system, lights flicker) Task will be simple.
5.  Minor malfunction in the submarine ( hatch stuck, minor systems failure, etc.).  Task will be routine.
6.  Serious malfunction in the submarine ( sonar failure, drive failure).  Task will be difficult.
 

Ocean Pyramid

After three drones are destroyed in the zone, the sensors will have gathered enough information to determine the location of whatever is doing the shooting in the danger zone.  This information will be gained from detecting energy emissions from the fire control and weapon systems that are being fired.  This information will be transmitted to the submarine and will provide the PCs with the data they need.

When the PCs near the coordinate points, the sub's sonar ( if it is in use) will detect a very large pyramid on the bottom of the ocean floor.  As the submarine gets closer, the PCs will be able to see the structure via the submarine's visual sensors.  The object is a massive pyramid structure, coated with slime and the local analogs to barnacles and seaweed.  The top of the pyramid is, in contrast, quite clean.  This is because the weapon systems are in the top section and the firing destroyed the material coating the top.  If the pyramid fires while the sub is close to it, the PCs will see the top of the pyramid emit blueish arcs of energy and glow faintly.  Any objects between the pyramid and its target ( like fish) will be destroyed during the firing.  Visible on each side of the pyramid is what appears to be a docking tube.  The tube will not fit the Sea Dart, but the sub carries the equipment required to construct a temporary link.  This operation will require two people in the Swimmers.

Task: To construct temporary link: Routine.  Mechanical.  2 minutes.

The Alien Structure

The interior of the alien structure is similar to human structures in many respects.  This is because the builders were also humanoid.  However, there are many alien aspects about the structure.  The most obvious is that the interior light is orange and the interior is kept warmer than what humans find comfortable ( about 88 degrees F).  Less obvious, but more disturbing, is the differences between human aesthetics and the alien builders' aesthetic sense.  The interior will seem vaguely "off" to humans.  There is no particular thing that seems odd, it is simply the effect of the whole thing.  Finally, equipment and control panels will feel odd to humans because of the slightly different hand structure of the alien builders ( their fingers were longer than human fingers , they had retractable claws in their fingertips, and the bone configuration was a bit different).  One thing that will pleasantly surprise the PCs is that the interior doors and lift shafts will work automatically for anyone using them.

Alien Structure map

Level 1
The first level consists of the air locks.

1.  Air Lock

2.  Equipment Storage: Each storage room contains four "Alien Swimmers" ( see below).
3.  Lift Plate

Level 2 Living Quarters
The living quarters level is empty.  Each room has been carefully secured.

1-11.  Living Quarters: Each room contains bunk beds for humanoid beings.  based on the size of the beds, the users averaged about 1.9-2 meters in height.  There are also two retractable desks and chairs in each room.  Each desk has a keyboard, screen and a interface cable ( not compatible with human interface plugs, however).  they keyboard is slightly different in configuration from a human design and naturally has alien characters on it.  The PCs can type on the keyboard and images will appear in the screen ( or slightly in front of it, it is a 3-D screen with holographic capacity).  The keyboards can be removed from the desks and would be very useful to human linguists.  The computer is useless to PCs since they don't know the language and safety features prevent them from doing any damage through random actions.

12.  Larger Room: This room is like rooms 1-11, but is designed for one being occupancy.  The keyboard set-up is more complex than the others and this keyboard will not respond if the PCs try to use it ( they don't have the activation key).

13.  Empty Storage Room.

14.  Eating Area/Rec Area: This area contains several recessed tables and chairs as well as recessed game consoles.  The controls to the recessed items are simple buttons on the wall.  The furniture is strong enough to pick up a human if he or she happens to be standing over it when the button that lifts it is pushed.  Most of the games are interface varieties ( unfortunately, they are not compatible with human interface plugs) but some are basic 3-D video games and there are some games with pieces, maps and dice ( after all, every intelligent race plays games).

15.  Food Preparation: This room contains empty food preparation machines.  They have been shut down and will not do anything.

Level 3 Control Level

1.  Control Stations: This area contains highly advanced electronic equipment, most of which is equipped for interface operations.  It looks similar enough to human control systems to be recognizable as sort of a traffic control station, probably for military operations.  It is, in fact, just that.  The systems are all active and a few minutes of study will reveal that the displays are showing the area around the base.  The disruption created by the PCs Venries will be quite evident.  Human voices will be heard emanating from this room, this should surprise the PCs, until they realize that the voices are from radio broadcasts that the base's systems have picked up.

2.  Control Stations: This area contains equipment similar to that of room #1.  This equipment appears to be fire control equipment, which it is.  The displays show the area around the base and several displays are replaying the base's previous attacks.

The PCs will not be able to work any of the controls as they have been taken over by the computer.  There is also equipment in the room that looks like spaceship or submarine control systems.  Several of the displays in these systems show what appears to be a course plotted to take the base closer to shore.  Several human cities are prominently marked on the maps.

Level 4 Computer Access

The base computer's access area for repairs and modifications.  The computer is highly advanced and is an artificial intelligence ( but not self aware).  It is capable of very complex planning and plan implementation, but has some limitations ( it doesn't have much in the way of imagination and is restricted to control over the bases systems).  A moderate explosive charge or a few rounds from a plasma gun or grenade launcher would suffice to put the computer out of commission.  Unfortunately, the destruction of the computer will activate the base's final defense system: it will self destruct 10 minutes after the computer is destroyed.  The destruction of the computer will be followed by a truly horrific warning siren, then an alien voice speaking a regular intervals ( the ten minute count down).  The base's explosion will destroy the inside of the base and crack the hull open, but will not have much of an exterior effect ( there will be a shockwave that will knock any vessels in the area about and it will kill a lot of fish).

Problems

The base computer will decide to bring the war to its enemies.  It plans to move the base ( it can move at a rate of 20 kilometers per hour) to bring the human cities it has detected into range.  It will start to move 10 minutes after the PCs are on board the base.  It will take it 2 hours to get into firing range.  The temporary link is not strong enough to hold the submarine at dock ( there will be enough warning for the sub to disengage before the link is wrecked, however).  Keeping the submarine in a safe docking position will require an initial docking roll, followed by an additional roll every 5 minutes to stay docked.

Task: To dock safely: Routine.  Sea Vehicle.  Absolute, 2 minutes

Task: To remain docked ( needed every 5 minutes): Routine.  Sea Vehicle.  Instant
Referee: Failure to remain docked causes the sub to back off safely and another docking attempt must be made.  Mishaps will result in damage to the docking link or the submarine ( or both).

If the base gets within range, it will be able to do serious damage to the city ( killing thousands) before the military is able to destroy it.  It will take the military 15 minutes to destroy the base and this will involve heavy loses.  If the PCs are on board the base when it is destroyed, they will perish along with it.
 

Dangers

Naturally, the PCs cannot just waltz into the base, blow up the computer and sub of under the sunset.  The computer has at its disposal several methods of defense.

Alien Swimmers: Each of the alien swimmers is equipped for remote computer control.  Fortunately, only two of them have legs ( they were designed to work within sunken vessels and on the ocean floor).  These swimmers have oversized arms and legs and have a streamlined, semi-spherical central body.  They look remarkably like B-movie humanoid sea monster robots.

Country: Alien; Mass: 400 kg; Crawl: Not Allowed; Walk: 8 m; Trot: 16 m; Run: not allowed; Swim: 20 m; Power Supply: Internal Battery; Power Duration: 96 hours; Integral Armament: Two cutting lasers, function as Rorttmann Lk-1fKz when switched over to pulse mode, and each pulse uses 2 minutes of power;  Sensor Range: 30 km; Signature: 1; Area Protected: All; Armor Value: 18; Initiative Penalty: -3.

Under computer control, the suits function as if they were controlled by a veteran NPC.  They are damaged as per the chart in the Equipment Guide ( p. 31).  An operator hit knocks out the computer control link and renders the unit inactive.  The suits have an air supply-recycling system that is good for 96 hours.  The controls are simple enough that a human who is familiar with combat walkers could operate one ( increase task difficulty rolls by 1 point due to the fact that the swimmers are of alien manufacture, for example a simple task would require a 3+).  The other ( legless) swimmers are the same except they cannot walk or trot and swim 30m.

Defense Robots: The base is also equipped with 6 defense robots ( two on each level, except level 4).  These are dull gray spheres with mechanical spider legs sticking out of them.  The legs can be magnetized, enabling the units to climb walls and ceilings, so they can drop on the PCs heads ( which should endear them to the PCs).  The front section is armed with a small laser weapon ( treat as a Mueller-Rivera P-3) and each unit has what looks like small buzz saws on telescoping arms ( treat as knifes).  Each unit has an armor value of 0.9, a life level of 20, a signature of -8, an initiative of 11 and is very difficult to hit.  They have IR, visual, and motion sensors.  They are computer controlled.

It will take the computer 5 minutes to determine that the humans are invaders and not returned base personnel.  Once it comes to his conclusion, it will take it 5 more minutes to get its defense robots on line and 5 more minutes to ready the walking swimmers for combat.  It will do its best to kill everything in the base.  Fortunately for the PCs, it cannot control the doors, lift plate, life support, or lights ( thanks to accumulating software glitches).
 

Resolution

If the PCs stop the computer, they will be heroes ( at lest until the sensation fades).  If they fail to stop the computer, but live, they will be respected for trying.  If they are killed, then they will be dead.  If they managed to retrieve anything from the base, numerous scientific organizations will be interested in acquiring the equipment for study.
 

New Vehicles

Sea Dart Submarine

The Sea Dart is a standard small submarine that is used for a variety of scientific and military missions.  Crews range from 7-20, depending on the mission.  The Sea Dart is equipped with a broad range of sensor/scanner equipment including sonar, visual systems, radar, and so forth.  The outer hull is self sealing.

Sea Dart deckplans

Deck 1

  1. Bridge: Contains the vessels control systems.  The submarine can be operated by one person in an emergency ( all task rolls are one level higher).
  2. Crew Quarters: This area is equipped with a fixed bathroom facility but the rest of the sections are modular, enabling the vessel to be tailored for the crew size.
  3. Galley: Contains the dining area as well as the food storage/preparation area.
  4. Engineering: Contains the engineering controls.

Deck 2:

  1. Electronics/Tubes: This area contains the subs sensor/scanner array as well as the torpedo tubes.  The tubes are smaller than standard tubes and are most often used to fire sensor torpedoes.  Special missiles can also be fired from the tubes.
  2. Loading area/Magazine/Storage: This area is equipped with an autoloader and magazine on military Sea Darts.  On scientific vessels, this area contains racks for scientific and sensor torpedoes and is also used as storage.
  3. Electronics: On military vessels, this area is equipped with sensor and espionage gear.  On scientific vessels, this area is equipped with scientific equipment.
  4. Air Lock: The air lock area contains diving equipment ( including Sea Sleds, lights, and so forth.
  5. Engineering: adjacent to engineering are the fuel cells.

Type: Submarine Crew: 7-20; Armor: All Faces 6; Signature: 3; Evasion: 2; Sensor Range: 20 km; Max Speed: 70 kph; Cruising Speed: 35 kph; Combat Movement: 175m; Power: fuel cell; Endurance: 96 hours.  Price: Lv 80,000.

Notes:

  1. The double hull and ballast tanks have not been included on the map.
  2. The Sea Dart on the mission is a military version and has been further modified with a track system that enables it to store two Swimmers on the ventral section of the hull and bring them ( one at a time) into the modified air lock for boarding.
  3. The Sea Dart is equipped with a full supply of diving gear as well as a supply of armaments ( exact weapons are left to the referee's discretion).

Swimmer

A swimmer is a powered suit designed for underwater operations that require a great deal of protection ( operating at great depths, combat situations, hostile sea life, and so forth).  Like combat walkers, the swimmer's limbs are slaved to the pilots's movements and the unit has an internal monitor.  The swimmer has more complex instrumentation, because of the greater requirements of operating underwater.  The swimmers are also equipped with powerful underwater propulsion systems, and have air tanks and a recycling system built in ( good for the duration of the suit's power supply).  There are a variety of swimmer types, depending on their mission.  Construction swimmers are equipped with welding and cutting equipment as well as other tools.  Scientific models are equipped with cameras and special sensors.  Military models are armed, and often carry mines or explosives.  Armament typically consists of lasers, and some models carry small torpedo weapons.

Country: USA; Mass: 500 kg; Crawl: n/a; Walk: 7m; Trot: 14 m; Run: n/a; Swim: 18m; Power Supply: Internal Rechargeable Power Cell; Power Duration: 24 hours; Integral Armament: varies; Area Protected: All; Armor Value: 12; Initiative Penalty: -4; Price: Lv: 26,000.

Note: The mission swimmers are armed with shoulder mounted Quin Darlan MK 4-A1 PGCW and an arm mounted equivalent of a Rorttmann LK-1fKz.  The swimmers are also equipped with the tools required to construct the temporary link, as well as 6 blocks of Plastique-9 each.


-Michael C. LaBossiere

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Last Update: 1999 Feb 22
First Online: 1999 Feb 22
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Website maintained by: Kevin Clark ( kevinc AT cnetech DOT com )


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