Yesterday I managed to play out the first of the games from my Planet 28 campaign which sees Inquisitor Fisher arriving at the prison planet of Bore IV to pacify an uprising and follow clues that will lead her towards the resting place of Hathor's Armour.
I again used the random method of creating the scenario using a mixture of story dice, random words from books and a bit of tinkering to make it all fit together. For example, when hearing the distress call, I rolled a trio of dice to see what Fisher would do and it came up with a plane, a cage and a shooting star making it pretty clear that Fisher was going to prioritise getting to Bore IV over her initial lead of chasing down the mysterious monks.
The Imperial Corvette Shrike thunders out of hyperspace in the Bore system. Lit by a weak and dying star, Bore is lifeless and bleak, the systems planets uninhabited rocks but Bore IV, the fourth planet in the system was once a mining outpost. Its ore has long since been extracted but the Imperium has retrofitted the facility into a maximum security prison where the sectors most dangerous felons are incarcerated.
Constructed in a great shaft dug into the surface of Bore IV, the prison consists of a central core which acts as a space dock and three levels of tunnels and chambers leading off it like spokes.
Level 1 is dedicated to loading bays, admin facilities, barracks and a small hydroponics station. Access to the remaining levels is through a secure elevator which only the guards have access to.
Level 2 is the prison itself with four cell blocks housing over two thousand inmates. The inmates themselves are fitted with a Cyclo control unit when they arrive, a piece of tech that is attached to their foreheads which gives the warden and guards the ability to deliver powerful pain, and even death via stimulating the convicts pain receptors in the brain.
Level 3 is the secure solitary confinement and engineering level. Located deep within the planet, the solitary confinement block consists of six cells, each a heavily secured cage to keep the worst of the worst secure. Access to this level is via the main elevator but requires multiple security checks, both Human and AI. The engineering sector contains the plasma core that powers the prison, environmental control and back up computer core.
Rumour persists that there is a fourth level, blocked off during the facilities conversion from mining outpost to prison that may contain abandoned tunnels.
When the Shrike hails the prison, they receive no reply but the ships astropath senses there are numerous individuals alive in the facility and scans from the ships sensors show that emergency power is running intermittently on at least the upper levels of the facility.
The prisons auto defence turrets are offline and Fisher instructs the Shrikes captain to enter close orbit of Bore IV and sets forth with her retinue and several squads of security troops in a ships pinnace to investigate what has happened.
Upon landing in the docking bay, Fisher must gain entry to the facility and secure the dock from any escapees.
|The Cargo Bay|
After a brief pause, the portal slides open and a disheveled figure peers out. It is the prisons warden and he is accompanied by a blue skinned prisoner and a single guard. They all look like they've been through the wars but they gape at the bloodied and bruised group before them but before they can say anything, Fisher demands medical aid for her companions and eyes up the warden who quails before her steely glare.
Distantly she hears the thudding of boots as the first of the security teams from the Shrike begin to move into the cargo bay, securing it and dispatching any remaining prisoners and she distractedly grabs a hip flask of brandy off Geralt and takes a swig.
She will find out what happened here. She will make those responsible pay and she will find Murdoch Foyle and end him!
Whee! What a great game! I have to admit I'd initially thought it would be too easy for the adventurers to clear the level but by the third room, I was seriously worried that they'd all end up dead in the first game of the campaign but it worked out in the end with the trio surviving by the skin of their teeth!
The second part of the campaign will see Fisher seek answers from the Warden before heading deeper into the prison. Is this an isolated incident or does the mysterious Murdoch Foyle have anything to do with Hathor's Armour? Only time will tell.
In the meantime, All the best!