Finders Keepers (Juneau): Difference between revisions

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The crew on the bridge look over the list that Administrator Pila wants, and finds mostly easy things. But also verterium cortenide, a substance that is used for upgrading ships, but has historically also been used to create a reflective casing within isolitic weaponry. Something that could tip the power balance of the Wilds, and not in a good way. Captain Oddas tells Aratta and Sera to find a way to render the verterium cortenide inert, and has the rest of the bridge with her as she finally contacts Administrator Pila to speak with him about the things that he wants. With specific help from Counselor R'Kala for her diplomatic abilities.
The crew on the bridge look over the list that Administrator Pila wants, and finds mostly easy things. But also verterium cortenide, a substance that is used for upgrading ships, but has historically also been used to create a reflective casing within isolitic weaponry. Something that could tip the power balance of the Wilds, and not in a good way. Captain Oddas tells Aratta and Sera to find a way to render the verterium cortenide inert, and has the rest of the bridge with her as she finally contacts Administrator Pila to speak with him about the things that he wants. With specific help from Counselor R'Kala for her diplomatic abilities.


Aratta and Sera go down to Deck 14 together to find some of the things they need as well as talk out a way to deal with the verterium.
[https://groups.google.com/g/sb118-juneau/c/6BgHwcoOYLE/m/FMY8zGGHBAAJ Aratta and Sera go down to Deck 14 together] to find some of the things they need as well as talk out a way to deal with the verterium.


While waiting Major Leix notices life signs not previously noticed heading toward the away team on the moon, and recommends an exfil route just in case. Lieutenant Deveaux gets the schematics of the scrapyard, however outdated. They all talk to consider what they're willing to trade and offer, and come up with some medical equipment among other things.
While waiting Major Leix notices life signs not previously noticed heading toward the away team on the moon, and recommends an exfil route just in case. Lieutenant Deveaux gets the schematics of the scrapyard, however outdated. They all talk to consider what they're willing to trade and offer, and come up with some medical equipment among other things.
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  ''(Note:'' I plan on connecting sims to their mentions in the summaries as I've done above. Any I put down here is because I needed a minute to mentally decompress, and to make sure I remember what I was doing. But if you see this and feel like you'd like to edit things, or see something you can add to, update, or improve on like descriptions, or arrangement of this page, feel free to do so. Saves some effort! -Ace)
  ''(Note:'' I plan on connecting sims to their mentions in the summaries as I've done above. Any I put down here is because I needed a minute to mentally decompress, and to make sure I remember what I was doing. But if you see this and feel like you'd like to edit things, or see something you can add to, update, or improve on like descriptions, or arrangement of this page, feel free to do so. Saves some effort! -Ace)


*[https://groups.google.com/g/sb118-juneau/c/6BgHwcoOYLE/m/FMY8zGGHBAAJ - Ensign Sera - When we find we're in a bind...] - Ensigns Sera and Aratta go down to Deck 14 together to find a way to render some verterium cortenide for Pila inert, as well as find some inconspicuous other things to give...
*


[[Category:USS Juneau]]
[[Category:USS Juneau]]
[[Category:Juneau Mission Archive]]
[[Category:Juneau Mission Archive]]
[[Category:Episodes]]
[[Category:Episodes]]

Revision as of 10:23, 16 March 2022

Teaser

Just hours after the Juneau ends their shore leave to move onto their next mission, they’re called back to Ring 42 to help the USS Grace Hopper, which has been unexpectedly attacked by pirates looking to steal an artifact of unknown properties, then were gone into The Wilds just as fast. The kicker? The pirates mysteriously beamed right through the ship’s shields at will to get it.

Characters


Senior officers taking part in the mission
Name Position Notes
Oddas Aria Captain
Kalia Qinn First Officer
Dekas Engineering Officer
Kettick Engineering Officer
Sera Engineering Officer
Tomas Falt Science officer
Karise Indobri Chief Medical Officer
R'Kala Counselor
Zaaia Leix Marine Major Came aboard 239902.28
Aratta Eriddu Science officer Came aboard 239903.01
PNPCs & MSNPCs
Name Position Notes
Cole Melchor CO of the USS Grace Hopper PNPC simmed by Oddas Aria
Isabelle Deveaux Engineering Officer on USS Juneau PNPC simmed by Karise Indobri
Nan Hesan Gunnery Sergeant on USS Juneau PNPC simmed by Tomas Falt
Gwen Kingsley Marine Warrant Officer on USS Juneau PNPC simmed by Oddas Aria
Administrator Pila Owner of the Scrapyard NPC simmed by Oddas Aria
Ulysses Conroy "Pirate" Leader MSNPC simmed by Kalia Qinn
Shierr Diplomat & Hostage MSNPC simmed by Dekas

Act 1

Prologue

Captain Oddas receives a distress call from Commander Melchor of the USS Grace Hopper that they've been attacked and incapacitated by pirates in runabout-sized ships who could beam right through the shields. The Artifact they'd been studying is stolen along with a lot of the computer data about it. Captain Oddas has the Juneau warp back to the location to assist.

Damage Control

Commander Qinn puts together a team to help with damage control for the USS Grace Hopper. The team consists of herself and Ensign Sera to help with ship repairs, and Doctor Indobri with Counselor R'Kala to help with the injuries caused by the Pirates to crew members.

Qinn and Sera assess the area, and find a lot of things wrong, and suspiciously well planned for incapacitating the hopper the way they did. More concerning is the non-Starfleet technology combined in some of the tubing and causing a lot of problems, but without answers as to exactly what problems for certain. They discern the possibility of an inside job, inform Oddas and Melchor on the bridge, and work to remove the technology safely.

Doctor Indobri and Counselor R'Kala find a Hopper crewman with a code red injury and do what they can to stabilize them and get them to Juneau for emergency surgery.

Studying The Artifact

Lieutenant Falt is tasked with figuring out what the stolen artifact does with the help of Ensign Kettick, and Lieutenant JG Deveaux.

Deveaux finds traces of subquantum particles, suggesting sub-quantum transportation. Which, as brought up by Ensign Kettick is a mystery in itself as all known previous attempts at sub-quantum transport of anything other than objects had been a devastating failure. And even objects had a chance for pattern loss, but at a closer range, it could be used as a thieves tool. There's talk of an inside job. The team continues to try and find traces of the artifact to follow that lead.

Following Leads

Captain Oddas and Lieutenant JG Dekas head to the bridge of the Grace Hopper to talk to Commander Melchor and find out who and where the pirates might have headed. They talk to the Intelligence officer on Lightside Station to get reports about recent or not-recent attacks that match the description of what happened to the Hopper anywhere in the Wilds. Upon looking things over, they find two potential matches, an area of where they could possibly be located (which includes two possible planets, and a moon of a nearby gas giant), as well as a scrapyard. They get a similar impression that it may be an inside job. On top of that, the stolen artifact has potentially been activated by the pirates who stole it to their advantage, in conjunction with someone else having helped if that is the case.

In the end they contact a scrapyard in the system, speaking with an Argosian called Administrator Pila, who is being cryptic and short about answers to their questions. But they get his attention by offering things he might want. He sends them a list of rare parts he'd like, all too quickly ending the transmission without another word. And he is most definitely hiding something.

Act 2

Start

Captain Oddas has to exaggerate details to both Juneau and Hopper crews about the severity of The Hopper's issues for the safety of those involved, thus leaving The Hopper at Ring 42, before heading out to the Xunov system to handle the real start of the action.

Distracting the Pirates

Captain Oddas, Ensign Sera, Ensign R'Kala, and Lieutenant JG Deveaux are on the bridge of the Juneau to talk to Administrator Pila at the scrapyard to see if they can parse information out of him by potentially trading, while simultaneously distracting him, and any pirates from noticing the other two shuttles entering their space from two other angles. With excellent timing, Major Zaaia Leix joins the ship to be able to help with this. And a few minutes later, so does the new science officer, Ensign Aratta.

The crew on the bridge look over the list that Administrator Pila wants, and finds mostly easy things. But also verterium cortenide, a substance that is used for upgrading ships, but has historically also been used to create a reflective casing within isolitic weaponry. Something that could tip the power balance of the Wilds, and not in a good way. Captain Oddas tells Aratta and Sera to find a way to render the verterium cortenide inert, and has the rest of the bridge with her as she finally contacts Administrator Pila to speak with him about the things that he wants. With specific help from Counselor R'Kala for her diplomatic abilities.

Aratta and Sera go down to Deck 14 together to find some of the things they need as well as talk out a way to deal with the verterium.

While waiting Major Leix notices life signs not previously noticed heading toward the away team on the moon, and recommends an exfil route just in case. Lieutenant Deveaux gets the schematics of the scrapyard, however outdated. They all talk to consider what they're willing to trade and offer, and come up with some medical equipment among other things.

Sera and Eratta let everyone know they have a way to render the verterium inert with a half-life of a few days before it becomes essentially useless, and that it can be done in the necessary time. Captain Oddas has the two of them come back to the Bridge before contacting Pila again with their offers.

The two ensigns make it back to the bridge.

Not long after there is contact to both teams on the moon to check in.

Neutralizing the Artifact

Lieutenant Falt, Lieutenant JG Dekas, and MWO Kingsley are assigned the task of neutralizing and retrieving the stolen artifact, or potentially multiple if there are others previously stolen. They have to do some schmoozing about in disguise to keep this heist from going wrong and being immediately recognized as Starfleeters by pirates or other unsavory sorts.

Before long, they're on their way to the black market on the moon around the system's gas giant. And upon landing their shuttle in the hangar, two Nausicaans claiming to be security show themselves. Dekas gets a bit snarky, and the team has to carefully step away before it can be worse than that. They step into the marketplace, and MWO Kingsley notices a surveillance platform.

While sorting out a way to get past surveillance, they run into a Ferengi trying to make a deal. All very legally, of course. During the course of the conversation, Dekas notices secretive code writing on the wall. He tries to tell the team discreetly, and they get an updated universal translator that can also translate the code on the wall in exchange for Lieutenant Falt's newer version Starfleet tricorder. The language on the wall leads them to a ventilation shaft.

Both Falt and Dekas stay back to keep watch, while Kingsley climbs through the shafts to find the lab. And she does. Inside are two people in lab coats. Falt suggests knocking those people out, but Dekas can only think to do so by means of messing with CO2 levels. Which causes some CO2 poisoning for Kingsley who is in the vents and agrees with the plan. She gets into the lab and gets the door open.

It works almost too easily, save for Kingsley falling unconscious. They're able to get into the lab where they start to vent the CO2 out and help Kingsley regain consciousness. But they realize there were no guards at the door. It's possible they've been found out before they even knew it. But they have found the artifact, and Kingsley has a possible way to get it out.

Falt contacts Lieutenant Deveaux about any information they got about the artifact.

Rescuing the prisoners

Commander Qinn, Ensign Kettick, Doctor Indobri, and Gunnery Sergeant Hesan are assigned the concurrent task of locating and rescuing prisoners, hopefully without the pirates catching on to them, or needing to resort to violence to get the job done.

The Prison

Pirate leader Ulysses Conroy has Diplomat Shierr and others who work with her taken hostage and held within a pirate prison installation on a planet's moon to prove a point. Shierr's government gives the pirates no direct answers to their ransom negotiations as their point is, in fact, to take care of the pirate problem in the system, and other connected systems.

Reference Sims


(Note: I plan on connecting sims to their mentions in the summaries as I've done above. Any I put down here is because I needed a minute to mentally decompress, and to make sure I remember what I was doing. But if you see this and feel like you'd like to edit things, or see something you can add to, update, or improve on like descriptions, or arrangement of this page, feel free to do so. Saves some effort! -Ace)