Water Source
A short scenario for 2300 by
Steve
Hatherley.
Copyright © 1990, 1997-2005 by Steve Hatherley. All rights reserved.
Visit Steve Hatherley's Web-site
Originally posted on 21 November 1997.
Location: Dunkelheim (DM+36 2393 I)
A German Colony in the French Arm
The honeycombed habitat of the camel fly dominates the landscape of the
barren, dry world of Dunkelheim. Secreted resin and sand particles form this
architectural masterpiece, a tough kilometre wide coral-like structure.
Unfortunately, most of Dunkelheim's water is trapped within abandoned camel
fly habitats. Evaporation is slow and the honeycombing makes it ridiculously
difficult to get out. Until now.
Amos Chemicals have been working on an additive which will cause the
habitat to dissolve and mix with the water. Hopefully, after a period of time,
the residue will settle, leaving a resevoir ready to be pumped. They are
hiring adventurers to accompany two scientists and guide them to suitable
deserted, water logged, habitats to try the additive. They have ten
different samples, and wish to try each on a different habitat.
It takes about a day to reach a new site;
To find a suitable site: Routine. (Unskilled) Education.
(Absolute) 1 Day.
and then several holes must be drilled into the habitat. In these, a
pre-packaged explosive charge containing the additive is placed. These must
be set properly (as per rulebook) by the players for an effective burst.
Then, the scientists can evaluate whether the additive was successful or
not.
To conduct a successful test: Formidable. Average of
Chemistry and Biology. Instant.
They will want to test all of their samples.
At completion each character will be paid Lv 1000. Dunkelheim and the
camel fly are covered in more detail in GDW's _Colonial
Atlas_.
Variations:
- The trip goes well. The characters are paid at the end of it.
- One of the characters is approached by Chemox, a rival company. They
will pay Lv 10,000 if the character can steal successful formulae and
otherwise wreck the expedition.
- The expedition disturbs a swarm of camel fly. Individually these are not
dangerous, but when swarming can easily suffocate and clog up filters on
vehicles. Note: A habitat currently used by camel fly is easy to identify.
- The expedition encounters a Sand Crawler. This is a large, very
territorial omnivore that prefers to feed on camel fly larvae by digging
through the habitat with incredibly strong claws. It senses the habitats
by smell and has very poor eyesight. It might mistake the vehicles as
another Crawler invading its territory. It can move surprisingly fast and
will charge in attack. A Sand Crawler territory often covers hundreds of
square kilometres.
- The characters encounter signs of a human habitation unmarked on the maps.
Investigation reveals this to be part of an illegal organisation which is
manipulating genes to create super-humans. They are ruthless, and will try
to kill characters discovering their base. They have a true immortality drug,
taken from a chemical found only in three week old babies. These they
harvest, and will offer immortality to bribe the players if outgunned.
Back to One Man's Views of _2300 AD_.