destinations: spaceport trident vespa
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Trident
Tabletop Adventures Presents :
By Martin Ralya S PACEPORT T RIDENT V ESPA
IntroductionTrident Vespa is the first spaceport in the
“Destinations” line from Tabletop Adventures. This
mini-PDF presents a fully described spaceport that
can be dropped into any sci-fi campaign that
features space travel. It needs little or no prep – just
read the overview, and you are good to go. Trident
Vespa is 100% description (no rules material orcrunchy bits), making it entirely system-neutral.
About the Author
Throughout this PDF you will find sections of text
that are designed to be read aloud to your players.
They follow this format:
Scene Name Read-aloud text. [Notes for the GM, not to be read
aloud.] Additional read-aloud text.
Where Can I Use This Spaceport?
Trident Vespa is written with the following
conditions in mind: the spaceport is situated on a
world with a breathable atmosphere and Earthlike
gravity, and in an area with a lot of atmospheric
and trans-atmospheric (space) traffic.
If you want to use the Trident on an airless world,
or one with non-Earthlike gravity, all you will need
to do is tweak the descriptions slightly. For
example, on a planet without a breathable
atmosphere, everyone walking around the spaceport
would be in a spacesuit.
one spot, the Trident Vespa, was a commercial
venture established by a progressive collection of
owners with space commerce in mind. Little did
they know what they were getting themselves into.
Trident Vespa from the AirSeen from above, Trident Vespa lives up to its
name – it looks like a vast pitchfork, with permacrete and ferrocrete lanes forming the
tines, and buildings around all the edges. The
outer two lanes are longer than the one in thecenter, and dozens of spaceships of all shapes
and sizes gleam and flash in the sunlight [starlight]. After a few seconds of taking in the
main shape of the spaceport, you start noticingthe details: ground cars moving between ships,
rotating gun turrets atop the largest buildings
and small atmospheric craft landing and takingoff on the far lane. Even from the air, though,
you can tell what you are getting into – the
ships may gleam brightly, but the station itselfdoes not. This is no glittering commercial hub,
clean, safe and corporate – it feels a bit more
like the frontier.
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Trident
Trident Vespa – or just “the Trident,” as it is more
often called – started out as a good idea: a
sprawling spaceport built to accommodate cargo
ships, smaller vessels and atmospheric craft, all in
one spot. But in the first three months after Trident
Vespa opened for business, there were three major
accidents at the spaceport: the Black Spark
exploded on its launch pad, the Iron Shaman’s
computers went haywire and launched her payload
of missiles while she was coming in for a landingand a large storage building simply collapsed,
killing four technicians and destroying the delicate
– and expensive – electronic components stored
there.
The simplest approach is to use the curse to provide
a bit of extra flavor: perhaps the occasional tool
goes missing from their ship, or the PCs witness a
terrible accident while conducting business at the
port.
You can also turn the curse into a springboard for
adventure, either as a hook to get the party involved
or as the heart of the adventure itself. (The Plot
Hooks section, below, features a hook for each of
these options.)
Lastly, you could introduce a mechanical element
that reflects the effects of the curse. For example,you could impose a penalty on repair rolls, give
tools a small percentile chance to break every time
they are used, etc.These three accidents were nicknamed the Trifecta,
and sometimes just called the Three Nails –
because they were nails in Trident Vespa’s coffin.
Three accidents within three months at a spaceportnamed Trident was an irony lost on no one – and
spacers, always a superstitious lot, began finding
ways to avoid the port. Half of the Trident’s owners
wanted to move on, invest in another venture; the
other half stood to lose everything, so they took the
only option that seemed available to them: they
made Trident Vespa a smugglers’ haven.
One byproduct of the spaceport’s past that is
immediately obvious to most visitors is thetendency of its staff and regular customers to avoid
things that come in threes. The general consensus
seems to be, “Why invite bad luck?” – and if that
means never designating any buildings with a “3”
(or 13, or 33, etc.), and turning away ships with
three in their names, so be it.
Superstitions:A week of suspicious accidents, mysteriousdisappearances and one outright murder (stillunsolved) took care of the owners who had cold
feet, and the Trident grew into the bustling hive of
seedy commerce that it is today. The “curse” of the
Trifecta stayed with the Trident, though, and
accidents – some large, some small – have
remained a fairly regular occurrence at the
spaceport. For the many smugglers, rogues,
mercenaries, adventurers and scoundrels who use
Trident Vespa every day, though, it is worth the
risk.
As you move through a busy section of the
spaceport, you see a group of mercenaries in
flight suits heading your way, deep in a heated
conversation with two Trident guards. As they pass by, you hear the guard say, “Like I said,
no threes. I do not know how you got past
landing control, but no ship named Three Suns
is going to be in my spaceport for long.” People pause as the group moves through the
crowd, and several exchange knowing looksbefore returning to their business.
The CurseA Terrible Accident:
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deep within the smoke. The people around you
start to point and shout, and port personnelbegin running in that direction.
Lane One: Atmospheric CraftLanding:
As your ship closes with Trident Vespa, you seethree distinct landing areas up ahead. On the
far side are small and midsize space vessels,
ground crews crawling over their hulls. Thecenter lane is a line of wide landing bays for
large spaceships, each surrounded by massive
blast shields. Several ships are docked there,dwarfing the rest of the spaceport. The lane
you are approaching is divided lengthwise intotwo sections: A row of buildings and ground
vehicles, and a lengthy stretch of landing strip,
open save for the dozens of vehicles that dot its
surface.
Seconds later, the freighter comes crashing toearth in a blinding fireball – so bright that its
outline is burned into your retinas, making youwince. A thunderclap of sound hits you an
instant later, washing over the whole
spaceport. People begin to scream, and many
run for their ships. A Trident guard bolts past you, headed for the crash site, and you hear
her mutter under her breath, “That is anothernail in this place’s coffin.”
As you get closer, a string of small skiffs takesoff, heading in the opposite direction andtrailing arcs of white smoke. Another small
aircraft is approaching to one side of you, its
landing lights blinking steadily. The closer you get, the busier it looks – and after a few more
seconds, your landing gear hits the ferrocrete
with a jolt, and you are coasting down Lane
One between ground crews, rows of fightersand other small craft.
Spaceport LayoutTrident Vespa’s name is no accident: The whole
spaceport is laid out in a trident shape, with three
long, parallel “lanes” where ships land and take off,
and the hub at the point where the landing areas
join together. Each lane is built to handle a different
type of traffic.
One outer lane is for atmospheric craft, with small
hangars and other buildings on the inside edge.
Because many atmospheric craft require runway
room, the rest of the lane is left open for takeoffs
and landings (much like the deck on a present-day
aircraft carrier). The center lane is for large ships:
Cargo freighters, warships, mining vessels, factory
ships and the like. It is the shortest and widest of
the three lanes, and each landing area is surrounded by thick, curved blast shields that protect the other
two lanes. The other outer lane handles smaller
spacegoing vessels, and it is the most active of the
three lanes. All manner of smaller craft land here,
from pleasure cruisers and brothel ships to
mercenary fighters blockade runners and shuttles
On the Ground:
Looking down the length of Lane One, you cannot see more than a few hundred feet. After that
point, there are simply too many people,
taxiing aircraft and ground vehicles in your
way to see any further. The air smells like jet fuel, hot exhaust and scorched ferrocrete, and
between the roar of engines, the shouts of the
port’s personnel and the rumble of ships takingoff nearby, there is never a moment’s silence.
All around you, people are quietly wheeling
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Lane One is Trident Vespa’s second-busiest section
– less active than Lane Three, more active than
Lane Two. Commercial craft ferry people from all
over the planet to the Trident, and from Lane One
those travelers catch a flight on an outbound ship
from one of the other lanes. Smugglers and other
rogues also land here to conduct their business, and
to transfer goods from the spacegoing vessels for
distribution to planetside destinations (as well as to
those same vessels, for distribution offworld).
Lane One is a mile long and 300 feet wide, with
roughly one-third of its width taken up by parked
vehicles, outbuildings, hangars and pedestrian
traffic. The rest of the lane is devoted to takeoff and
landing space for the dozens of aircars, skiffs,
hovers and other small craft that use Lane One
every day. The landing surface is very well
maintained, but the other third of the lane is inmuch worse shape. When the Trident became a
smuggling waypoint, the focus shifted away from
providing exemplary service to facilitating swift,
secretive transactions – and truth be told, most of
the Trident’s clientele do not worry too much about
the spaceport’s appearance, either.
Some of the buildings adjacent to Lane One are
held by the spaceport, while the rest are rented outas needed. At any given time, up to a quarter of the
hangars and other buildings here are available for
rent. Front organizations, cartels and other groups
rent about half of the buildings on a more or less
permanent basis, while the remaining quarter are
used by individuals, adventuring groups, mercenary
companies and the like.
Lane One is hectic, rough-and-tumble place, andoffers plenty of danger – in the form of ships
landing and taking off (a process that is much less
controlled than it is at a present-day airport), and
due to the spaceport’s fine selection of customers.
Smugglers who can afford spaceships are not too
likely to start fights when they are in port, but
nearly anyone can afford the docking fee for Lane
One…
Lane Two: Large Spaceships
Landing:
You are coming straight down, and fast, allengines burning, like a massive boulder sitting
atop a falling star. As you near Trident Vespa,
you see the spaceport on the monitors [through
the viewports]: three long landing areas joinedat one end by a cluster of buildings. Your ship
is dropping down towards the center lane,
which is divided into nine circular landing
bays sitting end to end. The bay you are aiming for is surrounded by a ring of heat-seared blast
shields, and its center is a black expanse shotthrough with cracks, scorched by the engine
flares of countless ships. While the other two
lanes are buzzing hives of activity, the center
lane appears lifeless by comparison – there areno techs running from ship to ship, and no one
is standing near the landing area and looking
up at your ship.
On the Ground:
To get anywhere on Lane Two, you have to
travel through tunnels just like this one. It has
a very functional appearance, all bare, brushed
metal and directional markings, but there arealso touches that reveal the wealth behind it –
like the monitors every fifty feet, which display
views of the nearest docking bay, as well as thetwo adjacent to it. The light in here is soft and
oddly soothing, in marked contrast to the rest
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Lane Two is shorter and wider than the other two
lanes at Trident Vespa, and it sees a lot less activity.
This lane is built to handle all but the largest
spaceships, with room for up to nine vessels on the
ground at a time. Seen from the air, it looks like a
row of circles, each circle connected to the next by
a series of tunnels, with small buildings around the
edges.
The circles are the landing bays – large spacecraft
that are capable of landing most often come in
straight down, braking with their main engines,
which is why there is no runway space provided on
Lane Two. The center of each bay is scorched black
from the heat of countless fusion engines, and
heavy blast shields 40 feet tall run around the
outside. These shields protect adjacent bays – as
well as the rest of the spaceport – during takeoffs
and landings.
Shielded tunnels join each bay to the ones on either
side of it, and tunnels run along the exterior, as
well. These tunnels are wide enough to
accommodate most small ground vehicles, and they
allow the crews of vessels docked here to go fromthe lane to the hub in safety. The exposed central
areas of each bay are almost exclusively the
province of Trident Vespa’s repair techs and
service people, and seen from above there is verylittle human activity in this lane.
The clients who use this lane are the richest and
most powerful people at the spaceport, and as such
Lane Two is in great shape – it has the newest
equipment, everything works (and works well) and
the Trident’s staff are very attentive. It is also the
best-guarded lane, and the one where the PCs
would be least likely to get themselves into trouble.
Lane Three:
Small Spaceships
comes up amazingly fast before your descent
levels out, and then it begins streaking bybeneath you as you speed towards the spaceport. Up ahead, a heavy freighter is
maneuvering its bulky frame into a landing
berth, and a cloud of sensor drones darts out ofthe way as you near your landing area.
You come in hot, forward attitude jets blazing
as you brake, and then drop down on a dime –
in an area barely twice the size of your ship. Atruck trailing hydraulic hoses pulls up to the
ship, and other visitors close in around it ontheir way to destinations elsewhere on the lane.
In under a minute, you would not know that
your ship had not been here all along, so
quickly does it become just another part of the spaceport.
On the Ground:
You can see why they say this is the busiest section of Trident Vespa – it is not the volume
of ships, because there are two or three times
as many on Lane One, it is the combination of
scale and diversity. Scale because the shipshere are relatively large – ranging from
cruisers, gunboats and small freighters all the
way down to personal shuttles and little scout ships that barely qualify as trans-atmospheric
– and diversity because there are ships and
l h f d f ld L Th
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The busiest section of Trident Vespa is Lane Three,
the lane that handles the port’s small spacecraft
traffic. This lane is used around the clock, and it is
nearly always a bustle of activity, with ships
landing and taking off, personnel servicing
grounded vessels, loading and unloading, etc.
Lane Three is dotted with walls and barriers, which
are interspersed between stretches of open landing
area. It is designed to accommodate spacecraft that
require short runways (shuttlecraft, for example), aswell as ships that take off and land vertically, and
need only a small footprint. Service buildings and
storage areas are scattered throughout the lane, and
the noise of ship engines here is just incredible –
earplugs, helmets or other headgear are more or
less required.
While Lanes One and Two are fairly uniform in
appearance from end to end, Lane Three is a hodge- podge of new and old buildings and equipment, as
well as the most diverse population of ships.
Spaceships come here from all over the galaxy, and
Lane Three features a range of bars, brothels, stores
and small hotels, all designed to cater to the crews
of these ships.
Lane Three is also the center of the spaceport’s
illicit activity. This is where the most deals arestruck, and the most money and smuggled cargo
changes hands. It is not cheap to land on Lane
Three, since a sizable portion of the docking fee
goes towards bribing local officials, customs
inspectors and other bureaucratic irritants. For most
of the spaceport’s customers, the high price is
worth it – there is no other spaceport like the
Trident within a hundred parsecs, if in fact there isone like it anywhere.
The Hub
Approaching the Hub:
ships. The Hub’s buildings are dotted with small, thick windows and covered in signs in a
multitude of languages. There are cameras at
every corner, and dozens of people are comingand going through the many doors on ground
level – pilots, spacesuited traders, Trident
guards, customs inspectors. The spaceport’slogo, a golden trident, is over the doors of the
main building, and you can see where someonehas spray painted over one tine, leaving the
other two untouched.
Located at the base of Lane Two, the Hub is the
Trident’s nerve center. This collection of shielded
buildings houses all of the spaceport’s offices,
meeting rooms and other administrative areas, as
well as living quarters for personnel. Since most
docking fees are handled by computer, it is quite possible to land at Trident Vespa, offload some
smuggled goods, acquire new cargo and take off
again without ever setting foot inside the Hub.
Docking fee transactions are transferred
independently from any manifest data or cargo
identifiers; and a complex system of accounting is
used at the port that is more than one auditor’s
nightmare. If the Trident had been successful as an
honest port of call, these flaws would obviously
have been fixed, but as such, it is a haven for any
type of illicit business.
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Apart from supporting the day-to-day activities of
the spaceport, the Hub has a secondary – and
arguably more important – function, too:
obfuscating the customs process as much as
possible. While Trident Vespa is widely known to
be a smugglers’ paradise, proving this is much
more difficult – and that is where the Hub comes
in. The Trident employs a whole layer of staff
solely for bribing inspectors, misdirecting
government officials and otherwise keeping the
wheels of the spaceport’s illicit commerce wellgreased.
Bringing TridentVespa to Life The Trident can feel like a pretty lawless place to
first-time visitors, and there is a sense of barely
controlled chaos about the place. Lanes One and
Three are always buzzing with activity, and you
can emphasize this by focusing on motion and
colors as you describe them to your players.
Observant PCs will also notice shady dealings
going on everywhere (except right in front of the
Hub), almost – but not quite – out of sight.
The Hub is also home to the spaceport’s defense
system: eight large gun batteries, each capable of
accurately striking targets up to three miles away.
These are mounted on the roofs of several of the
Hub buildings, and they are manned around the
clock by port personnel. At least four batteries can
be brought to bear against any part of TridentVespa, including the furthest sections of any lane;
all eight can be fired at any airborne target. A small
fleet of spotter drones hovers around the port at all
times, relaying images to the Hub’s gunners.
Trident Vespa also looks and feels very lived-in. It
has been a long time since anything here was new,
and countless crews have personalized their
favorite landing areas with graffiti, additions,
murals and other touches. The only exception is
Lane Two, which feels like a different world –
sterile, clean and somehow lifeless. It stands out
from Lanes One and Three in every way.Cast of CharactersRoughly 250 Trident employees are onsite at any
given time, broken down as follows: 50 bureaucrats
and officials, 50 repair technicians, 100 service
staff (loaders, drivers, etc.) and 50 guards. About
20% of the staff will be at the Hub, with another
20% on Lane Two and 30% each on Lanes One and
Three.
Interestingly, almost no one takes the short way
between lanes – simply turning left or right and
cutting across the open ground that separates the
landing areas. Some spacers will say that this is
superstition, that on the Trident it is bad luck to
cross between the lanes, but more pragmatic folk
will make the point that all of the really good stuff
happens along the lanes – and why would you want
to miss that?
On an average day, 500-1,000 visitors pass throughTrident Vespa, with about one-half of that number
present at any particular moment.There are lots of superstitions on the Trident, most
(but not all) of them involving the number three.
They are part of the spaceport’s culture, and they
serve as a good way to tell new visitors from old
hands. Bored spaceship crews often use this to their
All of the guards are well armored, and each one
carries a light, hull-safe rifle (a weapon that will not
penetrate an average ship’s hull, but has no trouble
against soft targets – like people). In addition, 10 of
th 50 d l h ll t ti h
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Plot HooksCursed? Yeah, Right:
Shortly after landing at Trident Vespa, the PCs hear
about the spaceport’s “curse.” The next day, their
ship stops working – entirely, all at once, and with
no apparent cause. There is a cause, of course: A
handful of small malfunctions in specific, essential
parts of the ship. But were they the result ofsabotage (and if so, by who?) – or were they caused
by the curse?
Cleanup on Lane Two:
Currently, Lane Two – the most prosperous section
of the port – sits empty, all because of space bugs.
Or space mold. Or the curse. Or – well, or
something, although no one knows exactly what.What is known is that the last spaceship to dock on
Lane Two, the Eye of Argon, left something behind
– something that made everyone else on Lane Two
sick within two days of its departure. Port officials
have evacuated the lane, and since then a greenish-
red growth has started appearing on the outside of
Lane Two’s buildings. A hefty reward is offered for
anyone willing to investigate – are the PCs up tothe task?
Enough is Enough:
In the past week, the Trident’s curse has struck 13
times – and the last one was a doozy: A merchant
ship crash-landed on Lane Three, damaging or
destroying three other ships in the process. One of
the Trident’s owners in particular has had enough,
because she has recently uncovered evidence that
the curse might actually be a conspiracy ofsabotage perpetrated by members of the spaceport’s
staff. Not wanting to involve insiders, she involves
outsiders instead – the PCs, who are tasked with
getting to the bottom of the infamous Trident Vespa
curse.
Tangos at Five O’Clock:
While the PCs are docked at the Trident, the port is
attacked by a fleet of mercenary fighters – fast,
lethal atmospheric craft, nimble enough to avoid
the Hub’s defensive fire. Several of them strafe
each lane, firing indiscriminately, but another
contingent seems to be going after a specific target:
A large steel spire of a ship, docked in the center
bay of Lane Two. There are several unoccupied
gunships parked right nearby, and just as the PCsare thinking over their options two of the merc
fighters break off and head in their direction, their
nose guns strafing the surface.
You Like it? It’s Yours:During the course of a visit to Trident Vespa, the
PCs are approached by a stranger – a wealthy trader
and the owner of the Vector Omega, one of themassive ships docked in Lane Two. He introduces
himself, makes a bit of small talk – and then offers
the PCs his ship. As a gift. No strings attached, here
are the keys, it’s yours. Who is he really? And why
on earth would he do this?
CreditsWriter: Martin Ralya Editor: Vicki Potter
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Spaceport Sections:• Lane One: Atmospheric Craft
• Lane Two: Large Spaceships
• Lane Three: Small Spaceships
• The Hub
•
The Tunnels(Around Lane Two Landing Bays)
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