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  • 8/18/2019 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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    Trident

    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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    Trident

    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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    Trident

    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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    Trident

    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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    Trident

    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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    Trident

    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) 

    http://www.tabletopadventures.com/