DSESTINATIONS
:
PACEPORT BLACK ORCHARD
By Martin Ralya
Introduction
Black Orchard, the second spaceport in Tabletop
Adventures Destinations line, is in business to shift
cargo and lots of it. Visitors and passengers alike
are well provided for here, but the primary bread
and butter of this port is heavy cargo. This
destination is a fully described spaceport providing
a location for refueling, diagnostics and refitting of
any vessel. Black Orchard is a great location for
picking up a load or recovering from a recent
encounter with a strange nebula or nanotech life
form. The port can be dropped into any space
travel sci-fi campaign with little or no prep just
read the overview, and youre good to go. Black
Orchard is 100% description (no rules material or
crunchy bits), making it entirely system-neutral.
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.
Overview
A compact spaceport built to accommodate cargo
ships and trade, Black Orchard is a commercial
venture owned and operated by an alliance of
merchants called the Commissars. This group of
fourteen merchants have spared no expense in
outfitting this port for business.
Black Orchard
Spaceport Layout
Black Orchard has a very simple layout: a rectangle
of permacrete the landing area half a mile wide
and a mile long, from which rise the five massive
towers and a handful of low buildings.
The Flats
The landing area, which is called the Flats, is
never bare. There are always several dozen ships on
the field, as well as hundreds of people, plus the
spaceports fleet of ground vehicles, cargo loaders
and so forth.
The ports defensive tower, dubbed the Long Knife,
sits roughly at the center of the Flats. As it is the
tallest of the five towers, this gives it the widest
possible field of fire against ground-based targets,
and an unlimited field of fire against airborne
targets. The other four towers are arranged in a
ragged line, two on either side of the Long Knife,
extending the long way of the field. The Orchards
other structures are mainly hangars for ground
vehicles, and they are scattered across the landing
area.
Black Orchards guts are beneath the Flats: a
network of tunnels, subterranean storage areas and
housing for a small portion of the spaceports staff.
There are access points throughout the landing area,
and a small-scale subway system runs between the
towers, as well as out to each corner of the Flats. A
lot of the ports best gear is kept underground,
where it can be piped to any tower or ship on the
Flats that needs it.
Landing:
Landing on the Flats is a harrowing
experience. From a few miles out, it looks like
a huge space big enough to land a capital
ship on, no problem. At about a mile out, with
the thrum of the engines all around, it looks
like a much trickier prospect. A few dozen
ships are already docked amidst a sea of guide
lights so many lights that from this distance,
they provide no guidance whatsoever. And in
Black Orchard
On the Ground:
From the ground, the towers dominate the
skyline. The closest one stands several hundred
feet tall, and the massive disk at the top casts a
shadow that swallows nearby ships. Hundredfoot-long booms swing by overhead, skimming
silently through the air, while all around is
controlled chaos: the shouts of cargo handlers,
the catcalls of a squadron of fighter pilots, the
whine of the ground cars electric engines. On
the surface under your feet, painted lines
stretch away from you in every direction,
apparently color coded by destination. The air
is heavy with the smell of ozone and hot metal.
Picture a modern-day airport with all of the
runways pushed together, and you have the Flats. A
mile long and half a mile wide, the Flats serve as
the landing area for all of Black Orchards traffic.
This vast expanse of permacrete is covered in
markings: landing lanes for atmospheric craft, blast
radius markings for pedestrians to avoid when large
ships are taking off, colored lines that lead from
area to area and many more.
This open-plan landing area could very easily be a
disaster, were it not for two factors: the Orchards
state of the art base-to-ship communications
network, and the fact that it is such a large area.
Over the years, Black Orchard has built up such a
good reputation with pilots and ships captains that
nearly everyone who visits the port has heard of it,
and anticipates the openness of the Flats. And so
far, it has worked; there has never been a major
landing accident at the Orchard.
Underneath the Flats is the tunnel network that
connects the towers, the ports various buildings
The Towers
The Five Trees:
Black Orchards five towers jut out from the
surrounding surface like the fingers of a giant
hand, each supporting a disk that bristles with
dangling crane arms and other machinery. At
first glance, each tower appears to be an island
of calm amidst the chaos of the spaceport all
around. But after watching them for a moment,
it is clear there is nothing calm about any of
them. The top of the tallest tower is a
porcupine of weaponry, some of which seem to
always be in motion; robots scuttle up and
down the shaft of another tower, while men and
women in blast suits dangle from a third,
hundreds of feet over the field. Elevators,
ratcheted conveyers and hoists raise and lower
material and equipment up the outside of each
tower, while lights blink all along their lengths.
Although they look generally alike and perform the
same basic functions, each of Black Orchards five
massive trees has its own name, as well as its
own set of specialized functions (listed in
parentheses after each towers name, below).
Whether basic or specialized, it is the armatures
that perform most of these functions, connecting up
with the ships below, hauling material and so forth.
Basic Functions:
These functions are common to all five towers,
which gives Black Orchard docking control plenty
of flexibility when deciding where incoming ships
should be directed.
Black Orchard
Refueling
Armored pipes run up the center of each tower
column, carrying fuel, oil, lubricants and other
fluids that many ships (both atmospheric and transatmospheric) need. Attachments in the base of each
armature the long cranes that dangle from the
disks atop each tower allow them to connect up
with whichever hose they need, and from there the
fuel can be piped to the ships on the ground below.
Diagnostics
Computer banks in each tower are connected to the
armatures, and the armatures themselves are
outfitted with a wide range of software and
connectivity options. These can be linked up with
shipboard networks, allowing the Orchards techs
to run diagnostic checks on the ships that dock
there. These tests can be used to isolate problems
and determine the best course for repairs, and the
spaceports computers are top of the line they
bring a lot more power to bear
than the average shipboard
computer.
Refitting
All five towers are set up to
handle basic repairs, swapping
out hull plates, detailing and other
refitting work on the ships
docked beneath them. Parts can
be hauled up inside the body of
each tower and then lowered
down by the armatures, or they
can be hoisted up from below by
the
armatures
themselves.
Specialty repairs are better
handled by the individual towers
that are best equipped to deal
with them: Armadillo Tower for
hull work, the Widow for sensors,
Gatling for weapons systems and
Igor for anything truly unusual.
Black Orchard
Armadillo
Tower (Hull Repairs)
Docked by Armadillo Tower:
Giant clamps hold several layers of hull
sections in place atop the Armadillo, giving it
the appearance of its namesake. Crane arms a
hundred feet long and fifteen feet thick project
out from beneath this dome, two of them
maneuvering a hull section that must weigh as
much as a small ship into position over a
docked freighter. Tiny robots scurry up and
down the arms as they move, and you can see a
hundred more scattered up and down the
length of the tower as well as flitting through
the air all around the cranes, a swarm that is
never still for a moment. Thick metal cables
extend from three more arms down to the
ground, where you see a ground crew
attaching them to a second massive hull
section, preparing to pull it up into the air.
Armadillo Tower looks the part, with massive hull
sections turtled over the top of its disk like
armored plating. Robots scuttle up and down this
Black Orchard
Black Orchard
Cast of Characters
Black Orchard is run by an alliance of merchants
known as the Commissars. Although ruthless in
their pursuit of profits, they recognized years ago
that in order to make money with the Orchard (and
they make a lot of money running this spaceport),
they would need to be willing to spend it first. Over
the years, Black Orchard has become their baby,
and they spare no expense when it comes to
outfitting the port with the latest equipment. There
are fourteen Commissars altogether, nearly all of
whom visit the Orchard regularly (and always
incognito).
Bringing Spaceport
Black Orchard to Life
Black Orchard is imposing, functional and very,
very busy. No matter where one is on the Flats,
there is a tower looming hundreds of feet overhead
and of course, the Long Knife in the distance
towers over the rest. Ships large and small are all
around, along with a multitude of people. Every
few hundred yards, there is a ground entrance into
the ports tunnel network. Hover platforms, ground
cars and people come and go constantly.
For all that, though, it is a surprisingly quiet place.
There are no walls to reflect sound back to the
characters while they are out on the Flats, and much
of the heavy machinery is hundreds of feet
overhead, dangling from the various towers.
Walking from one end to the other, an individual
would encounter pockets of bustling, noisy, chaotic
activity interspersed with pockets of relative calm,
with no ships within a hundred feet.
Black Orchard
Plot Hooks
Spider, Spider:
One night, the Armadillo goes completely dark
all systems shut down, the armatures hang limp and
non-functional. The armada of robots that normally
swarm up and down the tower are conspicuously
absent. A nanotechnological virus has been hiding
in Igor for the past several weeks, building strength
and biding its time, and it picked tonight to take
over the Armadillos robots all of them, all at
once. It then used the robots to power down the
tower, and it has set its sights on the Long Knife
next. Is it trying to take down the spaceport, or
simply looking for bigger guns? Either way, the
robot army must be stopped.
Scrapyard Scam:
Roundup!:
The containment fields aboard a ship carrying a
menagerie of ferocious, dinosaur-like creatures fail,
releasing several dozen of the beasts out onto the
Flats. The Long Knife cannot engage them without
hitting people or ships on the tarmac, and it looks
like they are more than the Orchards security
forces can handle. Can the PCs turn the tide?
Weapons Free:
The PCs are out on the Flats when, without
warning, one of the ships docked under Gatling
goes haywire. Its forward guns begin strafing
nearby ships and people, and one of its starboard
missile batteries takes out several of the loaders
who are servicing the ship. Chaos erupts, with
people running every which way as the ship
continues firing at random. With help from the
guards, can the PCs figure out why the ship went
nuts and stop it before it destroys everything in
range? It will not be long before the spaceports top
brass decide to bite the bullet and turn the Long
Knife on it, despite the risks. Did the ship really go
haywire? Was it a virus, sabotage or a more
unusual cause?
Credits
Writer:
Editor:
Layout:
Proofreader:
Martin Ralya
Vicki Potter
Marcella Ganow
Elizabeth M. Scott
Interior Art:
Gillian Pierce
Border Art:
Danillo Moretti
Fonts: 2006 Jupiterimages.com
http://www.tabletopadventures.com
3/07
Never before has such a book been available, to provide with a simple roll of the
dice a random selection of imaginative descriptions - treasures that include rare
rare ivory and iron pots, weapons and walking sticks. Here in a single volume are
nearly 700 totally mundane treasures rich in imagination, but with no magic
abilities to overpower or unbalance your game.
Open the book and see for yourself! No one can read just one
Table
Treasure Value
Quantity
Table I
Less than 10 gp
100
Table II
50 gp
100
Table III
100 gp
100
Table IV
500 gp
100
Table V
1,000 gp
100
Table VI
5,000 gp
100
Table VII
10,000 gp
50
Table VIII
30,000 gp
20
Table IX
50,000 gp
10
Table X
100,000 gp and up
10