Archon the Wizard heads towards Verge in his Ambulatory leaving a trail of destruction...
Archon's Ambulatory
Hit Dice: 2000hp
Armour Class: -6
Attack: Crush
Damage: 10d100hp
This 200ft tall mobile home is magically crafted from steelform and animate object spells. There are six accessible residential levels and the engine room.
Memories of Connor's Adventures
Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...
Tuesday, 14 April 2020
Monday, 13 April 2020
Age of Warp: these are the voyages... (part 4)
2080 continues to be an epic year for human colonization efforts...
Stardate Player Events
2080.21 1 Starship Jamestown departs Earth.
2 Starship Moscow prepares to
depart Starbase Vermont entering
Quarantine.
2080.22 1 Starship Jamestown gets top secret
orders from Section 31 to colonize
an alternate planet.
2 Starship Moscow completes first
week of Quarantine at Starbase
Vermont.
2080.23 1 The crew of the Starship Jamestown
are scrutinized by a pink energy
cloud. It almost seems alive.
2 Starship Moscow completes their
second week of Quarantine at
Starbase Vermont before Launching
for Bernard's Star.
2080.24 1 Starship Jamestown crew succumb to
accelerated aging within the Oort
Cloud. They are forced to establish
Research Station Jamestown.
Stardate Player Events
2080.21 1 Starship Jamestown departs Earth.
2 Starship Moscow prepares to
depart Starbase Vermont entering
Quarantine.
2080.22 1 Starship Jamestown gets top secret
orders from Section 31 to colonize
an alternate planet.
2 Starship Moscow completes first
week of Quarantine at Starbase
Vermont.
2080.23 1 The crew of the Starship Jamestown
are scrutinized by a pink energy
cloud. It almost seems alive.
2 Starship Moscow completes their
second week of Quarantine at
Starbase Vermont before Launching
for Bernard's Star.
2080.24 1 Starship Jamestown crew succumb to
accelerated aging within the Oort
Cloud. They are forced to establish
Research Station Jamestown.
2 The Medical Officer of the Starship
Moscow runs a Pregnancy test. Looks
like the little buggers made it off
Starbase Vermont. Fortunately the
Parasite Eggs fail to hatch.
2080.25 1 The S.S. New York launches from
Earth.
2 A Romulan Cultist boards the
Starship Moscow. The warpdrive
now resonates at an inverse Warp
Frequency.
2080.26 1 The S.S. New York mine a passing
Comet for Ice.
2 After someone reduces the size of the
captain's uniform by one size, the
crew of the S.S. Moscow discover they
have a prankster on board.
2080.27 1 The Starship New York encounter an
Alien Base in an Asteroid. Their
remains are posted back to Earth.
2 Encountering Plants growing on an
Asteroid, the S.S. Moscow establish
a Space Agriculture Research Station.
So we now have two more research stations...
Space Stations
Starbase Vermont
Research Station Navaho
Space Agriculture Research Station Moscow
Research Station Jamestown
Colonies
Proxima Colony
Saturday, 11 April 2020
Age of Warp: the game continues (part 3)
The year 2080 continues on...
Stardate Player Events
2080.16 1 The First office of the S.S. Inuit detects a
waterworld on long range sensors.
Names it Aquarii.
2 S.S. Valiant completes Week 1 of
Quarantine at Starbase Vermont.
2080.17 1 S.S. Inuit encounters a huge asteroid
shaped like a head; S.S. Inuit encounters
an Ancient who transfers the S.S. Inuit to
the Andromeda Galaxy. Andromeda is a
Dead Galaxy occupied by machine life.
2 S.S. Valiant completes Week 2 of
Quarantine at Starbase Vermont and
departs for Bernard's Star.
2080.18 1 S.S. Iraquoi launches from earth.
2 S.S. Valiant encounters a space leech
feeding off the Warp Nacelles; The S.S.
Valiant is pulled into a Wormhole and
carried to Tau Ceti.
2080.19 1 S.S. Iraquoi encounters the U.S.S. Defiant
Near Research Station Navaho and are
instructed to speak of it to no one.
2 On arrival at Tau Ceti the S.S. Valiant
encounter an Iconian Gateway and are
pulled through to A.D. Leonis.
2080.20 1 The Chief Engineer of the S.S. Iraquoi
achieves Transwarp and vanishes into
the Delta Quadrant.
2 At AD Leonis the S.S. Valiant encounters
an ancient Space probe whose AI asks for
Directions to earth; the passengers and
crew of the S.S. Valiant establishes Leonis
Colony.
Significant Event: Colony established in the AD Leonis System by Player 2.
The Leonis Colony is beyond the Reach of existing Warp drives.
Stardate Player Events
2080.16 1 The First office of the S.S. Inuit detects a
waterworld on long range sensors.
Names it Aquarii.
2 S.S. Valiant completes Week 1 of
Quarantine at Starbase Vermont.
2080.17 1 S.S. Inuit encounters a huge asteroid
shaped like a head; S.S. Inuit encounters
an Ancient who transfers the S.S. Inuit to
the Andromeda Galaxy. Andromeda is a
Dead Galaxy occupied by machine life.
2 S.S. Valiant completes Week 2 of
Quarantine at Starbase Vermont and
departs for Bernard's Star.
2080.18 1 S.S. Iraquoi launches from earth.
2 S.S. Valiant encounters a space leech
feeding off the Warp Nacelles; The S.S.
Valiant is pulled into a Wormhole and
carried to Tau Ceti.
2080.19 1 S.S. Iraquoi encounters the U.S.S. Defiant
Near Research Station Navaho and are
instructed to speak of it to no one.
2 On arrival at Tau Ceti the S.S. Valiant
encounter an Iconian Gateway and are
pulled through to A.D. Leonis.
2080.20 1 The Chief Engineer of the S.S. Iraquoi
achieves Transwarp and vanishes into
the Delta Quadrant.
2 At AD Leonis the S.S. Valiant encounters
an ancient Space probe whose AI asks for
Directions to earth; the passengers and
crew of the S.S. Valiant establishes Leonis
Colony.
Significant Event: Colony established in the AD Leonis System by Player 2.
The Leonis Colony is beyond the Reach of existing Warp drives.
Friday, 10 April 2020
Age of Warp: the game continues...
When we last left...
Starbase Vermont: established by three Colony vessels (S.S. Vermont, S.S. Christchurch, and S.S. Sydney), had expanded to include Qu'rks (an Alien run Bar), An Alien Diplomatic Envoy, a Medical Research Facility, and a shipyard... it continues to also be an infectious source of Itchy palm disease and Zombie Parasite Eggs requiring ships to undergo two weeks shipboard quarantine before departure.
Proxima Colony: established by the S.S. Powatan, was able to salvage building materials from the ruins of an Alien city expanding the initial colony with some Alien Architecture. Visiting starships are infected with the Proximan Flu which currently spreads uncontrolled.
Stardate 2080.10
The S.S. Apache is destroyed by a warpcore breach one light year from Earth.
The S.S. Melbourne reaches Week 1 of Quarantine at Starbase Vermont.
Stardate 2080.11
The S.S. Mohawk launches from Earth.
The S.S. Melbourne launches from Starbase Vermont after two weeks ship-board Quarantine. Its headed for Bernard's Star.
Stardate 2080.12
One light year from Earth... the maintenance robot malfunctions and dismembers a crewman; the S.S. Mohawk encounters a Superweapon built into a small moon. The S.S. Mohawk rams the superweapon destroying it before it can fire on Earth.
Thats three ships lost in this sector hex...
The S.S. Melbourne encounters the S.S. Enterprise which escorts it to the next sector.
Stardate 2080.13
The S.S. Navaho launches from Earth.
The Chief Medical Officer leads a coup, but this is crushed by the S.S. Enterprise.
Stardate 2080.14
The crew of the S.S. Navaho detects an asteroid shaped like a giant head; the crew of the S.S. Navaho are mutated by warp field Radiation forcing them to establish Research Station Navaho.
The Chief Engineer of the S.S. Melbourne is able to achieve Transwarp velocity and the S.S. Melbourne vanishes into the Delta Quadrant.
So the only survivor of the S.S. Melbourne is the Chief Medical Officer currently in the Brig of the S.S. Enterprise for leading a coup...
Stardate 2080.15
The S.S. Inuit launches from Earth.
The S.S. Valiant prepares to launch from Starbase Vermont (beginning two weeks quarantine isolation).
Story thusfar...
The S.S. Apache perished due to warp core breach.
The S.S. Mohawk sacrifices itself to stop a superweapon firing on Earth.
Research Station Navaho has been established one light year from Earth to investigate mutations caused by Warp Field Radiation.
After an unsuccessful coup aboard the S.S. Melbourne led by its Chief Medical Officer (thanks to the intervention of the S.S. Enterprise) while headed for Bernard's Star, the Melbourne Vanished into Transwarp.
Starbase Vermont: established by three Colony vessels (S.S. Vermont, S.S. Christchurch, and S.S. Sydney), had expanded to include Qu'rks (an Alien run Bar), An Alien Diplomatic Envoy, a Medical Research Facility, and a shipyard... it continues to also be an infectious source of Itchy palm disease and Zombie Parasite Eggs requiring ships to undergo two weeks shipboard quarantine before departure.
Proxima Colony: established by the S.S. Powatan, was able to salvage building materials from the ruins of an Alien city expanding the initial colony with some Alien Architecture. Visiting starships are infected with the Proximan Flu which currently spreads uncontrolled.
Stardate 2080.10
The S.S. Apache is destroyed by a warpcore breach one light year from Earth.
The S.S. Melbourne reaches Week 1 of Quarantine at Starbase Vermont.
Stardate 2080.11
The S.S. Mohawk launches from Earth.
The S.S. Melbourne launches from Starbase Vermont after two weeks ship-board Quarantine. Its headed for Bernard's Star.
Stardate 2080.12
One light year from Earth... the maintenance robot malfunctions and dismembers a crewman; the S.S. Mohawk encounters a Superweapon built into a small moon. The S.S. Mohawk rams the superweapon destroying it before it can fire on Earth.
Thats three ships lost in this sector hex...
The S.S. Melbourne encounters the S.S. Enterprise which escorts it to the next sector.
Stardate 2080.13
The S.S. Navaho launches from Earth.
The Chief Medical Officer leads a coup, but this is crushed by the S.S. Enterprise.
Stardate 2080.14
The crew of the S.S. Navaho detects an asteroid shaped like a giant head; the crew of the S.S. Navaho are mutated by warp field Radiation forcing them to establish Research Station Navaho.
The Chief Engineer of the S.S. Melbourne is able to achieve Transwarp velocity and the S.S. Melbourne vanishes into the Delta Quadrant.
So the only survivor of the S.S. Melbourne is the Chief Medical Officer currently in the Brig of the S.S. Enterprise for leading a coup...
Stardate 2080.15
The S.S. Inuit launches from Earth.
The S.S. Valiant prepares to launch from Starbase Vermont (beginning two weeks quarantine isolation).
Story thusfar...
The S.S. Apache perished due to warp core breach.
The S.S. Mohawk sacrifices itself to stop a superweapon firing on Earth.
Research Station Navaho has been established one light year from Earth to investigate mutations caused by Warp Field Radiation.
After an unsuccessful coup aboard the S.S. Melbourne led by its Chief Medical Officer (thanks to the intervention of the S.S. Enterprise) while headed for Bernard's Star, the Melbourne Vanished into Transwarp.
Thursday, 9 April 2020
Basic Expert: Ravenluft
For the Players
You see a tiny, stone building with a red tile roof to the north of the road. Perhaps a mile from you across the landscape a distant village, smoke from a few of its chimneys suggesting someone was cooking. The shadows of the setting sun suggest you have an hour to find the local inn for the night.
1. The Roadside Shrine ofStrahd
Err... Some finely attired, monied individual
The tiny stone building is easily entered by a few steps to its floral engraved wooden doors, their workmanship beautiful.
Within the shrine is a chamber with a heavy cloth curtain.
Detect Secret Door: Roll 1d6 and detect a secret door in the wall opposite the curtain. 1-2 in 1d6 for elves, 1 in 1d6 for others.
A Secret Door: There is a secret door in the stone wall to your left as you enter the small building.
Behind the curtain: Behind the curtain is a statue of a handsome man. This appears to be a shrine dedicated to this finely attired nobleman.
DM: a charisma check is required to see if the individual PC falls under the sway of the local lord. If one does, they loiter behind while the other PCs leave, and then slip through a secret door in the opposite wall, descend the stairs to the bottom, and activate the trap door before returning to the upper floor.
If only some have fallen under the sway of the statue...
For those outside: you notice that (those PCs who failed the charisma check) failed to exit the shrine.
Eventually the PCs must enter the shrine and set off the trapdoor falling 20' into a cell for 2d6 falling damage.
For the PCs: Climbing the stairs to re-enter the shrine to see what has delayed your companion(s), you see them loitering near what appears to be an opended secret doorway in the left wall.
If they are all swayed by the Statue...
For the PCs: You are overcome with a sense that you should seek out the local lord and perhance fall into his employ.
2. The Village
The villagers are halflings of neutral alignment. There is a tavern/inn, smithy, and several homes. The villagers are usually hiding out in the tavern though the blacksmith is in his smithy trying to hammer some bog iron into an ingot he can sell to a travelling merchant. If the pcs visit the tavern the barkeep attempts to get them drunk in a drinking competition - intent on sacrificing them to the hatvest master.
3. The farm Fields
The grain is currently sickly and dominated by a large stone in the middle of the field.
4. The Graveyard
There are over a hundred graves in the graveyard. Numerous marker stones vary in age and condition. Some have visble names, others dont.
Beyond the graveyard and forest are the ruins of a castle on a hill.
Grave-robbing
On the grave of Erasmus, the words 'buried with all his worldly posessions' is enscribed. The posessions of Erasmus included the artefact known as the Scarf of Sinbad +1d4 cursed magic items.
Scarf of Sinbad (minor artefact of thought)
Powers (100pp):
You see a tiny, stone building with a red tile roof to the north of the road. Perhaps a mile from you across the landscape a distant village, smoke from a few of its chimneys suggesting someone was cooking. The shadows of the setting sun suggest you have an hour to find the local inn for the night.
1. The Roadside Shrine of
Err... Some finely attired, monied individual
The tiny stone building is easily entered by a few steps to its floral engraved wooden doors, their workmanship beautiful.
Within the shrine is a chamber with a heavy cloth curtain.
Detect Secret Door: Roll 1d6 and detect a secret door in the wall opposite the curtain. 1-2 in 1d6 for elves, 1 in 1d6 for others.
A Secret Door: There is a secret door in the stone wall to your left as you enter the small building.
Behind the curtain: Behind the curtain is a statue of a handsome man. This appears to be a shrine dedicated to this finely attired nobleman.
DM: a charisma check is required to see if the individual PC falls under the sway of the local lord. If one does, they loiter behind while the other PCs leave, and then slip through a secret door in the opposite wall, descend the stairs to the bottom, and activate the trap door before returning to the upper floor.
If only some have fallen under the sway of the statue...
For those outside: you notice that (those PCs who failed the charisma check) failed to exit the shrine.
Eventually the PCs must enter the shrine and set off the trapdoor falling 20' into a cell for 2d6 falling damage.
For the PCs: Climbing the stairs to re-enter the shrine to see what has delayed your companion(s), you see them loitering near what appears to be an opended secret doorway in the left wall.
If they are all swayed by the Statue...
For the PCs: You are overcome with a sense that you should seek out the local lord and perhance fall into his employ.
2. The Village
The villagers are halflings of neutral alignment. There is a tavern/inn, smithy, and several homes. The villagers are usually hiding out in the tavern though the blacksmith is in his smithy trying to hammer some bog iron into an ingot he can sell to a travelling merchant. If the pcs visit the tavern the barkeep attempts to get them drunk in a drinking competition - intent on sacrificing them to the hatvest master.
3. The farm Fields
The grain is currently sickly and dominated by a large stone in the middle of the field.
4. The Graveyard
There are over a hundred graves in the graveyard. Numerous marker stones vary in age and condition. Some have visble names, others dont.
Beyond the graveyard and forest are the ruins of a castle on a hill.
Grave-robbing
On the grave of Erasmus, the words 'buried with all his worldly posessions' is enscribed. The posessions of Erasmus included the artefact known as the Scarf of Sinbad +1d4 cursed magic items.
Scarf of Sinbad (minor artefact of thought)
Powers (100pp):
- function as a 50' rope of climbing.
- protection from cold/ice breath weapons.
Handicaps/Penalties:
- Sentient- will snag on items of value to it (as detect cursed magic item) and attempt to steal them.
- Will trip or strangle the wearer as a rope of strangling if they attempt to ignore an opportunity to confront an enemy.
Grave-robbing attracts 1-3 villagers during the day and a wight at night.
5. The Ruined Castle
The castle is a sprawling ruin of a dozen roofless rooms, a stairs to a dungeon with a waist deep flooded store room and prison cells, as well as a still intact small round tower at the back of the castle serving as a residence to the current 'lord' and his concubine.
The ruins are patrolled by a Skeleton Rock python (undead 4HD snake turned as a Wight?) at night. It retreats to the dungeon during the day hiding submerged in the flooded store room.
6. The Bog
Bog-iron can be found here, and the village smith will hire the PCs to fetch some. The bog is home to a 1-3 giant centipedes, robber flies, or a giant leech any time of the day. Its the resting place of the harvest-master who rises from the bog when some sacrifice is chained to the stone in the middle of the wheat fields (area 3).
7. Easwood
This small wood east of the road is used as a woodlot by the villagers and is considered safe- though occasionally the normal wolves from the weswood side will hunt small prey even in easwoid. Foraging the pcs can find 20lb of firewood, and mushrooms for food.
8. Weswood
This wood is hunting grounds of the Werewolf concubine of the local lord at night. The villagers know enough not to enter the Weswood. During the day 2d6 normal Wolves hunt for small animals to eat in the weswood.
Xeno Archaeology: Measuring civilizations in Fermions per second
Civilizations can be measured in the number of Fermions per second they produce. This civilization at its peak produced 15,000-50,000 Fermions per second. Fermions are measured in terms of Plancks constant÷2
. So a civilization producing 15,000-50,000 Fermions per second × 2
= 94,247.7766 hz - 314,159.265 hz spectrum (or is that electron-hz?).
'The production of a new fermion is always accompanied by the production of an antiparticle...'
Measuring Civilizations in Fermions per second says more about your Civilization, than it does about their Civilization. If you are going to throw a Civilization in a black hole and warm yourself by the radiation, it means you are a bit of an asshole as Civilizations go.
. So a civilization producing 15,000-50,000 Fermions per second × 2
= 94,247.7766 hz - 314,159.265 hz spectrum (or is that electron-hz?).'The production of a new fermion is always accompanied by the production of an antiparticle...'
Measuring Civilizations in Fermions per second says more about your Civilization, than it does about their Civilization. If you are going to throw a Civilization in a black hole and warm yourself by the radiation, it means you are a bit of an asshole as Civilizations go.
Wednesday, 8 April 2020
Age of Warp: a two player game...
Stardate 2080.00
The S.S. Lakota launches from Earth.
The S.S. Vermont launches from Earth.
Stardate 2080.01
The S.S. Lakota experiences warp drive failure. Adrift in space, the crew resort to cannibalism.
The S.S. Vermont encounters an alien who joins the ship as a diplomatic envoy.
Stardate 2080.02
The S.S. Powatan launches from Earth.
The S.S. Vermont encounters part of an Alien Space station adrift in space. Establish Starbase Vermont (with Alien run Bar called Quark's).
Stardate 2080.03
The S.S. Powatan is scanned by an Alien vessel.
The S.S. Christchurch launches from Earth.
Stardate 2080.04
The S.S. Powatan picks up a stray cargo block.
The S.S. Christchurch encounters an asteroid shaped like a head; The medical officer contracts alien parasites but they dont hatch.
Stardate 2080.05
The S.S. Powatan detects Alien Ruins on selected colony world (some of it can be salvaged for building materials).
The S.S. Christchurch encounters a lifepod with disease on board, the Christchurch establishes a Medical Research Facility expanding Starbase Vermont.
Stardate 2080.06
The S.S. Powatan encounters a space leech feeding off the warp nacelles; a passing merchant sells alien alcohol in a black bottle, but the Captain is latter interrogated as to howmany lights he can see.
The S.S. Sydney launches from Earth.
Stardate 2080.07
The First officer of the S.S. Powatan changes course to retrieve a Magnetically Accelerated Payload. The Arrival of the S.S. Powatan at Proxima Centauri is delayed.
The S.S. Sydney encounters an alien marker that identifies one of three co-ordinates needed to find an Alien city.
Stardate 2080.08
The S.S. Powatan is scanned by an alien Vessel; the S.S. Powatan navigates an alien minefield; the Captain of the S.S. Powatan rejects the offer of a Gorn to purchase the civilian colonists in cryosleep as food...
...Proxima Colony Established.
The S.S. Sydney arrives at Starbase Vermont which expands to include shipyards.
Game so far...
Player 1 has established a colony in the Proxima Centauri system and has salvaged some alien ruins to expand the colony. Proxima colony has one Yellow brick (diseases-infecting source).
Player 2 can now launch colony ships from Starbase Vermont and Earth. Starbase Vermont has an Alien-run Bar called Quarks, a medical Research facility, an Alien Diplomat, and a shipyards. Starbase Vermont has two yellow bricks (diseases-2 weeks quarantine departure delay).
How disease works: launching from/visiting these colonies delays the starship departure by a certain amount of time or infects the ship. For Proxima Colony its an uncontrolled source of the Proximan Flu. For Starbase Vermont its a source of Itchy Alien Palm Rash, and Alien Zombie Parasites. Fortunately the presence of the Medical research facility eliminates these with a two week quarantine (invalidating the advantage of being able to launch ships from a starbase located two weeks from Earth).
Stardate 2080.09
The S.S. Apache launches from Earth.
The S.S. Melbourne prepares to launch from Starbase Vermont (quarantine delays its departure by two weeks so it wont launch until 2080.11).
The S.S. Lakota launches from Earth.
The S.S. Vermont launches from Earth.
Stardate 2080.01
The S.S. Lakota experiences warp drive failure. Adrift in space, the crew resort to cannibalism.
The S.S. Vermont encounters an alien who joins the ship as a diplomatic envoy.
Stardate 2080.02
The S.S. Powatan launches from Earth.
The S.S. Vermont encounters part of an Alien Space station adrift in space. Establish Starbase Vermont (with Alien run Bar called Quark's).
Stardate 2080.03
The S.S. Powatan is scanned by an Alien vessel.
The S.S. Christchurch launches from Earth.
Stardate 2080.04
The S.S. Powatan picks up a stray cargo block.
The S.S. Christchurch encounters an asteroid shaped like a head; The medical officer contracts alien parasites but they dont hatch.
Stardate 2080.05
The S.S. Powatan detects Alien Ruins on selected colony world (some of it can be salvaged for building materials).
The S.S. Christchurch encounters a lifepod with disease on board, the Christchurch establishes a Medical Research Facility expanding Starbase Vermont.
Stardate 2080.06
The S.S. Powatan encounters a space leech feeding off the warp nacelles; a passing merchant sells alien alcohol in a black bottle, but the Captain is latter interrogated as to howmany lights he can see.
The S.S. Sydney launches from Earth.
Stardate 2080.07
The First officer of the S.S. Powatan changes course to retrieve a Magnetically Accelerated Payload. The Arrival of the S.S. Powatan at Proxima Centauri is delayed.
The S.S. Sydney encounters an alien marker that identifies one of three co-ordinates needed to find an Alien city.
Stardate 2080.08
The S.S. Powatan is scanned by an alien Vessel; the S.S. Powatan navigates an alien minefield; the Captain of the S.S. Powatan rejects the offer of a Gorn to purchase the civilian colonists in cryosleep as food...
...Proxima Colony Established.
The S.S. Sydney arrives at Starbase Vermont which expands to include shipyards.
Game so far...
Player 1 has established a colony in the Proxima Centauri system and has salvaged some alien ruins to expand the colony. Proxima colony has one Yellow brick (diseases-infecting source).
Player 2 can now launch colony ships from Starbase Vermont and Earth. Starbase Vermont has an Alien-run Bar called Quarks, a medical Research facility, an Alien Diplomat, and a shipyards. Starbase Vermont has two yellow bricks (diseases-2 weeks quarantine departure delay).
How disease works: launching from/visiting these colonies delays the starship departure by a certain amount of time or infects the ship. For Proxima Colony its an uncontrolled source of the Proximan Flu. For Starbase Vermont its a source of Itchy Alien Palm Rash, and Alien Zombie Parasites. Fortunately the presence of the Medical research facility eliminates these with a two week quarantine (invalidating the advantage of being able to launch ships from a starbase located two weeks from Earth).
Stardate 2080.09
The S.S. Apache launches from Earth.
The S.S. Melbourne prepares to launch from Starbase Vermont (quarantine delays its departure by two weeks so it wont launch until 2080.11).
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