TURNTURNTURN
Expansion phase 1: feet on the ground. (roll: [2+3+4] -2 (
Normal) +1 (defense specialty) = 8,
Superior Quality)
After deliberation the crew chooses to land at subsquare AB-4. You nervously watch through a window as the satellite starts its descend. The heat shield starts to glow as you enter the atmosphere. When it cools down, you see mountains covered in clouds glide by below.
Landing is announced in two minutes. You see a flash of the terrain that looked like forest on vague pictures taken from orbit. It looks positively alien. The area you're landing in looks pretty mundane, though. It is a plateau of yellowish badlands, heavily eroded by the looks of it, with a river cutting through.
The satellite, which has been your home for so long, comes to a standstill. The door isn't opened yet. A safety procedure has to be followed first to make absolutely sure it is safe. The chemical composition of the atmosphere is automatically analyzed for toxins. The gravity exhausts your body. You lay down as it happens. Hours later you wake up. All tests were negative and Phryne de Lys has bravely volunteered to expose herself to the outside air before anyone else. She was allowed to take a partial exoskeleton with her on the journey. It allows her to walk in gravity more easily than others. She reports that all is fine.
In the following days you feel reborn, although still exhausted. Breathing fresh air makes you realize how badly you missed it, after being confined in a small room with stale air for so, so long. That air feels wholesome and thick as butter. What's more, a small mountain creek nearby your colony provides clear water. Several crew member delight in drinking from it with pure joy, until Grace Rayland warns the rest sternly that you have no idea yet what sort of microbes it could contain.
Speaking of Grace, she gets to work as soon as her body recovers enough to allow it. To her dissappointment there is very little life to study in the immediate vicinity. Some sort of lichen or moss is the only growth on this barren terrain. A quick chemical analysis of the ground itself identifies it as a composite resembling shale rock, containing small grains of magnetite and traces of salt. The creek water does turn out to contain all sorts of micro organisms when studied with an optical instrument. Finding out if any of them are harmful will probably require years of research. Grace sighs. Thankfully, the crew who carelessly drank from it don't immediately show any signs of disease.
In the meantime, Phryne (+1 influence) guides the crew in setting up a first defensive perimeter, with remotely controlled searchlights to keep better watch at night. Turo Celsa removes a number of wires and lamps from the colony base that are no longer needed now that you're safely on the ground. Using those, you install light posts at various points around the camp. Within a radius of about 500 meter you can now turn them on to light the area at night when desired.
The lights can be adequately powered by the nuclear station, but the solar panel is rolled out during the day to recharge anyway. The benefit is that it recharges your power bank, granting you additional energy reserves to run additional machines you have, such as the quad.
Speaking of the quad, Phryne uses it to carry out a few scouting trips in the nearby environment. The creek is easy enough to cross, but there are barriers on all sides that the quad can't cross: a river in the north, which falls down an impressive waterfall over a steep slope upwards to the west. A testflight with the drone reveals a rocky plains above this slope. The rock there has a distinctly different color than the terrain you're on: light grey.
To the southwest, you see two steep mountain peaks nearby. To the southeast, Phryne stops the quad at another steep slope, but this one leads downwards. Now she finally gets a good look at what you thought was a forest. Well, it sort of is. A dense growth of weird plants and trees of various types stretches out to the horizon. The ground looks extremely soggy. Impossible to drive through. Wetlands is a better name than forest.
Luckily an artist created this image that looks exactly like the landscape I have in mind, but please ignore the large moon in the background! Delta Pavonis C does not have a large moon, only a very small one that looks like a bright star at night.
And yes, Phryne does see that flock of flying creatures. Pretty big creatures, with a wingspan between two and three meters. They turn out to be a curious lot. As phryne starts to drive the quad back to the camp, a number of these follow her from a distance. They circle in the air above your colony for a long time, whilst making chattering and clicking noises. In the evening they fly off towards the mountains. The following days they regularly return to watch from a distance, fleeing whenever one of you comes too close.
Here is what they look like through a binocular.
Now, the maps. I'm going to need better names for them to avoid confusion.
We have the World Map, which remains the same this phase. Then we got a smaller, more detailed map of world map squares I14 and I15. From now on I shall call this the Country Map. It's not really a country, but it has the scale of a country. Here is a small update, which shows the location of your new colony:
And here is a smaller map of the immediate surroundings. I will call it the Local Map.
Even on this map, the actual colony is but a small dot. As requested I marked any dangerous terrain in red, but the only danger you identified so far are steep slopes. So I drew them in red.
spaceship: Currently on the ground. Serves as a small base for your colony. It has many small basic tools on board.
miniaturized nuclear power plant: It will last for twenty years, but has a limited energy output.
food reserves: Dry, the tastes are never quite satisfying. Enough to keep the crew alive for roughly a year.
Reconnaissance drone: A small drone that will be able to explore terrain. Vulnerable to bad weather.
Quad: A small vehicle with large all-terrain wheels. Runs on an electric engine.
Gene bank: Genetic diversity must be preserved in the long run. That is why you have a cooled unit full of human sperm and egg cells on board. Once you are ready to increase population, you have the means to prevent inbreeding.
It also contains the seeds of many different Earthly species, in case you want to farm or raise pets later.
Solar Panels: You have a 50 m2 flexible, lightweight and foldable solar panel that can be taken apart into smaller modules. It is somewhat vulnerable to harsh weather without additional protection layer (that you'd have to produce locally). A smaller, more sturdy one is attached to the quad, to restore battery power in case of need.
Recyclotron: a small facility to filter water and make it drinkable (within limits, there are contaminants it can't filter).
Medical Supplies: a luxurious kit for first aid and treat a variety of diseases
Training Ropes: elastic ropes for various physical exercises
Laser guns (4): light, but reliable weapons that do not run out of ammo
3D printer: what it says on the box. Printing material is limited.
Rare Minerals: you have a small supply of a few rare, useful chemical compounds. They can be used for making explosives and many other purposes.
Perimeter: You installed light posts at various points around the camp. Within a radius of about 500 meter you can now turn them on to light the area at night when desired.
Phryne de Lys (Xvareon) 2 influence
Grace Rayland (a1s) 1 influence
Turo Celsa (mightymushroom) 1 influence
Nigel Rosenburg (Nirur Torir) 1 influence
It is now the Exploitation phase. During this phase you can choose to exploit any of the unexploited resources in the environment you found, see the list below. You can also develop new methods of extracting or growing things and the like. I encourage you to find a good name for the animals you found, as well as anything else you want to name.
unexploited, exploited
AB-4: Moss, Shale, Magnetite, Salt, Fresh Water (creek), curious flying animals