Campaign Scenario: Meet the Mumbler

rust

Mongoose
And yet another „Transmission from Pandora“ ... :roll:

The events begin about one year after the colony on Pandora was es-
tablished, and the first victims are the colony's trained dolphins. Most
of them become confused and agitated, they ignore their trainers' com-
mands and often disappear for hours, returning exhausted and some-
times obviously frustrated or even aggressive. The colony's dolphineers
have to stop both the ongoing training program and the dolphins' use for
the aquafarming.

The next victims are the seafloor mining drones, who become as unre-
liable as the dolphins and begin to act strangely, often in direct contra-
diction to the orders they reveice through the remote control network.
The production of the seafloor mines declines dramatically, and all com-
plicated operations and especially the use of explosives have to be stop-
ped.

Then the Mumbler is heard for the first time, a monotonous human voice
on the sonarcom network that constantly mumbles in some unknown lan-
guage. It works almost like a kind of sonar jammer designed to make
sonar communication annoying and sometimes even impossible, especi-
ally over long ranges, where the permanent mumbling often drowns out
the weak sonar communication signals.

The source of all these problems, the Mumbler, is a small native creatu-
re, a species of sirens who inhabit the sea floor. The Mumblers attract
their prey with sonic mimicry, by repeating the sounds produced by their
potential victims.

The first sounds the Mumblers copy are those of the dolphins, so the dol-
phins try in vain to search for their distant relatives who call for them.
However, the Mumblers live in a depth the dolphins cannot reach. Then
the Mumblers turn to the remote control signals used for the mining dro-
nes, producing lots of nonsensical command signals that bring seafloor
mining almost to a halt. And finally the Mumblers discover the sonarcom
network, and begin to mimic its signals, close enough to the sound of hu-
man speech, but without any meaning.

The only way to put an end to this strange attack on the colony is to iden-
tify all the Mumblers near the colony and to remove or kill them. How-
ever, this is easier said then done, because the Mumblers live deep down
on the sea floor, they are rather small and well camouflaged, and they
stop their signals and hide whenever something bigger than their usual
prey comes near them - and there are many Mumblers down there ...
 
Sounds like a simple solution

1. Kill them out right
2. Find the sound that they don't mimic because it is a predator to them and play that sound a lot
3. Make deep sea drones that hone in on any mumbler when it mimics and scare them out of the area.

(Notes)
2. Sounds easy but could be quite the chore along with it also might actually call the predator to the area and that predator might decide it likes dolphins and humans as much as Mumblers.


3. Lots of expense and if the Mumblers are smart they will start ignoring the drones after a while.

(End Notes)

4. Just ignore the mumblers for a while and see if they give up making the noises that are interfereing with communications.
They just might if it draws no attention or food their way.

Dave Chase
 
Yep, and I wonder what the characters will come up with. :D

Solution 1 will keep them busy for a while unless they invent some kind
of "Mumbler Detector" that makes it easier to locate the little beasts.

Solution 2 will indeed attract predators to the area, and all in all will ma-
ke the situation even worse when these predators discover the aquafar-
ming fish swarms in their net cages as easy prey.

Solution 3 would be possible, but hideously expensive, because it would
require both a number of drones and a number of "Mumbler Detectors".

Solution 4 would probably be the most prudent one, but the dolphineers,
the seafloor miners and all the other victims of the Mumblers will urge
the characters to do something to stop the problem - and preferably yes-
terday.
 
Option 5. Try to find out why they were switching up in sounds they mimic, they started with ultrasonic and worked down to human presumably because they were looking for something to eat.
Try giving them a sound to play with that is outside the range needed by dolphins, bots and people. Something that says lunch.
Or find out what they realy eat and mimic those sounds to get the mumblers back to sounding the normal noises not the colony ones.
Are they looking for new prey because the colony aquafarms have driven off whatever it is they normaly eat. Something started them using colony sounds, was it hunger.

Option 6. Nuke em from orbit, its the only way to be sure :twisted:

Number 6 is perhaps less serious and may be held back as a last resort :D
 
Thank you for Option 5, this is something my players would be quite like-
ly to come up with, so I should indeed work out an explanation for the
Mumblers' changed behaviour and consider ways to return them to their
previous or any other less harmful behaviour. :D

As for Option 6, this could be slightly detrimental to the colonists' health
and also somewhat disruptive for the aquafarming, so ... :lol:
 
Rust, please write up the Mumblers in more detail, and send them (with your real name) to Freelance Traveller at any of the usual addresses - these sound like a fascinating creature to include in 'Less Dangerous Game'...
 
FreeTrav said:
Rust, please write up the Mumblers in more detail ...
Thank you for asking, but, well, me and writing ... :?

At least I can give you my current stats for the Mumbler:

Mumbler
Str 4, Dex 9, End 6, Int 0, Inst 2, Pack 0
Sonic Siren, 25 kg, seafloor / all depths
Recon 1, Melee 1, Survival 1
Claws (1D6), no armour, Number 1

And for what it looks like, just take this one and add four short clawed
tentacles, and you are very close:
http://en.wikipedia.org/wiki/File:OgcocephalusParvus.jpg
 
Hmm....

Love the idea.

As noted, their unusual behaviour needs a plan.

1) Dolphins hear them first because they have the best hearing. They go out to the mumblers.

2) Mining drones next (who will be in the mining areas)

3) Colony last

Next possibility is stuff disappearing from the farms, I guess.

Suggests they're gradually moving across the seabed towards the colony.
Attracted, driven, or natural migration.

First is most awkward, second means finding what's displacing them and stopping it, last allows for the 'wait and see' solution, provided you can survive them moving through nearby. Of course it means you then have a ready-made 'repeat problem' for later down the line.

If you really have a nasty turn of mind, you can even have the mumbles become dangerous; suppose there's more to the mumble than a lure?

Prolonged intense exposure is actually disorienting, verging on hypnotic, and long-term, mild exposure can cause more than just annoyance - a couple of cases of a sound-induced equivalent of a grand mal siezure amongst the colonists will add a certain emphasis on the need to deal with this issue....
 
I think I will use the idea that the unusual noise produced by the colony
(the seafloor construction and seafloor mining, the ships and drones mo-
ving about, the dolphin sounds, and so on) has attracted the young ones
of a Mumbler colony who were driven away by the older animals and loo-
king for their own hunting grounds.

Sooner or later the Mumblers will realize that their behaviour will not at-
tract any prey, and will either have to target real potential prey or to mo-
ve on. However, since Mumblers are not exactly bright creatures, there
is a probability that the next generation of young Mumblers looking for a
nice place to live will again target the colony.

The nasty side effects of the mumbling are a good idea, thank you for it.
I think I will use it to put a little more pressure on the characters if they
hesitate to act or decide to wait for the problem to disappear.
 
Psionics. A Psion could broadcast antipathy over a wide area to drive the Mumblers out. They could periodically sweep the area thereafter to keep out new Mumbler colonies, stop them from becoming entrenched.

A jamming signal - perhaps an anti-noise program that analyses the Mumblers' patterns and inverts the wave form to cancel out their signal. Probes could be dropped in heavy Mumbler areas to send out this jamming signal.

How do Mumblers communicate, if the sounds they are are their weapon? Telepathy? Pheromones? Find those communications channels and jam them. If they have an alarm pheromone, start dropping pheromone bombs into the middle of their colonies. If telepathy, hire Psions on the side as above.
 
alex_greene said:
Psionics. A Psion could broadcast antipathy over a wide area to drive the Mumblers out.
A good idea, but I still hesitate to introduce psionics into this setting. The
one ability I have considered so far is a kind of telemphatic link between
the dolphineers and their dolphins, as a strange new ability that appears
after some years on Pandora, caused perhaps by a mutation of the dol-
phins, not the humans. Otherwise, I am not sure whether psionics would
fit into this setting - another point I have to discuss with the players, I
guess.

The jamming signal is a nice possibility, thank you. I will prepare the ru-
les for discovering the Mumblers' communication mode and to design and
build a jammer, just in case the characters will have that idea, too.
 
rust said:
alex_greene said:
Psionics. A Psion could broadcast antipathy over a wide area to drive the Mumblers out.
A good idea, but I still hesitate to introduce psionics into this setting. The
one ability I have considered so far is a kind of telemphatic link between
the dolphineers and their dolphins, as a strange new ability that appears
after some years on Pandora, caused perhaps by a mutation of the dol-
phins, not the humans. Otherwise, I am not sure whether psionics would
fit into this setting - another point I have to discuss with the players, I
guess.

The jamming signal is a nice possibility, thank you. I will prepare the rules for discovering the Mumblers' communication mode and to design and build a jammer, just in case the characters will have that idea, too.

I got the inspiration for this from an Alan Dean Foster novel set in the Humanx Commonwealth, Cachalot (also the name of the planet, as well as an archaic French term for sperm whale derived from the old Portuguese word cachalote for "head").

A race of sentient Coelenterata, the CunsnuC, had evolved an organ capable of controlling the minds of cetaceans which humans had transplanted to the waterworld Cachalot. The cetaceans (baleen whales, toothed whales and dolphins) had been given a synthetic serum which gave them full sentience; they'd been taken to Cachalot where they were set free. The CunsnuC lived at the bottom of an Abyss, but they claimed the world as far as its orbit to be their domain.

The CunsnuC's mind control was defeated by a musical instrument called a neurophon, a device which combined audible music with subliminal tones designed to enhance moods harmoniously with the music: the neurophon disrupted the CunsnuC's psionic control by jamming the CunsnuC's control wavelength.
 
Captain Jonah said:
ADF's commonweath is a mine of good ideas for a Traveller game :D
Yep, I know some of them, but I have to admit that I did read them such
a long time ago that I hardly remember more than the titles ... :oops:
 
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