Quick Intro Adventure

Discuss the Traveller RPG and its many settings
Rhonin84
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Quick Intro Adventure

Postby Rhonin84 » Wed Mar 10, 2021 3:20 pm

This Friday I have the opportunity to introduce three people to Traveller and I need a quick little adventure, any ideas would be greatly appreciated. I have about four hours ...thanks!
Baldo
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Re: Quick Intro Adventure

Postby Baldo » Wed Mar 10, 2021 5:24 pm

viewtopic.php?f=89&t=122925

Flatlined, of course. Or try something from Freelance Traveller:

https://www.freelancetraveller.com/feat ... index.html

And for something different, Star Witness is a classic for Gurps Space, but easy to convert:

http://www.sjgames.com/pyramid/sample.html?id=4407
Rhonin84
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Re: Quick Intro Adventure

Postby Rhonin84 » Wed Mar 10, 2021 6:46 pm

Baldo wrote:
Wed Mar 10, 2021 5:24 pm
viewtopic.php?f=89&t=122925

Flatlined, of course. Or try something from Freelance Traveller:

https://www.freelancetraveller.com/feat ... index.html

And for something different, Star Witness is a classic for Gurps Space, but easy to convert:

http://www.sjgames.com/pyramid/sample.html?id=4407
Thanks, I had thought about Flatlined...
Sigtrygg
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Re: Quick Intro Adventure

Postby Sigtrygg » Wed Mar 10, 2021 7:53 pm

Death Station

Signs and Portents issue 87 for the MgT version.
Old School
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Re: Quick Intro Adventure

Postby Old School » Wed Mar 10, 2021 8:52 pm

High and Dry is good is you want a non combat oriented adventure. Players used to D&D hack and slash will need expectations set going in. Flatlined is good. Death Station - might as well just kill them during character creation. Just kidding. Kind of. Death Station is known for TPK.
Rhonin84
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Re: Quick Intro Adventure

Postby Rhonin84 » Thu Mar 11, 2021 2:16 am

Old School wrote:
Wed Mar 10, 2021 8:52 pm
High and Dry is good is you want a non combat oriented adventure. Players used to D&D hack and slash will need expectations set going in. Flatlined is good. Death Station - might as well just kill them during character creation. Just kidding. Kind of. Death Station is known for TPK.
I’m gonna use a version of Flatlined...they are actually investigating the disappearances, the module will play out pretty much the same but they know somethings amiss.
Hopeless
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Re: Quick Intro Adventure

Postby Hopeless » Thu Mar 11, 2021 4:50 pm

Okay do they have their own characters or are you pre-generating them?

They're part of a survey team sent to Europa to run routine maintenance and perform tests on the facility their corporation has built there.
It looks like a submarine pen with three mini-subs and is designed into the icy surface and secured carefully.
During the mission your PCs are the crew of one or two of the mini subs assigned to check out various sites that look like geo-thermal vents except there's signs of what looks like jellyfish flourishing in the area.
Given there wasn't supposed to be an Earth-type organisms introduced to the Europa biosphere this causes natural concern.
Returning they're left in charge of the submarine pens and discover something amiss in the stations logs.
A mayday call interrupts their investigation as the last mini-sub returns with one crewmember injured and the station supervisor has both crewmembers transferred to their command ship in orbit to use their much better medical facilities.
The PCs are asked to remain on the surface with one squad given permission to return to the area they witnessed the jellyfish to recover a specimen to analyse to discover its true point of origin.
Those left on the station suddenly notice their command ship detaches itself from its moorings and boosts clear of Europa stranding those left on the world below their attempts to hail them remain unanswered.
The mini-sub discovers the jellyfish are actually an alien form of life that reacts badly to their return openly converting some of its biomass into a biotech version of a missile and fires it at them!
Their efforts to escape leads them to a section of the Europa vents that's littered with previous stations and mini-subs that were assigned here before them.
If their sub is damage they will find a relatively intact station and a replacement mini-sub from a different nationality which they can use.
But they need to hurry as the Jellyfish realizing they missed are beginning to hunt for the mini-sub making the replacement of their sub a way to escape attention as they focus on the one they abandoned.
If they bother to search (please note they don't have long) they will learn there is another spaceship on Europa based ashore on one of the rocky outcroppings that emerge above the icy surface and the means to reach it.
Meanwhile back at their base they will learn their supervisor sent the other mini-sub to recover a specimen of the jellyfish only to have their mini-sub damaged when the jellyfish tampered with the mini-sub drives.
When one of them went outside to unblock it they were infected by one of the jellyfish spawn resulting in them returning to base to seek medical help.
This is what caused the Jellyfish to react so badly and their supervisor recognising a new form of life brought both crewmembers back aboard their main ship and then isolated both of them before prepping the ship to return to a corporate research base leaving the others behind to insure her find remains unrevealed.
Since there's no ship due for at least another 3 to 6 months she didn't see that as a problem, however she was unaware of the Jellyfish reaction and how advanced they actually are.
Docking back at the base they learn the Jellyfish are amassing for an attack, with no way off world its now they learn about the other attempts to establish research bases here, but all fell silent after a few months and the ships sent to resupply them found no sign indicating the bases were swallowed up by the ice.
Thus every attempt after was adapted for what they thought the problem was its just that none of them realized there was intelligent life on Europa.

IF they learn about the spaceship they can travel at least part of the way in the mini-sub until forced to make their own exit in the ice once they reach the outcropping and then a few hours travel to the hidden entrance.

Its now there's a sudden shift in the ice as their exit is discovered and sealed once more destroying their mini-sub in the process.
The door is frozen, but with a couple of successful rolls (a computer to access the terminal and either a Survival/Cold check or an Electronics check to get the terminal working letting them get inside.

The facility is just a hangar with a simple layout left undiscovered when its last users didn't return when their station base under the surface was destroyed during a volcanic event they hadn't planned for.

The ship needs a bit of maintenance but as long as your PCs can cover the various ship duties they will find it can make the journey back to Mars though its far from in great shape thus forcing the uses of hybernation chambers for the 6 month journey back into Mars orbit.
Make a Medical check for everyone those who make it wake up fine but those who don't need outside help to be revived.
They eventually manage to land at one of the Mars station hangars only to discover their former employer is now rushing to secure them before they can speak to anyone in charge over what happened at Europa.
As a climax let them discover there have been warrants issued for their arrest by Earth Dome under suspicion of terrorist activities not helped that the ship they returned on had been reported lost with all hands over a decade previously.

I'll let you decide how you want to handle this.

Sorry you just wanted a scenario instead?
Sigtrygg
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Re: Quick Intro Adventure

Postby Sigtrygg » Thu Mar 11, 2021 5:14 pm

Old School wrote:
Wed Mar 10, 2021 8:52 pm
High and Dry is good is you want a non combat oriented adventure. Players used to D&D hack and slash will need expectations set going in. Flatlined is good. Death Station - might as well just kill them during character creation. Just kidding. Kind of. Death Station is known for TPK.
I have run Death Station more times than any other adventure - I have yet to see a TPK occur.

The CT Double Adventure version of Death Station is my go to first scenario for just about every sci fi game I have run. Because it is CT adventure there is loads you can do with it to showcase the rules and it can easily fit into a few hours.

Patron encounter for the PCs to offer them the mission - either ship charter, hired as ship crew, or hires as troubleshooters
The trip to the research ship - a chance for you to introduce the ship travel rules, throw in a ship encounter perhaps, and have a bit of role play between the various groups on the 'rescue' ship
Getting to the research station/ship - you can tailor the exact nature of the threat, you don't have to use the one given in the scenario - my favourite ploy at this point is to ramp up the paranoia of the players and let them make suggestions about the nature of the threat.
Rhonin84
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Re: Quick Intro Adventure

Postby Rhonin84 » Sat Mar 13, 2021 3:40 am

I had a reaction to the second vaccine shot and the game had to be cancelled. Hopefully next week...
JeffMindlin
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Re: Quick Intro Adventure

Postby JeffMindlin » Fri Mar 26, 2021 3:53 pm

Death Station is easy to make as deadly or not, as you like.
I bought flatlined and frankly feel ripped off as I already have Marooned on marduk and this is the same idea.
Rhonin84
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Re: Quick Intro Adventure

Postby Rhonin84 » Wed Jan 19, 2022 5:09 pm

Wow! Ok we are trying again and I am linking Flatlined and Death Station.

Looking for a Jump 4 ship, preferably merchant but...beggars and all.
Garran
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Re: Quick Intro Adventure

Postby Garran » Thu Jan 20, 2022 6:11 pm

Jump-4 is mostly found on military vessels - there are very few cases where it works out financially (or functionally) otherwise.

Is there some J-4 gap that they need to cross? Can they not get there roundabout? That's the usual method for most vessels.

If it's a gap that absolutely must be crossed by nonmilitary vessels on a regular basis then there'd be a deep-space refueling depot established at the halfway point, which at least allows J-2 vessels to cross it in two hops.
Sigtrygg
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Re: Quick Intro Adventure

Postby Sigtrygg » Thu Jan 20, 2022 7:02 pm

Tukera has a fleet of 1000t jump 4 liners and 3000t jump 4 freighters.
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Arkathan
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Re: Quick Intro Adventure

Postby Arkathan » Thu Jan 20, 2022 7:29 pm

Garran wrote:
Thu Jan 20, 2022 6:11 pm
Jump-4 is mostly found on military vessels - there are very few cases where it works out financially (or functionally) otherwise.

Is there some J-4 gap that they need to cross? Can they not get there roundabout? That's the usual method for most vessels.

If it's a gap that absolutely must be crossed by nonmilitary vessels on a regular basis then there'd be a deep-space refueling depot established at the halfway point, which at least allows J-2 vessels to cross it in two hops.
That depends on how you are running the M Drive. Certain references put a limit on how far from a gravity well they work... Like the Traveller Wiki linked in Travellermap
Rhonin84
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Re: Quick Intro Adventure

Postby Rhonin84 » Thu Jan 20, 2022 8:55 pm

Garran wrote:
Thu Jan 20, 2022 6:11 pm
Jump-4 is mostly found on military vessels - there are very few cases where it works out financially (or functionally) otherwise.

Is there some J-4 gap that they need to cross? Can they not get there roundabout? That's the usual method for most vessels.

If it's a gap that absolutely must be crossed by nonmilitary vessels on a regular basis then there'd be a deep-space refueling depot established at the halfway point, which at least allows J-2 vessels to cross it in two hops.

One of the PC's needs to get the body of his dead sister home to the Sword Worlds in the quickest time possible while also Merchanting along the way. This ship is something that is going to awarded to them to make the group kind of shut up about what has happened.

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