Pirates of Drinax: Spoilers: Advice on Treasure of Sindal

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PsiTraveller
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Pirates of Drinax: Spoilers: Advice on Treasure of Sindal

Postby PsiTraveller » Mon Oct 19, 2015 8:40 pm

My players have just finished the Treasure of Sindal adventure and discovered what the Star Dragon Emperor truly valued.

My interest is actually in the base itself. There is a massive cache of fuel, which could help in shortening trade routes as they shuttle back and forth.

What I was wondering though is what else might be of value on the hidden base. I am thinking in terms of repair equipment, machines that would help repair the Harriers. The Harriers themselves have been stripped of spare parts, but is the machine shop still there, full of machines designed to repair and rebuild ships?
The computer system could have a full set of manuals, design specs, operation guides and specialized repair machinery.

Has anyone else thought of this? Any ideas? The group is looking at getting the two Harriers repaired and creating a raiding fleet.
NorthWindPD
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Re: Pirates of Drinax: Spoilers: Advice on Treasure of Sinda

Postby NorthWindPD » Tue Oct 20, 2015 1:37 am

Yeah, there might be all that stuff there. But for my players, at least, some stingy barstard of a referee informed them that, as it has been abandoned for 2000 years (in close proximity to some decaying nuclear material no less), it would most likely be more trouble to get operational again than they're willing to invest. Except, of course, as an extremely well-hidden, off-route fuel cache.

If you want your players to have something akin to the Tamby Dour hideout on the Florian Route, knock yourself out, but don't make it easy for them. See the thread on Tamby Dour for my suggestions, there.

Also, in case you're wondering where my players went from there: the "Treasure" was jettisoned into a star (all recorded so that the players could tell the Regent of Byrni that Oleb had ordered its destruction, thus demonstrating His Majesty's benevolence and wisdom); the Harrier hulks (and the base, for that matter) were "donated" to the Star Guard to earn a few grudging favors from Lord Wrax; the PRC suffered a slight case of corporate leadership getting explodified real bad; Failokh, likewise, though his psionic sidekick joined the heroes (still to be determined how badly that's going to bite them in the aft bulkhead); and finally that nosy, annoying, archaeologist "tragically succumbed to an unknown malady while bravely exploring the death zone on Noricum" (translation: the players spaced him so they could kidnap Donus without any witnesses).
Putraack
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Re: Pirates of Drinax: Spoilers: Advice on Treasure of Sinda

Postby Putraack » Fri Oct 23, 2015 12:24 am

I made up some number of time, people, and credits to get the base running again. I believe they spent a fair amount of time recruiting on Theev to get a base crew in place to make "Star Base One" and the 2 Harriers operational.

They made sure to make the 3 Harriers all look/seem identical, so they might pretend to have a much better Jump drive than they did.

They showed the professor that all of the bombs were tossed into the sun (but they kept at least one nuke), and returned him to the Imperium. About a year later, an Imperial cruiser came calling, just to check on the bombs.

The game was suspended a bit later.
dzanis
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Re: Pirates of Drinax: Spoilers: Advice on Treasure of Sinda

Postby dzanis » Tue Dec 15, 2015 9:06 am

Hi,

I want to hijack this thread which already contains spoilers to ask for more spoilerly advice for GMing this adventure:

There should be four particle beam firing solutions found. However, it appears to me that there are 5 - 4 in message globes and one in Noricum. Is it correct? Or is the one on Noricum not a firing solution, but just coordinates without any other hint?

[thanks in advance]
PsiTraveller
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Re: Pirates of Drinax: Spoilers: Advice on Treasure of Sinda

Postby PsiTraveller » Tue Dec 15, 2015 5:08 pm

It is a firing solution, so you either need a fifth beam, or you only have to find 3 globes to have a viable solution to see the map. It depends what you want to have happen.

The solution on the wall in Noricum is odd in that it provides a clue that particle beams are needed and a firing solution for Ace. Who left the message? Gani Peras? Her fear was that a Sindalian would end up with the weapons and use them. She left the base to history, chance and Fate. it is doubtful she left instructions in the the middle of a civil war. There would be too much risk of the weapons being used.

So it is something for the players to ponder and wonder and the GM to say. "that is an interesting thought, what are you going to do about it?"

:)

The message globes are split up as

Belzoni: Albe globe
Oleb: Drinax globe
Courier in Thebus wreckage field:Dpres
Number One prison ship: Yggsdrasil

Hope that helps

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