Pirates of Drinax - GMs thread

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mac40k
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Re: Pirates of Drinax - GMs thread

Postby mac40k » Sat May 12, 2018 3:04 pm

Baldo wrote:
Thu May 10, 2018 7:50 pm

Let's add another pedantic question:

1): Pirates of Drinax starts in the year 1105;

2): Honour Among Thieves and Treasure Ship both take place in the year 1105;

3): The Vorito Gambit is supposed to happen seven years after the destruction of Vorito Highport (1105, again).

Hmm... But how many months or years we need to complete a Pirates of Drinax campaign? And the Fifth Frontier War (1107), the Rebellion (1116) and Virus (1130) are supposed to happen in Mongoose Traveller too?
I guess this is a case of YTU will differ from OTU based on how your campaign goes and whether or not you plan to try to use any of that other material once you complete PoD.
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Re: Pirates of Drinax - GMs thread

Postby ochd » Sat May 12, 2018 3:16 pm

paltrysum wrote:
Fri May 11, 2018 4:57 pm
I don't know about that Dan. There is a precedent in space opera: We came to know Han Solo as "hawn" in "A New Hope," and then suddenly, in "Empire Strikes Back," along comes Lando and he's "han." You can switch. It's not too late. :)
:lol: I seem to recall reading that fans were upset about the way 'Landsraad' was pronounced by Brad Dourif in Dune.
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Re: Pirates of Drinax - GMs thread

Postby steve98052 » Sat May 12, 2018 6:12 pm

Except for words with a clear linguistic home, I generally pronounce names with classical Latin vowels.
paltrysum
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Sat May 12, 2018 6:55 pm

Found a little problem with the adventure "Ihatei!" Keaih, the planet the two warring clans came from, is described as a water world: "The Hkaaiheir and the Htyowao are both respectable clans within the Hierate. The Hkaaiheir are considerably more powerful, but the Htyowao are close allies with the major Ahroay’if trader clan who rule most of this subsector. Many centuries ago, they settled the water-world of Keaih together, and began a long-term engineering project to boil off some of the seas to thicken the atmosphere."

Keaih 0210 CAA5887-9 Fl. Not a water world. :shock: In fact, it only has a hydrographic percentage of 50. And I seriously doubt they boiled off 50% of its seas in a few hundred years, thereby creating the exotic atmosphere it has today. If they did, the tale of the planet would be the ecological disaster they created, thereby creating a fluid atmosphere planet, not the war between two clans. More likely the author saw that "A" for the atmosphere and mistook it for an "A" hydrographics percentage. I guess you can just kind of hand wave this away, but it does take a little out of the story that the two clans were fighting for the scarce land on the planet's archipelagos and therefore one of them had to win, and the other is motivated to seek new lands.
"Spacers lead a sedentary life. They live at home, and their home is always with them—their starship, and so is their country—the depths of space."
Baldo
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Re: Pirates of Drinax - GMs thread

Postby Baldo » Mon May 14, 2018 12:10 pm

paltrysum wrote:
Sat May 12, 2018 6:55 pm
More likely the author saw that "A" for the atmosphere and mistook it for an "A" hydrographics percentage.


Or maybe he mistook the 'FL' (Fluid) trade code for the 'WA' (Water World) code instead.
If you go to page 92, you find this: "Toiho intends to win glory outside the Hierate, but has not yet decided where to plant his claw. He is contemplating the planet of Pourne (Tlaiowaha/0704) – like Keaih, it is a waterworld". Unfortunately, Pourne is a 'Fluid' world (A9B2887-A)...

Another Keaih question:

The reward for the 'Keaih Patron Mission' (page 266) is "a shipping contract with the Company of Profits That Rise Like Mist. This contract involves shipping roughly 1,000 tons of cargo between Keaih and Vorito every month, at a rate of Cr2200 per ton". But Keaih is 5 parsec from Vorito, and the Freight Costs table in the core rulebook gives bigger rewards for your efforts (Cr7700). Am I missing something?
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Mon May 14, 2018 5:29 pm

That must have been it: he confused fluid (Fl) for water world (Wa). It's a tough retcon to engineer. Aslan aren't likely to leave a challenging, fluid-atmosphere environment for another challenging fluid-atmosphere environment if they have better choices. In addition to its fluid atmosphere, Pourne has one of the higher populations, tech levels, and an A-class starport, making it a tough one to conquer...but then again, the Aslan like it when their prey fights back!

I would think it more likely that they would go after Paal, Sink, or Fantasy, worlds that could support the lush hunting grounds that Aslan so desire.
"Spacers lead a sedentary life. They live at home, and their home is always with them—their starship, and so is their country—the depths of space."
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Re: Pirates of Drinax - GMs thread

Postby Klooth Quethos » Tue May 15, 2018 1:54 am

Baldo wrote:
Mon May 14, 2018 12:10 pm
Another Keaih question:

The reward for the 'Keaih Patron Mission' (page 266) is "a shipping contract with the Company of Profits That Rise Like Mist. This contract involves shipping roughly 1,000 tons of cargo between Keaih and Vorito every month, at a rate of Cr2200 per ton". But Keaih is 5 parsec from Vorito, and the Freight Costs table in the core rulebook gives bigger rewards for your efforts (Cr7700). Am I missing something?
I am assuming an overage of Cr2200 per ton over the standard rate (i.e. Cr9900)?
When in doubt, use the ortillery.
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Fri May 18, 2018 10:16 am

I've been DMing the Pirates of Drinax for over a year (and in-game it's just ticking over to year 3). Initially we were 1e Mongoose and then moved to 2e hybrid with the core 2e books, then full 2e with the Drinax books. It's been a blast and there's still a lot of material to go, so this could easily be a 3 year campaign if interest levels remain high.

The starting point was Honour Among Thieves and then The Treasure of Sindal, where they discovered the space station almost intact but in need of extensive repairs. Along the way they've revisited various contacts on Theev, done missions for Lady Yemar of Palindrome, investigated the strange ship for the government of Pourne, assisted the inhabitants of Fantasy and met up with the council on Tech-World. We've also started some Navy characters for The Game of Sun and Shadow and there's great tension in knowing that a fleet is coming, but not being able to react to that.

I've tweaked a few things and straight-up changed others. Firstly the Harrier has morphed a couple of times but is now pure 2e with a medical bay module. Early on the party captured a far trader, a frontier trader and the Eakhau-class trader from Taihlokh's Raiders (may they rest in peace). The Far Trader they set up to do trading between Drinax and Torpol which has given them a little spending money from time to time. The other two have their own crews too. The Treasure of Sindal got them two more Harriers, which at great expense they finally got working. (As a reward I ruled that with the extensive sensors and computing power they have a bonus to acting in concert, so if they have three Harriers linked together they get +2 to attacks, sensor checks and counter measures - one for each additional Harrier up to flights of three).

My campaign is combat-light. I prefer them to think and act intelligently rather than just fight. They've had a few combats, and more ship fights (the Harrier is deadly) but on the whole the universe is a lot less antagonistic than Traveller campaigns I've been in in the past. That may change.

Currently my Travellers are finding people to help them repair and make operational the Treasure of Sindal space station which I designed using the High Guard books to be a mini military refuelling base with some manufacturing and repair facilities, and most enticingly a 600t ship construction yard.

I have kept a (poorly-worded) blog of the party exploits because while we play every week (more or less) my players have terrible memories. If anyone wants more information about how I've approached various aspects I'm happy to help.
MonkeyX
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Re: Pirates of Drinax - GMs thread

Postby MonkeyX » Fri May 18, 2018 12:02 pm

Would love to see the stats for the Old Sindal station. I kept the info fairly vague when the PCs got there, focusing on the 2 extra Harriers and the missiles rather than any other part of it but the players want to go the same route and use it as a home base.
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Tue May 22, 2018 12:04 am

The space station is pretty far from Drinax. Do the players intend to change their area of operations? If their goal is to recreate the original Kingdom of Drinax, or some facsimile thereof, it's not an ideal location. Of course, it is a sandbox campaign. Could be that the players change their objectives after making the find.
"Spacers lead a sedentary life. They live at home, and their home is always with them—their starship, and so is their country—the depths of space."
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Re: Pirates of Drinax - GMs thread

Postby PsiTraveller » Wed May 23, 2018 12:14 am

IMC I had the hidden station be a treasure trove of Harrier specific gear. Fab shops with all Harrier specs in the files, specialized tools and equipment etc. Since there were a few other Harriers attached it made sense. My group copied the data and grabbed the hardware and set up a new repair base at Drinax. They also hauled the Harriers back to Drinax for repair and gave them to Wrax to start a Drinaxian Navy.
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Re: Pirates of Drinax - GMs thread

Postby JMISBEST » Thu May 24, 2018 4:33 pm

Maybe if you think it right and the characters and Drinax by extension, either can't possibly win or can't possibly lose change it so they can possibly win or lose

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