Pirates of Drinax - GMs thread

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Kulthea
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Sun Jul 14, 2019 2:40 am

paltrysum wrote:
Sat Jul 13, 2019 5:33 pm
Speaking of undeveloped Patrons and Opportunities, has anyone developed the Pourne one:
Yes, my lot did this one just before my blog started. They started talking to the security chief and after some back and forth the party got maintenance overalls to go in and "clean" the ship. The security chief stood to benefit from working out what it was. Fairly normal traveller side adventure.

I created a ship for them to look around. The occupants were literally dust so they couldn't use DNA but they eventually worked out it was a Bwap ship from cultural references and so on. (Side note: when the Traveller Companion came out I was happy to see Bwap included. I haven't gone back to update this ship to match the newer material though).

Here's the ship. It's not dissimilar from the Prison adventure alien outpost map - on purpose. I was going to have them related but the campaign didn't go in that direction.

Exterior
The vessel appears to be made up of many spheres fused together. Its appearance is slightly organic in nature, as if the architect has decided to imitate nature rather than use straight lines.
The external layer of the hull appears at one time to have had a quite bright colouring, but long exposure to space has worn most of it away. Small pocks, and one or two long gashes, on the hull indicate where large chunks of rock or ice have hit it, indicating that it has been subject to some battering. The hull is streamlined, allowing for landing on planets with an atmosphere.

Image

Interior
The interior of the ship is painted in hues of brown and green. The corridors are oval and oddly ribbed, as if they were organically extruded instead of built. The rooms are flattened spheres. Lighting is subtly dispersed, giving an illusion of light shining through the branches of a tree. Ceiling height is slightly low for human, perhaps indicating that the users of this vessel were shorter in stature. The air is very hot and humid, but breathable – life support appears to be working (the vessel is powered by connections on the starport concourse).
1. Bridge. This is an advanced bridge, using holographic terminals. There are four positions, but a ship of this size could easily be piloted by one individual with these controls. The oddly shaped chairs are a little too small for humans.
2. Ships Locker. This areas seems to have been cleared out. The shelves are empty.
3. Access to Dorsal Turret. A short ladder leads to the turret, which has a double turret with a beam laser and sandcaster.
4. Common Area. This roughly spherical room is dominated by a huge multi-armed device, which resembles a banyan tree made of metal and glass. The branches of the device appear to pulse very slightly, giving the appearance of living. Benches surround it.
5. Stateroom. These rooms are large and appear to have double occupancy, with small screened sleeping quarters off a shared communal area which has a table and chairs. The beds and chairs are too small for humans to comfortably use.
6. Cargo / Storage. These areas are more storeroom than cargo bay, although there is a small cargo elevator in one of them. Both areas are empty, but it is not clear whether they have been emptied or not.
7. Engineering. The drives and power plant appear to not be in the same style as the rest of the ship, although efforts have been made to integrate them by crudely painting them in the same colours as the walls. By their manufacturing labels they were made in the Third Imperium. They seem to be quite advanced.
8. Low Berths. There is an emergency low berth capsule but it appears not to have been used, suggesting that whatever befell the crew there was insufficient time for them to use it.
9. Airlock. The airlock is attached to a docking tube which extends from the ship and can be withdrawn. It appears that the airlock can also be used as a ramp as there are mechanisms for tilting it.
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Sun Jul 14, 2019 3:58 am

Old School wrote:
Sat Jul 13, 2019 1:55 pm
Well that escalated quickly. Did you actually play out the combat with hundreds of missiles?
Yes, the missile combat is actually relatively simple.
Missiles are launched in salvos. A salvo is all the missiles launched by a ship against a single target in the same combat round. This could be a single missile from one turret or dozens from multiple turrets or bays.
Salvo: In the case of the Imperial Navy ship 160 triple turrets resulted in a single salvo of 480 missiles.
Countermeasure: defenses on the station removed a number of missiles from the salvo (e.g. point defenses and electronic warfare). In this battle they combined to remove a few dozen, but still over 400 missiles hit. (Note: this combat was at close range so only one round of countermeasures was possible).
Attack: When the missiles get to the target an Attack roll is made of 2d6 plus the number of missiles in the salvo. That's going to be something like 2d6+400 which will hit most things! The effect is used as the modifier for damage
Damage: Using standard missiles and against the space station's 4 armour points the damage roll is (4D6 - 4) x 410 (the effect of the attack roll). On average that's 4100 points to the hull for a frankly awe-inspiring salvo.l

For comparison the Meson Spinal Weapon did maximum damage on its first hit against the station. 120 points. (2DD damage).
Old School wrote:
Sat Jul 13, 2019 1:55 pm
One quibble - Is the focus on jump capability just for mobility or to hide the station? Because the station can hide without jumping.
Even 0.1g acceleration, given two weeks to accelerate and another two weeks to decelerate, would move the station over a billion km. Only those who know its course would be able to find it.
I appreciate their outside-the-box thinking and it gives me a chance to peruse my misjump tables. Yes, it could just move away, but if it were to move more than a day or two away from the raw materials it needs for the shipyard and manufacturing it would still be operational but the relatively steady stream of mining drones or mining ships might give the game away if another ship jumped in. Turning the manufacturing and shipyard off is also obviously possible, although they don't get to proceed with their plans, and there's always the possibility that some long range scanning ships arrive and they might be found regardless.

Anyway, their eventual aim is to move the station to another "asteroid field in an empty hex" place like they have now, which looking at Wikipedia and astronomy/astrophysics sites (and extrapolating a little) seems to be something that might happen in one or two hexes per subsector. They are going to have a lot of searching to find somewhere as perfect as this place was. And not tell anyone else once they find it.

If they suggest moving using m-drive I'll know they read this forum. :lol:
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Sun Jul 14, 2019 11:49 am

silburnl wrote:
Thu Jul 04, 2019 12:20 pm
Seeing that blog (hi Kulthea, I'm part of that spike) reminded me that I'd been meaning to start one of my own, so I did:

https://whosoncomms.blogspot.com/
Loving it so far. Good work. Great details. I can't comment on the pages directly, so I'll put it here in the hopes you see it.

For trade try this: http://travellertools.azurewebsites.net/ . Author Jonathan Allen (aka Grauenwolf). The tons of cargo are not quite right (along the lines of 3d6 instead of d6x3) but super easy to use. I put the details in and pass an ipad to my players to peruse, or sometimes send the permanent link to them to open on their own devices.

I like your Survey Cutter too, and have made a Google Sheets version using the ship deign tool by Kieran Hartnett (aka /u/bluekieran on reddit). https://docs.google.com/spreadsheets/d/ ... sp=sharing

Finally the awe-inspiring Starship geomorph book from Rober Pearch needs a mention: http://travellerrpgblog.blogspot.com/20 ... pdate.html.
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Re: Pirates of Drinax - GMs thread

Postby Old School » Sun Jul 14, 2019 7:30 pm

Kulthea wrote:
Sun Jul 14, 2019 3:58 am
For comparison the Meson Spinal Weapon did maximum damage on its first hit against the station. 120 points. (2DD damage).
That’s actually 12,000 damage, I’m afraid. High Guard, p. 28:
While spinal weapons are classed as Destructive, they are by far the most potent weapons that can be installed on a ship. Instead of multiplying the damage by 10, as is normal for a Destructive weapon, spinal mounts multiply it by 1,000!
If spinal mounts were only x10 no one would use them, as they would take up way too much space and power for the damage they deliver (as your comparison with the missiles shows). The rules say x1,000. Otherwise your 6,000 ton spinal mount does the same damage as a 100 ton fusion bay.

So that Gionetti hit the space station with a wallop powerful enough to one shot a, well, a Gionetti.

For reference, the average blast from a Tigress Class dreadnaught does 77,000 damage (22d x 1,000), enough to one shot a 100,000 ton fleet carrier. Sounds about right.
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Sun Jul 14, 2019 9:37 pm

Dammit!

They really need to use something other than 2DD for damage. I assumed it was a puny minimum size spinal mount, and thought it not worth the bother.
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Re: Pirates of Drinax - GMs thread

Postby Old School » Sun Jul 14, 2019 11:13 pm

That tripped me up too, until someone on here (probably AnotherDilbert, no rule gets past that guy) pointed it out to me. The table should be written as 2D x 1000 instead of 2DD.
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Mon Jul 15, 2019 1:22 am

Love that impromptu ship design, Kulthea. Half tempted to use it. :wink:
My published Traveller adventures on DriveThruRPG:
https://www.drivethrurpg.com/browse.php ... %20Griffen
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Mon Jul 15, 2019 3:01 am

Old School wrote:
Sun Jul 14, 2019 11:13 pm
The table should be written as 2D x 1000 instead of 2DD.
I’m going to say that it didn’t get a chance to recharge before the ship had to turn away. That’s very frustrating though.

Admiral Darokyn sure was overconfident and a bit rusty.
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Mon Jul 15, 2019 3:02 am

paltrysum wrote:
Mon Jul 15, 2019 1:22 am
Love that impromptu ship design, Kulthea. Half tempted to use it. :wink:
Sure thing. I hope none of our players read this thread.
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Mon Jul 15, 2019 4:43 am

I hope they don't, too — especially since the title of it includes "GMs thread." :D

We more or less wrapped up "Prodigal Outcast" today and I have to say I'm disappointed in my players' lack of initiative. They're a conservative group and haven't really tilted the risk/reward proposition much in their own favor. They took one of the deals from the Syoisuis without even exploring the potential deals that exist by approaching the Tlaiowaha and Yerlyaruiwo clans with the confession, once they had obtained it. They were also completely averse to making the long trek to Stohyus or Hkakh which have perhaps the biggest payoffs of all, including the possible acquisition of an Ekawsihkua-class Escort. They had made it clear that they were ambivalent about doing what Kasiyl wanted to the letter, so I really thought they would go full mercenary and sell him out.

In the conversation with Lokharl — the earleatrais who judged against Kasiyl — I made him evasive about just who it was that bribed him to decide against Kasiyl and the Ahroay'if in the war against the Tokohfealr clan. I figured if the players pressed, I would give them a chance to get the answer out of him. One of the players did so, so I gave him a Persuade roll and he rolled snake eyes so, of course, they never found out straight from Lokharl that it was the Tlaiowaha who influenced him. The players then talked about going back to Aual, Kasiyl's sister, which I figured could have eventually led to a conversation with the Tlaiowahako, who would very much have liked to pay them off for the confession. The adventure says the Tlaiowaha would have been willing to pay MCr300 for their silence, but they would pay more if pressed — I figure a Broker or Diplomat roll could have netted them somewhere in the MCr400–500 range, enough to buy one or more custom ships at Theev. But they were paralyzed with fear of the Aslan and perhaps also overly impressed with the bravado of Tye and Yekh, the two friendly assassins from the Syoisuis clan.

The long and short of it is that I have a conservative group; they seek the sure thing and rarely go for the big kahuna. That's fine, but as a ref who knows more about what they could have gotten, it can be frustrating at times. But it's not your role to influence their decisions; merely to adjudicate them.

They took the deal with the Syoisuis in which Kasiyl gets to engage in a duel to the death with Hwehalokharl. The Syoisuis have guaranteed Kasiyl's victory, so the fight is rigged. Kasiyl will get his honor back, be restored to his noble status with the Ahroay'if clan and have a reasonable chance of getting the Ascendency faction back into favor. Nothing like taking the confession straight to Hkakh mind you, wherein the war is definitely back on and the Ascendency faction is a shoo-in to take over the clan. It wasn't the worst decision they could have made, but it just kills me a bit that they left so much on the table.
My published Traveller adventures on DriveThruRPG:
https://www.drivethrurpg.com/browse.php ... %20Griffen
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Re: Pirates of Drinax - GMs thread

Postby silburnl » Mon Jul 15, 2019 10:43 am

Kulthea wrote:
Sun Jul 14, 2019 11:49 am
silburnl wrote:
Thu Jul 04, 2019 12:20 pm
Seeing that blog (hi Kulthea, I'm part of that spike) reminded me that I'd been meaning to start one of my own, so I did:

https://whosoncomms.blogspot.com/
Loving it so far. Good work. Great details. I can't comment on the pages directly, so I'll put it here in the hopes you see it.
Cool. I'm glad you like it - I'm still in the early days of my campaign and full of enthusiasm, but hopefully I'll keep it going. I've locked down the comments section so minimise the amount of drive-by spam I have to deal with but if anyone wants to comment, I'll be happy to add them to the list.
For trade try this: http://travellertools.azurewebsites.net/ . Author Jonathan Allen (aka Grauenwolf). The tons of cargo are not quite right (along the lines of 3d6 instead of d6x3) but super easy to use. I put the details in and pass an ipad to my players to peruse, or sometimes send the permanent link to them to open on their own devices.

I like your Survey Cutter too, and have made a Google Sheets version using the ship deign tool by Kieran Hartnett (aka /u/bluekieran on reddit). https://docs.google.com/spreadsheets/d/ ... sp=sharing
I know of those two links - quite possibly I followed references to them from your blog...

In fact I took a local copy of Kieran's sheet and excel-ified it to help with making up the Survey Cutter and have been fixing bugs as I ran across them. If I get time I will reconvert it to Sheets with the bugfixes (although I haven't been logging them as I went along so it might be tricky to reconstruct all the fixes for a changelog).
Finally the awe-inspiring Starship geomorph book from Rober Pearch needs a mention: http://travellerrpgblog.blogspot.com/20 ... pdate.html.
This one I didn't know about however and it should prove handy for when I start producing deckplans. So thanks for that.

Regards
Luke
--
Currently running Pirates of Drinax
Old School
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Re: Pirates of Drinax - GMs thread

Postby Old School » Mon Jul 15, 2019 11:15 am

silburnl wrote:
Thu Jul 04, 2019 12:20 pm
Seeing that blog (hi Kulthea, I'm part of that spike) reminded me that I'd been meaning to start one of my own, so I did:

https://whosoncomms.blogspot.com/
Hey man, I’ve only read the first two entries, but I really like this. I appreciate the effort you’re putting into the Campaign. Really nice description of the Drinax system. I appreciate that you are tackling some of the science fiction weirdness that I’ve chosen to hand wave away (i.e. the low gravity of Drinax).
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Re: Pirates of Drinax - GMs thread

Postby Old School » Tue Jul 16, 2019 11:38 am

paltrysum wrote:
Mon Jul 15, 2019 4:43 am
The long and short of it is that I have a conservative group; they seek the sure thing and rarely go for the big kahuna. That's fine, but as a ref who knows more about what they could have gotten, it can be frustrating at times. But it's not your role to influence their decisions; merely to adjudicate them.

They took the deal with the Syoisuis in which Kasiyl gets to engage in a duel to the death with Hwehalokharl. The Syoisuis have guaranteed Kasiyl's victory, so the fight is rigged. Kasiyl will get his honor back, be restored to his noble status with the Ahroay'if clan and have a reasonable chance of getting the Ascendency faction back into favor. Nothing like taking the confession straight to Hkakh mind you, wherein the war is definitely back on and the Ascendency faction is a shoo-in to take over the clan. It wasn't the worst decision they could have made, but it just kills me a bit that they left so much on the table.
Sometimes you need an NPC to nudge them to explore their options, but it can only be a nudge. My players don’t hesitate to declare “mission accomplished” if they like where they are at, regardless of what’s left in the planned adventure. Will be interesting to see what they do in Aslan space because they refuse to cross the Imperium. After reading your post I re-read “Prodigal Outcast” yesterday and have gone from dreading it to really wanting to run it. Alas, it is probably months away.
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Tue Jul 16, 2019 3:54 pm

Old School wrote:
Tue Jul 16, 2019 11:38 am
After reading your post I re-read “Prodigal Outcast” yesterday and have gone from dreading it to really wanting to run it. Alas, it is probably months away.
For me, it was the most enjoyable adventure yet. I had to be fully engaged. I had to learn the byzantine workings of an alien culture and convey it to the players. The ref has to play the part of a whole slew of aliens in the adventure, which — after a while — becomes quite enjoyable. I must have read the adventure four times to fully grasp all of its complexity. The Trokh words and names can be an impediment at first, but by the end of the adventure, they had either learned to use them (e.g., earleatrais) or come up with suitable nicknames (e.g., Yerlyaruiwo = the Yerlies). While the players were a bit timid in their negotiations in the end, part of that was because the Hierate had become a frightening place for them. Giving a place or a region a personality like that was something that happened organically, which was cool.

They have now retreated to the edge of Hierate space to Kteiroa, the world where "Ihatei!" largely takes place, and which has rather organically become a second home for them. As daunting as the rest of the Hierate is to them, Utea — the patron of Kteiroa — has become sort of an Aslan den mother to them, which is kind of cool and a bit funny considering the contentious relationships they have with the rest of the Aslan species. We'll see where this all leads. Can't wait to see what happens next.
My published Traveller adventures on DriveThruRPG:
https://www.drivethrurpg.com/browse.php ... %20Griffen
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Re: Pirates of Drinax - GMs thread

Postby Old School » Tue Jul 16, 2019 9:59 pm

The Demon’s Eye: How to win friends and influence people

The B Team finds itself in a lower than comfortable orbit of a gas giant in the First system, with no comms and no sensors. As best they can tell they’ve got many hours before their orbit degrades to the point it’s a problem. Having no luck restarting the systems, they begin to disassemble the sensor system. Key circuits appear to have been fried, but without any damage to other components. This leads Lemuel to opine that it may be a nanobot outbreak, maybe something they picked up on Jali’s stolen ship, the Vagabond Soul. But why would nanobots target just these systems so precisely? He doesn’t have a good answer for that, but suggests can could try sending impulses through the electrical systems that will instruct any remaining nanobots to deactivate. Meanwhile, Alaina is able to restore basic sensor functionality, but no more.

Comms also are partially restored, in that they can pick up incoming signals but not transmit. They immediately pick up the active ping of the Emuar. Odd that a naval vessel on patrol would be actively signaling its location, but it did send a distress signal several hours earlier. It’s not hailing anyone that they can tell other than its transponder ping, at it appears to have pointed itself away from the planet, so they (correctly) presume the Emuar is not in any immediate danger. The Vagabond Soul has disappeared. Of course, it could be close, but with DM-4 sensors and at the edge of the atmosphere, they wouldn’t know it.

So now what? They consider hanging around and continue their efforts to restore communications, at least to get their own transponder going. Maybe even head to the starport to get the ship checked out. But with the Emuar apparently facing the same systems issues, the navy will have questions they can’t or won’t answer, which might make things uncomfortable. So they decide to chance the crappy sensors and comms, and head for the jump limit. If anyone asks, their comms and sensors were on the fritz (true enough), and they never heard any distress call (almost true), and don’t know anything about that other tramp trader (well. . .).

Next stop is Eshadi, mainly because it’s got a decent starport with a high tech level. There they are able to obtain replace parts, and given the surgical nature of the damage to their sensors and comms, the repairs are quick and easy.

At this point the players make an unusual request. They are chasing Jali to a religious conference. None of the travellers know jack about religion, and none are diplomats either. Might one of their contacts or allies (some of whom we ever really detailed) be able to help? So I reward their foresight by answering yes, and the team jumps out, bound for Tobia. Chad knows a guy there, a former petty officer under him, who found religion and left the navy, but they’ve kinda sorta kept in touch. Well, not within the last five years or so, but hey, he’s as good a contact as any. Hopefully he’s still on Tobia.

At Tobia, the team’s problems catch up with them. They are denied permission to dock at the main downport, and are instead directed to the highport. They are met by a small squad of marines, who escort the crew to the Naval offices onsite. There they are questioned by an eager young sub-lieutenant, who seems very excited to be questioning the crew of a tramp trader:

Why were you in Fist approximately three weeks ago?
Why were you refueling at a gas giant instead of using the local starport?
Why did not answer distress calls from the Emuar when you were known to be in the vicinity?
What do you know about the other tramp ship that skimmed fuel several hours after your ship?
What repairs did you have done in Eshadi?
Where did you obtain the cargo you sold at Eshadi?
What is your business on Tobia?

Through the tedious process of mostly evading these questions, they decipher that they’ve been stopped because they were the last ship boarded by the Emuar before it experienced difficulties, losing comms and sensors just as the Lady Miria had.

As they can document the repair work, they can make a strong case that they too were experiencing electronic issues and never heard the distress call. By time they got partial functionality, the “mysterious” other ship was gone and the Emuar appeared to be headed back to the starport. However, that also documents that they had the EXACT same problem as theEmuar. Can they explain this?

“What exactly are you getting at, Lieutenant? Electronics can fail the same as any other part. If we are being accused of some wrongdoing, be straight forward about it, Lieutenant. Otherwise, we have business to attend to.”

The young officer leaves, and after an uncomfortable waiting period a Lt. Commander enters, asks a few follow up questions, and then informs the B Team that the Lady Miria is being impounded so that it can be inspected. No, she doesn’t know for how long. No, the Navy will not pay for their accommodations while they wait. No, they aren’t being accused of anything. Yet. But two ships experiencing identical electronic failures shortly after boarding requires investigation. We can’t have a tramp trader running around infecting patrol vessels, can we? (A failed recon role means no one notices Lemuel’s ever so slight smirk at this). The Navy apologizes for any inconvenience.

She then inquires as to any contraband carried on the ship?
“No contraband. We are an Imperium registered mercenary company, so don’t be surprised by the Plasma Gun. Or the Cryojet. Or the closet full of gauss ammunition and grenades. Please do be careful with our stuff.”

“Ah, yes,” replies the Lt. Cmdr “You are, of course, part of the band that destroyed a PRQ facility in Acrid. What were your roles in that incident?”

“I don’t know anything about that. I just met these people. I just needed a ride back home.” squeaks Lemuel, the only words he speaks during the interview.

“My role was liberal use of said Plasma gun“, says Chad.

“I blew up the security room on the docks with a double pulse laser cannon”, adds Gemma.

“I got to ride around in a dune buggy while firing an autocannon at the same time. It was awesome! Indoors, too! Like shooting guns in the house.” Says Junior with a smile.

Alaina, feigns a disapproving look at the other three before saying “Well, Commander, all I did was fly the ship, and after I dropped the kids off I went to get groceries, like a good wife. Now then, we’ve been gone for a few years, Commander, so tell me: what is the Imperium’s current stance on slavery? Surely the Navy doesn’t still have all those supply contracts with known slavers, do they?”

Junior slaps the table, growing more excited. “Oh, and I got to blow up the dune buggy, too. BLEW IT UP! Right in front of everyone. AWE-SOME! Tell her, Colonel. You saw it when I shot the ammo rack. I know you did! “

Chad just shrugs and looks at Alaina.

“Oh yeah! And then the Colonel, he like . . . shot the ceiling! With his plasma gun! And all these rocks were falling, and, and . . . what? Why are looking at my like that again, Captain Madigan?“

Captain Alaina Madigan sighs before turning back to their interrogator: “Please don’t mind Sgt. Sanchez. My husband feels some obligation to look after him. They’re both from Simok, you see. So, slavery?”

The Lt. Commander maintains an impressive poker face before saying “I’ll be frank. Your attack on PRQ, while violating no Imperial Law, will make you less than popular here. Pax Rulin Quartermasters has many friends in both the Navy and the subsector bureaucracy. I’d suggest you keep a low profile.”

“A few less friends than before they were exposed as slavers, I would hope. That IS still against Imperial law, is it not?”

Chad gives Alaina a look. “Um. . .Honey, we DID sign a non-disclosure agreement, remember?”

The less than amused Lt. Commander says “You can retrieve personal items from your ship now if needed, but you will not be permitted to stay on board. You’ll be notified if and when your ship is cleared for departure. You are required to clear any travel plans off the highport with my office prior to departure, and you must remain in system until notified otherwise. Welcome to Tobia.”

Another minor kerfuffle erupts when the marines watching their ship attempt to take Alaina’s portable computer. She allows it to be scanned, but refuses to turn it over, much less to unlock the security features to the laptop’s contents can be examined. “If you want into my computer, Corporal, you’ll need an order from a judge. So I suggest you press your dress uniform. I’ll wear mine too and we can compare medals”. Eventually the security team relents and our travellers are on their way. “Oh yeah, and tell Lt. Commander whats-her-face that we’re headed to the downport. We might leave the port but won’t leave the city. We promise! (virtually the entire landmass of Tobia is covered by one sprawling city). And don’t mess up our ship!”
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Re: Pirates of Drinax - GMs thread

Postby Putraack » Fri Jul 19, 2019 1:08 pm

I'm restarting my Drinax campaign; Session Zero was last month and they'll start jumping tomorrow. Wish me luck!

One question, as my last game was from the last edition: Was there any starting money for the ship & crew fronted by the King? I thought there was before, but I can't find anything like that in the hardback book. I guess the PCs will have to turn up a prize pretty quickly, in order to fund fuel & maintenance.

I should mention, this is rejoining of a game in progress, but with new PCs on one of the Harriers salvaged from the Treasury of Sindal, not the original ship recovered from Drinax's outer regions. (It's amazingly got the same wear and tear, though 8) )
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Re: Pirates of Drinax - GMs thread

Postby Old School » Fri Jul 19, 2019 2:08 pm

I don’t think there’s anything given other than the partially repaired ship. Drinax is very cash poor.

The Harrier supplement has a system that abstracts repairs needed to be made, with repair units that can be obtained by spending credits, salvaging other ships, or starting ship shares.

Of course, you’re starting off in the middle of the written campaign, so you can adjust this however the current game circumstances warrant.
NOLATrav
Banded Mongoose
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Re: Pirates of Drinax - GMs thread

Postby NOLATrav » Sat Jul 20, 2019 3:20 pm

Great write up, Old School 8)

I am so loving reading all these different Drinax campaigns. Thank you all for taking the time to share here and sharing links. I’m starting to feel the hyperbole is true - could be the greatest RPG adventure series ever written :D

I’m taking the plunge next campaign.
Kulthea
Weasel
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Re: Pirates of Drinax - GMs thread

Postby Kulthea » Sun Jul 21, 2019 8:05 am

Old School wrote:
Tue Jul 16, 2019 9:59 pm
Another minor kerfuffle erupts ...
Great stuff Old School. This quote encapsulates Traveller wonderfully.

My next episode is up. The party have finally got the new prototype drive up and working - with astonishing results. It will become apparent that it has a finite life (number of hexes) but each time a new one is manufactured it will be more reliable than the last.

They have also decided to scrap the 'put a jump drive in the station' plan for the time being, preferring to fill up the megafreighter with the most useful parts of the station (those that can help them make things have been prioritised) so they can go somewhere else sooner. They have found a few possible locations (i.e. empty hex, some kind of asteroid or planetoid detected) and will I assume be checking them out soon enough.
Old School
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Re: Pirates of Drinax - GMs thread

Postby Old School » Sun Jul 21, 2019 1:14 pm

Yes, your typical traveller campaign is a group of travellers ricocheting from one kerfuffle to the next. You know, that would be a good name for a ship. . .

So now you’ve blown up both their pirate bases but are also blowing up the order of the universe with the Womp Drive. I love it!

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