Pirates of Drinax - GMs thread

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Old School
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Re: Pirates of Drinax - GMs thread

Postby Old School » Tue Apr 23, 2019 9:01 pm

A particle accelerator is a serious weapon on any mounting, especially if you follow the designs as written that smaller navy vessels don't have radiation shielding. I would make particle barbettes very difficult to acquire, even for a quasi government backed team like the Pirates of Drinax. Of course, they are handed out like candy in "Treasure of Sindal" as a plot device, so YMMV.
paltrysum
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Tue Apr 23, 2019 9:34 pm

The other thing is that they are quite effective instruments of death. Some of my players have become pretty cavalier about using the PA to irradiate their prey. However, one player in the group has made the observation that the PA is really supposed to be a deterrent weapon. You sneak up on your prey, let them know you have the PA—heck, maybe even show them it's there—and say, "Gimme all your stuff or we use this thing to turn you into slag," without really ever meaning to use it, and assuming they will wisely surrender.

When we ran the fight against the Threshing Oars, they blasted one of the Oars with the PA at the start of the fight. I had one of the raider captains open comms with the Harrier and have one of his enslaved crewmembers beg them to stop, notifying them that they had already killed several slaves taken from Marduk Highport who were slumbering away in low berths. The prevailing sentiment among the players was "too bad for the slaves" and "oh, well, I guess we have to kill some innocents to take these ships." Chalk one up for greed over ethics.

I try not to moralize in my sessions, but several of the players have expressed fairly altruistic intentions towards people like the Vespexers and other downtrodden they have found. I had to ask, "Are you sure you continue to fire upon their ships with the PA, fully knowing that you're killing innocents?" In the end, they opted to use the Harrier's greater thrust to come in close and use the called shot rule to blow holes in their fuel tanks with their Harrier's triple pulse laser, and then take the ships as prizes at their leisure. Which actually turned out to be a pretty cool action sequence. They used creativity and smarts to get what they wanted and found a way to avoid killing innocents.

Let's not forget, I suppose, that this is the crew that killed Grimsbold in "Treasure Ship," so down the slippery slope we go. I will continue to present a morally ambiguous and unjudgmental universe. There's no karma at play here...but... there's a little adventure called "Game of Sun and Shadow" coming around the bend at some point. Should the death toll climb, the navy will more vigorously execute their mission to destroy the pirates if atrocities start to pile up. Not because I want them to, of course, but because they would!
My published Traveller adventures on DriveThruRPG:
https://www.drivethrurpg.com/browse.php ... %20Griffen
paltrysum
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Re: Pirates of Drinax - GMs thread

Postby paltrysum » Thu Apr 25, 2019 11:37 pm

Prodigal Outcast, Episode 4: Borite Blues

We held a rare weekday session last night. Here is the lowdown:

276-1107
The Ghost of Sindal, accompanied by Kasiyl’s Ktiyhui-class courier, arrive in the Borite system and reconnoiter the planet. They discover Teirlas’ Aositaoh-class cruiser and its attending ships, sitting in a basin near a BCA quarry. The crew devises a plan to obtain livestock and booze to distract the Aslan at the camp so they can kidnap Hwehalokharl. The group flies nap-of-the-earth to the city of Draghu which is adjacent to the planet’s humble starport, actually just a pair of concrete landing pads both of which feature deteriorating Drinaxi logos from long ago. After making friends with a few of the locals, they are introduced to Mayor Ora who offers to trade with them: 60 groats and 25 cases of liquor for their help fixing an atmospheric pump at a nearby mine (see “Patrons and Opportunities” on p. 264 of Pirates of Drinax Book 1).

The group notes that they are unsure what to call citizens of Borite. Captain Ash settles on “Borons.”

Sioux and his daughter, Kiirsas, go to the mine with a pair of Vespexers to do the repair work. As it turns out, the site is being scoped out by shipwrecked Oghmans who are observing the mine from a klick away. When Sioux is about halfway through the repair job, the Oghmans descend upon the camp with the intention of kidnapping and enslaving the tech-savvy Sioux. Luckily, Captain Ash is hovering above in his battledress and spots the Oghmans before they launch their attack. He calls in the Ghost, piloted by Tsokszoen and gunned by Kasiyl, who turn the raiders into radioactive slag with its particle accelerator. Ash then calmly sneaks into the APC in his stealthed battledress and clouts the driver on the head, commandeering the vehicle. After a hard day’s work, the group returns to Draghu where two of the other Vespexers with Animals skill have mastered the art of groat herding. The next morning, the group strips out the weaponry from the Oghman APC to make it less threatening and prepares for their kidnapping operation.

On the fourth evening, the Ghost crew enacts their plan. At the LZ, they notice that the Aslan have taken the barracks at the BCA quarry but it does not appear that they have slaughtered its human inhabitants. Ash stealthily sets up a rather explosive diversion in the hills while Tsokszoen and Arlaihelea play the role of nomadic traders with groats and liquor to sell. Arlaihelea carefully measures her words, conveying respect and submissiveness to the guards on the outskirts of the camp. The group is introduced to Teirlas, the hulking warrior, Easteakh, and Hwehalokharl. A possessive female, Teeahta, comes from within Teirlas’ ship and loops her arm in Teirlas’, glaring at Arlaihelea, clearly communicating hostility towards her. Leah recognizes the gesture and assures Teeahta in the female Trokh dialect that she has no designs on her man. Hwehalokharl, called Hwe by his cousin Teirlas, reveals himself to be an erudite sophont, not at all like the more warlike members of the Aslan species the group has been encountering of late. The cultured and well-travelled Hwe correctly identifies the best liquor in their offerings as a high-quality Albean whiskey.

A deal is made and the crew is invited to the evening’s festivities. Things seem to be going according to plan. Tsokszoen expresses privately how unfortunate it is that the group is going to have to kidnap the seemingly pleasant young man.
My published Traveller adventures on DriveThruRPG:
https://www.drivethrurpg.com/browse.php ... %20Griffen

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