Recent content by Kulthea

  1. K

    Deepnight Revelation - GMs Thread

    Sorry Tea Rex I can't make the quotes within quotes work! You asked: What I am wondering is how you are handling the advanced technology of the ancients? Did you give them all achievements of a certain techlevel? And how do you do the balancing. My players tend to powergaming, so I always have...
  2. K

    Deepnight Revelation - GMs Thread

    Thanks! The campaign never stopped, I just didn't write it up on a blog.
  3. K

    Deepnight Revelation - GMs Thread

    I've started running my party through Deepnight Revelation, following on from their Pirates of Drinax (MgT1 to start, then MgT2) and Secrets of the Ancient (MgT1) campaigns. (My Pirates blog got onto the home page of Mongoose Publishing, which was a little freaky as I'd assumed it was locked...
  4. K

    Pirates of Drinax - GMs thread

    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...
  5. K

    Pirates of Drinax - GMs thread

    Sure thing. I hope none of our players read this thread.
  6. K

    Pirates of Drinax - GMs thread

    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.
  7. K

    Pirates of Drinax - GMs thread

    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.
  8. K

    Pirates of Drinax - GMs thread

    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...
  9. K

    Pirates of Drinax - GMs thread

    Yes, the missile combat is actually relatively simple. 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)...
  10. K

    Pirates of Drinax - GMs thread

    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...
  11. K

    Pirates of Drinax - GMs thread

    Nope. Nice hook but lots of work to set up, and as with Old School I've been avoiding just about anything psionic (one dabble with an imperial character notwithstanding). It is the sort of thing that can be transplanted to another world though so it might pop up one day when I'm in the right mood.
  12. K

    Pirates of Drinax - GMs thread

    It's nice when old friends drop in. http://piratesofdrinax.blogspot.com/ <evil grin>
  13. K

    What rank would the leader hold

    Happy to give JMISBEST some leeway. https://jmisbest.wordpress.com/
  14. K

    Pirates of Drinax - GMs thread

    I stand corrected. You are right. I somehow interpreted it as only being the non-Imperium worlds and that seems to work as well. Perhaps the next stage of the GeDeCo plan will include the Imperium.
  15. K

    Pirates of Drinax - GMs thread

    I made a spreadsheet for that. The one that gave the most successes was 2, 2, 2. That's also by an actual coincidence what my players persuaded Rao to go with. The spreadsheet allowed me to show the results in real time. All calculations were hidden but the standing was still visible. As I...
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