Stranded, the free adventure included with the Mongoose Traveller Starter Set, is meant to ease new players and referees into the system. It has some great ideas: exploration, survival, the map is fun... but there are some areas where it could be more accessible for newcomers.
Here are a few areas that might trip up a first-time Referee, along with some thoughts on smoothing them out.
Equipment Clarity:
Some suggested tables that clear out the vague rules and straighten out the gear "bundles" and "kits...
Equipment
Weapons
Ammo
Armor
Essentially, arctic clothing and especially the crewsuit are trash. The players should quickly realize that 10kg for no protection should be dumped. Not sure why that was even included. A fun red herring, I guess.
Other equipment. As best as I could surmise:
Escape pod:
Contents of the above "Emergency Survival Kit -- Personal" (also found on Crash site 2 as part of the Emergency Vehicle Kit):
Crash Site 1
Crash Site 2
Personal Bundle (x6):
More stuff in the Vehicle Emergency Kit:
Map
Just ignore the planet map. It's wrong. Use the local hex map.
Terrain Types.
If it's obvious from the map, then just use that, but you can also use this table to randomly pick a terrain type, if it's ambiguous from the hex they're on. Also, Marshy terrain says it's 15km, which is impossible to track on 10km hex, so just use 10. Here's a simplified table with how many hexes per day they can move depending on the terrain you roll.
Survival
Hunting and fishing is a wall of text, but can be summarized in the following couple of tables.
Weather
Weather is mentioned on the island, but is kind of inconsistent. Use this optionally to add more randomness and flair.
Here are a few areas that might trip up a first-time Referee, along with some thoughts on smoothing them out.
Equipment Clarity:
- Several items, especially weapons and gear packs, lack clear stats. For a new Referee, it’s not always obvious what these items do or how to adjudicate their effects.
- The abundance of "kits" and bundles can be overwhelming. Simplifying or condensing the gear section would help a lot.
- The module spends a lot of space talking about encumbrance and starvation, but it’s undercut by how easy it is for Travellers to avoid real hardship. These rules and mechanics feel like they’re present more for flavor than actual challenge.
- The world map and detailed region maps don’t align well in terms of scale. Terrain descriptions and naming conventions could also use a pass for consistency
Some suggested tables that clear out the vague rules and straighten out the gear "bundles" and "kits...
Equipment
Weapons
Name | TL | Range | Damage | Weight (kg) | Cost | Magazine | Mag Cost | Traits |
---|---|---|---|---|---|---|---|---|
Survival Blade | 7 | Melee | 2D | 0.5 | Cr150 | – | – | – |
Machete (Field Kit) | 7 | Melee | 2D | 1.0 | Cr150 | – | – | – |
Snub Revolver | 8 | 5m | 3D - 3 | 1.0 | Cr150 | 6 | Cr10 | Zero-G |
5mm Carbine | 5 | 250m | 2D+3 | 5.0 | Cr200 | 10 | Cr15 | Scope (no DM-2 for long range), DM+2 for recon if used to spy |
4mm Survival Rifle | 5 | 100m | 2D | 3.0 | Cr200 | 1 (Breech) | Cr2 | Silent |
Hatchet | 6 | Melee | 2D+2 | 2.0 | Cr100 | – | – | Tool |
Ammo
Type | For Weapon | Quantity | Notes |
---|---|---|---|
Snub Pistol Rounds | Snub Revolver (x2) | 50 rounds (sealed box), plus 26 loose | 76 rounds -- Found in escape pods. Standard 10-round mags |
5mm Carbine Magazines | 5mm Carbine | 2 mags (both fully loaded) | 20 rounds -- 10 rounds per mag |
4mm Survival Rifle Ammo | 4mm Survival Rifle | 50 bullets, 50 shotgun shells | Use range 10 if used as shotgun |
Armor
Name | TL | Protection | Weight (kg) | Cost | Required Skill | Notes |
---|---|---|---|---|---|---|
Crewsuit | 10 | 0 | 10.0 | Cr2000 | Vacc Suit 0 | Short-term vacc protection, not armored |
Arctic Clothing | 5 | 0 | 3.0 | Cr100 | – | Cold weather protection only |
Field Clothing | 5 | 0 | 1.0 | Cr50 | – | Standard clothing |
Essentially, arctic clothing and especially the crewsuit are trash. The players should quickly realize that 10kg for no protection should be dumped. Not sure why that was even included. A fun red herring, I guess.
Other equipment. As best as I could surmise:
Escape pod:
Item | Weight (kg) | Count | Notes |
---|---|---|---|
Field Clothing Kit | — | 1x per traveller | Basic layered clothes + sandals; no encumbrance if worn |
Emergency Survival Kit (Personal) | 2.5 | 1x per traveller | Full contents detailed below |
Water Purification Kit | 0.5 | 1x per traveller | Funnel, filter straws, tablets, test strips |
Contents of the above "Emergency Survival Kit -- Personal" (also found on Crash site 2 as part of the Emergency Vehicle Kit):
Item | Weight (kg) | Count | Notes |
---|---|---|---|
Waterproof sock/mittens (x2) | ~0.2 | 1 | Included in kit |
Waterproof poncho/shelter | 0.5 | 1 | Doubles as blanket/tarp |
Soft head-wrap | ~0.1 | 1 | Face and neck wrap |
Fire-starting kit | 0.2 | 1 | Flint, capsules, etc. |
Chemical heat tablets | 0.2 | 1 | Provides warmth |
Water purification tablets | ~0.1 | 10 | Supplement to filter kit |
Water filters (set) | 0.5 | 1 | Direct-to-pool filter straws |
Canteen | 0.5 | 1 | Water bottle |
Survival knife (multi-tool) | 0.5 | 1 | Knife + pliers/clippers |
Food (bars) | 0.5 | 1 | 1 day |
Food (dried rations) | 1.5 | 1 | 1 week preserved rations (≈8 FU total) |
Chemical lightsticks (12) | 1 | 1 | Single-use light sources |
Clockwork flashlight | 0.5 | 1 | Wind-up powered |
Whistle | 0.1 | 1 | Audible signaling |
Small mirror | 0.1 | 1 | Can be used for visual signaling |
Minimal medical pack | 0.5 | 1 | Bandages, antiseptic, painkillers. DM-1 to First Aid checks. |
Crash Site 1
Item | Weight (kg) | Count | Notes |
---|---|---|---|
Field Medical Kit | 3.0 | 1 | Surgical tools, injectors, diagnostics; |
Crash Site 2
Personal Bundle (x6):
Item | Weight (kg) | Count | Notes |
---|---|---|---|
Emergency Survival Kit (Personal) | 2.5 | 1 | See above for contents |
Field Kit, Individual | 3.0 | 1 | Includes machete (2D), poncho/blanket, 6 lightsticks, fire kit, water bottle, 1 day iron rations |
Arctic Clothing | — | 1 | Cold protection; AV 0 |
Sleeping Bag | 1.0 | 1 | Supposedly waterproof |
Respirator + Filters | 1.0 | 1 | Air filtration mask |
More stuff in the Vehicle Emergency Kit:
Item | Weight (kg) each | Count | Notes |
---|---|---|---|
Emergency Light/Signal Kit | 1.0 | 1 | 12 distress flares |
Tent/Shelter (2-person) | 5.0 | 3 | Covers 6 people total |
Field Medical Kit | 2.0 | 1 | Duplicate of Crash Site 1 |
Chemical testers (food/water) | 0.5 | 1 | Disposable strips for safety checks |
Water purification still | 3.0 | 1 | Passive/active water extraction |
10L Water Container w/ Filter | 1.0 empty, 10.0 full | 6 | Large water transport with built-in filters |
Field Ration Pack (10-day) | 5.0 | 6 | 100 FU per pack. Total 600 FU |
Hatchet | 2.0 | 1 | 2D+2 damage, tool or weapon |
Emergency Tool | 3.0 | 1 | Hammer, lever, jack, spear |
Map
Just ignore the planet map. It's wrong. Use the local hex map.
Terrain Types.
If it's obvious from the map, then just use that, but you can also use this table to randomly pick a terrain type, if it's ambiguous from the hex they're on. Also, Marshy terrain says it's 15km, which is impossible to track on 10km hex, so just use 10. Here's a simplified table with how many hexes per day they can move depending on the terrain you roll.
1d6 | Terrain Type | Movement Rate | Encounter Roll | Notes (RP) |
---|---|---|---|---|
1 | Marshy | 1 hex/day | 7+ | Wet, low-lying, hard to find dry paths. Most common terrain. |
2 | Marshy | 1 hex/day | 7+ | Same as above. Roll duplicated for higher occurrence. |
3 | Overgrown | 1 hex/day | 8+ | Dense vegetation, may require cutting or detouring. Slower and obstructed. |
4 | Hilly | 2 hexes/day | 9+ | Scrubby slopes, clustered trees. Drier terrain, better going. |
5 | Riverbank | 1 hex/day (walking on bank) or 2 hexes/day upstream or 4 hexes/day downstream (in a raft) | 7+ (bank) or 9+ (raft) | Bank counts as marshy for travel. Roll 1-3 for upstream or 4-6 for downstream. |
6 | Lake Shore | 1 hex/day (walking on shore) or 3 hexes/day (boat/raft) | 7+ (shore) or 10+ (raft) | Banks = marshy; boats allow faster movement but increase encounter chance. |
Survival
Hunting and fishing is a wall of text, but can be summarized in the following couple of tables.
Activity | Skill | Roll | Result on Success | Time Required | Notes |
---|---|---|---|---|---|
Foraging | Survival | 6+ (Routine) | 1D FU + Effect | 1 full day | Includes small game & plants |
Fishing | Survival | 6+ (Routine) | 1D FU + Effect | 1 full day | Only in Lake or River terrain |
Small Game Hunt | Survival | 6+ (Routine) | 1D FU + Effect | 1 full day | Trapping or bow hunting, low danger |
Large Game Hunt | Varies | Roleplayed | See Animal Table | 1+ days | Uses weapon + Survival + tactics |
Creature | Description / Size | Food Yield (FU) |
---|---|---|
Plateface | Rhino/triceratops-sized grazer | 4D + 12 + Effect |
Razormouth | Large-dog-sized apex predator, pack | 2D + Effect |
River-Hunter | Large aquatic predator, crocodile-like | 3D + Effect |
Marsh-Hunter | Dog-sized aquatic hunter | 1D + Effect |
Croconeck | 15 kg herbivore, harmless | 1D |
Ground Scavenger | Tiny winged lizard, 1 HP | 0*(no edible meat)* |
Weather
Weather is mentioned on the island, but is kind of inconsistent. Use this optionally to add more randomness and flair.
2d6 | Weather Condition | Description |
---|---|---|
2 | Violent Storm | Gale-force winds, horizontal rain, visibility <10m. Movement halved, checks involving perception or travel suffer -2 DM. |
3 | Cold Torrential Downpour | Near-constant heavy rain, temperature near freezing. Hypothermia risk if exposed. |
4 | Steady Cold Rain | Persistent drizzle with muddy ground. Travel impeded. |
5 | Fog and Drizzle | Low visibility, muffled sound. +2 DM to stealth, -2 DM to ranged attacks and Recon. |
6 | Overcast and Damp | No sun, chill in the air, oppressive humidity. Normal conditions but morale suffers. |
7 | Patchy Clouds and Chill Wind | Cold wind from the mountains, but relatively clear. Ideal for travel. |
8 | Misty Sunshine | Short periods of filtered sunlight. Swamp steams, insects swarm. |
9 | Warm Spell | Slightly above-average temperature, ideal for foraging. Wildlife more active. |
10 | Tropical Rainsquall | Sudden heavy rain for 1d3 hours, then clear. Check for flash flooding if near rivers or low ground. |
11 | Lightning Storm | Spectacular but dangerous. Risk of fire or damage to gear. Electronics vulnerable. |
12 | Localized Weather Disturbance | Roll twice more; apply both results in different hexes/parts of the day. Effects may include rapid weather shifts, microbursts, etc. |
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