Pirates of Drinax - GMs thread

I'm not happy with 'System Attitude' and 'Standing' and 'Pirate Response Index' and 'Reputation' and 'Infamy' and 'Faction / Asset value' and all the rest all being separate things -- I feel like there ought to be a single tool to track attitudes towards 'Drinaxi Unification / Establishing the New Kingdom' and other people, groups, and agendas. Instead there is a hodge-podge, and if a referee wants to keep another half-dozen balls in the air then they can add as many of these different, contradictory systems as they want.

I like the granularity of 'Standing', but the way it is actually described (especially the implied instantaneous omniscience of the Imperial Powers) seems poorly executed.

My inclination is to start with 'spider' plots, or something similar. Each individual, or group, or system, or Aslan Clan, or great imperial power has a spider plot reflecting how it feels about certain issues or entities -- or maybe two, one for 'attitude towards others' and another for 'attitude of others toward'. The players are trying to undercut other powers while increasing the opinion/influence of The New Kingdom. It would be a nice bonus if the new system also incorporated or aligned with the three-digit 'political stance of potential members systems' from 'Finale'.

[Edit:] Maybe each system or entity has a unique basic spider plot of 'things that matter to me' -- security, trade, technological progress, population or economic growth, 'respects our traditions', etc. Every other entity that it is aware of / cares about fills out a copy of this spider plot -- or charts their own data on the same spider plot as others but in a unique color. As a general rule, the area of the filled in portion of the spider plot is a 'strength of positive sentiment towards' -- so NaHu systems have a plot where the Imperium has a smaller area filled in, whereas a CsIm system has the Imperium filling in a somewhat larger (representing a stronger positive feeling or relationship) area.

Part of diplomacy is figuring out what each system has as axes on their unique spider plot; and potentially shaping the regime to add to, delete, or redefine those axes.

[Edit of the Edit:] Perhaps the axes should not be expressed as an absolute value, but as 'percentage of agreement on topic X'. Two different regimes which strongly value 'destroy all post-1600 AD technology and live in harmony with nature' might have a negative attitude about technology, but since they both have a high degree of agreement, their 'technology' axis towards each other is quite positive. [/Edit of the Edit]

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A question for @Hootenheimer and any other GMs who are running Drinax for a "we're not really into this whole piracy thing" group: did you still use the Standing and port status systems as printed, or did you rewrite them to fit? (Or just drop them entirely?)
My approach is almost if not identical to what @Endie did, down to having a GM Prep Spreadsheet of Doom™ that tracks the System Attitude in each system, which represents how a planetary government or a people feel about Drinax generally rather than their attitudes toward piracy. I mostly kept the initial values the way they were, though I might have made an adjustment or two if a system felt entirely out of line with that new goal.

Reputation, Infamy, Faction and Asset values, and Pirate Response Index I haven't tracked numerically. I have loosely tracked them narratively with written notes about the capability of factions and the relationships the party has with those NPCs and factions. I do have a sheet in my Excel workbook for Pirate Response Index but because my players aren't doing much piracy it hasn't gotten much use.
 
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Here are a few more update posts from recent weeks as I (gradually) catch up to where the campaign currently stands:

  • https://drinax.net/borderland-run-4/ - this continues the Borderland Run series of adventures, as the crew of the So Much For Subtlety and their reluctant, Aslan passenger attempt to mislead their pursuers by meandering around the Wildeman and Voidsedge Clusters. They had solved the mystery of Captain Envai's Cavern (finding an abandoned Sindalian base that had later been used then stripped by pirates). Next, they travel back towards Tyokh via Cordan, where a representative of Baroness Lux approaches them about a political conflict she would like their help in at some point. They're on the clock, so they say "maybe later" and move onto Exe where they spend a lot of time in a bar talking to other spacers (this was an RP-heavy session). Next it is Falcon, where they provide assistance to another ship pirated by the "mercenary enforcement" ship the Bayern.
  • Versions of the same events from Krrsh (their somewhat whole-hearted Vargr crewman) - https://drinax.net/borderland-run-4-krrshs-version/ - and by Sharyl, the Aslan marine who has been a handy way to demonstrate Aslan culture to them - https://drinax.net/borderland-run-4-sharyls-version/ The players still seem to love both the NPC versions and the NPCs themselves. Also, the latest INS news stories to reach them: https://drinax.net/borderland-run-4-ins-news/
  • I also posted the stats for the ships that the crew have so-far gathered - https://drinax.net/fly-the-broad-pennant/ - this includes one ship they gained later, so spoiler alerts on that one...
  • In https://drinax.net/borderland-run-5/ the party meet the enemy of Dr Parsifal: the fellow-scientist who had copied the work of Dr Parsifal at university then betrayed him. This tied in so well to Dr Nazif from JTAS that I simply had to use him. I roleplayed him as condescending to Dr Parsifal, and it worked a treat: the player now loathes Dr Nazif and has been plotting non-stop to gain his revenge ever since, with increasingly outlandish plans involving imaginary stolen shiploads of clones. The party then met the crew of the Seskehalen and worked out, rather too late, that one of the crew - Zira Loft - was psionic: what did she know of their secret, Aslan cargo? The So Much For Subtlety's crew was also hired to deal with a pirate gang which had stolen a small cargo of Lanthanum ore and which was now hiding on Ergo, so there was a change of plans... At Ergo, the Travellers are subjected to a lengthy powerpoint slideshow from the ruling barons. Again, I've included the latest INS stories to reach the SMFS: https://drinax.net/borderland-run-5-ins-stories/
  • https://drinax.net/borderland-run-6-policing-ergo/ The next session was a classic raid scenario on Ergo where the party hit the headquarters of the Black Arrow gang.
  • Finally, I created an audible podcast version of events thus far for the players. They loved this, as it really showed the scope of what they had done in the campaign thus far. They also appreciated that it made them sound far more capable and blessed with more foresight than might perhaps be considered to be the case: https://drinax.net/borderland-run-6-the-podcast/
 
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Another random question: an Aslan heavy bomber shows up at the Battle of Drinax. Stats aren't needed for the adventure because of the abstract naval combat, but just out of interest, are there stats for this type of ship in any of the Aslan books?
 
Another random question: an Aslan heavy bomber shows up at the Battle of Drinax. Stats aren't needed for the adventure because of the abstract naval combat, but just out of interest, are there stats for this type of ship in any of the Aslan books?
I swear I've seen an Aslan bombardment ship recently in something but I can't find it at the moment.
 
Another random question: an Aslan heavy bomber shows up at the Battle of Drinax. Stats aren't needed for the adventure because of the abstract naval combat, but just out of interest, are there stats for this type of ship in any of the Aslan books?
There is nothing like an Aslan 'Heavy Bombardment ship' (that I can find) in 'Core', 'Companion', 'High Guard', 'High Guard: Aslan', 'Aliens of Charted Space #1', 'Ships of the Trojan Reach', 'Deep and the Dark', 'Spinward Extents', or the 'JTAS' up through volume 18.

Maybe I have missed it.
 
There is nothing like an Aslan 'Heavy Bombardment ship' (that I can find) in 'Core', 'Companion', 'High Guard', 'High Guard: Aslan', 'Aliens of Charted Space #1', 'Ships of the Trojan Reach', 'Deep and the Dark', 'Spinward Extents', or the 'JTAS' up through volume 18.

Maybe I have missed it.
Thanks, that sounds pretty thorough!

I picked up Clans of the Aslan as an early Christmas present to myself, and it's not in there either.

I might just cobble one together based on a Sakhai-class (EDIT: Ships of the Reach, pp. 92–5), swapping out the bays for orbital strike equivalents.
 
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Another year, another batch of updates on the party's progress through the Trojan Reach, culminating in the first addition to the nascent Kingdom of Drinax.

The Travellers left Ergo and flew back trailingward to Falcon to effect ship repairs and to sell their cargo. This began to move them into close-to-the-edge territory regarding the deadline to return Hteilotorl to Tyokh, so I was hoping that they were keeping count. It did, however, raise the Borderland Run misdirection index substantially, meaning that almost nobody now suspected them (except for the psionically-informed crew of the Seskehalen). The party then headed to Sink for the confrontation with Hteilotorl's suspected betrayer, via Ergo once more. After a weird set of requests from Brother Singer of the monastery on Sink. a heist scene ensued at the Iuwoi intel agent's estate, followed by an ambush as they climbed into orbit.

The party were caught in a gravity well, easily-caught on sensors, and jumped by two ships, but they still fought the Harrier's systems very poorly, and this fight was one more critical hit away from them ending up crashing on the surface. https://drinax.net/borderland-run-7-girls-girls-girls/ for the full update: this one covered a lot of ground.

However, the next session was even more packed, and was perhaps the most successful session I've taken part in for decades: the Travellers made their way (in their battle-damaged ship) to The World, where they met with Hteilotorl's friends and comrades. I think MJD put this in as a last chance for less engaged parties to find out wtf is going on with their passenger, but this group were already very engaged in that aspect of the story, although still thoroughly baffled by the details of alien, Aslan thinking. There was an ambush in the decaying station concourse, followed by a dinner of honour for Hteilotorl.

Then it was on to Tyokh, where the party got to see just how rich even a minor Aslan clan was. By now, the group were emotionally hugely engaged - never let people say that Traveller can't do narrative and collaborative story-telling! On appearing in the court of the Iuwoi-ko, one of the party volunteered to die in Hteilotorl's place: the lingering confusion meant that the players (and their characters) believed that only a sacrifice of another life could free Hteilotorl from his sentence, so this was a big thing, and I had thought that they would be "you're on your own with this one, mate" after some ill-advised lawyering.

As it was, the player read the early moves of the conflict well, behaved honourably, and when the executioner threw the fight as per the adventure he luckily didn't get his head lopped off. This happened right at the end of the adventure and was actually really exhausting and draining, while the player most involved was almost dazed. https://drinax.net/borderland-run-8-the-executioners-blade/

Much kudos to MJD for writing an amazing adventure in The Borderland Run: it's an amazing framework which gives enough to be run alone but which really sings when expanded with further content. We got eight full sessions from it but I could have got another three with ease, had I not been aware of the pacing of the wider campaign.

There then followed two interstitial sessions, following up on delayed tasks, roleplaying a bit more on Tyokh and Drinax in particular - https://drinax.net/week-23-and-breathe-interstitial/ - and working with the Vespexers to bring the remaining major clans into a state of loyalty towards Oleb. We used the faster, semi-abstract, Vespexer minigame again for this which (used sparsely) the players claim to really enjoy. https://drinax.net/week-24-statebuilding/

The other major task in these sessions was planning and getting assets into place for the planned revolution on Acrid: their contact in the Acrid labour unions had warned that tensions were rising and that a spontaneous rising would occur some time early in the new year (1107) so they had to arm their troops that they'd had their NPC employees recruiting, finish their training and find a way to move them to Acrid.

There then followed the Revolution on Acrid - another MJD framework from the Drinaxian Companion - and this was a huge change of pace. The scenario does not really anticipate the players turning up with three-and-a-bit combat-capable ships as well as a strong company of light infantry, so we ran it partially with PC actions and partially as a wargame on a map. It was great fun: we used the Mercenary boxed set (with a few fixes that make it work better) and the players rolled spectactularly poorly for almost every fight, but their plan was good enough that they succeeded eventually despite a run of bad luck. I suppose a plan that survives friction is the goal... I posted the schematic we used as part of the update, showing the scene just before the government forces surrendered to the revolutionaries: https://drinax.net/week-25-viva-la-revolucion/

There are a bunch of other things there - Imperial News Service updates, NPC accounts etc - as other posts but I'll spare you the details.
 
One other thing that came out of the last few weeks: I had been finding it increasingly onerous to keep updating the location of all of the party's spies, employees, military units, spacecraft and of the player groups themselves. Excel works well for some stuff but is less good for this location tracking, and was especially hard for the players to follow who they had sent where.

So I set up a Miro board - as if I don't deal with that enough every day in work... - and it works a dream. You can use and share Miro for free at the intro tier, and this has revolutionised how we visualise campaign progress.

1767613131087.png

Edit: in case anyone else wants to try it out:

  • Sign up at https://miro.com/
  • Screencap a map and copy-paste or drag and drop it into the board
  • I made tokens with https://thefatefulforce.com/battle-resources/token-creator/ which was also great for the VTT for the Battle of Acrid
  • Drag and drop them onto the map, and resize. Miro is great when you resize as it'll show you visibly when an object is the same size as (or aligned with) other objects. You can speed this up by importing all the counters you want then selecting them all and resizing them together.
  • Right-click and LOCK EVERYTHING INDIVIDUALLY! Don't select everything and lock it together: at the very least lock the background seperately from the tokens. Otherwise you'll drag the background by mistake (or worse, resize it) and end up fiddling to try and re-align it. Simply unlocking the object you want to alter or move then locking it again is easier, and stops players moving stuff around on you
  • Share the board with the individual emails you want to have access. Don't just make it open and send out the link or Russian hackers will break into your kitchen at night and mess up your pots and pans.
I made little standings tokens of the various colours (from red for hostile to deep green for ally), which you can see top-right of each hex. I made small tokens you can see on the left of some hexes which denote holdings of multi-world polities (most obvious here are Drinax and the GDR). I then added tokens for spies, employee NPCs, ships, the two PC parties, and their military units.

The map shown above is for player use. I have a private one which shows more info and which has the real location of certain things that the party don't know becase even their ships move around, and hey: no Ansibles.
 
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I wrote up an update on last night's session here: https://drinax.net/week-26-revolution-on-acrid-2/

It was a pretty fun session, although a little disjointed: this is maybe to be expected when you have the players running two parties, one of which was dealing with problems of state-building and governance, while the other group were happily buckling their swashes and fighting pirates in space. The original party investigated PRQ using the records their swift coup had allowed them to secure, and boy did they find a lot. They also worked on how to crew the Acrid SDBs and invested in their success by sending a ship to Tech World to buy yet more androids.

The session was very expensive overall for the party: having been ambushed by an unwitting pirate disguised as a trader (who attacked because the Shinkiro, with its adaptive hull, was also disguised as a trader: I pictured the unlucky recurring pirates in the Asterix books) they took the heavily-damaged pirate ship and were delightedly counting their riches. However, between repairs, purchases and the hire of a mercenary cruiser for three months, they'll really only just break even on the session

I also got to introduce three new NPCs that I hope the party will be too interested in to let go. One of them is a Llellewyloly called Pleasantly Complex, and the other is based on Ray and his daughter from the TV series Mr Inbetween. The Dandelion in particular offers both opportunities and a clue to the Asim Foundation's doings...

Edit: it is telling about the way PoD campaigns go that in order to have some piracy going on in my Pirates of Drinax campaign, it takes NPCs trying to pirate the players.
 
There then followed the Revolution on Acrid - another MJD framework from the Drinaxian Companion - and this was a huge change of pace. The scenario does not really anticipate the players turning up with three-and-a-bit combat-capable ships as well as a strong company of light infantry, so we ran it partially with PC actions and partially as a wargame on a map. It was great fun: we used the Mercenary boxed set (with a few fixes that make it work better) and the players rolled spectactularly poorly for almost every fight, but their plan was good enough that they succeeded eventually despite a run of bad luck. I suppose a plan that survives friction is the goal... I posted the schematic we used as part of the update, showing the scene just before the government forces surrendered to the revolutionaries: https://drinax.net/week-25-viva-la-revolucion/
I'd be interested in hearing more about your Mercenary fixes, if you don't mind sharing them.
 
I'd be interested in hearing more about your Mercenary fixes, if you don't mind sharing them.
I'm cautious about too much detail, given that there are a couple of people on this forum who love to derail into bad-natured argument and this thread has had only had two really bad episodes in forty pages (one of whom deleted his account, thankfully). I'm also not fooling myself that my version would work for everyone by any means, so there are plenty of things for people to quibble over but basically...

- A key thing is to be super-reserved about granting DMs to the players: a 2D6 system is very limiting and later stages can be trivial if the earlier stages are too easy. It's easy to get a runaway cascade. Be as generous or strict with NPCs as with the PCs.
- There are three rulesets for resolving combats in Book One. I ignore versions one and three and base outcomes on version two (on page 80)
- I drop the preparation phase entirely: it's unneccessary complexity and doesn't add a huge amount, narratively. Just reconnaisance, orders, combat then medical
- I use opposed rolls to resolve combat, where the NPC unit's combat roll is the target for the player's unit. For the effect, I still use the table on p.85 but a bare success with an effect of zero counts as a 7 on that table. So effect of -1 to +1 is a stalemate; effect of +2 to +4 is an advance; effect of -2 to -4 is a setback and so on. If I'm not explaining that well enough let me know.

That last bit was needed because otherwise the players will usually win, thanks to the huge list of ten types of DMs that are emphasised for them while the NPCs just get three. It's not even more complex than doing it by the book: my players are used to seeing a target number and effect as the way to know how they did, as in most of traveller, not a lookup on a table of outcomes.

I also have a fifth unit score: Medical. CBAS therefore becomes CBASM. It strikes me as daft that a unit with great ewar capabilities, or a strong set of pioneer engineers, technically gets good outcomes for after-action medical phase in the rules. I might expand this later, because frankly the support bit is fun to differentiate and it's a great way to grab more player money. Logistics is another area where I may add a separate score.

I always try to get as many of the DMs worked out in advance as possible. Given the complexity even with the simpler resolution system, speed trumps accuracy when it comes to the odd +2 or -1, and as long as you're happy narrating the outcomes convincingly I find I never get argument.

If I was writing the mercenary rules from scratch, myself, I would probably go down a simpler task chain route, but I would definitely stick to opposed rolls for the target number [Edit: I should have said my idea was the old idea that 'the enemy gets to have a say in any plan']. Yes, it's a bit anti-climactic when the opposition totally fluff their roll but many engagements are a curb-stomp.
 
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I'm cautious about too much detail, given that there are a couple of people on this forum who love to derail into bad-natured argument and this thread has had only had two really bad episodes in forty pages (one of whom deleted his account, thankfully). I'm also not fooling myself that my version would work for everyone by any means, so there are plenty of things for people to quibble over but basically...

- A key thing is to be super-reserved about granting DMs to the players: a 2D6 system is very limiting and later stages can be trivial if the earlier stages are too easy. It's easy to get a runaway cascade. Be as generous or strict with NPCs as with the PCs.
- There are three rulesets for resolving combats in Book One. I ignore versions one and three and base outcomes on version two (on page 80)
- I drop the preparation phase entirely: it's unneccessary complexity and doesn't add a huge amount, narratively. Just reconnaisance, orders, combat then medical
- I use opposed rolls to resolve combat, where the NPC unit's combat roll is the target for the player's unit. For the effect, I still use the table on p.85 but a bare success with an effect of zero counts as a 7 on that table. So effect of -1 to +1 is a stalemate; effect of +2 to +4 is an advance; effect of -2 to -4 is a setback and so on. If I'm not explaining that well enough let me know.

That last bit was needed because otherwise the players will usually win, thanks to the huge list of ten types of DMs that are emphasised for them while the NPCs just get three. It's not even more complex than doing it by the book: my players are used to seeing a target number and effect as the way to know how they did, as in most of traveller, not a lookup on a table of outcomes.

I also have a fifth unit score: Medical. CBAS therefore becomes CBASM. It strikes me as daft that a unit with great ewar capabilities, or a strong set of pioneer engineers, technically gets good outcomes for after-action medical phase in the rules. I might expand this later, because frankly the support bit is fun to differentiate and it's a great way to grab more player money. Logistics is another area where I may add a separate score.

I always try to get as many of the DMs worked out in advance as possible. Given the complexity even with the simpler resolution system, speed trumps accuracy when it comes to the odd +2 or -1, and as long as you're happy narrating the outcomes convincingly I find I never get argument.

If I was writing the mercenary rules from scratch, myself, I would probably go down a simpler task chain route, but I would definitely stick to opposed rolls for the target number. Yes, it's a bit anti-climactic when the opposition totally fluff their roll but many engagements are a curb-stomp.
That all makes sense. Thanks for that informative reply (and all your other updates in this thread)!
 
Dramatis Personae
- Gherson: Drinaxi minor noble who spent decades partying on the Floating Palace and somehow shirking all responsibility. Currently the nominal captain of the unnamed Harrier and party Face due to his high SOC and social skills.
- Zigured "Ziggy Space" Dirt: Former Imperial Navy Lieutenant whom was forced out at the prime of his career. Now journeying for fame and fortune to spite his rivals, and has naturally fallen into the role of XO, bookkeeper, and party trademaster.
- Marco Bro'Lo: A down-on-his-luck vagabond whom tried and failed to join the Imperial army, and spent several years that he cannot remember as a barbarian before finally spending some time with the Imperial Interstellar Scout Service. (His player failed almost every entry and survival roll he made during character creation.) Is the most ground operations- and combat-oriented party member, and also drags the party into the most interesting roleplaying situations.
- Xander: A retired Merchant Marine with almost 30 years of experience under his belt. Wears a Retired Merchant Marine cap wherever he goes with his ship designation on it. Now spends his time becoming a L33T Hackerman and fulfilling his wanderlust, as well as being the party's pilot and Uhura.

Previous sessions:
We have played about four sessions prior to this, with the first two playing out Flatlined with two former party members, Orynn Zahra and Cordelia. Cordelia's player left the group, but Orynn's has just been extremely busy with life stuff, so he may rejoin at some point. The two sessions after that involved them getting their bearings back on Tobia and transitioning into a highly modified High and Dry, being tasked to finding the stolen Harrier. Shenanigans ensued as they tracked the thieves' trail to Exocet. When we last left off, Ziggy had been gravely wounded putting down the dog the hijackers left behind, they had managed to replace the key electronic components the Harrier needed, and had taken off to the highport in order to get Ziggy medical attention and patch the dilapidated Harrier into a suitable enough shape to fly back to Drinax for refurbishment.

With all the previous context out of the way, on to the actual show. This was our first session since September of last year, and we ran for about six hours.

Adapting to the Harrier's unusual control scheme, the party manages to fly up to the highport and get priority docking access for a critically-injured crew member. Ziggy is wheeled out to the medic, and while Gherson and Xander arrange for the jump drive to be patched up enough to get to Drinax, Marco wanders off to start a session B-plot. He finds a child's crayon drawing on a bulletin board of a boy and his mom losing their home to a volcanic eruption (replete with frowny faces and tears), and is so moved that he tries to search for these two NPCs for half an hour of real time. Gherson and Xander bribe the highport's less-than-scrupulous medical officer, Dr. Rickon Hyde, to use some of his emergency stash of slow drug on Ziggy, saving them potential weeks of bedrest. In doing so, the party now has a known shady contact for pharmaceuticals, which I intend to bring back once they run through First Prize in the future and find the load of smuggled meds.
(As an aside, Marco proceeded to go to the medbay, just missing Gherson and Xander, and convinced Dr. Hyde to send out a station-wide lost child page for the rest of the party. This embarrassed Gherson and Xander so much that they have been scouring shops on every single starport and world they visit. All for a high TL phone and transceiver so that he never loses contact with the party again.)
After Ziggy wakes up the next day, he manages to secure for the party a load of mail and incidental freight bound for Blue. (He has convinced himself that being a mailman is the best way to make money, and that speculative trading is entirely not worth it.) He also managed to rustle up a bunch of low passengers bound for Blue, including the aforementioned son and his mother whom are heading to Clarke. Marco then proceeds to offer them free medium passage to Clarke in one of the Harrier's spare staterooms, accepting a pay dock for not running it by Ziggy and Gherson first, while also locking in their next-to-last destination as Clarke instead of Torpol. With everything all wrapped up, the party leaves Exocet and jumps for Blue.

The jump to Blue from Exocet is largely uneventful, except for Marco learning that the boy, Benni, aspires to be an artist, and Gherson attempting unsuccessfully to hit on the mom, Loree. Upon arriving in Blue, the party notices an Imperium Patrol Corvette sitting around the 50d mark halfway between them and the highport. Despite having no illegal cargo on board, the party paranoidly decides to try and "fly casual" around the Corvette so they don't attract any suspicion. They fail miserably at this, immediately drawing attention and being ordered to heave to for a Random Inspection. Gherson almost talks his way out of the whole mess and convinces Lieutenant Fredrick that they have no contraband on board and just need to get to the Highport quickly for repairs, until Ziggy steps in. Ziggy's player had neglected to look at his Associates tab since chargen, and had completely forgotten that Lieutenant Fredrick is his Rival whom had forced Ziggy out of the Navy. Thus, he hops on the communicator and announces hisself to lend credibility. This draws Fredrick's attention back to the party, and they are boarded even faster now. Words are exchanged, and nothing illegal is found, but oh, look at this. This ship hasn't been registered with an Imperium starport, or any relevant as such authority, as salvage! Since the Travellers can only barely prove that they were flying the ship on the orders of Drinax and were not in fact, starship thieves, he levies them a massive fine and retroactive registration fee, which Gherson is forced to pay out of pocket. The unique and highly identifiable Harrier is now registered with the Imperium as flying under the banner of Drinax, and is also now associated with the party all by name, since Ziggy drew up a report himself to try and preclude any shenanigans. This may have consequences later that the Travellers have not yet realized.

Landing at the Blue highport, now with much less spending cash, the party decides to take a shore leave day and visit the planet's surface. Catching a bus from the startown to Blueville, the capital and only relevant city, the Travellers wish to learn more about local culture, having already been informed that art and religion are about the only interesting things to find on this planet. They get information about the "F*** the Gods" festival happening in the town square from a local painter, as well as the Biig Gallery, one of the most prestigious on Blue. In the town square, hundreds of priests, monks, pastors, and otherwise religious adherents hurl curses, litanies of profanity, and general foul language into the sky, at each other, and at their deities. This done all with smiles on their faces and in friendly tones, with the general feel of a county fair, complete with vendors selling snacks and beverages. To top it all off, profanity is illegal on Blue, so dozens and dozens of small robots are constantly printing out fines Demolition Man-style, making the whole thing a sort of performative public fundraising endeavor. This confuses and upsets some of the party greatly. Marco is arrested and sent to jail after attempting to tear down an opaque tent being used by a local fertility goddess's cult for simulating certain obscene acts and chanting the appropriate profanities, and Gherson is very nearly sent with him for trying to sneak inside the tent and join.

While all of the shenanigans are going in the town center, Ziggy and Xander choose to check out the art gallery. Wandering around, their eyes are drawn to a large landscape painting. Set on the flat top of a hill, the painting depicts an Aslan ihatei settlement in the distance, but a corner of the foreground is what draws their attention, as the faint outline of a Sindalian War Eagle is seen in relief on a rock face. Asking a curator, they discover that:
- The painting is from an anonymous artist who goes by the pen name, Jobrowol
- They are known to wander all around Blue, painting landscapes of many points out in the backwoods of the undeveloped planet
- Nobody knows what the outline of the eagle is supposed to mean. Some believe it to be a callback to Blue's former service to the Kingdom of Drinax, and some say it was added from a drug-induced dream
- There are indeed multiple uncharted ihatei settlements scattered across Blue, far from Blueville and the civilization of the downport
They couldn't do much with this information right now, as they had to go bail Marco out of jail and leave the planet for the highport again, but they started drawing up preliminary plans for coming back someday and finding where this painting was made. Ziggy managed to find more mail and freight for Clarke, as well as a full ship worth of passengers, and the party left Blue for their penultimate jump to Drinax.

During the jump to Clarke, Marco got even more attached to Loree and Benni, and eventually coaxed out of her that her husband has been missing for a couple years, kidnapped and enslaved by the Glorious Empire. Already hating slavers, Marco immediately promises her that he will look for her husband if and when he gets the chance to mess with the GE, and he makes a note of when and where this took place (Hecarda, in the Dustbelt). Shortly thereafter, excitement ensues as the party experiences their first taste of space combat. They immediately clock a far trader heading in their general direction up from the planet upon landing in realspace again, and they get a bad feeling. Upon getting to Long range and reading that the other ship's weapons are heating up, they power up the barbette and hail the far trader. The captain, calling his ship the Pride of the Borderland, says that there's nothing to worry about, and that they'll power down their turrets if the Harrier does first. Gherson considers this, as A: the party does not yet realize the power of the Harrier, and B: they have over a dozen passengers on board. Thinking that getting into a fight with passengers would be too dangerous, he hopes to take the Pride at their word and orders the barbette powered down. This proves to be an immediate mistake, as the next round the Pride fires a warning shot across the Harrier's bow and orders them to heave to so they can "exchange gifts." Luckily for the party, Xander is a good pilot, and the Harrier has Evade software built in, so they escape being hit while the barbette is powered back up. Unluckily for the Pride, that was the only shot they'd get at the Harrier. Between an Effect of 5 on the attack roll, the Pride only having 2 armor, and barbettes having 3x damage after armor is deducted, the party deals 62 damage in one shot on the Pride, eviscerating the ship, causing a fuel leak, blowing up a console Star Trek-style and damaging a crew member, and completely disabling their jump drive all in one shot. Luckily for the Pride, they didn't take any radiation damage on top of all that because Ziggy rolled just under 500 for rads. The Travellers are in shock at how devastating their new ship's weapon is, and the crew of the Pride immediately soil themselves and surrender.

Clarke highport shortly sends out an SDB to investigate and pick up the Pride's crew, and the Travellers are only shortly detained while the ship's logs are inspected to corroborate their story of being attacked first by a pirate. They are personally received at the port by an administrator and thanked for apprehending a wanted pirate, with a 200kCr bounty being awarded. (None of which went to Ziggy because Gherson was still mad at him about the run-in with Fredrick.) Marco bid an emotional, if awkward, farewell to Loree and Benni, and the rest of the Travellers made preparations to jump to Drinax next session, where Gherson has assured them that they'll all probably be rewarded for bringing the Harrier back safe and sound.
 
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I love that they are going through the traditional fairly-new-to-Traveller-space-combat process where they are scared to shoot at other ships and then discover they can kill a Type-S scout in two good (but not critical) shots...

As i said to you on Discord, I'm totally stealing the painting as a way to kick off some Secrets of Sindal investigation.
 
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