Condottiere
Emperor Mongoose
Overkill.
Yeah, I was chuckling the entire time forcing myself not to give away how much they had the upper hand the entire time. They've only barely flipped through High Guard so far, so barbettes being a Big Deal(tm) wasn't even on their radar haha.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.
I strongly suggest Rao mentions 'We want to do regime change on systems hostile to us' and a quick summary of the whole end-game in 'Finale' where they need to convince worlds to join up based on their political stances. This is NOT expressly mentioned in the adventure, but it certainly is the goal of the whole scheme from the start -- don't just spring it on the players in the final chapter.As far as planning for the next session goes, I had some thoughts. My plan once they get to Drinax is for Oleb to congratuthank them, give them their LoM to pirate for him, and for Rao to take them aside and give them some pointers and suggestions from the referee. My issue right now is that with my setup, the Harrier has to undergo some major repairs since it was never fully fixed up after being recovered. This on top of any upgrades the PCs will cash in their ship shares for (one player rolled five on their own, so the party'll be able to fix her up pretty good.) So this implies that the Harrier will be in the shop for a few weeks, I'd not a full month or two. What the hell do I have the PCs do during that time?
I've considered pointing them towards Marooned on Marduk into potentially Makergod, but I'm also inclined to try and nudge them toward Exodus since I've already namedropped the Glorious Empire. And even if I go with either or neither, I'll have to come up with some sort of errand for Oleb to send the Travellers on, otherwise they'll just kinda be sitting there in the Floating Palace for a good while. Which I can certainly fast forward through after enough role-playing has occurred, but it feels unsatisfying. Y'all have any thoughts?
These are good ideas: taking the time to introduce the players to four or maybe five at most (so they don't all blur together) of the key players on the palace early on is a very good point: Oleb, Rao and Harrick to introduce the three visions for the reborn kingdom, maybe Galx to introduce the idea of the Vespexers (and plant seeds about reliable marines for the future) and Wrax to have an antagonist?I strongly suggest Rao mentions 'We want to do regime change on systems hostile to us' and a quick summary of the whole end-game in 'Finale' where they need to convince worlds to join up based on their political stances. This is NOT expressly mentioned in the adventure, but it certainly is the goal of the whole scheme from the start -- don't just spring it on the players in the final chapter.
Also, Endie (I am pretty sure) made up some resources for playing around on Drinax to recruit Vespexer tribes -- some of whom are less than enthusiastic about folks from the Floating Palace. That might be good filler / pacing material for the players. I also think it happens to be a good place to introduce Prince Harrick -- and if you want a little delay before Oleb & Rao trust the player characters with the (figurative) crown jewels of Drinax, then having them do a good job here might help.
And having the characters spending some time at the Floating Palace gives you a chance to introduce the various NPCs that will be important later -- Kasyil, Thao Poloc, Sal Dancet, Lady Hil, Admiral Wrax, Rachando, Chieftain Galx, & etc.
One option you might have is swap their ship -- Wrax has designs on the Harrier, and a lot of Drinax's resources are going to be poured into fixing it up. If it takes a few months to a year to get it fixed up, the players can be given a tramp freighter that was the property of some unfortunate who ran afoul of intrigue related (maybe Rachando did not want the competition) poison. They get some time as Far-Trader flying pirates themselves, with a healthy respect for anything that may carry a Barbette; and later have to do some politicking to upgrade to the Harrier & reinforce Wrax's bad opinion of them.

After the first session, the players seemed quite daunted. Partly by the number of characters and partly by the scale of the other players involved: Hroal's Meatgrinder
None of this group had played Traveller except my wife, and that was a couple of sessions a long time ago when we were kids. So I looked at Treasure Ship and stuck a bunch of distracting hooks to tempt them into doing other stuff. They'd all spent too many years playing D&D and I was worried they'd just flounder.I have experienced that same transition jolt between moving directly from the Honor Among Thieves episode. I've considered changing the adventure order around, but also believe that this transition challenge forces the players to change up their strategies. It moves them into a more espionage frame of mind. Puzzling out their plan: seeking to win the treasure ship's loot, defeat Hroal and steal his ship, or both/neither is part of the this episode's genius.