Hi guys
I am planning to do a solo Pirates Of Drinax Campaign with 2 Traveller Fans who know of the planned 2nd edition and asked me if their are any notable differences between 1st and 2nd edition that I could modify for the other edition that you may want to share.
Also suggested stats and skills for Hroal who my players plan to challenge to a duel were if he wins he gets a planet then joins Drinax and if he losses joins Drinax and gets a planet when/if Drinax succeeds, the same for Zhevuki in case the characters have to peronnely rescue him in adventure 6 and the same for Darokyn as I overheard my characters discusising the idea of staging him saving Oleb and Rao's lives, pulling strings to get him a pardon and having him become The Commander Of Drinax's Regular Navy and Wrax The Royal Guards Navy
Other ideas are blueprints TChe Wyvern mentioned in Part 5's In-game Blueprints found and being sold to The Pcs, them massing at least 1,900 tons and The Pcs getting a number build equal to 1 +the positive effect, but not -the negative effect, on the groups Broker or Persuade or Diplomat, whichever is higher, +SS DM -5, but for that they need to do at least 3 of fake the rescue or Krond or The Duke's Niece or oth, unmask Olegby, recover The Treasure Ship, reveal the truth behind The Trojan Reach Branch of The GeDeCo, save Neumann and give The Imperium The Doomsday Weapons from Adventure 5
So what do you think of those suggestions to add to The 2nd Edition Pirates Of Drinax Campaign?. I hope that you like them and give them some thought. Either way keep up all of your great work
I am planning to do a solo Pirates Of Drinax Campaign with 2 Traveller Fans who know of the planned 2nd edition and asked me if their are any notable differences between 1st and 2nd edition that I could modify for the other edition that you may want to share.
Also suggested stats and skills for Hroal who my players plan to challenge to a duel were if he wins he gets a planet then joins Drinax and if he losses joins Drinax and gets a planet when/if Drinax succeeds, the same for Zhevuki in case the characters have to peronnely rescue him in adventure 6 and the same for Darokyn as I overheard my characters discusising the idea of staging him saving Oleb and Rao's lives, pulling strings to get him a pardon and having him become The Commander Of Drinax's Regular Navy and Wrax The Royal Guards Navy
Other ideas are blueprints TChe Wyvern mentioned in Part 5's In-game Blueprints found and being sold to The Pcs, them massing at least 1,900 tons and The Pcs getting a number build equal to 1 +the positive effect, but not -the negative effect, on the groups Broker or Persuade or Diplomat, whichever is higher, +SS DM -5, but for that they need to do at least 3 of fake the rescue or Krond or The Duke's Niece or oth, unmask Olegby, recover The Treasure Ship, reveal the truth behind The Trojan Reach Branch of The GeDeCo, save Neumann and give The Imperium The Doomsday Weapons from Adventure 5
So what do you think of those suggestions to add to The 2nd Edition Pirates Of Drinax Campaign?. I hope that you like them and give them some thought. Either way keep up all of your great work