The Dogs of War

Greyscale

Mongoose
New Traveller referee here, just finished running my first adventure for my all new to Traveller crew.

It went spectacularly.

I am running the campaign sort of like a show - they go about their business until something happens then I announce the 'title' of the segment.

The title of the next segment (probably, depending on what they do) is 'The Dogs of War', and I thought I would share it with some old hands. Maybe get some feedback or inspire someone.

The basic scenario is this: Generations, a biological augment research firm that mostly deals with 'acceptable' augments, like radiation-protective augments, limb replacement grafts, specialty organs for colonization purposes, etc - has recently canceled one of its major classified undertakings leaving stockholders scratching their heads and moaning.

Here's the long and short of it: Generations was breeding a sort of specialty guard dog as a potential project. Designed to be fast, to perform well in low to 0 gravity, and to rip vac suits - you see where this is going.

A rival firm has found out about the project through corporate spies and are attempting to blackmail Generations into ceasing the project. They would reveal it and make a fuss about biological weapons, etc.

Players become involved when a semi-militant and certainly frothing group of animal rights folk try and press gang them into helping 'stop cruel augment testing on animals'.

Players get caught in-between Generations, trying to hide evidence of the project while not losing it completely, the rival firm that wants to oust Generations but secretly take the project for their own profits, and a group of violent peace&love enthusiasts who have no idea what really is going on.

Players get a box of puppies. Dangerous potential bio-weapon grade puppies.

Fun decisions are made!

Thoughts? Critiques?

(totally unrelated: does the autopistol have an auto rating or not? The big rulebook and pocket edition differ)
 
Hate to bump my own thread but 150+ views with nary a comment? :cry:

Here's some relevant content to critique:

N-G Warhound
Str 9
Dex 10
End 12
Int 2
Ins 9
Pack 7

Skills:
Zero grav: 2, Melee (natural weapons) 2, Stealth 2, Recon 1

Stuff:
2d6 bite, low light vision, Tough skin armor 2
 
Ok, i will post a reply to your thread :) . The stats of the dog ( i assume they are of the adult dog, not the puppies) seem ok, though i would increase their melee skill to 3, as they are ment to be bio weapon attack dogs.
Also the auto pistol does not have (according to the central supply catalogue) auto fire.
 
The INT seems kinda low for the role...

Assume the Lethal Pups come from the 'violent peace&love enthusiasts' with ribbons and bows :D

And that their 'dog tags' hint at their true owners...

Also, instructions in the box might be helpfull (must never, ever feed after midnight... :lol:) - especially since they don't sound 'perfected' yet!
 
Greyscale said:
(totally unrelated: does the autopistol have an auto rating or not? The big rulebook and pocket edition differ)
The auto rating is probably a typo.

My house-rule is that it represents two different weapons: the actual Autopistol (same stats, no auto rating) and a Machine Pistol (same stats with an auto rating). Keep the auto rating and change the range to "assault weapon" (and maybe increase the clip capacity to 30) and you've got an SMG.
 
Ah thanks for the update on the gun, thats a big help.

As for how the players get a hold of the dogs, its up in the air. Long practice of DMing DnD has taught me not to make specific plans, but to just have a big list of plot points and NPC reactions ready to go. In all likelihood the PC's might get involved with the 'hippies' and liberate some pups. The PCs then raise the bio-weapon up from a puppy. Imagine the teething damage a playful pup with razor teeth and stealth instinct could do to a ship and its crew. They will lap this stuff up.

My only concern is that the dog is not 'deadly' enough for a bio-weapon.

Should I up the melee skill by 1, increase damage by 1d6 (or 1d6-n), or both?
 
well you do refer to these criters as pups, maybe they need to grow up a little before they become full on leg crunching monsters!
 
I think that this is really interesting. If you're willing, would you mind writing it up in an adventure block and posting it? It sounds like something fun to use either as a plot point or as a one-off adventure.

For the dog I think it depends on how "deadly" you want it to be, and in what manner. Upping the Melee to 3, and giving it specific training to attack the weak points (terriers for snapping necks, guard or fighting dogs for ripping throats out) would be fine, especially if they're meant to attack in Zero-G (grabbing and clinging to a limb would also throw off any sort of maneuverability, making these ideal animals for pirates). If you could find a way to make them live in zero-atmo for short periods of time (ten to thirty minutes, say), they would be even scarier, especially if they were trained to rip Vacc-suits open.

It's 5am and that's a lot of punctuation. I'm sleeping now.
 
Matian, thanks for the ideas. I originally considered the no-atmo ability for the dog, but it seemed to tread a bit to far into 'the fantastic'.

Personally, I would think it a great fun project to write this as an adventure, but I've never seen how one of those is officially laid out. How I think as a DM is a long list of random things. Here is my list of notes for my current campaign, straight off the one paper I needed to Ref:

Dense band of populated land, openings in parks
Yellow shirts, beret, and aviators
Carmen Technical Institute
"Pull the blinds"
Dr. Thomas Fell
Lawrence
Tina
Chelsea
Donovan
Send crew to darkside to get other son who father sent away
Hate radio
Fires
Centipedes
Skinned, eyeless horse

Is there a free traveller adventure with a good layout that I could read to get me ready to transcribe my mess for human eyes?
 
Greyscale said:
Is there a free traveller adventure with a good layout that I could read to get me ready to transcribe my mess for human eyes?

There have been some Traveller adventures in Signs & Portents.
 
What's wrong with your list? -
Greyscale said:
...It went spectacularly ....
Seriously - why mess that up... :shock:

If things are good - then you should pat yourself on the back and keep up the good work! There is no right/wrong way - only degrees of success!
 
BP, heh, I wasn't downing my list style, I was just saying that I doubt other people would be able to follow it.

Signs & Portents is the mongoose magazine right? Do you have to buy it / where do I go to view the articles?

Thanks.
 
Greyscale said:
Signs & Portents is the mongoose magazine right? Do you have to buy it / where do I go to view the articles?
You can download it for free from Mongoose's website:
http://www.mongoosepublishing.com/home/series.php?qsSeries=13
 
Greyscale said:
BP, heh, I wasn't downing my list style, I was just saying that I doubt other people would be able to follow it.
Doh! - My bad! :oops:

But if it works for you - then flesh it out with what actually happened and present 'your style'.

The most common complaint I hear is 'railroading'... personally, I'd add being too wordy (like if I wrote it :) ). A lot of 'adventures' I've seen give a lot of background - stuff I don't want to read - and certainly wouldn't waste play time orating to players...

Your gut and actual play style might offer a recipe that is 'just right'!
 
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