MgT 2E - Marches Adventure 1 High and Dry.pdf
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MARCHES A DVENTURE 1 : HIGH AND DRY
CREDITS
CLASSIC TRAVELLER
Marc Miller
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner.
CONTENTS
INTRODUCTION
THE BOWMAN ARM
THE WORLD OF WALSTON
FLAMMARION TO WALSTON
WALSTON STAR TOWN
CENTRAL LAKE
MOUNT SALBARII
IN THE CRATER
ERUPTION!
FIGHTING MOUNT SALBARII, PART ONE
FIGHTING MOUNT SALBARII, PART TWO
AFTERMATH: AS THE DUST SETTLES
2
4
6
13
18
20
23
27
31
33
36
42
MONGOOSE TRAVELLER
Author
Editor
Martin J. Dougherty
Matthew Sprange
Layout and Graphic Design
Will Chapman
Interior Illustrations
Amy Perret
3D Model Design
Sandrine Thirache
Special Thanks
Marc Miller, Tom O’Neill, Brian Caball, Aidan Rafferty, Robert Eaglestone, Loren Wiseman, James Maliszewski, Donald McKinley,
Constantine Thomas, William Hostman, Martin Costa
Traveller
©2016 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the
written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and
text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is
a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
INTRODUCTION
This adventure provides the Travellers with a starship
(and a whole bag of problems to go with it) and a
mission to carry out once they have the ship. The latter
is not the focus of this adventure; it is more of a hook.
The adventure, in the main, concerns getting the ship
and resolving some subsequent issues. The ship is
not lying handily in dock nearby, as it turns out, but is
located on a nearby world where it has become stuck
due to an equipment breakdown. All the Travellers need
to do is travel to the ship’s location and pick it up,
after making a few minor repairs and dealing with any
incidental problems along the way.
Simple enough on the face of it. However, this is the
Imperial frontier and not everything goes to plan out
here.
While self-contained,
High and Dry
is intended as an
introductory adventure for the forthcoming Metal Worlds
campaign which begins with
Project Steel.
By playing
High and Dry,
the Travellers will be in a perfect position
to start the Metal Worlds campaign.
However, it is entirely possible to complete this
adventure without drawing a gun or throwing a punch.
This is not a deliberate policy on the part of the author,
nor is it an indication that Traveller games should not
involve combat; but it is a good indication that an
exciting and action-filled adventure need not feature
combat. This adventure certainly does not lack in action!
Of course, any written adventure is subject to the
interpretation of the referee and Travellers. As written,
High and Dry
does not have an alien invasion or an
apocalyptic gunfight at the end but that does not mean
a referee who added these things would be doing
anything wrong. This is a framework for a Traveller
campaign. Campaigns are supposed to be fun. So
change whatever you think necessary to make the
game fun and everything will be fine. Trust us, we are
professional game designers…
T
R
A
V
E
L
L
E
R
TRAVELLERS AND
EQUIPMENT
THE THIRD IMPERIUM
High and Dry
is set in the Spinward Marches sector of
the Third Imperium, in the Sword Worlds and District
268 subsectors. It is a complete and self-contained
adventure, requiring only the
Traveller Core Rulebook
to
play.
This adventure involves very little combat, though it is
always possible that the Travellers will get involved in a
brawl or fight somewhere along the line. One possibility
for Travellers who are itching for some action is to have
them run into someone harbouring a grudge against the
previous crew of the scout ship, resulting in aggression
that may seem incomprehensible to the Travellers at
first. Sooner or later they will figure out that their ship
is a trouble magnet – the previous crew made a lot of
enemies. Alternatively, here are a few creatures on the
world the Traveller will visit who may resent humans
getting too close.
This adventure can be played (and completed
successfully) by almost any group of adventurers if they
are able to think creatively and maximise their strengths.
However, they will need to be able to pilot a starship,
run its engineering plant and plot a jump if they are to
make use of the ship in this adventure. The Traveller
skill package (see the
Traveller Core Rulebook,
page
48) will provide everything needed in this regard and
the adventure will suit just about any group of starting
Travellers.
Other than the requirements to crew the ship, there are
no encounters or challenges in this adventure aimed at
any specific type of Traveller. Different Travellers will
use different approaches and may struggle in some
circumstances, but this game is not about having the
right weapons, skills or equipment to meet a challenge;
it is about meeting what the universe throws at you with
what you have and finding a way to win – or at least
survive.
INVOLVING THE
TRAVELLERS
If there are no scouts due a ship among the Travellers,
there are two good alternatives.
The default opening to this adventure has the Travellers
given their task at Flammarion Starport. The ‘hook’ in
this case is that the Travellers are tasked with picking up
a starship and bringing it to Flammarion on behalf of the
new owners – themselves.
Free Scout Ship!
The Contacts of one of the Travellers has arranged a
favour with the Scout Service to grant the detached
duty use of a scout ship. All the Travellers have to do is
collect it…
Ex-Scouts
For newly created Travellers, just setting out among the
stars, this can be perfect. In the best of all possible
worlds, an ex-scout among the Travellers will have
been given the use of a scout ship as a Benefit when
he mustered out – if this is the case, do not simply
give the scout his ship. Tell him he must report to the
Scout office in the Flammarion Starport. From there, the
adventure can start smoothly with Mr Casarii (see page
13) telling him where ship is and what he must do to
claim it.
Other Traveller Ships
If another Traveller has gained a ship as a Benefit, you
can simply swap the Scout/Courier for the appropriate
vessel. In this case, the Traveller owns the ship (or
whatever percentage of it he managed to accrue as a
Benefit), but it will not be as simple as picking it up
from the nearest starport. Instead, the Scout Service will
inform the Traveller of where the ship actually is.
Changing the type of ship the Travellers are sent to
collect will have no fundamental effect on the adventure
itself, but the ship will need to be capable of entering
an atmosphere.
S001642-C
"HIGHNDRY"
3
THE BOWMAN ARM
As noted elsewhere, the Coreward arm of the Spinward
Main in District 268 is named the Bowman Arm. The
region lies outside the Imperium but close enough
to it that Imperial influences are fairly strong. Ships
bound for Five Sisters subsector navigate along the
Arm, though Jump-2 ships normally make the transit
by hopping from Datrillian to Walston, then Bowman
to Asteltine rather than going through every backwater
system on the way. The Caladbolg-Enos- Flammarion
run is much quicker but politics can interfere at Enos,
which is owned by the Sword Worlds Confederation.
The thumbnails presented here are thus simply that; an
overview of the world and its place in the Bowman Arm’s
complex economic and political development.
This is a brief summary of the worlds on the Bowman
Arm that will be relevant to this adventure.
C
H
A
P
T
E
R
-
O
N
E
ASTELTINE
An average sized world with an exotic atmosphere
unbreathable by humans, Asteltine is home to around
2,000 people whose origins vary considerably. People
tend to come to Asteltine to work rather than to live, so
the population tends to be somewhat variable. Most of
the residents are typical Imperial humans, but there are
small numbers of Darrians, Sword Worlders and Aslan
at any given time. There is some tension between these
groups.
While Asteltine itself is a fairly unpleasant world,
the system supports a fairly large belting and mining
community. This was sufficient to support the
development of a decent starport which employs nearly
all of the world’s inhabitants. The port is also used by
ships plying the Spinward Main in the direction of Five
Sisters subsector.
For decades Asteltine’s mining and processing
industry has been a chaotic mess of small firms and
entrepreneurial individuals. However, there are rumors
that some of the larger corporations or even the
Megacorps may want to move into the system now that
access has become easier.
FLAMMARION
Flammarion is an important link on the Xboat route to Five
Sisters subsector, and the site of both an Imperial Navy
base and a Scout Service Way Station. The Naval base is
a small affair intended mainly to support patrol ships and
destroyers. It is unusual to see even a cruiser, let alone a
capital ship, passing through the region in peacetime. The
Scout Base is considerably larger, with full Way Station
status. This makes it an important center for Scout Service
activity in the region, ranging from training and routine
communications duty to exploration and survey missions,
and probably (though the Imperial authorities will neither
confirm nor deny) surveillance and reconnaissance
missions into the Sword Worlds Confederation.
Flammarion itself is a fairly unappealing world with a
thin atmosphere despite its size, and little surface water.
Most Travellers stop over at the large and well equipped
Highport and never set foot on-planet.
567-908
A dry world with a thin atmosphere, 567-908 has little
to recommend it to colonists or businesses, and thus
far has remained just a number (not even a name) on
the map. There is a rudimentary starport operated by
Scout Service personnel and some private contractors.
With little more than a few huts and a small lake to
draw water from (for drinking and to crack for hydrogen
fuel) there is little reason to stay. Few visitors remain on
planet longer than it takes to refuel their ship.
Name
567-908
Asteltine
Bowman
Flammarion
Walston
Location
0201
0101
0302
0110
0402
Bases
S
2
Profile
E532000-0
B7A7402-A
D000300-9
A623514-B
C544338-8
Trade Codes
Ba
Fl, Ni
As, Lo
Po, Ni
Lo, Ni
Travel Code
Gas Giants
Yes
Yes
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
MgT 2E - Central Supply Catalogue.pdf
(16048 KB)
MgT 2E - Core Rulebook.pdf
(55652 KB)
MgT 2E - High Guard - Aslan.pdf
(25090 KB)
MgT 2E - High Guard Deployment Shuttle.pdf
(3867 KB)
MgT 2E - High Guard.pdf
(33867 KB)
Inne foldery tego chomika:
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#Cypher System
#OSR
#PBTA
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