ITV Session 17: the Blasted World

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The team begins in orbit of a planet just outside the Great Nebula of the Void, having met three apparently robotic defense drone ships as they entered the system, on their way to a gas giant to refuel.

The plant is small, size 4, and readings from orbit reveal a thin but breathable atmosphere. From space they see massive cratering, but no radiation. They assume this indicates some intentional asteroid bombardment in the distant past. No signs of prior civilization are apparent from orbit.

Given the 50% hydro rating of the planet, the team decides to scoop water from the ocean to get fuel, then find a sheltered place to land and do drive maintenance. They skim the coastline. Flint and Joe look for possible good tactical landing spots for the ship. Flint spots a deep canyon with a river that empties into the ocean, while Joe spots a massive crater that extends from the coast in the the water, guessing it is the previous site of a city.

Zal and the Baroness express interest in the crater site, thinking they might do some exploration and perhaps find something of archaeological significance. The team decides to land near the crater, where they find a rocky overhang that will hide the ship from orbital surveillance and provide protection from the weather. They land.

Barney begins drive and ship maintenance, along with Roger, Art, and Joe, while Flint, Lucky, Fardt, Zal, and the the Baroness take the air raft to go exploring.

Barney discovers the water they skimmed, and thus the fuel, was tainted. He makes an Engineering roll and is able to purify it enough for use. Joe makes a tactics roll, and uses his mechanic skill to set up some scanners outside the overhang, to monitor anything in the atmosphere.

Over the course of a couple of hours, the exploration team finds an unnatural source of radiation. Nothing dangerous, but above the planet’s normal background. What’s more, it is emitting in a repeating pattern. Conferring with the ship, Barney says it sounds like a decaying reactor core that has been breached.  The team sends their drone down, and they find what looks like a tunnel in the sloped wall of the deep crater. They find a place to land the air raft about 50′ from the opening and get out to explore.

Back at the ship, Roger and Joe see two objects on the sensors enter the atmosphere. One seems to be heading toward the location of the exploration team. They notify the team.

Venturing into the ruined corridor, the team sees lot of rubble as well as a slightly glowing slime in patches on the walls and floor. They are going to try to get back to the ship now, knowing about the incoming object, but Flint takes a minute to gather a sample of the slime. When he touches it, the slime expels a puff of sports into his face. Luckily he is wearing his respirator. No harm done. As the team gets back to the entrance they see a cube-shaped probe hovering about 20′ away from the entrance, 6′ off the ground. Lucky and Flint take shots at it, hitting its power cells and blowing it up. They exit the corridor to find the air raft disabled, apparently by a laser from the now destroyed probe.

End of session

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Elapsed game time: 217 days

Into the Void Ref’s Notes 16

Well, after talking about the challenge of running five PCs rather than four, we added a sixth PC this game. A close friend of mine, who I’ve wanted in the campaign for a long time joined. He lives out of state, so going to Roll20 simplified this whole thing a lot as far as getting him involved.

I have come to pride myself on adding PCs to the game in creative ways. Or at least not just going “you meet this guy” and expecting the rest to invite him in. That isn’t really logical from an in-game perspective. It’s easy, but not graceful. So after the last session, in which the PCs got somewhat on the bad side of some dubious characters they’ve had dealings with, I realized I could use the new guy’s Streetwise skill to have him step in and help them in a late-night ambush by some thugs. That would 1)demonstrate his goodwill toward the team and 2)demonstrate some competence, and 3)give him a chance to meet the team on a positive note and give them his credentials. We didn’t do a massive roleplay of that first interaction, but it was sufficient to make things fall into place in a logical way. I feel that as the Ref, I need to provide some rationale for things like this to happen, and the players need to sometimes throw me a bone and go with the flow so everyone can have a good time. And my players do this, so I’m lucky.

It was fun to use the Whisper function in Roll20’s chat to communicate with the new guy on the sly, so he could be doing things while the others were doing their thing, and everything could be a surprise.

Once the fighting was over, the team took off in their ship for an expedition into unknown space. This was a good chance for the players with relevant skills to actually use those skills. Navigation became important, especially going into the unknown, so it was nice that the new PC rolled up Nav-2. They now have a good navigator, and two people on the team with Nav, so there’s a backup. The ship has been outfitted with new Scout-class scanning gear, so during the 3 week/2 jump trip to their first destination I had them make some computer rolls to search for useful gas giants. I let the one guy with Comp-1 make his skill roll, and then they could use his +1 when doing scanning rolls. The problem of navigating unknown space, and not wanting to be stranded with no source of fuel within a lifetime’s journey, is a real problem they had to contend with.  I knew I wanted them to have to think through this, but what I didn’t expect was that, in retrospect, it was a nice counterbalance to the typical RPG violence we started the game with. It also served to emphasize that yes, this is a science fiction space game, with the associated challenges.

I need to write up a standard process for scanning a parsec for gas giants, as I was coming up with that process on the fly. It worked OK, but I’d like to make sure it is fair and logical.

Toward the end of the session, when the ship went into combat with some unknown aggressive ships or probes, I ran that very cinematically, the battle happening in the ring system of an earthlike planet. We did some laser shots, the pilot’s skill and the one of the other guy’s tactical skill came into play, gunnery skill was in use, so most of the players were engaged somehow. I didn’t worry about the vector movement rules. I just rolled on the hit location chart when they shot the bad guys and applied some fairly cinematic results that were more or less consistent with the charts. A hit on the enemy’s maneuver drive resulted in that craft’s inability to change direction, and a couple of them went careening into large rocks in the planet’s rings.  I think that adding those kinds of details is important, and makes the game a lot more fun for everyone to visualize.

After the game, even though everyone had fun, I was a bit put off by the initial fight. I don’t want this campaign to just devolve into fighting and violence. We really don’t need that. While the fight served its purpose, and the PCs have certainly not gone all murder-hobo, it did get me to raise my awareness of where things are going and the need to keep being creative with problems and scenarios.

ITV Session 16: the Stowaway

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Having mustered out of the Merchant service after 16 years, 34-year old Arterhas Ralmard finds himself on planet Mylor, on the edge of known space, just where he wants to be. The frontier, where he can seek his fortune, seems more interesting than returning home, rimward, to the Anterion system, to run his parents booth at the giant space station’s market.

Art has just witnessed an attempted assassination of a noble in the Happy Gluck Tavern, at spaceport Mylor. The Baroness Galaxia Hood-Raxon, on tour of the frontier, decided to drop by a typical spaceport tavern, and only made it out alive because five “travellers” foiled the attempt on her life.

He watches as the travellers meet privately with the Baroness, and sees the gangsters the travellers had just gambled with hire some rough looking goons, obviously the ambush the travellers. As the goons leave, he follows them.

A couple of hours later, the members of SAFCO leave the Happy Gluck to return to their ship for the night. As the walk though the now-closed market, the six goons surround them and draw shotguns. A firefight ensues. SAFCO quickly dispatches most of the goons, but one steps out and holds Fardt hostage, a shotgun held to the gluck’s spherical body. There’s a shotgun blast, the goon drops, revealing Arterhas Ralmard standing in the shadows, his own shotgun in his hands.

The team notifies the authorities that there are criminals needing medical attention in the market, and meet Art, who it turns out is a great navigator looking for employment. They sign him on.

It’s a been a night of unusual violence for SAFCO, but they were acting in their own defense and the defense of others.

The next morning they take off on Zal’s expedition into the Void – the unknown – in search of Precursor secrets. 70 diameters out two imperial gunboats hail them. It seems the Baroness has disappeared, and they will board the ship so look for her. Zal talks to them, and they recognize the team as the group that saved the Baroness the night before. They let the ship go. To be on the safe side the team searches the ship. Lucky finds the Baroness in the cold berth room, dressed in a rugged cloak and outdoor gear. She announces that she’s going with them. The tour of the outer reaches was boring, and she’s lived a life of comfort and low-expectations. Her whole family, she states, has done nothing, but she will do something. Her interest in the research is real.

In his first official duties, Art uses his Nav-2 skill to plot an extremely elegant and efficient course to Zal’s System. The team is impressed. The ship reaches the jump point and with a jump flash they speed to Zal’s system, in the Void. During the week in jump space, they learn that the Baroness is highly intelligent and educated. She’s able to talk about nearly any topic that comes up. No wonder she’s been bored.

They arrive at Zal’s System and proceed to the moon of the gas giant where they first encountered the Little Reds, and where they left the Guardians. Art plots an approach to the system that will use the moon itself to shield them from the gas giant’s periodic radiation bursts. They land, spend a week refueling and maintaining the ship, and have a chance to check on  the Reds. All is well.

Their next destination is a system in which Zal believes there is a gas giant, based on his analysis of Precursor data. The team is cautious. That system is 3 parsecs away, and will require a Jump-2 and then a Jump-1, which is their maximum range. Should he be wrong, they could be stranded in the Void. They use their new Scout-class scanning system, once in space in Zal’s system, to search 2 parsecs out for gas giants they might find along the way. They find none. They make the first jump, spend another week in jump space. Scanning confirms a gas giant at their destination as they do drive maintenance in deep space. They make the final jump. Art’s navigation skills pop them out of jump space near the gas giant.All breath a sigh of relief.

They spend some time scanning the route to the gas giant, and discover they will pass very close to a  rocky size 7 planet with an apparently breathable atmosphere. They proceed. As they near the rocky planet they detect three objects on an intercept course. As they get closer the things appear to be cubes about 100 feet on a side. Roger begins evasive maneuvers.  They hail the cubes, but there is no response. They try the universal translator, still no response. They are now very close to the planet, which has a ring system with lots of big, chunky rocks and a moon. The cubes fire lasers, but miss. The Rambler returns fire with it’s two pulse laser turrets. First shot hits, damaging a cube’s maneuver drive. The cube spins into the ring system, smashes into an asteroid, destroyed. Joe suggests they use the rings as cover, makes his Tactics roll, and the teams gains a +1 on subsequent actions based on his recommendations. Roger dips into the rings. More shooting. The two remaining cubes fire, but miss again — very hard to hit a ship that Roger is flying. The Rambler fires again, blowing up one cube’s laser, and disabling the drive of the other, which is also destroyed in the rings. With the final cube defenseless, the Rambler emerges from the rings and fires, destroying it. Baroness Galaxia thinks this was all very exciting!

Safe for the moment, the team surveys the planet from space. It appears that the planet was bombarded in the distant past. Massive cratering now weathered and overgrown are detectable. They do not detect radiation. There are large bodies of water from which they could refuel.

End Session
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Elapsed game time: 216 days

 

 

Into the Void Ref’s Notes 15

Well, this was an interesting session for me. I had a conversation with on my players, David, in email after the session. There is nothing private or personal in the email, so I’m going to reproduce it here, as it contains many of my thoughts about the session and our campaign in general.

 I don’t know how much harder it is to run with 5 players., but it sure is fun!  Especially with Jeff Lee purposely trying to throw a monkey wrench into all your plans.  I was initially feeling bad for hogging the show there in the beginning.  When Jeff and William went off in the corners, I didn’t want them to feel like me and Randy were cutting them out.  I didn’t get to use my sword,  but I’m glad the other guys got to do some combat.  Williams sniper position to cover the entire bar was a good move and his one shot really turned the tide on what could have been a very bad situation.  We were expecting something, but the second assassin singer was pretty impressive if it was improvised because the first assassin went down too quickly.

And here’s my response…

Running 5 is a bit harder. I try real hard to give every player a chance to shine in each session. More players makes this harder in short sessions. It’s not like D&D at that game everyone can pretty easily do their thing, in a dungeon crawl. Or Champions, where it is mostly fightly. So it is a lot more challenging at GM.

Another thing I struggle with is not railroading the game. There is a fine line between giving plot hooks and “forcing” the PCs to do stuff. My goal is to have a game with some purpose, but not completely dictate what happens. Related to that is the fact that I want to provide atmosphere, but I don’t want to just narrate the whole thing. So for instance I tried to use the parade to provide some context for the game and the campaign, but didn’t want to just talk for 30 minutes and not let y’all do anything. So I tried to cut it short but still have it be effective.

Really, I thought it went OK yesterday. You and Randy got to do some roleplaying with the whole negotiation and card game thing, William and Jeff got to shoot someone, and Jeff Lee got to tackle the second sniper and act crazy. So everyone, I felt, was engaged. I was really wanting to engage Jeff Lee, and had expected to have him see the first assassin move and he would be the one acted on it, but the PCs were all over the bar. So I adapted since Barney was on the balcony it made sense he would see that. The second assassin  was in fact planned.  2 assassins planned — I just didn’t know which PCs would be in a position to act.  I’ll reveal more about the assassins next game. What y’all didn’t discover was that the dagger was poisoned, and the mic-stand gun shot poison darts. Make an END save or die in 2-6 minutes without medical intervention. So the possibility was there for something real bad to happen. William got off a good shot, which was lucky.

I’m trying to create good NPCs. I always think back in the old days that is something I ignored. Maybe if I’d reffed Traveller it would have been different.

Having those maps is fun. Really useful.

Anyway, my players seem to enjoy this campaign, and I enjoy running it. I think it is the best campaign I’ve ever run, using any system. In a Facebook chat with the other players, I told them they didn’t have to stick to the threads there are obviously my “planned adventures.”  They can do what they want, and I have modular stuff that can be used and woven into the fabric of the campaign. William made the comment that it is the players obligation to engage with the game world. I agree. And it is the GMs obligation to create a rich setting full of possibilities.

ITV Session 15: the Baroness

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The team lands at Spaceport Mylor in the afternoon. Lucky retrieves the Universal Translator and the Drone from the Rambler-I.  Flint heads to the portmaster office and gets receipts for the fuel they purchased when they left Mylor months ago. The team needs to settle up with Reesus Peesus and Mergatroyd, who are expecting some profit from the asteroid raid mission. They think the PCs should have gotten a lot of weapons and ammo, which of course they did, but they turned it over to RCMP for a hefty reward. They had to the Happy Gluck Tavern to look for the dirtbags, but the place is nearly empty — most people heading outside the spaceport into the main section of Mylor City for tonight’s parade to celebrate the visit by a noble — a baroness – from planet Zapata.

The team decides to attend the parade. Zal remarks that years ago at Zapata University he had a student who was a baroness. They make their way to Main Street, where a tall, shielded platform has been erected on which the Baroness will speak and start the parade. The PAs announce “Ladies and gentleman and all sophonts,  presenting Baroness Galaxia Hood-Raxon from Planet Zapata!” The crowd cheers! Having nobility visit the frontier is a big deal. The Baroness is on a tour of the frontier, to reinforce to the fringes that they are part of the Imperium.  She waves to the crowds, says a few words, and starts the parade, which goes off without a hitch.

After the parade, the team returns to the Happy Gluck. The place is filling up with drinkers and gamblers, and a band is playing on the raised stage. The group gets drinks and relaxes. Eventually they notice Reesus and Mergatroyd playing cards at table. Roger and Flint approach, and beginning bargaining with them. Flint, as former RCMP, spouts off some bureaucratic-speak about them contact the RMCP HQ to get anything they think is theirs. They aren’t having it, but Reesus offers to play Roger in a friendly game of Qburt for all the loot.

While all this was happening, three Imperial body guards enter the tavern with Baroness Galaxia. She walks about, talking to people, and finally sits at a table adjacent to the one where SAFCO is talking to Reesus. She eavesdrops and hears everything.  Lucky has hung back, Barney has gone to the raised balcony area to keep an eye on things, and Joe is trying to get on stage to sing.

The Baroness turns around, looks over the table, and says to Reesus “Perhaps you would let me play you on their behalf, Chubby.” She’s been evaluting the situation, and taken a liking to Roger and Flint (obvious men of action) and a dislike for the somewhat loathsome Reesus. Rogers says it would be an honor to have her play for them, and Reesus agrees. They play. Reesus has Gambling-3, the Baroness has Gambling-4.  They will roll 2d6 and compare the outcomes for each round, high roll winning, after applying modifiers. To win the match, a player must win three consecutive rounds. The bodyguards keep an eye on the bar as they play. Against the odds, Reesus does win (player Randy rolls for the Baroness). The Baroness concedes, and apologizes to the team for losing. Reesus then begins driving home a very hard deal with the team. Galaxia, feeling the sting of the loss, says very sternly “That seems a bit…greedy…to me, Chubby.” The bodyguards give him a hard look. Sweat beads on his forehead. He evaluates the situation and decide he would do best by not being on the bad side of the noble. He agrees to half of the initial offer, and all parties accept.

About this time four ruffians enter the bar, blades drawn, and begin talking loudly about the nobles being leeches. The bodyguards take notice and move to intercept. Roger and Lucky start moving. Flint draws his sword to defend. Barney continues monitoring the situation from the balcony.

As this happens, a “drunk” from a nearby table stands and Barney can see him draw a dagger and head toward the Baroness. Things start happening fast. The crowd goes apeshit. Barney shoots the assassin with his auto pistol. At the same time, the singer in the band on stage takes her microphone stand and raises it like a gun. Joe is close to the stage. He jumps up and makes his Brawling attack, knocking her down the stairs to the main floor, dropping the disguised weapon, but not before she is able to fire at the Baroness. Her shot misses. Barney “convinces” her to stay down. The four thugs providing the distraction run, but Lucky shoots one as he flees.

The guards communicate with some Imperials outside to catch the three goons who fled. The Baroness has SAFCO and her guards interrogate the wounded assassins in a private room.  She notes that they knew where she’d be, and that this was a “spur of the moment” stop, saying that one of her assistants suggested it. She will have him taken into custody.

Vern, owner of the Happy Gluck, thanks the team for saving his tavern from getting a bad reputation. The Baroness joins the team in a private dining room, where she agrees to help fund Zal’s expedition into the Void after he explains his research, his first expedition with SAFCO, and what he hopes to find.

End Session
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Elapsed game time: 193 days

 

ITV Session 14: Danger Beneath the Ocean Floor

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This will be a short entry, as it has been a few weeks and I have forgotten some details, and because it was, in fact, a short play session.

From the last session: The PCs are submerged in an underwater cavern on Overon, having gone there so Zal could evaluate a site of possible archaeological value. Turns out there is no real value, but Zal and the others find some larval creatures in the mud domes they find in there cavern — “larva sack” like things put there by alien manatee-like creatures — creatures that have now surrounded them from above.

The team encounters the Ilikuwee, huge, blind creatures. The teams has stumbled on the creatures’ gestation pods, mud structures containing larval sacks.  Dozens of Ilikuwee are on the way. They  surround the team, blasting one of the miners and Zal with a sonic wave. The team flees, but the creatures are much faster and cuts them off. Once away from the larva, the creatures calm down, examining the team with sonar probes, and even reaching out to touch the diving suits with finger-like appendages at the end of their flippers. Communication is impossible. Eventually the Ilikuwee peacefully allow the team to leave.

The team rises back to the surface, and return to Overon City, and report their findings to Admin. Tilton.  They collect their pay, and set off for Mylor.

They spend 1 week in jump. Upon approaching Mylor, the Rambler-II is contacted by two approaching gun boats, explaining there is a visiting member of Imperial Nobility on the world and security is increased. The gun ships escort them in. They see a massive Imperial Cruiser in orbit. They land at Spaceport Mylor.

End Session
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Elapsed game time: 192 days

Into the Void Ref’s Notes 13

Like most of my Traveller sessions, this one was long in the making. Jeff #2 was joining us, finally. He’s a regular member of our gaming group, who due to other gaming commitments had never been able to make the Traveller game. So I had the challenge of working his PC into the game in an interesting way. I came up with several ideas but didn’t like the flow of most of them. Too much idle time for him. I settled on starting him 56 years in the past, and putting him in cold sleep for the PCs to discover floating in space. This worked out quite well. It was fun, and it surprised everyone involved.

Without going into details (they are in the previous post), the PCs decided to have some modifications done to their ship, so I got them started on an adventure on that same planet while they wait for their ship. Coming up with non-combat challenges is fun, but you really have to work at it. After the game last night I was watching a Netflix documentary series about the astronaut Scott Kelly’s preparation and 1-year stay on the International Space Station. In reality, everything one does in space is difficult and super dangerous. In a science fiction game perhaps EVAs are easier, but they should still be dangerous with little room for error. Which is all to say that having Vac Suit skill can really get the PCs into some entertaining trouble.

I felt like in this game, especially setting them up for the on-planet adventure, there were some spans in which I just telling them what happened a bit too much. This can help move things along, but in the future I’d like to have them roleplay through some of those parts a bit more.

Once they got down into the undersea cavern, I changed things up quite a lot from the plan I had typed out last week. Weird how sometimes better ideas present themselves during play, and the resources you have prepared need to be altered during the course of play.

Regarding the ship mods. The group agreed to just have Jeff K and I work out the modifications and cost outside of the game. This kind of thing can eat up a lot of actual playing time if you let it. They had hoped to upgrade the ships drives, but in Classic Traveller the fuel requirements and volume of the faster drives would leave almost zero cargo space. They opted for reducing the number of cold berths by half and decreasing the extra Jump-2 fuel to only an extra Jump-1, thus gaining some cargo space. I had reasoned that the Type-A Freetrader would not be equipped with the variety and quality of sensors available on a typical Scout ship, and as this is a very exploratory campaign, they agreed to spend some credits for a massive sensor upgrade.

ITV Session 13: the Sleeper

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Prologue: IY 5970 (56 years ago), aboard military transport Triplanetary, near planet 6X246 on the Imperial frontier. Frontier separatists have attacked and boarded the ship, on its way to supplement forces on 6X246. Captain Joe Klowoski of the Imperial Army has finds himself on the lower deck, just outside engineering, which has been sealed shut but security bulkheads. Down the corridor he sees three separatists come down the ladder to the upper deck. He levels his carbine at the first of them and fires as the man shoots back. The bullet bounces off his combat armor, but his shot fails to penetrate the rebel’s ballistic vest. Joe hears an explosion from engineering. He ducks into life support, crosses to the other side of the ship, and heads toward the forward cargo bay. Another explosion and he feels the corridor start to decompress before another bulkhead automatically seals the hallway behind him. He continues forward, finding more rebels finishing off one of his comrades. He shoots one them. The captain announces “abandon ship.” Joe hops in an escape pod and leaves the ship. As he tumbles away he sees a few more pods eject, just before the ship’s power plant explodes, igniting the ship’s fuel, and the entire ship erupts into a fireball in the silence of space. The escape pod is essentially a fortified cold berth. To conserve life support Joe activates the hibernation cycle and feels into a dreamless sleep.

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SAFCO has just rescued an Atlas class freighter and the religious cultists on board, but the pirates who boarded the vessel managed to kill the crew. The ship’s pinnace is still floating in space nearby, as Barney disengaged it from the docking ring to allow the Rambler-II to dock. SAFCO sends a message to Administrator Tilton, on Overon, to report in. The message will take about four hours to arrive, as they are in the outer solar system.

Barney and Lucky take the Rambler to retrieve the pinnance. Lucky goes EVA in a vacc suit, crosses to the smaller vessel, and with great difficulty is able to enter the ship. He gains control and pilots the ship back to the freighter Star Sling and docs.

Onboard the Rambler-II, Fardt discovers a very weak mayday beacon. SAFCO decides to investigate. Roger pilots the Star Slinger alongside the Rambler-II. They are near the system’s Kuiper Belt, and discover an escape pod slowly tumbling through space. Roger opens a cargo door and uses his astounding pilot skill to maneuver the massive ship to allow the pod to simple float into the cargo bay. Once it is in, artificial gravity takes hold and the pod comes to rest on the floor plating. Roger, Flint, and a couple of RCMP marines revive the inhabitant of the pod. Joe Klowoski awakens.

One of the marines looks at the pod’s chronometer. “This guy’s been asleep for 56 years!”

Having rescued the sleeping Captain Klowoski of the Imperial Army, SAFCO returns both ships to Overon (known in Joe’s time as 6X246). Admin Tilton thanks them, as they have not only save a lot of lives but millions of credits of supplies for the mining colony.  Considering that, and Flint’s association with the team, RCMP is now a friend of the group. Tilton tells them they will have refueling rights on any RCMP planet – free fuel. 

The team decides to pay Ronda 50,000cr for her help during the last several missions, as she has decided to go her own way. Reggie Stormbringer, who saved Zal from the pirates, also decides to go his own way. Ronda takes the team, including Zal, to the Mooch Mine for celebration. Zal gets high on mooch and talks (probably too much) until Roger gets him under control.  Joe decides to become intoxicated as well. He gets into a scuffle with another patron of the Mine, who knocks him out. Roger drags him off before he gets hurt any more.

The next day Administrator Tilton calls the team to his office. RCMP has been doing exploration on in the ocean, after mining sensors and probes detected potentially valuable minerals. A mining platform and underwater mining laser were taken to the area. The laser drilled a hole  in sea floor (1000 feet down). 150 feet into drilling  it hit a vast cavern. Small drones were sent down. The shaft was expanded to 20′ in diameter, and drivers sent down. They found the cavern to be 100 feet tall, and quite vast. Initial exploration of the cavern revealed structures that appeared to be of intelligent construction. Tilton tells the team that is is RCMP policy to curtail activities if anything of possible scientific importance is found. They get an appropriate expert to check things out. It is a happy accident that Zal Twist, an exoarchaeologist, is currently on the planet. If he will examine this find, it will save them weeks or months in finding and transporting a suitable expert to Overon. Zal and the team agree, as their ship will be in the shop for upgrades for at least two weeks.

A large air raft takes the team to the very large platform. They see massive surface blooms of seaweed all over the surface of the water near the platform, as well as two docked submarines. The crew of the platform explains that a sub will take them to the sea floor safe room, where they will suit up in deep diving powered suits. Two experience underwater miners will go with them.

The team suits up, and in groups of four they drop into the shaft, descending even further. Zal fails his roll and gets into trouble on the way down, but Lucky is able to help correct him (makes Vacc Suit “save” roll). They drop into the cavern and come to rest on its floor. The miners take them to an area where what appear to be larger mounds with round “doors” (openings) are found. Zal gets exciting and insists on rushing into the closest one. Flint goes with him, as well as a marine and Roger. The rest stay outside the “hut”. Inside the group finds nothing. No ancient runes, glyphs, or any indication this was the habitat of intelligent beings. The miner wants to write the whole thing off, but Zal insists on looking in another structure.

The group goes into another hut – same ones. The team outside here Zal exclaim over his radio “Amazing!”. At the same time, the group outside hear loud sounds resonating through the water and into their helmets! Looking around and up, they see dozens of large eyeless creatures, resembling a terran manatee, floating around and above them, moving in.

End of session.

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3 days elapsed in this session
183 total game days elapsed.

Into the Void Ref’s Notes 12

Atlas class freighter from Independence Games (link)

Session 12 was short and challenging to come up with and run. I spent a lot of time trying to figure out how best to bring an “occasional” player character into the game for one session and make it feel organic. I’ve decided this coming year to have two or three guest players for sessions, and toward the end of the year bring everyone together for a big blowout. I can’t really deal with more than four regular players — it all just gets too complicated, and it is harder to get everyone together. BUT, having some guest players is a good thing.

So, our guest player was running the character Reginald Stormbringer, an ex-army badass. I spent a week making notes of game ideas and not liking any of them. Since it was a guest player session, it needed to be kind of a one-shot. It needed to have some action. BUT – I also wanted this game to set up a return to the unknown of the Void.  So I decided to put their old friend Zal Twist, the Exo-archaeologist, in harms way onboard a hijacked freighter, and have him meet Reggie onboard.

The trick to this session, and the mentally exhausting part, was keeping the flow moving with Reggie on the freighter and the players on the planet, whilst moving them toward a meeting point. It wall worked out, we got them all together, they saved Zal and the rest of the ship (though the freighter crew was all dead), and had a pretty good game.

A few notes:

  • Reggie got hit once by a submachine gun. They really hurt. Nearly took him out. Lesson learned, I think. Don’t get shot.
  • I think non-combat skills are really fun, and very necessary, in my game. They might be more helpful, in fact. On populated worlds it helps if each player has some kind of social skill. Gambling, carousing, admin, streetwise, bribery, whatever. Gives them some nice options.
  • I need to encourage my players to really explore crazy options that make use of all their skills. I had Flint make a Tactics roll and gave him some suggestions that resulted in Barney using his Vacc Suit skill to gain them access to the freighter.
  • It was fun to bring the Fast drug into this game, and to use Basic (the nutrient drink from the Dumarest novels) to revive Reggie after cold sleep.
  • Most of my players are long-time veterans of D&D and Champions. They are very much used to knowing their character sheets really well, and knowing how to use their skills and spells to greatest effect. I think because the Traveller PCs are so simple looking on the surface my players are not sure how to really take advantage of their skills and gear. They are still doing well, but I think they might have more fun if they were a bit more familiar with their characters and gear. I’ll help them develop this by putting them in difficult situations and let ’em depend on their own creativity to resolve things.
  • I still need to start bringing the character histories into the game more.

ITV Session 12: Space Rescue

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The freighter Star Slinger arrives in the Overon system, popping out of jump space 124 planetary diameters from the RCMP base planet. The ship, an Atlas class freighter carries mining equipment and supplies for the colony on Overon, but one of its massive cargo pods contains a special cargo – 120 religious colonists travelling Low on the way to the Void. Emerging from his cold sleep coffin, Lt. Col. Reginald “Reggie” Stormbringer takes a warm cup of Basic from the attending medic and surveys his surroundings. Still a bit disoriented from months in hibernation, the nutrient rich Basic quickly restores his strength. Reggies wonders where his gear might be.

On Overon, the members of SAFCO confer about their next course of action. They have salvaged a valuable starship power plant and dual pulse laser turret, and need to find a buyer. Research turns up the name Percius Pringle, a trader in starship salvage who operates a big operation on Overon. They seek Percy out, finding a chubby man with a ruby pinky ring. Percy accompanies them back to the ship to look at the merchandise. He offers them a choice, 500K for the power plant and 75K for the turret, OR beat him at a game of chance called Quirkle and get twice that much. LOSE, and he gets the salvage for free. Knowing that Percy has a reputation as a good gambler, Flint and Lucky opt for the first offer, and the team is 575K cr richer.  While at the ship, they recieve an x-boat relay transmission from their old friend Zal Twist, who says he is returning to the frontier aboard a freighter called the Star Slinger, and should be arriving in the Overon system at any time. Discovering that the ship is in-system on on a course for Overon, the team sends him a greeting.

Atlas class freighter.

Back on the Star Slinger, Reggie watches as the cult leader, known as Micah, addresses his flock. He invites Reggie to join them on their journey to Paradise. Reggie declines. Micah then invites an tall, skinny old bearded man, who also declines. Later, the old man introduces himself as scientist Zal Twist. Reggie and Zal get to know each other a bit. Some time passes, and Reggie hears the unmistakable sound of gunfire in the corridor outside the cargo pod. He has none of his gear. No weapons. 10 goons come into the cargo pod full of peaceful cultists, armed with submachine guns. They order everyone to their knees. Reggie and Zal decide to comply, and bide their time. They have no idea what the intention of the aggression is. The pirates demand that Micah show himself. After a little coaxing, Micah identifies himself. He is removed from the cargo pod and taken elsewhere. Everyone else is kept there under guard.

On Overon, SAFCO is aboard their Type A Merchant ship, and receive a distress call from the freighter Star Slinger, saying they have been boarded by pirates. The team is concerned because Zal is on board that vessel. Flint contacts RCMP administrator Tilton, and finds out there was a coordinated distraction far on the other side of the system, which drew the RCMP system defense boats very far away. If there is going to be a fast rescue, it will be up to SAFCO. Tilton assigns five company marines in combat armor to accompany the team and they take off, working on a plan during the 1-hour flight to rendezvous with the freighter.

Back on the Star Slinger, the pirates decide to move all the hostages to another cargo pod where still more passengers from the many low berths are being kept. As they step into the corridor, Zal falls and cries out that he’s broken his leg. The guard comes over and sticks his gun in the old man’s face. Reggie takes advantage of the situation, makes his Brawling roll, takes the gun and chokes the goon out. The other guards can’t get to him because of the panicking cultists in between them. “Can you walk?” Reggie asks Zal. “Of course my dear boy, I’m not injured! It was a clever ruse to give you opportunity to attack!” Reggie uses the goon’s body as a human shield, and backs up toward a bulkhead, Zal behind him. They open the bulkhead step through, and close it up tight. They see an iris valve portal in the ceiling of the lower deck, with a ladder leading up. They decide to go that way.

Knowing that the Star Slinger has a ships boat docked to its dorsal side, and that the merchant ship could use that docking spot, SAFCO approaches the freighter and is surprised to not come under fire. Barney and Lucky use vac suits to go over to the ships boat. Barney manages to use his ships engineering skill to manually release the docking ring. A blast of air pushes the ships boat away from the freighter as the clamps release. Roger makes his pilot roll and docks the merchant to the freighter.

Reggie and Zal pop up on the upper deck of the freighter only to see at least two more pirates with SMGs down the corridor. Reggie fires as does the first of the goons. Reggie misses, but the goon hits, the shot rendering Reggie unconscious. Zal grabs the autopistol Reggie took from the first guard and tries unsuccessfully to shoot the pirate. Reggies is going in and out of consciousness, and here’s Zal exclaim “that sounds like a ship docking!”.

The five armored marines drop into the freighter and split up, two going to the right and two going with Flint to the left. The ones going right encounter Zal, the unconscious Reggies, and the pirates. One takes care of Zal and Reggie, while the others easily defeat the other pirates. The marines are able to easily mop up the rest of the pirates. Reggie is taken to the ships sick bay and patched up, and given a dose of medical Fast to speed his recovery. The team searches the freighter, and discover that the pirates had hidden themselves in some shipping containers and taken Slow so that the jump would seem like only hours to them. When they came off the drug, the knew their accomplices would have drawn the RCMP security forces far away. There goal: they knew that Micah is from a very wealthy family, and they were trying to get him to pay them off to let him and the cultists go.

In appreciation, Micah gives Reggie the cost of three high passages. He offers to pay for some upgrades to SAFCO’s ship.

We end the session with the team still on board the freighter, reunited with Zal, deciding what to do as the freighter continues to Overon. Reggie will spend some time on Overon and see what opportunities present themselves.  Work with SAFCO? Perhaps. Zal likes him. The ships boat will be retrieved.

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1 day elapsed in this session
180 total game days elapsed.