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TOPIC: R3: Pirates of Drinax - Traveller - Discussion

R3: Pirates of Drinax - Traveller - Discussion 8 years 4 days ago #1273

  • Cariryn
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Hello again,

In the interests of keeping the game flowing, the Referee is making a change to the events that happened right at the end of the final session of the last rotation. (Basically the misjump that happened that would completely F*%K the campaign over never happened). Below is the amended version of history from the last session:


TECH-WORLD

The decision is made to not buy a J4 engine, as it would effectively reduce the cargo space of the Harbinger to zero (taking into account the additional fuel that needs to be carried, etc.) After much discussion, the decision is made to continue to BYRNI to allow the Treaty to be found in the vault. This course of action seems to best fit with the plans of creating a Kingdom of Drinax.

Jump co-ordinates are calculated and successful jumps are made by the Harbinger and the Martin II just in time before the window of when the escort ships might make it to TECH-WORLD. The ships jump to PAAL, a non-aligned agricultural world.

On arrival in the system the Martin II is hailed from PAAL, expressing its surprise that such a ship is in its system, as this is not the usual route that these ships take. They request that the Martin II proceed directly to the Spaceport at PAAL. Meanwhile, via a routine sensor check, the Harbinger detects a signal close to system’s gas giant, Artobin. They head towards Artobin to check out the signal in more detail. The Martin II contacts PAAL and negotiates also investigating the signal – after all, if it’s a ship in trouble then they might need some help.
As the ships edge closer, they try another scan and identify that it is a ship that drifting out of control in a decaying orbit. Its name is the Vagabond Soul. She appears undamaged and there are some life-signs onboard, but they are oddly muted – the best guess is that the crew (it appears to be) are in suspended animation. The life signs are scattered around the ship. A communications umbilical hangs free near the starport airlock – a sign that someone recently docked with the ship.

Captain De Winter brings the Harbinger around and docks with the aforementioned airlock. De Winter, Rex, Bovine and Kane get suited up and head through the airlock onto the Vagabond Soul.
Exploring the Vagabond Soul is like wandering into a haunted house. Lights flicker on and off. The air is icy cold. Everywhere there are signs of carnage and brutal slaughter. Blood splatters every surface.

De Winter, Rex, Bovine and Kane head down towards the bridge when suddenly these human shaped ‘things’ appear, accompanied by these bursts of static on the radios. These things have no eyes or mouth. Their skin is covered in silvery scales; their fingertips bristle with thousands of elongated needles. All of them discharge their weapons into these ‘things’ and the weapons make light work of their armour, not before several of them get close combat hits on Rex. However his armour easily withstands their attacks.
Kane makes a dash for the bridge and reaches the computer console. Mistakenly, Kane echoes the static screams (which is how the creatures are communicating), this makes it extremely difficult for everyone to concentrate.

Meanwhile, Lance and Vance (on the Martin II) start looking for ways to block out or eliminate the static screams. If they can do this, maybe it might stop the creatures from seemingly communicating.
In the bridge of the Vagabond Soul three more of these creatures appear from ducts in the ceiling. One strikes Kane as he wrestles with the computer and it pierces his armour. He immediately feels a warm fuzz feeling from the wound that he feels to start moving around his body. Undeterred, he manages to use the computer to knock out the gravity in the ship, whereas the grav belts of the party help them to keep their balance.

As this happens, Lance and Vance (on the Martin II) have success in creating a transmission that blocks out the static frequency that the things seem to be communicating on. This, along with the lack of gravity allows De Winter, Rex and Bovine to mop up the remaining ‘things’ easily with their weapons. Scans show there to be just one left, locked in a cabin in another part of the ship. Kane’s condition is deteriorating (it seems there was neurotoxins in the spines that punctured his armour). He is whisked back to the Harbinger for treatment.
The rest seek out the room where the last ‘thing’ is and obliterate it. Searching the room, they find a leatherbound copy of the Shield Church Bible, and tucked into the First Testament of the Immortal Protector is a flyer for an interfaith conference to be held on the planet Mirage (0509 Gazulin).

Additional searches of the ship discover 50 tonnes of petrochemicals in the hold. Checking the video recordings of the ship also give some idea of what happened. Several hours before the Harbinger detected the ‘Soul , a female came aboard (who appeared to be friendly) and then suddenly during a brief altercation released a nanotech virus. Horrifyingly this nanotech virus turned the human crew into living weapons. Nanotech stripped the metal from any available sources (in this case, the corridors and bulkheads of the Vagabond Soul are pitted with tiny scars) and coated the victims in armoured scales. Useless organs dissolve; their organic molecules used to assemble combat-drug glands and backup hearts. The Nanotech infected crew is just what the party have battled.

The decision is made that they want to hold onto the Vagabond Soul as salvage for the time being, and a skeleton crew is left on board. Preparations are made to jump to BYRNI, and Vance, Lance, Bovine and Osha are on board the Martin II. All three ships successfully jump to the BYRNI system and must think of what to do next....
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R3: Pirates of Drinax - Traveller - Discussion 7 years 11 months ago #1322

  • Cariryn
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Welcome back players. (Sarge, Paddy, Mel, Stew, Hugh)

Garuda will be joining us this rotation. Garuda, if you've not rolled your character just yet, may I suggest that you come from the Drinax system itself? Have a read of this, the specific chargen rules for Drinax are spread over the first couple of pages.

Initially, we're going to transfer characters over onto the 2nd edition paperwork. (I have your sheets). Won't take long, but some skill names and groupings have changed, and so we need to address that. (E.g. there is now no Zero-G skill).

Then you'll have to think what IN SPACE are you doing with a gigantic stolen imperial treasure ship? I think it's worth reading the last entry above. When in the PAAL system you dodged visiting the spaceport to go to a ship in distress. You then took the ship, and jumped straight back out out of the system again..... hmmmm arousing suspicion?
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R3: Pirates of Drinax - Traveller - Discussion 7 years 10 months ago #1344

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WEEK ONE

- Jumped to Byrni (1 week)
- Vagabond Soul, Harbinger & Martin II rendezvous
- Plan hatched to sabotage the Martin II (too many difficult questions to answer with Byrni)
- Byrni System Defence Boats approach
- Kane radios Defence boat - pretends to be engineer. Warning to stay away because of Fusion Reator difficulties.
- Harbinger transfers Radioactives, Gems and Imperial Mail off the Martin II, Martin II deserted and sabotaged (destroyed)
- Byrni defence boats board Harbinger. Search. Return to Byrni.
- Lord of Byrni invites crew to explain Drinax connection.
- Possible talk of connection between Drinax and Byrni
- Byrni 'offer' to take the material transferred from the Martin II for safekeeping and possible distribution with Oleb.
- Harbinger free to go. Jumps back to Drinax via Paal and Pourne (3 weeks) *NB I think I said 2 weeks at the sesh, so add extra cross onto your training.
- Meeting with Oleb.
- Imperial Ambassador "Thao Poluc" has a guest on Drinax "haut-Belzoni" - an archaelogist.
- State Dinner held that evening in honour of the guest.
- Guest reveals a message globe.


It was a cruel irony that perhaps the finest and bravest officer to ever wear the crest of the Star Guard came into her own in
that last war. Admiral Gani Peras was a brilliant naval officer, beloved by her crew and feared by her enemies. Both loyalists and rebels courted Peras; her sense of duty demanded that she stay loyal to her oath to the Emperor, but her sense of honour forced her to acknowledge the wholly justified grievances of the provinces. She led the defence of the spinward fleets, slowing the advance of the rebels and ensuring that the war impacted on the civilian population as little as possible. She avoided direct engagements where possible, preferring to use her light Harrier- and Wyvern-class ships to attack enemy supply lines and fuel dumps. Whenever a rebel commander used ortillery on civilian targets, though, Peras showed no mercy. The rings of debris that still orbit Homestead and Vume are testament to the wrath of Gani Peras.
Not even a commander of her calibre, though, could stop the civil war. Around the year -1400, her squadron of five surviving ships jumped into the Noricum system – the besieged seat of the emperor. What happened next is a matter of conjecture, but most historians agree that Peras somehow convinced the emperor to hand over the contents of the Imperial Treasury. Some believe Peras hid the treasury somewhere on Noricum; others claim she intended to use the treasury as a bribe to convince the advancing rebels to negotiate. Others believe the Last Loyal Admiral betrayed her oath at the last, and stole the treasury for herself.
Peras returned to her squadron and they jumped out – out of the system, and out of the history books. There were never
any confirmed sightings of them again. Peras became another legend of the Reach, gone for two thousand years.

Yutal Mirobar haut-Belzoni, FIAS, FIHS, PhD and a dozen other acronyms, hails from the distant world of Regina, far away in the Spinward Marches. He is a professor of archaeology in the famous university there, specialising in historical naval
technology. His landmark thesis on Vilani logistics during the Fifth Interstellar War is required reading for those suffering from chronic insomnia.

Twenty years ago, haut-Belzoni obtained a curiosity – a message globe. These devices are common across Charted
Space. Each globe contains a secure message and can only be opened with the proper authorisation (or enough hacking
skillz). Open the globe without the right key and its contents are instantly erased. This particular globe bore the emblem of the Empire of Sindal and came from the world of Albe (Sindal/0601), one of the most important worlds in the old Empire and now an imperial protectorate. This globe was a message intended for the Duke of Albe, and required Ducal-level clearance to open. Even more astoundingly, the datestamp on the globe showed that it was sent only a few days before the fall of Noricum. Presumably, similar message-globes were dispatched to the other key systems of Sindal, like Drinax but never arrived, lost in the chaos of civil war.

Haut-Belzoni knew the tale of Gani Perot and the treasure of Sindal, and realised the message globe could be the key to that mystery. All he had to do was open it and the one world where the old Ducal-level clearance codes might still exist was Drinax. So, haut-Belzoni took a leave of absence from the university, and went off to seek his fortune.

- Oleb announces the message globe will be opened tomorrow morning.
- Oleb drunkenly challenges Rex to a round of Hurricane Boxing - tomorrow afternoon.



Next week - What's the message? And who will win the boxing? Surely the King must win?
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R3: Pirates of Drinax - Traveller - Discussion 7 years 10 months ago #1358

  • Sarge
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Here's Roarhead!
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R3: Pirates of Drinax - Traveller - Discussion 7 years 10 months ago #1360

  • Sarge
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Here's a pic of Bovine and Rex

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R3: Pirates of Drinax - Traveller - Discussion 7 years 10 months ago #1376

  • Garuda
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So, as our GM has abandoned us in favour of other pursuits this week - I hope the evening goes well Steve! - there are three of us left at a loose end.

I'd like to attend this week and can bring a card game or run a one-shot.

My suggestions are:
Call of Cthulhu - the card game.
Magic the Gathering
Bloodbowl card game

or

A one-shot D&D 5e -I can bring along some throw away pregens for the occasion. I have a side quest from the Princes of Elemental Evil campaign aimed at 2nd level characters. I never ran this particular part of the adventure - not because it wasn't an interesting little side trek -but because one of the PCs decided to keep the leads for it to him/herself.

Mel, Sarge any interest? Or do you have anything else you'd prefer to do? Also, are you open to perhaps inviting anyone with no game this rotation to come along for one week?
"Gentlemen, we're in the stickiest situation since Sticky the stick insect got stuck on a sticky bun" - Capt. E. Blackadder.
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MellyMel - Fri 29 Mar - 09:50

gary - GARTOPA - please resubmit user request - it is gone.

MellyMel - Thu 28 Mar - 16:30

i fancy mothership if there is space (get it?) - no actually i really do

Sarge - Thu 28 Mar - 15:00

Galleons players. Sant is running a Mothership RPG one shot tonight as Coriolis is off, come join the fun!

mikeawmids - Thu 28 Mar - 14:37

Perhaps Charlie Rumble will reach Cook Island after all....

Temrane - Thu 28 Mar - 13:07

galleons folks, no game tonight, work calls unfortunately! back next week

MellyMel - Thu 21 Mar - 15:38

i believe some new user(s) are awaiting authorisation. if so please recreate request as i've just deleted the russian bot swarm and your request might be spotted this time.

Inept - Thu 29 Feb - 17:07

Apologies decent guys... Hell has obviously inflicted itself on my van... It's broke. Won't be there tonight.

rhodsey - Tue 27 Feb - 09:09

I can't accomodate two sorry but I'm happy if they want to come and observe for a bit at least then see if there's a game while they are here.

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