Far and Away

Scen IV A Patron and a Pirate

Date Start: Day 13, Year 1105 End: Day 21 Year 1105

Before leaving Clarke, the party is summoned to the Psychopomp temple and asked to use their influence back at the Floating Palace to get Prince Harrick to assume the leadership of the Psychopomp Order and Clarke.

Roose and Alias purchase body pistols. Body pistols are constructed from hard plastics and cannot escape many weapon scans.

Malcolm, a trader part of the corsair’s crew, contacts a black market supplier and lines up a shipment of illegal biochems.

The crew and party board the ship and do a quick circle of Clarke (to put the planet between them and the Psychopomps) and look for easy prey. A Far Trader ship is discovered inbound and is quickly intimidated and boarded. The corsair pirate crew is not very good moving cargo and waste precious time moving containers. Not wanting to hang around to grab more (you never know when security will show up), the corsair secures the cargo and lays in the jump to Torpol.
*This was a pretty easy pirate raid. Training wheels were attached. There is potential for lots to go wrong and the authorities can show up. All this conspires to limit a pirate attack to 1-2 hours or less on-board a captive ship.*

The jump is ok and the ship takes a berth at the Starport. Malcolm contacts a black market purchaser for the illegal biochems and the pirated cargo and makes the sale.

Next up: Investigate the evidence from the raid.

Scene III A Beginning

Start: Day 4 Year 1105
One Jump-2 and some fiddling about
End: Day 13 Year 1105

Princess Rao on Drinax has just informed the party about surprise raids on two nearby planets, Clarke and Torpol. Two ships blasted, killed, and looted junk from a relic-hunting site on Clarke. Later, two ships staged a raid on an orbital factory above Torpol with much loss of life and cargo. Rao would like the party to investigate as agents of Drinax and help to build favorable relations between Drinax and the two systems.

The party sets off in Roose’s corsair as the Harrier begins a series of repairs at Drinax.

So the players and the GM, all new to Traveller, can become familiar with the Traveller rules, spacecraft operations, skill checks, patrons, contacts, etc., this was pretty much a railroaded affair. I’ll be adding in the rules and die roll action to this narrative to help illustrate the rules mechanisms

So first the party had to get to Clarke, a Jump-2 destination. They pile into Roose’s corsair.

Someone paid the crew? . . . that’s 19,000 credits for Pilot, Navigator-Engineer, and three gunners/mates. On Roose’s corsair, these guys are also thugs and pirates. King Oleb picks up the tab though he knows this is a pirate crew who live of the bounty of their prey. Pirates are not going to turn down free money though. Their morale is good.

Someone stocked the pantry and life support? . . . that’s 2000 cr/month for each stateroom, there’s 10 of them, that’s 20,000 cr/month. King Oleb will pick up the tab for this first month.

Someone bought the fuel? . . . .500 cr/ton for refined fuel, the corsair can carry 104 tons so that’s 520,000 credits to top off the tanks. King Oleb will pick up the tab this one time. A jump Drive D on the corsair burns 4 tons of fuel per week on maneuver drives. Jump drives consume 0.1 x ship tonnage x jump distance. For the corsair to get to Clarke, that is .1 × 400x 2 or 80 tons of fuel. The jump to Clarke will pretty much prevent another jump as the fuel will be down to 24 tons, good for 4 weeks of maneuver drive operation. You will need to refuel at Clarke and need to have at least 40 tons of fuel on board to make it to Torpol.

You make the jump from Drinax to Clarke
Plot Astrogation (p141 of Core Rules)…Easy Edu+Astrogation Check. The party has no one trained in Astrogation, so Navigator-Engineer Diego makes the plot. Skill check is 2d6 4 (easy) + 0(Edu)2(astrogation)= 2d6+6. Can’t fail. Jump is programmed in 10-60 minutes.

Divert Power. This is a routine engineer (jump drive) check. Diego performs the job as no one is trained. You really don’t want to lose Diego. and he knows it. 2d6+ routine (0)+ (0) Edu +
2 (Eng jump drive)= 2d6+2. This takes 10-60 seconds and success or failure affects the jump roll. You roll a 4+2=6, a -2 failure.

Jump! Jump is a 2d6 plus modifiers listed on page 141. In our case, it is 2d6 -2 (for the Divert Power check), final result is a 5+2=7 a slight misjump as the result is less than 8. In addition to the fueld burnt in the jump, you’ll burn an extra 4 tons for the minor misjump as you have further to travel to make it to the Clarke System starport. Fuel is at 20 tons when you dock at Clarke.

Clarke charges 3000 cr for berthing and replinishing the life support. Refined fuel is available for purchase at Clarke, 500 cr/ton. Purchase 40 tons at 20,000 credits. You now have 60 tons fuel on board and you have spent 23,000 credits from your account.

Passengers are often available at starports. They are good for some credits. But your ship isnt’ exactly “registered” and you may not want the extra scrutiny that comes from passenger booking. Same for legitimate cargo.

Smuggling people or cargo is another matter. Unless you have a known contact, it can take 1-6 days to maybe find a supplier, legal or otherwise. Time is of the essence, you are hot on the trail, so you skip finding cargo.

You investigate what happened on Clarke. Seems a Scout and Far Trader shot up the place, landed, grabbed some junk from a relic hunting quarry, and left for Torpol. Nothing notable was stolen, just low-tech equipment and cargo. Based on a scratchy video that came in, the attack at Torpol used a Far Trader and a heavier Vulture class raider. So there are at least three ships in the raiding party. Your investigation consisted of an investigation skill check (intellect based) plus success from a sensor check (using local vehicle at the attack site) and a failed recon (boots on the ground at the attack site) check. One “frozen” victim looked like she was able to be medically revived but the Psychopomps aren’t not letting you get near the victim as you do not seem medically skilled.

Not much left to do but get on the ship and head to Torpol.

Scene II Healing a Wounded Ship
OK, you know your mission.

The Mission
• Go privateering across the Trojan Reach.
• Disrupt trade between the Imperium and the Aslan Hierate.
• Establish alliances with independent worlds and factions.
• Make your fortunes and rebuild the Kingdom of Drinax!

You know some of the important folks on the Floating Palace and you know a little about each other.

Next you will meet on the bridge of the Harrier Class Corsair ship. A pilot and mechanic for Lord Wrax’s Starguard Navy is there to introduce you to the ship.
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h4. Healing The Wounded Ship

The Harrier suffered grievous damage during the Aslan attack
200 years ago, and with the loss of the starport on Drinax, full
repairs cannot be made. The technicians of the Scholar’s Tower
have done their best, but there are still numerous problems
and drawbacks. The characters can alleviate some of these
drawbacks by spending Ship Shares.

Once the campaign starts, upgrades to the Harrier can be
repaired at the rate of MCr.0.5=1 Ship Share.

The damage to the ship and the options for repairing her are listed in the Drinax Intro document. Read that to make the choices.

Three ship shares among the party will do one micro-fracture repair (structure up to 5), one ship share worth of work on the maintenance costs (monthly maintenance down to 25,000), one one to partially repair the damaged jump drive (-1DM). Repairs should be complete in a few weeks.

It seems Roose has access to a ship that can be used until the Harrier is repaired.

Scene I "A Party"

Day 1 Year 1105

You have arrived at a lush party on the Floating Palace of Drinax. You were all separately invited to The Floating Palace and arrived in the last few days. Your invitation was royal, from the Princess Rao but you were directed to meet with Fiona Cartier who has provided you with accommodations and credits for your stay.

Now you are at the party with richly dressed men and women of the Drinax nobility, their consorts, and others affiliated with the good life on the Floating Palace. Your clothes are good and purchased on the Palace, but not up to par with the costumes you see all around you. You grab a few hors d’ouerves and slug back a drink or two. You do get a lot of stares and not just for your attire, you assume. The dip running down you chin maybe one reason. You wipe it up and flash a smile.

You meet the Princess Rao for the first time and she puts you at ease. You are getting fewer stares now that the Princess has granted you status.

At some point you assume you will be invited to meet with the Princess or whoever it is she wants you to meet, but for now she just asks you to mingle and enjoy yourself. “Who knows,” seh says, “you life may depend on some of the people in this room one day . . . soon.” And the she is wisked away to another clutch of guests.

Your Objective: Mingle and try to find out what is going on or who there is to know. Use carouse, diplomat, deception, or whatever skills you are best at. Try not to kill anyone.

The Guests at the party include:
Princess Rao
Prince Harrick
Lord Wrax
Scholar Voha
Kaisyl of the Ahroay
Thao Poloc
Lady Hil
Sal Dancet
Fiona Cartier
Jim DiGriz
Ahmed Barook
Char is’Brokenz
Various Military, Artists, and other notables.

GAMEPLAY: Formulate simple actions using skills you are good to converse with people and find things out. Read about skills on page 48 of rule book. With good plans and good skill checks you’ll find out some useful info, gain a favor or other accomodation. With bad skill checks, people will think less of you, shun you, and maybe even work against you. Consider this practice. After a few encounters I will move you to the main meeting.


Princess Rao hosts an informal get-together of several guests she feels can move forward the King’s agenda for a rebirth of the Kingdom of Drinax.

First Task is to create the player characters. Skills needed should be grouped around piloting & navigation (Naval Career is a good candidate), people skills (Noble, Merchant), and explorer stuff (careers in Rogue or Scout). Hard-hitting combat skills are good but most predicaments rely more on skills other than gun play. Still, it doesn’t hurt to be handy with a weapon . . .


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