Far and Away

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.

METAGAME COMMENT
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
END OF COMMENT

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.

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