Author: J.Bland

I am a Decider.

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.

 

 

 

Into the Void Ref’s Notes 11

A few notes about Into the Void session 11.

To start, every time we play now I can’t believe we are this far into a campaign now. We’ve been running this campaign for over a year, and though we’ve had some months when we didn’t play, we’ve been pretty regular. The goal has been been to play once a month, and we’ve done the best we can to make that happen. Again, this was about a 2.5 – 3 hour session, which seems about right.

We started this session where we left off on the previous session. In preparing for this game I honestly had no idea what the players would choose to do. I had some ideas. There given a possible Jump-2, there were three planets in range of their current position on Uetonah. Two they had previously visited, the third was fresh. I worked up a profile for that world as well as some encounters. I figured they needed to 1)manage to leave Uetonah in one piece, 2)go somewhere else, and 3)they’d want to sell the very valuable salvaged starship power plant and turret. An exciting get-away was called for, and the NPC Fardt the Gluck would figure prominently in that. They still had a lot of options, but I was ready. I had some encounters that would certainly present themselves as well as some possible encounters to drop in modularly, depending on where they went.

All if this is to help me NOT have to totally improvise. I’m just not that good at it. I need some parts to play with, then I can do my job as Ref.

Before the next session I want to write up ten interesting, useful, entertaining NPCs I can drop in. I want to also create a new list of science fiction tropes to drop into the game, and as always I need to remember to be highly descriptive.

We used the Cepheus Light rules for vehicle combat/dogfights. They worked quite well. Ship vs. three security speeders. Very, very fun. I was happy to allow Randy’s character, Roger, to use his Navigation skill to plot a stealth course out of the system, using the planet’s one moon to obscure their route. I did a “hidden” Nav roll for him. He knew I was making the roll, but would not know if his attempt worked until they were either out of the system or in combat with some system defense ships. As it was, they succeeded and managed to get away without having the ship blown up.

I need to go back over some things in Traveller Book 2 regarding ship combat. Though we’re using the Cepheus Light rules, I still need to remember things like 1)do dual or triple laser turrets get two or three to-hit rolls per shot (they do?), or that 2)Pulse lasers are at -1 to hit, but each hit gets two damage rolls. Stuff like that. I think I got all this right during the game, but it would be nice to not need to look it up. It’s not that complex.

I’m allowing some pretty cinematic actions. I think it makes the game more fun. Like in this session having Flint down a security speeder with a rifle and electronic scope. that was really cool and fun. I let Barney, with Engineering-3, make roll to temporarily boost the Maneuver drive up one level and get them to the Jump point a little faster. What use is it to have a “miracle worker” on the team if they can’t do cool stuff like that?

Looking forward to Session 12. The winter is here, the weather is crap. Perfect for reading science fiction and working on games.

ITV Session 11: Escape from Uetonah

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SAFCO is still on Ueotonah, started where we left off last game. The rebels have, with the help of SAFCO, defeated Samson Mining’s defence forces, but now find their location compromised. They will have to move to one of the other base locations they have scouted out. The rebels quickly begin evacuating the wrecked ship. SAFCO evaluates the ship for salvageable components. The rebels will be taking one large piece of equipment — and autoDoc with its own power source. SAFCO looks over the ship, and Barney determines that not only could they use some of the grav-pallets and tools to salvage the working dual pulse laser turret from the wreck, but also the ship’s power plant, worth several million credits even after decades on the ground. The Jump drive is likewise salvageable, but too big for the limited cargo space in the team’s modified Freetrader. Since they have discovered their original mission on the planet was based on a lie, salvaging these ship components will make the trip and the danger worthwhile.

Barney radios Fardt, back on the ship, gives him the coordinates, and tells him to prepare the ship to come get the crew and the gear upon notification.

The team spends the rest of the day removing the turret and power plant components and prepares them for travel. They go over options for their next destination.They have fuel for one Jump-2, which can get them back to Overon, coreward to the unnamed system they passed through weeks ago for gas giant refueling, or rimward to AT201, an orbital shipyard orbiting a rocky moon of a gas giant. They decide they’ll return to Overon where Flint can report to his contacts in RCMP of the status of the mining on Uetonah, tell Nora Slimjack the status of her son, and get them back toward the frontier and the Void. They can also try to sell their salvage there.

Barney radios Fardt to bring the ship. The novice pilot makes roll the get the ship off the ground. At in-astmosphere starship speeds it will not take Fardt long to get there.

As they wait Fardt calls on the radio. He sounds panicked. “Guys, we’ve got trouble. They tried to close the bay doors so I blasted through them, and now there are three security speeders chasing me and shooting!”. The team can hear the chaos. The security speeders are faster than the ship and very maneuverable, but Fardt had a head start. The team knows the direction they’ll be coming from. They decide to have Fardt slow down enough when he reaches they for the team to ride their grav bikes right into the cargo bay and join the fight.

Flint uses his binoculars and can see the ship approaching as well as the pursuers firing lasers. Fardt’s flying is so erratic they have not managed, from long range, to hit the ship. But they are closing. The team gets on the bikes and they leave the ground. Flint calmly uses the electronic site on his rifle to take aim on one of the speeders. He fires and hits it, blasting a hole in the cockpit windshield.

Fardt gets to the team slows down, and they fly into the cargo bay. Flint stops and takes one more shot before flying into the bay. Again he sights-in on the cockfit, fires, hits the pilot, and the speeder goes down!

Roger takes the controls and activates the automatic turret, Barney heads to the engine room, and Lucky goes to man one of the turrets. Ronda, Fardt, and the robot strap in. Flint stays by the cargo door, hoping to score another sniper shot with his rifle if one of the speeders comes into view.

The ship enters the dogfight with the two speeders (We use Cepheus Light dogfight rules). The speeders have little armor and will likely blow up with one laser strike, but they are fast and very hard to hit. Roger activates the Manuver/Evade-2 program to enhance his pilot skills and Predict-2 to assist Lucky with the laser turret.

After two rounds of combat the team has missed the speeders with each shot. The speeders, meanwhile, have scored hits on the ships power plant and computer, reducing the performance of each. Finally they score a hit, blowing up one of the speeders, showering the jungle below with debris. Having lost his two partners, speeder pilot 3 decides to break off pursuit and get out of there. The team pursues, blowing him from the sky as well.

With no pursuers, SAFCO finds a place to hide on the planetary surface and attempt repairs to the ship. Barney is able to effect repairs to the power plant, using parts from the salvaged power plant, to return it to its Power Plant-B status long enough to get them to Overon. Lucky, with Barney consulting, is able to repair the computer.

Now the question — how to leave the planet? There are likely some system defense boats in the system. Best not to meet up with them. The planet has one moon. They consider their options, and decide to try using a carefully plotted trajectory out of the system, using that moon to hide their exit from the planet. The GM makes a secret Nav roll for Roger to determine how good the course is. Barney makes an engineering roll, and manages to boost the maneuver drive up one level for the time it takes the ship to get to the Jump point. The man is a miracle worker! Turns out their plan and course is good! They are able to exit the system to the minimum Jump distance without detection.

The ship reaches the jump point, and a course for Overon is layed-in. No mis-jump. The team spends a week in Jump Space. They arrive in the Overon system.

Flint reports on Samson Mining to his RCMP contact R. Tilton. Roger finds Nora Slimjack at the Mooch Mine and tells her that Jason is fine, and apparently on Uetonah of his own free will. Flint gets the name of a trader on Overon with whom to try to sell the salvaged turret and power plant. The team gathers for relaxation at the Mooch Mine. All is well…for now.

End of Session.

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7 days elapsed in this session
179 total game days elapsed.

Into the Void Ref’s Notes 10

This last session was really fun but didn’t really go the way I intended, which is fine. The players did some unexpected things, to which I responded by planning variations to the planned encounters, which they then didn’t encounter for very logical reasons. Lots of fun stuff prepared and not used. No big deal. I’ll repurpose that stuff for future games.

That battle with the megabeetles went much longer than I expected. Giving the beasts a non-lethal but incapacitating chemical spray attack worked really well for making the encounter more interesting. A bit of flavor. Kind of a vomit flavor, of course, but flavor none the less. One thing to consider for the future is that giving a creature or character the equivalent of combat armor protection makes them really hard to hit. So if they have such protection, they don’t need that many characteristic points to obliterate. A total of 25 hits to be destroyed, if the PCs are using autopistols and autorifles, is plenty. That’s tough. It will take them two or three hits to kill the thing, at least. Likewise, having the character Flint wearing actual combat armor essentially made it impossible for the creatures mandibles to hurt him. This was good, since two of the rest of the group were down on the ground barfing, but could make it too easy for him to deal with adversaries in the future. Need to keep this in mind. As it turns out, the fight with the megabeetles was probably the most danger the PCs have been in thus far.

When we got to the big battle at the end (or potentially a big battle), the players had been smart enough to bargain with the rebels and repair the wrecked ship’s laser turret. I had planned to have the troops and the rebels have a big fight, but I was going to “storytell” most of that, and keep the action and die rolling at the PC level and maybe detail the actions of a couple of the important rebels. As it turned out, by blowing up the Grav Carrier with the ship’s laser, they were able to demoralize the bad guys and end the fight with no rebel casualties. More smart play from my players. They are really good at using their heads and solving problems without risking their necks too much.

Soooo…now the players are still on planet Uetonah. They realize the person they were seeking is there of his own free will. They will certainly be able to salvage that working dual pulse laser turret, so that’s going to provide some nice income. The issue of whether the Pachyderms are sentient and can be proved so is unresolved. An NPC that is involved is still unknown the the PCs. Lots of stuff they could discover, but should they? How much railroading do I do? I’m thinking none.  I still have some encounters ready on Uetonah, but these can be reassigned to new game sessions. I’ll prepare for the next game assuming that the PCs will salvage that turret and get off the planet. I expect the next session may involve a lot of bookkeeping and and logistics for the players.

This was game session 10. I’m very happy to have been running this campaign this long.  I think the story is developing nicely. We all seem to be enjoying it. Once of the nice things about Traveller is there is no monster manual. While there are standard ship  designs and weapons, it’s much less cookie cutter than D&D.  This makes it a lot easier for the referee to keep the game surprising for the players. What fun is exploring the unknown if all is known? The players have been to just a hand full of planets thus far, all near the frontier.

An issue that Jeff Koenig and I have discussed is the nature of money and banking in an interstellar setting with no FTL communication. I asked for advice on the Traveller RPG Facebook page and got some really good advice and ideas, kind of in line with what we were already thinking.

A combination of encrypted “debit cards” – unhackable and super secure – that can be “charged up” with credits at an appropriate bank where the PCs have their funds stored. Funds can be added directly to the cards themselves at points of transactions or even card to card, and then stored in a secure bank at first opportunity, or sent there directly via x-boat. The imperial x-boats, in addition to mail, carry banking and financial data that is updated at each stop.

Because “commerce is the glue that holds the Imperium together”, there are incredibly harsh punishments for financial crime, and super effective detection systems for such crime. All this makes the system work well. Because no one want to get in trouble for jacking with the electronic system, card robbery is also very rare. Crooks may steal currency, but not cards. They’ll not even force a card to card transaction, as these are super traceable. Local currencies must conform to Imperials standards. Actual physical currency can be carried. Some ships carry commodities that can be traded in a pinch, precious metals, etc.

This is all “background” info. All our PCs will need to determine is how many credits do they keep on their personal cards at any one time, and if they have other commodities they can trade aboard their ship. So – each PC needs to keep a total for credits in the bank and credits on their card. If a card is lost or destroyed, the money is gone. Players will probably want to keep some actual Imperial currency on their person.

 

ITV Session 10: Jungle Battle on Uetonah

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Having defeated pursuing forces from Samson Mining as well as a giant tree snake,  SAFCO and Rhonda speed down the Pachyderm trails in the jungle of planet Uetonah on grav bikes. Roger’s bike begins to have problems. It was hit by a bullet in the previous battle, and is now losing power. Readouts indicate it has plenty of fuel. The team comes to an area of the trail where the Pachys have created a “cave” to the side of the path, probably a place to rest. They stop to repair Roger’s grav bike.

Barney quickly assesses the situation, but will need a couple of hours to fix the bike. He guesses a simple problem like a power cable damaged by the bullet. Simple, but time consuming to get to the component to repair it. The rest of the team sits down to rest. As they sit there a wailing, groaning is heard coming from the nearby jungle. They scan the area with IR binoculars, spotting a tree about 40′ off the trail with the lower trunk split open. It appears to be full of gelatinous eggs – hundreds off them in a big glob. That’s where the groaning is coming from. Roger, Lucky, and Flint venture out into the jungle to check out the situation.

When they get about 10′ from the tree the bioluminescence of the jungle is sufficient for them to see there is a human encased in the eggs. They shine a light on him. The scouts have seen things like this before – creatures used as food for egg clutches by creatures of many worlds. The man is still conscious, but being slowly fed upon by the eggs.  “Hellllp me…” he groans. As they consider a course of action, two massive shapes appear in the canopy above them. Huge insects – 3x the size of a human. They move above the team, about 10′ above them, making angry clicking noises. The teams draws their weapons. From this distance it is clear that the creatures are some kind of giant beetle. The beast turn around facing away from the team and each sprays a cone of noxious gas at the men. The gas is non-lethal, but causes 3d non-lethal damage to Lucky and Roger. Flint’s combat armor saves him from inhaling the stuff. The gas reduces Lucky and Roger’s STR to zero, and rolling 1d6 each is incapacitated for 2 minutes due to nausea.

The last 15 minutes have been rough.

As this is happening, a third beetle bursts from the jungle, races across the “cave” past Barney and Rhonda, on its way to defend the eggs. Barney tries to ram it with a grav bike, but it evades him. Rhonda rolls a 12, managing a great auto pistol shot to its head, and rolls very high damage. The creature is still alive, but badly wounded as it proceeds to the eggs.

Flint takes on 2 of the beatles. The massive creatures’ mandibles prove unable to penetrate his combat armor. Rhonda and Barney join the fight from range.  Most of the team’s shots bounce off the great insects hard exoskeleton, which has combat armor-like effectiveness.  After a full 2 minutes of fighting the team manages to kill the bugs just as Roger and Lucky stop wretching, rise, and each take a shot at the beatles.

The team approaches the tree again and looks through the egg blobs to the man’s face. He groans “kill me.” Roger does as he asks. He appears to be a hunter, like the ones who previously rented the grav bikes.

The jungle is indeed dangerous. Lesson learned. Don’t mess with eggs or other things you find out there.

Barney completes repairs on Roger’s bike and the team resumes the trip to the meeting place indicated on the map.

When they arrive at the indicated clearing on the other side of a river there is no one there. They wait. Flint conceals himself. Rebels second-in-command Alyx Aaryn appears with 3 other rebels, riding Jungle Crawlers – vehicles about the same size as the grav bikes, but moving via 4 robotic legs.  After a brief discussion he tells them to follow him. The group set off to the north on the Pachyderm trail.

Flint watches the group disappear down the trail. Before he can set off after them, he see a softball sized drone fly down the trail after them. He sets the visor of his combat armor to track the thing, and sets off behind it at maximum range. He’s able to trail it.

After a ride north, Alyx leads the  team through a slightly less dense patch of jungle. They are barely able to get their grav bikes through, but the Jungle Crawlers easily traverse 100 yards, emerging onto an massive clearing revealing a blue sky. In the middle of the clearing is the decades old wreck of a Lee class 400-ton freighter, serving as a base for the rebels. The ship is covered with plant life that has overgrown it over the decades, as well as intentional camouflage. The hull has several holes that appear to be battle damage, the maneuver drive section is destroyed. One of the laser turrets on top is blown up, the other appears intact. Alyx leads them into the craft to meet with rebel leader Rockyt Raboon.

Flint follows the drone, which was following the team. He decides to hang back at the edge of the clearing, in the jungle, in case the team needs help from the outside. He loses track of the drone.

In the wreck, the team meets with Rockyt, Alyx, and a couple of other rebels. Rockyt is a woman in her mid-60s, short gray hair, wearing beat up combat armor. She welcomes the team. They explain they are looking for Jason Slimjack, who they were told was kidnapped by rebels. Alyx says it was a mistake to bring them here – that they are probably being tracked by Samson Mining. Rockyt explains that Jason is a biologist, crazy as hell, and came here of his own volition to study the Pachys. They believe the creatures are sentient, and as part of the Sophont Liberation Front want the creatures recognized as rightful owners of this world, but they have not been able to communicate with the Pachyderms at all. Still, the creatures are weirdly, proactively, and voluntarily helpful, assisting the rebels with manual labor unprompted and uncoerced.  Jason thinks there is more to the story, and has headed north where he thinks the answer to some mystery awaits. The team realizes that Nora, Jason’s mother, has lied to them.

Still, Alyx doesn’t think they should help the team. SAFCO offers to use their technical skills, in particular Barney’s engineering skills, to repair that laser turret on top of the ship. The vessel still has fuel in it’s tanks, and the generator is supplying a minimal amount of power – enough for water purification and other necessities. It’s a decades old crash, predating the arrival of Samson Mining on the planet. Probably the victim of pirate activity. “You can fix a dual pulse laser turret?” exclaims Alyx. He and Rockyt agree that it would be good to have the turret working. Eventually Samson will find them, even if not now. And if SAFCO has indeed lead the company to the rebels, they’ll need it immediately. They agree to help the team in exchange for the repair work. Barney gets to work. It’s a simple job for a master ships engineer. As he works, the rest of the team explores the ship. They see “grain” shipping containers full of weapons, ammo, and supplies, as they suspected.

As the sun sets, Flint notices a Grav Carrier about 300 feet above the ship. He radios in to the team to let them know they have company. About that time there’s a flash of light up on the G-Carrier, and a plasma bolt disintegrates a section of the ship’s hull.

Rebels spill from the ship, ready to run into the jungle, as Samson troops emerge from the jungle. One of them tries to surprise Flint, but fails. Flint shoots him, and the trooper drops.

Barney having repaired the turret, Lucky race to the turret access to use his gunnery skill. The rest of the team moves into position to fight. Lucky fires the dual pulse laser turret at the Grav Carrier, just as something is dropped from it’s door.

The Grav Carrier explodes.

At the entrance to the wrecked ship, Rockyt and other members of the team see the explosion, and see a body fall to the ground, bouncing in the area in front of them, landing face up in the soft turf. “Looks like they found our mole” says Rockyt, as the teams realizes the body is that of G. Gottfried.

The explosion of the Carrier and realization that the rebels have a ship’s laser at their disposal demoralizes the Samson security troopers, and they attempt to flee into the jungle, the rebels shooting after them.

Flint drags an unconscious trooper out of the jungle, introduces himself as a member of SAFCO, and turns the man over to the rebels as a prisoner.

The team, realizing that Jason has not been kidnapped and that they’ve been lied to by Nora, gather to consider their options. Rockyt says the rebels will have to move to another location. The team considers having Fardt and the Robot bring their ship here and salvaging the valuable laser turret. Nothing is decided yet.

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1 days elapsed in this session
Game time elapsed 172 days.

 

 

Into the Void Ref’s Notes 9

This game was supposed to happen last month, but life got in the way and we had to postpone. It was worth the wait. Lots of fun. We met yesterday (Sunday) at our usual spot, Madness Games & Comics.  As is my habit, I got there early to get us a good table. One of the employees noticed that I was setting up for an RPG and suggested a table near a column in the store, where I could put the GMs chair at the head of the table and not block an aisle. Nice guy. I struck up a conversation with him, telling him how much we enjoy the store and appreciate the free gaming space, and that each of us always tries to buys something after we play to help support the place. He told me they really appreciate it, and that there are a few groups that not only don’t buy anything, but leave a huge mess at the gaming table. Well, those people need to be taken out and publicly caned. Madness it the BEST, and needs to be supported and respected!

Anyway, back to the game. I’d had some time to plan this game. As usual I’d gone through numerous versions of the session. Numerous possible trajectories for the story. I knew I wanted some really fun action in this session. Last session was nearly all roleplaying, which is great, but we needed some violence. The trick of course is to lead the PCs to the action in a way that makes sense. They still had some work to do finding clues to start leading them to the person they were seeking.

In the olds days I hated having the party separated, but with my current gaming group, over both my campaigns, I don’t mind it too much. Of course eventually I want the team united, but I don’t mind moving back and forth between two or three groups of PCs now. I just make notes, and try move from one group to another pretty quickly, giving them all something to do. This was particularly useful on Sunday, as the team was split into three groups, all looking for clues in different ways. I had four clues ready for them, and was able to work two of them into the game successfully since the team was working this way. I was on my way to discovering this kind of GMing technique for investigative games, and then the GURPS Mysteries book articulated it really well. That book has great advice for GMing investigative games, regardless the system. I recommend it.

The other advice I’ve taken heed of lately — well — I can’t remember where I read this, but it’s to have a third party involved in the story. You need the heroes, their adversaries, and at least one other entity or organization that can provide help, hindrance, information, or otherwise simplify/complicate the story (or in this case game). In the case of my game, I’m using some NPC organizations to let me, as GM, give the PCs a bit of help when they are stuck, but it all fits in well with the story. It’s taken me decades to really learn this simple lesson.

So, we had some nice action during a grav bike chase in the bioluminescent Pachyderm trails through the jungles of Planet Uetonah.  I used the same rules I homebrewed for the mining pod close-quarters ship combat we used in Session 7. They work pretty well. I don’t want our sessions to turn into tactical ship/vehicle combat that slows everything down, and these rules are doing the job. They keep the game moving, offering just enough structure that I’m not just “making stuff up.” The players have some agency and results are still determined by the dice.

The players, of course, threw me a few curveballs. I had a much more complex layer of tunnels through the canopy above the Pachyderm trails I was hoping they would enter, but their use of grenades against their pursuers was very effective. I used that noise of the grenades as the reason the giant snake creature inhabiting the upper system of tunnels was attracted to the action, and it then of course chased them. I made it damned hard to kill. Took a lot of grenades to put it down, and even then it was only unconscious. Tough bastard!

I had lots more stuff planned but we ran out of time. Rather than rush through more stuff probably mess up some fun encounters, I stopped the session a the three hour mark. Plenty left to do in late July, and time for me to modify it more and make it better.

I’m loving this game.