| The AI version |
| original picture |
A blog about the Traveller Role Playing Game and the software I've written for it as well as my current game progress. Now with other game goodness!
| The AI version |
| original picture |
Not exactly, but starting a new job at a large international company is a LOT different than all the jobs I've had the last 40 years. I am used to pretty much jumping in and start figuring things out in the first couple of days. Now I have a month of training and onboarding. And to be honest, it is still very confusing to me. I almost quit after the 1st day - I could be quietly retired and not have to worry about this!
Acclimating to a new job takes a heavy mental and emotional toll on me. And so my last gaming session we just yakked. I let everyone know ahead of time that I was overburdened with all the changes as well as being short 1 player, and by the end of that talk we had moved to let someone else lead a game for a while. I still have a few things I want to accomplish in the Kinunir game, so I do plan on getting back to it. But right now, after work I am just exhausted. And until I make that transition that is the state I am in. I do not make transitions easily!
But there is a bright side to this: I can now see how a very high law world that is full of rules would work! It reminds me a bit of the Exit Visa/Stranded on Arden adventure. Adventures in bureaucracy which does not appeal to a lot of players! Think the version in the magazine I have actually has a flow chart.
Now for an idea of a better way to handle the same situation. 'As you leave the port warden's office, a clerk at the counter catches your eye." At this point, roil for his reaction to the crew. It's a 6, unreceptive, but he still looks like he might be able to help, Since the players don" know what skills might come into play, allow the entire group to approach, but single out one player in the crew to talk; he might not have the best skill level for the task, but he should have some appropriate skill level. In this case, either the Captain (character 1) or the Supervisor (character 6) should be told to talk to the clerk.
"Ok, I'm trying to engage the man in conversation." says the Supervisor.
"He'll talk, but seems brusque." Encourage the players to figure out the procedure themselves. "He seems kind of officious."
"Maybe we could slip him some cash?" interjects the merchant 3rd Officer (he has bribery skill).
"Do you want to try that?" Let the character make the decision while giving enough data to allow a reasonable response. One without bribery skill should be rebuffed, while one with skill might be told, "He's not acting friendly enough to be bribable at the moment."
If necessary, push the players to ask the official if he can help. Note, if necessary, who does the asking, and use that player's skills to modify the die roll. Roll the dice secretly, but let the players know they are being rolled. The result is 5, with enough DMs to allow the clerk to give some help. The referee should say, "The clerk thinks maybe you should make an appointment to see the Customs Inspector in Building 134 tomorrow. He might be able to help." There is a basic scheme to the types of skills which will be useful to the players as they deal with the various officials. It may prove useful to mention to the players, as the adventure proceeds, some of the following facts, perhaps as each comes up. If they can remember these facts, they can better determine which of their number should deal with various types officials.
A. Clerks are affected by Administration skill.
B. Supervisors are affected by Liaison skill.
C. Customs workers are affected by Liaison skill.
D, Immigration workers are affected by Streetwise skill.
E. Security workers are affected by Liaison skill.
Early in the adventure, these details may not make any impression, but later on, the players may be able to understand that some of their number are better suited to some situations, even if they do not know all of the possible skills which could affect the encounter.
Anyway, mostly a filler post as my brain is full of trying to understand far too many new terms, meet too many new people, and get frustrated by bureaucracy!
![]() |
| June Bug is becoming my therapy cat! |
Our intrepid group of 4 was down to 2 last session for reasons. Deciding the 2 would stay in the research pinnace while Jake and Moses entered the dome.
Moses tried to communicate with Professor Plutonis and his lovely assistant, Yvonne. Who for some reason I just picture as the character from Star Trek: Voyager's Proton holodeck series:
![]() |
| Yvonne |
Plutonis was glad to hear from his comms: while he and Yvonne had been imprisoned for the last 2 weeks or so, and he had lost weight due to the bland seafood diet, he was okay. But his Mightiness was still debating whether to flush them out the nearest waterlock, or see if he could extract information and technology from them. Plutonis said they were on the same level as the sub but was not sure how far away. From a technical note: the Oollarians did not recognize the comm-dots, and those things have an amazing battery life!
Sinking the pinnace to what seemed to be the level of the moonpool, Jake and Moses get into the gel suits and get loaded with 2 spare gel suits and their weapons. It was decided that being submerged would not hurt the gauss rifle and things that could get damaged were placed in the convenient dry bags that Professor Cosmosis had brought along. He of such foresight. The might of the infinite ship's locker perhaps.
![]() |
| outside the moonpool. The sub is the escape pod. |
In the middle of one of the pumping stations, they meet Jason and Thriss. The two agree to lead the characters to the jail. Jake gives Thriss his taser. Who immediately pulls a Luke Skywalker and stares down into the needles. Jake quietly pulls it back and explains how it gets used. Moving to the prison section, which according to Plutonis has not been fully guarded the last week or so after the initial surprise of illegal aliens wore off. His Mightiness or one of his counselors was concerned with spreading information about the rest of the universe and wanted to minimize contact with the professor and his assistant.
Opening the hatch to the prison section, Thriss tries to shoot the guard with the taser. Rolling a 3, and with his -3 for an unfamiliar weapon, they were lucky he did not shoot himself! Rolling out of the way as the guard got up, drawing his gun, Thriss did not feel like a hero. Moses shot him in the back with a tranq shot, putting the guard to sleep. Grabbing the keys, they sent up and found Plutonis and Yvonne in adjacent cells. Putting the sleeping guard in there, they started to retrace their steps back to the moonpool.
Unfortunately, I keep rolling 3s on the encounter table, and the tangle with 5 more Greenies. As they were pulling out pistols to shoot, Moses decided enough was enough and the gauss rifle came out to play. While our group was shot at, the players are fortunate the dice gods hate me even as a referee, and not a single shot landed (one roll was even snake eyes). Moses took down two of them, and I think Jake did as well. Unfortunately, gauss needles, while making hamburger of the guards, also ruptured the pump tanks behind the guards. Water was gushing out like a fire hose. Jason started to worry as automatic locks would quarantine each section, so they had to hurry to the next section. They got out as the water was above their ankles and rising.
Thriss really wanted to leave Oollar, and said that his life expectancy as a sea miner is measured in a few years. Jason's wife had been killed by the dictator in one of the purges. He wanted outsiders to help arm the resistance but had no idea what Oollar could trade for. This discussion went on as everyone got into their gel suits. Thriss got into his suit, fortunately stored in the locker next to the moonpool. Without an air hose he ony had a couple minutes of air, but Jake and Moses maneuvered him to the air lock of the research sub.
![]() |
| Thriss' diving suit. |
While officially there are multiple guilds on Oollar to handle the day-to-day work of surviving on a hostile planet, there are of course multiple political factions even within a dictatorship. A lot of this the players will never see or notice assuming they do go on a rescue mission for Professor Plutonis and his assistant Yvonne (who I am just going to use some pregens from Citizens of the Imperium for stats and all that). But I do want to have some NPCs from Oollar that will interact with the players.
First, I have a large map made from several segments of the Starship Geomorphs. There will be a chase from the moonpool or a water lock to get to the prisoners. Of course there will be people there, but not everyone is backing the dictator. There are some freedom fighters, and in fact, that telescope they noticed in their fly-by was in fact from one of those groups. And yes, even if I post this my players either won't read it or will read it after I post the next update. And even if they do read it, we're good about not meta-gaming.
![]() |
| the lower complex |
In the 10,000-meter view, His Mightiness Lord Grey is the dictator of Oollar. Fourth generation dictator who is barely holding the world together as the technology is hard to maintain. He has his goons nicknamed the Greenies as they were a seaweed green uniform. These men and women carry single-shot guns that are low impact but cause damage from the larger slug (same as a body pistol). His immediate circle of guards are actually well-trained and are willing to die for him. Those at the lower levels may not have that same fervor and harbors many who just want the benefits of working for his Mightiness.
There is at least one faction openly opposed to the dictatorship. Lord Grey has his own spies in this group and feels it is better to know your enemy. When they get too close to actual action, he initiates a purge where the most vocal are summarily tried and tossed out the nearest water lock. Survival in measured in seconds between the cold, the thin atmosphere, and the luck of the draw from any nearby carnivorous sea creatures. This group is known as the Freedom Fighters.
There is another more subtle group that is also working on bringing down his Mightiness and his goons. This is the group that also has spies in both the Freedom Fighters and the Greenies. This group is working more slowly but also realize that the Greenies still outnumber their group by a significant margin. Working for his Mightiness allows for better food rations, weapons and much better working conditions. And the vast majority of the 2 billion inhabitants are, if not happy, then at least not in misery.
Using the rogues pregens in the Citizens of the Imperium book, we have two rebels:
We were researching at the edge of the Eye, looking for remains of an alien city Dr. Plutonis believed existed there. He was in a pocket sub with Yvonne when an explosion rocked the sub. I think they used some sort of underwater explosive device. It killed the controls of the ship and they towed them to one of those big floating domes. Think they said it was St. Yon City - each of their cities I think are named after their saints. The comms still worked but I was in the cutter waiting for them to return. I saw some surface boats heading my way, and Dr. Plutonis said to leave and get help. That was almost 10 days ago. He did have some comm equipment, and I know which dome he was taken to before I was out of range.
![]() |
| the Eye of God |
The Shi Nidurnni is a 15-year-old Lavalier Class Lab ship owned by Professor Victor Cosmosis.
![]() |
| from Double Adventure Death Station / Argon Gambit |
Tora and Ivo were watching from behind the pilot's couch as the Shu's pinnace slowly slotted into the docking ring. As the lab ship was not rotating it was a simple maneuver, mostly automated. The loud clicks against the hull and the green light over the airlock indicated we were locked and air pressures synced up. Shutting down the pinnace controls, Johan slid out of the pilot's seat, saying "This is my last trip here - moving on to the Freebooter. The prof is looking for some new crew as most of our contracts are up." He cycles open the airlock and we get into the small lift vestibule. We were used to the zero-G here as ship's gravity was at a 90-degree angle from the pinnace's. I always thought this was a strange thing, and while both Ivo & Tora managed not to get space sick, I did the 1st time. It was embarrassing. Pressing button the lift doors opened. It had clear arrows pointing to what would be down, and copious handholds. Pulling our bags in, we all grabbed the handles and pressed the down button. The door slid closed and we jerked a bit up as the lift started moving. In a few seconds weight came back and our feet and bags landed on the floor.
The lift opens up to the reception area, a pretty spacious area with some worn furniture and a ship's plaque on the wall. I always enjoyed reading the "Knowledge is the surest vector" part. And noted the hatch next to the lift that led to the ladder that climbed the spoke. Johan made sure to point that out on our first visit here. Grabbing our bags, we left the reception area and passed several staterooms until we got ours. Mine was adjacent to the iris valve that led to the crew quarters, and Tora was next to me, and Ivo next to her. There were 4 empty staterooms as this ship could handle a lot more people than just us. But Montca University was fully funding our research, so we had the primary lab to ourselves. Victor was using the aux lab for his own research, and we were looking forward to getting to the Xyman system for first-hand research in that most interesting belt.
While we were still in orbit, and had some time, we decided to walk the ring. Just like the spoke was an interesting design choice, a ring ship just seemed so quaint. But being able to spin for pseudo-gravity was important for some research where grav systems can interfere with some experiments. The access button next to the iris valve was green, and the doors slid into walls as we walked forward. The crew quarter section was quiet, and the emergency bridge doors were locked as we passed the 2nd drive pod. The carpet underfoot was worn, and other than the signs on some of the doors it was easy to just see this long corridor curving up as some sort of tunnel. But then we got into the aux lab, and there was a good bit more space. Victor's computers seemed to be running some sort of simulation, and we passed the various empty stations. I saw the emergency nooks where survival bubbles and emergency vacc suits were stashed, along with basic fire-fighting gear. Though I've been told that in case if a real emergency the atmosphere could be vented. Which is why there were emergency vacc suits and balls. I keep thinking maybe we should train a bit on that, just in case.
The iris valve to our lab was open. I noticed the warning paint over the floor hatch. This is how some of our larger equipment got moved in a few weeks back. The floor here was also covered with a thin carpet of an odd orange color. We checked the lab equipment, and somehow Tora managed to scratch herself on something. I have no idea how she survived childhood - she is always having some patch on her from some scrape or cut. But she designed some of the equipment and knows her stuff. Most everything was on standby, though we would start up the main computer and some of the equipment to analyze some of the specimens we have. We just need to get to the Xyman system to get some in its natural state. Or unnatural as Victor keeps telling me.
![]() |
| MagMagMag from COTI somewhere in this thread |
Continuing on past the 50+ meter lab we pass a closed iris valve to the cargo bay. A few crates are here, and various supplies. The next iris valve is also closed but opens on our touch, and we pass the other air/raft bay and drive pod 1. The bridge is dark as we are in orbit, and we all wonder who the next pilot will be - Joahn was nice enough but we barely knew him as he ferried us up here half a dozen times and helped with our equipment. Past the bridge were the crew staterooms, blandly anonymous. Another iris valve and we were at the galley. A little bit further and we had gone full circle, back to the reception area.
IMPERIAL INTERSTELLAR SCOUT SERVICELABORATORY VESSEL — TYPE L (LAB SHIP)SHU NIDURNNIS“Knowledge is the surest vector.”Commissioned: 1087Registry: IISS-LS-7712Class: Type-L Modular Research VesselDisplacement: 400 tonsPrimary Mission: Deep-space biological, chemical, and xenological researchSecondary Mission: Survey support, anomaly investigation, orbital laboratory operationsConstructed at: Gashidda Orbital Yards, Regina SubsectorChief Architect: W. M. KeithLead Systems Engineer: Dr. Sula HedinHull Configuration: Ring-Habitat with Central SpindleDrive Systems: Model/4 Jump Plant • Triple Redundant Maneuver GridPower: Fusion Pile Mk VIICrew Complement: 12 (plus up to 20 research specialists)Motto:“To seek the unknown, to map the unseen,to carry the light of inquiry into the long night.”Presented on behalf of the Imperial Interstellar Scout ServiceRegina Directorate — Spinward Marches
I've already said we have 3 scientists on the Shu Nidurninni, and now I need to generate them! As the Montca University is paying for 6 months of lab time aboard the ship for the Xyman system. Perhaps some anti-matter research? Going old-school with Citizens of the Imperium Scientist career.
Aurora Oaks, Lead Scientist
876B9A, 6 terms, age 42
Computer-3, Gravatics-1, Mechanical-1, Navigation-1, JoT-1, Leader-1, Admin-1
Working with strong computer models of the standard gravatic model, Aurora Oaks still has not achieved her PhD but is undeniably intelligent. She believes that the natural contra-terrain of the Xyman system may lead to a breakthrough. She has convinced the Montca University at Enris to charter the Shu Nidurninni to the Xyman system and is bringing along 2 of her graduate students. Easy going about anything other than gravatics, Aurora has procrastinated for her thesis work and thinks this trip whe will get a definitive paper to defend and finally get around to getting her doctorate.
Tora Beauchamp, Student
7447A7, 3 terms, age 30
Computer-2, Electronics-2, Medical-1
A loud yet clumsy woman, Tora has the perpetual imposter-syndrome. She is somehow loudly meek with a large voice for such a small woman. She also always has a bandage on somewhere as she is always getting hurt working on various projects. With her fellow scientists, she is hoping to get a paper out of this project and get her PhD.
![]() |
| ArtStation - Characters02 |
Ivo Bardot, Student
8758B5, 3 terms, age 30
Computer-2, Gravatics-1, Grav-Vehicle-1, Carousing-1.
A boisterous man leaning to over-indulging and having the beginnings of a beer belly to show for it, Ivo already has his PhD but has been a student of Aurora Oaks for the last several years. He is really the one driving her to finally get her PhD. He gets along well with everyone it seems, though Tora seems to shrink down a bit around him.
Note: scientists get Computer-1 automatically, so the final info includes that bump.
started: 734797 ended: 7447A7, age 30
Term 1: Survived, and gets Electronic-1, Computer-1. She is leaning to the technical side and perhaps is the wone keeping the computers in shape. But she barely survived this term - maybe crossed the wrong wires!
Term 2: Survived, receiving Medical-1, +1 Education. No self-medication here, but as she is working on potentially dangerous projects, she took some medical training!
Term 3: +1 Dex, Electronic-2. Working a bit to be a bit less clumsy. And We'll leave her here at age 30, working on her PhD.
started: 876A7A, ended: 876B9A, age 42
Term 1: Survived, Leader-1, Admin-1. This looks like she will be the lead scientist.
Term 2: Survived, Gravatics-1, Computer-1. Specializing in gravatic theory?
Term 3: Survived, +1 Education, Mechanical-1. Learning to work on the machinery.
Term 4: Survived, +1 Education, +1 +1 Intelligence. Just getting smarter and learning more.
Term 5: Barely survived, JoT-1, Navigation-1. Several generic skills, oddly gets Navigation skill. Hoping to work on a lab ship I think!
Term 6: Barely survived, no aging effects, Computer-2, +1 Education. Leading her cohort on the ship.
started: 665A78
Term 1: Barely survived, +1 Intelligence, Gravatics-1
Term 2: Barely survived, Gun Combat/Body Pistol-1, +1 Intelligence
Term 3: Died. And the only one who actually picked up a weapon skill!
Started: 8756B5, ended 8758B5
Term 1: Survived, Carousing-1, +1 Intelligence. He must have been partying with the smart crowd.
Term 2: Survived, Grav Vehicle-1, +1 Intelligence. Well, someone needs to be able to pilot the air/rafts!
Term 3: Survived, Computer-1, Gravatics-1. Some actual scientist skills! And we'll have him at this point as well
Pascal had visited the injured shuttle pilot in the hospital. He found the following information:
He's in the Waygin Hospital (outside of the port in the startown) as his injuries were not too bad. No guards or anything and he'll be released in 2 days. A couple of broken ribs and a broken arm. Healing pretty fast as the hospital has Medstar auto-docs and bone grafters.
He'll say that he was just carrying General Products engine couplers. He was re-routed due while de-orbiting to pad 17 as normally he would have landed at the General Products landing field near the shipyard. But as reported, about 200 meters up the m-drive seemed to stutter and have uneven thrust. He managed to avoid the concourse and fortunately the safety systems cut in and he was not too badly hurt, but somehow the drives were on fire. The emergency shuttle was there and they got him out but the cargo and shuttle were almost entirely destroyed.
Dateline 357-1105SPA and the Ministery of Safety have removed the last pieces of the downed shuttle from the pad. Engineers have resurfaced the landing area, and pad 17 will be open for business by 360-1105. The investigation continues. Kane Howe has been released from the Waygin hospital, and currently is not considered responsible for the drive failures.In related news, the SPA has been unable to confirm why the General Products shuttle was rerouted from the General Products private yard to the Montca Downport. Our investigative reporter is digging into the facts.
Dateline 358-1105The 43rd Race to the Bottom has finished. SeaAdventure’s Quicksilver 2 person submersible won the race in 5 hours and 13 minutes. Race results:
- SeAdventure Quicksilver, 5 hours, 13 minutes
- Otterbanks Maritime, 5 hours, 19 minutes
- General Products FastSub III, 5 hours 45 minutes
- Deepsea Hulls Orca, 5 hours 59 minutes
- Montca Motors Little Squirt, 6 hours 13 minutes
- Enri Engineering Sealcraft, 6 hours 18 minutes
- Famille Spofulum FS Torpedo, 6 hours 47 minutes - disbarred from illegal fuel source
- Ritchie Subwerks Gogetter, 6 hours 51 minutes
- WunderSubs Proto-I, 7 hours 3 minutes
- Flinks Works Minnow, DNF
- Asteria Work Group Shark, DNF
Team Famille Spofulum was disqualified after team officials tested the fuel which was highly dangerous to the environment. Racer Mitzie, dressed in her trademarked red gelsuit, had to be forcibly removed while having what witnesses say was a major hissy fit.
Oberlindes Lines pulled some strings to get the shuttle re-routed and was testing a projected energy device that can disable m-drives. The executive paying the group is part of a small group in the megacorp that is doing some industrial privateering basically, trying to get General Products. From wiki Oberlindes Lines - Traveller And I may flesh out Mr. Grey a bit more - he could well be a recurring character for something, nefarious or otherwise.
In looking around the D'Arlee Quandrant, one of the jump 2 systems from Montca is Oollar. It has a very interesting UWP: E83A9A-4. A low-tech water world of billions ruled by a charismatic dictator and a very thin atmosphere where you need a respirator to walk around. Steam-powered world so how does that work?
First, it is an amber zoned world. I imagine huge floating cities that use steam pumps to pressurize steel and glass domed cities that follow the currents. As it is ruled by a single dictator (odd roll so male) he must also have lieutenants on all the floating cities to keep order. Looking up what a charismatic dictator operates:
And that is almost the basis for the Divine Intervention adventure almost! I may steal parts of that, though it is a high-tech world. Though I actually have a few other ideas based on the NPCs and characters that would also work, and perhaps have something buried in the ocean.
I won't do the whole world mapping as it is just a giant ocean. And the floating islands will have various guilds:
After a good bit of delays for various reasons, we returned to the Dolmenwood adventure. Our party of heroes, including one very quiet Fern Evergreen (I am just really bad at running NPCs alongside characters!) peeked into the family crypt to see two dancing skeletons. Pirouetting in the air, the jolly remains of Sir Chyde's parents asked if the party wished to dance. No one took them up on their offer. Seeing the chasm on the floor, and green slime and vapors. LozeBelle carefully checked the coffins: the 2 that were open were Sir Chyde's parents, apparently the sky dancing skeletons. The three other closed coffins contained the remains of his siblings. Peeking down the chasm it seemed to have sunlight reflecting off of snow. No one tried to throw anything down, or even clamber down - which was the safest thing to do. To avoid the slime, Elrod started up on the clsoed caskets to get to the door at the opposite side of the family crypt. The skeletons where not happy and attacked! A minor hit, then Friar Moon managed to turn the undead, who fled to the furthest corner of the room.
The group gets to the next chamber, with 4 pillars in the room (though to be honest: depending on the size of those pillars they really would have been crowding that room. I think the map could have been a bit larger, though I suppose realistically it was the correct size). At the far end are heavy looking stone doors, flanked by 8' tall dog statues. Above the door was inscribed Call to the Companions. Unfortunately, realu life had interrupted the game for a long time and no one, including me, remembered that the Fairy Princess has mentioned the dogs' names. We did a wisdom roll, and 1 player got one of the names. Anyway, LozeBelle went up to the doors, and the statues did nothing. Elrod tossed a rock the simply bounced off the statues. The Dwarf fighter then tried to open the doors and one of the statues lunged at her. Elrod jumped up to swing at the door with his hammer, but it barely chipped. A quick fight started, and Keir, being part Fey, realized that mundane weapons could not hurt the enchanted statues.
Fleeing down a side corridor, the animated statue dog stopped at the edge of the room. Deciding to explore in another direction, they found the chapel of St. Sedge. Lighting the candle, the group felt a wind and heard the sounds of battle. Behind a tapestry they found a wedged door that led to the priest's chambers. Along with 3 wormtongues. And while the game gave the stats, no images there nor in the monster manual. Pictures are always nice. A battle happened, but being stuck in the corner only 3 characters could get into position to fight. Elord was grievously wounded, and the acid spit did not help. Technically he got to 0 HP and in Dolmenwood and OSE, that means death. I decided to use the optional rule, and washing off the acid and casting some healing spells. he was brought back. Though he lost a constitution point.
It was at this point I remembered that the Princess gave the names of those hounds, so the normally quiet Fern (the NPC Elf) suddenly recalled the names. Back to the hall and speaking both names the door opened up. Inside the ghost of Sir Chyde welcomed them and asked if they would take his ring to the princess. As they took the ring from the skeleton's hand in his casket, the ghost disappeared.
Going back to the lower level, they entered the Fey woods, snow falling on their shoulders. Trudging through the snow they got back to the tower, where Grimmlegridge the troll and Griddlegrim permitted them to enter, despite offering more mushrooms. A threat about not letting the princess get what she asked for led them straight her. Giving her the ring, the ghost of Sir Chyde showed up and the Fey and astral ghost seemed to hug.
Rewards were given: the gem of resurrection, a few of the snow crystals, and the Dwarf got a magical hammer with a butterfly engraved on it (+2 damage and only weighs half of what a normal war hammer weighs. They needed a magic weapon). She also had their wounds healed and restored that CON stat for the Breggle. Declining to stay for the wedding, they start back. The forest seemed denser and harder to get through yet they did finally get back to the lower level of the crypt. Somehow it was night outside, so they set up camp for the evening after closing the crypt back up, adding a warning to stay out on the door, and hiking a bit into the woods so as to not be sleeping on a burial mound.
![]() |
| In the family crypt |
Next morning, as they are fishing and getting breakfast, a large 5' Otter shows up. Only because I saw the meme a while ago and it tickled me. Though the players were really focused on the fact that the Otter was not wearing clothes. And I'm doing what one series of books did that I liked: the sentient creatures were capitalized, and the "cousins" (non-magical/sentient) were lower case. So, an Otter is an intelligent, speaking otter, and an otter is a regular otter. Anyway, the Otter, Hermes, does have a quest for the group: to correct the hidden Shrine of St. Wort. Which is lost and somewhere south of Fog Lake. They do agree to do the quest and then head back to the Giant's Nose. Where they discover it has been 5 days since they left.
![]() |
| Hermes, the quest-giving Otter |
A bit past midday they come to a stone bridge, and a Grimalkin strumming a silver-stringed lute. She introduces herself as Dandy Prisslwhiff, bard. When asked if she had any information, she was willing to trade info for a musical duel or solving a riddle. As none of the characters were a bard or had any musical abilities, they opted for the riddle. I had to write it down, but here was a bit of an issue for me: we've only started playing in the Dolmenwood, and 2 of the players were playing Dolmenwood natives. As people who grew up and lived in the woods, they would have most likely figured it out. The players, on the other hand, not steeped with all the knowledge, have no clue. I decided to just let them have the answer and give them the info that the shrine is probably west of where they are, somewhere in a river. Which is why Hermes wants it fixed - he is worried that the human god may get upset with a shrine that is not correct.
And this is where we left that session. We finished the 1st adventure and are starting along a 2nd. I need to think things through a bit more and I have several ideas and adventures I can plunder. Hopefully keep things fun and exciting for the group.
A few things in the adventure:
We started in the Purple Hootch, a startown dive bar where starship yard workers tend to hang out after work. Jake, our ex-policeman, did not roll well on his streetwise, so the patrons seemed to be avoiding him as a recognized outsider. Tyrell, seeing a small group of General Products shipyard workers, introduced himself and was asking about getting employed at General Products. Going to the main office in Enris, the capital of Montca, was the solution. Todd (rumor C) mentioned he used to work there and remembered the days of building the Kinunir. This thread was not followed up, though Tyrell did meet get to know Matt and Julie a bit better. I pointed out that they could see the ID cards on the employees, and while I had the scene set up for a bar fight to see about the IDs, this group for some reason plays the Traveller RPG a lot different from a fantasy RPG. Where I am pretty sure a fight would happen.
![]() |
| ready for a fight that never happened |
Regardless, deciding to hack into the corporate offices, Jake finds a contact from his police days, Mike. They get there, and Mike is very anti-Imperial. For Cr2000 he helps Moses by supplying some anti-tracking and infiltration software. Between that aid, his own computer skill, and this player usually rolling really high, they get all the information they need: the actual placement of the black globe fitting, and the actual fuel tankage. Given an extra tip, Mike also gives them connection info for Treena, a drone pilot who also does not like the Imperium.
They meet up with her the next day in the park, and she has 2 drones flying around to keep track of her surroundings. She agrees to the job, with Cr2500 up front, and Cr2500 after the job. She has drones that can fly in Montca's thin atmosphere, and spider bots that can probably get into the Kinunir. Pascal and Tyrell notice the drones flying surveillance. They are probably aware that the drones carry full, high-def holographic cameras and microphones. Treena said that this evening would be a good time to do this as the 43rd Dive to the Bottom is starting right outside the port, and between the drones reporting on that and all the activity, there will be a lot of false positives for the General Products yards. Giving her a better chance at success.
![]() |
| Treena |
Later that morning, the Oberlindes Lines executive shows up, asking if they will do the job. They agree as they have half the required info already, and with Treena's work should have the corroborating data.
And let it here as it was about 9, and despite not being employed at the moment, I still get up at 4am to get to the gym. 40-year-old habits are hard to break, and I want to keep doing that regardless. Health is important!
The professor was introduced in session 1, basically taking one of the rumors and making it also a patron. Realizing I need to create the actual character, I started rolling up. Oddly, my 1st set of rolls worked out well: 543CAA, so really smart and educated but not a great physical specimen!
Using the Mongoose rules, he went to the University of Tryonas in the League where he got more educated, especially after graduating. Though he did not get honors. Joining the scholar career as a scientist, he spent 5 terms there and got a fair number of skills as well as exercising regularly. Mustering out went well, getting Cr60,000, +1 social to become a knight, the lab ship 3x so it is 75% paid off, 14 years old so 15% cheaper as well. And as I mentioned the University is also helping out, so we will not have to worry about some payments at least due to an educational stipend.
![]() |
| Victor Cosmosis |