Tag name:rpg

Cyberpunk Session 23

First published 9th April 2026
A room with a weird green crystal on the floor, a strange diagram on the right hand and something happening on the far wall

Artist's impression of what the last room looks like. The artist did complain that the description given by Tremen wasn't terribly helpful!

Immediately following on from the previous session, Spooky, Nameraka and Shadow feel a warm sensation in their wounds as they are attended to by the three figures around them. They can see their wounds healing before their eyes but also see, once the healing is complete, that the figures now look wan and drained as they retreat back behind the figure of Kitsune.

After Tremen finishes his explanation1 the Kitsune figure apologises but says that she needs us to head back downstairs through the trap door and complete the exploration.

As we head back down we pass the figure who had earlier gone down through the trap door - he (and another figure) will provide backup if we need it. They are wearing monk robes and, as far as we can tell, no other armour.

We continue exploring quickly discovering that the two corridors we explored earlier join up again on the east/west corridor where Spooky, Nameraka and Shadow encountered the fairy. Luckily there's no sign of it. However there's also only a blood pool where Shadow had shot a figure in red robes. The blood pool showed that it had pooled around a body (there is an outline of the body) but the blood had then flowed back towards the body2. We also note that the previously closed barred doors are all now open and (after Tharbin checks for it) the loss of comms with the surface is still present.

Moving the east end of that east/west corridor reveals that it ends with a rubble-strewn blockage but that there is a side corridor heading north. Just inside that side corridor Wakiya can see a door to the left from which fluorescent light can be seen spilling.

As we cautiously explore that corridor Nameraka and Shadow check out the room. It is a room holding a power generator (running on low power) and associated equipment. A cable leads to a junction box on the north wall. Shadow pulls the big switch on the junction box and the lights in the room go out (the glow from the sconces in the corridors remains however). With no other obvious effect Shadow puts the switch back to its original position turning the lights back on.

Meanwhile Wakiya and Spooky move to the end of the side corridor and find it turns back to the east. This leads to a door that is locked with a keypad next to it. This end of the corridor is let with a pinkish light. Spooky works her magic on the keypad, springing the door open. She reports that the keypad is weird - her hand appeared to sink into the keypad and her body quivered as she unlocked the door. Additionally the keypad has fifteen buttons all labelled with strange symbols that don't appear to be numbers and she is unable to decipher them despite having managed to open the door.

Behind the door is a short airlock-like corridor leading to another door and keypad (which Spooky is able to again open). Behind this second door is what appear to be two examination tables and a desk with two chairs that aren't designed for humans. No computers appear to be in the room - the room is odd... too clean and too pristine. There are also sealed containers on the north side of the examination room.

A door in the examination room leads to another room with what appear to be operating or dissection tables. There are also cylinders with something within and cold storage units. However as there appears to be no active threats we're more concerned with yet another corridor leading off to the south with a green sickly light. This leads to another, hopefully final room. At the far end of the new room is a red shimmering wall section that looks suspiciously like a new portal....

Footnotes

  1. It's worth noting that Tremen only covered the events at the warehouse complex (i.e., sessions 20, 21 and 22) and not the earlier events in sessions 18 and 19. This isn't because he's deliberately hiding those earlier events but is focused on the most recent events.
  2. Tremen's initial thought was that maybe the blood was being reabsorbed by the corpse as it turned into a zombie - but, on reflection, that could be just extreme paranoia and it's much more likely that the body was lifted upwards out of the pool by something quite strong (this thought is only a little less paranoia inducing!)

The GK Strategem

First published 18th November 2024 (Last Modified 9th April 2026)

I'm running a new traveller campaign - pages about it can be found here:

Traveller Session 20

First published 9th April 2026
Game Date
267-1105
Location
Iderati
Jump map around Iderati

We are in a maintenance tunnel, heading for the transit tunnel. The floor trembles slightly, something hit the station? A door opens ahead of us. We hear 4 soft pops and the person in front of us slumps to the ground we then hear a door in action, Tharbin peeks to the right and sees a locked door. Tharbin can see some type of cycling lights green then back to red for locked. Tharbin opens the door in front of him with maintenance equipment inside. Earl talks to the injured man but he is struggling to speak. The door is still cycling . The door to the left is the maintenance area. Tharbin vaguely recognises the injured man, so he searches his pockets and finds data chip and a device for the door. He shouts "Viscount Lim of New Rome" when Tharbin picks up the data chip. Cyn patches up the injured man, he has some bullet wounds but it looks like something else may be at fault than just the bullet wounds. The gaps in the door lights is getting longer. Earl asks which direction to the docking area but no-one sees.

Someone is trying to get through the door. I can't reach the door to stop whomever may be trying to get through it. Tharbin and Cyn support the injured man to the West away from potential danger. The door to the East is now open. The injured man is searching for something so Tharbin gives him the device back and he opens a door. I move to cover their retreat into the open door. Inside the room there are racks of tools and power tools along with a powered trolley and Vacc suits, door to the North currently locked. Chase hears a bullet whizz passed him from the East, Tharbin asks the quickest way to our ship, he vaguely points to the North, Tharbin comms the location of the room with the Vacc suits and advises us to group up to put on the Vacc suits, we do so and close the door behind us.

(Body pistol) PM aiming down the corridor. Earl takes a shot at the Portside Manager and misses. Door closing (Masuyo only). Tharbin prepares to close the door and I plan to hit it to essentially lock it. Chase looks at the truck and sees that it can be driven and will automatically open doors in front of it as it moves, Cyn re-examines the unconscious man and determines that the bullets were laced with some kind of sedative. Masuyo pokes head around corner, the door closed and locked. There is atmo beyond North door. The team start putting on Vacc suits. I take out my biggest wrench and smash the control panel. We search the room for straps to secure the injured man on the flatbed. We also found an oxyacetylene torch, but only a small one.

Masuyo drives the buggy, there have been one or two more trembles indicating impacts. The door leads to a transit tunnel. 500 meters to docking pod. 100 meters ahead one of the doors does not open automatically, I check the door area is open to vacuum and there is debris inside. We close the bulkhead behind us and I override the bulkhead in front, thankfully we don't get an explosive decompression but not as controlled as I would have liked. We can take the buggy with us, but decide to leave it behind and carry the injured man by hand. This area has taken a hit. hence the debris, 360 meters to go. We move up to the next bulkhead which is also closed, again a vacuum beyond this one too. We get the doors open but there are more tremors as we proceed. We make good progress, next bulkhead has atmo so a little more troublesome to open. Everyone prepares just in case, I finesse the door open and we all move through move on, next one is pressurised but we decide to continue depressurising as we go, this continues until we reach Docking area 4, but we will enter another area we can use as an airlock, we depressurise, enter then repressurise so we can enter the Docking Bay. We keep on the Vacc suits just in case.

A view of docking bay 4 full of ships. The Vagabond's hope is roughly in the centre of the docking bay with the party arriving at the top right.

Docking Bay 4. Our heroes can (just) be seen at the top right of the image

The Hope is on pad 14, there is a lot of activity, ships preparing for launch and shots being fired in the area. We formulate a plan Cyn and myself will carry the injured man up between pads 9, 10, 11, 12 then head towards 19 before making our way to The Hope. The others will head for 8 and offer some assistance and provide us some cover. We also discuss taking some of the milling people aboard The Hope with us. We take off our Vacc suits while talking over the plan.

Cyberpunk

First published 31st July 2023 (Last Modified 9th April 2026)

This is a collection of notes and other details from and about Neil's cyberpunk game:

Cyberpunk Session 22

First published 16th March 2026
A small room with an altar at the back and coffins lining the walls

Artist's impression of the altar room visited by Tremen and Ricky. Where the artist got the idea for red cloth is unknown and the kneeling figure is also a figment of the artist's imagination!

We continue cautiously down the corridor, which is dimly lit with burning sconces scattered along its length. There is an pallet truck on the right hand side of the corridor with an old oil drum visible in the distance on the left hand of the corridor. About halfway between us and the oil drum a side corridor heading east can be seen and we head slowly to that junction checking the doors as we go (which continue to hold plain unadorned plinths and tombs. Despite a general request to not split the party we end up with half of the party continuing to explore the main corridor with the other half exploring the side corridor. This side corridor only goes a short distance to the east before turning south and running parallel to the main corridor.

While Tremen and Ricky explore a room to the north of the side corridor (and Nameraka keeps cover at the side corridor), Tharbin hangs back at the junction in order to be able to provide support to either side as required. Shadow, Wakiya and Spooky continue down the main corridor with Spooky reporting that while there doesn't seeem to any electronic surveillance down here there is a large power source somewhere off to the south.

The room to the north is a squarish room with a stone european-style altar with a crucifix on top of it. The sides of the room to the left and right have four wooden coffins each. These are moldering and decaying revealing the skeletons within and leaving only a narrow path. After inquiring of the rest of the team (over comms) if they have found anything he steps towards to the altar. As he does so he hears the sound of a gunshot from the south.

The sound was from a shot taken at Spooky as she rounded a corner in the main corridor - the shot missed her and Shadow, Wakiya and Nameraka move to cover Spooky. A second shot is taken at Spooky (also missing) and then a third which allows Shadow to locate the shooter (a figure in red robes) and return fire. Shadow is clearly more accurate than the cultist and mortally wounds the cultist after two shots.

Tremen discovers that the crucifix is not a separate item but is a part of the altar (the original sculptor clearly being willing to spent a lot of effort to make it this way). As this examination continues Tharbin checks the wall sconces in the corridor to see if they are perhaps triggers for a secret mechanism - they don't move!

Wakiya, Shadow, Spooky and Nameraka continue their exploration of the south of the complex hoping to find where the cultist came from. As they do this a pulse of blue energy passes silently by them and missing Shadow. Unsurprisingly this causes them pause.

Spooky and Nameraka then spot what Spooky described as a messed-up fairy which is so horrible and abnormal that both of them suffer an intense wave of nausea which incapitates them for a few seconds. As they struggle to recompose themselves the fairy fires another blue beam down the corridor striking Spooky and Nameraka while also catching Shadow. All three suffer broken bones from the impact (Spooky's arm, Nameraka's Leg and, worse of all, Shadow's ribs are broken).

Luckily it would seem that the fairy retreats further into the complex allowing the team to retreat towards the surface level of the temple (Tharbin doing an excellent job of treating Shadow's broken ribs to allow him to be moved).

On the surface we discover that the green cylinder is empty but, more importantly, several figures are in the room. The main one is a figure that reminds Tremen of Kitsune while he definitely recognises two of the other figures as being the gentlemen who work directly with Kitsune. There are other less distinctive figures behind these three. The lady explains they got here as quickly as they could when they got our earlier report. Tremen summarises the most recent events here at the warehouse complex. When he describes the intervention of a necromancer the lady gestures at one of the less distinctive figures which heads down the trap door to the lower complex like a breeze. Tremen then mentions how badly some of the party were wounded and she gestures to three more figures who move to the wounded....

Mongoose Traveller V2 Character Creator Plugin Details

First published 6th October 2024 (Last Modified 13th March 2026)

Description

This plugin adds a shortcode to add a sandpit for character creation experimentation. This allows for a new character to be created. The characters are saved locally in the browser (only) and can be exported in a format importable into Fantasy Grounds Unity.
[mongooseTravellerV2CharacterCreator /]

The following (minor) rules interpretations, clarifications and modifications have been made by this plugin:

  • Three of the initial stat rolls are made with a boon (i.e., roll 3D6 and take the best two).
  • Mishap 2 is always severely injured.
  • Skill specialisations are chosen at the end of character creation (rather than as you acquire level one in the base skill). This was to avoid overwhelming the player with options. However that does mean where you should be awarded a specialisation in a skill you, initially, get a level in the base skill instead. Also those skills which can be specialised are allowed to go above four until you reach that specialisation step.
  • In a few places where the official rules allow you to choose a skill in the skill tables these has been replaced by providing an entry for each skill in that table (making it have seven rows and a 1D7 roll).
  • The 'Any talent' entry in the Psion service skill table has been omitted (making that table have five rows and hence a 1D5 roll).
  • Connections do not allow the choice of any psionic talent (unless the character is Zhodani).
  • Version: 3.340.0
  • Author: David Vines
  • Last Updated: 2026-03-13T20:11:54Z
  • Requires WordPress Version: 4.0 or higher
  • Tested up to: 6.9.1
  • License: Contains materials from Mongoose which are used by following the Mongoose fair use policy. The code elements were written solely by myself.

    The Traveller game in all forms is owned by Mongoose Publishing. Copyright 1977 - 2026 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/files on this site cannot be republished or distributed without the consent of the author who contributed it.

    The images were generated using Microsoft's copilot AI Image generator. As such Microsoft, its affiliated companies and third-party partners are granted permission to use the Prompts, Creations, customisations (including GPTs) and related content in connection with the operation of its businesses (including, without limitation, all Microsoft Services), including, without limitation, the licence rights to: copy, distribute, transmit, publicly display, publicly perform, reproduce, edit, translate and reformat the Prompts, Creations and other content that were provided to create the image; and the right to sublicense such rights to any supplier of the Online Services.

    In particular note that this page explicitly does not grant consent to republish or distribute this plugin.

Change Log

3.340.0 - 13 March 2026

Correct the amount of money for a weapon received as a mustering out benefit

3.339.0 - 21 February 2026

Bug fix: Advancement rolls ignore bonuses (and penalties) gained during the current term. Allow a natural 2 roll to advance (assuming the bonuses allow a 2 to advance!)

3.338.0 - 11 February 2026

Bug Fix: Gambler skill called 'Gambling' in merchant event 5 - causing connection skill selection to fail later on (also fixed a couple of other typos). Note that I also changed it so that if you lose the gamble it remembers how many lost mustering out rolls until the end of that career (instead of instantly forgetting it if you didn't already have enough rolls)

3.336.0 - 29 January 2026

Bug Fix: Unable to export Bwap characters to PDF

3.333.0 - 25 December 2025

Bug Fix: Unable to proceed while a prisoner who shirked work

3.332.0 - 15 December 2025

Bug fix: Being forcibly drafted by event 11 in the drifters can cause a TypeError due to an off-by-one error (Also added a button to roll for the drafted career so that (in GM mode) it can be overriden)

3.331.0 - 09 December 2025

Add combat skills to capsule description (if not already listed)

3.330.0 - 08 December 2025

Add name and a description of some characteristics to the capsule description

3.329.0 - 07 December 2025

  • Provide a preference between Drive and Flyer. Some skill tables have an entry 'Drive or Flyer' - Rather than ask the player when the skill is rolled, we instead ask for a preference in the homeworld section (defaulting to Drive for worlds of TL8 or lower and Flyer for worlds of TL9 and higher). We ask in the homeworld section to avoid asking when granting the skill since it's hard for the code to ask for that choice when granting the skill
  • Provide a capsule description (suitable for use as a prompt to an AI image generator)
  • Bug fix: No way to proceed after winning a prison fight

3.328.0 - 27 November 2025

Cope with members of a psionic community who don't gain any psionic talents

3.327.0 - 01 November 2025

Bug fix: Being forced to leave a career lingers to all following career. Also stop forcing drifters to leave their career (you should always be able to become a drifter)

3.326.0 - 29 October 2025

Hide the text saying that you didn't get a psionic talent during training as well as elsewhere

3.325.0 - 11 October 2025

Fix link to the version history in the copyright notice

3.324.0 - 11 October 2025

Refactor: Common up some code between my plugins

3.323.0 - 06 October 2025

Bug Fix: Correct lookup for prisoner event 3

3.322.0 - 02 October 2025

Bug fix: drifter event 9 rejected text missing

3.321.0 - 01 October 2025

Sigh - Bug fix, correct the broken text for prisoner. Also fix skipping the psionic test (life event 12.1)

3.320.0 - 01 October 2025

Prevent exception on bad character load, Improve text for prisoners

3.319.0 - 13 September 2025

Bug fix: citizen mishap 4 missing text

3.314.0 - 10 September 2025

Add retrieve button to homeworld page

3.311.0 - 07 September 2025

Fix regular expression used to validate UWP

3.310.0 - 01 September 2025

Bug fixes:

  • Exception after choosing connections if you have psionic skills
  • Exception gaining fourth level of a psionic skill
  • Dice roll for psionic community hidden
  • GM Mode always ticked after page reload

3.309.0 - 31 August 2025

(Hopefully) fix generated PDF so that it is readable in Adobe Acrobat

3.308.0 - 30 August 2025

Bug fix: Exception 'no active control' when winning the duel in noble event 3

3.307.0 - 30 August 2025

Bug fix: Exception when processing end of term for characters who have the School of Hard Knocks precareer. Correct spelling of 'Streeetwise'

Show hidden stats in GM Mode

3.306.0 - 29 August 2025

Bug fix: exception on a failed aging roll

3.305.0 - 29 August 2025

Accept UWP copy/pasted from travellermap.com, fix handling of anagathics when aging

3.304.0 - 29 August 2025

Add a stats reroll if in GM mode

3.303.0 - 29 August 2025

Add GM (aka Cheat) Mode, save initial decisions in session storage (so it persists over a page reload)

Add Chronor as the default homeworld for Zhodani characters and Saurus as the default for Saurian characters

3.302.0 - 29 August 2025

Correct enlistment criteria for university and militray academies (too generous by one and two points respectively)

Also fix survival and advancement rolls that are based on END (this characteristic was being ignored)

3.301.0 - 28 August 2025

Reenable and fix the 'no active control' check

3.300.0 - 28 August 2025

Change the 'no active control' check from an exception into a console.log

3.299.0 - 28 August 2025

Add precareer options from Traveller Companion

3.298.0 - 28 August 2025

Bug fix: Sigh - fix awarding of TAS Membership (and fix description of Vargr stat changes)

3.297.0 - 28 August 2025

Bug fixes: Unknown Benefit Award: END +1, exception when generating PDF and character is a member of TAS.

3.296.0 - 28 August 2025

Bug fix: Exception if only one choice of specialisation

3.295.0 - 27 August 2025

Bug fix: scout event 10 failing with no element with id

3.294.0 - 26 August 2025

Bug fix: prevent negative total of benefit rolls, correct prisoner event handling

3.293.0 - 22 August 2025

Add additional races

3.292.0 - 21 August 2025

Fix unable to proceed after choosing the skill for scholar event 8

3.291.0 - 15 August 2025

Fix some promotion bonuses

3.290.0 - 15 August 2025

Bug fix - javascript error when you get promoted with a bonus!

3.289.0 - 15 August 2025

Add benefit roll on promotion even if you don't get any other bonus

3.288.0 - 03 August 2025

Bug fix - javascript error for citizen mishap 4

3.285.0 - 19 May 2025

Bug fix - javascript error when gaining advanced training

3.283.0 - 16 May 2025

Bug fix - javascript error for some agent events

3.282.0 - 12 May 2025

Add ability to choose how many characterestics are rolled with boon

3.279.0 - 25 December 2024

Fix to FGU export xml file (cosmetic fix)

3.278.0 - 18 November 2024

Bug fix - Adjust scout mishap3's contact and enemy counts. Provide enemy text on Scout event 3, Fix Typo's, Stop several events overwriting career event

3.277.0 - 18 November 2024

Fix typo. Add full life event list to the Notes of the FGU export

3.276.0 - 15 November 2024

Lock skills in the FGU file, Wording fixes, Bug fixes (citizen mishap4 and event3)

3.275.0 - 10 November 2024

Typo and small bug fixes. Rework the display of advancement options

3.274.0 - 08 November 2024

Added ability to embed text in the initial page (between the notes and the copyright notice)

3.273.0 - 08 November 2024

PDF Generation added

3.272.0 - 03 November 2024

Add Psionics

3.271.0 - 30 October 2024

Bug fixes

3.270.0 - 28 October 2024

Reword mishaps and events so that mishaps caused by events do not imply you leave the career is almost all cases. Add Anagathics

3.269.0 - 25 October 2024

Allow medical bills for injuries

3.268.0 - 25 October 2024

Add save and view options, add a free format field

3.267.0 - 24 October 2024

Fix multiple specialisations!

3.266.0 - 21 October 2024

Allow for multiple specialisations

3.265.0 - 18 October 2024

Added the remaining careers (apart from Psion) and the draft

3.264.0 - 12 October 2024

Add the army career

3.263.0 - 06 October 2024

Bug fixes

3.262.0 - 06 October 2024

Add more careers

3.261.0 - 27 September 2024

Add mustering out, export of characters, bug fixes

3.259.0 - 23 September 2024

Initial Version - pre-alpha (no mustering out, connections, end of character or export. Only pre-careers and rogues implements so far


The information on this page was retrieved by Plugin Information Version 3.282.0.

Traveller Session 18

First published 13th March 2026
Game Date
266-1105
Location
Iderati
Jump map around Iderati

We are heading to Down Port - current time planet side is 12.30 ish landing 12.45 ish gives us a couple of hours to prep for the meeting. We need to organise ground transport, and make sure all attending meeting have appropriate attire for the meeting.

Junebug wishes for us to spread some vague rumours/doubts around the crew complement to try to throw off an enemy from her past in the Marines, whilst she writes a message to the Marines with a complaint about him.

We get a docking port & safely land & meet customs. In system for 3 weeks, we have access for 6 hours due to our meeting with Mamon. We declare our cargo, but stress not planning on selling here, so it will not be leaving the cargo bay.

An annotated star map of the area around Iderati

Annotated map on Sir Mamon Wakisha's Desk

We hire a ground car for transportation to Mamon's estate. Protesters outside down port no idea what they are protesting about, but give us no trouble. We arrive on time and are shown in immediately & he has a document on his desk. He welcomes us & asks how our survey went. To the best of our ability, then we explain what happened, tell him about the downed ships & explained about the creature and what happened. We give him the evidence photos & samples. He also cannot see the creature in the photo. Explain about Kimbley's assistance in locating it, no evidence of psionic abilities. Any research carried out about creature, ship modified and did not find anyone alive. Sensors also did not pick up the creature. We explain about our attempt to enter the ship but too high a technology for us to figure out how to enter. Mamon is taking copious notes as we give our report. We did not have any other strange feelings whilst doing survey but we do tell him about creature healing itself & returning for further attacks & as we were taking damage we decided to retreat.

We also report about incident on Bularia he seemed a bit taken aback, we explain what happened & how we managed to foil their plan. He adds it to his chart in front of him: He asks us our plans for the next while just in case he has any further questions or follow up & we inform him we plan to have at least 3 weeks down time in system. He authorises the second half of our payment.

Masuyo asks regarding the increased ghost stories around Iderate D, reason for asking is the thing we encountered could be considered a ghost. Strangely he hasn't shown any doubt about our description of the creature, giving rise to the thought he may have had similar reports before. We give him Vexar's name & he is known to him but he does not have enough pull with the Navy to stop him. He thanks us profusely & dismisses us as he has his own work to do & offers us potential future opportunities & tells us if there is anything we need we can contact him.

We get back into our ground car & stop to have a nice meal together. Earl buys some smart casual clothing & some formal attire as well. and gets a hair cut.

Cyn & Chase realise we have been gone for a while and are worried because we only got a 6 hour free pass, but we return at 18.00 hours & we decide to head up to High port, to shift our cargo and get replacement parts for the air raft so I can fix it properly. We need someone to head out to the Scout office to give our survey report on 886-945. The next day we all head out to carry out our own tasks, I go and get replacement parts & some spares (just in case).

Masuyo heads to Merchant Hall with one bottle of the Vodka as a sample to see who would be most interested in it & give us the best price. She finds the least busy trader &approaches them and offers 20,000 bottles of this, trader looks interested but not without a sample first. He seems to enjoy it, but seems to be a bit surprised by the amount we happen to have, so Masuyo explains about how we obtained it. Explaining that we have no intention of returning to the system so he can get the monopoly on it. We sell for 120000 credits. They will offload it themselves.

While Cyn does not see anything unusual, Chase has a feeling of being under observation. The rest of us notice that people are leaving the concourse. Tharbin & Masuyo in particular notice that people are leaving the concourse due some kind of communication. Trader is oblivious - Tharbin decides to follow someone, people who are in military uniforms or should be in military uniforms. Tharbin lets us know & thinks there may be some kind of emergency as the seem to be getting recalled.

STATE OF EMERGENCY NOW EXISTS

All residents with emergency duties must proceed to their station.

All visitors must shelter in place.

Access tubes to other modules are closed.

Crews of docked vessels identify yourselves to station security for escort to the docks.

Military personnel identify yourselves to security for escort to transportation.

Emergency regulations are in place.

We all head back to the transit tube leading back to the ship, as we arrive in the transport area. An announcement is then made. We approach the Security person to report to offer assistance & one of them throws a backpack into the transport tube to the North. There is an explosion, property damage & some injured people. Cyn & myself take some damage from flying debris, the security guards don't look well along with a lot of the civilians. Injured by the blast while running away, was he a fanatic? he shouted something whilst throwing the bomb. The surrounding terrain lessened the blast by the time it reached us leading to only minor damage.

Traveller Session 19

First published 13th March 2026
Game Date
267-1105
Location
Iderati
Jump map around Iderati
A view of the Iderati Transit Tube Lobby. The transit tube connects to the lobby on the left while the rest of the highport concourse is accessed via a moving walkway at the top of the map. In the top left section of the map is a selection of small shops, cafés and the like. At top right are more shops catering to new arrivals. Along the bottom of the map are yet more shops while between the shops at the bottom and the arrival shops is a collection of market stalls. Next to the entrance to the transit tube is an ornamental garden.

The layout of the area in front of the transit tube entrance. This image doesn't show the explosion which has just occured in front of the red tape that is in front of transit tube entrance itself (middle left of this image) nor the profusion of prone and staggering people scattered around the scene of the explosion. Our heroes have just arrived on the moving walkway at the top of this image.

Junebug spots what she believes is a terrorist & throws her dagger at him & he slumps to the ground as Junebug shouts for all the civilians to stay away Earl shot at terrorist & missed, I move but decide not to take a shot as there a couple of civilians in the way. Security shout for everyone to get down. Chase moves into range and also just holds position as too many civilians - Junebug is shot by someone in a security uniform but it disintegrates on her Vacc suit: Cyn moves into cover and ducks down. A shout of You Bastard & a shot at Junebug which misses, but hits the civilian next to her. Another shot misses Junebug & hits civilian who drops to the ground. Cyn moves to assess the situation ready to jump in and offer medical aid. More shots come Junebug's way from the security team. Chase tells the civilian near him to get down behind him. I move into a position where I can shoot & take my shot & terrorist 1 & kill him - Masuyo shouts telling security here to help then moves & points weapon at Terrorist 2 & says drop the weapon or next shot is through your brain. Earl also tells security we are engaging the enemy as detached scouts.

Security reiterates Everybody get down. Earl tries to get security to stand down but they reply You stand down. I move closer to cover my crew mates. Security shoots the 2nd Terrorist & he falls unconscious - Junebug asks for her blades ack, but security refuse. Medical teams arrive, Earl presents ID to Security to prove our authenticity, Cyn checks on passenger & helps stabilises them, then revives to Terrorist to ask a few questions The Tactical team arrive & take the body & now conscious Terrorist into custody while giving sly glances at Junebug. Cyn makes note that the quality of the weapon is somewhat shabby & has potentially been smuggled aboard. Masuyo is people watching to see if anyone is acting suspiciously or trying to assess the damage, there are a couple but not sure if there are co-conspirators or not. They could just be curious. No one in or out through the docking area. The ship crews are arguing with Security about getting back to their ships, there are other ways to get through to docking via maintenance shafts.

Security eventually approach us, Chase is asked for his ID which he provides, Earl provides his ID, a less friendly security guy approaches me: Oh one sec I've got them here somewhere, I frantically pat my pockets & then search my backpack then give them over. Can you explain your actions, please. I explain, but get arrested anyway. Junebug is arrested too. asking for someone to look after Kimbley. Earl requests to know where the holding area is, but is ignored Masuyo cites Imperial law & they reluctantly provide the info & then she asks to accompany us as the ships Lawyer. Earl tries to somewhat diffuse the situation asking what there to do for fun around here and asks about nearest drinking establishment is but it is closed. The holo screens change to a news report: Many Jump emergences near Gas Giant & a fleet is amassing. Earl is not sure which ships they are, Cyn thinks they may be Imperial, but not sure. Masuyo tells them to keep studying the ships. Chase asks security about the news report & should he be worried. Yes you should is the response. The rest of the crew decides to head back to the ship. Masuyo speaks to senior officer with us. He threatens to throw us in the big until the new threat is dealt with Masuyo drops Mamon Wakisha name & tells them to contact him directly again citing Imp law about illegal arrest & imprisonment.

A view through a viewport of starships forming up to defend Iderati Starport

Still from a video news report claiming that it has been taken from on board a Imperial Starship moving to defend Iderati

Ships are not Imperial they are in fact Zhodani. Earl asks if they should return to ship or join us in Security centre, Masuyo tells them to join us over open comms - warning security not to take it as a threat & to expedite our trip to security centre D2. He goes into back office to make the call. then he comes back after a few minutes, How was the call? He was a little surprised to hear us involved in Terrorist activity, but not totally surprised. Security let us go - Masuyo asks me to call Mamon to see if he has any suggestions on how we may be able to help: We can see flashes in the window hear the Naval Base outside. Masuyo needs to send an urgent message to Glisten via X-boat and visits the X-boat office and is told No X-boat is here just now Anything leaving for next system with X-boat availability that you trust. None of them is the vehement reply. Masuyo calls Earl & asks him to come to the office that he would trust to take a comms packet. He prepares it for us to take to next X-boat point (Flammarion) ASAP, he provides orders to such.

Leave Message with Mamon's secretary that we are acting as an X- boat to Flammarion & will be back ASAP.

Can't get through, gate is jammed but explain to the security team that we need to get to ship ASAP as under orders he asks us to follow him & takes us to a maintenance area & gives us directions back to our ship.

D&D

First published 1st April 2025 (Last Modified 3rd March 2026)

We're also now playing a D&D campaign on Fantasy Grounds Unity. Some notes that have been taken are:

D&D Session 11

First published 3rd February 2026 (Last Modified 3rd March 2026)

The combat continues as the party continue to do a thorough search of the cave system & capturing prisoners for interrogation.

Tarqual recovers some papers with potentially useful information – the papers mention the dwarf named Gundren being held captive in Cragmaw Castle. Also recovered a tome in an unfamiliar language that he secures for the party to study later.

Meanwhile Silanne & Tharbin continue their round of prisoners & interrogation, with some mild intimidation. Silanne is successful in coercing some information form Glasstaff Alberk the captured mage. He admits to knowing Sildar and informs him that Sildar heads up the Red Brands, who are searching for something. What that is he doesn’t know or chooses not to tell.

Tarqual encourages Crom to calm himself and assist him in returning the tome & papers to the main party, so they begin head back south through the main cavern.

The prisoners are escorted to the entrance where Fiorana takes up the reasonability of guarding them, whilst the explore & search mission continues elsewhere.

Tarqual & Crom eventually find Fiorana standing guard with the prisoners, Tarqual asks Crom to keep an eye on the prisoners whilst he confers with Fiorana. He shows the tome and asks if they recognise the language and Fiorana exclaims it's in dwarfish and will need more time to examine the full content.

Trem & Tharbin manage to discover a group of 3 goblins who have their guard down. Trem manages to sneak up to one of them and conks him on the head to quietly knock him out. Between the 2 of them they manage to secure the group even before they are fully aware of what’s happening. They are tied up and roped together in a wink of an eye, which comes as a great surprise to the goblins.

Bluebell is heard searching a room and a cold shiver is felt on the back of her neck, she continues to explore sensing there is a concealed door or entrance somewhere.

Eventually the party decide they have exhausted the search and have gathered enough prisoners so begin to make towards the entrance and back to the village.

Bluebell turns into a wolf spider after a discreet signal from Silanne, who then says to Glasstaff See I told you I knew some spiders, as Bluebell in wolf spider form crawls over their heads. Glasstaff doesn’t seemed phased at all.

On our return to the village, we arrange the arrest of Sildar as well, he protests his innocence but the evidence we have collected is overwhelming.


Updated 3rd March 2026 to revealed the redacted text.