Tag name:rpg

Traveller Session 7

First published 4th May 2025 (Last Modified 1st September 2026)
Game Date
150-1105
Location
567-908
A map of the local jump map around 567-908
Deck Plan for the remains of the Vigilant Star. The deck plan is based on that of a Type A2 far trader, but the lower deck has been cut by a spherical cut with only the rear of the vessel still present. The upper deck is intact as it was entirely within the sphere

Deck Plan of the remains of the Vigilant Star (click on the plan for a larger version)

After boarding the launch and exiting Vagabonds Hope we make our way to the location of the Vigilant Star, and as we approach we see that the entire front section of the ship appears to have been sheared off and we can see into some of the staterooms on board. We hail the ship as SOP, but get no response. It appears that we will have to use our Vacc Suits to get to the other ship as there are no hatches for us to connect to. We get the launch into position and fire a magnetic grappler over to anchor the tether and then we make our way across, I communicate to Cyndariel to stay on standby whilst we make an initial re-con of the other ship. Cyndariel the relays our plan and current position to our own crew aboard the Vagabonds Hope.

I am first to attach my line and make my way across followed by Earl, we enter into a cabin. it is in reasonable condition, a piece of paper floats away from our passage so i grab it and it shows the flight plans of the Vigilant Star. We are in the cabin of Niamon Eirak and the paper has the Jump calculations the he has made. I take a copy of it and send it to Tharbin to see if he can give any more information on it.

In the cabin of Niamon Eirak can be found calculations for jumps:

Jump Calculations:
  • Mizen-fel to Prinx
  • Prinx to Yiktor
  • Yiktor to Rushu
  • Rushu to Attica
  • Attica to Retinae
  • Retinae to Faisal
  • Faisal to Dekalb
  • Dekalb to Winston
  • Winston to Terant 340
  • Terant 340 to Jacent
  • Jacent to Rorre
  • Rorre to Darrian
  • Darrian to Ator
  • Ator to Flammarion

In the meantime Earl has continued to explore and finds some cargo containers and I make my way along the outside of the ship to see if i can find any other access points we missed on our initial pass with the Launch. We get a call from Masuyo telling us to be exceedingly careful and stay in a group if at all possible so I make my way back into the ship to regroup with Earl and I also ask for Cyndariel and Junebug to join us at their earliest convenience. Cyndariel suits up and joins us right away but Junebug is tied up with something else and will join us as soon as she is free. We do have gravity on board with a vacuum but no power. With both Earl and I in the cargo area we can cover more space quickly and make short work of that exploration. The crates weigh a few hundred kilos each and most of them have a lot of stickers all over them with various destinations but the majority of them are destined for Flammarion. Thankfully the grav plates are still functioning but the Atmosphere has vented out into space. On her way to us Cyndariel has found an engineers cabin, determined by the debris floating around inside. Earl suddenly comes across another cargo container but this one is very different from the others, there is no location label and there is no obvious method to get into the crate. We spot some airlocks south of our position so we approach and find an iris lock, as there is no power Earl accesses the manual override to get it open, we find the engine room on the other side which has the dead engineer and a terminal which seems to have some power. I access the terminal and a name pops up CAPTAIN KEALIN VEXAR of the BLACK SWAN, I read it out and Earl instantly recognises the name.

[BVR TRANSCRIPT]

[VIGILANT STAR, BRIDGE VOICE RECORDER, ENTRIES]

00:01:45 - CAPTAIN'S VOICE: "Alright, crew, we're nearly at the jump point for Flammarion, start powering up the jump emitters..."

00:02:15 - FIRST OFFICER'S VOICE: "Captain, incoming vessel bearing 270, range 5000 meters. Identified as pirate corsair 'Black Swan' under Captain Kaelin Vexar's command."

00:02:30 - CAPTAIN'S VOICE: "Stand to! Prepare for defense. We'll outrun them if we have to..."

00:03:15 - ENGINEER'S VOICE: "Captain, 'Black Swan' is opening fire on our port side. We're not at the jump point yet..."

00:03:20 - CAPTAIN'S VOICE: "Don't worry about that now! Get us into Jump space!"

00:03:45 - FIRST OFFICER'S VOICE: "We've taken damage to the jump drive emitters..."

00:04:10 - CAPTAIN'S VOICE: "That's it! Make the jump anyway. We can fix the damage later."

00:04:20 - ENGINEER'S VOICE: "But, captain... we're not at the safe zone yet... The jump envelope is still forming..."

00:05:00 - CAPTAIN'S VOICE: "Do it! Just get us out of here!"

[BVR TRANSCRIPT ENDS]

[JUMP SEQUENCE INDICATOR ON BVR SHOWS INCOMPLETE FORMATION, FOLLOWED BY A BRIEF, DISJOINTED SERIES OF ENTRIES BEFORE THE RECORDING CUTS OFF]

We have all the information we can get from here for the time being so we continue to check the ship for possible survivors, Cyndariel has confirmed the cause of death was rapid decompression. The next alcove leads to a ladder to the next deck up and I make make my way up to the hatch and access the manual override to open it. in the corridor here we find sveral empty passenger cabins and Cyndariel finds the Captains cabin in which there is handwritten notes in a small notebook labelled "1105-".

Captain's Notes for 1105
A map of an area of the spinward marches showing the route recorded in the captain's log and (dotted) the jump from Ator to Flammarion for which the navigator had computed the jump coordinates

The route from the Captain's Log plus the computed jump from Ator to Flammarion). Click on the map for a larger version

Stave (Spinward Marches 0710)
Date of Departure 010-1105
Duration 4 days in-system
Purpose Stopover to celebrate Prime Day - even if we arrived on 006-1105!
Notes Shame we're on this primitive world but at least the beach is a very pleasant stopover (and the locals do have some interesting alcoholic drinks).
Terra Nova (Spinward Marches 0511)
Date of Departure 019-1105
Duration 2 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes Our one stop in the Zhodani Consulate on this tour. Papers all in order and no problems negotiating for our new cargo.
Mizen-fel (Spinward Marches 0311)
Date of Departure 029-1105
Duration 3 days in-system
Purpose Routine fuelling and maintenance stopover
Notes A minor delay due to unforeseen cargo issues, but all cleared up while the fuel purifier did its work
Prinx (Spinward Marches 0212)
Date of Departure 038-1105
Duration 2 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes Smooth transactions with local merchant guilds; we took on a shipment of rare, high-quality minerals from the Prinxian mines.
Yiktor (Spinward Marches 0114)
Date of Departure 046-1105
Duration 1 day in-system
Purpose Brief stopover for crew R&R
Notes A group of our crew members took part in a popular underwater sports event, which was...illuminating, to say the least.
Rushu (Spinward Marches 0215)
Date of Departure 056-1105
Duration 3 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes A successful transaction with local merchant guilds; we took on a shipment of rare, exotic spices from the Rushuan plantations.
Attica (Spinward Marches 0414)
Date of Departure 064-1105
Duration 2 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes Local merchants quite cagey but we made a profit from the minerals and spices.
Retinae (Spinward Marches 0416)
Date of departure 072-1105
Duration 1 day in-system
Purpose Delivery of supplies
Notes While the research remains classified (and I "don't have the required security clearance") I was asked to carry a cargo all the way to Andor (and personally deliver it to the star port on the planet's surface!). The accompanying paperwork is in order (including authorisation from the 208th Imperial Fleet). I've agreed to take the cargo but to be on the safe side I'll route via Flammarion and consult with Mr. Casarii since the penalties for violating the Imperial Interdiction are quite severe.
Faisal (Spinward Marches 0518)
Date of departure 082-1105
Duration 3 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes Picked up unrefined ores for Dekalb. A vessel of a few thousand tons spotted leaving system but no record of it present in the star port’s (hand-written!) records.
Dekalb (Spinward Marches 0618)
Date of Departure 091-1105
Duration 2 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes A smooth cargo delivery - the local stevedores are very efficient!
Winston (Spinward Marches 0620)
Date of Departure 099-1105
Duration 1 day in-system
Purpose Brief stopover for minor repairs
Notes Jump Drive capacitors needed adjustment; Kaida reports the 'refined' fuel we bought on Dekalb had a very high concentration of Deuterium which affected the jump.
Terant 340 (Spinward Marches 0622)
Date of Departure 109-1105
Duration 3 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes A successful transaction with local merchant guilds; we took on a shipment of rare, exotic spices from the Terantian plantations.
Jacent (Spinward Marches 0624)
Date of Departure 118-1105
Duration 2 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes A smooth transaction with local merchant guilds; we took on a shipment of high-quality textiles from the Jacentian textile mills in exchange from the spices from Terant 340.
Rorre (Spinward Marches 0526)
Date of Departure 126-1105
Duration 1 day in-system
Purpose Brief stopover for crew R&R
Notes We allowed our crew members to take part in a popular recreational activity, which provided some much-needed relaxation.
Darrian (Spinward Marches 0627)
Date of Departure 136-1105
Duration 3 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes A successful transaction with local merchant guilds; we took on a shipment of rare, exotic minerals from the Darrian mines in exchange for the Jacent textiles (though the profit margin on the textiles was quite low).
Ator (Spinward Marches 0729)
Date of Departure 145-1105
Duration 2 days in-system
Purpose Commercial trade exchange and cargo delivery
Notes A smooth transaction with local merchant guilds; we took on a three ton shipment of redundant electronic components. They may be scrap but the shipyards at Flammarion's highport will pay enough for them for us to make a significant profit.

I open the iris valve to the common area which has another empty cabin, I come across another body which i search for ID and request Cyndariel have a look at the body, again cod is rapid decompression. She was Elara Aurora a courier from the Federation of Arden on her way to Iderate, there is no indication as to why she was aboard this ship. was she working to pay her passage, she is carrying encrypted documents on her which we decide to take with us. The Captains cabin also had an encrypted crystal which we also take with us. throughout our entire search we have not found a shipping manifest. Junebug has finally made it on board with us as as she approaches the strange create she has bad feeling about it. Having found no survivors we contact the Vagabonds Hope to request they put in a salvage claim for us so we can tow the wreckage back into the range of the plant and scavenge what we can from the derelict.

We get back aboard our Launch and set up the tow to get the Vigilant star onto orbit around 567-908, as we begin we get confirmation that our salvage claim is successful, it will take around one day for us the get it into a rough geosynchronous orbit over the settlement. Masuyo requests that we load the unmarked cargo crate onto the Launch and to take any and all suspicious materials down to surface with us. We get the Vigilant Star into a relatively stable orbit. Masuyo and Tharbin traced the route of the Star back to Zodani Space skirting Querion Darrian - it appears that a mis jump brought them to 567-908 and this is what caused the ship to be sheared apart. After landing Junebug tells us all about the bad feeling she has around the crate but cant explain why it make her feel this way so she asks those of us affected by the singers performance aboard the Liner to get close and see if we also get the same reaction and now that we have to time to focus on it we do in fact get the same strange feeling around it. What is inside? we need to get it open.

We drop off the cargo we picked up from Walston and Masuyo is offered a strange crystal for 2,750 from our cargo takings so she buys it. When she gets back she asks me to take a look at the maneuver drive to see if I can coax some more power out of it, i make moderately successful attempt it's not 100% but it is an improvement. Earl suggests the Junebug have Kimbley take a sniff at the strange container and she suspects that he is also having a strange reaction to it

Vagabonds Hope is refuelled and ready to go, all salvage has been recovers and loaded. we make our Jump successfully and continue our training from the previous jump.

Player Note: Chase

Noticed something odd in the Captains Log - mention of some research that was classified. Captain mentions they were asked to carry cargo to Andor, and deliver it personally to the star port - authorised by the 208th Imperial Fleet.

Worth having a quiet word with Mr Casarii when we get back Flammarion as he is also mentioned in the Captains log??

Mongoose Traveller V2 Trade Plugin Details

First published 8th September 2025 (Last Modified 26th August 2026)

Description

This plugin adds a shortcode to add information about trading from a starport

  • Version: 3.380.0
  • Author: David Vines
  • Last Updated: 2026-09-01T15:26:38Z
  • Requires WordPress Version: 4.0 or higher
  • Tested up to: 7.1
  • 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 - 2024 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.

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

Change Log

3.380.0 - 01 September 2026

Support dark mode

3.359.0 - 16 August 2026

Allow display of multiple javascript exceptions

3.345.0 - 02 August 2026

Correct typo in exception text

3.343.0 - 08 July 2026

Replace 'placeholder' in the HTML with '#' to remove 404 error reported by Simply Static

3.335.0 - 12 January 2026

Really fix the search parameters!

3.334.0 - 12 January 2026

Correctly read the URL search parameters (so that the name of the source world is actually read!

3.324.0 - 11 October 2025

Refactor: Common up some code between my plugins

3.320.0 - 01 October 2025

Typo fix: Missing semicolon confusing jshint!

3.318.0 - 12 September 2025

Bug fix: get crew details from the URL correctly

3.316.0 - 12 September 2025

Apply only the largest DM from buy and sell columns, Add hover text for the buy, sell and sell dms columns, fix travel zone DMs and law level DM

3.315.0 - 11 September 2025

Better presentation on landscape

3.314.0 - 10 September 2025

Also retrieves travel zone status

3.313.0 - 09 September 2025

  • Add lookup into travellermap.com
  • Actually compute the die modifiers!
  • Show Sell price at current location

3.312.0 - 08 September 2025

Initial Version


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

D&D

First published 1st April 2025 (Last Modified 26th August 2026)

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

D&D Session 18

First published 26th August 2026

Most of the party clustered around an old well. Harman is inside a tent to the north of the well (about 30 feet away) while Silanne and her wolf are about 15 feet to the east of the well

The party tries to decide what to do next

Continuing with his questioning Tremen gets Harman to confirm the orbs are magical and used for communication over long distances. Harman also informs Tremen that the orbs are required for the quest to rescue the dwarf prisoner at Gragmaw castle.

Harman continues to provide more information to Tremen about the purpose of the orbs and the location of 4 warding crystals, that some how protect /prevents entering Gragmaw castle. He elaborates that all the crystals must be destroyed at the same time to ensure entrance into the castle.

It is noticeable to those with Tremen, that Harman is a little on edge - stuttering with his words. The sounds emanating from Silanne as she slowly sharpens her knife on a whetstone, whilst perched on a rock near by appears to trouble Harman
Harman produces a letter from Dagult Neverember– Lord Proctector of Neverwinter, that he presents to Tremen who then shares it with the party.

A letter from the Lord Protector that reads: "By order of the Lords Alliance. Humun Kost is here by ordered to defend the lands from goblin forces you are to make you way to Old Old Well a Ruined watch tower off the Triboar Trail. We cannot allow this to fall into enemy hands as it is a vital observation point to the surrounding areas. You will liase with Sir Sildar Hallwinter a Knight of the order who is based in Phandalin. You will have 12 men at your disposal, you will need to disguise yourself and your men I will leave the disguises up to you. Do not fail me, this will be an oppertunity to redeem your past failures. Dagult Neverember Lord Protector of Neverwinter"

The letter presented by Harman

The letter appears to be genuine with the seal and the names looking to be correct.

Elsewhere Fortenbrass who was accompanying Tarqual, decides to head of into the tent, Tarqual follows to check up and spots him putting coins into his hat.
Silanne moves to the tower and informs the party she will be back - just checking something out. A little later Silanne is heard from the top of the tower pointing to the south west - shouting caves. Later it is mentioned that this is the possible location of Wiventour. Tremen follows up with more questions & Harman mentions it is full of Goblins & Trolls.

Bluebell & Tharbin approach Owl Well and are overwhelmed by the foul stench of rotting flesh that assaults their senses, they cautiously make their way towards the area inside of the walls, but remain a safe distance on the western walls.

Further questioning leads the party to test out the communication orbs and Crom manages to make contact with somebody who we eventually identify as a familiar acquaintance - Carp. Instructions are given, and Carp passes the orb he found to his mother the acting mayor of Phandalin. She is given instructions to seek out one of the warding crystals – 2 foot tall cone like crystal/shard, obsidian black in colour that we suspect is located in Phandalin. Later we are informed that the crystal has been found in the red brand's caves we had searched previously.

A map of the area around Neverwinter showing the coast north and south of the city and the lands to the east.

Map of the lands around Neverwinter

Silanne heads off to scout the caves she spotted earlier and returns about an hour later to report her findings which include that there are signs of both goblins and some much larger creature. Eventually the party reassemble in Harman’s tent to rest and eat. There is some hesitance from Tremen to eat the food being provided by Harman.

Silanne instructs Tarqual to get Fortenbrass to hand over the items he found in the tent earlier. He produces some unusual looking coins, which Harman informs us that we will need to pay for passage to the banshee Agartha. Crom takes procession of the coins.

A picture of two coins. One shows a ship about to be dragged under by a kraken. The other shows a skull

The coins

Tremen expresses his concerns about larger forces at work here & Tarqual theorises that perhaps this is somehow connected to Sister Garaele, and recounts her request for an intermediary to deliver a suitable gift – a jewelled silver comb to a banshee named Agatha, in the hope we could extract information from the her about a spell book that belonged to a legendary mage named Bowgentle & its location.

Traveller Session 26

First published 24th August 2026
Game Date
308-1105
Location
Elixabeth → Grote → Smoug
A map of the local jump map around Elixabeth

The Hope is orbiting Elixabeth, can we go to the surface to refuel from the sea​?

The Anya Vaska is heading to last known location of freighters along with the Zairlur. They have been warned by Masuyo not to trust them. Meanwhile Earl orders Chase to head for the surface, and the rest of the crew to carry out any and all repairs: I look into what needs to be done.

Why are the Imperial ships here? Reason is Viscount wanted more information and was doing a Tour of the area around edge of Third Imperium, which has been getting raided recently, but no raiders here now. He was given two ships as an escort, but everything seems too convenient about the whole situation as we don't have much information on the Viscount. We decide to put down on the surface of the water as it is tidally locked, we land closer to the desert edge of the water. We take on enough to refuel for a Jump 2: We are discussing our next move and where we are going. We think the best option is to head back into the Imperium, the only thing left to decide where we want to finish up?

The Anya Vaska is launching small ships towards the freighters and Zairlur is launching fighters to act as cover for them. The Anya Vaska has arrived in position and the freighters launch missiles, which is not unexpected by us. Most of the small craft are out of action, the Anya Vaska is badly damaged but fires one final shot and takes out one of the freighters. Jump points are forming, a number of ships are emerging from the Jump points, but the radio chatter suggests they are not friendly.

A space battle showing two large starships with many fighters in the fight. The large vessel in the foreground is suffering significant to its leading starboard side.

The Zairlur under attack

We have enough fuel on board for refining and we lift off and head off for the pole to put the planet between us and the ships coming into system. A 100,000 ton ship (which was at Iderati), two 20,000 ton ships and a host of smaller ships ranging in size, the ships are Zhodani. We launch on our planned course to leave system towards Grote. Active scans are being carried out over last half an hour before we Jump. No other Jump capable ships around Elixabeth. The Anya Vaska is a complete wreck. The 3,000 ton freighters no longer exist, One of the 20,000 ton ships is very badly damaged as is the Zairlur, the other 20,000 ton ships looks to carrying out a boarding action overlooked by the 100,000 ton ship1.

Captain Earl receives a message from Vexar. We make a successful Jump. The Captain decides our final destination will depend on what happens when we arrive at Grote, then adjourns the meeting. We have an impromptu celebration for our escape.

A small amount of activity in the system as we arrive, a couple of 200 ton ships in system, one is about to leave and the other is in orbit around Grote. The decision is made to go to the Star Port to get refined fuel. Masuyo contacts SP control to request permission to land, which is given, There are several incoming messages offering us fuel, we choose the closest one to our landing pad. 20,000 credits for the fuel. A very gentle landing ensues. There seems to be no real organisation at the SP and it takes a while to get the fuel line connected. Masuyo and Tharbin arrange a meeting with SP manager to pass on the news of the conflict Masuyo stays behind but Junebug goes along for added security, Earl loans Junebug his slug pistol.

The air raft arrives to take them to their meeting, Tharbin asks Junebug to secure the area and keep an eye on things. Tharbin tells the SP manager about what happened at Elixabeth and we felt it was necessary to pass the information to at least alert them of the potential danger. He asks about the Viscount, a flicker of recognition at the name but denies any knowledge of him passing through. Is anyone heading to Marastan any time soon, so we can forward a message to them, but they only get things in regularly from Mithras, essential supplies. Can we send a data package? We can email a message using the automated messaging service installed at every SP. SP manager unaware of a war going on. Asking SP manager not to broadcast any messages until after we leave. He wishes us a pleasant onward journey. Tharbin leaves with Junebug. Tharbin comms the Hope that the people here have no idea what is going on.

Refuelling is complete team were reasonably efficient. Our next Jump destination is Smoug and we successfully make the Jump.

Footnotes

  1. GM's note: As the Vagabond's Hope prepared to jump it did observe a small (400 ton) vessel depart rapidly (6G) from the Zairlur and which jumped almost as soon as it reached the safe jump radius from Elixabeth. Its high speed and preventive manoeuvres prevented the invading ships from incepting it.

Cyberpunk Session 29

First published 20th August 2026
A busy medieval market scene. The market is being held right next to a set of docks (which are on the left hand of the image). Several sailing ships can be seen in the water. In the background is a city with many round towers made of black stone and with bronze trim delineating the levels of the tower. All manner of produce is being sold at the many market stalls. The sky is jet black with no stars. The scene is lit from the left.

The scene as we disembark (Note: The artist did get a few things wrong on this image. The red sails should be black. The horse-like creatures (lower centre right) should not be there - though they are an excellent indication that the artist does suffer from hallucinations.

The captain returns to the ship's wheel and ship docks at an empty space at a jetty. The dockworkers setup a gangplank between the ship and the shore. We notice that the oars on the dockside of the ship have been stowed and we can make out that behind the oarlocks is just an empty space behind (Although, for just the briefest of moments a faint grey shape can be seen there as we leave the ship).

The port is bustling with activity with many different costumes visible suggestive of different classes of people - both rich and poor). In general the people here seem to be taller than we're used to. Ricky and Shadow attempt to overhear any nearby conversations while we try to stick together as a group. Nameraka looks to see if anyone is paying attention to us but concludes that, surprisingly, no one is. Ricky does observe that money (gold, silver and copper coins) is changing hands while Shadow decides that multiple languages, many Asian in intonation, are being used with the overall sense being that the languages are ancient variants compared to Shadow's own language.

Tharbin notices that some, if not all, of the people who look like they are from some kind of lower caste (poorer style of clothing etc.) have clothing that does NOT cover the neck and exposes a tattoo below the Adam's Apple. Our clothing, for good or bad, does NOT expose the same location. The tattoos are about 3 to 4 inches long. No one, regardless of whether they are sporting a tattoo or not, is wearing a beard. The women are modestly dressed regardless of their style of clothing. Nameraka's observations that the demeanour of the people with the tattoos is quite varied - some do look downtrodden but most are looking okay or even happy. Many of them do have scars or other signs of healed wounds.

We slowly walk down the dockside towards the market stalls. Ricky observes that he hasn't seen any signs of guards. We pass stalls selling all kinds of food including fruit, vegetables and meat - most of which we recognise. The large building or tower that we can see on the edge of the city proper seems to be a lighthouse of some sort. There is a single beam of light being sent out by the tower which looks to be much brighter when it's over the water rather than the City itself.

Some of the stalls are displaying sundry goods rather than food. Shadow moves over to one of those stalls which is displaying urns and vases. Via hand gestures and some confusion Shadow ends up buying an urn for two silver coins (we, fortunately, have a small supply of coins which do seem to be easily accepted as currency here).

Nameraka & Ricky move further into the city followed by the rest of us. Their impression is that they are following a main thoroughfare. The stalls are displaying more goods and less food and the goods look to be more expensive. The crowd is still a mix of all sorts of types and we suspect that our initial interpretation of a class system could easier be quite mistaken. Spooky can't see anything resembling any form of more modern technology however - nothing that looks complex or unusual in form.

The Caduceus, symbol of serpent god Ningishzida, on the libation vase of Sumerian ruler Gudea, c. 2100 BCE

The twin serpent image seen by Tharbin

As we move along the thoroughfare Tharbin sees that the local stalls and shops include some with a pair of white snakes intertwined around a stick. He takes a closer look at one of those shops. It is selling a selection of vials and potions but also some implements and bottles that make Tharbin look away for some reason - his view just keeps slipping away. Those implements are vaguely Human-ish but designed for larger hands.

Tremen has been keeping an eye out for any sign of the chasing hounds amongst other potential threats. While he doesn't feel any immediate threats he does feel that our group is being watched. Spooky meanwhile does now see a shop selling some kind of mechanical devices and goes over to investigate. She does see a naval sextant for sail (despite the fact we've yet to see any stars) but there are also other items for which her gaze, like Tharbin's, refuses to linger. None of us have seen any shops selling weapons (we do, however, have the weapons we picked up earlier.

Some of the inhabitants, the tall ones, are heavily cowled - right down to ground level (the hems of the robes are covered by muck and dirt from trailing on the ground). Tharbin does notice that when these tall cowled figures walk by, the rest of the crowd makes room for them and those with the tattoos make a bow of deference. He also notices that one of the figures has left a hoof-print in the mud.

The main thoroughfare is leading towards some kind of central square. Ricky hears the faint sound of music while Nameraka starts feeling hungry and starts to keep an eye out for a food stall. When we next get to a crossroads Ricky turns left down the side street while the rest of us try to decide where to go next. Ricky's side street is less crowded and he quickly finds the building from which the music is emanating from together with the aroma of good food. He beckons the rest of us to come over to him. We amble over to him as he plays his flute in the middle of the street. Tremen loses the sense of us being watched.

Ricky leads us to the food/music establishment and heads on in. He finds that the door to place is quite heavy but not locked. Inside is a large room with several tables with bench seats. There are places with smaller tables etc. It is fairly busy but there are reasonable amounts of empty places. The rest of us, apart from Tharbin, enter and head over to one of the bench tables. The room has four pillars holding up the roof with two staircases leading upwards on the left and right sides of the room. There are no open fires in the room.

After a couple of minutes a young lady comes up to the table and something we don't understand. Ricky manges to convey, mostly by gestures, that he wants drink and food. She leaves and returns with a piece of paper that is initially incomprehensible, but after a short while resolves itself into what is obviously a menu. We manage to order the equivalent of drink and pub grub.

We do feel that Something is not quite right but can't place the problem. The music is purely instrumental with no obvious source - and if it is on some kind of loop it's quite a long one.

Shadow now gets the chance to investigate his urn. It's about twelve inches tall (with the lid on) and is empty inside. It is made of some metal and is empty. Shadow puts the lid back on the urn. We remember that Tharbin has remained outside and Spooky goes and gets him to join us.

Now that Ricky has had the chance to think about his impressions of the people here in the room he concludes that people here must get to run their day however they like (i.e., there doesn't seem to be any kind of fixed schedule) and he hasn't seen or heard any form of clock or other timekeeper here. On the other hand he does feel hungry so does have some kind of personal time sense.

Wakiya recalls that when we boarded the ship there were stars in the sky, but once we had a sleep on board the ship that brought us here there were no stars in the sky when we went up on deck.

As we eat one of the large hooded figures enters and scans the room. It seems to spot us and moves to our table. It says I'm glad you made it. Let's find you somewhere to sleep tonight and get you moved on tomorrow.

As the figure turns towards the bar, the light catches the inside of the figure's hood. This reveals a youthful Mediterranean looking face. Wakiya and SHadow are convinced that they saw the head also had at least one horn. However at the same time we hear a scream from outside! One of the hounds bursts through a window. It also scans the room and focuses on our table. All of a sudden the hooded figure is between us and the hound as we stand up. Leave via the back door the figure tells us....

Traveller Message Tracker

First published 2nd August 2026 (Last Modified 9th August 2026)

Loading and Computing routes


DJV's Traveller Message Tracker Plugin Version 3.380.0. For details on the assumptions made by the tracker see the description at Traveller News/Email tracker Plugin Details.

Traveller News/Email tracker Plugin Details

First published 2nd August 2026

Description

This plugin adds a shortcode to allow a user to save messages sent from a system in the Spinward Marches and to display what messages have arrived at the same system. The messages are saved in the user's browser and do not leave it.

The following assumptions are made:

  • Only covers the Spinward Marches (plus Capital and Zhdant)
  • X-boats jumps take 7 days, but don't jump further than the next system on the route even if a further system is within Jump-4
  • If two systems are Jump-3 apart then add together the population stats from their UWPs. If the total is more than 17 it's a day for a message to find a ship making the jump. If the total is more than 13, it's 23 days to find a ship and otherwise these systems only get a ship once a year. (It's worth noting here that we ignore travel code status (assume that the ship is a supply vessel of some sort) and the value of 14 allows Andory and Candory to be connected to Wonstar.
  • If two systems are Jump-2 apart then again add together the population stats from the their UWPs. Between 15 and 20 it's a day to find a ship. Between 11 and 14 it's 8 days to find a ship and otherwise it's 53 days to find a ship. (if both systemss have an A class starport that overrides the population total and we assume it's a day to find a ship)
  • If two systems are Jump-1 apart then yet again add toegther the population stats from their UWPs. If the total is more than 10 it's a day to find a ship, if the total is between 5 and 10, it's 8 days to find a ship, and otherwise it's 23 days. However the starports are also checked. If either starport is an X class starport it's 83 days to find a ship and if that's not the case but one of the starports is an A starport it's just a day to find a ship.
  • Once a ship is found it takes 7 days to make the jump and transfer any messages
  • Capital is 500 days via X-boats from the Trailing edge of the Spinward Marches. Zhdant is 255 days from Errere
  • Version: 3.380.0
  • Author: David Vines
  • Last Updated: 2026-09-01T15:26:38Z
  • Requires WordPress Version: 4.0 or higher
  • Tested up to: 7.1
  • 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 - 2024 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.

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

Change Log

3.380.0 - 01 September 2026

Support dark mode

3.360.0 - 16 August 2026

If the received times are equal sort by sent times

3.357.0 - 09 August 2026

Bug fix - Broken message saving!

3.356.0 - 09 August 2026

Bug fix - ship jumps cause loop when calculating route after the initial starting point for a message

3.355.0 - 09 August 2026

Ensure all possible jumps are recorded (Some systems in the left (spinward) side of the map weren't correctly connected)

3.354.0 - 09 August 2026

Allow a Jump-3 once a year - normally this will be overtaken by Jump-1 or Jump-2 ships but some worlds have only Jump-3 neighbours - this connnects those worlds as well

3.353.0 - 09 August 2026

Add support for player ship jumps that also take messages (and can overtake the normal message transmissions)

3.352.0 - 08 August 2026

Code rework, Add edit button (Can only edit the body of messages, not the subject), rework route finding

3.351.0 - 04 August 2026

Bug Fix

3.350.0 - 04 August 2026

Add Egyrn and Pax Rulin subsectors

3.349.0 - 03 August 2026

Add XBoat skip routes in the Sword Worlds as well. Change time for Zhodani, Darrian and Sword Worlds XBoat routes to a total of 8 days since, technically, they are just trade routes rather than XBoat routes

3.348.0 - 03 August 2026

Adjust styling and add Xboat routes that jump intermediate stops (but still limited to Jump-4 of course)

3.346.0 - 02 August 2026

Fix slug

3.345.0 - 02 August 2026

Initial Version - pre-alpha


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

Cyberpunk Session 28

First published 28th July 2026
Kitsune showing her form as the nine-tailed fox of asian mythology

Kitsune, as seen by Tremen when he was giving his report a long time ago

Out walks Kitsune wearing the same Kimono as we've seen her before. She is in her full human form. She speaks with the Tanuki who replies Again, old hag? If you do this again there will be ... repercussions....

Kitsune tells us that she had hoped we would get here sooner but we now need to get away from here as soon as possible in order to get away from those following us. She says that she is working on a way to do that by shifting planes. In the meantime she will arrange for us to get us food & drink and healing. She then leads us into one of the temple buildings. The Tanuki is sitting to one side together with a couple of robed monks.

When we ask for more information she does say that there are six chasers and yet there are seven of us. She informs us that we need to get the six followers to encounter us one at a time so that those not in immediate danger can handle the follower (the one being chased will be unable to help). She says that hand-to-hand should work, maybe?

After a discussion Kitsune does offer us one weapon from the temple's armoury. We choose:

Tremen and Shadow
Spiked Club
Tharbin
Will stick with Aikido
Spooky, Wakiya and Nameraka
Will stick with Brawling
Ricky
Spear

Kitsune says that preparations are still under way; just waiting for a ship to us from the mainland.

After a couple of days we are summoned again and told we will leaving soon. About 12:30am we hear a crashing sound from outside and see a bright flash. A blue shockwave travels over the temple. We go outside and see that the main temple complex gate burst inwards and one of the creatures1 can be seen through the smashed gates. It scans the scene and, on sighting Tharbin, it tries to enter the grounds of the temple which clearly has some kind of protection as it is unable to cross the threshold.

Tremen and Shadow charge across the shattered gate and attempt to attack the creature. Although they do manage to make their clubs connect with the creature they seem to have little effect on the creature2. Ricky moves to place himself between Tharbin and the creature. Kitsune then passes by the reminder of the team and starts to form into her demi-human form while chanting. Tharbin is visibly shaken and the colour drains from his face.

As Tremen and Shadow continue to try to attack (or, at least, distract) the creature, it moves towards one of the doorposts. Wakiya senses that Tharbin is undergoing some form of shock and Spooky tries to find blanket to try to treat the shock.

Kitsune finishes her chant and looks directly at Tremen and Shadow. Get Inside. Now they both hear even though Kitsune is not speaking. In response they return to Tharbin and Kitsune puts a hand on Ricky's shoulder to encourage him to also return to Tharbin. Spooky locates a blanket from within the temple building, returns to Tharbin and wraps him in it.

The one-legged torii gate to the Shinto shrine at Sanno, Nagasaki. The gate was 800 metres from the epicentre and the blast destroyed one of the legs, leaving the rest of the gate standing. The photographer, then TX3350 Private Allan Clifford Chick, 2/40 Infantry Battalion, was in prisoner of war (POW) Camp 14 Nagasaki at the time of the blast.

A view of the approach to the temple complex after the attack by the creature

Kitsune now backs away from the gateway as the creature reaches the gatepost. It briefly disappears and the appears on the temple side of the gatepost within the temple complex's magical barrier.

Kitsune whispers I wish I had more time and a purple cylindrical light washes upwards over us. Ricky is completely disoriented by the effect as is Tharbin while Tremen and Wakiya are somewhat affected (Shadow, Nameraka and Spooky are unaffected).

When we can see again we're in a wooden room. It is smallish with bunk beds together with a couple of posts from which hammocks could be hung. There is a single door, table and cupboard in the room.

Nameraka tries to open the door but finds that it must either be locked or bolted from the outside. Time passes....

Tremen hears footsteps outside of the door - a metal bolt is thrown and stood in the doorway is a figure with a black hooded cloak. While he notices the state of the room (We've been unable to clean up the mess that Ricky's disorientation has caused), Ricky & Tharbin notice a hoof from under the cloak. The figure welcomes us onboard. He asks us not to go below this deck or disturb the crew, but we are welcome to leave the room and to go topside. He expects the journey will take two or three days of travel. He then leaves, leaving the door open. Ricky notices that the room was dampening the sounds from outside. He can hear a rhythmic sound as if of wood on metal and the sound of movement through water3.

A 'view' of the vessel - the oars are missing but does suggest that the party is perhaps less tidy than perhaps they should have been!

Nameraka heads towards topside to find a mop while Shadow heads towards topside just to get some fresh air. Our room is in the centre of a long corridor and the sounds of wood on metal appear to be coming from the centre of the ship.

Most of the party also heads to the top deck. Once there and looking over the side they can see and hear thirty oars propelling the ship through the water. The top deck is lit by torches spread around the deck. The ship does not have a mast but does have a ship's wheel, at which is the figure that welcomed us aboard, but there is no else on the top deck. The sky is almost black with no stars visible.

As Nameraka didn't find a mop on his way to the top deck, Tremen decides to explore the deck that includes our room. There are several other doors on the corridors of the deck. Checking those doors reveals rooms very similar to the one we arrived in - including the fact that they are empty of inhabitants. On opening the door to one room in the centre of the deck Tremen is hit by an horrendous smell that causes him to slam that particular door closed again without him getting so much as a glance within.

On the top deck Ricky sees that the oars are rhythmic but not mechanical and that the ship is going at a reasonable rate. Possibly inspired by the rhythm of the ears, Ricky takes out his flute and makes a reasonable good tune.

Spooky feels that the ship is somewhat similar to a Roman or Greek galley of antiquity (although those would have used paddle rudders rather than something controlled by a ship's wheel). However there is no sound of drummers to time a set of rowers nor any sound of whips or similar mistreatments - also the rhythm of the oars shows that the rowers cannot be amateurs.

When we return to the room it has been cleaned and there is food available. After two days the figure appears again and says We've arrived.

Footnotes

  1. See Cyberpunk Session 25 for our first sighting of the creatures
  2. It does very briefly look at them, and does shake them off with relative ease
  3. Ricky also observes that the wood is NOT from any Japanese tree.

D&D Session 16

First published 28th July 2026

Bluebell & Tharbin volunteer to take the ox & cart back to Phandalin, but before setting off, a long-strider spell is cast on the ox by Bluebell to expedite their journey. Sometime later as as they travel along the trail, Bluebell spots a light off in the distance that appears to be coming towards them, as the light gets closer they make our some sort of object in the form of an orb, that is being carried aloft by some ungodly creatures. The orb appears to be emanating light from storks extending off the orb, Bluebell & Tharbin air on the side of caution and take the cart off the trail and hide as daylight draws in. Bluebell dispatches her familiar to observe the mob from above, & sees through her familiar that the mob are carrying weapons that emit a green glow. They remain hidden until the mob has past by, before continuing with their journey.

A small ruined castle looking at a two storey tower that is mostly intact. In front of that is a medium-sized tent and to the left (and closer still to the viewpoint) is a well complete with rope, pulley and bucket.

Ruined Castle on the hill

Meanwhile the rest of the party follow Silanne along an off beaten track, up through the hills to our south. Silanne takes precautions in concealing herself as she approaches the ridge of the hill ahead of our position, the rest of the party follow a little further behind whilst trying to keep eyes on Silanne, as the light falls around us.
With my night vision I observe Silanne peering down from her position ahead of us, & a short time later she signals by hand for me to bring the rest of the party up towards her position, before gesturing to stop 20 feet away from her. She makes some hand signals that I have no idea what they mean, but Fiorana appears to understand as they immediately respond by carefully approaching the ridge of the hill where Silanne is positioned. A short time later Silanne signals for the rest of the party to follow and take positions along the ridge of the hill. As the party get close we all have our sense of smell assaulted by some foul stench.

A map of old owl well, the ruined castle on the hill. The well has a diameter of five feet. Fifteen feet north of the well is a fifteen foot square tent. Thirty feet to the Northeast of the tent is a forty foot diameter small tower.

Old Owl Well

Silanne & Fiorana than communicate that they will head down the hill towards the tower walls we observe from our position on the ridge. Silanne & Fiorana successfully reach their positions on the north & west walls respectively, before signalling to us to make our way down as they slip inside pass the walls. Fiorana moves to the west wall of the tower & Silanne moves to the north wall of the tower, than signals to the rest of the party to make our way down just outside the walls, before they both disappear inside. A few minutes later Silanne reappears and whispers towards Tremen Psst there are undead in the tower, who then proceeds to enter the tower. Not unexpected it is in complete darkness, so Tremen lights his lamp, I can only guess what look on his face was - one of surprise & apprehension, as he saw rows on rows of undead. Fortunately we hear that the undead almost immediately drop to their knees. We learn a little later that Fiorana has discovered a wizard in the tent to the south west, that appears to know of us and our movements. She informs us that he is wizard of necromancy, which raises a few concerns within the party.