Tag name:rpg

Traveller Session 12

First published 28th August 2025 (Last Modified 14th September 2025)
Game Date
200-1105
Location
Debarre then Iderati
Jump map around Iderati

We plot a course for Iderati and we aim to drop out of Jump close to the gas giant to scoop some fuel before making our landing on the planet.

GM⇒Fiorana

203-1195 - The engines(Jump, maneuver and power) are all operating smoothly. In fact they are running slightly better than on the Jump between Flammarion and Debarre.

Our present Jump is progressing smoothly and during the Jump we decide to land at the low star port to offload the Debarren Bear. Our exit from Jump close to the gas giant puts us around three days out from Iderati, Masuyo contacts Star port control to alert them to our presence and our intention to gather fuel from their gas giant before requesting a berth in the low star port and giving them a quick report. Tharbin successfully scoops some unrefined fuel for processing.

While we are travelling towards Iderati we find out that they have and A class star port, a dense atmosphere so masks may be required and a lot of oceans, we are not allowed to carry weapons or armour as they have a Law level of 8. We are assigned berth 36 after letting them know that we have the Bear on board which is tranquillised. We have a good landing and an official is heading towards us with all of the relevant paperwork of customs etc., Masuyo pays the docking fees from her own personal funds on this occasion. we have 20 tonnes of standard cargo to be offloaded to the Merchants Hall and the Brokerage may be the best place for us to sell the Bear. The official asks if we need any supplies and she replies with a not right now we are here for about one week.

We get 18,000 credits for the cargo we brought, and we split up to do our own thing. I receive an email:

We get an offer of 4,000 credits for the Bear, we know we can get more for it but that will take longer and we may have to transport it elsewhere so for the sake of convenience to us we sell it but tell the buyer they have to collect it or pay us more for delivery. the buyer opts to collect it but tells us it may take a few days to organise transport for it.

I tell the rest of the crew about the email I received and Masuyo is instantly suspicious why I am I getting this email and not the Captain of the The Hope? Who is the person sending it? She then does some research and it seems that the email is in fact legitimate, she also finds out that he is quite high in the Chain of Command for the sub-sector, he is in fact the Knight in charge, I find out when and where this dinner is to be held, and what kind of dress code is required, We need to be clean neat and tidy, smart clothing but not dress uniform. The dinner is to be held two days hence at his personal estate.

Earl heads to the market to mosey around, whilst Cyn heads out to the pub, they both kind of get similar information, we are near the edge of The Imperium, no trouble is expected in the area, there are the occasional Sword World travellers for trade but nothing more dramatic and there are no reports of Zhodani ships.

We decide who is attending the dinner with me and Earl decides to stay behind while the rest of us go, we call for a taxi to take us. We arrive at the estate and are greeted by Mamon Wakisha, he takes us inside and makes sure we all have a drink, then he asks us about our recent adventures and talks about the events on the Nicholas de Nicola, it turns out that he chose to crew rosters for the trip out to Leviathan. Masuyo notes that I am being treated as nobility by him even though I am not. We openly tell him about what we have been up to since we became a detached scout unit and he seems to be very impressed about our rescue of the town in danger from the volcano. he then moves on to tell us that he is not impressed with the Nobility and Navy on Iderati, but he has no real clout to make any real changes in the sub-sector. We finally get to the reason he invited us and it seems he has recently come across some conflicting reports on the planet 886-945 one report E800000-0 states that there is an atmosphere and water but no people and E833000-0 states that there is no atmosphere and water, he offers us 250000 credits to investigate and carry out a more thorough survey of the planet for him. we discuss potential travel routes one of which would take us to Gothe which has a Law level of 11 and we are vert reluctant to take this route so we check for alternatives. I negotiate with Mamon and he agrees to 300000 credits or he can arrange for a weapon for the ship. We agree to take the job but ask him for some time so we can discuss which reparation option we want to choose, this seems to impress him.

After quite a bit of discussion we opt to take the money, and as for the question on Annual or Monthly maintenance for the Hop we opt for the yearly maintenance and aim to get her in at around 50 weeks.

View of dry desert-like environment. There is a small moon visible close to the horizon

A view of 886-945 from the first scout report

A view of a canyon showing massive outcropping of uneroded rock. There is a river at the bottom of the canyon. A spacesuited figure is gazing at the landscape


A view of 886-945 from the second scout report

We have a few questions for Mamon:

Has anyone else been sent to 886-945 and not returned?
No.
We need copies of the Scout reports.
Copies of the reports are sent to us, surveys were carried out from orbit, ground surveys from different locations, the first one was carried out 20 years ago and the second 10 years ago.
What if we take damage?
Repairs will be carried out if there is demonstrative damage.

The reason he has asked us to investigate is that he would like to know if the planet is habitable, he has only recently found to two conflicting reports which is why we are being asked to carry out this task now. From the reports he has it seems there are no people, infrastructure or Government etc. We make the final agreement and officially accept the mission. We take on some standard cargo for our next stop.

Jump route Iderati → Ucella → Bularia → 886-945.

Traveller Session 9

First published 2nd June 2025 (Last Modified 14th September 2025)
Game Date
177-1105
Location
Flammarion, then Debarre
A map of the local area around Debarre.
A seriously overweaponed streamlined fighter in orbit over Flammarion. It would appear that the designer is seriously worried about this vehicle being chased.

Vessel spotted over Flammarion. Probably some noble's overengineered streamlined fighter (it certainly doesn't look all that practical!)

GM⇒Fiorana

176-1105, (Preparations to depart): I have been given a post-refit report on the Vagabonds Hope. While the navy didn't have time to do much with the decor they did renew all the engineering electronics and computer systems (including the military sensor package). These *should* all be in tip-top condition but the report does warn me that the Vagabonds Hope's first flight after refit should be treated as a shake-down cruise to identify any remaining (or new) problems.

GM⇒Chase

Extra information gleaned from the drinks shared with the Naval grunts on Flammarion, they were surprised that their training regimen has remained the same for the past several years, despite the slow and steady increase in sightings of both Zhodani and Sword World vessels in local group of non aligned systems.

Masuyo graciously purchases me an auto-pistol as I only have my static blade, Cyndariel buys some psionic inhibiting drug for the crew and is testing it in her Lab to see if it can be replicated, Junebug and Tharbin both purchase a hunting rifle each so we can hunt the bears on Debarre. The bears are armoured and we want to try and capture one alive

We prepare to depart after loading the mails and cargo for Debarre, we successfully take off, and Tharbin successfully plots our jump co-ordinates for when we reach 100 diameters to perform the jump. I ask Junebug to give me some lessons in using my new my new auto-pistol, she agrees and we set up a practice range in the common area.

Six days into the Jump and I am carrying out a routine check on our power systems, all is fine except for a marginally higher than normal reading, but as we are on our shake-down cruise this may be the new normal for our renewed systems. I decide to monitor it just to be sure.

GM⇒Chase

In your dream you’re desperately trying to fiddle with the sensor controls – the results are all off the scale. Insight the sensor readings upon entering the Debarre System align with the dream scenario.

An armoured two ton bear on a path in a forest

A Debarrean Bear

GM⇒Earl

In your dream tonight you're in a forest, feeling worried – Is that a bear? Or worse?

Both Chase and Earl tell us they have experienced strange dreams again and I exclaim "Is this another one of your prophetic dreams?"

We plan to land and take some time away from the ship and the damn white box!

Our last day in Jump is uneventful and proceeding normally until...

The sensors (civilian) are overwhelmed with an unusually high amount of static, comms are out and we cannot contact any other ships in the system nor the Star port. The guys in the cockpit try and use the new military sensors to try and pick the origin of the sensory overload, Tharbin finally succeeds in getting the location, it is coming from an island to the north of the Star port. There are a couple of other ships in the system and at the Star port according to our sensors, one of the ships at 100 diameters out is currently stationary, we have also established that this does not appear to a normal type of static. We decide to go ahead and make for the Star port and land in an empty bay, Tharbin and Masuyo prepare to disembark and talk to Star port officials to find out what the hell is going on, the rest stay aboard for the time being.

There is a Star port official waiting impatiently outside our ship and he does not appear to be happy by our sudden appearance, "What the hell is going on?" Masuyo explains what happened as we exited our Jump in system and asks if there is a problem from the surface, "I was hoping you could tell us, it only happened when you guys showed up."... "We thought it was you that was causing it and would ask you turn it off but you seem to be as in the dark as us." They both then explain that we have managed to locate the source of the static and he seems very surprised, we can't get any signals out or in all of our comms are currently jammed, our sensors cant pick anything up because they are not working, everything is offline for the moment. Masuyo and Tharbin threaten to leave with the intended mails and cargo for the planet as they are not happy with the Star port officials attitude, "NO, no that won't be necessary," as his demeanour changes to a more friendly one, he explains that it has been some time since they have had any mail or fresh cargo delivered (we get paid 60,000 credits). As the signal is new and not natural, but only seems to have started literally seconds after we entered the system it may have something to do with the white box aboard our ship??? They ask after the stationary ship we passed on the way in and it is a Safari class ship of hunters who are on their way out of system on the way to Iderate after hunting bears planet side.

Tharbin and Masuyo offer to investigate the strange signal in return the Star port will refuel our ship as payment, it is agreed but the official persists in stating that the island is just that a forested and uninhabited (except for the wildlife) island why would any kind of signal be coming from it? Earl heads down to prepare the launch for the trip.

We all get ready to depart after a sharing of the conversation and the plan of action, we equip armour and weapons as well as our breathing masks and any other relevant equipment needed, for me this is my Laptop and toolkit, We fly north toward the island and fly around a couple of times to take readings and take note of any visual anomalies. We find a suitable landing site in the south west corner of the island. Our flyover reveal some kind of ruin and only helps to confirm that this is location of the strange signal. We set the ship down at the chosen landing site.

Mongoose Traveller 2e Trade

First published 8th September 2025 (Last Modified 9th September 2025)

Current Location

  • Current Location:
  • Current Location UWP:
    (This UWP is not in the correct format (e.g, A123456-C))
    Travel Code:
    Trade Codes:

Current Game Date

The current location's name, UWP and the current game date are used to initialise the psuedo-random number generator

Skills of the Purser

  • Education
  • Social Standing
  • Admin-
  • Broker-
  • Carouse-
  • Jack of All Trades-
  • Steward-
  • Streetwise-

Abilities of the Crew and Ship

  • Highest Naval Rank
  • Highest Scout Rank
  • Ship is armed?

These details are used to determine what is available and its price

Destination

  • Destination:
  • Destination UWP:
    (This UWP is not in the correct format (e.g, A123456-C))
    Travel Code:
    Trade Codes:

Distance

  • Destination is Jump- away
  • Note: This is NOT computed even if you retrieve the UWP(s) from travellermap.com - for now, at least, you need to manually choose the distance.

These details are used to determine the number of passengers, the amount of standard freight and mail, and the estimated price at the destination

Passengers

There are no passengers waiting to travel.There is a passenger waiting to travel:There are some passengers waiting to travel:

Low Passengers
0
Basic Passengers
0
Middle Passengers
0
High Passengers
0

Freight

There is no freight waiting to be transported.There is some freight waiting to be transported. The following lots are available:

Mail

You have not been selected to transport any mail.

There is some mail waiting to be transported. There of 5 tons available.

Speculative Trade

You failed to find a supplier or broker for speculative trade

You have found a Black Market supplier. The available goods and prices are:


This exact page can be retrieved by linking to:

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DJV's Mongoose Traveller V2 Trade Plugin Version 3.324.0. View the Change History.

Traveller

First published 22nd May 2000 (Last Modified 8th September 2025)

Character Generator

In preparation for running a new Traveller Campaign, The GK Strategem, I've created a Mongoose Traveller V2 Character Creator and a Trade Calculator. This new campaign will be in an alternate universe to that described below (mostly because my memory of those campaigns has faded to the level of mostly gone!)

Timeline

I have, on and off, over the last couple of decades run a traveller campaign. Some players have expressed an interest in the timeline, so let's see if I can reproduce it from my limited memory.

Approx -300,000
Ancients abound developing many weird and wonderful devices and ships. It is rumoured that one or more of these still exists and that the vessel concerned is capable of Jump-6 without the aid of 60% of the ship being devoted to fuel.It is also believed that the computer system fred dates from this time.
1109
Date of my first campaign. A group of merchants and friends attempt to make a living in the spinward marches. They soon misjump and crash land on a remote system. They only escape when their cargo forces them to repair their 200-ton trader (after which it becomes a 150-ton trader!).
1110
Fifth Frontier War begins. The Zhodani launch a surprise attack on the Imperium aided by Vargr and the sword worlds.
1111
The Zhodani capture Regina, the Spinward Marches sector capital
1112
The capital of the Sword Worlds (Gramm) is devestated by a huge explosion. Riots ensue after it becomes apparent that the rulers cared more about protecting their main computer complex (which survived the explosion) instead of the inhabitants of the surrounding city (which didn't!).
1113
Imperium suffers a major reverse when a dozen stars spontaneously turn in supernovae. Although Darrian action is suspected (and the Imperium breaks off all treaties with the Darrians) nothing is proven. One of the systems lost is the Glisten system which was a major imperial starship construction facility (capable of constructing TL15 ships)
1114
The Zhodani capture Rhylanor, which had only recently become the new sector capital. The Imperials sue for peace with the Zhodani, who agree to sign a new peace treaty. The Imperium moves considerable deterrent force into their remaining portion of the spinward marches and a cold war begins
1119
The Zhodani launch a covert mission into the border worlds on both sides of the imperial/zhodani border. It disappears (although an internal zhodani report suggests that the use of people from planets which had been imperial might have a contributory factor, and certainly was very foolish).
1121
Unusual activity is seen around the ancient sites in the Five Sisters subsector including the recorded disappearance of a merchant vessel
1150
A passenger liner jumping between xxx and Trin's Veil fails to arrive on schedule

Notes on the timeline

As should be noted I run with a different universe to that of either Traveller or MegaTraveller. In my universe the Zhodani won the fifth frontier war and the Civil War never happened (and neither did the virus). I have used the virus as an alternative universe (unsurprisingly the players had needed some encouragement to do the 'right' thing!)

At the time of my latest campaign (dated 1150), the Zhodani/Imperial cold war was just beginning to end. Some more normal contact was being resumed between the Zhodani and the Imperium and there were those considering resuming a 'normal' postal service.

The Vargr were being their usual nuisance to all concerned.

The Sword worlds were worried that they were about to be abandoned by the Zhodani.

The Darrians have had a problem for the last thirty years. How do you convince someone that you didn't blow up twelve stars when your entire defence strategy depends on your enemies knowing that you can!

More and more Aslan have begun to be seen in the Spinward Marches after decades of absence. They pointedly kept out of the fifth frontier war and appear to want to take advantage of the trade possibilities of being a neutral player between the Zhodani and the Imperium.

The fred computer system

An important element in at least two or more of my campaign has been (and may be still is!) the fred computer system. Fred comes in a 20-ton cargo package. Intelligence reports that it contains a TL20 sentient computer system and packs some pretty impressive systems:

  • Fusion Gun ('Man' Portable)
  • Gauss Rifle and Pistol equivalent
  • Black globe generator (although to be fair this needs to be connected to a ship's jump capacitors to be generally useful in ship combat).
  • Self repair capability

Last updated: September 8, 2025 at 14:02 pm

Cyberpunk Session 15

First published 19th August 2025 (Last Modified 7th September 2025)
A crumbling set of steps leading uphill a dark forest. A Torii gate straddles the path

The Torii gate straddling the crumbling path

Following on immediately from the , previous sessionWe see there are many cobwebs in the trees and Shadow spots something off to the side of the path - something with many legs and purple and which disappeared almost as soon as Shadow spotted it. Shadow calls up Wakiya to see if she can see anything through the scope of her sniper rifle but there is nothing visible. As they do that Tremen watches the other side of the path and Nameraka examines the Torii in more detail. The ropes and strings visible on the Torii look very old. He touches the ropes with his cyberarm but all this shows is that the ropes are strong and relucant to move (quickly falling back into position).

A gully with a Torii in front of the view. Behind the Torii the gully leads to another Torii with a gated cave entrance. The whole scene dimly lit with wan sunlight finding its way into the gully

The gully leading to a cave entrance

Continuing up the path through the Torii we soon pass into a gully at the top of the hill. A second Torii is at the start of the gully which leads to a third Torii behind which is a gated cave entrance. The gate itself is not locked, but is chained and the chain closed with an intricate padlock.

Wakiya examines the lock and notes that it is very very cold and drops the lock which clangs back against the gate. Nameraka then has a go at picking the lock (using his cyberarm and hand to hold the lock). After 30 minutes or so he succeeds and the gate swings open. While this is happening Shadow again feels as if something is watching. Again he asks Wakiya to scan with her scope and again she spots nothing1.

We cautiously enter the cave. While not claustrophobic we need to proceed in single file with Shadow leading followed by Wakiya, Tremen, Ricky, Nameraka and Spooky bringing up the rear. The daylight only goes a few metres into the caves and we are forced to rely on flashlights for illumination. It is cold inside, colder than you would expect for an underground cave though not as cold as the padlock. The passage leads us on a wide downwards spiral with shallow steps and the passage becomes more regular2. After what feels like twenty minutes we reach a crossroads. To the left we hear no sound, unlike to the right where we can definitely hear the sound of running water (in addition the right hand passage looks to be a more roughly hewn passage than any of the other routes. Ahead the passage continues downwards.

As we contemplate our choices Spooky feels a faint breath on her neck. She brushes away the touch and her hand comes back with a cobweb (which results in her paranoia spiking at this point). Nameraka confirms that there is nothing behind her. Spooky puts the web into an evidence pack for later examination. The passageways not not seem to have any cobwebs. One of Spooky's theories is that she has had a tracking device attached but her thorough search doesn't find anything.

Shadow leads us down the left hand passage. This passage seems to be spiralling back upwards and after twenty minutes or so we reach a balcony overlooking a large cavern. Some sconces spring into life as we enter the balcony casting a dim blue light. Spooky is sure she saw something something on the floor of the cavern (it seemed to move in front of a light source at the base of the cavern) but, yet again, there is nothing visible using Wakiya's sniper scope.

We return to the crossroads and cross overe into the right hand passage. After fifteen minutes we come to a midsized flow of water (move than a stream but less than a river). There is a narrow path along side the water with the sound of water over rocks some way further along.

Initial View of the cavern

This seeming a quite risky route we again return to the crossroads and turn right down the straightahead path. This continues to descend in a wide spiral and it is getting noticably colder. After another fifteen minutes or so it opens out into a large cavern. There is the sound of water falling from above and the floor of the cavern is covered in a mist. High above are two dim blue lights illuminating a balcony. This would seem to be the balcony we were on earlier and its plausible that the water falling from the ceiling is from the flowing water spotted in the right hand passage. The cavern floor has been leveled to remove the bigger rocks and obstructions. Visible at the back of the cavern is a small raised area (about two metres by one metre by one metres) with steps leading up to it. There are two dim blue lights on the edges of the raised area and, at the back of the raised area is an archway. Both Wakiya and Nameraka really feel the cold, particularly those parts which held the lock on the gateway (even Nameraka's cyberarm is aching).

Moving closer to the archway we first see strange runes on the arch and then there is a loud crackling sound and the view through archway changes from the back wall of the cavern to a view of the interior of a small ice cave. The surface of the view is rippling making it obvious that the ice cave is NOT here as such. Nameraka (being the bravest of us) puts his cyberarm to the image and it does, indeed, seem to be a portal and he moves through the portal (we can see him through the portal on the other side). Tremen and Shadow go through next followed by the rest of the party. Once through the portal Nameraka and Wakiya feeling of cold gets much worse. There is, however, an orange light ahead.

A view from an ice view overloking a fog filled plateau. A building is (just) visible on a hill poking through the mist. The sun is directly ahead but looks eclipsed.

The view from the ice cave

We round a corner and we're in a cave above a plateau. The view ahead is of a cold landscape. There is a building on one of the hills ahead visible ahead and the sun in the distance is being eclipsed. There is no net or wireless access available here and Tremen takes as many pictures as possible on his mobile phone.

We head back and are very relieved to see that the portal is still operational and still shows the cavern and we return through it (taking more picture to prove (even only to ourselves) that it is a portal). We head back through the passageways back to gated entrance. The position of the gate has moved (it is slightly more open). Nameraka closes the gate, replaces the chain and (using the intricate padlock) locks it.

We reckon it's been about four to five hours and we return down the hill. As we do so Shadow again feels like we're being watched - this time she also feels a sense of hatred from whatever is watching.

We return to the farm and our van where there is no change or signs of interference. Nameraka and Wakiya's sense of feeling cold dissipates.

We return to Section 9. Tremen reports to Lady Kitsune while Shadow and Wakiya attend to cleaning and checking their weaponary (in Wakiya's case to check the calibration of her sniper snope).

On his return Tremen is obviously somewhat shaken and says that (a) we need to visit that building which was visible from the ice cavern and (b) he'll explain more once out at the farm and beyond most forms of survelliance and observation. The team start gathering the equipment and supplies needed to do the investigation while surviving the extreme cold of the location beyond the portal.

Footnotes

  1. After two very low perception rolls Wakiya is also convinced that the scope needs to be recalibrated.
  2. I.e., less of a natural cave but hewn from the rock

Cyberpunk Session 11

First published 6th May 2025 (Last Modified 7th September 2025)

After a short break (of a few weeks in length) we all reconvene and are joined by Nameraka who has been on a long undercover operation. The short break has been very quiet - we've been getting on with paperwork and our investigation has continued but with no active events. Specifically we've been:

Tremen
Doing background research on the South American Mercenary Company and the South African publishing company (Both of whom are about 18 months old)
Ricky
Heads to the streets looking for rumours and hints about unusual activity (but is met with either spun yarns or with looks of perplexed looks)
Shadowdancer
Heads to the bars in a similar fashion to Ricky (if inside rather than outside in the rain and is met with similar wild tales or strange looks)
Spooky Witch
Scans the dark web and the real web for hits on anything related to the events in Cyberpunk Session 10 (She finds that Over the past couple of weeks several observatories around the world have reported that 5 stars that where thought to be stable and years before their time to go nova have disappeared. This unknown stellar phenomena has not been seen before and the scientific community are a buzz for it's implications. and The spree of murders attributed to Sgt. Masher have continued, the total is up to 27 and it is believed are there more as the homeless, immigrant and transient population cannot be fully accounted for.
Tharbin
Gives our american colleagues a nudge about progress on their research (and is relieved to learn that, while they can't add anything at present, that the investigation is proceeding).
Wakiya
Checks the Weirdo magazines but reports that she can't find anything directly relevant at this point

Ricky and Shadowdancer return to the office (Shadowdancer a little worse for wear) in the late afternoon and our conversation (which is just going around in around in circles) is interrupted by two burly gentleman enter the office and insist (in no uncertain terms) we accompany them. After Tremen checks their ID we comply. They take us to the elevators and, after the doors close, we are surprised (some less os that others) when the elevator goes sideways instead of up or down. When the elevator stops its right wall slides away to reveal a new lobby and we are led to a well-appointed office. (On the way Ricky and Tremen overhear part of a conversation: Perrrfect now we have some new blood and at least one member of our group is convinced they can smell food cooking behind a closed door - it smells good).

The office has a picture window showing a view of Sakura trees (bearing in mind our offices are up in a standard office block this is a liitle unusual but perhaps it's simply a generated picture though the image does look extremely realistic). We are greeted by a Smartly dressed woman in a Kimono. She is Lady Kitsune and says that Daisuke1 has given me permission to move your squad over to my part of Section 9. She further explains that, while we may find her information unbelievable the daylight world isn't all that there is and that the the secret world of Yoki, Oni and the like is very real, the Illuminati, Templars, and Dragons to name but a few are all part of this Himitsu no sekai. She tells us that, for now, we should continue our investigation into the activities of Neuf mères in Japan and while we are to have access to this part of the building it has no cell, net or direct lines so any information must be handed over in person and that we may see things in this part of the building that are not normal.

A decrepid warehouse, viewed from the outside. It is dark and raining

CCTV view of the warehouse

She then tell us that the maid of Sato2 has been found - more accurately her body has been found. She was killed with a single shot. The shot was from a gun believed to be a Pool gun3. The autopsy suggests she was killed in a different location and then taken to the location where the body was found.

She also tells us about a Warehouse where she believes that the gang using the gun uses and tells us that She wants the warehouse raided Now, no warrant, no notice.....

The Warehouse is in a rundown part of town. On the southeast corner of the warehouse is the entrance to a parking lot and a set of offices.

After a very short planning session we head to the warehouse and start the raid....

Footnotes

  1. The first name of our old boss
  2. See Cyberpunk Session 6
  3. One used in several unrelated killings and believed to used by different killers who use the gun as and when needed

D&D Session 6

First published 11th August 2025 (Last Modified 31st August 2025)
A small monkey wearing a fez

Fortenbrass

  • After Klark is killed, the party investigates the various crates which contain food & weapons. Tremen begins moving the supplies to our cart outside.
  • I tend to the monkey who seems excited and willingly takes food from me. I than open the cage to allow it its freedom, as soon as I open the gage it bounces onto my shoulder before heading off behind a carte on the far side. I follow and discover it digging and recovering a fez which it proceeds to put on its head.
  • Silanne tends to the Wolves and starts organising the release of the pack outside in the woods. Silanne senses something that aligns to appreciation / thanks, as the wolves cautiously.
  • A discussion takes place about what to do about the dam and it is decided that it should be destroyed, so a plan is agreed upon using rope tied to the key wedges which we will pull once we have safely exited the cave. Tremen checks that the cart is on high ground the likely direction of flow of the released water from the dam.
  • Bluebell attempts to communicate and befriend the monkey and find out any information about previous owner or where he came from. The monkey informs Bluebell his name is Fortenbrass.
  • Dwarf Grundrem who gave us the initial quest is Fortenbrass friend.
  • The Party then sets off back to the village & returns the supplies to the town general store, the villagers cheer the party on our return appreciating the return of their supplies. Tremen attends to the administration tasks and chasing payment from the town clerk for completion of tasks. He also confirms free room & board plus meals at the inn, which the party are great full.
  • Silanne after resting informs the party they will be discreetly watching the Sleeping Giant and heads off. Everything seems quiet, people come and go during the evening. Later, Silanne explores the trail & walls to the right taken by some of the exiting patrons from the Sleeping giant, & notices the trail appears to get busier later in the evening.
  • The following morning around 6 the party starts to assemble & take breakfast as it is served, Cromagon takes a stroll in the town after breakfast.
  • Sildar (rescued from the dungeon) joins the party at the tavern and coveys his thanks for his rescue. He mentions to Tremen a map of the mine that Grundem & his brother had discovered, and it was the map the goblins were after. Sildar mentions the Redbrams & perhaps they are involved in stealing the map.
  • Tremen notices that Silanne isn’t around and suggest it might be an idea to gather the party, so myself & Crom take a stroll, doing a loop but nothing is observed about Silanne’s whereabouts. Bluebell joins myself & Crom as we do loop to the south, but again we see no signs of Silanne.
  • Silanne eventually turns up at the inn a bit later, and a discussion takes place about dealing with the Redbrams. Silanne relays their last night observations. Tremen is reluctant to confront the Redbrams, without any further evidence, and then proceeds to talk to the town clerk to see what his position is on the goings on of the Redbrams & the sleeping giant.

Traveller Session 11

First published 4th August 2025 (Last Modified 14th August 2025)
Game Date
185-1105
Location
Debarre
A map of the local area around Debarre.

Once all are aboard & the cargo secured, the launch returns to spaceport taking approximately 8 hrs for the return, Tharbin keeps a watch full eye on the bear for the duration of the trip back. Earl makes a rough landing next to the Vagabond, scraping the perimeter fence.

On arrival at the space port, Cyndariel briefs Earl as captain, that an irate captain Grimstone, whose ship was attempting to jump out of system, is claiming compensation as he blames the issues on us, as all the troubles coincided with our arrival. On cue the captain returns and engages in a heated argument with Earl, who stands his ground and points out that the phenonium was not caused by us and in fact we are currently engaged in trying to sort it out.

Tharbin & Earl return to the launch and head back to the site, after loading the white box discreetly. Whilst Chase is checked over by Cyndariel and administered pain killers then instructed to rest in quarters.

Cyndariel tends to the bear's nourishment over the coming weeks as we wait for something to happen, as well as feeding Kimbley using the ship rations.

A youngish looking lady wearing practical clothing and carrying a toolbox and assorted tools. She is walking down a path through some trees.

Kalinda

Kalinda (human) an agent of the sentinel’s arrives a few weeks later and is confronted by Masuyo, who insists on a briefing on what the cargo / box is. The agent eventually discloses her patron is an Ancient and the box is from another ancient, and in fact the war is not over between the ancients, just gone quiet. The agent & Masuyo oversee the destruction of the box which lifts the communications blockade. After the completion of this task a discussion takes place as Kalinda’s patrons would like to keep this event quiet and out of the imperium’s spotlight.

A plan is hatched and agreed by all present, which involves some diversion tactics and cover story. A location with a hunting lodge has been chosen to be set up as the dummy location of the signal origins, before it is conveniently destroyed by rock/meteor, which will be arranged by Kalinda’s ship.

Traveller Session 10

First published 14th July 2025 (Last Modified 14th August 2025)
Game Date
184-1105
Location
Debarre
A map of the local area around Debarre.
A map of the signal site. The party started in an open space at the bottom of the map. The map has a river running north to south. A building both looking modern and ancient is at the top right of the map. The rest of the map is covered in trees. The overall look is dark red due to the perpetual twilight of this location

The site of the radio jamming

184-1105: Reminder: Cyndariel (and Kimbley) are back on the Vagabonds Hope, everybody else is at the landing site of the Launch. The heavy radio interference is overwhelming so there is no radio communication between the Launch and/or characters and/or (in particular) the Vagabonds Hope.

We start heading towards the ruins with our lights on as it is permanently twilight due to planet being tidally locked. Masuyo finds a strange door, the building looks ancient, very high tech but ancient none the less. I approach a window and I see nothing unusual, the room is fairly empty but there are some cubicle like objects in the corners of the room around 50-100 cm tall. The door is closed with no obvious opening mechanism, Masuyo readies her weapon gives the door a push and surprisingly it opens, (strange for something this high tech???).

Chase hears something coming from the south, there is a bear in the tree close to him, (Dream?). to my left is a river not too deep and relatively swift flow from north to south, Junebug moves closer to the window and confirms that aside from the strange items -which are 75cm tall- it is empty, she opens the window and hears an electrical hum which she lets me know about. The bear quickly approaches Chase and attacks knocking him out. Tharbin takes a shot at the bear and misses but it does distract the bear from Chase. Hearing the shot Junebug moves into position and also takes a shot at the bear and scores a minor hit causing a small amount of damage but the bear is still moving. I ready my autopistol and take a shot if nothing else to cause confusion and distract the bear more knowing my pistol won't do much if any damage due to the armoured hide, I do score a hit but as expected it only causes minor damage but I do make a hasty retreat and leave the guys with the hunting rifles to their work. Tharbin and Junebug continue shooting at the bear with the tranquilliser darts whilst continually moving to avoid taking too much damage although the bear is very focused on Junebug, Tharbin misses most of his shots but Junebug is successful in all of hers she takes a small amount of damage from the bear but her armour takes most of the punishment and finally it collapses due to the tranquilliser. Tharbin shouts for me to head back to the launch to get the restraints we brought for the bear and Chase after receiving some emergency first aid from Masuyo and has regained consciousness returns very slowly and carefully to the Launch to recuperate until he can get back to Cyndariel on the "Hope". After collecting the restraints I head back and see Chase making his way gingerly back to the Launch, I give a pat on the shoulder gently as he passes and a smile as I carry on my way.

A winged creature mainly in white but with black bat-like wings. Its eyes and mouth are red. The creature looks smooth, even mechanical rather than organic

A Sentinel of the signal site

As I am making progress with my task Masuyo and Junebug make their way into the ruins to explore, Masuyo is in the lead and she enters a room to find what appear to be bones lying on the floor, upon closer inspection they are in fact cybernetic parts, these are of similar technology to the wall high tech and antiquated. The size is overall taller than standard humanoid at around 7 feet tall. Whilst they are exploring Tharbin and I restrain the bear and drag it back to the Launch. Masuyo and Junebug continue their exploration and find more doors which are extremely sensitive to physical touch, even after all this time the doors work very well. There are strange lights inside the are some form of construct like old fashioned torches, no fire, but they give off a faint light, in the room there is a filing cabinet like object with no obvious doors or drawers or opening of any sort, upon closer examination it reminds Masuyo of the white box we have aboard the "Hope". She eventually finds the room Junebug and I saw through the window and hears the strange hum but disregards the rooms as there is no signs of danger or anything else of interest, as she moves further into the ruins she finds a hole of some kind in the floor but there is no way back up so she leaves this for now and continues to the door instead. in this room there appears to be two of the cybernetic beings, complete and apparently standing as sentinels, they are not moving, at this point she calls off further exploration and retreats to the entrance to wait for Tharbin and I to return to the ruins. We arrive back to find both Junebug and Masuyo waiting for us, "Problem?" I ask, Masuyo fill us in on what they have found so far and motions us to follow and we head back to the room she discovered, here Junebug takes the lead and throws a small pebble from her pocket into the room, no reaction from the "Sentinels", this time she throws her dagger into the room it causes a small mark on the floor and there is a slight twitch from one of the "Sentinels", she relays this information back to us and we all hear "Language identified, why are you here?". Junebug tells the "voice why we are here and asks about the comms blackout, The "Voice" explains that they have initiated a quarantine due to contraband being present, can you identify the contraband for us? "Yes", elaborate please, "It is a foreign probe and it is not permitted to go any further". Junebug asks permission to collect her knife from inside the room which is granted.

Meanwhile back at the Star port there is a commotion coming from outside which disturbs Cyndariel and i seems to be coming from the ship next to ours, so she goes to the window to have a look and an angry mob is heading straight for the "Hope". Banging comes from the door with a loud demand to OPEN UP, having no other choice and being somewhat flustered she lets them in and asks "How can I help you gentlemen?" The Captain of the other ship starts shouting demands for compensation for lost fuel and a collapsed jump bubble. Cyndariel stumbles through an explanation that she is only the medic on board and has no authority to authorise something like this, but lets him know that he can talk to Earl (the Captain?) when he gets back from his expedition, this mollifies the other Captain somewhat for the time being.

Back at the ruins Masuyo continues to have a conversation with the "Voice" asking if the comms jamming is coming from this facility and if so can it be turned off, the answer to both is "Yes, but only if we leave the probe here". We start to record everything, and I whisper to Tharbin to leave his bug here while he returns to the "Hope" with the Launch, Chase and Earl to retrieve the contraband (white box). "Where do we have to deliver it?" "The pit" is the response, the hole Masuyo found we assume. She explains that we will have to return to our ship for retrieval and are informed that this is acceptable.

Masuyo asks permission to enter the room form which the "Voice is issuing" and gets a somewhat surprised affirmative, Junebug stays on guard for us as Masuyo continues her conversation with the "Voice" I go off to investigate the cybernetic parts that are strewn around.

Masuyo discovers that the "Voice" wants to quarantine the contraband and has made a request for assistance to investigate the probe, but it will take a while for this assistance to arrive (at least two weeks). Can the comms for our party and ship only be unjammed to help us expedite the process of retrieving the probe and delivering it faster? "Not possible". Knowing that we have to report on everything that has occurred here Masuyo is concerned for the welfare of the facility and the "Voice" and asks if it can defend itself? response "You will not leave until contraband has been examined"

P.S I hope you all don't mind but I have taken to shortening the name of our ship to the "Hope" to save me a bit of time, and don't all great ships deserve a nickname.

Traveller Session 8

First published 21st May 2025 (Last Modified 14th August 2025)
Game Date
160-1105
Location
Flammarion
A map of the local jump map around Flammarion
A gaggle of four ships

Four ships spotted after the Vagabond's Hope emerges from jump

GM⇒Chase

160-1105 (Day before emergence from Jump at Flammarion): Looking back at the expedition to the Vigilant Star, you're impressed with how well you managed the station-keeping with the wreck. Yes there was a cable connecting the launch to Vigilant Star, but you also know how easy it would have been for that cable to snap. Could it have been 'too easy' or are you being paranoid?

GM⇒Fiorana

160-1105 (Day before emergence from Jump at Flammarion): You're beginning to find that despite the decrepit feel of the Vagabond's Hope (the corner of all the desks have dints and dents, a few of the doors have a tendency to jam and gurgling of the fuel refiner is disconcerting to name just a few) you're finding that the underlying build is doing extremely well for a forty year old vessel. The flight controls are now working smoothly and the Jump Drive seems to working perfectly (much to the relief of your paranoia).

This is all to the good as it means that you've almost been able to ignore the feelings you had when exploring the Vigilant Star - looking back you find yourself thinking about how 'disconnected' from the universe you felt and you wonder about that white box that you (and the others) recovered from the cargo hold.

GM⇒Earl

160-1105 (Day before emergence from Jump at Flammarion): You're worried about the re-emergence of Captain Kaelin Vexar - he disappeared about five years ago just as you were beginning to gather evidence about him. You do know he knows about those research efforts (you have half a suspicion those are what caused him to decide to disappear) so if he's back and he discovers where you are that could be very bad news indeed.

Your dreams have also become more vivid and easier to recall. One of those seems to be of the Vagabond's Hope emerging from jump and encountering a group of vessels near the jump. The gaggle of other vessels seems to be stationary and the Vagabond's Hope just sweeps on by....

160 - 1105 (Day before emergence from Jump at Flammarion): Some of the crew have been experiencing some strange and vivid dreams and are all behaving somewhat irritably and strangely, is it due to the strange crate we found aboard the star? Are the problems being caused by psionic means? Does the crate contain a Zodani? Masuyo asks Cyndariel to run some tests for any anomalies or abnormalities in our brain chemistry. The tests prove negative for Earl and Cyndariel, I however am showing some slightly elevated levels of cortisone and adrenaline, which may be the cause of mine and other crew members abnormal behaviour. She asks that these test be carried out at regular intervals until we emerge from Jump.

Masuyo sends a message ahead to request a meeting with Casarii and also sends a quick request for information on the strange crystal we have and also decides to have a closer look at it, and does some research for more information, but there is not much available. She comes up with the idea to try and shine a light through it onto a bulkhead to see if there is anything inside it or if there are crystal formations or anything else. She sets it up on a box with a bright light set up to shine through it, turning off the room, her best guess is that there is no liquid inside, if there is it is full to the brim and would be transparent. The crystals themselves are not well defined, not sharp as may be expected.

Cyndariels second round of tests continue to show elevated chemical levels in myself a several others from the group that boarded the Vigilant Star, but this may be a false positive due to the stress of regular and multiple tests, the levels have not risen and appear to be the same, as a baseline and for a control Cyndariel tests Masuyo as a comparison and she shows much lower levels than the rest of us. The final test before emerging from Jump shows the same results, no increase but also no significant reduction either.

The next day we emerge from Jump and see several Far Trader ships, tightly grouped, they appear to be doing something but it is unknown what this may be. Earl informs us that this scenario exactly matches his dream. I head down to the engine room to try and coax a little more power out of the engine as requested by Masuyo, Chase carefully manoeuvres us around the group of ships as a precaution - as we pass the Far trader ships we get a quick message from them "Just remember there was nothing to see here..." Masuyo replies with a "Fine."

We get a message form the Scout Service "Message sent to Casarii, head to High Port" and they will let us know when Casarii responds. A couple of hours later we get another message requesting we change our destination to the Naval Base and Casarii is waiting for us. Once we land we get everything powered down and invite Casarii aboard for a quick tour after a quick debrief. After the tour we let him know what happened at 567-908 - We inform Casarii and the Navy of the encrypted crystal we have we tell them how to find us to retrieve it, we also tell Casarii of the container we found and where we are keeping it, but that none of us want to go near it again. We also point out all of the oddities and abnormalities experienced in regards to the item, Masuyo asks if there is a geologist aboard the station that can have a look at the crystal for us, and is informed that there is indeed someone who can help so Casarii sets up a meeting for her. We hand over copies of the salvage data to Casarii and we are each paid 1,000 credits. He lets us know that he has booked rooms for us all at the Advantage Hotel for the two weeks it will take for the ship refit.

View of a hotel lobby with desks to the left and right and a set of lift doors opposite the viewpoint

The lobby of the Advantage Hotel as visualized by the marketing department (the reality is a little more worn and grubby - buit not too far from this image)

We all head out and check into the hotel some of us head down to the bar for food and drinks, we spot a group of people who are for all intents and purposes NUTS, full of conspiracy theories on the Ancients and various other subjects. They are on their way to Karin for a conference on it. Cyndariel and I have heard about the Ancients, I zone out while they continue with their loud and boisterous discussions. After I have had enough of the craziness I head back to room for some sleep, Cyn decides to stay a while longer listening some more, and the craziness just continues.

Chase is out wandering around the station, Flammarion is a company planet Ling Standard Products (LSP), mostly mining, there is talk that they may be closing down on Flammarion. Chase runs a quick background check on them. Chase then happens upon a bar that appears to be for Navy personnel, so he enters (in his Scout uniform) and they bar goes quiet, he heads to the bar and asks for a pint of ale and starts chatting with the barman, the whole bar seem to be listening in on their chat. "So what do folks do around here?" two burly guys approach and Earl (who is accompanying Chase) asks "What can I do for you?" Most of the bar is now standing at this point obviously ready for trouble, and Earl asks for a non alcoholic beverage, Chase discreetly steps to the side and moves subtly away from Earl and as he (Earl) sits down a punch is thrown but misses as the target had moved. Earl manages to knock the puncher out but this only aggravates his friends so he makes a hasty retreat out the door and heads back to the hotel. Chase in the meantime has moved back to the bar and buys a round of drinks for the guys in the bar. He kind of sticks out as a Scout with his uniform on and he doesn’t really fit in the squaddies bar, he does notice that there are no Officers present, finding out for the boys that security is more lax here that in other Naval bars. These guys have only been here between 0 - 18 months and are based out of Glisten - Mora, they are not funded within the Spinward Marches, Regina gets all the funding apparently, but this is the quieter end of the Marches. They pass some banter back and forth and Chase buys a final round before leaving.

A translucent cyan-coloured complete geode

A polished Denuli Crystal

The next morning after a peaceful night, Masuyo meets with the Geologist, showing the crystal and explaining where and how it was acquired, she also explains the oddities she found with it, the Geologist has a closer look and informs Masuyo that it is indeed a rare find and want to conduct some further research on it asking for permission to hold on to it for while whilst she does this. Masuyo agrees and gives her the information on our hotel and how long we will be staying, asking for the results to be sent as soon as possible. She then heads to the Brokers Hall with the details of the of the goods we have, here she is offered a tidy sum of 3,600 credits for it all which we add to the ships funds. A nice payday for a little bit of work.

Cyn visits the Med bay to get a second opinion on the brain chem tests, a check up was performed and confirmation of match to baseline is confirmed, leading to the conclusion that the box was responsible for the imbalance and strange behaviour.

The Navy sends a message thanking us for the encrypted crystal, as for the box the response was WHAT BOX?

The results from the geologist tell us that it is a Denuli Crystal, very few have ever been found, they first appeared around 600 years ago and the actual location of them is still unknown. The estimated value of it is 10,000 credits. Some scientific studies have been carried out on them. All of this information has been provided on letterheaded paper to help with authentication, crystal returned as well. Masuyo heads back to the Brokers Hall to see if she can generate any interest in the crystal, she is informed that this item is not common in the Imperium, more interest from the far side of the Imperium and a higher price may be fetched, In the Core we could potentially get hundreds of thousands for it, There are some people more locally situated interested in it and we are offered 8,000 credits.

Casarii notifies us that the ship has been fully refitted, re supplied and refuelled (1 months worth), lockers have been restocked and a new air raft has been loaded, we have one double turret and an extra hard point but no weapons.

Casarii tells us that the white box we picked up is ours due to the salvage, was destined for Andor and he would like us to take it to Karin Naval base, and to keep an eye out for Zodani activity. We ask where headquarters for the 208 Imperial fleet is as it may be more prudent to take it there rather than anywhere else, and they are based at Iderati, we discuss the possibility of taking it there and loosely plan to Jump to Debarre and then Iderati. Would there be a benefit to us for taking the box to Iderati? Should we just take it there and ask them what to do with the damn box.