Tag name:rpg

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 3.345.0. View the Change History.

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 conveys 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.

Traveller Session 7

First published 4th May 2025 (Last Modified 14th August 2025)
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??

Traveller Session 6

First published 8th April 2025 (Last Modified 14th August 2025)
Game Date
142-1105
Location
Walston
A map of the local jump map around Walston

The Vagabond's Hope ready to be repaired at Walston's Starport

GM⇒F

142-1105: You've found that thin atmospheres are a problem for you and must avoid long exposure (say over an hour in a day). You've set the internal atmosphere of the Vagabond's Hope to a standard atmosphere which has alleviated your symptoms even though that does stress the damaged life support electronics. Fortunately one of the set of replacement electronics is for the life support. If the air locks are not operated the air pressure (and oxygen) on the Vagabond's Hope will last a few hours even if the life support is temporarily off.

GM⇒All

142-1105: It's now a few days after the eruption of Mt. Salbarii. You've been granted free access to the Star port’s (limited) facilities and have been put up in the star port town's hotel for free while you (a) fix the ship, (b) assist with shuttling supplies between the star port and the capital or (c) trying to keep Kimbley under control (or, at least, not devouring anything and everything).

There are several systems that the computer has flagged as needing attention and you needed to tell the computer to override the "Only attempt use of this system in the case of dire emergency, your warranty will be void and no liability for any eventuality will be accepted":

  • Life Support
  • Flight Controls
  • Navigation
  • Power System Electronics
  • Drive System Electronics

The warning for the Jump Drive is both better and worse: "WARNING: Jump Drive disconnected from Jump Emitters - JUMP DRIVE OFFLINE - This cannot be overridden".

Junebug has discovered that Kimbley is demanding a lot of attention in order to avoid it getting in absolutely everybody's way.

Kimbley had to be wrangled out of the way but we have discovered that he may have been chewing and most certainly has been drooling over some parts of the ship, he is now safely out of everyone's way allowing repairs to be carried out.

  • Life Support systems took 3 hours to repair and is now giving us a green light.
  • Power Systems Electronics took 4 hours to complete.
  • Navigation Systems, Earl makes an attempt at getting these fixed and does a reasonable job but it is not at full spec.
  • Flight Controls take 5 hours to complete

This takes us into the evening and Masuyo having repaired the Life Support has prepared us a decent meal with pasta meat and sauce. After dinner we receive a message from the oligarch Masterton inviting us to a banquet being held in our honour at the capital to thank us for our efforts in rescuing the residents of Salbarii after the eruption. We have a couple of drinks and head to bed for the night.

The next morning I decide to have a look at the Drive systems electronics and manage to get them reconnected and we now have a working Jump Drive, I have no idea how well it will work but we can Jump. We have computer confirmation of an active Jump Drive, this has taken most of the day. Whilst I am working on the Jump Drive Earl has another look at the Navigation Systems, taking most of the day but he is much more successful this time around and it fully functioning.

Whilst those of us who have repair work to carry out Tharbin takes the time to head back into the Star port to gather all of our personal belongings and to collect our cargo to bring back to the Vagabonds Hope. Masuyo also heads in to visit the Merchant Service to get us some cargo to carry back to 567-908 and hopefully earn us some more credits. She States that we are leaving in a couple of days and manages to procure 5 tons of cargo for us to take, delivery expected the next day, after checking for any further opportunities she calls it a day with what we already have.

  • Maneuver Drive is the only system left to be repaired, which is taken on by Chase and again taking most of the day is successful in repairing it.

The Ship is now in a reasonably flight worthy state, we are uncertain how flight worthy but she will fly. Cyndariel takes this opportunity to inform me that she attempted to make some repairs in the engine room whilst I was indisposed, but broke something, possible spark plugs. She proudly informs me that she has cleaned them up nicely and is now keeping them as souvenirs in the Med Bay???

Note to All crew: "NO-ONE TOUCHES MY ENGINE"

After the repairs are done we all retire to get ready for the banquet, we arrive at the Capital via train and are welcomed in. Masterton thanks us for completing the survey and for our efforts with the rescue during the eruption. The banquet proceeds, it is a relatively intimate affair with members of Masterton’s family and the ruling "Council" members of Walston along with Alan Greener, Masuyo lets Alan know that she wished a private meeting with him tomorrow.

The political situation surrounding Walston comes up in conversation and I zone out as I have no interest in it, so I cannot comment directly on what was discussed exactly, but I do remember a lot of ships entering the system and refuelling at the gas giant and then jumping back out of system totally ignoring the local Star port, being mentioned. I also remember hearing the Walston is Pro Imperium but is reluctant to officially join as this would make the a target considering their position in the universe.

After the banquet is over we all head back to the Star port and the ship.

The next morning Tharbin and Masuyo go back to the Capital to see Alan Greener in regards to our fee for completing the survey as requested, and he seems a little nervous. He agrees that our contract has indeed been fulfilled and offers us remuneration for said contract but Masuyo expresses her displeasure at the figure offered, Tharbin then adds that surely our efforts in helping to rescue the people of Salbarii deserve some consideration on top of the survey money. Alan then offers 15,000 credits, they both feel this is somewhat begrudged and more than Alan wanted to offer us but Masterton may have had some influence here. They accept the offer believing that this is the best offer we will get and state that we may well return this way at some point and Alan replies with a positive response. They return to ship to find that the cargo has been delivered and stowed and we are ready to depart. Masuyo makes a quick call to the Merchant hall but no new cargo options have come up.

We get clearance for take off and we fire up the engines and are only marginally successful with our take off we are moving but very slowly, we continue with the proviso of diagnosing the problem when we reach space. We get an on-screen message informing us that the servicing for the Maneuver Drive needs to be completely overhauled within a month, at our current rate of travel it will take us all day to reach 100 diameters in order to make our Jump to 567-908. Once we arrive at our target area the Jump is plotted and we make it into Jump Space with no further issues. Whilst were in Jump Space we all decide to take on some training to keep us occupied and to improve our skills:

Masuyo
Steward
Cyndariel
Medical
Fiorana
Engineering
Earl
Pilot(Small Craft)
Chase
Vacc Suit
Tharbin
Vacc Suit
Junebug
Animal Handling

After the week in Jump Space, which was relatively uneventful, we return to normal space and immediately pick up a faint G-K signal, an automated distress call from ship called the Vigilant Star, which has suffered a malfunction in Jump Space. The current location of the ship is ten diameters away from our current position, we let them know we have heard their distress cal and will be sending help but we are going the send the Launch as we have our own ship issues and need to land ASAP. We check in with the planet to see if they have received to same distress call and have they already sent aid, we get confirmation that the message has been received but unfortunately they are in no position to offer any assistance for lack of facilities.

Masuyo radios ahead to inform the planet the we will send help for the other ship with our Launch explaining that the Vagabonds Hope needs to land as we have our own issues that require landing as soon a possible, the ground crew agree and thank us for helping in any way we can. Masuyo, Chase and Tharbin stay with the Vagabonds Hope while the rest of us prepare to board the Launch to assist as much as we can. We move the ATV aboard the Launch into the multi-environment area on the right of the cargo hold, before loading the launch up with supplies we might need.

Traveller Session 5

First published 19th March 2025 (Last Modified 14th August 2025)
Game Date
137-1105
Location
Walston
A map of the local jump map around Walston

137-1105 Walston

VAGABOND'S HOPE - HEROES OF WALSTON

A picture of a Tensher's wolf. This shaggy creature has a vicious looking bite with a hint of a llama's neck. The ears are prominent

Kimbley, the abandoned pet of the previous crew of the Vagabond's Hope

In a daring rescue mission, the crew of the battered Vagabond's Hope has saved nearly fifty lives in the face of catastrophic disaster on the planet Walston. Mount Salbarii, a towering volcanic monolith, erupted with devastating force, engulfing the town of Salbarii and surrounding areas in pyroclastic fury.

The Vagabond's Hope, a ship notorious for its questionable condition, had coincidentally landed near the summit of the mountain at the start of the eruption. Despite being abandoned by its previous crew - who infamously mistreated the vessel and left behind their ill-tempered pet KImbley, a Tensher's Wolf - the current crew managed to wrestle the decrepit ship back into service.

Against all odds, they successfully evacuated many of Salbarii's inhabitants from the path of destruction, earning the gratitude of a grateful population. The rescue effort was no easy feat, given the Vagabond's Hope's dubious reputation and the sheer ferocity of the eruption.

Details of the daring rescue are still emerging, but one thing is clear: the crew of the Vagabond's Hope has proven themselves to be true heroes in a time of crisis. Their bravery and determination have saved countless lives, and their names will go down in Walston's history as examples of courage in the face of overwhelming adversity.


Article has been AI generated and can be assumed to have been the result of interviews with the crew of the Vagabond's Hope!