Tag name:traveller

Traveller Session 26

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

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

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

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

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

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

The Zairlur under attack

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

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

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

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

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

Footnotes

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

Traveller Message Tracker

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

Loading and Computing routes


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

Traveller News/Email tracker Plugin Details

First published 2nd August 2026

Description

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

The following assumptions are made:

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

    The Traveller game in all forms is owned by Mongoose Publishing. Copyright 1977 - 2024 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/files on this site cannot be republished or distributed without the consent of the author who contributed it.

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

Change Log

3.380.0 - 01 September 2026

Support dark mode

3.360.0 - 16 August 2026

If the received times are equal sort by sent times

3.357.0 - 09 August 2026

Bug fix - Broken message saving!

3.356.0 - 09 August 2026

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

3.355.0 - 09 August 2026

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

3.354.0 - 09 August 2026

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

3.353.0 - 09 August 2026

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

3.352.0 - 08 August 2026

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

3.351.0 - 04 August 2026

Bug Fix

3.350.0 - 04 August 2026

Add Egyrn and Pax Rulin subsectors

3.349.0 - 03 August 2026

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

3.348.0 - 03 August 2026

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

3.346.0 - 02 August 2026

Fix slug

3.345.0 - 02 August 2026

Initial Version - pre-alpha


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

Traveller Session 24

First published 5th July 2026
Game Date
299-1105
Location
Datrillian → Elixabeth
A map of the local jump map around Datrillian

We have completed 8 weeks of education. I managed to level up my Engineer (Power) to 2. Two study periods completed. will need 3 training sessions for next level. My next study period will be in Gun Combat (slug) for level 1.

Cyn chats with his patient to try and get some more information, he is willing to share some information as recompense for the care she provided him.

We emerge into the Datrillian system and run a passive scan, there is the Gas Giant + 3 ships in system. We plot course for Gas Giant for refuelling and our sensors pick up nothing initially. We get into range for collecting our fuel and this time sensors pick up something else in the outer edge of the atmosphere, it is less than 100 tons but it is maneuvring. We have gone as deep into the atmosphere as we are prepared to go, Masuyo asks me to speed up the process, I am not successful this time. But I will continue to work on it. If I fail it will lengthen the refining time by number of dice roll x 1 hour. Scooping is going well with only 20 minutes left. Fuel collected.

A backlit gas giant. A few bright points of light can be seen above the clouds

Departing the gas giant

I finally manage to reduce our refining time to 18 hours. so we determine that we need 12 hours more in Gas Giant before leaving atmosphere to head for jump point. Some of us decide to rest while fuel is refining. The strange vessel is apparently shadowing us and is transmitting data, it managed to somewhat catch up to us but our pilot has managed to out maneuver it among the moons around Gas Giant. A faint dot remains behind us and I have a vague memory from my naval career that gas giants can be mined by mineboats, 50 ton ships which are armed with sensor suites, weapons and are unmanned, working in concert around Gas Giants. We can jam it's comms, but it will give away our position. What can we jettison to cause a sensor confusion to aid our escape if necessary? The Vodka & air raft scrap are prepared by the airlocks for potential jettisoning. All non required crew work on this.

Chase does appear to be keeping ahead of the object enough that it cannot get a targeting solution. How close does it have to be to get a lock on us? As we are most of the way to the jump point hopefully this precautionary measure will not be necessary. We are managing to keep ahead of it. We make it to the jump point and successfully Jump to Elixabeth. (Jump 2).

The Jump to Elixabeth and our exit for Jump are both smooth. Two Imperial ships are near High Port. We comm them re Invasion, but they inform us we are not able to land, but they do appear to be concerned about our report. The Anya Vaaska (3,000 ton) asks us to bear on a 260 heading. We are to be boarded. We need our passenger on bridge ASAP. We rendezvous with the shuttle which docks with us and we welcome crew aboard, we all take them to the common room while others search ship. They wish to verify our ID's which all marry up. Nothing flagging up wrongly. Navy guy is searching for contraband but they find none aboard.

We are ordered to pull up alongside the destroyer while inquiry carried out. Viscount Lim needs the information we have for him ASAP this matter needs dealt with now. Navy Lt comms the Cruiser Zairlur and lets us know that we will get him transferred. The inquiry will be carried out here also. We scrape some paint from the cruiser as we pull up alongside it, the Zairlur is 54,000 tons.

Traveller Session 23

First published 5th July 2026
Game Date
283-1105
Location
567-908 → Bowman
A map of the local jump map around 567-908

Most of us continue with our studies while in jump space

Our paranoia is high throughout our jumps due to the nature of our departure from the invasion zone. We all take up appropriate stations as we approach our exit point. Masuyo hears comms from another scout ship the Ready Reckoner which is about to take off, she contacts them and asks for a meeting asking them to stay for a while and wait for us, but another ship enters system. A system wide announcement from the Zhodani ship, This is Fleet Courier Sovereign Sentinel, this system is now under the protection of the Zhodani protectorate, all vessels are to please land on the planet for inspection. or some such.

Zhodani ship firing three missiles on a scout ship

Long range view of the battle

We are too far away for them to wait so we tight beam a package to them as they take off and threaten the Zhodani ship, Tharbin surreptitiously asks if we should tell them where we are going? No. There are two ships on planet and the 400 ton ship that just entered behind us. The new arrival runs an active scan and we also run a scan back. The Ready Reckoner and the Zhodani ship begin to trade fire in an all out space battle.

Can we go under water, if so how far and for how long? We can but only but to about 6 feet or so, we debate our options. Hide in the ocean, pose as Merchants or hide in asteroids. We opt to skim the ocean then head for the asteroids to refine fuel then jump 1 for Bowman. We cut our skim time to 45 mins.

The fight between the Zhodani & Ready Reckoner continues and we make our way toward the asteroid belt. After a while the Ready Reckoner is disabled and lies dead in space.

Captain has been sent an email1, x2 from Scout Service & Anders Casari, and an email to Junebug re Thaddeus Kessler:

View of a distant asteroid belt with a larger asteroid in the foreground

The bowman system has five asteroid belts. This image shows one of them in the distance while the asteroid used as cover is visible nearby

Bowman is our destination We use the asteroid field to help disguise our departure, we wait 8 hours for star port to get around the terminator of the planets rotation then we make our escape. The passenger demands to know what is happening and is promptly told to sit down and shut up and not ask questions. He is not happy about it.

Junebug is composing emails, I would like to resume training.

Marines aware of a connection between Kessler & Vexar. Data Drive has a personal appeal recording from the Viscount. The other half of the data is about the state of Imperium of Spinward Marches & Darrian Confederation, Sword Worlds, 5 sisters & District 268.

Engines are in good condition. We approach our exit point, we emerge successfully, around 30 mins from gas giant Bowman Prime, passive scans, we tight beam the Scout base with our information on Zhodani Invasion and send them the info. No refined fuel available for us as the belters bought it all up. Masuyo warns them about possible Zhodani ships entering the systems due to what happened at 567-908. We plan to refuel at the Gas Giant and to Jump to Datrillian, then on to Elixabeth. Refuelling complete, we plot our course and enter Jump Space. We let our passenger know that we are now heading directly to Elixabeth as his info is now considered vital at this point.

Footnotes

  1. GM Note: Having thought about it, emails are carried by specialised equipment on both X-boats and scout service vessels (including detached duty vessels such as the Vagabond's Hope). Once a jump is completed (and assuming radio silence is not in force) e-mails are automatically exchanged with any similarly equipped vessels and starports (basically all starports including Class E starports include the technology). This equipment is one of the most widespread uses of TL15 technology across the Third Imperium ensuring that the emails are kept encrypted using end-to-end technology in a small hardware and software package that is easily installed (by the scout service) in even the 100 ton Type S Scout ships. ↩

Traveller Session 21

First published 13th April 2026
Game Date
267-1105
Location
Iderati
Jump map around Iderati

Excerpt from Automated Security System - Docking Area 4 log

TimeSourceEventSeverityResolution
15:36:12Control-CentreStaff Withdrawal Team dispatched to Iderati High Port control hub due to escalating activity elsewhere.MediumImplemented
15:41:03Concourse EntranceNear Riot Detected Crowd of ~30 civilians attempting to breach main concourse; aggressive behaviour observed as they try to reach starships for escape.HighPending
15:46:19Cargo-Transport SystemFirefight Initiated Intruder group (~5 individuals) engaged in armed skirmish with port security at Docking Area 4HighPending
15:47:16Cargo-Transport SystemFirefight Ongoing Multiple exchanges of fire; casualties reported on both sides.HighPending
15:49:12Pad 19Distress Call Distress call from Taxation is Theft.HighPending
15:51:01Maintenance TunnelsIntruder Ingress Unauthorized personnel detected moving through maintenance access tunnel toward inner docking bay.HighPending
15:51:47Maintenance TunnelsIntruder Ingress Unauthorized personnel detected entering Docking Area 4 from maintenance access tunnel.HighPending
15:53:15Cargo ContainersSniper Fire High‑velocity projectile detected originating from within cargo container cluster.CriticalPending
15:53:17Pad 9Starship Accessed Three unauthorised Individuals detected boarding Silken Whisper.MediumPending
15:53:20Control-CentreUnauthorised Access Unauthorised entity bypassed lock‑out, gained access to airlock control panel.CriticalPending
15:53:47Concourse EntranceNear Riot upgraded to Full Riot Security at Docking Area 4 still engaged with civilians - multiple casualities detected.CriticalPending
15:54:23Pad 14Starship Accessed Several Individuals (identified as crew members) detected boarding Vagabond's Hope.InfoN/A

Traveller Session 20

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

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

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

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

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

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

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

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

Mongoose Traveller V2 Character Creator Plugin Details

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

Description

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

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

  • By default, three of the initial stat rolls are made with a boon (i.e., roll 3D6 and take the best two).
  • Mishap 2 is always severely injured.
  • Skill specialisations are chosen at the end of character creation (rather than as you acquire level one in the base skill). This was to avoid overwhelming the player with options. However that does mean where you should be awarded a specialisation in a skill you, initially, get a level in the base skill instead. Also those skills which can be specialised are allowed to go above four until you reach that specialisation step.
  • The 'Any talent' entry in the Psion service skill table has been omitted (making that table have five rows and hence a 1D5 roll).
  • Connections do not allow the choice of any psionic talent (unless the character is Zhodani).
  • Version: 3.395.0
  • Author: David Vines
  • Last Updated: 2026-10-09T08:51:55Z
  • Requires WordPress Version: 4.0 or higher
  • Tested up to: 7.1
  • License: Contains materials from Mongoose which are used by following the Mongoose fair use policy. The code elements were written solely by myself.

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

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

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

Change Log

3.395.0 - 09 October 2026

Bug fixes:

  • Citizen mishap 4 incorrectly connected to the buttons (i.e., pressing 'co-operate' gets the effects of 'refuse' and vice versa)
  • Agent event 9 should be an improvement to advancement (not to a benefit roll)

3.394.0 - 03 October 2026

Bug Fix: Only dice of size 4, 5, 6 or 7 supported (added support for size 1, 2 and 3 dice)

3.392.0 - 29 September 2026

Bug Fixes:

  • Aslan Military event 10 next button shown too soon if you choose to fight
  • Aslan Management Mishap 5 'TypeError: can't access property length'
  • Aslan Ceremonial Event 10 result text not displayed
  • Display the correct text for Aslan Outcast event 12
  • Correctly update the scout benefit table once you have been awarded a detached duty Scout Ship

3.390.0 - 18 September 2026

Add indication of skill count

3.389.0 - 16 September 2026

Bug fix: ' traveller.addLifeEVent is not a function' for aslan ceremonial event 5 (when failing the roll)

3.388.0 - 15 September 2026

Bug fixes:

  • Unable to proceed if successful at advanced training
  • 'this.takeOtherBenefit is not a function'

3.387.0 - 14 September 2026

Refactoring of some of the code

Bug Fixes:

  • Agent event 3 - skills not awarded if already at level 1
  • Merchant Academy not applying die modifier for intelligence when rolling for entry

Updated the tooltips on the 'Other Benefits' to more accurately display the rewards you'll actually check when rolling on that table (Mustering Out benefits already received or your current characteristic scores can mean that the actual reward you get is changed after you roll on the relevant table - this creator takes all the effects into account before making the roll and shows the possible final results in the tooltip)

3.386.0 - 09 September 2026

Bug Fix: Misreporting of avoiding the draft in the life events list

3.385.0 - 08 September 2026

Bug Fix: 'c1-aging-result-2' and 'c1-aging-result-5' not found

Bug Fix: Ship Shares not saved

3.384.0 - 07 September 2026

Bug Fixes:

  • Correct what happens you stop taking anagathics (Core Rules p.49: When you stop you immediately make a roll on the 'Effects of Ageing' table. Only if that reduces a characteristic to zero do you suffer an aging crisis). To fix this the decision on whether to stop taking anagathics has been moved from the beginning of a term to the end of the term (the roll to start using anagathics remains at the start of the term).
  • Also previously to this version when a character stopped using anagathics their physical age was effectively being set to their actual age. This has been changed so that stopping the use of anagathics merely starts your physical age increasing again with the passage of time
  • Also stopped enslaved characters from using anagathics (in the same way that prisoners are not permitted the use of anagathics)
  • 'No name passed to show' for Aslan Spacer Event 3
  • 'traveller.addLifeEVent is not a function' for Aslan Spacer Event 9

3.383.0 - 03 September 2026

Bug Fix: Ensure those forced to take a turn in a career qualify automatically for that career!

3.382.0 - 02 September 2026

Allow custom races to have characteristics over 15. Note that the Die Modifier for all characteristics over 15 remains at +3

Bug Fixes:

  • Corrected spelling of 'Mechanic' in Aslan Outlaw Pirate skill table
  • Aslan Spacer event 4 the 'Refuse' button has no effect
  • Custom species homeworld now copied into the character sheet

3.380.0 - 01 September 2026

Support dark mode

3.379.0 - 01 September 2026

Bug Fix: Aslan Wanderer Mishap 3 causes 'this._entry[roll] is not a function'

3.378.0 - 31 August 2026

Bug fix: no species (or just 'Custom') shown on onscreen character sheet for species

3.377.0 - 30 August 2026

Added the ability to use a custom race if desired. This allows the manual entry of characteristics for the traveller. Manual stats can also be entered if you are in GM mode.

3.375.0 - 29 August 2026

Bug fix: moveAndClearSkillNoteList is not a function

3.374.0 - 29 August 2026

Bug Fix: 'undefined is not an object' when completing a colonist upbringing

3.373.0 - 28 August 2026

Bug fixes:

  • Connections should be able to take a skill to level 3
  • Correct capitalisation of 'pilot' and 'investigate'

3.372.0 - 27 August 2026

Bug fixes:

  • Really fix specialisations that include a '-' in the name
  • Change spelling of 'Heavy Weapon' for Army Cavalry to the correct 'Heavy Weapons'

3.371.0 - 26 August 2026

Bug fixes:

  • No text shown for life event 12-5 and life event 12-2 not handled correctly for Aslan Hierate characters
  • Attending an Academy after being drafted causes a TypeError
  • Sort out specialisations that included a '-' in the name

3.370.0 - 25 August 2026

Bug Fix: 'c1-alreadymarried-button' not found

Reworked precareer event 11 (Make the SOC roll explicit and activate the submit button)

3.369.0 - 24 August 2026

Bug fix: Most careers not making the 'Advanced Education' skill table available for choice!

3.368.0 - 23 August 2026

Add Chemistry as a Science, fix spelling of Xenology

Bug Fix: Army auto accepted Marine Academy graduates instead of Army Academy gradutes

3.367.0 - 22 August 2026

Bug Fix: 'c1-drinaxlifeevent4-asim34' not found

Bug Fix: 'DJVMUtil.addBtn' is not a function

Bug Fix: Unable to proceed if a mustering out award offer a choice and the then chosen option requires a further choice (e.g. Aslan Scientist's Benefit 4 offers a choice of 1 Clan Share or a Weapon. But if you already have a weapon you then need to choose either Gun Combat or Melee as a skill)

Clarification: I, somewhat arbitarily, decided that if you are enslaved by the Aslan and then suffer a mishap (or other career ending event) then the Aslan decide you are worthless and release you from your enslavement. You're now informed explicitly when this occurs

3.366.0 - 21 August 2026

Bug Fix: Get the mustering out benefit both correct and allowing you to proceed

Bug Fix: Redeemed Aslan characters should be permitted to change career despite serving less than three terms in their previous career

3.365.0 - 20 August 2026

More Bug fixes:

  • List 'Ceremonial Kinship' as an awarded benefit
  • 'c1-aslanscientistevent5' not found
  • Aslan scientist event 9 success is failure (and vice versa)
  • Aslan scientist event 5 Gun Combat mistyped
  • Stop multiple benefit awards on one button press

3.364.0 - 19 August 2026

Bug Fixes aplenty:

  • 'Ceremonial Kinships' should be 'Ceremonial Kinship' (in my defense it's spelled both ways in the rulebook)
  • Unrecognised Benefit of 'TER+2'
  • 'c1-drinaxlifeevent6-wasteland56' not found
  • Aslan Military Officer event 8 trying to use non-existent text for Aslan Military event 8
  • Unable to proceed after succeeding in helping the conspiracy in Aslan Envoy event 10
  • 'c1-aslanmanagementmishap2-false' not found
  • Don't award benefits if the character owes benefits (stopping an effectively infinite loop)
  • Missing text when refusing the deal for agent mishap 2 (which also prevents the character from suffering the severe injury...)
  • 'c1-aslanspaceofficerevent3-engineer' no found
  • 'addAnEnemy' is not a function

3.363.0 - 18 August 2026

Bug fix: Unable to proceed in Aslan Ceremonial if you choose to keep the clan or family secret

3.362.0 - 18 August 2026

Bug fix: getOrInsert method on Map is not supported on some browsers at this time

3.361.0 - 17 August 2026

Bug fixes:

  • Skill checks should not be penalised if you're unskilled during character creation (this one is due to a misunderstanding I've had since the very beginnings of this character creator)
  • The minimum for social standing is now zero (if your social standing is zero and you have a severe aging crisis you won't be offered the choice to reduce it further)
  • Typo in Entertainer promotion skills ('Investigatec' instead of 'Investigate')
  • Fixed the logic determining the text shown for Aslan Life Event 4 (the code logic is fine, but it didn't get the text displayed correct

3.359.0 - 16 August 2026

Major update: This update adds support for Aslan careers as well as the Drinax life events. The Aslan careers are from the Pirates of Drinax campaign and the Aliens of Charted Space Volume 1 (with some adjustments where these two publications don't quite match up). There are some other minor fixes to the original core rulebook careers which I found while adding the code to support the Aslan and Drinax.

3.358.0 - 11 August 2026

Bug fix: exception if a spacer has no choice over what skills they learn (which happens if you choose Electronics and Profession as background skills)

3.345.0 - 02 August 2026

Minor change to HTML used to display exceptions

3.344.0 - 24 July 2026

Bug fixes:

  • Allow (internally) PSI to go below zero, so that bonuses on testing get resolved correctly
  • Handle missing checkVisibility method on some browsers

3.341.0 - 10 June 2026

Change punctuation of specialisations so that FGU can recognise them as applicable to equipment.

Note: For characters that have already been imported into FGU you'll need to manually update the character's skill list to add a space between the base skill and the '(' character and then update the specialisation so that it only uses lower case characters. For example a character with a Gun Combat skill and specialised in slug throwers their skill entry should read 'Gun Combat (slug)' Once the skill has been updated you will also need to get the 'actions' tab to update the actions. To do this click on the attribute box of the action at least once (the skill mod box should then automatically pick up the specialised skill)

3.340.0 - 13 March 2026

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

3.339.0 - 21 February 2026

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

3.338.0 - 11 February 2026

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

3.336.0 - 29 January 2026

Bug Fix: Unable to export Bwap characters to PDF

3.333.0 - 25 December 2025

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

3.332.0 - 15 December 2025

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

3.331.0 - 09 December 2025

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

3.330.0 - 08 December 2025

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

3.329.0 - 07 December 2025

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

3.328.0 - 27 November 2025

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

3.327.0 - 01 November 2025

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

3.326.0 - 29 October 2025

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

3.325.0 - 11 October 2025

Fix link to the version history in the copyright notice

3.324.0 - 11 October 2025

Refactor: Common up some code between my plugins

3.323.0 - 06 October 2025

Bug Fix: Correct lookup for prisoner event 3

3.322.0 - 02 October 2025

Bug fix: drifter event 9 rejected text missing

3.321.0 - 01 October 2025

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

3.320.0 - 01 October 2025

Prevent exception on bad character load, Improve text for prisoners

3.319.0 - 13 September 2025

Bug fix: citizen mishap 4 missing text

3.314.0 - 10 September 2025

Add retrieve button to homeworld page

3.311.0 - 07 September 2025

Fix regular expression used to validate UWP

3.310.0 - 01 September 2025

Bug fixes:

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

3.309.0 - 31 August 2025

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

3.308.0 - 30 August 2025

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

3.307.0 - 30 August 2025

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

Show hidden stats in GM Mode

3.306.0 - 29 August 2025

Bug fix: exception on a failed aging roll

3.305.0 - 29 August 2025

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

3.304.0 - 29 August 2025

Add a stats reroll if in GM mode

3.303.0 - 29 August 2025

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

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

3.302.0 - 29 August 2025

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

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

3.301.0 - 28 August 2025

Reenable and fix the 'no active control' check

3.300.0 - 28 August 2025

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

3.299.0 - 28 August 2025

Add precareer options from Traveller Companion

3.298.0 - 28 August 2025

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

3.297.0 - 28 August 2025

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

3.296.0 - 28 August 2025

Bug fix: Exception if only one choice of specialisation

3.295.0 - 27 August 2025

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

3.294.0 - 26 August 2025

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

3.293.0 - 22 August 2025

Add additional races

3.292.0 - 21 August 2025

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

3.291.0 - 15 August 2025

Fix some promotion bonuses

3.290.0 - 15 August 2025

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

3.289.0 - 15 August 2025

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

3.288.0 - 03 August 2025

Bug fix - javascript error for citizen mishap 4

3.285.0 - 19 May 2025

Bug fix - javascript error when gaining advanced training

3.283.0 - 16 May 2025

Bug fix - javascript error for some agent events

3.282.0 - 12 May 2025

Add ability to choose how many characterestics are rolled with boon

3.279.0 - 25 December 2024

Fix to FGU export xml file (cosmetic fix)

3.278.0 - 18 November 2024

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

3.277.0 - 18 November 2024

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

3.276.0 - 15 November 2024

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

3.275.0 - 10 November 2024

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

3.274.0 - 08 November 2024

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

3.273.0 - 08 November 2024

PDF Generation added

3.272.0 - 03 November 2024

Add Psionics

3.271.0 - 30 October 2024

Bug fixes

3.270.0 - 28 October 2024

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

3.269.0 - 25 October 2024

Allow medical bills for injuries

3.268.0 - 25 October 2024

Add save and view options, add a free format field

3.267.0 - 24 October 2024

Fix multiple specialisations!

3.266.0 - 21 October 2024

Allow for multiple specialisations

3.265.0 - 18 October 2024

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

3.264.0 - 12 October 2024

Add the army career

3.263.0 - 06 October 2024

Bug fixes

3.262.0 - 06 October 2024

Add more careers

3.261.0 - 27 September 2024

Add mustering out, export of characters, bug fixes

3.259.0 - 23 September 2024

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


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

Traveller Session 19

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

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

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

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

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

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

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

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

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

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

Traveller Session 17

First published 19th January 2026
Game Date
249-1105
Location
Bularia → Ucella → Iderati
A map of the local jump map around Bularia
GM⇒All

249-1105 You're still flying south low over the water and are now between an island to the west and the shoreline (with plenty of cultivated fields) to the east. So far you've not seen or heard from the Star port - though it is now well over the horizon. You're now about 1,000 kms south of the Star port. You estimate that you'll need another 20 hours to finish refining the fuel

Earl is keeping watch, Tharbin makes another attempt to submerge the ship but alas it fails, but we are far enough away to be out of any immediate visual range. We may be spotted if they send any more cutters out. Chase breaks radio silence with a request for help. A ship, the Darrian Conveyor responds asking the nature of the request and Chase explains our predicament and gives them his position. We run a search on them but have limited information. Chase explains that we have not been offered any assistance from the Star port staff. The Darrian Conveyor all seems to be above board. It is a bulk freighter of 3,000 tons so they can't offer any real assistance. Earl has more knowledge about our suspected pirate and he tells us he is exceedingly ruthless. Taking out the freighter would not turn a hair on his head. We decide to send a tight-beam comm to the freighter. We give them as much information as we have for the time being to warn them about the potential pirates at the Star port. The Darrian freighter needs to refuel and can only do so at the Star port as they can't refine their own fuel. We offer to hook them up and feed them the fuel they need. They want some kind of verification and we offer Chase as a form of security, which they accept.

A spherical starship with four longitudial rectangular sections on the lower half of the vessel

A view of the 800 ton starship as it left Bularia

We bring the Hope to a stop & successfully submerge the ship to 60 feet beneath the surface. Chase lands the air-raft and tries to camouflage it somewhat. He can hear a smallish vessel coming using his bins he identifies a cutter & takes cover. The cutter fires its laser in his direction & some small fires erupt around him & he moves, but it comes around for another pass firing again getting very close to the air-raft, he continues to move away from it, the cutter breaks off and heads back to Star port. Chase gets back to air-raft to see if he can perform emergency repairs. It is flyable barely. He checks for any more cutters in the vicinity but thankfully sees none. It seems to have been a setup, proving that whoever is at the Star port is definitely trying to kill us. After looking around whilst moving, a large ship enters the atmosphere. Chase contacts the ship with a warning, but it turns out that this is the 3,000 ton Darrian Bulk Freighter Chase was supposed to meet, he gives them new co-ordinates for landing. He informs them about the attack on him & states air-raft is damaged and he needs to make emergency landing. He is told to land 1 mile south of Freighter. Turrets are pointed in his direction and several heavily armed men head towards Chase. He gets everything from raft & holds his hands up. He hands over all transcripts & recordings and all relevant info to prove we are not pirates. Going over all our info very thoroughly, but they are unable to verify our Scout status as they're not from the Imperium, they inform us a ship is taking off from the Star port. What size ship is 800 ton heading out of system? Not attacking. Pirate ship was 800 tons. The decision is made to head back to the Star port. We contact the Darrian ship, to let them know we are heading back to Star port, if you pick up a ship it is us. We will investigate & let you know, did you happen to catch an IFF on ship leaving? No IFF & not Darrian. At Star port a couple of 200 ton ships no cutters, in space an 800 ton ship close to Jump point, 3,000 ton in ship low orbit. Message transmitting from Pirate captain to Earl, threatening him & telling us he knows it was Earls' ship and implying that he may have left some friends behind to deal with us.

We land as close as we can to the Control centre facing the building so we can disembark under cover. Several civilians head towards our ship, we leave armed and demand names etc. They are the Star port staff, no casualties but they do inform us that the pirates wanted star port comms and were looking for the freighter we stopped from landing. They recognise the picture Earl shows them & he was in charge, they believe all 20 left. No security force, but may now get some. Darrian Confederacy would normally provide such. Junebug & Kimbley move through the buildings to check for any stragglers. Thankfully they don't seem to have left anyone behind. Darrian freighter informed and notified that they were the pirates target. They seemed surprised. Junebug checks for any booby traps Kimbley is distracted by an interesting smell, but no traps. 15 mins later the Darrian freighter lands safely. Trade goods incoming & taking back grain to Darrian, advise checking the cargo before loading. Potential hijacking is believed as reason for targeting the freighter. Chase is returned to us minus the air-raft which he tells us is damaged. Chase tells Earl of a strange sensation whilst out with the raft, so we go out armed to collect it. I have my tools for repairs complaining under my breath about the carelessness of my fellow crew mates. We find the air-raft, absent of its canopy & two seats damaged. We remove the seats, engine is fine. keep the canopy for now as I need the framework and will try to jury rig a new canopy back on the Hope. Thankfully there are no more funny feelings whilst recovering the air-raft. Tharbin negotiates some compensation & we offer to carry something that they may not be able to easily get off world. They can provide 20,000 litres of Vodka at 20 creds per unit giving us a good profit.

Which direction of Pirates ship. > Dorrania.

Four bottles with makers marks

A selection of the new cargo

Happy to sell us grain on any future trips. Will pass on at Merchant's Hall on Iderati. Depart Bularia with no problems - Jump smooth. Air-raft is airtight but would not want to put it under undue stress. Emerge at Ucella and run a scan, no 800 ton ships in system, but a few Scouts one of which is scanning us. No transponder signal it is the only one not giving off a signal. Contact star port we need to refuel request landing - Welcome us back, we request ocean refuel or we can land in field and use river again ask about ship with no signal they are curious as well. We land at same site as before - keep sensor lock on scout ship not in geo synchronous. Scanning every 43 mins. 24 hours to refine fuel. We gather our fuel & refine it all the while keeping an eye on the Scout ship to make sure the ship is on the other side the planet. Jumped in 5 days ago not answering hails & no-one has been willing to investigate. We will report this at Iderati & get them to send a patrol ship. Day passes uneventfully. Scan for suspicious ship, we calculate the timing and lift off & get to 100 diameters all within our 3 hour window.

We continue training during Jump & arrive at Iderati.- Contact star port control requesting direct line to Navy who tells us we can land at Star port and make an appointment, Masuyo not impressed & gets name to report him. We contact Mamons' office & make an appointment to see him. We try to get him on comms but too busy at the moment - 3 hours to land appointment set for 1 hour after landing.

In regards to the Letter Junebug receives: Ask for a list of names if possible as long as it doesn’t put them in any danger.