On a Wing and a Prayer
On a Wing and a Prayer
I last played Traveller in the ‘80s and haven’t played any form of RPG since the ‘90s. I’d like to get my old gaming group back together, using the wonders of modern technology now that we are geographically dispersed.
Before that happens though, I need to become familiar with the Mongoose Edition of Traveller, and learn how to use on-line play aids such as Obsidian Portal and Roll20.
So, inspired by Andy Slack and others, I thought I would play a solo campaing using Mongoose Traveller, with additional help from Mythic to provide pseudo GM input, and document the campaign here on Obsidian Portal. Initially, the campaign will be driven by the random encounters that arise from the characters starting position. After that I hope to explore the use of commercial adventures in solo play as well, along the lines of those described in the Solo Nexus blog.
My intention is to use the Adventure Log to record a narrative description of the campaign as it develops. Alongside this I plan to use the Comments section to record the mechanics of the campaign e.g. encouter rolls and resononing, so that the logic can be followed.
On a Wing and a Prayer Comments
Home of the Gods ?
N.B. Olympia has 80% surface water and is considered a water world – several opportunities for adventure here e.g. Weed War (White Dwarf),
Encounter as previously rolled:-
Leaving Steel – Nothing.
Arriving Olympia – 400 ton subsidised merchant
Patron encounter –d6 = 1 – No.
Rumour encounter – 2d6 = 9 – Yes. D66 – 3,3 – Specific background rumour. Dirks mate has left the service and has bought a freighter.
Random encounter – 7 days – average 1 per day (not leaving ship much, apart from a couple of nights out).
Day 1 – 3 – None
Day 2 – 2 – None
Day 3 – 4 – None
Day 4 – 1 – None
Day 5 – 1 – None
Day 6 – 1 – None
Day 7 – 1 – None.
Leaving Olympia – Type R fat trader
Arriving Tenalphi – Type M liner plus small craft – presumably tugs !
Deliver freight – receive payment – +48,000 Cr.
Sale of Cargo
Find a buyer (2d6=6+starport+2=8) – Find a buyer straightaway, for the following buyers.
The ships buy –
60 tons basic machine parts – Pipes @3,600 Cr/ton (cost 216,000 Cr) – 3d6 = 11+1=+3-0=15=110%
15 tons basic manufactured goods – Clothes @6,750 Cr/ton (cost 101,250 Cr) – 3d6 = 16+1=+3-0=20=175%
Dirks –
60 tons basic machine parts – Engine Components @6,000 Cr/ton (cost360,000 Cr) – 3d6 = 12+1=+3-0=16=115%
Find another buyer (2d6=5+starport+2=7) – None found after another hour.
Try again (2d6=9+starport+2=11) Find a buyer after three hours, for the following
The ships buy –
60 tons basic machine parts – Pipes @3,600 Cr/ton (cost 216,000 Cr) – 3d6 = 13+1=+3-0=17=120%
15 tons basic manufactured goods – Clothes @6,750 Cr/ton (cost 101,250 Cr) – 3d6 = 8+1=+3-0=12=95%
Dirks –
60 tons basic machine parts – Engine Components @6,000 Cr/ton (cost360,000 Cr) – 3d6 = 11+1=+3-0=15=110%
So Dirk sells the ships Machine Parts for 259,200 Cr (less tax of 12% of 43,200 = 5,184 Cr) = 254,016 Cr
So Dirk sells the ships Manufactured Goods 177,187 Cr (less tax of 12% of 75,973 = 9,112 Cr) = 168,075 Cr
So Dirk sells his own Machine Parts for 414,000 Cr (less tax of 12% of 54,000 = 6,480 Cr) = 407,520 Cr
The following day, Dirk looks for sellers.
From Olympia – C328342–7 Lo NI
Starport C; size 3; Atmosphere 2 (very thin, tainted); water 80%; population 3; Government 4 (democracy); law level 2 (personal weapons up to and including portable energy weapons allowed); Tech 7 – Low population, Non Industrial.
To Tenalphi – A774102–E I Ht Lo NI
Starport A; size 7; Atmosphere 7 (standard, tainted – need filter masks); water 40%; population 1; Government 0 (none); law level 2 (personal weapons up to and including portable energy weapons allowed); Tech 14 – High Tech, Low population, Non Industrial.
Freight = 1 (destination population)-7 (tech level difference) Add modifiers -5 -3 = -15 No freight
Mail = 2d6 = 6 -2 (freight modifier) +7 (naval rank) +1 (social standing) = 14 5 tons mail available – 20,000 Cr.
Looking for passengers-
Passengers available –
Start world pop = 3 (no applicable modifiers); target world -4 (low population) -1 (Non-industrial)
– 7 (difference in TL) = -9.
This means there are no passengers available.
Trade
Find a broker – 2d6 = 11 +1 (Education) +6 (starport) broker found after 10 hours.
30 tons basic electronics – Entertainment systems @ 8,000 Cr/ton 3d6-13+1+3-2 = 15 = 65% = 5,200 Cr/ton
40 tons basic machine parts – Pipes @9,000 Cr/ton 3d6-9+1+0-3 = 7 = 115%= 3,600 Cr/ton
60 tons basic manufactured goods – Clothes @9,000 Cr/ton 3d6-10+1+0-3 = 8 =110%=6,750 Cr/ton
30 tons Basic raw materials – workable alloys @5,000 Cr/ton – sale price – 3d6-9+1+0-0 = 9 = 105% =4,250Cr/ton
30 tons Basic Consumables – Food Grade Vegetables @1,000 Cr/ton – sale price – 3d6-13+1+0-0 = 14 = 80% =800 Cr/ton
20 tons Basic Ores – Chromite @2,000 Cr/ton – sale price – 3d6-15+1+0-1 = 15 = 65% =1,300 Cr/ton
Non-Industrial or Low Pop
Radioactives – 2 tons of medical isotopes @1,000,000 Cr/ton – sale price – 3d6- 12+1+2-2 = 13 = 85% = 850,000 Cr/ton
D6 other cargoes available =5
vehicle d6 X 14 tons = 14 tons of tracked vehicle components @5,000Cr/ton – sale price – 3d6-14+1+0-2 = 13 = 85% = 4,250 Cr/ton
Cybernetics – 7 tons of physical augments @200,000 Cr/ton – sale price – 3d6-9+1+0-0 = 10 = 80% =160,000 Cr/ton
Advanced machine Parts – 25 tons of power plant shells @75,000 Cr/ton – sale price – 3d6-9+1+1-1 = 10 = 100% =75,000Cr/ton
Illegal weapons – 25 tons of restricted tech ammo @100,000 Cr/ton – sale price – 3d6-12+1+2-0 = 15 = 75% =75,000 Cr/ton
Biochemicals – 30 tons of Fusion Conduits @75,000 Cr/ton – sale price – 3d6-13+1+0-0 = 14 = 80% =56,250Cr/ton
36 tons Basic raw materials – workable metals @3,000 Cr/ton – sale price – 3d6-7+1+0-0 = 8 = 110% =3,300Cr/ton
Trade
Find a broker – 2d6 = 4 +1 (Education) +6 (starport) broker found after 3 hours.
40 tons basic electronics – Entertainment systems @ 8,000 Cr/ton 3d6-10+1+3-2 = 12 = 80% = 5,200 Cr/ton
10 tons basic machine parts – Pipes @9,000 Cr/ton 3d6-13+1+0-3 = 11 = 95%= 3,600 Cr/ton
10 tons basic manufactured goods – Clothes @9,000 Cr/ton 3d6-11+1+0-3 =98 =105%=6,750 Cr/ton
20 tons Basic raw materials – workable alloys @5,000 Cr/ton – sale price – 3d6-6+1+0-0 = 7 = 115% =4,250Cr/ton
10 tons Basic Consumables – Food Grade Vegetables @1,000 Cr/ton – sale price – 3d6-12+1+0-0 = 13 = 95% =800 Cr/ton
60 tons Basic Ores – Chromite @2,000 Cr/ton – sale price – 3d6-16+1+0-1 = 16 = 60% =1,300 Cr/ton
Non-Industrial or Low Pop
Radioactives – 8 tons of medical isotopes @1,000,000 Cr/ton – sale price – 3d6- 13+1+2-2 = 14 = 80% = 850,000 Cr/ton
D6 other cargoes available =6
20 tons Textiles – Chromite @2,000 Cr/ton – sale price – 3d6-9+1+0-0 = 10 = 100% =1,300 Cr/ton
20 tons Advanced Machine Parts – Chromite @2,000 Cr/ton – sale price – 3d6-11+1+0-1 = 11 = 95% =1,300 Cr/ton
60 tons Basic Ores – Chromite @2,000 Cr/ton – sale price – 3d6-10+1+0-1 = 10 = 100% =1,300 Cr/ton
40 tons Basic Ores – Chromite @2,000 Cr/ton – sale price – 3d6-16+1+0-1 = 15 = 75% =1,300 Cr/ton
30 tons Advanced Vehicles – Chromite @2,000 Cr/ton – sale price – 3d6-10+1+0-0 = 11 = 95% =1,300 Cr/ton
5 tons illegal drugs – Chromite @2,000 Cr/ton – sale price – 3d6-11+1+0-0 = 12 = 90% =1,300 Cr/ton
Trade
Find a broker – 2d6 = 4 +1 (Education) +6 (starport) broker found after 3 hours.
30 tons basic electronics – Entertainment systems @ 8,000 Cr/ton 3d6-9+1+3-2 = 11 = 85% = 5,200 Cr/ton
20 tons basic machine parts – Pipes @9,000 Cr/ton 3d6-11+1+0-3 = 9 = 105%= 3,600 Cr/ton
50 tons basic manufactured goods – Clothes @9,000 Cr/ton 3d6-11+1+0-3 =98 =105%=6,750 Cr/ton
30 tons Basic raw materials – workable alloys @5,000 Cr/ton – sale price – 3d6-8+1+0-0 = 9 = 110% =4,250Cr/ton
40 tons Basic Consumables – Food Grade Vegetables @1,000 Cr/ton – sale price – 3d6-13+1+0-0 = 14 = 90% =800 Cr/ton
50 tons Basic Ores – Chromite @2,000 Cr/ton – sale price – 3d6-10+1+0-1 = 1 = 100% =1,300 Cr/ton
Non-Industrial or Low Pop
Radioactives – 6 tons of medical isotopes @1,000,000 Cr/ton – sale price – 3d6- 15+1+2-2 = 16 = 70% = 850,000 Cr/ton
D6 other cargoes available =1
20 tons Crystals & gems – Chromite @2,000 Cr/ton – sale price – 3d6-15+1+0-0 = 15 = 75% =1,300 Cr/ton
Dirk buys for himself
70 tons basic electronics – Entertainment systems @ 5,200 Cr/ton = 364,000 CrImp (364,000)
60 tons Basic Ores – Chromite @1,300 Cr/ton = 78,000 CrImps (442,000)
14 tons of tracked vehicle components @4,250 Cr/ton = 59,500 CrImps (345.500)
5 tons mail
= 149 tons – leaving 6 tons for ship goods.
TBA – ship might buy up to 10 tons vegetables or Crystals/Gems, utilising additional space from empty staterooms. Dirk, may decide to pay freight charges on his goods.
Searching Steel System
Jump into Steel system.
Long range scans of gas giant – task Very Difficult, sensors 2d6-4+1 = 1 – Fail.
Close range scans of gas giant – task – difficult, sensors 2d6-2+1 = 5 – fail.
Orbital scans of gas giant – task average, sensors 2d6 – Fail.
Plotting likely fuel shuttle route – routine, astrogation – 2d6+2+2 = 13 – success.
Long range scans of route – very difficult, sensors – 2d6-4+1 = 2 = fail
Close range scans of asteroid belt – difficult, sensors – 2d6-2+1 = 3 fail.
Close range scans along route (X2) difficult, sensors – 2d6-2+1 = 4 fail, 8 pass. Shuttle found at final attempt (Therefore close to Steel – scan of Steel’s orbit revealed a potential shuttle contact).
Dirk uses the shuttle to investigate whilst the crew land the Lodestar Phoenix and set about refuelling. Pilot shuttle – task routine, pilot 2d6+2+2 – 14 – spectacular success.
Place salvage bouy on fuel shuttle average task, zero g – 2d6+0+2 =7 and 8 – Dirk needed a coule of attempts to get the bouy secured.
Retrieval of shuttle once cargo unloaded and stored (under armed guard) – difficult, engineering – 2d6-2+3 = 11 – success.
Guard cargo routine = 2d6+2 = 9 – success.
Retrieve fuel shuttle with Lodestar Phoenix – difficult, engineering – 2d6-2+3 = 9 – success.
Cribbed patron variations –
Possible Outcomes
1d6 Result Outcome
1–4 The work takes just a few days but it is essentially nothing more than a taxi service for the characters.
5 Enemies of the company harass and stymie the characters’ travels, adding a week to the time it takes to get Felix to fix the derelict.
6 As for previous but the characters will need to fend off at least one ship-to-ship combat from hired raiders as a result of this enmity.
Roll = 3 – therefore nothing unusual happens during this operation.
Passage to Cadalbolg
Encounters
Leaving Enos system – E starport – Nothing.
Entering Caladbolg system – B Starport – Nothing.
Cadalbog – B365776–A
Sale of Cargo
Find a buyer (2d6=10+starport+4=14) – After 4 hours of trawling through the starports net, Dirk finds the following buyers.
10 tons of uncommon raw materials (cost 45,000 Cr) – 3d6 = 13+1=+2-0=16=115%
5 tons of crystals/gems (cost 50,000 Cr) – 3d6 = 14+1=+3-0=18=125%
15 tons of petrochemicals (gelid explosives) (cost 270,000 Cr) – 3d6 = 10+1=+2-0=13=100%
30 tons of spices (sage/basil) (cost 90,000 Cr) – 3d6 = 13+1+3-0=17=120%
5 tons of radioactives – 3d6 = 14+1=+3-0=18=125%
20 tons of precious metal – 3d6 = 15+1=+3-0=19=135%
After a break for lunch/Dinner, Dirk tries again.
Find a buyer (2d6=9+starport+4=13) – After 5 hours of trawling through the starports net, Dirk finds the following buyers.
10 tons of uncommon raw materials (cost 45,000 Cr) – 3d6 = 11+1=+2-0=13=100%
5 tons of crystals/gems (cost 50,000 Cr) – 3d6 = 11+1=+3-0=14=105%
15 tons of petrochemicals (gelid explosives) (cost 270,000 Cr) – 3d6 = 12+1=+2-0=15=110%
30 tons of spices (sage/basil) (cost 90,000 Cr) – 3d6 = 7+1+3-0=11=90%
5 tons of radioactives – 3d6 = 16+1=+3-0=20=150%
20 tons of precious metal – 3d6 = 10+1=+3-0=14=105%
The following day, Dirk gives it another go
Find a buyer (2d6=11+starport+4=15) – After 4 hours of trawling through the starports net, Dirk finds the following buyers.
10 tons of uncommon raw materials (cost 45,000 Cr) – 3d6 = 11+1=+2-0=14=105%
5 tons of crystals/gems (cost 50,000 Cr) – 3d6 = 11+1=+3-0=14=105%
15 tons of petrochemicals (gelid explosives) (cost 270,000 Cr) – 3d6 = 13+1=+2-0=16=115%
30 tons of spices (sage/basil) (cost 90,000 Cr) – 3d6 = 14+1+3-0=18=125%
5 tons of radioactives – 3d6 = 10+1=+3-0=14=105%
20 tons of precious metal – 3d6 = 14+1=+3-0=18=125%
After lunch Dirk gives it one final try
Find a buyer (2d6=7+starport+4=11) – After 4 hours of trawling through the starports net, Dirk finds the following buyers.
10 tons of uncommon raw materials (cost 45,000 Cr) – 3d6 = 14+1=+2-0=17=120%
5 tons of crystals/gems (cost 50,000 Cr) – 3d6 = 7+1=+3-0=11=90%
15 tons of petrochemicals (gelid explosives) (cost 270,000 Cr) – 3d6 = 14+1=+2-0=17=120%
30 tons of spices (sage/basil) (cost 90,000 Cr) – 3d6 = 16+1+3-0=19=135%
5 tons of radioactives – 3d6 = 10+1=+3-0=14=105%
20 tons of precious metal – 3d6 = 8+1=+3-0=12=95%
Therefore Dirk will sell the following :-
(Balkanised Government – 7)
10 tons of uncommon raw materials (cost 45,000 Cr) for 120% = 54,000 Cr (5% tax on 9,000 cr profit– 450 Cr)
5 tons of crystals/gems (cost 50,000 Cr) for 125% = 62,500 Cr (3% tax on 12,500 Cr profit – 375Cr)
15 tons of petrochemicals (gelid explosives) (cost 270,000 Cr) for 120% = 324,000 Cr (15% tax on 54,000 – 8,100 cr)
30 tons of spices (sage/basil) (cost 90,000 Cr) for 135% = 121,500 Cr (12% tax on 31,500 cr profit – 3,750 Cr)
5 tons of radioactives – 3d6 = 16+1=+3-0=20=150% = 225,000 Cr (9% tax on 75,000 cr – 6,750Cr)
20 tons of precious metal (cost 45,000 Cr) for 135% = 60,750 Cr (8% tax 15,750 cr – 1,260 Cr)
This gives profit for the Ship as – (53,550 + 62, 125 + 218,250) = 333,925 Cr
And the profit for Dirk off the back of the loan – 117,750 – pay back the loan with 10% interest -110,000 Cr = 7,750 Cr
Profit from Arlana’s gift – 59,490 Cr – 10% for Ms Etye – round this up to 6,000 Cr, leaving 53,490 Cr for Dirk.
Dirk’s other personal profit – 315,900 Cr
Weekly Patron check – (5+) d6 roll – 2 = no patron encounter.
Weekly Rumour check – (7+) 2d6 – 8 = Rumour. Specific Background Data. Mmmmmm to what ? Could roll up the next few patron’s/encounters to see if an adventure presents itself to which the data could apply ?
Couple of encounters when out an about in downtown Cadabolg.
4 days out and about = no random encounters (5+ on d6/day).
Leaving Cadalbolg – Type A free trader.
Arriving at Steel – Nothing.
Leaving Steel – Nothing.
Arriving Olympia – 400 ton subsidised merchant
Patron encounter on Steel – (5+) d6 – 6 = Yes. D10 – 1-4 = table 1. 5-8 = table 2. 9,10 = patron product. Roll – 2 – table 1 = Technician. Gundarsa Olcan – tech who enjoys rebuilding and bringing back into use derelicts. A useful past time on a class E starport. Maybe the rumour has to do with a bit of kit she needs, or that she really wants to get her hands on a derelict starship/shuttle in the asteroid belt and do it up. Maybe it is the automated fuel shuttle that gathered fuel by skimming the system gas giant before bringing it back to Steel ? Maybe Dirk hears about this in a bar, and decides to try and retrieve the shuttle for her ? Earning some brownie points and a friend in the process ?
OK – Not worth trading at Steel, as it is uninhabited (pretty much), so need to refuel and trade with Olympia – C328342–7 Lo NI
Starport C; size 3; Atmosphere 2 (very thin, tainted); water 80%; population 3; Government 4 (democracy); law level 2 (personal weapons up to and including portable energy weapons allowed); Tech 7 – Low population, Non Industrial.
A source for freight is found on-line after 2 hours.
Cadalbolg- Rich, Industrial (+2, +3)
Olympia – Low Pop, Non-Industrial, (0, +1)
Pop = 3
Freight = 3 -5 (tech level difference) Add modifiers -5 +1 = 4 minor d6-4, major d6-2 = no minor freight available; 3-2=1 major freight lot available – 40 tons of freight – for delivery in 1 month. Negotiate prices 2d6 skill check – no modifiers – 1,000Cr / parsec, plus 20% uplift for second parsec – 1,200 Cr/ton.
Mail = 2d6 = 6 = no mail available.
Looking for passengers-
Passengers available –
Start world pop = 7 -1 (Rich) +2 (Industrial) +1 (media attention for Ms Etye) target world -4 (low population) -1 (Non-industrial) +1 (media attention) – 5 (difference in TL) = 0.
This means there are no passengers avaialable.
Trade
Find a broker – 2d6 = 7 +1 (Education) +4 (starport) broker found after 4 hours.
10 tons basic electronics – Entertainment systems @ 8,000 Cr/ton 3d6-13+1+2-0 = 16 = 70% = 5,600 Cr/ton
60 tons basic machine parts – Pipes @9,000 Cr/ton 3d6-16+1+5-0 = 22 = 40%= 3,600 Cr/ton
60 tons basic manufactured goods – Clothes @9,000 Cr/ton 3d6-12+1+2-0 = 15 =75%=6,750 Cr/ton
50 tons Basic raw materials – workable alloys @5,000 Cr/ton – sale price – 3d6-14+1+0-2 = 13 = 85% =4,250Cr/ton
60 tons Basic Consumables – Food Grade Vegetables @1,000 Cr/ton – sale price – 3d6-13+1+0-0 = 14 = 80% =800 Cr/ton
60 tons Basic Ores – Magenetite @1,500 Cr/ton – sale price – 3d6-6+1+0-0 = 7 = 115% =1,725 Cr/ton
Industrial or Rich Cargoes
Advanced Electronics – 25 tons of Fibre optics @50,000 Cr/ton – sale price – 3d6-12+1+2-2 = 13 = 85% =42,500Cr/ton
Advanced machine Parts – 25 tons of Fusion Conduits @75,000 Cr/ton – sale price – 3d6-12+1+2-0 = 15 = 75% =56,250Cr/ton
Advanced Manufactured Goods – 30 tons of Survival Eqpt @100,000 Cr/ton – sale price – 3d6-11+1+0-2 = 10 = 100% =100,000 Cr/ton
Advanced Weapons – 15 tons of TL12 Slug Weapons @150,000 Cr/ton – sale price – 3d6-6+1+0-0 = 7 = 115% =172,500 Cr/ton
Advanced Vehicles – 20 tons of Air raft components @180,000 Cr/ton – sale price – 3d6-13+1+0-2 = 12 = 90% =162,000 Cr/ton
Polymers – 18 tons of Kevlar @9,000 Cr/ton – sale price – 3d6-13+1+0-2 = 12 = 90% =8,100 Cr/ton
Robots – 18 tons of Industrial bots @300,000 Cr/ton – sale price – 3d6- 11+1+0-0 = 12 = 90% = 270,000 Cr/ton
Vehicles – 36 tons of tracked vehicle components @20,000 Cr/ton – sale price – 3d6-5+1+2-0 = 8 = 110% = 22,000 Cr/ton
D6 other cargoes available =3
Seafaring vehicle d6 X 5 tons = 5 tons @140,000Cr/ton – sale price – 3d6-14+1+0-2 = 13 = 85% = 119,000 Cr/ton
Exotics Unique Weapon -1 @ 15Mcr.
Polymers d6 X 10 tons = 20 tons @ – Insulation @3,000 Cr/ton – sale price – 3d6-14+1+0-2 = 13 = 85% = 2,550 Cr/ton
Find another broker – 2d6 = 8 +1 (Education) +4 (starport) -1 (second attempt) = broker found after 4 hours.
30 tons basic electronics – Entertainment systems @ 8,000 Cr/ton 3d6-12+1+2-0 = 15 = 75% = 6,000 Cr/ton
20 tons basic machine parts – Pipes @9,000 Cr/ton 3d6-5+1+5-0 = 11 = 95%= 8,550 Cr/ton
60 tons basic manufactured goods – Tools @11,000 Cr/ton 3d6-9+1+2-0 = 12 =90%=9,900 Cr/ton
40 tons Basic raw materials – workable alloys @5,000 Cr/ton – sale price – 3d6-7+1+0-2 = 6 = 120% =6,000 Cr/ton
60 tons Basic Consumables – Storage packed liquids @3,000 Cr/ton – sale price – 3d6-6+1+0-0 = 7 = 115% =3,450 Cr/ton
40 tons Basic Ores – Bauxite @1,000 Cr/ton – sale price – 3d6-+1+0-0 = 10 = 100% =1,000 Cr/ton
Industrial or Rich Cargoes
Advanced Electronics – 25 tons of Fibre optics @50,000 Cr/ton – sale price – 3d6-12+1+2-2 = 13 = 85% =42,500Cr/ton
Advanced machine Parts – 20 tons of Weapon components @125,000 Cr/ton – sale price – 3d6-8+1+2-0 = 11 = 95% =118,750 Cr/ton
Advanced Manufactured Goods – 12 tons of Weapon Cores @90,000 Cr/ton – sale price – 3d6-13+1+0-2 = 12 = 90% =81,000 Cr/ton
Advanced Weapons – 15 tons of TL12 Slug Weapons @150,000 Cr/ton – sale price – 3d6-7+1+0-0 = 8 = 110% =165,000 Cr/ton
Advanced Vehicles – 5 tons of Seafaring components @140,000 Cr/ton – sale price – 3d6-9+1+0-2 = 8 = 110% =154,000 Cr/ton
Polymers – 20 tons of Insulation foam @3,000 Cr/ton – sale price – 3d6-15+1+0-2 = 14 = 80% =2,400 Cr/ton
Robots – 20 tons of Combat Drones @400,000 Cr/ton – sale price – 3d6- 16+1+0-0 = 17 = 65% = 260,000 Cr/ton
Vehicles – 20 tons of wheeled vehicle components @15,000 Cr/ton – sale price – 3d6-14+1+2-0 = 17 = 65% = 9,750 Cr/ton
D6 other cargoes available =1
Wood – Construction grade timber d6 X 10 tons = 10 tons @1,000 Cr/ton – sale price – 3d6-12+1+0-2 = 11 = 95% = 950 Cr/ton
Find a third and final broker – 2d6 = 7 +1 (Education) +4 (starport) -2 (third attempt) = broker found after 2 hours.
40 tons basic electronics – Personal computers @ 10,000 Cr/ton 3d6-11+1+2-0 = 14 = 80% = 8,000 Cr/ton
60 tons basic machine parts – Engine Components @10,000 Cr/ton 3d6-12+1+5-0 = 18 = 60%= 6,000 Cr/ton
40 tons basic manufactured goods – Uniforms @9,000 Cr/ton 3d6-9+1+2-0 = 12 =90% = 8,100 Cr/ton
30 tons Basic raw materials – Fabricated Plastics @7,000 Cr/ton – sale price – 3d6-7+1+0-2 = 6 = 120% =8,400 Cr/ton
60 tons Basic Consumables – Food grade vegetation @1,000 Cr/ton – sale price – 3d6-14+1+0-0 = 15 = 75% = 750 Cr/ton
30 tons Basic Ores – Bauxite @1,000 Cr/ton – sale price – 3d6-11+1+0-0 = 12 = 90% = 900 Cr/ton
Industrial or Rich Cargoes
Advanced Electronics – 4 tons of weapon components @125,000 Cr/ton – sale price – 3d6-7+1+2-2 = 8 = 110% =137,500Cr/ton
Advanced machine Parts – 9 tons of Weapon cores @90,000 Cr/ton – sale price – 3d6-13+1+2-0 = 16 = 70% = 63,000 Cr/ton
Advanced Manufactured Goods – 15 tons of Survival kits @100,000 Cr/ton – sale price – 3d6-14+1+0-2 = 13 = 85% =85,000 Cr/ton
Advanced Weapons – 3 tons of TL15 Slug Weapons @200,000 Cr/ton – sale price – 3d6-11+1+0-0 = 12 = 90% =180,000 Cr/ton
Advanced Vehicles – 25 tons of Seafaring components @140,000 Cr/ton – sale price – 3d6-8+1+0-2 = 7 = 115% =161,000 Cr/ton
Polymers – 10 tons of poured plastics @7,000 Cr/ton – sale price – 3d6-13+1+0-2 = 12 = 90% = 6,300 Cr/ton
Robots – 6 tons of Industrial Drones @300,000 Cr/ton – sale price – 3d6- 15+1+0-0 = 16 = 70% = 210,000 Cr/ton
Vehicles – 30 tons of wheeled vehicle components @15,000 Cr/ton – sale price – 3d6-13+1+2-0 = 16 = 70% = 10,500 Cr/ton
D6 other cargoes available =4
Radioactives – weapons grade plutonium 1 ton = 1 ton @1,250,000 Cr/ton – sale price – 3d6-9+1+0-3 = 7 = 115% = too much Cr/ton
Advanced Manufactured Goods – 12 tons of computerised control gear @125,000 Cr/ton – sale price – 3d6-12+1+0-2 = 11 = 95% =118,750 Cr/ton
Polymers – 40 tons of Insulation foam @3,000 Cr/ton – sale price – 3d6-11+1+0-2 = 10 = 100% = 3,000 Cr/ton
Advanced Electronics – 4 tons of weapon components @125,000 Cr/ton – sale price – 3d6-16+1+2-2 = 17 = 65% =81,250 Cr/ton
Best sellers in Olympia should be basic machine parts, basic manufactured goods.
Followed by basic electronics, vehicles,
Finally, basic ores, advanced electronics, advanced machine parts, polymers,
OK the ship will buy –
60 tons basic machine parts – Pipes @3,600 Cr/ton = 216,000 Cr
15 tons basic manufactured goods – Clothes @6,750 Cr/ton = 101,250 Cr
Dirk will buy –
60 tons basic machine parts – Engine Components @6,000 Cr/ton = 360,000 Cr
Looking for Cargo
A source for freight is found, but 4 days pass before a meeting can be set up.
Enos – Poor, Non-Industrial, Desert, low tech (-3,
3, -3, -)Rich, Industrial (+2, +2)Cadalbolg
Pop = 7
Freight = 7 -5 (tech level difference) Add modifiers -9 +4 = -1 No freight available.
Looking for passengers-
2d6 = 9 -1(freight modifier), +7 (rank) +7 (social Standing) -4 (small pop) = 17 = freight available
Accept standard fee – 20,000 Cr.
Passengers available –
Start world pop = 5 -2 (poor) +0 (non-Ind and low pop) -1 (desert) +1 (media attention – Ms Etye) +1 (rich) +2 (industrial) +1 (media attention) – 5 (difference in TL) = 2.
This gives 2d6 low passengers = 11 low passengers
1d6-2 mid passengers = 4-2 = 2 mid passengers – 1 plus Ms Etye (bumped to High Passage).
Trade
Find a broker – 2d6 = 10 (no modifiers) broker found after 2 days.
60 tons basic electronics – Enterntainment systems @ 8,000 Cr/ton 3d6-3 = 9 = 105% = 8,400 Cr/ton
10 tons basic machine parts – engine components @10,000 Cr/ton 3d6-2 = 9 = 105%= 10,500 Cr/ton
60 tons basic manufactured goods – 2nd stage components @8,000 Cr/ton 3d6-2= 12=90%=7,200 Cr/ton
30 tons Basic raw materials @7,000 Cr/ton – sale price – 3d6 = 7+1 (intelligence) 0 -0 = 110% =7,700Cr/ton
20 tons Basic Consumables @5,000 Cr/ton – sale price – 3d6 = 61 (intelligence) 0 -0 = 115% =5,750 Cr/ton
50 tons Basic Ores @500 Cr/ton – sale price – 3d6 = 71 (intelligence) +0 -0 = 110% =550 Cr/ton
30 tons of petrochemicals – Gelid explosives @20,000 Cr/ton – 3d6=13-1=12 = 90% 18,000 Cr/ton
5 tons of Precious metals – Ruthenium @ 50,000/ton 3d6=9+1=10 = 100% – 50,000 Cr/ton
30 tons of Spices – basil/sage @3,000 Cr/ton – 3d6 = 9+1=10=100% – 3,000 Cr/ton
10 tons of uncommon raw materials – nickel/sodium/tungsten @ 5,000 Cr/ton 3d6-2=12 = 90% – 4,500 Cr.ton
15 tons of Crystals and gems – Graphite/quartz @ 10,000 Cr/ton-3d6=0=10=100% – 10,000 Cr/ton
4 tons of Pharmaceuticals – Aganathics @ 200,000 Cr/ton -3d6 =8+1=9 = 105%= 210,000 Cr/ton
1 ton of radioactives – weapons grade plutonium @1.25 MCr/ton
D6 other cargoes available = 1, d66 roll = vehicles, unusually available on Enos, and not of local manufacture. 2d6 = wheeled components, d6X10 = 4 = 40 tons @ 15,000 Cr/ton. 3d6 = 8 +1 = 9 – 105% of sale price = 15,750 Cr/ton
Find another broker – 2d6 = 10 so another 2 days goes by before another broker is seen.
Figured out I’ve been underplaying available goods, so I’ve worked out what the first broker should have had available.
Dirk decides to take all the uncommon raw materials for 45,000 Cr and also 5 tons of crystals/gems for another 50,000 Cr.
Dirk also uses his own money to purchase 15 tons of petrochemicals (gelid explosives) at 18,000 Cr/ton for 270,000 Cr.
Dirk also persuades Kellogue and Brown (his old friend Connel March’s line, who do a lot of bulk hauling from Enos) to lend him some money to purchase the 30 tons of spices (sage/basil) at 3,000 Cr/ton for 90,000 Cr for a 10% return.
Looking for Cargo
A source for freight is found, but 4 days pass before a meeting can be set up.
Enos – Poor, Non-Industrial, Desert, low tech (-3,
3, -3, -)Rich, Industrial (+2, +2)Cadalbolg
Pop = 7
Freight = 7 -5 (tech level difference) Add modifiers -9 +4 = -1 No freight available.
Looking for passengers-
2d6 = 9 -1(freight modifier), +7 (rank) +7 (social Standing) -4 (small pop) = 17 = freight available
Accept standard fee – 20,000 Cr.
Passengers available –
Start world pop = 5 -2 (poor) +0 (non-Ind and low pop) -1 (desert) +1 (media attention – Ms Etye) +1 (rich) +2 (industrial) +1 (media attention) – 5 (difference in TL) = 2.
This gives 2d6 low passengers = 11 low passengers
1d6-2 mid passengers = 4-2 = 2 mid passengers – 1 plus Ms Etye (bumped to High Passage).
Trade
Find a broker – 2d6 = 10 (no modifiers) broker found after 2 days.
60 tons basic electronics – Enterntainment systems @ 8,000 Cr/ton 3d6-3 = 9 = 105% = 8,400 Cr/ton
10 tons basic machine parts – engine components @10,000 Cr/ton 3d6-2 = 9 = 105%= 10,500 Cr/ton
60 tons basic manufactured goods – 2nd stage components @8,000 Cr/ton 3d6-2= 12=90%=7,200 Cr/ton
30 tons Basic raw materials @7,000 Cr/ton – sale price – 3d6 = 7+1 (intelligence) 0 -0 = 110% =7,700Cr/ton
20 tons Basic Consumables @5,000 Cr/ton – sale price – 3d6 = 61 (intelligence) 0 -0 = 115% =5,750 Cr/ton
50 tons Basic Ores @500 Cr/ton – sale price – 3d6 = 71 (intelligence) +0 -0 = 110% =550 Cr/ton
30 tons of petrochemicals – Gelid explosives @20,000 Cr/ton – 3d6=13-1=12 = 90% 18,000 Cr/ton
5 tons of Precious metals – Ruthenium @ 50,000/ton 3d6=9+1=10 = 100% – 50,000 Cr/ton
30 tons of Spices – basil/sage @3,000 Cr/ton – 3d6 = 9+1=10=100% – 3,000 Cr/ton
10 tons of uncommon raw materials – nickel/sodium/tungsten @ 5,000 Cr/ton 3d6-2=12 = 90% – 4,500 Cr.ton
15 tons of Crystals and gems – Graphite/quartz @ 10,000 Cr/ton-3d6=0=10=100% – 10,000 Cr/ton
4 tons of Pharmaceuticals – Aganathics @ 200,000 Cr/ton -3d6 =8+1=9 = 105%= 210,000 Cr/ton
1 ton of radioactives – weapons grade plutonium @1.25 MCr/ton
D6 other cargoes available = 1, d66 roll = vehicles, unusually available on Enos, and not of local manufacture. 2d6 = wheeled components, d6X10 = 4 = 40 tons @ 15,000 Cr/ton. 3d6 = 8 +1 = 9 – 105% of sale price = 15,750 Cr/ton
Find another broker – 2d6 = 10 so another 2 days goes by before another broker is seen.
Figured out I’ve been underplaying available goods, so I’ve worked out what the first broker should have had available.
Dirk decides to take all the uncommon raw materials for 45,000 Cr and also 5 tons of crystals/gems for another 50,000 Cr.
Dirk also uses his own money to purchase 15 tons of petrochemicals (gelid explosives) at 18,000 Cr/ton for 270,000 Cr.
Dirk also persuades Kellogue and Brown (his old friend Connel March’s line, who do a lot of bulk hauling from Enos) to lend him some money to purchase the 30 tons of spices (sage/basil) at 3,000 Cr/ton for 90,000 Cr for a 10% return.
Reclaiming Chargras Canyon
The Duneraiders inform the party that the three crawlers come together once per month, apparently for a bit of R&R. They have a large bonfire, sing songs, and generally eat, drink, and make merry. Guards are posted, though they often leave their post to get a drink or something to eat, and don’t always return, or return with a bottle of liquor and proceed to drink themselves insensible.
The plan is for Dirk, Arlana, and the captain, to each take a crawler, sneak onto it and lock themselves in. Then, after making sure the crawler is empty, firing up the laser turret and calling on the Drakkar crew to surrender, whilst the Duneraiders make themselves known from the surrounding high ground.
Chance of sneaking on board undetected – Task routine –
Dirk 2d6+2 (task) 1(skill) +2(dex) = 32+1+2=8 – success
Arlana 10+0+0+0=10 – Success
Captain 8+0+1+0 = 9 – success.
Is there anyone on board ? No way ! – success – 15%.
Dirk – 04 – Yes there is !
Arlana – 51 – No.
Captain – 62 – No.
Does Dirk Surprise the crew member ? Very Likely – success 85% – Roll = 25 – Yes !
Can Dirk knock him out without causing a commotion ? Very likely – success 85% – roll = 32 – Yes !
Do the Drakkar employees surrender ? Very likely – success 85% – roll – 14 – Yes
Does Arlana find the mineral deposit before Dirk lifts off planet ? Very likely, given Duneraider assistance – success – 85% – roll = 67 – Yes !
Does Arlana donate 10 tons of radioactives to Dirk as a thank you bonus ? Likely 75% success – roll = 99 = No.
Does Arlana donate 20 tons of radioactives to Dirk as a thank you bonus – very unlikely – 25% success – roll = 69 – No.
Does Arlana donate 5 tons of radioactives to Dirk as a thank you bonus ? 50/50 – roll = 80 – No.
Does Arlana donate 20 tons of precious metals to Dirk as a thank you bonus ? very likely – success 85% – roll = 18.
Aftermath
Duneraiders arrive whilst the Crew are attending the wounded and disarming the Perps. They have captured Perp 5 (who didn’t put up a struggle as he couldn’t get out of the desert anyway) and questioned him, thereby determining that the Crew are the good guys and the Perps are the bad guys. They tell them where the air rafts are and help get everyone to the oasis which is their home.
Does either spy give themselves away – reacting to drakkar ambusher being brought in by the Duneraiders perhaps ? Very unlikely need 25 for success – roll – 13 = success.
Is it just the less experienced spy – Very likely – need 85 for success – roll – 28 = yes.
Does the spy know anything significant about the plot – very unlikely – need 25 for success – roll = 23 = yes he does.
Can he keep his mouth shut – very unlikely – need 25 for success – roll – 43 = Sings like a bird.
Is the spy going to make a move – try to get to the air rafts unnoticed ? Unlikely – too many people around who would notice – 35 needed for success – roll – 32 = Yes, he will go for it !
Does he get spotted ? Somewhat likely – need 65 for success – roll – 58 = spotted.
Can he convince them that he was going for a leak rather than escaping ? 50/50 – roll – 49 = Yes.
Are people more suspicious – somewhat likely – need 65 for success – roll – 94 = No. No adverse impact upon future actions.
A shot in the dark
OK – modified a standard games battlemat to reflect the terrain I wanted. Some large boulders to provide cover for an ambush.
The attackers consist of 12 men (two airafts worth). Set up in cover awaiting the party. The Drakaar mercenaries will act as NP’s (non player) according to 5150 star army rules. Combat resolution will be Traveller rules. I’ll determine when the Duneraiders arrive during the battle via Mythic or a simple D6 each turn.
Attackers:
Perp1 – 47(0)C378 Age 26 2 terms Cr30,000, Tactics-1, Rifle-1, SMG-1
-Sgt, Smg, IR gogglesPerp2 – 68(0)8593 Age 22 1 term Cr10,000 Tactics-1, Sword-1, Rifle-1 – Auto rifle
Perp3 – 7A(1)8765 Age 30 3 terms Cr40,000, Brawl-2, Mechanical-1, Tactics-1, Rifle-1 – Auto rifle,
Perp4 – 97(0)677C Age 22 1 term Cr0, Brawling-1, Blade-1, Rifle-1 – Auto rifle, IRgog
Perp5 – 77(0)59B7 Age 22 1 term Cr2,000, Brawling-1, Medic-1, Rifle-1 – Auto rifle, IR goggles
Perp6 – B57997 Age 34 4 terms Cr30,000, Brawling-1, Cutlass-1, Tactics-1. Rifle-1 – Auto rifle
Perp7 – 84(-1)43A4 Age 26 2 terms Cr10,900, Dagger-1, Tactics-1, Rifle-1 – Auto rifle, IR goggles
Perp8 – 49(1)8758 Age 30 3 terms Cr22,000, Dagger-1, Air/Raft-1, Rifle-2
-Driver – Auto RiflePerp9 – 45(-1)7557 Age 22 1 term Cr10,000, ATV-2, Rifle-1 – Auto rifle, IR goggles
Perp10 – 86(0)A778 Age 22 1 term Cr0, ATV-1, Dagger-1, Rifle-1 – Auto rifle
Perp11 – 55(-1)2CA4 Age 30 3 terms Cr16,000, Tactics-1, Rifle-1 – Auto rifle, IR goggles
Perp12 – 76(0)AA6A Age 26 2 terms Cr900, Brawl-1, Air/Raft-1, Rifle-1
-Driver – Auto rifleAll Perps have flak jackets and 10% of their assets with them – up to 500 Cr in local cash, the rest in cash cubes or small high value goods e.g. jewellery.
Crawler Crew
Dirk – 7,12(2),11(1),9(1), 8,7 Gun combat (laser pist) 0, Tactics – 2, Blade 1 – L pistol, Arifle
Ms Etye
Guard 1 – Alistan Wright
78(0)7A97 Age 34 4 terms, Medic-0, Shotgun-I, AutoRifle-I, Navigation- 1 - Shotgun
Guard 2 – Cairman Highland
56(0)8C80 Age 46 7 Terms, Airraft-3, Medic- 1, SMG-2, Pistol-2 - SMG
Guard 3 – Galkilk Istinnash
67(0)8887 Age 38 5 terms, AutoRifle-2, Mechanical-2, Jack of All Trades- I Auto rifle
Guard 4 – Laron Hannigan
B47789 Age 26 2 Terms, SMG-1, Pistol-1, AirRaft-1 - SMG
Guard 5 – John Ulbright
7A(1)8765 Age 30 3 terms, Laser Rifle, Rifle-4, Mech-I, Brawling-2, Dagger- 1-Arifle
Guard 6 – Phillipe Kauftmaan
A7(0)A989 Age 30 3 terms, Mechanical- I, Pistol- 1, AutoRifle-1 Auto rifle
Guard 7 – Reagon Seldom
46(0)8987 Age 42 6 terms, Pistol-I, Electronic-2, Mechanical- I - Pistol
Guard 8 – Tyler Baird
66(0)6679 Age 38 5 terms, Airraft-2, Engineering-2, SMG-2 - SMG
Arlana Jeric 45(-1)9k97 Age 30 3 terms, Autoptstol-2, - Auto Pistol
1 Captain Southland 67(0)6A97 Age 58 8 terms, Airraft-1, Laser Rifle-I, Tactics 1 - pistol
2 First Engineer Perez 68(0)9586 Age 38 4 terms, SMG- 1 - SMG
3 Technician Gulushiggisun 48(0)8743 Age 34 3 terms, AutoRifle- 1, Airraft- 1 – Auto rifle
4 *Technician Halfesson 98(0)7864 Age 34 4 terms, Shotgun – Shotgun
5. Murray Gerbert- First Officer 77(0)8996 Age 38 4 terms Auto-Pistol, Medic 2 -Auto Pistol
6 Second Engineer Sin B9(1)A987 Age 38 5 terms, Dagger-2, Rifle-3, Cutlass- – Auto rifle
7 *Technician Dennechek 94(-1)7997 Age 34 4 terms, airraft, Laser Rifle- I , Cutlass- 1 – pistol
8 Technician Jung 33(+-24579 Rifle 1, Jack of All Trades – 1 – Auto rifl0e
*Drakaar Minerals agents !
Reaction of Drakaar agents – not likely to start firefight in the middle of crawler crew, therefore most likely to try and move to the side and pick off Arlana from there.
Very likely – 85% success – roll – 42 – success.
Chance of spotting ambush – no way – 15% success – roll – 54 – no.
Turn 1
Perp 2 fires on guard 2 – range 21 metres – medium range – 2d6 0 (range)0(dex)2 (aim)1(skill) – roll 6= miss
Perp 3 fires on guard 1 – 2d6 0 (range)1(dex)2 (aim)1(skill) – roll 10+1=14 – Hit
Damage – 3d6 = 9. – knocked out !
Perp 4 fires on guard 4 – 2d6 0 (range)0(dex)2 (aim)1(skill) – roll – 7 = Miss.
Turn 2
Group Reaction –Perps 7+1=8 Crew 8+2=10 – Crew have the initiative
Crew move to cover, most drawing weapons.
Guard 4 has enough time to get into cover, draw a weapon, and get a snap shot off – 2d6 0 (range)-1(cover)-2 (darkness)1(dex)-1(aim)+1(skill) = 11 +2-4 = 9 = Hit.
Damage 2d6 = 5 – 1 point of Endurance left – wound.
Perp 3 fires on guard 4 – 2d6 0 (range)-1 (cover) +1(dex)1 (aim)1(skill) – roll 7-13=9 – Hit.
Damage 10.
Perp 4 fires on guard 4 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 11-12=12 = Hit.
Damage – 10.
Perp 6 fires on guard 2 – 2d6 0 (range)-1 (cover) -1(dex)1(aim)1(skill) – roll 6-22=6=Miss.
Perp 7 fires on guard 2 – 2d6 0 (range)-1 (cover) -1(dex)1 (aim)1(skill) – roll 9-22=9=Hit.
Damage 7.
Guard 4 – knocked out and no endurance or strength left.
Guard 2 – knocked out – no endurance.
Turn 3
Group reaction – Perps 5+1=6 Crew 8+2=10 – Crew go first !
Crew 2 fires on Perp 6 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 8-12=10 – Hit.
Damage SMG – 2d6 = 11-2 (Flak jacket) – 9. Knocked out – Endurance to zero.
Crew 3 fires on Perp 3 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 9-12=11 = Hit.
Damage –Auto rifle 3d6 = 16 -2 (Flak Jacket). Knocked out – Endurance to zero
Guard 3 fires on Perp 7 – 2d6 0 (range)-1 (cover) -1(dex)1 (aim)2(skill) – roll 4-13=6=Miss.
Perp 3 fires on guard 3 – 2d6 0 (range)-1 (cover) +1(dex)1 (aim)1(skill) – roll 7-13=8 – Hit.
Damage 14. – Knocked out – no endurance.
Perp 4 fires on guard 3 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 7-12=8 = Hit.
Damage – 7 – a characteristic left.
Perp 11 fires on guard 3 – 2d6 0 (range)-1 (cover) -1(dex)1(aim)1(skill) – roll 8-22=Hit.
Damage 15 – Strength and Endurance at zero – Dex has 1 left.
Turn 4
Group reaction – Perps 9+1=10 Crew 5+2=7 – Perps go first !
Perp 1 fires on guard 5 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 7-12=8 – Hit.
Damage SMG sd6 – 4 – Endurance down to 4.
Perp 2 fires on guard 6 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 6-12=7 = Miss.
Perp 4 fires on guard 3 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 8-12=9 = Hit.
Damage 3d6 – 10 – Knocked out – Endurance at zero.
Perp 5 fires on guard 6 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 6-12=7 – Miss.
Perp 8 fires on guard 3 – 2d6 0 (range)-1 (cover) +1(dex)1(aim)2(skill) – roll 6-24=8 – Hit.
Damage 0=- 3d6 = 14 – Strength and Endurance at zero – serious wound.
Perp 9 fires on guard 7 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 10-12=11 – Hit.
Damage 3d6 – 7 – Endurance at 1.
Perp 11 fires on guard 1 – 2d6 0 (range)-2 (cover) -1(dex)1(aim)1(skill) – roll 7-32=6 Miss.
Perp 12 fires on guard 7 – 2d6 0 (range)-1 (cover) +0(dex)1(aim)1(skill) – roll 10-12=11 – Hit.
Damage 3d6 – 9 – Knocked out – Endurance at zero.
Captain moves and snap fires on Perp 11– 2d6 0 (range)-2 (cover) +0(dex)0 (aim)1(skill) – roll 10-21=9 – Hit.
Damage 3d6 = 18-2 (Flak jacket) – 16. Knocked out – Endurance to zero.
Crew 1 fires on Perp 11 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 4-12=5 –Miss.
Crew 2 fires on Perp4– 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 10-12=11 – Hit.
Damage 3d6 = 13-2 (Flak jacket) – 11. Knocked out – Endurance to zero.
Crew 6 fires on Perp 7 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 9-12=11 = Hit.
Damage 3d6 = 13-2 (Flak jacket) – 11. Knocked out – Endurance to zero.
Guard 6 fires on Perp 2 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 7-13=8=Hit.
Damage 3d6 = 11-2 (Flak jacket) – 9. Knocked out – Endurance to zero.
Guard 8 fires on Perp 12 – 2d6 0 (range)-0 (cover) -0(dex)1 (aim)2(skill) – roll 2-03=5=Miss.
Dirk fires on Perp 12 – 2d6 0 (range)-0 (cover) -0(dex)2 (aim)0(skill) – roll 6-02=8=Hit.
Laser pistol 2d6 – 9-2(Flak Jacket) -7. Endurance at 1.
Turn 5
Group reaction – Perps 4+1=5 Crew 11+2=13 – Crew go first !
Captain moves
Crew 1 moves
Crew 2 moves
Crew 6 movesl
Guard 6 fires on Perp 1 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 10-12=11 =Hit.
Damage 3d6 = 15-2 (Flak jacket) – 13. Knocked out – Endurance to zero.
Guard 8 moves
Dirk fires on Perp 12 – 2d6 0 (range)-0 (cover) -0(dex)2 (aim)0(skill) – roll 7-02=9=Hit.
Laser pistol 2d6 – 10-2(Flak Jacket) – 8. Knockdown – Endurance at zero.
Arlana – moves.
Others have no target as crew are using large boulders to block line of sight and then just snatching a glance over to see what is there.
Turn 6
Crew call on remaining Perps to surrender. Given loss of their Sergeant and the fact that their position is overlooked, this is very likely – success – 85% – roll 91 = No, carry on fighting.
Does Perp 5 attempt to slip away in the night – Very Likely – success – 85% – roll – 73 = Yes. Does he give the Crew the slip ? Likely – success – 75% 0 roll – 60 = Yes.
But can’t fly air-raft. – Captured by Arriving Duneraiders and brought back to larger group.
Group reaction – Perps 4+0=7 Crew 9+2=11 – Crew go first !
Captain moves and snap fires on Perp 9– 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 4-12=5 – Miss.
Crew 1 fires on Perp 8 – 2d6 0 (range)-1 (cover) +0(dex)1 (aim)1(skill) – roll 4-12=5 –Miss.
Crew 2 fires on Perp 9– 2d6 0 (range)-0 (cover) +0(dex)1 (aim)1(skill) – roll 10-02=12 – Hit.
Damage 3d6 = 12-2 (Flak jacket) – 10. Knocked out – Endurance to zero.
Crew 6 fires on Perp 9 – 2d6 0 (range)-0 (cover) +0(dex)1 (aim)1(skill) – roll 12-02=14 = Hit.
Damage 3d6 = 10-2 (Flak jacket) – 8. Knocked out – Endurance to zero.
Guard 6 moves
Guard 8 fires on Perp 10 – 2d6 0 (range)-1 (cover) -0(dex)1 (aim)2(skill) – roll 3-13=5=Miss.
Dirk fires Moves with Ms Etye
Arlana fires on Perp 10 – 2d6 0 (range)-1 (cover) -0(dex)2 (aim)1(skill) – roll 8-12=9=Hit.
Auto pistol 2d6 – 11-2(Flak Jacket) – 9. Knockdown – Endurance at zero.
No reply from the knocked down Perps, and Perp 5 legs it.
A moonlit walk
Right – each hex is 10km, therefore you could cover two hexes in a night. A demanding but achievable goal to the fit crewmen, but a significant challenge to Ms Etye.
Having now read the rest of the adventure, even though the wrecked crawler was not found (adventure operations were carried out in terrain where it would not have been) as luck would have it, the random roll of where these operations started was close to the Chargras Canyon and the logical route back to civilisation travels through it !
So, two nights trip to the first water hole. Let’s say 20 encounters whilst moving, and 14 encounters when ‘holed up’ for the day.
m1. Drakaar minerals air raft seen in the distance
- Do they spot the part – at night – very unlikely – this early in the night the heat of the sand would mask the individuals heat signature. Success – 25%, roll = 04 – critical success. – The air rafts spot without being spotted in return ?
- The Drakaar mineral folk will figure out the route and set up an ambush
- Do they have duneraider disguises with them ? unlikely – 50/50 = roll = 43 – yes !
- Do the party spot the ambush ? – very unlikely – success – 25% – roll = 67 – No !
- Any Duneraiders close enough to respond ? very unlikely (given subsequent encounters) success – 25% – roll = 25 – Yes ! Tribe – 1-3 – Tallen Zen (close to their home), 4-5 – Dalag-ah-Suk, 6 – Gabadahk-al-Krell. Roll = 2. – Reaction – suspicious (at least until realise party is not being attacked by duneraiders, but Draaker Minerals) !
m2. nothing
m3. nothing
m4. Nothing
m5. nothing
m6. Crawler (but not in this terrain)
m7 enemy in pursuit – must be the ambush !
m8 enemy in pursuit
m9 nothing
m10 nothing
Paydirt !
OK – time to determine who the traitor is.
Is there more than one – very unlikely (difficulties in infiltrating) – 25% success – roll – 11 = yes there is.
Roll d6 (twice) on potential traitor list in Duneraiders – 3 = Ranold Halfesson – ‘a braggart, blowhard,…and bully’. In it for the pay.
5 = Thorris Dennecheck – on loan from a sympathetic Government, Dennecheck is there to observe and check that Halfesson does his job. He was also secretly (secretly spying ?) trying to figure out why Dakaar minerals is so interested in this patch of desert. He has found out that Dakaar has discovered something big (and presumably valuable) prompting these rather extreme lengths to gain control of the lease. He intends to find out what and report back to his Government.
That’s who – when ? It is likely to occur en route to the new nodule field, as everyone will be busy at harvest time, making it more difficult to not be at your duty station perpetrating sabotage.
Likely – 75% chance – roll 41 = success – sabotage before harvest.
Right then, looking at the three potential actions of the traitor, two include a significant other forces present – not something that Dirk could cope with on his own – so we shall go with the third – a bomb crippling the crawler and the air rafts being rendered unserviceable.
OK – Halfesson will plant the bomb and disable one air raft – will he disable the other one ? 50/50 – roll – 85 – No. Therefore Dannecheck will be forced to step in and disable the second air raft. Wonder what this will do to Halfesson ?
Right – the crawler was disabled by a shaped charge hidden in a crate in the cargo hold. All Halfesson had to do, when ready, was position the crate at the back of the cargo hold, pointing at the power plant and set the timer. When the charge was ignited, several cones of explosive fired jets of super heated metal through the internal wall and sliced into the power plant.
One thing I’ve missed out on by not refereeing this module is that there was more interaction and sub plots between the crew members which I have not been able to do because I had not read the additional detail contained in the ‘traitor’ section of the book until it was time to determine who that traitor was. Hence this has not run out as a mystery/investigation – though obviously Dirk was not hired to protect Jericorp.
It’s hot, damned hot !
OK – Dirk and Ms Etye head off to the crawler in the desert.
En-route attack – rolled 1 = someone tried to plant a bomb on the air raft, timed to detonate some time after it had returned to the crawler.
Did the bomber try and plant it in stores for the crawler, or on the air raft ?
Unlikely (couldn’t be certain which stores) – roll 35 to pass = 49 – fail.
Does a security guard spot him trying to plant the bomb ?
Very likely – roll 85 to pass = 61 – Yes.
Does the bomber get away ?
Likely – roll 75 to pass = 93 – no (very nearly a spectacular fail).
As the crawler has lost search time while the air-rafts were off fetching Ms Etye, they resume operations and show Dirk and Ms Etye how things are done on the crawler.
Within the first two hours of searching in rough terrain, the air rafts spot a number of promising nodule fields and a wrecked crawler. It is clearly very old, an older design, and suffering the devestation of time (rust may not be appropriate in the desert – but wind and scouring damage would be).
Two hours travel time to the nodule field on the desert floor, 40 hours harvesting time (normal metals) – rolls for encounter morning and evening day 2 – 6 and 5 = nothing – spy roll = 4 – no action, rolls for encounter morning and evening day 3 – 6 and 6 = nothing – spy roll = 5 = nothing then another 2 ½ hours to the next nodule field, plus 15 hours harvesting time (normal metals). Then 1 ½ hours to the wreck site make that third nodule field. Day 4 rolls encounter morning and evening – 4 and 12 – second roll = 2 – wrecked crawler – yup, got that already !?! Spy action – 10 – thought about it ? 35 hours to harvest – roll 7 = no radioactives, Day 5 (harvesting) encounters roll 7 and 5 = nothing. Time to call in the ‘hopper’ to cart off the harvested metals.
A new day will begin with moving to the next nodule field. Encounters day 6 – 8 and 10 – second roll = 3, air rafts are seen in the distance – unclear whether they are spying on the crawler as out of Jericorps patch, but they don’t seem to be following a search pattern.
2 ½ hours to next field – rendezvous with hopper and emptying of tanks – 20 hours to harvest – so, hopper can take a full load back, and fill up a new tank (no radioactives found).
At the wreck site. Just read that the jericorp crawler will only be found in ERG sandy terrain, as this site is rough terrain, it cannot be that one. However as the encounters indicated a wreck, it must be a long lost one – rusted and decayed by many years in the desert.
An hour and a half to the next field and 20 hours harvesting – radioactives ! Encounters Day 7 – 4 and 5 = nothing. Spy action – 4 = nothing.
2 ½ hours to next nodule field, 10 hours harvesting of field 6a, no radiactives. Encounters – 8 and 5 = nothing. Spy activity – 4 – none.
Field 6b 45 hours to harvest, no radioactives. Day 8 and 9 encounters – 6 and 4 = none. 6 and 5 = none. Spy activity 7 and 10.
Day 10 – 1 ½ hours to field 7, 35 hours harvesting time (no radioactives), encounters day 9 and 10 = 11 second roll 4 = A crawler is seen to the south, which heads away from Jericorps crawler. They were in Jericorps plot, but with the field to harvest, nothing further can be done. Were they associated with the earlier air rafts ? The hopper is called, and transfer arranged once the rendevouz is made. A little down time after the field is worked allows for some more filming and a broader sweep by the air rafts.
During the first harvesting session, there will be plenty of opportunity for Dirk to try out the laser turrets in a mining operation, and for Ms Etye to start shooting some of the promotional video. If the tanks get topped up quickly, then perhaps the ore carrier can transport Dirk and Ms Etye back to civilisation.
Crawlers tanks – 10 tanks
Start = 10 empty
Field 1 = 4 full, 6 empty
Field 2 = 5 full, 1 @ 50%, 4 empty
Field 3 = 9 full, 1 empty.
Field 4 = empty full load into hopper, and reload one tank. 1 full, 9 empty.
First load sold for – d6 = 6X2000 cr – 12,000 X 10 tanks = 120,000 Cr.
Field 5 – 2 tanks radioactives, 1 tank normal metal, 7 tanks empty.
Field 6a – 2 tanks radioactives, 2 tank normal metal, 6 tanks empty.
Field 6b – 2 tanks radioactives, 5 ½ tank normal metal, 2 ½ tanks empty.
Field 7 – 2 tanks radioactives, 8 tank normal metal, 0 tanks empty
Empty load into hopper, leaving 1 full tank in crawler.
Leaving Field 7 – 1 tank normal metal, 9 tanks empty.
Second load sold for d6 = 3X2000 = 6,000X 8 tanks = 48,000Cr. Plus 500,000/ton = sale price = 3d6 = 12 (-2, -2)= 8 gives 75% of base rate = 375,000 Cr/ton = 7.5M Cr. – this would be enough to trigger the spy action, as this haul would keep Jerricorp going !
So on the way to field 7, the spy is likely to make his move !
Must determine who it is and what s/he does !
Ok – a couple of things to add to the Duneraiders adventure – one, it doesn’t make sense for the crawler to have to return to ‘port’ everytime the tanks are full, so I think hiring a bulk grav transport to empty the tanks makes sense – called in when required.
Two – there should be a spy on board, so I’ll make a random roll each morning as part of the encounter checks to see if the spy makes a move – then I’ll work out who it is and what he does. Initially action will occur on a 12 on 2d6, but I’ll add a modifier once the wreck has been found to reflect the hike in tension/need for action (+2, +4, or +6 depending upon what is revealed from the wreck).
Also, mention is made of normal metals are described and their value, but radioactives are said to be rare finds, but no mention of value or size. Therefore once a nodule field is found, then a further 12 on 2D6 will indicate it contains radioactives, and the value will be determined by the vaues in Merchant Prince.
Lights, camera, Action !
After landing – Dirk will seek to sell cargo. Kelli decides there is nothing suitable for her to stay in whilst in town (and she is still a little shaken from the pirate attack) and requests to stay on board – High passage cuisine – while the ship is in dock.
Enos – E25059B-4 Poor, Non-Industrial, Desert, and low tech.
E class starport. Small size (little more than a large asteroid), Thin atmosphere, no free standing water, population in the hundreds of thousands, Impersonal Bureaucracy, No weapons – no off-worlders, tech level 4.
This means that Kelli has been contracted to come and shoot some commercials by the government (mining corporation ?) to promote the raw materials from the planet. The starport is the only place where off-worlders are allowed – but they visit this backwater so infrequently, it is not seen as a problem. Dirk could accompany Kelli outside the starport as part of her entourage (make up artist anyone ?), but could not be armed.
To sell 70 tons of basic manufactured goods – (60 tons crew bounty, rest Dirks trade goods).
To sell 5 tons of radioactives – unlikely to get a good price here.
Speculative Trade
Find buyer – Easy task (basic goods) (broker (0), education or social standing(0)).
Starport E – 0
Roll 8 = 10 – 2 more than required.
OK – that means Dirk finds a buyer for his Basic Manufactured Goods and is willing to pay the following:-
Basic Manufactured Goods – 70 tons bought @ 1,950 Cr/ton (10,000 Cr/ton).
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (Non Industrial +3), – purchase modifier (0).
80+1+3+0 = 12 = 95% of base price – 10,000 Cr/ton = 9,500 Cr/ton, giving the cargo a total value of 95,000 Cr (-5,000 Cr loss).
Less tax of 5% for Impersonal Bureaucracy government.
Radioactives – 5 tons bought @ 30,000 Cr/ton (150,000 Cr).
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (Non Industrial -2), – purchase modifier (desert +0).
50+1-+2+0 = 4 = 55% of base price – 30,000 Cr/ton = 16,500 Cr/ton, giving the cargo a total value of 82,500 Cr (-67,500 Cr loss).
Less tax of 5% for Impersonal Bureaucracy government.
Two days later try again.
Find buyer – Easy task (basic goods) (broker (0), education or social standing(0)).
Starport E – 0
Roll 8 = 10 – 2 more than required.
OK – that means Dirk finds a buyer for his Basic Manufactured Goods and is willing to pay the following:-
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (3 Non Industrial), – purchase modifier (0).
13+0+1+3+0 = 17 = 120% of base price – 10,000 Cr/ton = 120,000 Cr/ton, giving the cargo a total value of 120,000 Cr (20,000 Cr profit).
Less tax of 8% for Impersonal Bureaucracy government – 1,600 Cr.
Radioactives – 5 tons bought @ 30,000 Cr/ton (150,000 Cr).
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (Non Industrial -2), – purchase modifier (desert +0).
30+1-+2+0 = 2 = 45% of base price – 30,000 Cr/ton = 13,500 Cr/ton, giving the cargo a total value of 67,500 Cr (-82,500 Cr loss).
Less tax of 5% for Impersonal Bureaucracy government.
Two days later Dirk tries again.
Find buyer – Easy task (basic goods) (broker (0), education or social standing(0)).
Starport E – 0
Roll 10 = 12 – 4 more than required.
OK – that means Dirk finds a buyer for his Basic Manufactured Goods and is willing to pay the following:-
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (3 non industrial), – purchase modifier (0).
8+0+1+3+0 = 12 = 95% of base price – 10,000 Cr/ton = 9,500 Cr/ton, giving the cargo a total value of 95,000 Cr (-5,000 Cr loss).
Less tax of 5% for Impersonal Bureaucracy government.
Radioactives –
Find buyer – Average task (basic goods) (broker (0), education or social standing(0)).
Starport E – 0
Roll 8 = 8 exactly what was required.
OK – that means Dirk finds a buyer for his Basic Manufactured Goods and is willing to pay the following:-
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (-2 Non Industrial), – purchase modifier (0).
130+0-2+0 = 11 = 90% of base price – 10,000 Cr/ton = 7,500 Cr/ton, giving the cargo a total value of 135,000 Cr (-15,000 Cr loss).
Less tax of 5% for Impersonal Bureaucracy government.
Radioactives – 5 tons bought @ 30,000 Cr/ton (150,000 Cr).
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (Non Industrial -2), – purchase modifier (desert +0).
110+1-+2+0 = 12 = 95% of base price – 28,500 Cr/ton = 142,500 Cr/ton, giving the cargo a total value of 142,500 Cr (-7,500 Cr loss).
Less tax of 5% for Impersonal Bureaucracy government.
Dirk agrees to sell the cargo for 120,000 Cr and so will receive 118,400 Cr less taxes.
The crew decide to sell the pirate cargo, reasoning that they will not get a much better price in Caladbolg, and so realise their prize money – 60 tons of manufactured goods at a base price of 10,000 Cr/ton = 720,000 Cr les 120,000 Cr X 14% for taxes = 16,800 – for a profit of 703,200 Cr.
Profit shares – Owner 5, pilot 3, Engineer 3, Navigator 2, Medic 2, Steward 1 = 16. One share = 43,950.
Dirk – 219,750 Cr
Ester-Ann – 131,850 Cr
Timbur – 131,850 Cr
Nazekanuu – 87,900 Cr
Billy – 87,900 Cr
Damarcus – 43,950 Cr.
Ships finances
Income – Mail – 20,000 Cr
Freight – 9,900 Cr
High Passage – 12,000 Cr
Additional board – 800 Cr
Sale of Cargo – 118,400 Cr (inc. deductions for tax)
-———————+161,100 Cr
Outgoings – Wages – 21,000 Cr
Docking fee – 600 Cr
Fuel – 26,000 Cr
Life Support – 14,400 Cr
Broker fees 400 Cr
———————
-62,400 Cr
Nett Operating fund adjustment – +98,700 Cr.
I’ve wanted to see how a commercial adventure would pan out in solo traveller, and Enos became a good candidate as there was money to pay the wages, and therefore a swift turn around to earn a crust was not necessary. As Enos is a desert planet, a quick check through the classic traveller material I have suggested Duneraiders by Gamelords (available from DriveThruRPG as a PDF).
Having started it, it may not be the best test for my solo gaming, as there are a number of fudges the referee has to make to ensure the characters enter certain situations, there is a discrepancy between the law level of the adventure and that of Enos, and the financial imperative to take the job is missing. However, a good link into the adventure was provided by Dirk’s passenger and it is generating a good narrative so far, even if it is resulting from the written descriptions rather than pure role-playing.
Action at Enos
OK – Pirate in a Type T Patrol Cruiser – 400 tons = 8 Hull hits and 8 Superstructure hits, 4 turrets = 2 Triple Beam Laser’s and 2 missile racks. Accleration of 4g, with basic military sensors (Radar, Lidar, and Jammers DM+0).
Previous rolls have shown that Dirk has managed to find a method to remotely fire his missiles, and that he dropped off the Lodestar Phoenix in the laucnch undetected (powered down/minimum power). As he is in ambush, he will surprise the pirates and launch missiles first – at close range if undetected.
Detection by pirate at Medium range – 8+ (skill – random D6/2 = 2) 2 – (difficult task) -4 = 10 for success – roll = 2 – Catastrophic failure – so not only does the sensor tech not spot Dirk in his silent running launch, but he is distracted and fails to spot the missile launch either.
Missile hits – 2 missiles from location 1 – Do the missiles fire ? Likely – 75% needed to succeed – roll = 25 – Yes.
Both missiles fire – do they hit – Gunnery check – difficult -2, skill 1 – 9 needed to hit = roll = 9 Pass on 0 = no modifiers.
Missiles hot on 8 – roll 7 and 8 = one hit and one near miss.
Damage – D6 – armour – roll = 5-0 gives 2 hits.
Hit location –roll – 7 – Armour, therefore Hull.
Does Dirk successfully trigger the Comm messages ? Very likely – 85% needed – roll 28 – Yes.
Does the Lodestar Phoenix turn around on schedule – likely – 75% needed – roll = 65 – Yes.
Does the pirate detect being painted with a targeting radar (even range) – likely – 75% needed – roll – 15 – Spectacular success – the dozy sensor tech is confused by Dirks attack, misreads the sensors and thinks there are multiple targeting radars painting the pirate ship.
Does the pirate think he’s in a trap and bug out – Somewhat likely increased to likely because of the sensor tech’s error) – 75% needed – roll = 46.
Can Dirk trigger his second salvo of missiles ? 75% needed – roll = 66 = Yes.
No points left for evasive action by pirate as turning to flee.
Dirks gunnery check – roll = 9-2+1 gives 8- pass with no modifiers.
Therefore 8+ required to hit – roll = 4 and 4 both missed.
Does the pirate continue on until jump ? – Likely – 75% needed – roll = 08 – spectacular success – the pirate jettisoned stolen cargo in an attempt to entice pursuit to stop and collect it – Dirk can collect d6 X10 tons of random basic cargo – roll = 6 – 60 tons of basic manufactured Goods.
Does the recovery go as planned ? very likely – 85% needed – roll = 21 = Yes.
Are the goods booby trapped ? – Unlikely – 35 % needed = roll = 21 – Yes.
Can Dirk detect the booby trap – somewhat likely – 65% needed – roll = 44 – Yes.
Can Dirk disarm the booby trap ? – likely – 75% needed – roll = 54 – Yes.
Dirk was very lucky here – two spectacular successes meant the action went as well as it possibly could for the Lodestar Phoenix. I was expecting a bit more of a firefight and some damage to Dirk’s ship.
Arrival in Asteltine
The best route back to Adabicci appears to be Karin, Asteltine, Enose (Desert planet – could run Duneraiders), Caladbolg, Steel, Smoug (asteroid system – could run Belter scenario), Wardn, Tenalphi, Adabicci. This minimises the type E starports by interspersing them with type C’s and type B’s.
Encounters in-system -
Docking fees – 100Cr for first week.
Looking to sell buy cargo and freight for onward travel to
Selling
Freight
Lot 1 – 10 tons of freight for a final fee of 9000Cr.
Lot 2- 20 tons of freight for a final fee of 24,000Cr.
Both Cargoes were delivered to Asteltine within the stipulated 3.5 weeks. Both cargoes are delivered on time and payment is made
The 5 ton mail container for transport to Asteltine for a 25,000 Cr fee, is delivered.
Speculative Trade
Find buyer – Average task (broker (0), education or social standing(0)).
Starport B – +4
Roll 4 = 8 – exactly what is required.
OK – that means Dirk finds a buyer for his Basic consumables and is willing to pay the following:-
Basic Consumables – 60 tons bought @ 1,950 Cr/ton (117,000 Cr).
Sale price – 3d6 broker skill (0), plus intelligence or social skill (1), sale modifier (1 – Fl), – purchase modifier (- -4 = 4).
141+1+4 = 20 = 175% of base price – 3,000 Cr/ton = 5250 Cr/ton, giving the cargo a total value of 315,000 Cr (198,000 Cr profit).
Less tax of 0 Cr as there is no government to collect it !
Trade
Buying
Purchase world – Asteltine – B7A7402-A Fl, Ni
Trade classification Freight Passengers
Non-Industrial
-3 0
Fluid Ocean
-3 0
Net modifiers -6 +0
Destination world – Enose – E25059-B Military Base Poor, Non Industrial, Desert, Low Tech
Trade classification Freight Passengers
Poor
-3 -1
Non Industrial +1 -1
Desert 0 -1
Low Tech 0 0
Net modifiers -2 -3
-1 freight modifier for difference in tech level.
Population level = 5
-1 passenger modifier for difference in tech level.
Total nett freight modifiers = -9 Therefore 5-9 = -4
Total net passenger modifiers = -4 Therefore 5-1 = 1
Therefore no freight is available.
Therefore there are 2d6-6 low passengers only – (roll 6 -6 = 0) no low passengers available.
Freight
Find a source success – 8+ (investigate, streetwise, diplomat = 0) roll = 6 fail – six says before next attempt.
There is no point attempting to find a source, as the modifiers mean no freight is available, presumably, all the freight is in raw materials and carried in bulk haulers.
Passengers
Locate passengers streetwise/carouse check – roll = 4 – fail. No passengers wish to travel to Enos within the time frame of the Lodestar Phoenix’s departure.
Is there mail awaiting shipment to Asteltine ?
(rank, 5, +2 armed ship) roll = 11 – 17. Therefore greater than 12 – a 5 ton mail container is available to take to Enos for a 20,000 Cr fee (with those modifiers, it is not worth negotiating from the standard fee).
Speculative Trade
Find supplier – Average task (broker (0), education or social standing (0)).
Starport B – +4
Roll 2 = 6 – 2 under that required = fail. 2 days elapse before trying again.
Second attempt roll 2 (with -1 for second attempt) roll 7 = 10 – 2 over required = pass. 2 days elapse before trying again.
OK – that means Dirk find a supplier who has the following:-
Basic Electronic Goods – 30 tons @11,000 cr/ton – Price offered – 90% = 9,900Cr/ton (297,000Cr)
Basic Machine Parts – 60 tons @ 12,000 cr/ton – Price offered – 115% = 13,800 Cr/ton (828,000Cr)
Basic Manufactured Goods – 10 tons @10,000 cr/ton – Price offered – 100% = 10,000 Cr/ton (100,000Cr)
Basic Raw Materials – 10 tons @2,000 cr/ton – Price offered – 100% – 2,000Cr/ton (20,000 Cr)
Basic Consumables – 50 tons @4,500/ton – Price offered – 125% – 5,625 Cr/ton (281,250 Cr)
Basic Ores – 60 tons @ 1,000 Cr/ton – Price offered – 60% – 600 Cr/ton (36,000 Cr)
Radioactives –5 tons @40,000 Cr/ton – Price offered – 75% – 30,000 Cr/ton (150,000 Cr)
OK – looking at the modifiers, the best modifiers appear to be for Basic Consumables – so, investing a substantial amount of cash into Basic Consumables, would appear to be the way to go for Dirk.
This took 5 days, and so they have time to find another within the time frame of interviews.
Find another supplier – Average task (broker (0), education or social standing(0)).
Starport B – +4
Third attempt roll 2d6 (with -2 for third attempt) roll 9 = 11 – 3 over required = pass. 3 days elapse before trying again.
OK – that means Dirk finds a supplier who has the following:-
Basic Electronic Goods – 60 tons @12,000 cr/ton – Price offered – 115% = 13,800Cr/ton (828,000Cr)
Basic Machine Parts – 30 tons @ 12,000 cr/ton – Price offered – 115% = 13,800 Cr/ton (414,000Cr)
Basic Manufactured Goods – 30 tons @10,000 cr/ton – Price offered – 135% = 13,500 Cr/ton (405,000Cr)
Basic Raw Materials – 30 tons @2,000 cr/ton – Price offered – 85% – 850 Cr/ton (25,500 Cr)
Basic Consumables – 30 tons @4,500/ton – Price offered – 95% – 4,275 Cr/ton (128,250 Cr)
Basic Ores – 10 tons @ 750 Cr/ton – Price offered – 125% – 937.5 Cr/ton (9,375 Cr)
Radioactives –6 tons @40,000 Cr/ton – Price offered – 80% – 34,000 Cr/ton (204,000 Cr)
Dirk has spent a week selling and buying, and whilst he found some cargoes, Enos is not really in the market for the goods available on Asteltine, so there are not many bargains to be had. Therefore there is no point hanging around any longer than necessary.
OK – starport encounters for the two week period – every 24 hours as Dirk will be on the ship for most of the time.
Week 1
Monday 55 Scout ship departs
Tuesday 16 Local Merchant with Cargo to transport seeks ship.
Wednesday 53 Religious pilgrims try to convert the characters.
Thursday 42 Repair Yard catches fire.
Friday 52 Passenger looking for a ship.
A patron rolls – week 1 – Shopkeeper.
Rumour rolls – Week 1 – None.
OK – As there is no other game in town, it is worth looking at the random encounters for sources of revenue.
Merchant with Cargo – is it a small cargo ? 50/50 – success – 50 – roll = 27 success. Small cargo of 10-60 tons – 30 tons. For 30,000 Cr. Can Dirk increase the cost – very unlikely (no other freight available) – need 25 – roll = 95 – catastrophic fail. The price drops to 900 Cr/ton = 27,000 Cr.
Is the cargo dangerous – roll = 7 (12+ = dangerous) – no.
Passenger looking for a ship d20 – 1-15 from 15 space opera passengers = 5 A former stage actress – Kelli Etye.
Leaving Asteltine the Lodestar Pheonix comes across a type C mercenary cruiser, and a small craft.
Whilst entering Enos, she encounters, a Type T patrol Cruiser belonging to pirates ! Reaction roll – unmodified 2 – hostile, immediate attack.
Couple of checks for the Lodestar phoenix – is she armed ? Likley given the profession of the previous owners – 75 needed – roll = 12 – spectacular success – two turrets – #1 – 1 beam laser, 1 sandcaster, #2 – 1 missile rack. 1 sandcaster.
Is there somewhere convenient for Dirk to ‘drop off’ the ship in the ships boat, without detection ? near sure thing (combination of system – asteroids – and interception distance) – need 95 – roll = 19 (one off spectacular success).
Do the pirates detect Dirk – negative modifiers for previous success roll ? no way – 15 needed – roll = 19 – close !
Lodestar Phoenix Rises
Prior to the crew reporting for duty, Dirk goes through the Lodestar Phoenix, taking stock if the equipment and seeing if anything of value / use has been left behind.
There will be no vac suits, only emergency pressure suits, as the previous crew were all in vac suits when apprehended.
Is there any more than the usual equipment left on the Lodestar Phoenix – very unlikely – success = 25% – roll = 50 – No.
Is there any value in the personal items left behind – very likely = success – 85 needed – roll = 63 – yes.
Is there anything of exceptional value – no way- success roll – 15 – roll = 12. So something of a value greater than 20=120 Cr has been left on board amongst the personal gear.
Is it a single item – likely – 75 needed for success – roll = 48. A high value expensive item has been left behind. This could be what the Hunter patron encounter was looking for – maybe he had a contract with the old crew for delivery – maybe a hunting licence on a private reserve/planet.
Looking through the Spinward Marches book did not produce inspiration for an Amber Zone planet for illegal hunting. However, the Droyne planets and ring of naval bases, suggested an official travel warrant to these remote planets. The Lodestar Pheonix hasn’t got the legs to get there, so it doesn’t matte why the hunter wants to go – it will just be a cash generating transaction.
So how much – 10-60,000 Cr = 60,000 Cr.
In retrospect, I should have diced to see if a double cross was involved, but this story presented itself from earlier rolls, and is a bit of a distraction from leaving Iderati anyway, so I’m not going to go back and check now.
Dirk will spend 500 Cr on additional consumables – some fresh food together with some wine and spirits. Not necessary from his earlier inventory, but a definite morale booster for the crew, and useful if they manage to pick up a high passenger fare.
Dirk gets a cleaning crew to go through the Lodestar Phoenix and remove the evidence of the previous owners, and give it a good deep clean at a cost of 125 Cr.
Leaving Iderati – Type M Liner and small craft.
Entering Alstetane – Type S Scout.
OK – a look at the map has thrown up something I wasn’t expecting – Dirk will not find it easy to travel back to Adebacci in the Lodestar Phoenix as the jump route requires a jump-3 capable ship. The Lodestar Phoenix would have started out with only jump-1 capability.
This means that the only way in to Iderati for the Henry T (Lodestar Phoenix) was a very long winded jump-1 route through mostly E class starports – doesn’t sound very profitable. So, either the Henry T wound up in a piracy scam in the Iderati system because trade was poor and they were down on their luck, or they had drop tanks and could come and go via jump-2 routes.
50/50 chance – does the Lodestar Phoenix have drop tanks – success=50 rolled 43 therefore the Lodestar Phoenix does indeed have drop tanks. This reduces cargo capacity to 150 tonnes as the drop tanks are installed either side of the cargo bay and hold 50 tons of fuel.
That’s a relief, it means a quicker route is possible, though there are still a few E class starports on this route !
But it throws up the possibility of a reward for these ‘baddies’ – very unlikely – success needs 25% – roll = 25 success. Is the reward a reasonable one (1d6X10,000cr) ? unlikely – success needs 35% – roll = 58 – Fail. Is the reward a very good one ? – very unlikely – success needs 25% – roll = 52 – fail. Therefore the reward is a small one 3D6X1000 Cr = 15, therefore Dirk receives a reward of 15,000Cr for capturing the mutineers/pirates.
So first stop is Asteltine – class B starport !
Is there a crew available ?
Can a pilot be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll 27 = success.
Can a Navigator be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 85 – No.
Can a Navigator be found who is acceptable to Dirk – somewhat likely – 65% needed – roll = 39 – Yes.
Can an Engineer be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 20 – Yes.
Can a Medic be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 53 – Yes.
Can a Steward be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 81 – No.
Can a Steward be found who is acceptable to Dirk – somewhat likely – 65% needed – roll = 22 – Yes
Did Connell March find replacement crew – very likely – 75% needed – roll 46 – Yes.
Dirk and Connell rent an office at the starport for 11 cr a day and needed two days to conduct the interviews.
Next comes trade goods and encounters
Trade-
Origin world – Iderati – A767768-C 2
Trade classification Freight Passengers
High Tech
- -
Rich
+2 -1
Agricultural
+2 0
Garden
+2 +2
Net modifiers +6 +1
Desitination world – Asteltine – B7A7402-A
Trade classification Freight Passengers
Fluid Oceans
-3 0
Non Industrial -3 -1
Net modifiers -6 -1
-2 freight modifier for difference in tech level.
Population level = 4
-2 passenger modifier for difference in tech level.
Total nett freight modifiers = -2
Total net passenger modifiers -3
Freight
Find a source success – 8+(investigate, streetwise, diplomat = 0) roll = 6 fail – six says before next attempt.
Find a source part 2 success – 8+(investigate, streetwise, diplomat = 0) roll = 8 success – zero day delay.
Freight Traffic value 4(destination population level) -2 = 2 = 1d6-4 major freight lots – roll = 6. Therefore 2 major freight lots available.
Negotiate better price – 6+(broker, persuade) 2(Connell March) – roll = 7. Therefore +3 on negotiation check table = 750Cr/ton per Parsec for 1d6X10 tons of major freight.
A roll of 1 gives 10 tons of freight for a fee of (750X10=7500) for 1 parsec. Second Parsec adds 20%, giving final fee of 9000Cr.
Second lot roll of 2 = 20 tons of freight.
Negotiate better price – 6(broker, persuade) +2(Connell March) – roll = 11. Therefore +7 on negotiation check table = 1000Cr/ton per Parsec.
Giving 20 tons of freight for a fee of (1000X20=20,000) for 1 parsec. Second Parsec adds 20%, giving final fee of 24,000Cr.
Both Cargoes are due in Asteltine in 3.5 weeks.
Search for sources part 3 – roll 7 = fail, 7 days delay.
Search for sources part 4 – as 13 days have elapsed, Dirk will be expecting the ship to have been released and be ready for lift off within a day or so. Therefore may not be able to take up any freight if not ready immediately. Roll = 6 fail.
Passengers
Locate passengers streetwise/carouse check – roll = 3 – fail. No passengers wish to travel to Asteltine within the time frame of the Lodestar Phoenix’s departure.
Is there mail awaiting shipment to Asteltine ?
(rank, 5, +2 armed ship) roll = 8 – 15. Therefore greater than 12 – a 5 ton mail container is available to take to Asteltine for a 25,000 Cr fee.
Speculative Trade
Find supplier – Average task (broker (+2 Connell March), education or social standing).
Starport A – +6
Ally (Connell March) +2
Roll 8 = 18 – 10 over required = exceptional success. – I think this means Dirk can claim Broker – 0 on his skill list.
OK – that means Connell and Dirk find a supplier who has the following:-
Basic Electronic Goods – 80 tons @10,000 cr/ton – Price offered – 55% = 5,500Cr/ton (440,000Cr)
Basic Machine Parts – 50 tons @ 9,000 cr/ton – Price offered – 55% = 4950 Cr/ton (247,500 Cr)
Basic Manufactured Goods – 40 tons @11,000 cr/ton – Price offered – 25% = 2,750 Cr/ton (110,000Cr)
Basic Raw Materials – 20 tons @6,000 cr/ton – Price offered – 95% – 5,700Cr/ton (114,000 Cr)
Basic Consumables – 120 tons @3,000/ton – Price offered – 65% – 1,950 Cr/ton (234,000 Cr)
Basic Ores – 20 tons @ 750 Cr/ton – Price offered – 65% – 487.5 Cr/ton (9,750 Cr)
Cybernetics – 20 tons @300,000 Cr/ton – Price offered – 95% – 285,000 Cr/ton (5,700,000 Cr)
Medical Supplies – 25 tons – 80,000/ton – Price offered – 65% – 53,000 Cr/ton (1,300,000 Cr)
OK – looking at the modifiers, the best modifiers appear to be for Basic Consumables – so, investing a substantial amount of cash into Basic Consumables, would appear to be the way to go for Dirk.
This took 5 days, and so they have time to find another within the time frame of interviews.
Find another supplier – Average task (broker (+2 Connell March), education or social standing).
Starport A – +6
Ally (Connell March) +2
Roll 8 = 18 – 10 over required = exceptional success.
OK – that means Connell and Dirk find a supplier who has the following:-
Basic Electronic Goods – 10 tons @9,000 cr/ton – Price offered – 30% = 2,700Cr/ton (27,000Cr)
Basic Machine Parts – 50 tons @ 12,000 cr/ton – Price offered – 25% = 3,000 Cr/ton (150,000 Cr)
Basic Manufactured Goods – 50 tons @7,000 cr/ton – Price offered – 25% = 2,750 Cr/ton (110,000Cr)
Basic Raw Materials – 60 tons @2,000 cr/ton – Price offered – 50% – 1,000Cr/ton (60,000 Cr)
Basic Consumables – 40 tons @4,500/ton – Price offered – 60% – 2,700 Cr/ton (108,000 Cr)
Basic Ores – 50 tons @ 1,250 Cr/ton – Price offered – 45% – 562.5 Cr/ton (28,125 Cr)
OK – starport encounters for the two week period – every 6 hours – call it three rolls per day
Week 1
Monday 56 Illegal goods impounded 24 Reporter asks for news of off world 14 News report of pirate activity on communal screen draws a crownd
Tuesday 23 Technician repairing Starport computer system 25 Bizarre cultural performance 15 Bored clerk makes life difficult for Dirk
Wednesday 33 Escaped prisoner begs for passage offworld 52 Passenger looking for a ship 45 Trader from distant system selling strange curios
Thursday 26 Patron argues with a different set of characters. 63 Government officials investigate the character 43 Passenger liner arrives
Friday 54 Cargo Hauler arrives 22 Traders from off world argue with broker 61 Pickpocket tries to steal from the characters
Saturday 54 Cargo Hauler departs 43 Passenger liner departs 26 Patron argues with a different set of characters.
Sunday 33 Escaped prisoner begs for passage offworld 35 Security Patrol 25 Bizarre cultural performance
Resolve pick pocket encounter – Success of pickpocket – very unlikely – 25% needed – roll = 26, failed – just.
The rest is just colour.
Week 2
Monday 23 Traders from off world argue with broker 26 Patron argues with a different set of characters. 65 Starport is temporarily shut down for security reasons
Tuesday 66 Damaged Ship makes an emergency docking 52 Passenger looking for a ship 11 Maintenance robot at work
Wednesday 56 Illegal or dangerous goods are impounded 66 Damaged Ship makes an emergency docking 45 Trader from distant system selling strange curios
Thursday 21 Dissident tries to claim sanctuary from planetary authorities 61 Pickpocket tries to steal from the characters 66 Damaged Ship makes an emergency docking
Friday 61 Pickpocket tries to steal from the characters 45 Trader from distant system selling strange curios 66 Damaged Ship makes an emergency docking
Saturday 33 Escaped prisoner begs for passage offworld 55 Scout ship departs 24 Reporter asks for news of off world
Sunday 64 Drunken crew pick a fight. 32 Demonstration outside starport 22 Traders from off world argue with broker
Resolve pick pocket attempts
Three damaged ships within a 24-36 hour period is quite unusual – so there must be a connection.
Connection – a near sure thing – 90% needed – roll= 11 – spectacular success.
There are no obvious amber or red zones that could be the cause (Karin is Amber in the Mongoose version, but I think that is too mainstream to be the cause. Instead, Penelope seems a likely candidate for a pirate raid – it is off the beaten track and is a rich world. There are escape routes through Gohature/Ralhe/Asteltine or Gohature/Ralhe/Debarre – both routes having access to Gas giant refuelling. Therefore, there is a possibility that when in Gohature, Dirk will come across the raiders.
A couple of patron rolls – week 1 – Naval Officer. Week 2 – Hunter.
Rumour rolls – Week 1 – veiled clue. Week 2 – veiled clue.
Does prize hearing go to plan ? – very likely – 85% needed – roll = 15 – spectacular success – early resolution.
Does the name change go according to plan – sure thing – 90% needed – roll = 54 – Yes.
OK – a look at the map has thrown up something I wasn’t expecting – Dirk will not find it easy to travel back to Adebacci in the Lodestar Phoenix as the jump route requires a jump-3 capable ship. The Lodestar Phoenix would have started out with only jump-1 capability.
This means that the only way in to Iderati for the Henry T (Lodestar Phoenix) was a very long winded jump-1 route through mostly E class starports – doesn’t sound very profitable. So, either the Henry T wound up in a piracy scam in the Iderati system because trade was poor and they were down on their luck, or they had drop tanks and could come and go via jump-2 routes.
50/50 chance – does the Lodestar Phoenix have drop tanks – success=50 rolled 43 therefore the Lodestar Phoenix does indeed have drop tanks. This reduces cargo capacity to 150 tonnes as the drop tanks are installed either side of the cargo bay and hold 50 tons of fuel.
That’s a relief, it means a quicker route is possible, though there are still a few E class starports on this route !
So first stop is Asteltine – class B starport !
Is there a crew available ?
Can a pilot be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll 27 = success.
Can a Navigator be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 85 – No.
Can a Navigator be found who is acceptable to Dirk – somewhat likely – 65% needed – roll = 39 – Yes.
Can an Engineer be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 20 – Yes.
Can a Medic be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 53 – Yes.
Can a Steward be found who is to Dirk’s satisfaction – somewhat likely – 65% needed – roll = 81 – No.
Can a Steward be found who is acceptable to Dirk – somewhat likely – 65% needed – roll = 22 – Yes
Did Connell March find replacement crew – very likely – 75% needed – roll 46 – Yes.
Next step – search for Cargo, then roll up encounters.
OK – A bit of housekeeping.
Changed the names in the adventure log from Gohature to Iderati as I had misread the old Spinward Marches Map, the jump route passes through the Gohature hex, but does not stop until Iderati !
Also the chaos factor is to remain at 5. This is because having read other blogs, Dirk has not increased his control of the situation – he was just reacting to events and those reactions went well.
Next stop will be to find crew for the Dalrymple’s Dream and the Lodestar Phoenix, find a cargo, and head off to Asteltine.
Couple of d66 checks give us ‘Kellogue and Brown Tank Transport’ as the shipping line benind Dalrymple’s Dream, and ‘Omicron Setii Movers’ behind the Henry T.
It should be a foregone conclusion that the Henry T be classed as a prize – success 95% – roll = 45 – yes.
Is Kellogue and Brown Tank Transport’s head office on Gohature – unlikely – success 35% – roll = 66 – No.
Do Kellogue and Brown Tank Transport have an office on Gohature – average – success 50% – roll = 21 – Yes.
Can local office resolve prize awards – somewhat likely (company policy) – sucess 65% – roll = 77.
Can the prize be awarded to Dirk (already determined it will be, just looking for when) within the 3 week timeframe of the court – very unlikley – success = 25% – roll = 07 – just missed a critical success.
End of scene – went pretty much according to the plan and in Dirk’s favour – therefore Chaos Factor is lowered to 4.
Then need to check that the Captain and Astrogator can get the drop on the crew of the Henry T coming across to see if they can ‘fix’ the drives of the Dalrypmle’s Dream ? Likely – success – 75% – roll = 01 – spectacular success.
And if the Chief Engineer and cargo man/gunner can get the drop on the EVA crew from the Henry T ? – average – success – 50% – roll = 46 – yes.
Do the local security forces arrive in a reasonable time ? – likely – 75% success – roll = 30 – Yes.
Will the freight company present Dirk with the Henry T in gratitude – very unlikely – success – 25% – roll = 25 – surprisingly yes !
Will the Henry T be held up in legalities for more than 1 month ? – success – 50% – roll = 85 – no – moderate success – therefore 3 weeks !
Looking back at Dirk’s character sheet, I realise that his is the proud owner of a high tech boarding vacc suit – which would have at least been in his luggage, though not worn on board ship. This brought to my attention the fact that the Additional Info box which displays correctly in edit mode, cannot be seen in the normal view – hence the addition of the normal loadout entry in the equipment section.
Anyway, I got a bit carried away with the lsat encounter and did not resort to the combat rules in Traveller as originally intended, as this was a fairly cut and dried situation I just went with the story and used the fate chart to check for unusual situations – hence Dirk missing and the clumsy aerial ballet ! I’m happy with this as I have always thought the flow of the story is the most important thing and when I’ve GM’d in the past have been havy to fudge or outright ignore die rolls that have gone against the grain of the story.
The same will be true of the final encounter in this episode, the Fat Trader has a crew of 5 (raised to 6 for this op – average chance – success 50% – roll = 61 – fail).
On with the plan.
Does the Fat Trader crew believe the captains explanation for lack of mutineer on the comm – likely (they want to) ? – success 75% – roll = 08 – critical success
Can Dirk get across to the Fat Trader undetected ? – v likely (in consideration of distraction above) – success – 85% – roll = 47 – yes.
Does the Dalrymple’s Dream have anything (laser cutter, explosives, etc) that can be used to access the Fat Traders engineering section ? – likely – success 75% – roll – 27 – yes.
Can Dirk disable the Fat Traders manouvre drive, preventing its repair and escape before the authorities arrive, without trashing the drives ? average – success – 50% – roll = 26 – yes !
Had to make a couple of decisions on the fly (using Mythic fate table) – Dirk succesfully negotiated the external journey – no surprise given his expertise, but I had to check. Then checked to see whether the grav plates were turned off, and the airlock codes worked. Grave plates yes, but airlock failed – hence a second attempt which was nearly a spectacular success, hence the floating crewman.
Next – will the crewman surrender when Dirk waves his body pistol at him ? likely – success 75% – rolled 53 = Engineer gives up without a fight.
Can Dirk coerce the crewman to fix the dive problem – average – success 50% – rolled 76 = No.
Can Dirk fix the drive problem himself ? unlikely – success 35% – rolled 56 – No.
Can Dirk constrain the engineer freeing him up to go to the bridge ? very likely – 85% success -rolled 14 = spectacular success.
Can Dirk make it to the bridge undetected – likley – success 75% – rolled 65 – achieved.
Can the pilot and cargo chief control themselves and leave the bridge in zero-g – unlikely – success – 35% – rolled 54 – No.
Can Dirk get the crew codes from a crewman ? average – success 50% – rolled 12 – nearly a spectacular success.
Can Dirk get the drop on the mutineers on the bridge in zero-g ? likely – 75% success – rolled 73 – just made it.
Can Dirk drop the mutineers before they can react in zero-g – likley – 75% success – 83 – fail.
Can a mutineer react and shoot Dirk ? unlikely – success 35% – rolled 84 – fail.
Was Dirk injured in the exchange ? likely – 75% success – 49 – yes.
Can Dirk drop them after they’ve reacted ? very likely – success 85% – rolled 90 – fail.
Do the mutineers take cover ? very unlikely – success 25% – rolled 80 – spectacular fail.
Can Dirk drop them – third time lucky – likely (wounded arm) – 75% success – rolled 11 – spectacular success.
Ok – been thinking how the encounter is likely to play out and Dirk needs to do a little more digging before I’m ready to play out the encounter.
There are two ways to get to engineering – inside or outside the ship – which can Dirk use.
Is Dirk able to use the ships computer to gain passage through the ships crew areas ?
From his previous success with the grav plates and his knowledge of ships this is likely (even though he is not a security specialist) – success 75% – rolled 78 = fail, just.
Therefore, using his zero-g ability and assualt experience, can Dirk travel outside the ship and re-enter via engineerings air-lock ? Very likely – 85% success – rolled 84 = just managed to convince the computer to let him in when needed.
So, who is in on the plot – must be someone from engineering – Chief Engineer – Average chance – 50% success – rolled 74 = Chief Engineer unaware of plot.
1st Engineer – chance likely – 75% success – rolled 53 = 1st Engineer is in on the plot.
2nd Engineer – chance average – 50% success – rolled 56 = 2nd Engineer not in on the plot.
Captain is already out.
Pilot – chance unlikely – 35% success – rolled 34 = pilot is in on the plot.
Astrogator – chance unlikely – 35% success – rolled 80 = Astogator in the clear.
Cargo Chief – chance average – 50% success – rolled 10 = exceptional success, so the cargo chief is the ring leader.
Cargoman – unlikely – 35% success- rolled 49 = so he is unaware of the mutiny.
Right then – the situation is unfolding, but I need to use Mythic to answer a couple more questions before gaming the muntiny attempt.
Chaos Factor = 5.
Dirk takes his suspicions to the Captain to discreetly determine his involvement/knowledge of the plot. Success = 35, rolled 46 – so the captain is unaware of the plot.
Can Dirk get at the cargo manifest from the ships computer v.likely Success = 85, rolled 71.
Can Dirk disable the grav plates remotely – likely considering his piloting and zero g expertise. Success = 75 – rolled 10 – excpetional success – managed to trigger it from his tablet computer, not just a ships computer.
Can Dirk retrieve his laser pistol from the ships locker ? No way – Success = 15, rolled 76 – narrowly avoiding a spectacular fail.
Ok – back from my hols and now in possession of Mongoose Spinward Marches, so it’s time to work out who is on Dalrymple’s Dream with Dirk.
Karin has a population of 7, with passenger availability modifiers (+2, -1, +2) for 10, which gives 3d6 mid passnegers and 3d6 – 1d6 high passengers. This results in 5 high passengers and 11 mid passengers. Rolled 22% of high passengers booked with Dalrymple’s Dream = 1 and 5% of mid passengers, giving 2 (rounded up) mid passengers.
Realised a few things extra were needed, so used the D66 resources I have to determing the ship’s name and mercantile line. The type of ship available, and whether Dirk’s concealed body pistol would be detected.
Next steps are to work out the other passengers (max. 8 inc. Dirk) and whether any of these give rise to a patron or rumour encounter.
OK – Dirk has settled into his hotel room and is puzzling over the lack of budget rooms. He heads out to the commercial hub of the starport to see what the travel agents have to offer.
As a matter of habit, Dirk will also check out the freighters in dock or scheduled, just to get a handle on the traffic patterns.
As Karin only has three off-world destinations and has an A class starport, there is an average chance of passage to Gohature being available within the next three days. This is modified to below average in recognition of the lack of hotel space – the majority of available berths have already been booked, with the passengers booked into the hotels awaiting their ships.
Dirk manages a spectacuar success on berth availability and encounters a pick pocket on his way back to the hotel. The pick pocket makes a successful skill roll.
Diced for availability of basic but good hotel accomodation at the starport – failed. Therefore no accomodation available of that quality. Checked availability at the more luxurious end, and had a spectacular success, so Dirk managed to find a top quality hotel for not much nore than the budget hotel he planned for.
However, does the lack of budget hotel space mean that a ship has just arrived, or is due to leave ?