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Traveller Adventures

——– Original Message ——–

Subject:
Date: 2018-04-23 15:12
From: Stan Shinn <stanshinn@gmail.com>
To: “stanshinn@roguecomet.com” <stanshinn@roguecomet.com>
ShinnCon Future Games Roadmap:
Traveller Series (ShinnCon 1-8)
Star Frontiers Series (ShinnCon 9-16)
Greyhawk/Classic D&D Modules (ShinnCon 17-24)

Traveller ShinnCon Campaign

ShinnCon 1

Improv Adventure

ShinnCon 2

Traveller Double Adventure 5a: The Chamax Plague (LBB)

Double Adventure 1a: Shadows (ANCIENTS)

Traveller Double Adventure 5b: Horde (LBB)

76 Patrons: The Lady in White (LBB)

ShinnCon 3

Traveller Adventure 7: Memory Alpha (Notebook)

Ancients Campaign:

Adventure 2: Research Station Gamma (ANCIENTS)

Adventure 3: Twilight’s Peak (ANCIENTS)

Adventure 12: Secret of the Ancients (ANCIENTS)

ShinnCon 4

Double Adventure 3b: Death Station (LBB)

Double Adventure 6b: Night of Conquest (LBB)

Adventure 6: Expedition to Zhodane

Double Adventure 1b: Annic Nova (customized with Aliens)

Darthanon Queen (Notebook, alien fight)

JTAS & 76 Patrons

Improv Adventures

Reviews on Traveller Adventures:

http://forum.rpg.net/showthread.php?470822-Best-Traveller-adventures!/page3

Beltstrike (Mongoose Version)– Just . . . awesome! Lots of background/setting material but the best part for me was the campaign provided in the 2nd half of the book. The different chapters contain some really cool mysteries that eventually link together and propel the story. However, if your group is the “we kick the door in with guns blazing” type of group then this is probably not for them.

The Traveller Adventure

It’s very well designed and written. The end goal is presented in the first session, get Object A to Point B and into the hands of Person C. This goal acquires some additional details as play progresses, but the core is there in session one. There are clear intermediate steps to the end goal. Each step concludes with a sense of accomplishment before the next step is revealed. The end goal does not require the characters to head straight for it with no variation. Side trips are possible and encouraged. Some of the side quests have sequels.

There are a few encounters the characters must go through, but these are rare and not obnoxious. For example, the characters must upgrade their ship at one point to continue the quest, but what players don’t want to trick out their ride? The bulk of the plot is driven by the motivations of various NPCs. If the players miss an encounter, the motivation for that encounter remains unsatisfied, and the NPC involved remains to try again a different way. The big bad is not chasing the characters directly. He has henchmen for that. But should the characters manage to kill the big bad before the main plot is resolved, he has an organization and lieutenants. The motivation behind the main plot is vested in the organization and the story will go on with someone filling the big bad’s boots.

In fighting the big bad, the characters will inadvertently befriend a powerful patron who is fighting the big bad for his own reasons. The characters can either sign on with this patron or remain acquaintances with a mutual enemy. The patron’s write-up details his long term actions in either event. There are opportunities to weave the main plot and subplots together, but they don’t have to be. There is a lot of detail the characters won’t encounter. Some groups will have certain experiences running through the main plot. Other will have others. When the main plot is concluded the characters will be surrounded by a richly detailed and experienced setting with a bunch of plot hooks dangling from their previous adventures, or just lots of colour to use when they return to Planet X or Y and run across old friends or enemies.

The referee’s main stick for keeping things on track is the bank. The characters’ starting ship is a subsidized merchant. If the characters fail to make their regular bank payments or fail to service certain routes within certain timeframes, they are in big trouble with the bank. Most players can understand having a bank after you is not good. Depending on events in play, the characters may finish the main plot still under subsidy contract, as employees of the powerful patron, as traders associated with the powerful patron, or as full owners of their ship.

Getting Object A to Point B and in the hands of Person C involves chases, espionage, puzzle solving, gunfights, derring do, trading, space battles, and crime. It’s a hoot.

Belter Campaign

Beltstrike (boxed set)

ShinnCon 2

‘Sundown on Starmist’ 6-9 hours to run http://www.starfrontiers.us/node/8218

Descriptions:

‘Classic Traveller – Origonal Edition.

In a dark and dangerous Startown Bar there she is…..the mysterious “Lady in White – she has in her hands a mysterious book – will she lead the party to fabulous riches or a painful and penniless death….find out in this classic RPG adventure – Traveller is the most award winning RPG published in the 70s written by Mark Miller and first published in the early 70s..Classic Traveller – the best and oldest SF Role playing game comes alive in this adventure. Ran by Mike Kelly – a Traveller author. Characters provided, beginners welcome and prizes for good role playing.

Sunday morning 8AM

Annic Nova

Classic Traveller – Origonal Edition.

In the cold darkness of space a mysterious abandoned ship is discovered. The salvage rights alone are worth million of CR – will this wrak bring riches to the players or will they find something terrifying out in space. Find out in this – the oldest and most award winning SF RPG adveture ever published – Traveller is the most award winning RPG published in the 70s written by Mark Miller and first published in the early 70s..Classic Traveller – the best and oldest SF Role playing game comes alive in this adventure. Ran by Mike Kelly – a Traveller author. Characters provided, beginners welcome and prizes for good role playing.

Classic Traveller – Mike Kelly finally caught on this year that Classic Traveller is more likely to get people to sign up and play vs GURPS Traveller. Mike ran 2 session this year and both were full. Mike said he will run Classic Traveller from now on at the Con. So not that anyone else can’t run it, but it should also be a mainstay from year to year.

—-

Traveller Adventures
Classic Traveller Adventures (the Little Black Books)
Double Adventure 3: Death Station
A science lab in orbit stops communication — you are sent to investigate. What could go wrong?
CT-A02-Research Station Gamma 
The alien needs help… wounded, frightened, reluctant, the little birdlike creature can only slowly be coaxed into telling its story. Out there, in a research station in the middle of the sea, its sister and brother are being held for terrible experiments, vivisection, ultimately death! The alien makes its plea; please, can’t someone help?
CT-A12-Secret of the Ancients 
Who were the Ancients? What were they doing when they roamed the galaxy 300,000 years ago? Why did they destroy themselves in a cataclysmic Final War that destroyed entire planets? The answer lies hidden somewhere, and the clues are all around. Join a band of adventurers confronted with the greatest puzzle of the ages as they try to solve it.
CT-A03-Twilight’s Peak 
From a clue in an old worn book, from a rumor in a starport bar . . . the adventurers are led across the sector in pursuit of a century-old treasure.
Double Adventure 1: Shadows / Annic Nova 
Shadows deals with a pyramid structure complex on the surface of a world, which the travellers will encounter and investigate.
Annic Nova deals with a derelict starship encountered orbiting a small gas giant in the Keng stellar system.
Shadows tells the story of mysterious pyramids, and Annic Nova the story of a mysterious ship. Both are essentially dungeon crawls in space.
Double Adventure 6: Divine Intervention / Night of Conquest 
Night of Conquest deals with the crew of a trading vessel caught up in a conflict on a newly contacted world.
Divine Intervention covers a mission to alter the policies of a religious dictatorship.
Exit Visa (The Traveller Book)
 
Lady in white 
 
Beltstrike (Module)
Traveller
 
One-Shot — 
All the below take place in the Spinward Marches
One-Shots / Con Scenarios
The Patron Encounter “Lady in white robes” from The Traveller Book/76 Patrons would make a good rescue op.
Double Adventure 3: Death Station
A science lab in orbit stops communication — you are sent to investigate. What could go wrong?
Darthanon
 
Part 1 — Research Station Gamma
CT-A02-Research Station Gamma 
The alien needs help… wounded, frightened, reluctant, the little birdlike creature can only slowly be coaxed into telling its story. Out there, in a research station in the middle of the sea, its sister and brother are being held for terrible experiments, vivisection, ultimately death! The alien makes its plea; please, can’t someone help?
Vanejen/Rhylanor/Spinward Marches
Part 2 — Secret of the Ancients
CT-A12-Secret of the Ancients 
Who were the Ancients? What were they doing when they roamed the galaxy 300,000 years ago? Why did they destroy themselves in a cataclysmic Final War that destroyed entire planets? The answer lies hidden somewhere, and the clues are all around. Join a band of adventurers confronted with the greatest puzzle of the ages as they try to solve it.
Set in Regina/Regina/Spinward Marches
Part 3 — Twilight’s Peak
CT-A03-Twilight’s Peak 
From a clue in an old worn book, from a rumor in a starport bar . . . the adventurers are led across the sector in pursuit of a century-old treasure.
(Spinward Main)/Spinward Marches
Double Adventure 1: Shadows / Annic Nova 
Shadows deals with a pyramid structure complex on the surface of a world, which the travellers will encounter and investigate.
Annic Nova deals with a derelict starship encountered orbiting a small gas giant in the Keng stellar system.
Shadows tells the story of mysterious pyramids, and Annic Nova the story of a mysterious ship. Both are essentially dungeon crawls in space.
Shadows is set in Yorbund/Regina/Spinward Marches
Annic Nova is set in Keng/Regina/Spinward Marches
Double Adventure 6: Divine Intervention / Night of Conquest 
Night of Conquest deals with the crew of a trading vessel caught up in a conflict on a newly contacted world.
Divine Intervention covers a mission to alter the policies of a religious dictatorship.
Pavabid/District 268/Spinward Marches
Gaajpadje/Ea/Reaver’s Deep (far away)

— Stan Shinn
Rogue Comet, LLC