Showing posts with label classic traveller. Show all posts
Showing posts with label classic traveller. Show all posts

Friday, September 10, 2021

Classic Traveller Adventure 03 - Twilight's Peak

Introduction

Running the Classic Traveller adventure Twilight’s Peak solo using 5D SF PPS RPG.

There are minor spoilers for the adventures in this post but have tried to steer away from most of the surprises.  It is 40 years since the adventure was released after all.

Background

I am attempting to replay solo Classic Traveller adventures.  I started with Traveller RPG but then moved onto writing my own, streamlining them as I go.  I ended up replacing all of that with 5 Dice SFRPG for Annic Nova.  It worked fine and is great as it uses the same mechanics for both combat and non-combat encounters. 5 Dice SFRPG does not provide the level of granularity of characters compared to other RPGs but for running solo adventures I find I am just looking for the main difference of the characters.

Adventure Structure

Here is the outline of how I plan to run the adventure:

Act 1: Set in space, covers collecting rumours to hopefully point to the location of the correct planet.

Act 2: On the planet, getting directions and travelling to the Octagon

Act 3: Searching the catacombs.

Act 4: The Zhodani and conclusion.

Notes

Act 1’s aim is to collect rumours while trading across a lot of planets.  This is not going to translate well into solo play so what I have done for Act 1 is have the act aim to scout around (collect a certain number of experience points) across space scenes. This should generate around 3-8 scenes of tasks to undertake to gather rumours.

Act 2 is random number of scenes in Rough terrain

Act 3 is a fixed number of scenes (5) that correspond to major tasks required while searching the catacombs.

Act 4 is also a field number of scenes (3) that are the main climatic scenes at the end of the adventure. 

Prologue

The date is 300 1105 on Regina. The party is:

OCF is a Robot from an industrial background with good skills and a mini-missile. OCF has 3 decades of adventure; decade 1 yields an item, one blast; decade 2 sees a serious injury but recovered; decade 3 supplies general experience with great improvement.

Iui, a male Aslan from an industrial background with good skills. Iui has 2 decades of adventure; decade 1 supplies general experience with great improvement; decade 2 just drifts past.

Gia Choi, a female Human from a military background with great skills and a big slug pistol. Gia has 3 decades of adventure; decade 1 yields an item, a weapon; decade 2 supplies general experience with great improvement; decade 3 supplies general experience with great improvement.

Melany McBride, a female Human from a poor background with average skills and a laser pistol. Melany has 2 decades of adventure; decade 1 yields an item, a weapon; decade 2 yields an item but already has one.

The team need to find a treasure – the secret behind the Twilight’s Peak epic of what lost Scouts discovered.

Act 1: Rumours

The crew move from system to system trading but at the same time picking up rumours.

Scene 1 Dinomn Colony

No one is really around but it is not surprising considering the lack of anything around here of note.  The team walk into a bar for a drink.

“It is quite an amazing story.”

The team cannot help but overhear the conversation of three well dressed women going on next to them.

“Do tell.” They continue.

“Well, there was this scout…” the speaker notices Gia eavesdropping.

Gia looks sheepish but says enthusiastically, “Do you mind if we listen in?  I do love a good story about scouts.”.

“Sure.”

OCF orders drinks for everyone to maintain the goodwill.

The team are then entranced as the woman proceeds to tell them about the epic of Twilight’s Peak.

It has piqued their interest and they do further research on it when back on their ship.

“Most interesting, it is a shame we don’t know where that ship crashed – bound to be some good trading goods we salvage,” says Melanie.

Scene 2 Rech Outpost

It is now the late hours on Rech. A siren can be heard droning on incessantly nearby. They realise the siren it for them!  They crash the small buggy they have been using to get around the docks.  Luckily the crash was only minor.

“Everyone alright?” asks Gia, who was steering.

“Yeah, we’re alright,” answers OCF. “Please do not do that again.”

Scene 3 Wochiers Spacestation

The warmth of civilisation seems to be most evident, simply by stopping and taking in all in. In the spacestation locale they end walking behind two traders.

“I reckon Fulacin.”

“Nope, definitely not, the spaceship crashed on- “

Gia interrupts, “Are you talking about the Gyro Cadiz?”

The two traders turn around uncertainly, “Ye-es, why?”

Gia responds, “We have heard the story but there is not that much speculation on it we can find.  Always keen to find out more.”

And with that a spirited discussion breaks out between the traders and the party on how much of the epic is true, what are these Octagons and where the spaceship may have crashed.  The party got the better end of the deal on information.

Scene 4 Spaceship Hazard

The main part of the day is over.  It is evening at the moment.  The adventurers are nearly done looking around. In the spaceship zone the team are subject to sensory overload trying to make sense of the Octogon book they have just found and how it relates to the Twilight’s Peak epic. The task seems very hard.

Gia and OCF applies great survival skill and eventually succeed.

They are fairly certain now on what planet the ship likely crashed.

This was the final task to complete this acts objective.

OCF still at good skill level and has: a mini-missile (1); Iui still at good skill level; Gia still at great skill level and has: a big slug pistol; Melany still at average skill level and has: a laser pistol.

Act 2: Searching for the Octagon tower

Th team arrive at the planet they believe has the spaceship.  To succeed the team need to search the planet for the tower.

Scene 1 At the Outpost

While at an outpost the group encounter some friendly transporters and start talking. They do not know anything about a tower or crashed ship, other than rumours but they doo get a good deal on an ATV for their trek across the unforgiving planetary surface.

Scene 2 Mountains Obstacle

In the mountains they hit a tight spot and need to winch the vehicle past an obstacle.  That is when they realise the vehicle is missing a winch!  Instead of winching Gia very carefully drives to the side of the obstacle with maximum use of the gears and the wheel traction.

Gia applies great technical skill and succeeds.

Scene 3 Badlands Obstacle

During their time in the badlands location the adventurers again find they ate in great need of a winch for the vehicle.  The obstacle will not be as easy as the one in the mountain, it fact it is very difficult.  Gia and OCF spend hours planning the best way to continue.  With a great deal of sweat (at least from Gia!) and concentration the obstacle is passed.

Scene 4 Badlands Animal

The main part of the day is over.  It is evening at the moment.  During their time in the badlands location they run into a large carnivorous animal (a Snowcat as per the adventure animal encounters).

Gia threatens it with her weapon but the snowcat pounces before she can acts and knocks it from her hand.  OCF crashes into the snowcat before it can damage Gia but while the cat is knocked out the way, OCF lands badly on the ground. Gia uses a small knife she is carrying to threaten the snowcat again.  The cat that realises that it is not worth continuing and the snowcat retires.

Scene 5 Rough Hazard

“Look out!”

Melanie is driving but the warning from OCF, next to her, is too late.  It is in the rough and the vehicle crashes, badly.

“Well, that could have gone better,” says OCF. 

“Yes, well, how the hell are we supposed to get the vehicle out of that?” Gia is pointing at their ATV, on it side and wedged between two large boulders.  The ATV is relatively undamaged but firmly stuck.

“If we can move one of the boulders, then the vehicle should right itself and it will be free,” answers OCF.

“If we move a boulder – how do you suggest we do that?” says Melanie.

OCF shows them is mini-missile, “With this!”

The rest of the team are silent in a combination of shock at the audacity of what OCF is proposing. After a while Gia is the one to voice what they are all thinking, “If you place it wrongly though, the whole ATV will blow.”

Any other suggestion?” asks OCF. He takes the further silence as assent and indicates Gia to help him place the missile as she has some experience in blasting.

After hours of calibrating and calculations, OCF sets it off. BAM! The boulder breaks into smaller rocks and the ATV rights itself on that side.

“Too easy,” says OCF daring anyone to disagree.

The team have a well justified rest to recover from the stress of the day’s events.

Scene 6 Ruins Obstacle

The team come across the ruins of an abandoned small settlement.  They search through it and OCF  finds a grenade.  Otherwise the search was fruitless.

Scene 7 Badlands Citizens

Another patch of badlands and up ahead is a building site, the party stop to talk to some workmen.

“Hey, “ OCF calls out, “What’s with the work.”

The labourers blatantly ignores him.

“Hey,” OCF says again. Silence.

“Leave it OCF,“ Gia says, “it doesn’t matter.  They won’t be able to tell us anything to help us anyway.  Although I am curious too on what is being built….”

Scene 8 Ruins Obstacle

Afternoon has arrived. The party are ready to complete the challenge to reconnoiter. It is in the rough the adventurers stumble over the spaceship!  The spaceship leads to the Octagon.

Finally, the objective is completed.

Act 3: Scout Around

The party travel to the building.

“Obstacles are going to be harder to overcome here."

 The team are feeling strained.

Scene 1 Ruins Obstacle

Afternoon has arrived.

“We need to figure out how to get into this thing.  Somewhere should be an entrance into the hidden base associated with this building.  Or the epic is really just a fable.”

OCF has the best chance but cannot find anything. They are dispirited and shuts down in despair.

Iui and Gui tram up and spend a day searching, prodding, thinking.

“Hey Gia!“ Iui calls out pointing at what he has uncovered, “Look here!”

Gia comes over and cries out in surprise.  Iui has found a trapdoor and when it is lifted it reveals a corridor leading downwards.

Scene 2 Ruins Hazard

It is the early hours of the day. Passing through the trapdoor corridor the adventurers are becoming stressed in the catacombs and by being contained from all sides. The task seems routine.

“I can solve this,” says Iui using his sensory enhancer to reduce people’s stress.

The scene comes to a successful conclusion. They have managed to through the catacombs and get through the vault door into the alien base!

Scene 3 Ruins Obstacle

The party halt at the edge of a chasm. A bridge intermittently comes on and off.

“How will we know it will stay on long enough for us to cross?”

“And how will we know it is safe to cross anyway?”

Everyone watches and probes and waits.  It takes longer than it probably should have but they work it out and safely cross the bridge.

Scene 4 Ruins Obstacle

It is so quiet it is unnerving. The party go room by room investigating the various part sof the alien base.  One of the most interesting is a 10 metres half sphere that seems to show a representation of the planet itself, with up to day weather patterns.

Iui finally works out the controls and what is being represented.  It is fascinating.

“It even shows ships in orbit,” Iui states, “Look there are three ships and I can expand the view so you can see – What? Those are Zhodani ships!”

“Zhodani?“ OCF says, “This is starting to make sense based on  the rumours we have heard.”

Scene 5 Ruins Professionals

The group come across a large chamber with a number of Droyne warriors encased in ovoid containers.

“Hey don’t get too close!” warns Gia.  But it is too late.  Iui with intense curiosity touches one of the ovoids.  They all quickly dissolve and 36 armed Droyne Warriors are now also in the chamber with the four members of the team. Well, the team has found not only the alien base but the aliens.

Act 4: Investigate

The team are quite stressed.

Scene 1 Ruins Professionals

The aliens at least seem to ascertain the party is not dangerous.  They swarm to the globe room and instruments and calmly are absorbed by what it is displaying.

OCF points to one of the displays, “Aren’t they Zhodani troops? And isn’t that the vault door we came though?”

OCF is right.  The Zhodani arrive.  The Droyne warriors point their pistols at them and they disappear one by one.    

Iui whispers to himself, “Disintegrators.  They should be impossible.  So many tech levels above now. Who are these soldiers?”

Scene 2 Outpost Obstacle

Iui remembers something about the globe’s controls.  He goes over to a panel and on the globe a pointer can be seen moving towards one of the Zhodani ships.  The pointer pauses on the ship and after a few seconds the ship disappears.

Iui explains, “I remember seeing this when I was looking at it before.  The alien disintegrators gave me an idea on what the controls meant.”

Iui continues and the other two ships are also destroyed.

Scene 3 Ruins Hazard

The aliens make it clear they have set off a self-destruct mechanism for the base.  They will not be coming with the party.

Quickly the party retrace their steps, back out the tower and into their vehicle.  Only Iui suffered any injury as he was climbing through some rocks.

The scene has come to a successful conclusion. The party escape the base.

Gia laments, “No one is likely to believe us you know.”

The objective is achieved.

Adventure aim completed successfully.

Verdict

I seem to have used a different homegrown RPG for each of the Traveller adventure plays!  However, 5 Dice SFRPG worked very well.  5 Dice SFRPG is not very different form 4 Dice SFRPG so maybe I can count them as the same. I will try and stick to 5 Dice SFRPG for the next game but no promises.  I sort of stuck to the promise.  I am currently running the next one but have modified the 5 Dice rules to be a little more closer to standard RPG mechanisms.  E.g. larger weapons inflict more hits rather than increase chance to hit. Also adventurers can have more than one skill.   But it is still very similar.

Saturday, January 30, 2021

Classic Traveller Double Adventure 01b - Annic Nova solo play

Introduction

Three versions of running the Classic Traveller adventure Annic Nova solo – one using my own solo RPG, one using an SF version of 3 Dice (4 Dice SFRPG) and also another SF version of 3 Dice (4 Dice PPS SFRPG)

Background

I am attempting to replay solo Classic Traveller adventures.  I started with Traveller RPG but then moved onto writing my own, streamlining them as I go.  I use a spreadsheet to run through the adventures that has grown into a monster with dozens of buttons, macros and formulas that I cannot remember how they work!   I ran through Annic Nova with a version of the spreadsheet and then completely rewrote the rules.  I then got jack of that and while on hiatus looked at various solo RPGs I had previously acquired.  I tried an SF version I wrote of Dungeon Roll but was unsuccessful.  I ended up looking a 3 Dice and all its derivatives and wrote an SF version.  I worked up a simple spreadsheet for replay and ran a few generic adventures through it and then tackled Annic Nova again to see if it worked with CT adventures.  While 3 Dice SF does not provide the level of granularity of characters compared to other RPGs, for running solo adventures I find I am just looking for the main difference of the characters – why use one in a situation over another?  And I also found I needed to make more choices with 3 Dice SF.  And lastly, the way I generated the narrative using 3 Dice was more conducive to adding to the narrative.  I think I had gone too far in formulaic narrative in my older spreadsheets.

After doing 3 Dice SF I still thought there was room to improve it to what I was looking for and revised it to a new version 4 Dice SFRPG.  I found I could automate the adventure flow entirely so ran a party through 4 Dice SFRPG with no human input to see if they could reach the end.  I may not do this automation in future though.

Game with 3 Dice SFRPG

Note that this is almost the raw narrative generated by the spreadsheet but did add some dialogue.

Prologue

The date is 001 1105 on Keng. The party is:

·        Riley Kidd, a female Human from a rich background with good skills.

·        Kaylynn Gallagher, a female Human from a poor background with good skills.

·        Niko Davila, an intimidated male Aslan from a military background with good skills.

The team need to find a treasure: The Annic Nova!

Act 1: Investigate

To succeed the group have to pass a number of tasks to obtain a working spaceship.

The group travel to the space location. It is quiet and calming.

Scene 1 Space Obstacle

It is daytime.  It is in space they discover the possible location of a spaceship. The task seems routine. The possible bonus is a clue (to the spaceship whereabouts).

“I’ve got this,” says Kaylynn.

Kaylynn has great skill but fails badly and breaks some special equipment in the process.

Riley steps up. “Here, let me.”

Riley continues with the detection task and brings it to a successful conclusion.

Scene 2 Spaceship Hazard

It is outside the spaceship the party have their safety endangered trying to enter the ship. The task seems easy. The possible benefit from completion is having time to recover.

Niko tackles opening the airlock with great skill and succeeds.

Hooray, the encounter is finished! With time to recover once inside, Kaylynn regains some health.

Scene 3 Command Obstacle

It is afternoon.  It is in the command location the team try and solve how to use the computer. The task seems fairly easy.

Riley has great skill and succeeds.

“It looked hard to start with, but in reality computers are computers no matter who invented them!”

It is now completed.

Scene 4 Engineering Obstacle

It is afternoon.  It is in the engineering location they are attempting to understand engine operation. The task seems very hard.

Riley tackles the task and loses faith and decides not to continue.  He hands it over to Niko. Niko has great skill and succeeds.

“Thanks Nico.”

The task is complete! Riley regains some health.

Scene 5 Commons Hazard

It is now the next morning.  The adventurers may potentially become sick from the disease aboard the ship. Riley becomes sick (in a week so) and his skill level is reduced permanently.   The rest recover fine after a small period of convalescence.

They have a ship!

 

Game with 4 Dice SFRPG (automated)

This was a single run though completely automated.  It is the raw narrative to provide as an example.

Here is the automation rules I used (based what dice rolled are not random):

Acts: 1

Adventure aim: 3 (an unknown spaceship)

Scene 1: Zone 6, Objective 6 (Investigate but this is just a placeholder and not using objectives), Location 1, Class 3, Reward 6 (They have found a clue to the spaceship's location.)

Scene 2: Location 5, Class 5, Reward 2 (They have broken into to spaceship.)

Scene 3: Location 1, Class 3, Reward 6 (They have figured out how to use the computer.)

Scene 4: Location 3, Class 3, Reward 2 (They now understand how the engines function.)

Scene 5: Location 4, Class 5, Reward 1 (They have the sickness disease.)

Prologue

The date is 001 1105 on Keng. The party is:

·        Ibrahim Curry, a dim male Aslan from a military background with great skills.

·        Meadow Velez, a female Human from a industrial background with great skills and a grenade.

·        Kendrick Mullen, a snobbish male Robot from a space background with average skills especially technical.

·        Kamron Hutchinson, a male Robot from a space background with good skills and a stimpack.

The team need to recover an object, specifically an unknown spaceship.

Act 1: Investigate

To succeed the group must talk to people in the area to determine a way forward.

The party travel to the spaceship location. "Hmm.  No weapons or blast to be found.  At least there is less danger here!" Anxiety levels are low.

Scene 1 Command Obstacle

It is now the late hours.  In the command zone the party are subject to sudden darkness and attempt to resolve this. The task seems routine. The possible benefit is a clue.

Ibrahim applies good technical skill and succeeds.

Hooray, the encounter is finished! They have found a clue to the spaceship's location.

Scene 2 Cargohold Hazard

The main part of the day is over.  It is evening at the moment.  While in the cargohold locale the party are paralysed and try and overcome it. The task seems trivial.

Ibrahim has great survival skill and is successful.

It is now successfully completed. They have broken into to spaceship.

Scene 3 Command Obstacle

The time has moved to the morning.  In the command region the team squabble and attempt to resolve this. The task seems difficult. The possible benefit is a clue.

Ibrahim applies good technical skill but does not succeed.

Meadow acts with great technical skill and gets a win.

The scene has come to a successful conclusion. They have figured out how to use the computer.

Scene 4 Engineering Obstacle

The time has moved to the morning.  In the engineering locale the group squabble and attempt to resolve this. The task seems trivial.

Meadow applies great technical skill and succeeds.

The encounter is won! They now understand how the engines function. Ibrahim recuperates.

Scene 5 Commons Hazard

It is the early hours of the day.  In the commons region the party have their safety endangered and try and overcome it. The task seems trivial.

Ibrahim applies great survival skill and succeeds.

This event is now done. They have the sickness disease.

Finally, the objective is completed.

Adventure aim completed successfully.

Ibrahim still at great skill level; Meadow still at great skill level and has: a grenade (1); Kendrick still at average skill level; Kamron still at good skill level and has: a stimpack (1).

Older Game run through

This is the run though with the older spreadsheet.  I am now favouring 4 Dice PPS SFRPG over the older rules.

Chapter 1 - An objective is established

The story begins on Keng during the late hours on 001 1105 with the team located in the command area of the space locale.  The team leader is Leslie Figueroa with the other members being Ouraeglluez, Diego Valentine. The starting tension is low.

Leslie Figueroa is an introverted human female politician from Keanou with average fortitude. Notable attributes are Survival, Mind, Interaction, Combat. They are armed with a knife.

Ouraeglluez is a disagreeable Vargr male business magnate from Human with average fortitude. Notable attributes are Survival, Technical, Mind, Interaction, Vehicle. They are armed with a shotgun.

Diego Valentine is a thoughtless human male police officer from Human with high fortitude. Notable attributes are Survival, Mind, Interaction, Combat.

Keng is an Imperial planet located in the Spinward Marches. It is a small sized world with a breathable atmosphere, little or none (desert world) and is at a agreeable temperature. The tech level is similar to 17th-19th C, population is average and the law level has highly restrictive measures. The government is based on dictatorship with an aristocratic society and an average economy based on agriculture and industry. It has landing pad only and no military bases.

The team need to find a treasure: derelict starship. To achieve this requires around three clues and may take up to six scenes to complete.

Chapter 2 - Solve a puzzle concerning the method to enter the starship

That they may fulfil the challenge at this time the band of travellers must work out a puzzle concerning the method to enter the starship. 

Inwardly, the team have no misgivings about the task. Before attempting the challenge, it seems the adventurers may need to overcome one possible problem along the way.

It is early hours in the command's outside spaceship. On this occasion an issue arises for the travellers to confront.

The group require cautiousness to continue. Leslie gives it a try with high talent.  Leslie has overcome the hazard.

The band require cautiousness to continue. Ouraeglluez undertakes to achieve success with average talent.  Ouraeglluez has overcome the hazard.

The group require cautiousness to continue. Diego takes it on with high know-how.  Diego did not get through the hazard.

It is late hours in the Command's outside spaceship. It is a strange sight to see something out of place and unexpected like this. Diego is laughing far louder and more often than others. Finally the party are ready for the undertaking to fathom out a puzzle concerning the method to enter the starship.

The party have a go at decoding the puzzle. Leslie endeavours to settle the matter with very high know-how.  Leslie solves the puzzle and gains a clue.

They manage to get into the "Annic Nova" without breaking anything.

Chapter 3 - Solve a puzzle concerning the working of the ship's computer

In order to carry out the upcoming difficulty the team must work out a puzzle concerning the working of the ship's computer. To do this the group need to travel to the space command area.

The tension level is low. Looking at what is required to perform the challenge, it seems the party may need to survive a few possible difficulties along the way.

It is daytime in the command's work area. It doesn't have to be stark, but this area is devoid of any attractive décor. While travelling through this locality a predicament takes place for the team.

The crew have their survival threatened. Leslie looks to conclude the task with average know-how.  Leslie did not get through the hazard.

The team have their survival threatened. Ouraeglluez seeks to settle the issue with low expertise.  Ouraeglluez has endured the hazard but wounded in the process.

The party have their survival threatened. Diego endeavours to carry out the task with low proficiency.  Diego could not beat the hazard.

It is early hours in the Command's Bridge. It doesn't have to be stark, but this area is devoid of any attractive décor. Leslie is squinting. At last the party are primed for the test to solve a puzzling problem concerning the working of the ship's computer.

The party labour at working out the puzzle. Leslie endeavours to settle the matter with high proficiency.  Leslie manages to easily solve the puzzle and gain a clue.

Chapter 4 - Solve a puzzle concerning the working of the engines

In order to carry out the next difficulty to overcome the travellers need to solve a puzzle concerning the working of the engines. To do this the gang need to travel to the space command area.

The air is quiet and calming. Preceding the execution of the challenge, it seems the crew may need to surmount a few possible complications along the way.

It is evening in the Command's Engineering. A broken light is still visible.  It is a strange sight to see something out of place and unexpected like this. Diego is chewing something. At last the group are ready for the challenge to solve a puzzle concerning the working of the ship's computer.

The band attempt to solve a puzzle. Leslie aims to complete the job with high capability.  Leslie solves the puzzle and gains a clue.

The party have solved the working of the Annic Nova.

Note that Leslie and Diego have contracted the disease and become sick in about a week.

The band of travellers find time to rest and recuperate. Leslie Figueroa needs to recover and remains carrying an injury.   Diego Valentine needs to recover and is no longer able to continue with the team.      

A high price to pay for a ship.

Saturday, May 23, 2020

Classic Traveller Double Adventure 1b - Shadows using solo play


Introduction
I am back to running the Classic Traveller adventures. I recently did Research Station Gamma and was planning to move to Twilight’s Peak.  The introduction to Twilight’s Peak stated it was best to run Shadows prior. I was planning to run Shadows soon anyway so running it now. I am using my Two Hour Wargames Future Tales based spreadsheet to run the games and generate the narrative.  But it is more Traveller based than previously. I have deleted some content from the generated narrative but otherwise have barely changed the spreadsheet’s output.

Chapter 1 - The travellers find a purpose
The story begins on Yorbund during the early hours on 190-1105 with the team in the Oasis located in the Rough area of the barren locale.  The team leader is Penelope Gray with the other members being Kathryn Reed, Jasmin Bauer and Ile. The starting tension is low.

Penelope Gray is a closed-minded human female artist from Wochiers with average characteristics. Attributes are Larceny and Crack Shot.

Kathryn Reed is a appreciative human female little boss from Rhylanor with higher than average characteristics. Attributes are Technical, Medical. They are armed with a laser pistol and a powered knife.

Jasmin Bauer is a calm human female scientist from Rhylanor with average characteristics. Attributes are Vehicle.

Ile is a calm Aslan female from Regina with higher than average characteristics.
Yorbund is an Imperial planet located in the Spinward Marches0. It is a normal sized world with a toxic atmosphere, some water and is at an agreeable temperature. The tech level is similar to 20th C, population is low and the law level has low restrictions. The government is based on monarchy with an aristocratic society and an average economy based on agriculture and industry. It has fuel and repair facilities and no military bases.

The object is to determine how to shut off the defences from a pyramid complex on the ground so the ship can take-off.

Chapter 2 - Solve a puzzle concerning the how to get into the pyramid complex
So they may accomplish the current undertaking the team need to work out a puzzle concerning how to get into the pyramid complex. To do this the travellers need to travel to the barren rough area. The team do not have the jitters.  Kathryn is seemingly distracted. Finally the party are all set to undertake to solve a puzzle concerning the how to get into the pyramid complex. The crew labor at working out the puzzle. Penelope gives it their best shot with higher than average savvy.  Penelope solves the puzzle!

The party crawl down the shaft and crawl onto the walkway around the shaft. (location 1 in the scenario).

Chapter 3 - Exploring of the first level
That they may carry out the challenge the party have to explore of the first level. There is no nervousness within the team, however Ile is talking and frequently using the wrong word. Finally the group are all set to clamber down a cable to the lower level. Penelope does OK. Kathryn attempts to resolve the task with average savvy but is wounded in the process.

Jasmin endeavours to carry out the task with average proficiency and is now unconscious and badly wounded after falling off the cable. Ile has endured the hazard but is also wounded.

(Party are now in chamber 21).

Chapter 4 - Solve a puzzle concerning the power plant
The travellers search the large chamber they are in. They find some grapples that will make it easier to climb up the rope.  While searching, the party run into three small animals.

Penelope is injured and the attacking animal slinks away. Kathryn shoots another animal dead. Ile grapples with the third animal and overcomes it but is wounded in the process.

The party have found the control centre.  At last the travellers are primed to undertake to fathom out a puzzle concerning the how to switch off the power plant. The adventurers attempt to solve a puzzle. Penelope tackles it with determination with below average expertise due to her injuries.  Penelope solves the puzzle and the power plant is switched off.

Chapter 5 – The character are able to leave
The party return the way they came. The band of travellers face a small animal. Penelope is injured in the attack and falls unconscious.

While still making their way back the party disturbed by loud noises. Kathryn is badly affected, trips and is wounded. The party get back to the ship.

The team find time to rest and recuperate. There is medical skill to help. Penelope Gray needs to recover and is now all fine.  Kathryn Reed needs to recover, improves but remains carrying an injury.  Jasmin Bauer needs to recover but dies from her injuries.  Ile needs to recover, improves and remains carrying an injury.

The ship takes off and the adventurer’s should have more time to recover from their wounds.

Verdict
My spreadsheet is not designed to run though adventures that are effectively dungeon crawls with no people.  It is designed to run adventures with fairly well defined scenes that build to complete a story. I did run Shadows fine with the spreadsheet but it generated narrative that is not relative.  I am not a big fan of this type of “dungeon crawl” adventures (one of the reasons I could not get into D&D as in the early days that is what it seemed to be). It is a short adventure. Having said that I am going to run Annic Nova but should take even less time as it is just exploring a ship.

Sunday, February 16, 2020

Classic Traveller Adventure 02 Research Station Gamma with (mostly) THW Future Tales


Introduction
I am back to running the Classic Traveller adventures. I have previously done Kinunir's four scenarios but got side tracked.  I am using my Two Hour Wargames Future Tales  based rules and a spreadsheet to run the games and generate the narrative.  But it is more Traveller based than previously. I have added some dialogue and deleted some content from the generated narrative but otherwise have barely changed the spreadsheet’s output.

Chapter 1 - What's next?
The story begins on Vanejen during the late hours on 300-1106 with the team in the Plantation located in the Settlements area of the rural zone.  The team leader is Ta-ebte with the other members being Sariah Huffman, Douglas Larson and Aweil. The starting tension is low.

Ta-ebte is a calm Bwap male scientist from lnthe with average characteristics. Attributes are Crack Shot Brawler. They are armed with a laser pistol.

Sariah Huffman is an appreciative human female manufacturing worker from Dinornn with average characteristics. Attributes are Medical Investigative. They are armed with a knife.

Douglas Larson is a disagreeable human male hospitality worker from Knorbes with average characteristics. They are armed with a laser pistol and a knife.

Aweil is an agreeable Aslan male soldier from Vanejen with higher than average characteristics. Attributes are Brawler. They are armed with a big slug pistol and power claw.

Vanejen is an Imperial planet located in the Spinward Marches in the backwater cluster in the Rylanor subsector. It is a normal sized world with a breathable atmosphere, some water and is at a agreeable temperature. The tech level is similar to 17th-19th C, population is average and the law level has low restrictions. The government is based on monarchy with a socialist society and a rich economy based on agriculture and industry. It has fuel and repair facilities and no military bases.

In a bar the group listen to Chiree, a Chirpie, about how he has escaped from a prison by jumping into its surrounding icy waters. Some of his nest-mates are still there with terrible experiments planned for them. The team need to rescue the nest-mates. Chiree joins the party.

This is the introduction to the adventure.  The last paragraph above is a summary from the  adventure book.
PCs are randomly generated.  I do have a conversion formula to map the characters and skills back into Classic Traveller (Books 1-3):

Ta-ebte, Scientist 6A8888 Cr2000
Brawling-2 Blade Combat-2 Gun Combat-2. laser pistol

Sariah Huffman, Manufacturing Worker A68886 Cr1000
Medical-3 Administration-2. knife

Douglas Larson, Hospitality worker 8A8886 Cr5000.
laser pistol, knife

Aweil, Soldier A8ADD8 Cr2000
Brawling-2 Blade Combat-2. big slug pistol, power claw cloth

This is useful for mapping adventure characters and tasks into spreadsheet tasks.

Chapter 2 - Find an Object - location of prison
The band of travellers need to find an object - location of the prison. To do this the travellers need to travel to the rural settlements area. Inwardly, the team have no misgivings about the task. Prior to considering this challenge, it seems the band may need to weather a lot of possible difficulties along the way.

It is evening in the settlement's loading docks. No one is around but it is not surprising considering the lack of anything around here of note. In these whereabouts a problem crops up for the group. The group come across four people that they have seen before in the bar. The leader is Ailorl, a disagreeable Aslan police officer.  The band have authorities interfering with progress and converse.  The authorities are looking for a group with a Chirpie. Ta-ebte seeks to settle the issue with higher than average know-how. Ta-ebte ends up in non-committal small talk as Chiree cannot be seen with them.

During the daytime in the Park the journeyers skirt a complication.

It is evening in the settlement's street. The lights flicker as though poorly maintained and act as a comment on the current state of society. While in this location trouble occurs for the party. The travellers cross with six people. The leader is Jamison Cummings, an introverted male human smuggler. They note that Jamison has weird teeth.

The travellers are believed to be stalked or hunted by Jamison’s band and chat. Ta-ebte endeavours to settle the matter with high expertise. Ta-ebte becomes friends and gain information that will assist with the next task.

It is early hours in the settlement's offices. The hustle and bustle of urban life is most obvious all around with movement of people, robots and vehicles. Aweil is drumming their fingers. Finally the party are ready for the undertaking to find the location of the prison. The band of travellers uncover the location.

Two things covered here – the adventure suggests a meeting with authorities looking for Chiree, and also implied is that part of the adventure is also finding out where the research station actually is. I considered adding in t rumours as per the book but elected not too as it would not significantly benefit the story as I am running it.

Chapter 3 - Question a person of interest about acquiring transport
To come closer to the goal involves the band of travellers to acquire transport. To do this the crew need to travel to the rural light industrial area. The team are mentally well rested. Ahead of the challenge, it seems the band may need to weather a few possible difficulties along the way.
It is early hours in the light industrial's warehouse. The large warehouses go on and on.  Never-ending and soulless. While in this location a difficulty arises to deal with.

The band of travellers are confined by tight spaces while navigating the warehouses. Ta-ebte seeks to settle the issue with higher than average capability. Ta-ebte could not get past the barrier and is wounded.

It is daytime in the light industrial's street. Bulk carrier vehicles are in abundance taking and receiving loads. Douglas is chewing something. The team are now able to brave the test to question a person of interest about acquiring transport. The group see one person that they have met before. The leader is Ia, a calm male Aslan mercenary. It stands out amongst the rest in that Ia has visible battle scars. Sariah Huffman is haggling with Ia. Sariah attempts for a favourable outcome with average proficiency.  Sariah successfully negotiates the exchange.

The team have a submersible!

Once knowing where to go, the team need to acquire transport, the best is submersible and the lessor choice would be by air.  If they scored well, they got a submersible, not so well aircraft.

Chapter 4 - Find the nest-mates
To fulfilling the goal requires the party to find the nest-mates. To do this the team need to travel to the barren coastal area. The team arrive uneventfully at the station in the Barren area via submersible. The pressure to complete is starting to weigh the team down. Before facing this challenge, it seems the gang may need to overcome several possible complications along the way.
It is daytime in the station's entrance.  On this occasion a problem crops up for the team.  They need to get into the station. Ta-ebte could not beat the hazard. Sariah overcomes the hazard. failed to endure the hazard. Aweil could not beat the hazard.  Chiree could not beat the hazard. The group are in the station, albeit mostly wounded.

It is daytime in the stations offices and labs.  Sariah is biting their fingernails. The band are ready for the test to see if they can solve the puzzle of what is being researched. The party struggle to fathom the puzzle. Ta-ebte attempts to resolve the task with low ability. Ta-ebte solves the puzzle (!) and gains an understanding of what is the purpose of Research Station Gamma.

The travellers chance on one security robot, Iqip. A confrontation occurs. They open fire at the security robot who fires back at them all. Ta-ebte confronts Iqip and disables it. Sariah Huffman also faced Iqip. Sariah is injured. Douglas is hit badly, is out of the fight and is dead. Aweil versus Iqip but both miss. The robot, believing it job done, elects to leave the fight.

It is now early hours in the stations' vault room.  Sariah is tapping their fingers. At last the party are ready for the undertaking to open the vault. The group seek to open the vault. Aweil endeavours to settle the matter with higher than average talent. Aweil manages to easily solve the puzzle and the vault opens - Cr123,000 is discovered inside!

The team attempts to bypass the robots so they can continue. Aweil leads the way and is successful but is wounded in the process.

It is late hours in one of the globes and the group steer clear of a complication that could have arose with an animal in the fog in one of the globes.

The band of travellers come upon five people in a globe. The leader is Quinton Steele, a closed-minded male human labourer. Ta-ebte tackles discussion with determination with higher than average ability. Ta-ebte ends up in non-committal small talk.  The party leave the globe open and move on.
It is late hours in the station globe area.  Ta-ebte is getting animated while making a point. At last the group are now able to brave the test to find the nest-mates. The group uncover the globe with the nest mates.

The band find time to rest and recuperate. There are medical skills to help. Ta-ebte needs to recover and is now all fine.  Sariah Huffman needs to recover but is badly injured and is no longer able to continue with the team.  Sarah is dropped off at the settlement to recover.  Aweil needs to recover and is now all fine.  Chiree needs to recover and remains carrying an injury.

This chapter covers getting into the station and the various encounters.  It is a bit like a dungeon crawl so just selected the “rooms”/globes of interest and did a task for each.  And there is a possibility of robot encounters and the party managed to get one of those.  They never encountered the professor.  I did not list the research being conducted – you will need to read the adventure for that.

 Chapter 5 - Question a person of interest about returning neat-mates
To achieving the whole purpose calls for the gang to question a person of interest about returning nest-mates. To do this the party need to travel to the rural rough area.

While travelling between areas, the team are accosted by a single military enemy, Danna Larson, a thoughtless female human thief. It was not obvious at first, but Danna has a complete lack of hair. A confrontation occurs. Danna’s idea is to intimidate, not kill. They shoot as they are rushed by Danna
Ta-ebte goes up against Danna Larson. Ta-ebte is out of the fight. Aweil deals with Danna Larson. Aweil has a extremely high savvy and is armed with a big slug pistol. Danna falls in a heap to the ground and out of the fight. Ta-ebte recovers and the team quit the fight.

It is daytime by the Rough's Lake.  Ta-ebte is talking slowly due to his injuries. At last the group are ready for the challenge to question a person of interest about returning nest-mates.

The team contact Dhale, a thoughtful male Chirpie tribesperson. Aweil interviews Dhale. Aweil gives it their best shot with their high talent. Aweil successfully obtains some information from Dhale. Aweil is presented with a gold coin with a human on it.

This covers leaving the station and returning Chiree and the nest mates to their village.  The party did not successfully get all coins, just the one.

Verdict
Running the adventure in the spreadsheet worked out mostly well. I am happy with how it managed to run with Research Station Gamma.  I have modified some of the generated output to be a little more random.  Next up is Twilight’s Peak.  I considered Shadows/Annic Nova next but let us go into the deep end – Twilight’s Peak is different to Research Station Gamma and Kinunir in how it is laid out to play.  I will play a few more adventures before I tackle the one I am completely unfamiliar with – The Traveller Adventure.

Friday, March 29, 2019

Classic Traveller Adventure 01 - Kinunir. Scenario 4 The Lost Ship solo play

Introduction
I solo play the fourth scenario from the Classic Traveller Adventure 1 The Kinunir.  The team need to find and recover a lost Kinunir ship.



A page with a description of my own simple rules and story framework I use can be found at this blog page.

Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure.  It is dry but I am looking to improve it a lot.

Background
For background see the start of the play of the first Kinunir scenario.

The Adventure

Chapter 1 – Why are we here?

The team consists of two members: Elisa Stafford, Miguel Benitez. The story starts with them in the Systemspace in Shionthy. The starting tension is low. To discover what is their goal, it seems the team may need to overcome a few possible complications along the way.

Team member summary:
Elisa Stafford is a human female of tall height and is Young (< 21). They have average physical, low agility, average mind and high fortitude. Brought up in a space exploration environment and working as a Driver they have these skills: Driver Applied Science.  Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.

Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts.  Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.

It is daytime and in space trouble occurs for the team. The team are subject to an Ambush occurring. The skills to improve the chances of a positive resolution are: Melee, Pilot, Awareness. The difficulty level is extremely hard and so the team attempt to bypass the encounter. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness. Elisa succeeds exceptionally.

The team then squabbles. The skills to improve the chances of a positive resolution are: Melee, Interaction. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Interaction. The difficulty level is routine. Elisa succeeds.

Scenario description:  The team need to find and recover the lost ship.  It should take an expected two to three scenes.

Chapter 2- Finding the ship

Looking at what is required to perform the challenge to find the ship, it seems the team may need to overcome a few possible complications along the way.

The team have something disastrous happen. They need to avoid a run in with contra terrene matter. (this is from the scenario description). The skills to improve the chances of a positive resolution are: Survival, Pilot. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival.  The difficulty level is somewhat hard. Elisa fails but not entirely. The ship is damaged but still able to move.

The team come across death of some description. They find the dead bodies of some crew floating in space. The skills to improve the chances of a positive resolution are:  Medical, Investigation. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Investigation. The difficulty level is routine. Elisa succeeds but not entirely (add +1 to the complication opposition in the next challenge scene).

Coming across death was random. One of the possibilities in the scenario is to find the dead bodies of the lost ship.  So I tied them together.

The team are ready for the challenge to find the ship. The skills to improve the chances of a positive resolution are:  Pilot, Awareness. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness. The difficulty level is easy. Elisa succeeds but not entirely. Success! The challenge to find the ship was successful. The team are ready for the final challenge to achieve the goal.

Chapter 3 – Recover the ship

The tension level is high. The next challenge for the team to get closer to their goal is to recover the ship. Looking at what is required to perform the challenge, it seems the team may need to overcome a few possible complications along the way.

The team enter the abandoned ship. It is daytime and in the Spaceship's Eatery trouble occurs for the team. The team are being Stalked/Hunted by the rogue AI controlled appliance. The skills to improve the chances of a positive resolution are: Survival, Driver, Awareness. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. The difficulty level is somewhat hard. Elisa succeeds but not entirely. One of the team will suffer; Miguel is wounded.

The team have their safety endangered. The AI is attempting to stop them. The skills to improve the chances of a positive resolution are: Hostile Environment, Ranged.  Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Hostile Environment. The difficulty level is somewhat hard. Elisa fails. This is the climactic scene so Elisa is heavily wounded and Miguel can now have a go at avoiding endangerment.

Miguel has the best chance of succeeding using their average Physical attribute but they lack the required skill of Hostile Environment. The difficulty level is somewhat hard. It takes a while but Miguel succeeds.

The team are ready for the challenge to recover the ship. The skills to improve the chances of a positive resolution are: Melee, Applied Science.  Miguel has the best chance of succeeding using their low Agility attribute and their skill of Repair. The difficulty level is somewhat hard. Miguel succeeds at disabling the rogue AI controlling the ship.

Success! The challenge to recover the ship was successful. The team possess a Kinunir class spaceship.  We now say goodbye to this team with the completion of this last scenario.

Classic Traveller Adventure 01 - Kinunir. Scenario 3 The Gash solo play

Introduction
I solo play the third scenario from the Classic Traveller Adventure 1 The Kinunir.  The team need to liberate a senator from an Imperial Prison ship.  This is a longer adventure compared to the previous two.



A page with a description of my own simple rules and story framework I use can be found at this blog page.

Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure.  It is dry but I am looking to improve it a lot.

Background
For background see the start of the play of the first Kinunir scenario.

The Adventure

Chapter 1 What are we going to do?

The team consists of three members: Flynn Dalton, Elisa Stafford, Miguel Benitez. The story starts with them in the City on Regina. The starting tension is low.  To discover what is their goal, it seems the team will need to overcome a lot of possible complications along the way.

Team member summary:
Flynn Dalton is a human male of average height and is in his Prime (20-35). They have low physical, high agility, average mind and average fortitude. Brought up in a frozen world and working as an Investigator they have these skills: Investigation Engineering.  Their motivation is of family tradition; interaction is generally friendly. Distinguishing features include unusual eye colour and winks.

Elisa Stafford is a human female of tall height and is Young (< 21). They have average physical, low agility, average mind and high fortitude. Brought up in a space exploration environment and working as a Driver they have these skills: Driver Applied Science.  Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.

Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts.  Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.

It is nighttime and in the City's Industrial Park the team run into a complication. The team encounter an occupation by people with hostile intent. The skills to improve the chances of a positive resolution are: Engineering, Ranged. The encounter is four Human Scientists. Flynn has the best chance of succeeding using their low Physical attribute and their skill of Engineering. Opposing them is Jolene Logan with high Physical attribute but lacking the skill of Engineering. Flynn failed but not entirely. Flynn gets a minor wound as the team navigate their way around the Scientists in their way.

It is daytime and in the City's Industrial Park the team run into a complication. The team encounter a crime being undertaken by criminals. The skills to improve the chances of a positive resolution are: Larceny. The encounter is one Human Criminal/Rogues.  Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Larceny. Opposing them is Kadence Meyer with average Physical attribute and their skill of Larceny. Elisa succeeded but not entirely. Elisa manages to bypass the encounter and not get involved but anyone looking could misconstrue that that they condoned the activity (in game terms increase the difficulty of the next task).

It is daytime and in the City's Apartments the team run into a complication. The team encounter an Ally or Old Friend. The skills to improve the chances of a positive resolution are: Contacts. The encounter is one Human Combat soldiers.  Miguel has the best chance of succeeding using their low Agility attribute and their skill of Contacts. Opposing them is Reagan Archer with high Agility attribute but lacking the skill of Contacts. Miguel failed but not entirely. Reagan had seen them ignore the criminal activity and so was not convinced of the team’s motives. He does not join the team.  (The “failed but not entirely will reduce the difficulty of the next task).

The team meet their patron who describes the mission: Need to get to Pixie, rescue the senator from the orbiting prison ship and escape. It is expected to take about 4 to 6 scenes.

Chapter 2 – Look for a ship

The tension level is medium. The next challenge for the team to get closer to their goal is to find a ship. The team is required to travel to Regina’s Slums to track down hiring a ship. Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.

It is daytime and in the Spaceport's Bar the team argue and fight among themselves, becoming emotional.

The team are ready for the challenge to find a ship. The skills to improve the chances of a positive resolution are: Engineering. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Engineering. The difficulty level is low. Elisa fails to liaise with Engineers to find a ship for hire.

The team can do recovery. Flynn Dalton emotionally get worse and is now emotionally unbalanced. Flynn Dalton wounds get worse and is now heavily wounded.  Elisa Stafford emotionally get better and is now stable. Miguel Benitez emotionally stays the same and is still slightly emotional.
Flynn leaves the team so he can get better.

Chapter 3 – Look for a ship again

The tension level is medium. The challenge for the team to get closer to their goal is to Find a ship.

It is possible to recruit. The team recruit Danika.  Danika Barton is a human female of average height and is middle-aged (35-50). They have average physical, high agility, average mind and average fortitude. Brought up in a religious cult and working as a Scholar they have these skills: Scholar Engineering Investigation.  Their motivation is of hatred; interaction is generally quiet. Distinguishing features include hard of hearing and eats like a bird.

Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.

It is nighttime and in the Spaceport's Shops the team run into a complication. The team are detained. The skills to improve the chances of a positive resolution are: Larceny, Driver, Scholar. The encounter is three Human Mechanics. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. Opposing them is Gino Sosa with high Agility attribute but lacking the skill of Driver. Elisa succeeded but not entirely.

It is daytime and in the Spaceport's Repair yard the team run into a complication. The team realise something is missing. The skills to improve the chances of a positive resolution are: Larceny, Repair, Trading. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Repair. The difficulty level is high. Miguel succeeded exceptionally. (decrease difficulty by 1 for next task)

It is nighttime and in the Spaceport's Checkin the team run into a complication. The team become sick.

The team are ready for the challenge to find an item. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is low. Elisa succeeds exceptionally.
They have a ship!

The team do not have time for recovery from emotions, sickness or wounds.

Chapter 4 – Determine how to free the senator

The tension level is medium. The next challenge for the team to get closer to their goal is to determine how to free the senator. Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.

They are on their way to Pixie.

It is daytime and in the Ship the team run into a complication. The team are lucky, the next task will be easier.

It is daytime and in the Ship the team run into a complication. The team have forgotten something while going through the possible plans. The skills to improve the chances of a positive resolution are: Medical, Scholar. Danika has the best chance of succeeding using their average Mind attribute and their skill of Scholar. The difficulty level is medium. Danika succeeded.

The team are ready for the challenge to determine the plan. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Danika has the best chance of succeeding using their high Agility attribute but they lack the required skill of Repair. The difficulty level is medium. Danika succeeded but not entirely.  The plan is a little shaky (increase difficulty of next challenge by 1).
The team have a chance to recover.

Danika BARTON sickness gets better and is now healthy.  Elisa Stafford sickness gets better and is now healthy.  Miguel Benitez emotionally get better and is now stable. Miguel BENITEZ sickness gets better and is now healthy.

Chapter 5 – Free the senator

The tension level is high. The next challenge for the team to get closer to their goal is to free the senator. The team is required to travel to Prison to free the senator.

Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.

It is daytime and in the Prison's Cafeteria the team run into a complication.  The team are betrayed. The skills to improve the chances of a positive resolution are: Repair, Investigation. The encounter is five Human Engineers. They have met before, when the team were in the same prison. Danika has the best chance of succeeding using their average Mind attribute and their skill of Investigation. Opposing them is Alessandro Wright with high Mind attribute but lacking the skill of Investigation.  Danika succeeded but not entirely.  Danika manages to convince the Engineers that they should not report them but just give them an hour to get away. (Increase difficulty by 1 for the next task).

It is day and in the Prison's Library the team run into a complication. The team have their survival threatened. The skills to improve the chances of a positive resolution are: Survival.  The Engineers have followed them to the library and are threatening them.  Danika has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is high.  Danika failed badly.  The team are wounded and caught.

The team have no time to recover.

Chapter 6 – Back in Prison

The tension level is currently high. The next challenge for the team to get closer to their goal is to free the senator.

Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.

It is nighttime and in the Prison's Exercise Yard the team run into a complication. The team have their survival threatened. The skills to improve the chances of a positive resolution are: Survival. Danika has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is high. Danika failed badly, is heavily wounded and may not survice.  She is taken to sickbay where she will be there for a long time (if she does not die). Danika is out of the adventure.

The team are ready for the challenge to free the senator. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver. The difficulty level is low. Elisa succeeded and they manage to escape the prison with the senator and get on board their hired ship.

The team can do recovery. Elisa Stafford wounds stays the same and is now lightly wounded.  Miguel wounds get better and is now fine.

Chapter 7 – Escape the star system

The tension level is currently high. The next challenge for the team to get closer to their goal is to escape the star system.

Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.

It is daytime and in Space the team run into a complication. The team are Double Crossed by some of the ship’s crew. The skills to improve the chances of a positive resolution are: Survival, Contacts. The encounter is two Human Survivalists. Miguel has the best chance of succeeding using their low Agility attribute and their skill of Contacts. Opposing them is Amanda Rivas with average Agility attribute but lacking the skill of Contacts. Miguel succeeded exceptionally. (reduce challenge task difficulty by 1).  The double cross fails.

It is nighttime and the team run into a complication. The team come across a barrier in space.  It is a network of armed beacons. The skills to improve the chances of a positive resolution are: Engineering, Driver, Applied Science. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is medium. Elisa succeeded exceptionally at hacking into the beacons’s computer control system. (Another reduction in challenge task difficulty).

The team are ready for the challenge to escape. The skills to improve the chances of a positive resolution are: Pilot, Interaction. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. The difficulty level is medium. Elisa succeeded exceptionally.

Success! The challenge to escape the system with the freed senator is successful.

Elisa Stafford wounds get better and is now fine.

Classic Traveller Adventure 01 - Kinunir. Scenario 2 The Hunting Expedition solo play

Introduction
I solo play the second scenario from the Classic Traveller Adventure 1 The Kinunir.  The team need to go on a hunting expedition and escape an Imperial Prison.



A page with a description of my own simple rules and story framework I use can be found at this blog page.

Note that about 90% of the narrative is generated by the spreadsheet I use to run the adventure.

Background
For background see the start of the play of the first Kinunir scenario.

The Adventure

Chapter 1: Finding a job

The team consists of 2 members: Flynn Dalton and Elisa Stafford. The story starts with them in the City. The starting tension is medium. To discover their goal, it seems the team will need to overcome up to four possible complications along the way.

Team member summary:
Flynn Dalton is a Human male of average height and is in their prime (20-35). They have low physical, high agility, average mind and average fortitude. Brought up in a frozen world and working as an Investigator they have these skills: Investigation, Engineering.  Their motivation is of family tradition; interaction is generally Friendly. Distinguishing features include Unusual eye colour and winks.
Elisa Stafford is a Human female of tall height and is young (< 21).They have average physical, low agility, average mind and high fortitude. Brought up in a space explorer and working as a Driver they have these skills: Driver, Applied Science.  Their motivation is of greed; interaction is generally rude. Distinguishing features include missing digits on one hand and shows pictures of his children/relatives.

It is daytime and in the Spaceport's Docks the team run into a complication. The team are waylaid by people or alert guards. The skills to improve the chances of a positive resolution are: Stealth, Applied Science. The encounter is one Vargr Belter/Miner. They have not been met before. Flynn Dalton has the best chance of succeeding using their low Physical attribute but they lack the required skill of Stealth. Opposing them is Roukhnu with a high Physical attribute but lacking the skill of Stealth. Flynn Dalton failed but not entirely.  Flynn becomes emotionally unsettled due to the encounter.

It is nighttime and in the Spaceport's Repair yard the team run into a complication. The team are affected by hearing trouble. The skills to improve the chances of a positive resolution are: Medical. Flynn Dalton has the best chance of succeeding using their high agility attribute but they lack the required skill of Medical. The difficulty level is medium. Flynn Dalton succeeded but not entirely.

The team met their patron and below is the outline of the adventure: 

  • Take a noble on a hunting expedition to Knorbes.
  • Look for Kraken on the northern shore in the Game Reservation
  • When straying into the southern area, will be taken by Marines to Pixie and imprisoned.
  • Need to escape from the Prison ship in Pixie.
It is expected to take 3 to 5 scenes.

Chapter 2 Knorbes

The next challenge for the team to get closer to their goal is to find a Kraken. The team is required to travel to a Rough area to find it.

An opportunity exists prior to travelling to buy or sell items and Flynn and Elisa each buy a knife.

Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.

The team have been fed unhelpful rumours and the task becomes harder.

It is nighttime and in the Rough's Caves the team run into a complication. The team are betrayed. The skills to improve the chances of a positive resolution are: Repair, Investigation.  They encounter four Human Spys. They have not been met before. Flynn Dalton has the best chance of succeeding using their Mind attribute of 2 and their skill of Investigation. Opposing them is Emilio English with a Mind attribute of 3 but lacking the skill of Investigation. Flynn Dalton succeeded exceptionally.   One of the guides let something slip and Flynn managed to get out of him that they were being tracked and tonight was when it was expected that enemies of the nobles were expected to attempt to kidnap him.  The tracking device was extracted from the guide and was moved to a completely different cave system.  The party were not found by the spies.

It is nighttime and in the Rough's Steep slopes the team run into a complication. The team become Emotionally distraught after the stress of the betrayal and its resolution.

It is nighttime and in the Rough's Oasis the team run into a complication. The team have their Survival Threatened. The skills to improve the chances of a positive resolution are: Survival. Elisa has the best chance of succeeding using their average Physical attribute but they lack the required skill of Survival. The difficulty level is 2. Elisa failed but not entirely. Elisa is injured with a light wound.

The team are ready for the challenge to find a Kraken. The skills to improve the chances of a positive resolution are: Melee.Flynn has the best chance of succeeding using their low Physical attribute but they lack the required skill of Melee. The difficulty level is 2. Flynn failed but not entirely. Failed to find a Kraken but they are closer to the southern continent and many more exist there and it is suggested to hunt on the proscribed southern continent.

The team can do recovery. Flynn Dalton emotionally gets better and is now only very emotional.  Elisa Stafford emotionally gets better and is now fine. Elisa Stafford wound gets better and is now fine. 

Chapter 3 - Capture

The tension level is currently medium. The next challenge for the team to get closer to their goal is to avoid being captured. Looking at what is required to perform the challenge, it seems the team will need to overcome a fair amount of possible complications along the way.

Before travelling to the southern continent, one of the guides expresses an interest in staying with the team after the hunting expedition is finished.  Miguel joins the team.

Miguel Benitez is a human male of tall height and is middle-aged (35-50). They have average physical, low agility, low mind and low fortitude. Brought up in a space exploration environment and working as a Technician they have these skills: Repair Contacts.  Their motivation is of love; interaction is generally obnoxious. Distinguishing features include outlandish clothing and yells when happy.

It is daytime and in the Rough's Steep slopes the team run into a complication. The team lose some Equipment/Items or notes that will make the task harder.

It is nighttime and in the Rough's cliffs the team run into a complication. The team are subject to bureaucracy. The skills to improve the chances of a positive resolution are: Scholar.  A tracking beacon is stumbled across while trekking. The beacon is used to discover people illegally on the southern continent. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Scholar. The difficulty level is 0. Elisa succeeded but not entirely.  It is likely they have avoided immediate detection but it may be that the beacon highlights thast there are people around.

It is daytime and in the Rough's Steep slopes the team run into a complication. The team are pursued. The skills to improve the chances of a positive resolution are: Survival, Driver, Awareness. The encounter is four Human Combat soldiers.  It seems the team has been discovered! Elisa has the best chance of succeeding using their low Agility attribute and their skill of Driver.  Opposing them is Ellen Walters with high Agility attribute but lacking the skill of Driver. Elisa succeeded but not entirely.  The team manage to not be discovered but do not know they have left a trail.

The team are ready for the challenge to avoid capture. The skills to improve the chances of a positive resolution are: Agility, Mind. The encounter with the four Human Combat soldiers.  Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Awareness.  Opposing them is Reyna Ho with low Mind attribute and their skill of Awareness. Elisa failed badly.  The team are captured and end up in a prison ship (a Kinunir) orbiting Pixel.

The team can do recovery. Flynn Dalton emotionally gets worse and is now slightly emotional. 

Chapter 4 Escape!

The tension level is currently high. The next challenge for the team to get closer to their goal is to escape from prison.  Looking at what is required to perform the challenge, it seems the team will need to overcome a few possible complications along the way.

It is daytime and in the Prison's Cafeteria the team receive an unexpected advantage to make the task less difficult.  The team have discovered that one of the guards may be open to assisting them escape.

It is daytime and in the Prison's Cell the team run into a complication.  The team may have forgotten something about the contact, the escape route etc. The skills to improve the chances of a positive resolution are:  Medical, Scholar. Elisa has the best chance of succeeding using their average Mind attribute but they lack the required skill of Scholar. The difficulty level is 0. Elisa succeeded and the team realise they are as ready as they ever will be.

The team are ready for the challenge to escape. The skills to improve the chances of a positive resolution are: Engineering, Applied Science. The encounter is one Vargr Hunter. Elisa has the best chance of succeeding using their average Mind attribute and their skill of Applied Science. Opposing them is Saeksdughznou with high Mind attribute but lacking the skill of Applied Science. Elisa succeeded.  This means Saeksdughznou helps them escape.

Success!

After the escape, the team can do recovery: Flynn Dalton emotionally stays the same and is now very emotional.