Following on from my last post, I’ve had quite a bit of encouragement to share the solo Traveller games as I run them. This is the first post of the campaign, hopefully getting things off to a good start.
By way of explanation, I spent most of yesterday running a by-the-book character creation session for three heroes to form my Player Character team. I’m not going to share all of those notes here, instead choosing to let you meet the guys in play.
I’m running this with Mongoose Traveller (2nd Edition), some tables from Solo, my science-fiction GM’s Apprentice deck, and a bunch of D6. It’s set in the Solomani Rim sector of the Third Imperium.
As with most of my solo reports, the notes are largely unedited. Stuff in italics is game mechanical in nature. I’ve tried to keep things fairly PG12, so I hope no-one’s offended by Johne’s colourful metaphors.
Game on!
In Media Res
The heroes have managed to acquire a 30 year-old Scout/Courier starship named “Hipparchus”, but it’s on Ishumled and they need to go and pick it up. From Gashidda, the team have booked Middle Passage on “Carlie’s Freedom”, a Far Trader whose captain is making a trade run to Ishumled in three days time. This morning, however, Brice Kinson is missing – and he’s the team’s pilot.
“Where the frack is he?” shouts Johne, “I mean, I walked him back to his room last night!”
Arohn shrugs and looks around Brice’s hotel room, hoping to catch some kind of clue.
“Hey, Johne,” he says, “Can you stop bitching and help me search this room?”
Investigation task: Johne is Investigate 1, INT -1; Arohn is Investigate 0, INT +0. Both are making +0 tests, so this is one Average (8+) roll with Boon from having two guys searching. Rolls 6,4,2 – drops lowest – to score 10. Success with Effect 2.
Is there a clue? Even odds, “Yes”, Fire element suggests aggression/energy, Tension 2. Draw for an object.
The first thing they notice is that Brice’s gear is still there.
“Hey, Arohn, what’s this over here? Looks like the wrapper off an energy bar. It’s one of those promo freebies they give out down at the ‘Lucky Muscles’ gym.”
“Can’t really see Brice popping down the gym, mate.”
“Exactly – maybe whoever nabbed him picked up a snack and dropped the wrapper here.”
“Long shot, and a big assumption about him being kidnapped, but it’s all we’ve got right now,” Arohn says.
“Hey, man, let’s go see if Reception saw him leave too,” suggests Johne.
Checking to lock their rooms, the two guys head down. The team had to check their weapons when they entered the Starport because Gashidda has a total ban on carrying. Besides, they’re not sure whether it’s a kidnapping or if Brice just wandered off. At Reception, they ask the nice-looking lady if she saw their friend leaving earlier.
Did the Receptionist see Brice leave? Even odds, “No”, Water, Unexpected Event. Draw three cards: Delay, Fundamental, Crime. Catalyst: Drafted.
“I’m sorry, sir, but no,” says the Receptionist, “I didn’t see Mr. Kinson leave this morning. I can confirm that he hasn’t checked out, however.”
Just as the two guys are about to turn around, they become aware of a presence behind them.
“Excuse me, gentlemen. Would you mind awfully coming with me?”
Standing behind them are two Law Enforcement officers, one tall with a broad smile and the other bulky.
“Is there a problem, officers?” asks Arohn.
“If you could just come with us, gentlemen,” says the officer, indicating they move over to the side in the lobby.
Deciding to comply, and wondering what the heck is wrong, the two guys move over to talk to the Enforcement Officers.
“ID, please,” says the tall smiley officer.
They hand over their ID cards and the officer scans them one at a time.
“Can you tell me where you were last night, gentlemen,” asks the bulkier officer.
“Erm,” begins Johne, “We were here, in the bar… having drinks and that.”
The officer nods slowly and looks Johne up and down.
“What’s this about,” asks Arohn.
The tall officer pulls out his handcomp and turns it so they can see. It’s a security camera shot of both of them leaving a building. The time stamp marks it as 1am.
“Seems that you two were not in the bar all night,” says the officer.
“And?”
“Well, you see shortly after this was taken there was a mugging in the alley outside,” says the other officer.
“Did you see that?” asks the first.
The guys were not at that building last night, although Arohn took Johne there about two days ago.
“Officers, there’s obviously some kind of mistake,” says Arohn, “as that image was taken a couple of days ago.”
“Interesting,” says the tall officer, “the readout here marks the time-stamp as from this morning, sir.”
“So it seems,” says Arohn, “but I can assure you that my friend and I weren’t there last night.”
“I see. Did anyone else see you in the bar last night? Anyone who could corroborate your story?”
Are any of the night staff still on duty? Odds even. “No”. Tension=2.
“No, but the bar man probably saw us,” suggests Arohn, slightly annoyed.
“Or maybe there’s CCTV here too,” says Johne.
The two officers pause and look at each other briefly.
“If you two could just come and sit over here, I’ll go and have a word with the staff,” says the burly one.
Officer will do an Investigation which takes 1D x 10 minutes: roll 3 for 30 minutes delay.
Feeling impatient, the team decides to wait it out. They know they’re innocent and they suspect that someone has doctored the video image to get them into trouble. The question is, “Who?”
Is there CCTV of them in the bar at 1am? Good odds. “Yes”. Tension=3.
“Seems the video in the bar places these two there at the same time as our image,” says the burly officer to the other.
“Can’t hold them, but we need to check out that footage,” says the other.
Turning to the heroes, the officers apologise for the inconvenience and thank the chaps for their cooperation.
“Right then,” says Johne, “lets get over to that gym.”
Lucky Muscles Gym
Not being sure what to expect here, I draw three cards: Eliminate, Frightful, Power. Catalyst: Villain vs Villain Fight. Maybe our team is about to walk in on an interesting situation.
The constant rush of vehicles through the morning streets of the Starport, and the chaotic scents of the city, combine to make the team feel ill at ease. As they arrive at the gym, Johne and Arohn have no idea what to expect. Walking up to the front desk, they are instantly surprised by the sound of an electrical jolt someway down the corridor.
“Was that a stunner?”
“Sounded very much like one to me,” says Johne, “Come on, lets…”
The Receptionist steps in front of them.
“I’m sorry, we’re closed.”
Reaction Roll for Johne: this woman is in the way and there’s clearly a fight going on, how does he react? He loses his temper!
“Frack you, lady,” says Johne, “Get out of my way!”
Opposed Persuade check: Johne has no skill (-3) but will use STR (+1), rolls 7-2 = 5 to fail, Effect -3; Receptionist has Persuade 1 and SOC 7 (+0), rolls 4+1 = 5 and also fails, Effect -3. Stand-off.
“I’m sorry, sir,” the woman begins, with a trembling voice, “but it’s not safe.”
Johne decides to push her aside and stride past…
Opposed Melee check: Johne has Melee (Unarmed) 0 and STR +1, rolls 8+1 = 9, Effect 1; the Receptionist isn’t skilled (-3) and average STR (+0), rolls 4-3 = 1, fails, Effect -7. Easy to see how that one goes.
Shoving past the poor woman, Johne strides towards the direction from which he heard the stunner discharge. Arohn, rather embarrassed at his mate’s behaviour, follows him.
I decide it’ll be 1D of Gang Fighters versus 1/2D of Pirate Fighters, deciding to involve Brice’s old pirate crew from his last job. Roll 2 Gang Fighters (Average Combatants) and 3 Pirates (Experienced Combatants). We’ll assume they all have Blades but one of the Pirates has a Stunner.
At the end of the corridor, the two men can see one human lying on the floor unconscious. Ahead, crouched either side of the hall with Blades in hand, are two men in street gang colours. Beyond, they can make out at least two other humans crouched in the doorway to the weight room. The two Gangers are 7m away, while the gym door is 13m away – just 6m between them.
“Ain’t that the insignia of Brice’s old crew?” asks Arohn but Johne isn’t stopping to answer.
Initiative: Johne and Arohn have surprise so they gain DM+6, but as the combat is already underway I decide not to penalise the other groups as usual. Johne rolls 12, Arohn rolls 8, Gangers roll 7, Pirates roll 5+1 = 6.
Figuring that pirates must mean “bad guys”, Johne decides to charge them down. He moves forward 6m, scoops up the fallen ganger’s Blade, and moves another 6m towards the pirates. He’s 1m from the door and can see the man with the stunner in front of him.
Arohn curses the fact he doesn’t have his cutlass. Deciding to follow Johne, Arohn simply runs down the corridor towards the door and engages the guy with the stunner. He moves 13m and brings his fists up to fight, yelling, “Come on, we can take ‘em!”
How will the Gangers react? 2D+1 roll on the NPC Reaction table scores 3, Hostile.
“Who da frack iz you?”
Seeing a chance to allow the party to potentially give them an edge, the two Gangers hold their position to see what happens.
The pirate with the stunner decides to shoot at Arohn, who chooses to parry and try to knock the stunner aside.
Pirate rolls 2D+3 (decided they are +3 ranged, +2 with melee), modified by Arohn’s Melee (Unarmed) 0. Arohn’s high speed 13m movement (-1) is counteracted by the Short Range (+1). Hmm. Scores 7+3 = 10 to hit, Effect 2. 3D+2 damage scores 8+2 = 10, reducing Arohn’s END to 0 and exceeding by 3; this incapacitates him for 3 rounds.
The stunner sizzles and cracks with energy as Arohn is struck cleanly in the side, point-blank. Mr Wilson hits the deck, shaking as the stunner’s electrical charge floods his system.
Inside the gym, Johne can see two more guys with Blades standing by to attack.
Round Two. Initiative stays the same.
Johne moves 1m to engage the pirate and attacks him with his Blade. The pirate tries to dodge.
Johne rolls 2D with STR +1, Melee (Blade)+1, modified by the pirate’s DEX modifier (+1); it’s thus 2D+1. Rolls 8+1 to hit, Effect 1. Damage is 2D+2, scores 6. I reckon the Pirates are STR 8, DEX 9, END 7 – that drops the guy’s END to 1; he’s also DM-1 to his next actions due to the dodge.
Johne’s blade rakes across the pirate’s chest, drawing blood and eliciting a cry of pain. The guy doesn’t drop, though, and Johne grits his teeth for the response.
Do the Gangers charge in? Good odds. Yes. Earth. Anxiously checking their watch…
Worried that time is getting on and fearing the police, the Gangers decide to stick with the original plan: get into the gym and butcher the Pirate scum. With a battle cry, the two Gangers get up from their crouch and run in to engage the Pirate in the door, moving 6m and then making an attack each. The poor guy needs to dodge and weave to evade injury.
Ganger A rolls 2D+1, modified by the Dodge DM-1, scores 8 to hit. Damage 2D, rolls 4. This reduces the pirate to END 0 and STR 5 (-1).
Ganger B rolls to hit, scores 5 to miss.
The first gang fighter stabs the pirate with his blade, but gets in the way of the other guy trying to push past Johne. The guy in the doorway tries to retaliate with the stunner, aiming at the first ganger…
This pirate is 2D+1 (-3 for 3 dodges, +1 for aim), ganger tries to Parry with the blade (DM-1), scores 2.
…and squeezing the trigger, just as the gang fighter slides his blade under the stunner’s barrel and knocks it aside. The shot discharges harmlessly skyward.
The other two pirates decide now is the time to strike. The first moves forward and stabs out at the gang fighter parrying his mate’s shot.
Pirate 2 is 2D+3, ganger tries to parry again; rolls 7+2 = 9. Rolls 2D+1 damage, scores 8. The Gang Fighters are STR 8, DEX 7, END 7; the strike reduces Ganger A to END 0, STR 7.
The blade sinks into the man’s thigh as the third pirate lashes out at the second gang fighter…
Pirate 3 is 2D+2, ganger tries to parry; rolls 6+1 = 7 to miss.
…but the man is too quick and parry the blade deftly with his own.
Round 3.
Johne decides to try and put the first pirate, the one with the pistol, down. He strikes with the blade.
Rolls 2D+2, scores 5+2 = 7 and misses.
As Johne’s blade whistles past the ear of the first pirate, the Gangers duel with the other two.
Ganger A attacks Pirate 2, who parries; rolls 2D-1, scores 4-1 = 3 to miss.
Ganger B attacks Pirate 3, who parries; rolls 2D-1, scores 11-1 = 10 to hit, Effect 2. Damage is 2D+2, rolling 7+2 = 9. Pirate 3 is END 0, STR 6 (+0).
Pirate 2 attacks Ganger A, who parries; rolls 2D+1, scores 5+1 = 6 to miss.
Pirate 3 attacks Ganger B, who parries; rolls 2D+1, scores 6+1 = 7 to miss.
Holding his stunner carefully as the melee swirls around him, the first pirate eyes Johne and takes a careful aim before squeezing the trigger again. Johne tries to parry with his blade!
Pirate 1 rolls 2D+2, scores 5+2 = 7 to miss.
As Johne’s blade knocks the stunner wide again, he glances down to see that Arohn is ok. A little bit of spittle is dribbling down from Arohn’s mouth. He does not look good.
Round 4. Arohn will recover from the stunner effect at the end of this round.
Johne decides to try and run the pirate with the stunner through, but the guy has other ideas and tries to dodge.
Rolls 2D, scores 10 to hit, Effect 2. Damage is 2D+3, scoring 10. Pirate 1 is now END 0, STR 0, DEX 4 (-1).
Johne catches the guy off-guard and rams the blade through his belly, piercing the pirate’s back before pulling the blade back out. The pirate falls forward, unconscious and bleeding on the ground. With a roar of triumph, Johne moves to close with the second pirate in the doorway.
The Gangers and Pirates continue to swashbuckle!
Ganger A attacks Pirate 2, who parries; rolls 2D-2, scores 3-2 = 1 to miss.
Ganger B attacks Pirate 3, who parries; rolls 2D-2, scores 5-2 = 3 to miss.
Pirate 2 attacks Ganger A, who parries; rolls 2D+1, scores 8+1 = 9 to hit, Effect 1; rolls 2D+1 damage to score 5. Ganger A is reduced to END 0, STR 2 (-2), DEX 7.
Pirate 3 attacks Ganger B, who parries; rolls 2D+1, scores 5+1 = 6 to miss.
Round 5. Arohn recovers!
Johne strikes at the second pirate with his blade, trying to cover Arohn as he groans and rolls over.
Johne rolls 2D+2. The pirate will try to parry him, desperate in the fight against Johne and the Ganger. Johne scores 10 – a hit, Effect 2. Rolls 2D+3 damage, scoring 8+3 = 11. Pirate 2 is reduced to END 0, STR 4 (-1), DEX 9.
Arohn changes his stance, rising to stand, and attacks the pirate on his right with a punch!
Pirate 3 decides to risk taking the hit, so Arohn rolls 2D to hit – scores 5, a miss.
Ganger A attacks Pirate 2, who parries; rolls 2D-1, scores 7-1 = 6 to miss.
Ganger B attacks Pirate 3, who parries; rolls 2D-2, scores 6-2 = 4 to miss.
Pirate 2 attacks Ganger A, who parries; rolls 2D+1, scores 9+1 = 10 to hit, Effect 2; rolls 2D+1 damage, scoring 9-1 = 8. Ganger A is reduced to END 0, STR 0, DEX 1 (-2); he drops unconscious.
Pirate 3 attacks Ganger B, who parries; rolls 2D+1, scores 3+1 = 4 to miss.
Round 6. There are two Pirates, one Ganger, and the two heroes.
Johne attacks the pirate in front of him with his blade! The man tries to defend himself with his own blade.
Johne rolls 2D, scoring 4 to miss.
Arohn reaches down and scoops up one of the fallen men’s blades, swinging it up in an arc to strike at the pirate engaging his friend. The pirate tries to parry with his own blade.
Arohn rolls 2D, scoring 10 to hit, Effect 2. Rolls 2D+1 for damage, scoring 6+1 = 7. Pirate 2 is reduced to END 0, STR 0, DEX 6.
Catching the pirate below his parry, Arohn’s blade slashes his abdomen and draws blood. The pirate falls forward, losing consciousness as he drops. Yeah!
The Ganger presses the last Pirate with his Blade, seeking to strike him; the Pirate tries to parry.
Ganger B attacks Pirate 3, who parries; rolls 2D-2, scores 9-2 = 7 to miss.
The last Pirate, seeing his mates both down, decides to throw down his Blade and surrender – he raises his arms above his head.
Round 7. Remember: the Ganger is still hostile.
Johne scoops up the dropped Stunner, turns to his right and fires it at the Ganger. The poor guy wasn’t expecting that!
Rolls 2D+3, scoring 7+3 = 10, a hit, Effect 2. Rolls 3D+2 for 6+3 = 9 damage. Ganger B is END 0 and incapacitated for 2 rounds. Combat ends.
“There, you little fracker – how’d you like them onions?” says Johne.
Arohn brings his Blade up to the last Pirate’s throat and tells him to kneel. The guy complies while watching the stunned Ganger writhing next to him on the floor.
Johne moves quickly, stripping the Ganger’s shoe laces and using them to bind his arms behind his back.
“We better move, Arohn, before the fracking cops get here!”
Grabbing their prisoner by the arms, the two men hustle him away from the scene and bundle him past the surprised-looking Receptionist. Dropping their Blades in the foyer, they exit onto the street and immediately turn into a side alley.
“Here’s the deal,” says Johne, “cos we don’t give a frack what that shit was about, ok man?”
The Pirate nods.
“We wanna know where Brice Kinson is. Tell us and you can run before the cops tag your ass, capiche?”
Does the Pirate know where Brice is located? Even odds. “No”. Fire. Tension=5.
“I dunno where he is for sure, man,” says the Pirate, “but I know that Cayla wanted him picked up.”
“Cayla? Who the frack is Cayla, man?”
“She’s the boss’ daughter. Used to have a thing with Brice until she fracked him over, or some shit.”
“Why’s she want him now?” asks Arohn.
“No idea, man, I just know that she wanted him picked up. Chances are she’s taken him.”
Where would Cayla take her prisoner? Draw for location: Prison.
“Man, I dunno. She has a place down at her old man’s island. Maybe she threw him in the dungeons there, man. It’s like a fracking castle and all.”
Arohn nods.
“Where’s the island base? Can you give me coordinates?”
“Ok, but you gotta swear not to say that I told you,” says the Pirate.
Johne grins, “Frackin’ sure thing, mother-fracker.”
The Pirate gives them the co-ordinates. Two minutes later the team is on the move, having left him in the alley, heading for “Watcher’s Redoubt”…