MgT 2E - Reach Adventure 1 Marooned on Marduk.pdf

(6219 KB) Pobierz
REACH A DVENTURE 1 : MAROONED ON MARDUK
CREDITS
CLASSIC TRAVELLER
Marc Miller
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner.
CONTENTS
INTRODUCTION
REFEREE’S INFORMATION
ARRIVING ON MARDUK
DOWNED ON MARDUK
INTO THE WILDERNESS
RULE THE RUINS
HOLDING ON FOR DAYBREAK
CHARACTERS
2
4
11
14
18
22
25
28
MONGOOSE TRAVELLER
Author
Editor
Martin J. Dougherty
Matthew Sprange
Layout and Graphic Design
Will Chapman
Interior Illustrations
Amy Perret
3D Model Design
Sandrine Thirache
Special Thanks
Marc Miller, Tom O’Neill, Brian Caball, Aidan Rafferty, Robert Eaglestone, Loren Wiseman, James Maliszewski, Donald McKinley,
Constantine Thomas, William Hostman, Martin Costa
Traveller
©2016 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the
written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and
text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is
a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
INTRODUCTION
This adventure takes place on the world of Marduk,
in the Oghma Cluster which lies at the Rimward
(bottom) end of Sindal Subsector (see the Traveller Core
Rulebook, page 230). The cluster is on a major trade
route but Marduk itself is a backwater stopover– the sort
of place that ships pass through rather than heading for.
The adventure is suitable for almost any group of
Travellers, with or without a starship. Inventive Travellers
can get through this adventure using almost any skills
set, though ‘planetside’ skills such as survival and
combat skills will be useful. No matter how much
weaponry the Travellers possess, they will be deprived of
most of it, and will find themselves outgunned if combat
breaks out. Clever tactics and use of the environment
will be necessary to level the odds.
The adventure begins with the Travellers headed
groundside from Marduk Highport. Their shuttle is
damaged during an attack by raiders, forcing it to
crash-land far from civilisation. With night falling and
little prospect of immediate rescue, the Travellers will
be forced to seek shelter in nearby ruins, where they
discover they are not alone.
Exploring the ruins, the Travellers will learn a little about
the history of Marduk and will have to deal with the
other survivors of the shuttle crash, whose reactions to
the situation may cause more problems than they solve.
After braving the natural hazards of Marduk and making
contact with a band of locals who are also hiding in the
remains of what used to be a proud city, the Travellers
realise they are being hunted by raiders who want to
enslave them for their technical skills.
If the Travellers can just survive one night on Marduk,
rescue will surely come. At worst they face a three-way
fight for survival… or can they befriend the xenophobic
survivors and team up against the raiders? What might
the outcome of such an alliance be?
makes no difference to the course of this adventure. If
this adventure is to be run as a one-off then why the
Travellers are at Marduk does not really matter, though
there is a suggestion below. However, if Marooned on
Marduk is to be run as part of an ongoing campaign then
the referee will need to work a reason into the game’s
storyline. A modified version of the suggestion below
is can be used, or the course of the existing campaign
might suggest something more appropriate. There is of
course no reason why the Travellers might not be simply
passing through the system and decide to take a little
recreation time at the starport.
The suggested start is as follows: the Travellers have
received an invitation from a GeDeCo official named
Alexeis Drabahn to meet with them at his office. He is
unable to leave his post at Marduk Downport as he is
in charge of an extremely complex operation to expand
and replace the port’s power system. However, he needs
some help with an unrelated project and is willing to
offer the job to a band of freelancers. It is nothing illegal
and pays well, but he is not willing to say much more
than that until the Travellers arrive. He will pay their
expenses in getting to his office and a small ‘holiday at
Marduk Startown’ bonus even if the Travellers turn down
his job offer.
In fact, Alexeis’ job offer is not part of the storyline
– the Travellers are caught up in other events before
they can reach his office. However, if they survive then
this can be used to create an additional adventure.
The referee can come up with all manner of things a
GeDeCo official might need doing, making Alexeis a
useful Patron or Contact. As a starting point, what he
needed the Travellers to do in this case was look into the
disappearances of some of the fishing vessels from the
port. Insurance fraud? Raids from Oghma? Giant squid
attacks? Ill-fated contacts with hostile locals? There are
many possibilities here, and the answer might be more
than one of them.
However, as already noted the job offer is merely the
reason why the Travellers are headed for Marduk. What
happens as they arrive will send them off on a different
path.
T
R
A
V
E
L
L
E
R
SET UP
The Travellers are passing through the Marduk system
for whatever reason the referee decides; they may
be on a liner headed somewhere or on board their
own ship pursuing dreams of making a huge trade; it
M AR DU K
C 3 7 7 43 6 -5
REFEREE’S INFORMATION
The following information is for the use of the referee.
How much of it is made available to the Travellers,
and in what manner, is for the referee to decide. Much
of this data is commonly known or available through
data terminals, info feeds to Travellers’ comms, and so
forth. However, the commonly available version may be
incomplete, dumbed-down, or wildly inaccurate for all
manner of reasons. The referee has the whole story; if
the Travellers want accurate information they may have
to search for it or use inventive means.
All of this cross-cutting politics can make the Reach a
complex and dangerous environment, and in addition
there are bands of pirates, upstart worlds trying to
create a pocket empire, and of course a few local powers
important enough that even the mighty Third Imperium
has to take note of them.
C
H
A
P
T
E
R
-
O
N
E
The Third Imperium
The Trojan Reach
The Trojan Reach lies between the territory of the
predominantly human Third Imperium and Aslan
Hierate. To the Imperials it is officially designated Trojan
Reach Sector, but locals tend to call their area of space
The Trojan Reach or just ‘The Reach’.
The Reach was once dominated by the Sindalian
Empire, which collapsed long ago leaving remnants
on many worlds. Today, the Reach can be a hazardous
place, with conflicts between worlds and minor factions
as well as the great powers. This fragmented nature
also makes it a place of great opportunity where bold
and resourceful people can make a fortune or alter the
course of history.
The Aslan view the Reach as a perfect opportunity for
expansion and annexation of new territory, while the
Imperials take a different view. Imperial-based firms
operate throughout the Reach, and in some cases have
become very influential. However, the Imperium itself
does not have designs on the Reach – it has enough
territory and enough problems without trying to pacify
a region of barbarian kingdoms and pirate havens.
However, the Imperium does not want the Aslan to
dominate the Reach either, preferring to retain it as a
buffer zone against the Hierate’s expansion.
Thus Aslan involvement in the Reach tends to be
rather direct, in the form of landgrabs by small bands
of adventurers and raids on targets that might yield a
respectable amount of plunder after a glorious fight.
Imperial involvement is more subtle, in the form of trade
missions, assistance to local groups opposed to the
Aslan expansion and the activities of trade corporations
which often have their own agenda.
Imperial influence does not stop at its borders, nor
does its strategic interest. Many Imperial corporations
operate across the border, and the navy routinely sweeps
nearby space to prevent threats taking root just outside
Imperial space. Imperial fashions, customs and the like
filter across the border, and local equivalents move the
opposite way. Beyond the Imperial border is a ‘region
of interest’ where the Imperium has no official power
except by local treaty, but does retain a lot of influence.
Imperial-made goods can be found in the shops
alongside local products, and a trade embargo might be
very bad for a regional economy. Entertainment shows
made by companies within the Imperium are marketed
outside its territory, creating an impression of Imperial
culture that is both familiar yet slightly distorted. The
Imperium as a political entity is a powerful but distant
player with many other concerns, whereas closer powers
(while much weaker) may be more important in the
region.
Attitudes to the Imperium vary beyond the border.
Some would like to join, others fear increasing Imperial
influence. Still more are Imperial citizens who have
migrated for various reasons. These people include
former military personnel who retired across the border,
successful businesspersons who have moved into the
new market, criminals avoiding Imperial justice and
many whose life circumstances took them to a new
place – often unexpectedly.
Imperial-registered ships belonging to large shipping
companies and independent operators can be
encountered throughout the Reach, particularly on
the trade routes to other major powers. Warships are
uncommon away from Imperial borders, but every now
and then a task force will make a flag-showing visit to
a region or eliminate a threat such as a pirate base.
Patrol ships sometimes move along the major trade
lanes as well, but away from these the Imperial Navy
is not seen much in the Reach. Imperial Scout Service
vessels are more common.
Zgłoś jeśli naruszono regulamin