MGP40014 - Great Rift Adventure 2 - Deepnight Endeavour.pdf

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Great Rif t Adventure 2: deepn ight en deavour
S c i e n c e
F i c t i o n
A d v e n t u r e
i n
t h e
F a r
F u t u r e
G R E A T
R I F T
A D V E N T U R E
2 :
D E E P N I G H T
E N D E A V O U R
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
DEEPNIGHT EXPLORATION, LIC
DEEPNIGHT ENDEAVOUR
THE FATE OF DEEPNIGHT ENDEAVOUR
THE ENTITY
CREW AND FACTIONS
IN THE DEEPEST NIGHT
MODULES AND LOCATIONS
RUNNNING THE ADVENTURE
EQUIPMENT AND WEAPONRY
2
3
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MONGOOSE TRAVELLER
Author
Editor
Martin J. Dougherty
Matthew Sprange
Layout and Graphic Design
Amy Perrett, Sandrine Thirache
Interior Illustrations
Anderson Maia, Amy Perret, Sandrine Thirache, Shen Fei
TRAVELLER INNER CIRCLE
Andrew James Alan Welty, Colin Dunn, M. J. Dougherty,
Rob Eaglestone, Sam Wissa, Joshua Bell, Maksim Smelchak
Special Thanks
Marc Miller, Loren Wiseman
Traveller
©2017 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.
Printed in China
T
INTRODUCTION
hard to kill and its minions are insidious. There are
some problems that cannot be solved by straightforward
violence, and opportunities for almost any Traveller to
come to the fore even in a head-on confrontation.
R
A
V
E
L
L
E
R
This adventure takes place in the Great Rift, mostly
aboard a crippled exploration vessel. The Travellers
arrive at the location of
Deepnight Endeavour
with no
way to get home, and must board the derelict vessel
to locate fuel. Exploring the ship, they discover there
are survivors, and that the ship has taken aboard a
malevolent entity. The search for fuel is complicated
by the presence of this entity and its minions, who
seek to reach an inhabited planet. The Travellers might
simply try to escape or they could attempt to destroy
the entity. Depending on their intentions, they will face
opposition from different groups of survivors as well as
the entity itself.
The overall style of the adventure depends upon the
Travellers. A claustrophobic ‘space horror’ theme,
played for tension rather than combat, will suit many
groups. Some may prefer to treat the adventure as a
stand-up fight rather than a bug hunt. This will work
if the Travellers are very well armed, but the entity is
RUNNING THE
ADVENTURE
The adventure begins as the Travellers come out of jump
in deep space next to the research vessel
Deepnight
Endeavour.
They will obviously need a starship to get
there, so if the Travellers do not have one of their own
they will need to be assigned one – perhaps with a
minimal crew to operate it. The Travellers’ Briefing
outlines a set of circumstances that have led the
Travellers to the
Deepnight Endeavour,
but if the
adventure is to be used in an ongoing campaign the
referee might instead allow the Travellers to find clues
to the ship’s location.
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DEEPNIGHT
EXPLORATION, LIC
Deepnight Exploration is an Imperial corporation
specialising in deep-space exploration and surveys.
It operates a significant number of relatively small
scientific and exploration ships, plus a few large vessels.
Its primary assets are four very large exploration vessels
bearing the corporation’s name –
Deepnight Endeavour,
Voyager, Explorer
and
Discovery.
The corporation also
has a few permanent bases and outposts.
Deepnight Exploration recruits personnel from a
variety of sources, notably the Imperial services and
well-regarded merchant shipping lines. Promising
graduates are taken on straight after education, serving
an apprenticeship aboard a support vessel or outpost
before being advanced to the exploration and scientific
ships. Some personnel come in by other routes;
personal recommendation or expedient recruitment
through hiring channels used by other ship operators.
The corporation has an excellent record for quality
scientific work and reliability. Safety records are also
good, for Deepnight had never lost a ship until recently,
and the firm has a solid financial record.
The loss of
Deepnight Endeavour
was a severe blow
to Deepnight Exploration. Not only was she a major
asset worth a significant percentage of the company’s
net value, she was also the name-ship of her class
and one of the most prestigious exploration ships
in operation. The enormous cost of her mission was
essentially wasted by backers, undermining the
corporation’s reputation. Deepnight Exploration has
offered a large reward for the location of
Deepnight
Endeavour
or any of her personnel, with bonuses for
salvaged data and artefacts.
Some aspects of
Deepnight Endeavour’s
mission remain
confidential, but information has been made publicly
available to assist in the search. She was engaged
in deep-rift exploration work, using a prepositioned
refuelling cache to extend her own impressive range.
The exact nature of her mission has not been revealed
but it is known that she was sent to investigate
anomalous or otherwise interesting deep-space objects.
Long-range couriers brought home data from the early
part of the mission, along with personnel overdue for
furlough. The last courier to return was just over a
year ago, reporting nothing untoward. The next vessel
failed to find
Deepnight Endeavour,
despite passing
through expected rendezvous points. Follow-up
searches found no sign of her, and eventually she was
posted missing, presumed lost. There is still a chance
that
Deepnight Endeavour
might be found, but she
is not at any of her expected rendezvous or refuelling
points and has left no message or indication of her
whereabouts at any of them.
C
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DEEPNIGHT
EXPLORATION
3
C
H
A
DEEPNIGHT
ENDEAVOUR
P
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T
W
O
Deepnight Endeavour
is the name-ship of a design
created for Deepnight Exploration, LIC. Only four
vessels were constructed, though the plans are available
for anyone with the money and inclination to construct
such an expensive specialist vessel.
Designed as a long-range exploration and scientific
vessel,
Deepnight Endeavour
is built as a close
structure, with most of her fuel tankage within six
breakaway modules. These are independently operable
and referred to as fuel shuttles, but remain an integral
part of the overall design. Fully loaded,
Deepnight
Endeavour
can make two consecutive jump-3 transits
using the fuel in her modules, retaining sufficient fuel
for a 1-parsec jump in her internal tanks. This can
be extended to 3 parsecs if the fuel shuttles are left
behind, though would leave the ship unable to obtain
more fuel. Internal reserves allow in-system operations
for some months whilst
Deepnight Endeavour
awaits
assistance. In theory, this capability allows the vessel
to leave some or all of her fuel modules behind to
skim fuel in one system whilst visiting a neighbouring
star system. It is unlikely this capability would ever be
used, however.
Deepnight Endeavour
is equipped with a vast array of
scientific equipment, and sufficiently well-armed to not
fear small-scale piracy or hijack attempts. She carries
a complement of small craft internally and can dock
jump-capable vessels or sublight craft of up to 300 tons
on external ports, supporting them with power and fuel,
and holding them within her jump field.
Computer systems are hardened against radiation
effects, as is the main hull; not because combat is
expected but in the event that
Deepnight Endeavour
ventures into dangerous areas that interfere with her
systems or harm the crew. Radiation shielding also
helps prevent interference with sensitive instruments,
both from cosmic radiation and the ship’s own systems.
Deepnight Endeavour’s
main hull is rated at 100,000
displacement tons, and her drives and power systems
are suitable for a 100,000-ton ship. However, this is her
maximum possible displacement with a full complement
of fuel shuttles aboard and craft on the docking rails,
and represents normal operating conditions. The
vessel would be considered incomplete without its fuel
shuttles, but could still jump using internal fuel.
HULL FORM AND
CAPABILITIES
Deepnight Endeavour’s
hull form is a close structure,
built around two Primary Structural Members (PSM)
which run the length of the ship. Between these are
modules containing the primary components of the
vessel, command, operations and engineering modules.
The flight operations pod and cargo module lie below
the axis of the PSMs, whilst the three scientific modules
are above it.
A fairly standard ‘flight at the front, drives at the back,
accommodation and operations in between’ layout is
followed, though some systems are dispersed between
the hull sections. Total displacement with fuel shuttles
attached is a nominal 100,000 tons, including twelve
craft of 300 tons each attached to the docking rails of
the flight operations pod.
Deepnight Endeavour
is capable of two consecutive
jump-3 transits. Her highly efficient jump drive requires
10% less fuel than standard, so a 1-parsec jump with
all fuel shuttles and craft attached requires only 9,000
tons of liquid hydrogen fuel. Each of the six 10,000
ton fuel shuttles carries enough for a 1-parsec jump,
plus additional fuel for their own powerplant or to
refuel other craft. A further 11,000 tons of jump fuel is
carried internally, enabling a 1-parsec jump at full load.
In an emergency, this can be increased to 3 parsecs by
detaching the fuel shuttles and leaving them behind.
The vessel’s displacement is 40,000 tons without the
fuellers, requiring 3,600 tons of fuel per parsec, or
10,800 tons for a maximum 3-parsec jump.
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