This session was dedicated to Eric Manuel, a friend from years past, who died recently from cancer. Smooth sailing old friend.
This was the first game of my classic Traveller campaign. Been trying to get this started for some time, and today was the day. We decided that our gaming group would do these games in short, 2-3 hour sessions, to make it easier for everyone to get together and easier for me, the Ref, to prepare.
Into the Void takes place in the frontier area of known space, on the very outskirts of an Imperium vaguely similar that of the standard Classic Traveller universe. Space beyond the frontier border is known as “the Void.” I’m using the same organizations, but ignoring the history of and maps of that universe. Making my own alien races, etc.
Imperium Year 6025, Day 234. (6025.234)
Game one begins with the recently retired members of the Imperial Scout Service. They begin on planet Mylor, on the very edge of the Void, in an as-yet unnamed and incompletely explored subsector. Most of the subsector is in the Void. A small world with standard atmosphere, Class B space port (no “high-port”), and one major city of about 12,000 sophonts. The ex-Scouts, Roger (the pilot), Fred (“Lucky” – due to his many missed survival rolls and maimings), and Barney (expert ship Engineer) are in the star port tavern, trying to decide what to do next. Roger had mustered out with a Scout ship, and the three have decided to seek their fortunes together.
While at the bar, a local Gluck tries to pick Roger’s pocket. Roger smacks the creature away, but doesn’t pay him much mind afterward. Glucks are a common species in this part of the Galaxy. Spheroid beings, with no obvious facial features, they have 6 arm/legs spaced evenly around their bodies. They move by kind of roll/walking. They can understand human speech, and communicate in Galactic Common by vibrating organs in their breathing orifices. While quite alien looking, they are psychologically and intellectually very much like humans, and thus integrate well into human culture. Anyway, the pickpocket Gluck backs up. The slight altercation gets the attention of table of young marines, on their way back to the inner-Imperium after long duty on the frontier. The Marines taunt the Scouts, who react by buying a round of drinks for them, avoiding trouble.
After the Scouts have been at their table for a bit, a tall, thin old human approaches their table and asks if he might join them. He introduces himself as Zall Twist, an exo-archaeologist from the university on planet Zapata, one sector rimward – the subsector capital of the Zapata subsector. He’s been in the frontier for several weeks, researching rumors of the Precursor civilization, the theorized interstellar society predating the Imperium by several million years. This is his area of specialization and main research interest. He’s met a group of merchants (he points them out in the tavern) who mentioned to him an interesting ruin they happened upon 2 parsecs into the Void, when their ship misjumped. They landed on the moon of a gas giant for repairs and refueling, and while in the air they spotted what looked like a tremendous ziggurat in the middle of the heavily forested equatorial region. Zall thinks this may indeed by related to the Precursor culture, and wishes to travel to that world in the Void to investigate. He asks if the PCs have a ship, and upon finding that they do, offers them 50K up front, and 50K upon completion and return to Mylor, if they will take him to that gas giant’s moon and mount an expedition with him. He says he can think of no better companions on such a voyage than three very able former Scouts.
The PCs agree to Zall’s terms, and agree to leave the next day. They spend the rest of the day buying gear and supplies for this, and future, missions.
The next morning they meet Zall at the Scout base, where their ship is landed. It’s been refueled and maintenance is done. Zall has some scientific gear to load. As they load the ship, Roger feels a gut on his pants leg. It’s the gluck from the Tavern, who introduces himself as “Fardt” — with a “D”. He thanks Roger for not beating him up in the tavern — that it was nothing personal, and asks if the crew needs a cook. Feeling sorry for Fardt, the crew hires him on for 100cr a week, and finds space in the cargo bay to make him a comfortable quarters.
The ship lifts off, travels several hours to 100 planetary diameters distance, and engages the jump drive. Roger rolls and the ship avoids mis-jump. They enter jump space uneventfully.
During the week in jump space they have a chance to get to know Zall and Fardt. They get a few more details about Zall’s mission plan (not much of a plan, as they are going into the unknown), and learn that Fardt is a good guy — a reasonable and generally good natured rogue.
The ship exits jump space on target, 100 pds from the gas giant. They immediately spend the first day in-system skimming the gas giant for fuel, in case a fast getaway is needed later. They then begin scanning the surface of the moon for the ziggurat. They quickly find that the gas giant is emitting random bursts of radiation into space. Remaining in orbit for an extended period is a bad idea. For each hour spend looking for the ziggurat in orbit they have a 2/6 chance of finding it, but a 1/6 chance of being affected by a radiation burst. In the first hour they do not find it AND they get hit by a minor burst. No structural damage to the ship, but some scalding of hull plating that will need to be replaced. In the second hour they locate the ziggurat and avoid further radiation bursts. They land in a clearing of the dense forest, 1/4 kilometer from the ziggurat.
Upon landing, they spend the first day doing ship maintenance, again preparing for fast exits if needed — a lesson learned during their 16 years as Scouts. Barney, the engineer, successfully maintains the J and M drives, finding no damage from the radiation burst.
The night sky of this moon is dominated the gas giant and the spectacle of occasional radiation bursts harmlessly lighting up the night sky and the distant Great Nebula of the Void, visible as a red haze in the sky, even from several parsecs away.
Day two they decide to take the air raft to the ziggurat. The entire group goes, including Fardt. They take the air raft high above the trees, surveying the area around the ziggurat from the air. This close, they see what appear to be old landing pads to one side of the structure, overgrown now with vegetation. On the other side, the ruined walls of smaller structures.
They land near what appears to be a big stone door on the base of the structure. Looking at the ruined building around them, they use their IR googles to scan the surrounding forest. They can see the heat signatures of small humanoid shapes out in the relative darkness of the woods. The shapes are not closing in. Just watching.
Clearing the heavy vine growth from the wall around the massive stone door, they discover a still-active electronic pad with a couple of blinking lights. They assume this is the doorbell or door actuator. Lucky used his Electronics-2 skill and manages to hotwire the system.
The huge door slowly rises as the party stands at the entrance, the woods full of humanoids of undetermined friendliness, and the ziggurat itself inviting them inside to discover who-knows-what.
End of session 1. Game time elapsed 11 days.
End date: IY6025.245
I may have gotten a few details about time required for gas giant skimming and stuff like that wrong. I’ll look that stuff up before the next session. Since it was not critical to the game today I just assumed a day for stuff like that. I have a better idea how my group will play Traveller now, so I can tweek the upcoming stuff in this particular adventure, and make sure everyone has a chance to shine, and make sure there’s some exciting stuff in game 2. I could have really played up the radiation burst a lot more — the effects on the ship, a chance for the engineer to do this thing, etc. Live and learn. That would have been exciting though. Lesson learned.