Amber Zone: Crystals from Dinom, by
Marc W. Miller
Unobtainium! |
Location: the planet Dinom, Lanth 0201,
Spinward Marches Dinom is a vacuum world and the setting of Double
Adventure #2, Across the Bright Face. Dinom has recently gone through
a worker's revolution, and is still unstable.
Patron: Quadric Industries, a
manufacturing company that needs its shipment of macguffins from
Dinom. Regular shipments have not happened since the rebellion; the
shipment of macguffins has actually been misplaced.
Mission: Quadric contracts the PCs,
the crew & troops of a mercenary cruiser (the text specifies a
Broadsword-class) to land on Dinom, find the macguffins and
protect a QI ship which will land and load the shipment. The cruiser
will then protect the cargo ship while it returns to Quadric's HQ.
Complications: The locals are
suspicious, unfriendly and armed. The company that sold the
macguffins was dissolved in the revolution, and Quadric does not know
where their offices are, nor if the shipment or information about it
are still there. The revolutionaries have made the company office
their HQ and made a mess of it. The revolutionary space force will
object to the PCs and company leaving with the macguffins. The
macguffins are large and heavy.
Payoff: Quadric promises MCr 4-5 for
successful recovery of the macguffins.
Strong Points: This adventure has
opportunities for problem solving, NPC interaction and combat, both
on the ground & in space. The setup is for a large crew and
squads of ship's troops, but an aggressive group of PCs could pull it
off without the troops. The threat level is not too high this time,
the OPFOR is not a truly organized military force. There is no point
in the adventure where everything could go wrong; it is unlikely the
PCs will be defeated except by their own foolishness. The payoff is
pretty generous for a low-threat mission. Especially if the referee
has DA 2, there is enough here to work with to develop a campaign on
Dinom, like perhaps a counter-revolution.
Weak Points: the OPFOR is perhaps too
easy for a mercenary unit, as they have no military arms. The actual
search of the company offices for the macguffin's location could be a
tedious exercise in dice rolling. Like so:
Player: <roll> “Did we find it?”
Referee: “No. Fifteen minutes have passed, roll again.”
Player: <roll> “Did we find it?”
Referee: “No”
Player: “#$%@*#!!”
Having DA 2 on hand will give the referee maps and other background data, but the enterprising referee can make that up for himself.
Player: <roll> “Did we find it?”
Referee: “No. Fifteen minutes have passed, roll again.”
Player: <roll> “Did we find it?”
Referee: “No”
Player: “#$%@*#!!”
Having DA 2 on hand will give the referee maps and other background data, but the enterprising referee can make that up for himself.
What I'd change: The OPFOR can easily
be given better guns to up the challenge level. I'd make all of the
spacecraft involved under Book 2 rules; for such a small engagement,
this works better and makes the OPFOR craft comparatively more a
threat. Ship stats are given in High Guard (Book 5) format. I would
adjust a few details if the PCs don't have a merc unit backing them
up; making the mission more dependent on stealth.
In My Traveller Universe: I would set
this adventure on Storishale, in the Alliance of Dormarc. The
Alliance is dithering enough that the rebellion would not be put down
effectively, and while it is not a close match to Dinom, it fits the
need for low population and necessity of sealed environs.
The adventure came with a city map, and planetary maps are in DA 2, so I have not made up any other maps.
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