TheBronze Case, by Richard Hazlewood, published by Stellagama Publications
My buddy Omer at the Den of the Lizard King sent me a copy of this adventure. Thanks Omer! Go get a copy, visit his blog, and tell him what you think. I'm making my review in the format that I've used for reviewing the JTAS Amber Zone adventures.
Location:
Amaterasu, a mid-pop, high law, TL-8 world
Patron:
Amy - a freelance agent.
Mission:
Help Amy deliver the bronze case to its destination.
Complications:
There are a lot of folks who want to steal the case. The local law
level means that the Travellers won't have access to their usual
assortment of heavy weaponry.
Payoff:
Cr 10,000 to the group for successful delivery.
Strong
Points: This is a good old-fashioned “accidental spy” adventure,
where the Travellers get swept up in bigger events swirling around
them. Once it gets going, they won't have time to stop and catch
their breath. There's plenty of danger, and options for player
ingenuity. The NPCs are nicely fleshed out with MgT style stat
blocks. A successful mission means the Travellers now have a new
contact in Amy, and maybe a romantic possibility? They may have new
enemies, or patrons, depending on how they respond to the other
players in the drama. By scaling the opposition, this adventure could
be for a solo PC.
Weak
Points: Not a lot of opportunity for PCs to bring their social skills
into play, the opponent forces are (as written) not likely to listen.
The titular case is a macguffin, which does reduce the PCs motivation
to simple monetary gain. Players might decide partway through that
bailing on Amy is safer, if less rewarding. One niggle: the local TL
is 7 (1970's Earth) but vehicles are all equipped with GPS devices?
Maybe MgT breaks up the TL periods differently from CT.
What
I'd change: I have no suggestions for this adventure. It's a fast-paced gig that could be played out in one session or two.
In My
Traveller Universe: If I ran this adventure, I'd put it on Kemasiik,
in the Corridor [B-68466B-5]. The Law level is high, and the captive
government could put the lockdown on commodities the gangs are after.
The Empire has some influence there so Talaveran corporations could
have facilities on-planet. Local TL is low, but with off-world
influence (Kemasiik is controlled by VanGoff's World) there could be
lots of TL-7/8 gear to be had.
Map:
The adventure route runs roughly along the coastline, but I decided
to change it up a bit and give the players two routes. Both have a
half-way point where one of the plot points occurs. Each hex is approx. 100 km.
I
made this map, using Hexographer.
It may be reproduced or modified without permission.
Thank you very much for your review!
ReplyDeleteJust one comment - it's Richard Hazlewood, not Roger Hazlewood :-)
ReplyDeleteMea Culpa! I've fixed it. Thanks!
DeleteThanks!
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