Showing posts with label Mystery. Show all posts
Showing posts with label Mystery. Show all posts

Monday, November 13, 2023

Play Report - Ghost Town, the Conclusion

 The troubleshooters did not spend the night in the shuttle after all. They chose instead to hole up in the chapel, which they had already searched. They took turns watching, first the two guys (Eowan Addison and Jotunn), then the two gals (Krater Constellation and Genevieve).

In the last watch of the night, Genevieve realized that she was being watched. Through a broken window, she saw a vacc suited figure looking in at her. The face plate was shattered – and there was no face inside the helmet! 


Calling out for her comrades, she tried to bring her autopistol to bear on the figure. Once again it darted away upon being spotted, heading in the direction of the shuttle and the arrival station.

The gang gave chase, but it seemed once again that the mysterious figure had eluded them. Eowan and Jotunn entered the shuttle to inspect it, fearing sabotage. Genevieve and Krater searched the exterior of the shuttle, then Krater spotted the vacc suit figure again. This time, it was on the roof of the station! Bullet and laser beam found their target, knocking the figure backwards. The guys climbed out the shuttle's top hatch and jumped over to the roof. No vacc suit!

But wait! There it was, rushing away down one of the 'streets' of the town, probably planning to lose them in the darkness again. 

Eowan (my son's PC) pulled a neat trick. He teleported to a spot in front of the fleeing figure, and body-blocked it into the dirt. Did I mention that all four of these troubleshooters were Psi-trained? This is only the second time in my history as a Referee that psionics came into play.

From the roof, Jotunn used telekinesis to launch a handful of steel balls at the vacc suit figure. He realized his shotgun would be ineffective at the range, but TK could cover the distance! Between them, they finally put the rogue suit on the ground.

Eowan realized while grappling the suit that there was no normal body inside. Once they had it subdued, he cut into the suit with his Blade, to reveal

Thursday, October 17, 2019

Surprising Research in the Third Imperium

Readers of my blog will know that I run in my own TU, not the canon Third Imperium. However, that does not mean that I don't pay attention to the canon material. For example, I recently ran across this:

Supplement 8, Library Data (A-M) has an entry on Imperial Research Stations on page 33.

I quote a portion of that article:
Imperial research may delve into many areas. Some examples include: black hole research, both large scale and mini black hole investigation, instantaneous transmitter development (so far proving impossible) advanced gravity manipulation, generic manipulation, anti-matter containment, weapon research, disintegrator beams, black globe development, deep planetary core soundings, nova prevention and prediction. Psychohistory, mass population behavior prediction, psionics, stable super-heavy elements, deep radar analysis, long range detection systems, robotics, artificial intelligence, stasis and time travel, so-called magic, cryptography, bionics, personal shields, x-ray lasers, and high temperature superconductors.”

Wait. A. Minute.

That list said “magic”.
If that's the Earth, where is she standing?

Let that sink in for a moment.

Magic could exist in Traveller.

Friday, August 8, 2014

Without a Trace - Amber Zone Reviews #30

Without a Trace by J. Andrew Keith from JTAS #18

Location: Banasdan and Arcturus, in the Solomani Rim

Patron: Mr. Urshukaan, president of Lamark Minerals, LLC. 

Mission: A Lamark ore carrier, the Solaria, has disappeared and the patron wants the PCs to find out what happened to it. One lead points toward the Arcturus system, a planetoid belt system extensively mined by Lamark. 

Payoff: Cr 50,000 fro the group, with 10% available as an advance for fees. The group may use Lamark transport to the Arcturus system; they are given travel vouchers to secure in-system transportation. 

Complications: Arcturus belt is vast and a ship of any size has virtually unlimited places in which to disappear, if it's even there at all. 

Strong points: This is a solid, straightforward mystery; well presented. Determining the fate of the Solaria, and what the PCs should do about it, will be about the players asking good questions and following the right leads. The conclusion of this adventure presents the players with a moral issue to address.  Also, this adventure was written as an intro/lead-in to Adventure 11 Murder on Arcturus Station, published shortly after this issue. 
     Depending on the outcome of this adventure, the PCs can expect to get more offers of work from Lamarck Minerals. 

Weak points: A quibble, really. The Solaria is modeled on the Leviathan-class ships. The deckplans from Adventure 4 could be helpful if & when the PCs find the Solaria. Without Adv 4, the referee will have to mock up all the deckplans.

What I'd change: This is another Amber Zone that stands up well on its own; I would perhaps add to it, rather than change it. The referee's information includes the truth that Lamarck does not treat its employees very well. I would then include an NPC to impress this perspective on the PCs. They encounter a monk or priest who travels about the belt offering spiritual counsel and comfort to oppressed workers. He could accompany the PCs on their search, explaining the conditions and pressures that led to the Solaria's disappearance. The priest could assist in resolving the confrontation at the climax of the adventure. 

     As an alternative to the storyline given, what if the people who caused the Solaria's disappearance were planning to turn pirate, or use the ship in a terror strike against Lamarck HQ in Arcturus?

In my Traveller Universe: I would locate Lamarck Minerals and this adventure in Sutter's Belt, a planetoid system in the Dothan Alliance (Dothan-Talaveran subsector).

There is no map for this adventure, given the breadth of a solar system-wide planetoid field.



Tuesday, June 17, 2014

Thoughtwaves - Amber Zone Reviews # 22



Check out the series introduction here.

Amber Zone: Thoughtwaves, by John M Ford from JTAS # 13
A mysterious sub-marine pyramid structure. What danger or revelation is contained within it?


Location: Kehaan, a planet in the uninhabited 899-076 system in the Vilis subsector.

Patron: The administration of Weishaupt University, also of the Vilis subector

Mission: The PCs are to rescue an archaeological team that was captured on Kehaan by the Zhodani when they invaded the star system, in the course of the Fifth Frontier War. Any data the team has compiled should be recovered as well.

Payoff: Cr 100,000 per scientist, Cr 500,000 for all of their data.

Complications: Plenty. First, the archaeological site is underwater on a planet with an atmosphere that isn't breathable without equipment. Everything has to be sealed up. The survey team is examining an apparent alien artifact; a step-pyramid structure on the sea floor under 40 meters of water. Second, there is the occupation force of Zhodani soldiers. It is only eight men and two officers, but they are professional soldiers, equipped to (probably) TL 13+; and the two officers are both telepaths. They will give any PC group a serious fight; and the Imperium is not going to come to the rescue. 


The Zhodani arrived with a small task force to take control of the planet, uncontested of course, but in the landing a Zhodani gunboat destroyed the survey team's submersible ATV, killing two scientists. As a result, there is very little goodwill between the two groups. The commanding officer of the Zhodani has allowed them to continue their investigation of the site as a sign of good will, but is unwilling to allow any of the Imperials to leave.

Third, in recent weeks weird things have begun to happen. The two officers have been subject to random psionically induced headaches and other discomforts, which at first they thought was an attack by the archaeologists. A psi-scan of the scientists has ruled that out, but cost the officers whatever good will they might have had with the Imperials. One officer has tried to psionically examine the topmost level of the pyramid, but is being blocked. 

Tensions and tempers are rising with each psi episode, and someone may decide to become less than civil. And lastly, there's the curious circumstance that some of the scientists have seen what they think is the ghost of one of their dead colleagues . . .

Strong Points: This adventure has great atmosphere
from the setting: dim red lighting and dripping corridors, to the mystery to solve. This is a real sci-fi adventure; the players will not have trouble remembering that they are not on Earth. Even if they solve the mystery of the alien artifact, there is still the more conventional problem of the soldiers who have orders to not allow anyone to leave the planet. The PCs can fight or negotiate, but in either case it will not be easy.

Another well done aspect of this adventure: the author points out that the players can take the part of the scientists, or the Zhodani, and leave the 'rescue' element out of it altogether!

Weak Points: The setup, because it is so specific and detailed, works best in the OTU in the time line of the Fifth Frontier War. Re-casting it any where or any when else will be very complicated. As written, the alien construct is a macguffin; the PCs will not be able to use it and certainly not take it with them if they escape. Maybe that's not a weak point, but it could be a tantalizing treasure to dangle before the PCs, who have no chance of getting it.

What I'd change: Nothing apart from setting details to move the adventure into my Traveller universe. This is a well thought out and well written adventure that stands up as it is. This is one of the best Amber Zones I've read.

In My Traveller Universe: It is hard to say where I could put this in my Traveller universe, as I do not have a society analogous to the Zhodani. If I were to include one, I would probably put it in the Weitzlar or Wilds area, away from the mainstream of the galaxy. 


Maps: The referee will have to draw up a map of the pyramid's interior, the adventure describes the structure in general terms. A map of the on-land and underwater portions of the archaeological site will be helpful but not essential.  

Lockbox - Amber Zone Reviews # 21


Amber Zone: Lockbox, by J. Andrew Keith from JTAS #13


Check out the series introduction here.


Location: no specific location is given, but the description give the impression that it is not a backwater. The planet Otrai (Foreven 2613) is named as being nearby.

Patron: A ship crewman, who does not give his name.

Mission: He asks the PCs to hold onto a key, and deliver a package, currently in a lockbox at the starport, to the owner who is arriving on-planet in a day or so. Cash and a key are given, as the patron suddenly rushes off, as if being pursued.

Complications: This adventure is nothing but complications. The PCs discover the patron dying in an alley almost immediately after hiring them. He leaves them a cryptic message (“don't look!”). Soon after, mysterious persons will approach the party and demand they be given the key to the lockbox, saying that the contents are theirs, and was stolen from them. If the PCs do not comply, they will be followed and attacked at random points. No matter how many of the mystery men they defeat, there seem to be more of them coming.

Payoff: Cr 250, plus another Cr 250 upon delivery

Strong Points: Kudos to Mr. Keith for making research, not gunplay, the central component of this adventure. It's a mystery, and you solve a mystery by learning more about the situation. Who killed the patron, and why? Who are these mystery men? The mystery men can be serious foes if it does come to actual fighting, despite their reliance on low-tech weapons. They employ sneak attacks and assassin tactics. The JTAS article on martial arts (JTAS # 19) can be used to make them really effective fighters. 


The PCs may have to engage in a quest to get the mystery men & their organization to leave them alone. The adventure also notes that the referee can make use of the mystery men as devices to influence the PCs in subsequent adventures, nudging them in the direction the referee wants them to go.

Weak Points: The plot seems to hinge, at one point, on the PCs being curious and indifferent to danger; they have an easy out when the mystery men ask for the key. Why should the PCs risk getting knifed for 250 credits and a doohickey that isn't theirs? The mystery men as recurring antagonists can, if not handled deftly, be seen as heavy handed railroading by the players – the article states there is really no way to change the mystery men's determination to pursue them. 


Further, there's been a murder and (possibly) attempted murders, yet the adventure states that the local authorities will do little to help. Why? Even on planets with little formal law, murder is still serious business, and off-worlders committing them could be a political scandal as well.

What I'd change: A structural change to the plot: I would have the PC's interviewed by the local police after the patron is killed. I would not have them arrested, just brought in for questioning as they are identified as the last ones the patron spoke with. The police can give them the cryptic message and other details about the murder. The police will likely want the key, and advise the PCs to stay out of it. They may get called in again by police if the investigating officer is found murdered in the same fashion as the patron. 


This should motivate the PCs to investigate and discover the facts about the lockbox and its contents, if only to clear their own names. If the PCs do discover the patron in the alley, I would allow a medic to attempt to save his life. He might still end up dead later, but that would also draw the PCs into investigating.

In My Traveller Universe: I would locate this adventure in the Weitzlar subsector. Among the Independent planets, there are plenty of places that could substitute for the adventure location, and as a home world for the mystery men.

There are no locations described in this adventure, so I do not include a map.

Monday, May 26, 2014

Last Flight of the Themis - Amber Zone Reviews # 27



Amber Zone: Last Flight of the Themis, by John M. Ford

Check out the series introduction here.
This is not going to end well. It is the LAST flight, after all.
Location: Gwydion starport (Foreven Sector 3020, Fessor Subsector)



Patron: An association of families, survivors of a crashed starship liner crew (the titular Themis)



Mission: After the Themis crashed, the official inquest returned a verdict of “blame not provable” against the pilot. The pilot's sister is part of the survivors association, and wants to clear her brother's reputation of suspicion. The association wants the PCs to look into it, to see if there are grounds for re-opening the official investigation.



Complications: Some members of the association have other motives besides seeking the truth. There was a smuggled package aboard the Themis at the time of the crash, which has not apparently been located/recovered. The condition of the crash site is in question (see Weak points). Several parties (including possibly the PCs) suspect that smuggling was involved.



Payoff: Negotiable, the text only mentions 'standard salaries' with a potential of bonuses if a new investigation is opened.



Strong Points: This adventure calls for lots of investigative thinking, and lots of personal interaction with NPCs – two things which the Classic Traveller rules were not strong on. It is a multifaceted mystery, and the PCs will not initially know who is after what. The risk to the PCs themselves is very low.



Weak Points: I think this is a weak adventure. It is an accident report dressed up as a sci-fi adventure. Without changing anything but a few names, this could have been set in Newark, NJ, in the 1980's. There is nothing sci-fi about it but the word 'starship'.

The ship's condition after the crash is not described, but left to the referee. Did it burn? Did it break up? Did it crumple, buckle or flip over? Who has been allowed on site? The text mentions the possibility that the Themis could be picked clean by scavengers by the time the PCs get involved. In this case, their job is basically hopeless; parties wishing to suppress the truth of the crash could easily have removed/tainted any remaining evidence.

The specific cause of the crash, as explained, would be practically impossible for the PCs to discover, and even harder to prove beyond reasonable doubt. Even if they do find it, the Truth will not make anyone happy, and could create a whole new host of problems as various parties react to the facts of why their loved ones died.



What I'd change: I don't like the fact that the smuggled parcel is left as a macguffin; several people lost their lives (innocent or not) because of this thing. It should have been a more important part of the plot.



In My Traveller Universe: This adventure would work best on a mid-population, early spaceflight world. Fatal crashes on Earth are investigated and publicized thoroughly; only on a world with limited resources would the crash be given such a cursory treatment. But, as I have to place it somewhere, I'll choose Rumesh, in the Gelderon Subsector (Gelderon 0207). It's small, TL-9, with only a few million inhabitants and an indifferent economy.



No map is necessary; although the adventure mentions deckplans from Traders & Gunboats as a good choice for the plans of the Themis.

Monday, May 19, 2014

Rule of Man Commemorative - Amber Zone Reviews # 13

Amber Zone: Rule of Man Commemorative, by Wiseman & Miller from JTAS #9


Check out the series introduction here.
 
Collectible Imperial currency.


I am going to be intentionally vague on the details of this Amber Zone. If I were to be more specific, it would give away too much of the plot which depends on secrecy. I like this kind of scenario, but I have to say at the outset that I was disappointed with this one- it could have been awesome but is likely to be just dull.

Location: Regina & Lanth (Regina Subsector, Spinward Marches)

Patron: Antiquities dealer

Mission: The antiquities dealer on Regina hires the PCs to deliver a small parcel of limited edition coins to another dealer on Lanth. The coins are individually packaged, and should be kept in the packages, but are not particularly valuable.

Complications: On arrival at Lanth, the receiving dealer is not at the address given. The PCs must hunt around for the receiver. Very perceptive PCs might get the suspicion that they are being followed.

Payoff: The Regina dealer offers a Middle passage and Cr 2000 per member of the group.

Strong Points: This adventure has a good amount of potential, but only potential as it is written. This adventure would work well as a solo mission.

Weak Points: There is more going on in this scenario than is presented. However, as written, the PCs will most likely remain blissfully unaware of the larger goings-on, and will complete the delivery within a day or two, and go on to the next thing. Even if they do notice something is amiss, it is well beyond the scope of this adventure as written for them to figure out what is wrong, and have any impact on the larger events. In this case, what they don't know won't hurt them, or have any effect on them at all.

What I'd change: I would both make it more likely that the PCs would discover the real reason for the delivery of the package, and more likely that the other factors involved would try to directly contact or interact with the PCs. I'd make the mission more of a chase/escape adventure rather than a delivery run. Like every 'accidental spy' movie ever made, the PCs should find themselves as the centerpiece of a significant operation, one which they have to figure out on the run, and try to stay alive while doing the right thing.

In My Traveller Universe: I would locate this adventure on two of the major planets of any one of the Big Four star nations (Talavera, the Union, the UPA, the Trade Protectorate)