GM Tarondor's The Pirates of Drinax - Traveller
(Inactive)
Game Master
Tarondor
Map of the Trojan Reach
GM Tarondor's Player's Guide to the Pirates of Drinax
CHARACTER SHEETS
HMS Nemesis Finances
CAMPAIGN LINKS
Piracy in The Pirates of Drinax
Images from "Marooned on Marduk"
Standing with the Third Imperium: 0 (Ignored)
Standing with the Aslan Hierate: -4 (Ignored)
Havens: Drinax
Friendly Ports: Theev
Current Crew Morale aboard Nemesis: 12
Byron works to chart a quick way out from where the convoy will come in before going to prep in case they actually have to board someone.
Astrogation+EDU: 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10
There's no way to know where the convoy will enter the system. You can guess that they'll either come close to Tech-World (likely because they're merchants) or close to a gas giant for refuelling. However, in the sphere of possible entry points around the planet it's impossible to predict where they'll arrive.
Female Human Vespexer Sheet
Edu: 2d4 + 1 ⇒ (2, 2) + 1 = 5
That's a fail? If so, she'll keep working on Melee 1.
Jerry examines the plot, trying to guess where the convoy will arrive. Before making a decision, he asks a question of his companions.
"Before we engage in anything that might anger the locals, didn't some of you want to take shore leave and make purchases here at Tech World?"
I've had a rethink. Byron's Astrogation tells him the likely locations for a transiting convoy of the size you know is coming. You have a fairly decent idea (within 100,000 km, anyway).
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
"I did want to do some shopping. I don't want to miss that convoy more. Let's move back out of orbit, and wait for them to arrive. Maybe they won't notice our "work" if we're far enough out into space."
"I am sure they will notice. And we will need to book it after we are done." Byron says.
We should try and fill up before they arrive if possible. So we can jump safely.
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
"Let's fuel up in Tech World, and I can get my computer there. That work Captain?" Steph turns to her station to request landing if the Captain agrees.
"Agreed," replies Jerry.
"I want to pick up some solftware, myself. Maybe we could shop together. Brief shore leave, except for those required for fueling, then head to where Byron has predicted the convoy will arrive."
The team decamps to Tech-World for the second time in as many months and are met by the very friendly robots, one each to help you find your way around.
"How may I be of assistance? You can tell me what you'd like to do and I'll help you find the fastest and best way to do it. This is a service of the General Development Corporation, your friend in the Trojan Reaches."
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
"I need to purchase a VACC suit, and some modifications for it please." Steph tells the robot.
She finds the shop and purchases a Boarding VACC suit for 24,000 CR with a med kit modification TL 11 in it for CR 5,000 as well as computer weave TL 13 with a tier 3 computer. She loads an expert level 2 package into the computer with Engineering, and an expert level package 1 Pilot Spacecraft, 11,000 CR. I think I did this correctly.
She also purchases a new casual outfit, and gets her hair cut while on leave.
Jerry thinks about a Vacc suit but he does not know how to use one, so passes.
Instead, he purchases translation software for his personal computer (Cr 500). And, since he is a bit of a dandy, smart fabric for his cloth armor (Cr 1000).
Character sheet updated
Byron stays on the ship and helps with the refilling.
UPP: 797A45+8
Daneel tags along with Steph and gives her unsolicited software advice. If he sees a high end bladesmith, he will have a look to see if something catches his eye.

Steph is easily able to get the gear she wants on Tech-World. In fact the stores all tell her that she can be fitted with an excellent neural link so that she can access the information instantly with only a thought.
"Have you thought of getting a skill-chip?" one clerk asks. "My brother in law speaks six languages now, and he's dumb as a box of hair!"
It is easy to find advertisements for Cognitive Enhancements, Neural Communications, Ballistic Tracking Lenses, Subdermal Armor, Muscular Bridging and many, many other personal augmentations.
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Meanwhile, Daneel is thinking more about weaponry. Tech-World has a pretty stiff law level, but he is soon connected with a number of excellent smiths. "We can custom-build a weapon perfect for your stature, tortional rate and preferred style," says the clerk. "Plus we lay the edge down one micro-strand at a time, guaranteeing you the most perfect edge possible.
TL 12 Monoblade - This is a light one-handed polymer blade that features a monofilament edge, a cutting edge just one molecule thick
created by spinning a single-molecule strand. A monoblade is as sharp as any physical object can be. 2kg. Damage 3D. Armor Piercing 10. Cr2500.
"Over here we have a blade that is enhanced by a powerful generator that emits a localized static energy field, weakening the molecular bonds of the target."
TL 12 Static Blade - 3kg. Damage 3D+2. Armor Piercing 6. Cr900.
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
Steph thinks for just a moment. Perhaps on my next trip. I need to save the credits." She smiles happy with her current purchases.
UPP: 797A45+8
Daneel admires the exquisite handiwork of both blades, but ultimately is won over by the simple elegance of the monoblade. "Sold."
Eager as I am to get to the adventure, I'm not going to throw any side-quests your way. If you're through shopping, I'm ready to move on to being bad guys.
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
I'm done. Let's go pirate.
Back onboard Nemesis a day later, the team watches as the convoy assembles for its trek out to the jump point.
Is there a plan?
Do we have enough fuel to Jump?
"Let's make like we are heading to the jump point. We can go after some stragglers," states Jerry.
I assume you fueled up at the high port, then took the shuttle down to the planet, and are now back up on the ship.
Byron plots a course out of the system so that once they have done their dirty deeds they can get out of the system quickly.
EDU+Astrogation: 2d6 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6
I'm going to need a "we do X".
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
We were going to fly causally and pick off a straggler or two, correct?
Steph examines the ships. "That one. She shows a ship toward the back of the convoy that's falling behind just a bit. "Wait until the other ships are almost ready to jump and then grab that one."
Keep our thrust low so as to not draw attention ... may Thrust 2, which makes us faster than most ships but nothing exceptional.
Get between the target selected by Steph and the jump point.
Hail the ship and demand tribute, "or else".
Nemesis glides toward the convoy. When you get to within a hundred thousand kilometers, the nearest ship hails you.
"Least Resistance, this is SS Pride of Sindal. Your flight path is approaching ours, please come to starboard and keep clear. We are bound for the Jump Horizon."
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
Steph "flies" casual, and continues to move closer to the SS Pride of Sindal. "Captain do you wish to let them know our terms?" She's wearing her nifty new suit, and that should help with her piloting.
Pilot Check+1 computer +1 EDU +2: 2d6 + 1 + 1 + 2 ⇒ (4, 1) + 1 + 1 + 2 = 9
"Yes, might as well be direct," replies Jerry. Jerry feels like doing this himself, so he switches his mike to transmit on the channel used by the ship and narrowcasts to it.
"On behalf of the Star Masters of Sindal, heave to for cargo inspection and assessment of duty. You have 60 seconds to cut thrust."
There is a long delay, then the Pride of Sindal fires her thrusters and heads for the heart of the convoy. She's making Thrust 1.2, which must be straining her engines.
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
Steph begins to chase the ship drawing closer to it.
Byron joins up with the marines in case things go sideways and puts on his zero g suit and gear.
Nemesis can easily catch Pride of Sindal. But how? Will you fire full thrust to get there way before it arrives at the heart of the convoy? Will you fire warning shots?
When you get closer, what do you plan to do?
So from what I understand from our previous raid attempt, its common that they dump some stuff and we veer off for it. I think we should avoid firing and just show we will catch them and demand they dump some cargo for us to collect.
UPP: 797A45+8
Thrust 4 should be sufficient. Better to keep some speed up our sleeve for an emergency. We probably will need to fire a warning shot to convince them we are serious, but maybe just acquiring a target lock on their ship will send the message.
You pull 4 G's of thrust, suddenly blazing across Tech-World's far orbital path. At this point, every sensor in the system must be pointed your way. Two ships depart the center of the convoy headed your way, but they are moving at Thrust 2 and won't arrive for at least an hour.
"Least Resistance," sends one. "This is Captain Eindricks of the Star Home. Piracy, here? Are you new or just stupid? This is Tech-World and if my corvettes don't shoot you down, GeDeCo will find you and make you wish you'd never been born. Run now and we'll call this a lesson learned."
Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
Steph glances at the Captain, and raises and eyebrow in question.
"Sensors - how close is that Star Home fellow? Any other ships besides those two corvettes?,"[/b[ asks Jerry.
[b]"We are in for it, now. Light up the Pride of Sindal ... actively target them and let them know we have them in our crosshairs."
UPP: 797A45+8
Daneel checks his screens and reads off the range to Star Home for the Captain. For good measure, he rattles off the ranges to the next 5 closest ships in the convoy as well.
Star Home is fairly distant. You may be in his long range soon but he'll have to fear hitting Pride of Sindal if he opens up at that range. As I say, you have an hour before things get hairy.
Nemesis fires a laser barrage across [/i]Pride of Sindal's[/i] bow.
"Just who the hell are the Star Masters of Sindal, anyway?" asks Pride of Sindal. "And what do you want?"
Jerry keys his mike to respond to the Pride of Sindal.
"We're the new sheriffs in town, that's who. The ones with a nice big laser cannon aimed at your drive engines. Drop some cargo and we'll let you go in peace."
Jerry waits to see the reaction to his threat.
Jerry, make me either an Electronics (Comms)+SOC or a Persuade+SOC roll. It will be adjusted (downwards) by the Morale of the target ship.
Here goes ...
Soc(+2) + Persuade(0): 2d6 + 2 + 0 ⇒ (6, 1) + 2 + 0 = 9
"You can take your impressive title and shove it up your..."
It doesn't look like they're going to do this the easy way.
"Tickle them again," orders Jerry. "Show them we are serious - try for their engines."
Jerry also asks, "Do you have the jump programmed? Looks like we will be leaving in a hurry."
Did my check work or do I need to work on it more? I think the check was not successful.
Byron, I'm not seeing where you checked for something. What's up?
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