• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Adventure - INDEX Thread

Lee's Guide to Interstellar Adventure published by GameLords, LTD.

This supplement is for game masters who like to create their own worlds and adventure but are having a hard time coming up with a good idea to interest the players. The book provides Amber Zone-like adventure ideas for 10 worlds. The worlds are generic, set in no specific place in the Imperium, allowing the GM to fit them into his campaign wherever he sees fit. Suggestions are made on the type of UWP that a GM should look for if he wants to set one of these adventures on a world with previously created UWP. Suggestions are made for worlds in both the Spinward Marches and the Solomani Rim as well.

My favorite section of this book is the last where suggestions are made for adventure on the X-Boat routes.

The book's title includes a "Vol. I", but to my knowledge, a Vol. II was never printed.

The adventures in this book can be quite fun for players with a GM who likes to "take the ball and run with it." The adventure ideas require a lot of work on the GM's part (so thank him sincerly if you ever play one of these adventures) but can lead to some extreme gaming fun because the adventure will be tailored especially for a particular group of players, lead by the creative juices of their GM.
 
Lee's Guide to Interstellar Adventure published by GameLords, LTD.

This supplement is for game masters who like to create their own worlds and adventure but are having a hard time coming up with a good idea to interest the players. The book provides Amber Zone-like adventure ideas for 10 worlds. The worlds are generic, set in no specific place in the Imperium, allowing the GM to fit them into his campaign wherever he sees fit. Suggestions are made on the type of UWP that a GM should look for if he wants to set one of these adventures on a world with previously created UWP. Suggestions are made for worlds in both the Spinward Marches and the Solomani Rim as well.

My favorite section of this book is the last where suggestions are made for adventure on the X-Boat routes.

The book's title includes a "Vol. I", but to my knowledge, a Vol. II was never printed.

The adventures in this book can be quite fun for players with a GM who likes to "take the ball and run with it." The adventure ideas require a lot of work on the GM's part (so thank him sincerly if you ever play one of these adventures) but can lead to some extreme gaming fun because the adventure will be tailored especially for a particular group of players, lead by the creative juices of their GM.
 
Marischal Adventures

The Keith Bros. wrote several adventures under the publisher banner of Marischal Adventures back in the early 80's. Several of these have seen print in Classic Traveller magazines and fanzines. One of them, I know, was updated for GURPS Traveller.

I'll list the Marischal Adventures I know about.

The Marischal Folio Adventures are small, Amber Zone like adventures, and together, they follow two separate story lines. One storyline focusses on an Imperial Navy crew of the close escort STAG as it patrols the frontier of the Imperium at the outset of the Fifth Frontier War.

The second storyline is set in the Reaver's Deep sector, following the adventures of the crew of a Type A2 Far Trader, the SCOTIAN HUNTRESS.

All Marischal Adventures were written by either or both of the Keith bros.




=================================================
The Adventures of the SCOTIAN HUNTRESS

Flare Star is set in the Reaver's Deep sector. This adventure has a sequel called Storm which is available both as a Marischal Folio Adventure and appeared in Space Gamer Magazine #48. Flare Star was reformatted and appeared for use with GURPS Traveller as well.

Storm continues the adventures of the SCOTIAN HUNTRESS.

Periastron is another sequel to Storm and Flare Stare above, featuring the same ship and crew.

The Newcomers continues the campaign of Amber Zone folio adventures.

Trading Team is the last Marischal Adventure that I'm aware of.




EDIT: GDW Double Adventure 6: Night Of Conquest, was written by the Keith Bros, and it features the crew of THE SCOTIAN HUNTRESS as well. Together, these six adventures can be easily strung together to form a campaign centered around the same ship and crew.








=================================================
The Adventures if the INS STAG, close escort on the fringe of Imperial space, protector of the realm.

Fleetwatch sees the characters crewing the close escort STAG, and the adventure begins in the Vilis subsector of the Spinward Marches during the Fifth Frontier War.

Flight of the Stag is another in the STAG storyline.

Salvage Mission continues the adventures of the crew of the close escort STAG from the several adventures above.
 
Marischal Adventures

The Keith Bros. wrote several adventures under the publisher banner of Marischal Adventures back in the early 80's. Several of these have seen print in Classic Traveller magazines and fanzines. One of them, I know, was updated for GURPS Traveller.

I'll list the Marischal Adventures I know about.

The Marischal Folio Adventures are small, Amber Zone like adventures, and together, they follow two separate story lines. One storyline focusses on an Imperial Navy crew of the close escort STAG as it patrols the frontier of the Imperium at the outset of the Fifth Frontier War.

The second storyline is set in the Reaver's Deep sector, following the adventures of the crew of a Type A2 Far Trader, the SCOTIAN HUNTRESS.

All Marischal Adventures were written by either or both of the Keith bros.




=================================================
The Adventures of the SCOTIAN HUNTRESS

Flare Star is set in the Reaver's Deep sector. This adventure has a sequel called Storm which is available both as a Marischal Folio Adventure and appeared in Space Gamer Magazine #48. Flare Star was reformatted and appeared for use with GURPS Traveller as well.

Storm continues the adventures of the SCOTIAN HUNTRESS.

Periastron is another sequel to Storm and Flare Stare above, featuring the same ship and crew.

The Newcomers continues the campaign of Amber Zone folio adventures.

Trading Team is the last Marischal Adventure that I'm aware of.




EDIT: GDW Double Adventure 6: Night Of Conquest, was written by the Keith Bros, and it features the crew of THE SCOTIAN HUNTRESS as well. Together, these six adventures can be easily strung together to form a campaign centered around the same ship and crew.








=================================================
The Adventures if the INS STAG, close escort on the fringe of Imperial space, protector of the realm.

Fleetwatch sees the characters crewing the close escort STAG, and the adventure begins in the Vilis subsector of the Spinward Marches during the Fifth Frontier War.

Flight of the Stag is another in the STAG storyline.

Salvage Mission continues the adventures of the crew of the close escort STAG from the several adventures above.
 
Pegasus is a gaming magazine published by Judges Guild. It ran for 12 issues before JG folded (issue number 13 was never published). Then, new life was breathed into JG 15 years later, and two more Pegasus issues were published (skipping 13, publishing 14 and 15). Four of the issues can be downloaded for free from the JG site HERE.

Unfortunately, Pegasus focussed most of its pages on D&D and other games. Power Play, below, is the only Traveller adventure published in the mag.

Pegasus #6 published by Judges Guild

Includes game rumors specifically written for use in the Ley Sector.

Pegasus #9

Power Play, is a simple action-packed Amber Zone type adventure, set on Franklin, a world in the Verge subsector of the Glimmerdrift Reaches sector.

(NOTE: I understand that Judges Guild sectors are not official CT canon any longer, so you may or may not find Franklin on your Glimmerdrife Reaches sector map, depending on which version you are looking at.)
 
Pegasus is a gaming magazine published by Judges Guild. It ran for 12 issues before JG folded (issue number 13 was never published). Then, new life was breathed into JG 15 years later, and two more Pegasus issues were published (skipping 13, publishing 14 and 15). Four of the issues can be downloaded for free from the JG site HERE.

Unfortunately, Pegasus focussed most of its pages on D&D and other games. Power Play, below, is the only Traveller adventure published in the mag.

Pegasus #6 published by Judges Guild

Includes game rumors specifically written for use in the Ley Sector.

Pegasus #9

Power Play, is a simple action-packed Amber Zone type adventure, set on Franklin, a world in the Verge subsector of the Glimmerdrift Reaches sector.

(NOTE: I understand that Judges Guild sectors are not official CT canon any longer, so you may or may not find Franklin on your Glimmerdrife Reaches sector map, depending on which version you are looking at.)
 
Diappearance On Aramat published by Grenadier Models Inc.

This is, to my knowledge, the only rpg adventure module published by Grenadier (who, as you know, manufactured a line of Traveller miniatures). And, I've got to say, if you liked the movie ALIENS, where the colonial marines are sent in to find out what happened to the colonists, you'll sure as heck like this adventure.

It's set in the Precipice subsecor of the Meshan sector (Meshan is coreward of Lishun), and its designed for characters generated using Book 4 Mercenary.

The story is simple (or, at least, it beings "simple" but gradually gets more "complicated"). A scientist has gone missing. You and your group of highly skilled mercenaries are hired to go find out what happened.

This adventure is well done and highly detailed. There's overland travel and several locations where the action takes place. A map and description of the world and subsector are provided--as well as stats and equipment for NPCs and animals the characters will face along the way.

All-in-all, this is an excellent, gunz-goin'-in type of adventure. Regular Traveller combat can be used, but notes for AHL and Striker type gameplay are included. Highly recommended.







This is an INDEX thread. Please help us keep it clutter-free by posting your comments in a new thread.
 
Diappearance On Aramat published by Grenadier Models Inc.

This is, to my knowledge, the only rpg adventure module published by Grenadier (who, as you know, manufactured a line of Traveller miniatures). And, I've got to say, if you liked the movie ALIENS, where the colonial marines are sent in to find out what happened to the colonists, you'll sure as heck like this adventure.

It's set in the Precipice subsecor of the Meshan sector (Meshan is coreward of Lishun), and its designed for characters generated using Book 4 Mercenary.

The story is simple (or, at least, it beings "simple" but gradually gets more "complicated"). A scientist has gone missing. You and your group of highly skilled mercenaries are hired to go find out what happened.

This adventure is well done and highly detailed. There's overland travel and several locations where the action takes place. A map and description of the world and subsector are provided--as well as stats and equipment for NPCs and animals the characters will face along the way.

All-in-all, this is an excellent, gunz-goin'-in type of adventure. Regular Traveller combat can be used, but notes for AHL and Striker type gameplay are included. Highly recommended.







This is an INDEX thread. Please help us keep it clutter-free by posting your comments in a new thread.
 
Corsairs of the Turku Waste published by Judges Guild

This is a pretty cool little adventure. Lots of action. It's interesting because it isn't set in the Imperium. It's set in a pocket empire called the Union Crucis in the Crucis Margin sector, just trailing of the Imperium (this is no-longer-canonical-Judges-Guild-Gateway-Domain-space), between K'kree and Hiver space. A GM, of course, can easily set it wherever he wants.

The Union Crucis began during the end of the First Imperium, but today, the politics are a bit thick. There's not-so-open warfare between the four main humani factions living in the Union.

Another interesting aspect of this adventure is that the GM can play it in such a way that the players play two sets of characters. An encounter is run with one set of characters, and the game point of view changes to the other set. For example, the adventure begins with the PCs as passengers aboard a Type A Free Trader that is suddenly attacked by pirates. This scenario features space combat and possibly a boarding action.

Then, the game shifts, and the players take on the roles of a government unit (or a mercenary unit) sent in to ferret out the pirate base.

If any of the civilians in the first encounter were captured, play shifts again to those characters as prisoners of the pirates--where an escape attempt may occur.

Play can also shift to the salvage of any spacecraft that were damaged and left behind after the pirate attack (using a third group of characters if the GM wishes).

Finally, the game shifts back to the government forces battling the pirates at their hidden base.

It's an interesting structure for an adventure. I'll also note that the adventure is "loose" enough for the GM to structure it anyway he likes. A traditional single set of characters can be used for the entire adventure.

Description for the planet Mellansel is included, complete with maps, encounter charts, and detailed locations.

Deckplans for the Type P Corsair are included along with descriptions and stats for every pirate that crews her (and every pirate at the base!).

The entire pirate base is described and mapped. And stats for all starships involved in the adventure are provided in both Book 2 and Book 5 format.

Encounters can be played using normal LBB rules, Snapshot, or Azhanti High Lightning.

This is a fun one. Well worth getting.








This is an INDEX thread. Please post comments in a new thread in order to keep this one free of clutter!
 
Corsairs of the Turku Waste published by Judges Guild

This is a pretty cool little adventure. Lots of action. It's interesting because it isn't set in the Imperium. It's set in a pocket empire called the Union Crucis in the Crucis Margin sector, just trailing of the Imperium (this is no-longer-canonical-Judges-Guild-Gateway-Domain-space), between K'kree and Hiver space. A GM, of course, can easily set it wherever he wants.

The Union Crucis began during the end of the First Imperium, but today, the politics are a bit thick. There's not-so-open warfare between the four main humani factions living in the Union.

Another interesting aspect of this adventure is that the GM can play it in such a way that the players play two sets of characters. An encounter is run with one set of characters, and the game point of view changes to the other set. For example, the adventure begins with the PCs as passengers aboard a Type A Free Trader that is suddenly attacked by pirates. This scenario features space combat and possibly a boarding action.

Then, the game shifts, and the players take on the roles of a government unit (or a mercenary unit) sent in to ferret out the pirate base.

If any of the civilians in the first encounter were captured, play shifts again to those characters as prisoners of the pirates--where an escape attempt may occur.

Play can also shift to the salvage of any spacecraft that were damaged and left behind after the pirate attack (using a third group of characters if the GM wishes).

Finally, the game shifts back to the government forces battling the pirates at their hidden base.

It's an interesting structure for an adventure. I'll also note that the adventure is "loose" enough for the GM to structure it anyway he likes. A traditional single set of characters can be used for the entire adventure.

Description for the planet Mellansel is included, complete with maps, encounter charts, and detailed locations.

Deckplans for the Type P Corsair are included along with descriptions and stats for every pirate that crews her (and every pirate at the base!).

The entire pirate base is described and mapped. And stats for all starships involved in the adventure are provided in both Book 2 and Book 5 format.

Encounters can be played using normal LBB rules, Snapshot, or Azhanti High Lightning.

This is a fun one. Well worth getting.








This is an INDEX thread. Please post comments in a new thread in order to keep this one free of clutter!
 
The Snowbird Mystery

This is a Classic Traveller adventure, written by Andy Slack, first published in White Dwarf magazine. It is now avaialable free for download from Andy's web site HERE.








This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean.
 
The Snowbird Mystery

This is a Classic Traveller adventure, written by Andy Slack, first published in White Dwarf magazine. It is now avaialable free for download from Andy's web site HERE.








This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean.
 
Darthanon Queen published by Judges Guild

The DARTHANON QUEEN is a 600 ton Type M Subsidized Merchant vessel, and in this adventure, the PCs are her crew as she jaunts the Jumhuriyah Run in service to Val'Tor lines. The adventure takes place in the Ley sector (see the SPACE Index thread for information on JG's Ley supplement).

What you have here is a number of scenarios featuring the same ship and crew that can be played individually or strung together into a campaign at the GM's desire.

One interesting touch in this adventure is that the PCs are members of a small shipping line (as opposed to being owner/operater independent free traders). There's another interesting touch to this adventure too, but I don't want to spoil the fun. Let's just say your characters will need some gun skills to complete this thing in one piece.

Complete deckplans and stats are provided for the DARTHANON QUEEN (another interesting touch is that the vessel isn't streamlined, and it kinda reminds me of a smaller version of the SULACO seen in the movie Aliens). There are several scenarios to play. A subsector map and UWP's are provided. And there's one other "surprise" that I won't go into in order to preserve the fun.

This can be a fun little set of scenarios.








This is an INDEX thread. Please post comments in a new thread in order to keep this one clean-n-tidy.
 
Darthanon Queen published by Judges Guild

The DARTHANON QUEEN is a 600 ton Type M Subsidized Merchant vessel, and in this adventure, the PCs are her crew as she jaunts the Jumhuriyah Run in service to Val'Tor lines. The adventure takes place in the Ley sector (see the SPACE Index thread for information on JG's Ley supplement).

What you have here is a number of scenarios featuring the same ship and crew that can be played individually or strung together into a campaign at the GM's desire.

One interesting touch in this adventure is that the PCs are members of a small shipping line (as opposed to being owner/operater independent free traders). There's another interesting touch to this adventure too, but I don't want to spoil the fun. Let's just say your characters will need some gun skills to complete this thing in one piece.

Complete deckplans and stats are provided for the DARTHANON QUEEN (another interesting touch is that the vessel isn't streamlined, and it kinda reminds me of a smaller version of the SULACO seen in the movie Aliens). There are several scenarios to play. A subsector map and UWP's are provided. And there's one other "surprise" that I won't go into in order to preserve the fun.

This can be a fun little set of scenarios.








This is an INDEX thread. Please post comments in a new thread in order to keep this one clean-n-tidy.
 
Drak'k'ne Station published by Judges Guild

The magnetic flux alarm sounded as the fleet popped into normal space. Batle stations klaxons sounded while the electromagnetic sensors scanned he space outsystem where the abnormal readings were localized. Weapons activated and began tracking that portion of space to find nothing in range.

The hum of the engines was palpable on the bridge as the technicians pered into their scanning screens. The flagship's communication console buzzed with incoming messages from seven other vessels. Finally, the long range scanning technician turned and reported, "Sir, the flux appears to be located in and near an asteroid lying outsystem, moving at a speed of 48.5% that of light, travelling in the direction of the Haversian system. We can't tell any more than that, but if its outsystem, it has to be pretty big to be identifiable on our scanners."

"Not to mention powerful if it can set off flux alarms at this range." The admiral turned towards the communciations technician and ordered, "Have scout X-5-923 investigate and have auxiliary communications keep in burst radio contact with them for as long as possible. Treat that asteroid as a military vessel until contact is made."

Turning back to the helmsman as the technician began his orders, the admiral now said, "Now we have a mission to perform. Bring us into the system, helm."

"Aye, aye, sir!"




That's how this adventure begins. Guess who the scouts are that are going in to investigate that thing...

This adventure probably contains the largest single installation I've ever seen mapped out in Classic Traveller. That asteroid has just under 400 rooms to explore (you heard me right, 400!), and every one of them are keyed in the module with description. I'm not going to tell you any more about the adventure in order to preserve the surprises. If you play this thing, you now what you're getting in for.







This is an INDEX thread. Please post comments to a new thread in order to preserve how nice and pretty this INDEX thread has become.
 
Drak'k'ne Station published by Judges Guild

The magnetic flux alarm sounded as the fleet popped into normal space. Batle stations klaxons sounded while the electromagnetic sensors scanned he space outsystem where the abnormal readings were localized. Weapons activated and began tracking that portion of space to find nothing in range.

The hum of the engines was palpable on the bridge as the technicians pered into their scanning screens. The flagship's communication console buzzed with incoming messages from seven other vessels. Finally, the long range scanning technician turned and reported, "Sir, the flux appears to be located in and near an asteroid lying outsystem, moving at a speed of 48.5% that of light, travelling in the direction of the Haversian system. We can't tell any more than that, but if its outsystem, it has to be pretty big to be identifiable on our scanners."

"Not to mention powerful if it can set off flux alarms at this range." The admiral turned towards the communciations technician and ordered, "Have scout X-5-923 investigate and have auxiliary communications keep in burst radio contact with them for as long as possible. Treat that asteroid as a military vessel until contact is made."

Turning back to the helmsman as the technician began his orders, the admiral now said, "Now we have a mission to perform. Bring us into the system, helm."

"Aye, aye, sir!"




That's how this adventure begins. Guess who the scouts are that are going in to investigate that thing...

This adventure probably contains the largest single installation I've ever seen mapped out in Classic Traveller. That asteroid has just under 400 rooms to explore (you heard me right, 400!), and every one of them are keyed in the module with description. I'm not going to tell you any more about the adventure in order to preserve the surprises. If you play this thing, you now what you're getting in for.







This is an INDEX thread. Please post comments to a new thread in order to preserve how nice and pretty this INDEX thread has become.
 
Doom of the Singing Star published by Judges Guild

This adventure is JG's answer to GDW's Azhanti High Lightning product. You get 24 giant (and I mean GIANT-need-a-big-kitchen-table-GIANT) pages of 15mm deckplans of a 76,266 ton modular ship.

The adventures are set in the Glimmerdrift Reaches sector in a pocket empire called the Krax Confederation. The area was settled during the First Imperium when the Vilani would send their political undesireables to the region when they were expelled from the Empire.

Over the centuries, the region has maintained somewhat crass ties with the Imperium, coming close to war several times. Lately, though, the Imperium has signed a non-aggression pact with the Confederation along with a promise to provide aid in both technical and military affairs. One of the first projects the Imperium began was to improve the communication and transportation networks throughout the Confederation.

This module focuses on that program. The problem is, the different factions of the Krax Confederation do not trust each other. Independence for the member worlds is of high importance. When the Imperium stepped in to help improve the Confederation's trade routes, this bickering influence is seen in the design of its largest transportation vessels.

A 36,117 ton core ship is built (on the premise of the Battle Carrier), crewed by Confederation crews. Each Confederation member world crews its own 13,363 ton modular vessels (built on the premise of the Battle Rider) that dock with the core ship, allowing the core ship's J-5 drive to jump the combined vessel to its destination.

The 24 large maps I mention above are the deckplans for this combined vessel. Every location is described in the text, and background information and variant information is provided. The ship is listed with both Book 2 and High Guard stats, and the entire crew is described in detail (that's a couple of pages of crew members).

As for the "adventure" itself, 10 non-related scenarios are presented, each featuring the module ship in some way. This is similar to what you get in Azhanti High Lightning except the adventures in this JG supplement are much more detailed--often coming with extra maps and such to aid in playing them.

A world is presented too, mapped and described, that provides a location for some of the short adventures contained in this work.








This is an INDEX thread. Please post your comments in a new thread so that we can keep this thread clean of clutter.
 
Doom of the Singing Star published by Judges Guild

This adventure is JG's answer to GDW's Azhanti High Lightning product. You get 24 giant (and I mean GIANT-need-a-big-kitchen-table-GIANT) pages of 15mm deckplans of a 76,266 ton modular ship.

The adventures are set in the Glimmerdrift Reaches sector in a pocket empire called the Krax Confederation. The area was settled during the First Imperium when the Vilani would send their political undesireables to the region when they were expelled from the Empire.

Over the centuries, the region has maintained somewhat crass ties with the Imperium, coming close to war several times. Lately, though, the Imperium has signed a non-aggression pact with the Confederation along with a promise to provide aid in both technical and military affairs. One of the first projects the Imperium began was to improve the communication and transportation networks throughout the Confederation.

This module focuses on that program. The problem is, the different factions of the Krax Confederation do not trust each other. Independence for the member worlds is of high importance. When the Imperium stepped in to help improve the Confederation's trade routes, this bickering influence is seen in the design of its largest transportation vessels.

A 36,117 ton core ship is built (on the premise of the Battle Carrier), crewed by Confederation crews. Each Confederation member world crews its own 13,363 ton modular vessels (built on the premise of the Battle Rider) that dock with the core ship, allowing the core ship's J-5 drive to jump the combined vessel to its destination.

The 24 large maps I mention above are the deckplans for this combined vessel. Every location is described in the text, and background information and variant information is provided. The ship is listed with both Book 2 and High Guard stats, and the entire crew is described in detail (that's a couple of pages of crew members).

As for the "adventure" itself, 10 non-related scenarios are presented, each featuring the module ship in some way. This is similar to what you get in Azhanti High Lightning except the adventures in this JG supplement are much more detailed--often coming with extra maps and such to aid in playing them.

A world is presented too, mapped and described, that provides a location for some of the short adventures contained in this work.








This is an INDEX thread. Please post your comments in a new thread so that we can keep this thread clean of clutter.
 
The Border Prowler Series published by Judges Guild.

FASA has its Sky Raider trilogy. GDW has its Ancients trilogy. And, JG has the Border Prowler trilogy.

This is a set of linked adventures. (You can purchase some of them through QLI on this web site.) The characters are highly trained, expert commandos. Marines. Members of the Imperium's Provincial Navy.

They are Tiger Force Three (think Navy SEALS or US Marine Recon), assigned to the HRUNTA, a 1000 ton Border Prowler class Patrol Cruiser.

This is a neat little trilogy of missions. I always thought they'd be a fun campaign to play with a new group of players, having these three adventures be the last three missions of a group of Marines before they mustered out, pooled their resources, and bought a free trader together. Instead of character generation being something that is skimmed over, the actual last year of every character's last term is played out using these adventures.

This trilogy wasn't quite designed for that type of use, but that's how I'd play 'em.




Amycus Probe is the first adventure in the trilogy. The Survey Frigate KRIMALDA uncovered an anomaly on a world in the Lesser Rift. Closer inspection showed a surface installation of unknown type not noted on the world's previous scan conducted ten years ago. Upon inspection of the older scan data, subtle, sophisticated jamming was detected.

Urgent investigation of this unknown installation is needed, and the HRUNTA and her Marines are sent in to investigate.

The module includes: encounter charts; complete description of the base; several robot designs; deckplans and keyed description of the 1000 ton HRUNTA; several planetary maps; complete list of the entire crew of the HRUNTA with all characters equipped and stat-ed; Book 2 and Book 5 stats on all ships; deckpans for a 40 ton Assault Shuttle (and an air/raft too!); deckplans and description of a 70 ton Assault Lander; and subsector map/info for the Osiris Deep subsector of the Lesser Rift.




Rogue Moon of Spinstorme is the middle adventure in the trilogy (and I know this one is available through QLI on this web site). The adventure in Amycus Probe leads Tiger Force Three to Spinstorme, another world in the Lesser Rift. The system contains a binary star where one of the binaries is a Black Hole. What you see included in Amycus Prove (above) is included in this adventure too. One of the neat "toys" in this one is a battle raft with a model 1 computer, grav speed of 100 kph, 50 hour endurance, and a mounted FGMP-15 with an extreme range of 2000 meters.




Darkling Ship is the last in the trilogy, and I've seen this one for sale through QLI on this website as well. This adventure takes Tiger Force Three into the rimward half of the Satyressia subsector of Ley sector.

A body of a human in a Vacc Suit was found drifting in deep space among clusters of asteroids in the trailing Trojan position of a gas giant. Identity of the body was not determined as it had been exposed to vacuum for a long time. An electronic identity disk on the body was found to be the same type as was discovered in the Spinstorme system by Tiger Force Three. The HRUNTA and her Marines are ordered to follow-up on this.

This last adventure includes some new vessels: a 150 ton Asteroid Workboat, a 25,364,698 ton Generation Ship, grav scooters (and a unique mapping system for generating deckplans on the Generation Ship).

Plus all like details included in the first two modules (encounter charts, characters, maps, etc) are included as well.










This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean of clutter.
 
The Border Prowler Series published by Judges Guild.

FASA has its Sky Raider trilogy. GDW has its Ancients trilogy. And, JG has the Border Prowler trilogy.

This is a set of linked adventures. (You can purchase some of them through QLI on this web site.) The characters are highly trained, expert commandos. Marines. Members of the Imperium's Provincial Navy.

They are Tiger Force Three (think Navy SEALS or US Marine Recon), assigned to the HRUNTA, a 1000 ton Border Prowler class Patrol Cruiser.

This is a neat little trilogy of missions. I always thought they'd be a fun campaign to play with a new group of players, having these three adventures be the last three missions of a group of Marines before they mustered out, pooled their resources, and bought a free trader together. Instead of character generation being something that is skimmed over, the actual last year of every character's last term is played out using these adventures.

This trilogy wasn't quite designed for that type of use, but that's how I'd play 'em.




Amycus Probe is the first adventure in the trilogy. The Survey Frigate KRIMALDA uncovered an anomaly on a world in the Lesser Rift. Closer inspection showed a surface installation of unknown type not noted on the world's previous scan conducted ten years ago. Upon inspection of the older scan data, subtle, sophisticated jamming was detected.

Urgent investigation of this unknown installation is needed, and the HRUNTA and her Marines are sent in to investigate.

The module includes: encounter charts; complete description of the base; several robot designs; deckplans and keyed description of the 1000 ton HRUNTA; several planetary maps; complete list of the entire crew of the HRUNTA with all characters equipped and stat-ed; Book 2 and Book 5 stats on all ships; deckpans for a 40 ton Assault Shuttle (and an air/raft too!); deckplans and description of a 70 ton Assault Lander; and subsector map/info for the Osiris Deep subsector of the Lesser Rift.




Rogue Moon of Spinstorme is the middle adventure in the trilogy (and I know this one is available through QLI on this web site). The adventure in Amycus Probe leads Tiger Force Three to Spinstorme, another world in the Lesser Rift. The system contains a binary star where one of the binaries is a Black Hole. What you see included in Amycus Prove (above) is included in this adventure too. One of the neat "toys" in this one is a battle raft with a model 1 computer, grav speed of 100 kph, 50 hour endurance, and a mounted FGMP-15 with an extreme range of 2000 meters.




Darkling Ship is the last in the trilogy, and I've seen this one for sale through QLI on this website as well. This adventure takes Tiger Force Three into the rimward half of the Satyressia subsector of Ley sector.

A body of a human in a Vacc Suit was found drifting in deep space among clusters of asteroids in the trailing Trojan position of a gas giant. Identity of the body was not determined as it had been exposed to vacuum for a long time. An electronic identity disk on the body was found to be the same type as was discovered in the Spinstorme system by Tiger Force Three. The HRUNTA and her Marines are ordered to follow-up on this.

This last adventure includes some new vessels: a 150 ton Asteroid Workboat, a 25,364,698 ton Generation Ship, grav scooters (and a unique mapping system for generating deckplans on the Generation Ship).

Plus all like details included in the first two modules (encounter charts, characters, maps, etc) are included as well.










This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean of clutter.
 
Back
Top