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Adventure - INDEX Thread

Terragon's Heir in Space Gamer #84

Characters are out of work when the owner of a Fat Trader hires them. This is a short, Amber Zone type of adventure that can be set just about anywhere.




This is an INDEX thread. Please post comments to a new thread so that we can keep this one clean.
 
Terragon's Heir in Space Gamer #84

Characters are out of work when the owner of a Fat Trader hires them. This is a short, Amber Zone type of adventure that can be set just about anywhere.




This is an INDEX thread. Please post comments to a new thread so that we can keep this one clean.
 
Cold Dark Grave published by BITS

In my opininon, BITS' Cold Dark Grave is the quintesential Traveller adventure. It's got all the elements that make up the "atmosphere" and "feel" of Traveller.

The characters are prospectors working for a shoe-string belter operation. One of the company's two Seekers goes down with J-Drive problems, and exactly when this happens, LSP steals a major government contract right from under them.

Times are tough on the spaceways.

Local criminals are knocking at their heels, trying to get the players to start "making small packet runs" for them. And, the owner of this small company is facing letting half his crew go. He doesn't want to. It took him more than a year to put together such a highly skilled group. But, he just doesn't know how he's going to pay them.

Then, a contact at the SPA has a charter for them--a charter for their remaining Seeker and the men who still work for the small company.

And, that's all I'm going to tell you about this--my pick for the best single Traveller adventure of all time.

It's got down-on-their-luck spacers, criminals, politics, set in the Spinward Marches, and a plot that takes them to a famous location in Traveller history.

This adventure has it all.

Written by Dominic Moony with additional content by Andy Lilly, I'll say that Traveller doesn't get any better than what you get in this adventure.

Highly recommended.










This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean!
 
Cold Dark Grave published by BITS

In my opininon, BITS' Cold Dark Grave is the quintesential Traveller adventure. It's got all the elements that make up the "atmosphere" and "feel" of Traveller.

The characters are prospectors working for a shoe-string belter operation. One of the company's two Seekers goes down with J-Drive problems, and exactly when this happens, LSP steals a major government contract right from under them.

Times are tough on the spaceways.

Local criminals are knocking at their heels, trying to get the players to start "making small packet runs" for them. And, the owner of this small company is facing letting half his crew go. He doesn't want to. It took him more than a year to put together such a highly skilled group. But, he just doesn't know how he's going to pay them.

Then, a contact at the SPA has a charter for them--a charter for their remaining Seeker and the men who still work for the small company.

And, that's all I'm going to tell you about this--my pick for the best single Traveller adventure of all time.

It's got down-on-their-luck spacers, criminals, politics, set in the Spinward Marches, and a plot that takes them to a famous location in Traveller history.

This adventure has it all.

Written by Dominic Moony with additional content by Andy Lilly, I'll say that Traveller doesn't get any better than what you get in this adventure.

Highly recommended.










This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean!
 
The Sable Rose Affair in White Dwarf #17

Bob McWilliams, who wrote Adventure 4: Leviathan, also wrote this adventure published in White Dwarf. Freighters in the Spinward Marches are having an unusual number of space accidents. The common link: They all have high-tech cargos.

The characters are operatives working under the subsector governor for the Planetary Rescue Systems Inspectorate, which is a division of the Imperial Galactic Survey Department (an Imperial governmental agency that workds directly with the Scouts).

Neat take on an adventure, huh. I thought so.

The Lift in White Dwarf #21

This is an Amber Zone style adventure set on a misc. world (in a cold climate). The TL 7 Snow Master vehicle is featured.

Amber To Red in White Dwarf #26

Set in the Spinward Marches, this is an interesting adventure that takes place as a world's designation is officially changed from Amber to Red by the IISS. Includes deckplans for the ST. CHRISTOPHER, a 400 ton custom design Space Laboratory Vessel.

Sorry in White Dwarf #28

Another Bob McWilliams adventure. It can be set in several places in the Spinward Marches. This one is an interesting look at a world with a Class E starport. Map of the starport included.

Weed War in White Dwarf #29

This one takes place on Vinorian in the Rhylanor subsector of the Spinward Marches. Once the players land, the action begins.

This is a fairly long, well designed adventure.

Green Horizon in White Dwarf #35

The GREEN HORIZON is a 560 ton Merchant Explorer (deckplans included) that experiences a Jump Drive malfunction. The ship's crew finds it has jumped back in time, to Earth, in the Earth year 1944! And, the crew of the HORIZON needs parts to fix their busted drive.

It's a very "Star Trek" type of Traveller adventure, having the ship go back in time to Nazi Germany, but it can be fun in the hands of the right GM and players.

The Snowbird Mystery in White Dwarf #41

This is the same adventure as is described up-thread.

On ICE in White Dwarf #44

Set in the Solomani Rim, this adventures sees typical merchant characters become involved with ICE - Interstellar Charter Enterprises. This is also a company GMs can use to detail their campaigns. Other patron encounters involving ICE included.

Shuttle Scuttle in White Dwarf #49

This is an interesting adventure where a group of terrorists seize a shuttle full of civilians, and a commando raid is planned to get them out. This is kind of a Rainbow Six type of Traveller adventure. And, the adventure can be played between two sets of players, just from one point of view (with the players as either the commandos or the terrorits/freedom frighters), or with play switching between the two groups.

A Few Small Formalities in White Dwarf #50

This is a neat little Vilani idea the GM can spring on players during a game--have them wade through a bunch of red tape before they can lift from the present world they are on.

Sky Rig in White Dwarf #57

On a space colony orbiting a gas giant, the PCs are sent to investigate a missing fuel skimming rig. This one has a tad of a "Bespin" feel to it from The Empire Strikes Back.

An Alien Werewolf in London in White Dwarf #62

There's an Area 51 style installation on Terra. Being studied is an Ancient artifact not unlike the transporter discussed in Adventure 12: Secret of the Ancients. Except, this ancient device also transports through time.

A Vargr uses the device, ending up in London at the time of the Jack The Ripper murders.

What a cool idea for a Traveller adventure!

Smile Please in White Dwarf #65

The PCs are hired to accompany a crate containing a new scientific discovery, making sure it reaches its destination. The player don't need a ship for this one as passage is booked aboard THE SILVER WOLF, a 500 ton custom subsidized merchant (deckplans included).

Lone Dragon in White Dwarf #68

This is one of those adventures where the adventurers answer a local advertisement, then meet with a patron.

Tower Trouble in White Dwarf #71

Out of credits, the players approach local criminal Leon Arkoff in order to fill their pockets.

Mercy Mission in White Dwarf #82

This mission is specifically designed for use with scientist characters created using Supplement 4: Citizens of the Imperium.







This is an INDEX thread. Please post comments to a new thread in order to keep this one clean.
 
The Sable Rose Affair in White Dwarf #17

Bob McWilliams, who wrote Adventure 4: Leviathan, also wrote this adventure published in White Dwarf. Freighters in the Spinward Marches are having an unusual number of space accidents. The common link: They all have high-tech cargos.

The characters are operatives working under the subsector governor for the Planetary Rescue Systems Inspectorate, which is a division of the Imperial Galactic Survey Department (an Imperial governmental agency that workds directly with the Scouts).

Neat take on an adventure, huh. I thought so.

The Lift in White Dwarf #21

This is an Amber Zone style adventure set on a misc. world (in a cold climate). The TL 7 Snow Master vehicle is featured.

Amber To Red in White Dwarf #26

Set in the Spinward Marches, this is an interesting adventure that takes place as a world's designation is officially changed from Amber to Red by the IISS. Includes deckplans for the ST. CHRISTOPHER, a 400 ton custom design Space Laboratory Vessel.

Sorry in White Dwarf #28

Another Bob McWilliams adventure. It can be set in several places in the Spinward Marches. This one is an interesting look at a world with a Class E starport. Map of the starport included.

Weed War in White Dwarf #29

This one takes place on Vinorian in the Rhylanor subsector of the Spinward Marches. Once the players land, the action begins.

This is a fairly long, well designed adventure.

Green Horizon in White Dwarf #35

The GREEN HORIZON is a 560 ton Merchant Explorer (deckplans included) that experiences a Jump Drive malfunction. The ship's crew finds it has jumped back in time, to Earth, in the Earth year 1944! And, the crew of the HORIZON needs parts to fix their busted drive.

It's a very "Star Trek" type of Traveller adventure, having the ship go back in time to Nazi Germany, but it can be fun in the hands of the right GM and players.

The Snowbird Mystery in White Dwarf #41

This is the same adventure as is described up-thread.

On ICE in White Dwarf #44

Set in the Solomani Rim, this adventures sees typical merchant characters become involved with ICE - Interstellar Charter Enterprises. This is also a company GMs can use to detail their campaigns. Other patron encounters involving ICE included.

Shuttle Scuttle in White Dwarf #49

This is an interesting adventure where a group of terrorists seize a shuttle full of civilians, and a commando raid is planned to get them out. This is kind of a Rainbow Six type of Traveller adventure. And, the adventure can be played between two sets of players, just from one point of view (with the players as either the commandos or the terrorits/freedom frighters), or with play switching between the two groups.

A Few Small Formalities in White Dwarf #50

This is a neat little Vilani idea the GM can spring on players during a game--have them wade through a bunch of red tape before they can lift from the present world they are on.

Sky Rig in White Dwarf #57

On a space colony orbiting a gas giant, the PCs are sent to investigate a missing fuel skimming rig. This one has a tad of a "Bespin" feel to it from The Empire Strikes Back.

An Alien Werewolf in London in White Dwarf #62

There's an Area 51 style installation on Terra. Being studied is an Ancient artifact not unlike the transporter discussed in Adventure 12: Secret of the Ancients. Except, this ancient device also transports through time.

A Vargr uses the device, ending up in London at the time of the Jack The Ripper murders.

What a cool idea for a Traveller adventure!

Smile Please in White Dwarf #65

The PCs are hired to accompany a crate containing a new scientific discovery, making sure it reaches its destination. The player don't need a ship for this one as passage is booked aboard THE SILVER WOLF, a 500 ton custom subsidized merchant (deckplans included).

Lone Dragon in White Dwarf #68

This is one of those adventures where the adventurers answer a local advertisement, then meet with a patron.

Tower Trouble in White Dwarf #71

Out of credits, the players approach local criminal Leon Arkoff in order to fill their pockets.

Mercy Mission in White Dwarf #82

This mission is specifically designed for use with scientist characters created using Supplement 4: Citizens of the Imperium.







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