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Dangerous Passage Solo Adventure (SPOILER ALERT!)

Whelp, I set out to test my combat rules with a solitaire adventure, and I played Scouts Honor without firing a shot. :eek:

So, now, I'm going to run through a MegaTraveller solo adventure that can be found in The Travellers' Digest #18.

I'm going to convert this adventure, as I read, to a CT Timeline (proably the year 1105), and I'm going to try to set it in the Aramis subsector (I'll see if it fits).

I'll use the UGM Task System instead of MT's UTP, along with standard CT rolls and checks and throws as appropriate.

And, hopefully, I'll end up testing my combat system this time. But, I won't skew results (as I didn't in the other adventure). I'll play this adventure to the best of my ability within the contraints of the choices given me in the solo text.

If there's no combat, then there'll be no combat.

We'll see.
 
Whelp, I set out to test my combat rules with a solitaire adventure, and I played Scouts Honor without firing a shot. :eek:

So, now, I'm going to run through a MegaTraveller solo adventure that can be found in The Travellers' Digest #18.

I'm going to convert this adventure, as I read, to a CT Timeline (proably the year 1105), and I'm going to try to set it in the Aramis subsector (I'll see if it fits).

I'll use the UGM Task System instead of MT's UTP, along with standard CT rolls and checks and throws as appropriate.

And, hopefully, I'll end up testing my combat system this time. But, I won't skew results (as I didn't in the other adventure). I'll play this adventure to the best of my ability within the contraints of the choices given me in the solo text.

If there's no combat, then there'll be no combat.

We'll see.
 
Meet the hero of the story...

Jinar Feldson
Scout. Fifth Term. 38 std. yrs. old.

A789A7

Pilot-3, Engineering-2, Brawling-1, Carousing-1, Computer-1, Electronics-1, Laser Rifle-1, Survey-1, Zero-G Environment-1, Grav Vehicle-0, Vacc Suit-0.




-DECISION ONE-




Feldson's an X-Boat pilot, and he's just tumbled back into normal space. With no maneuver drive on a 'Boat, jump exit is particularly important, and this time, Feldson is near perfect.

"How's that guys?" He speaks over the comm, looking at the light blip on his screen, seeing that the vector of the tender will pass within 500 meters of his X-Boat in less than an hour. "You'll hardly have to move to catch me!"

There is no answer to Feldson's signal. Quickly, he run a diagnostic of his equipment. It comes up negative. There just isn't any answer to his transmission.

There's no maneuver drive. There's no fuel for another jump. Supplies and life support expendables are running low.

03-xboatgreen.jpg


The IISS MORA, hull number X-456-778, has just jumped into the populated system of Margesi, rimward star system of the Aramis Trace in the Rhylanor subsector. There is no transmission in reply from MORA's tender, and Feldson experiences that hot-flash he always feels when a tough decision is waiting on him.

Supplies are low. There's no contact with the tender. And, the planet is a long way away.

Does he wait to be contacted? No. He could sit out here until his supplies ran out.

Margesi's a thriving, TL C world with an A Class starport and both a Scout Base and a Naval Base. Not MORA's home port, but she'll definitley do.

Or, Feldson can be an ambitious sort, don his vacc suit, and space walk over to the tender. Maybe there's Scouts over there that desperately need his help.

It won't take much time radio the Scout Base at Margesi, although at this distance, the transmission will take half an hour to reach the planet. Margesi is a travelled system, and Scout operations are relegated to the far reaches in an effort to not interfere with merchant traffic.

Well, it'll take an hour or more for a situation report and reply from the base. And, as far as he's concerned, there is no decision. He sets the automatic beacon, dons his suit, mounts his thruster pack, and escapes the interior of MORA out into the void, crossing to the tender.

(Continued.)
 
Meet the hero of the story...

Jinar Feldson
Scout. Fifth Term. 38 std. yrs. old.

A789A7

Pilot-3, Engineering-2, Brawling-1, Carousing-1, Computer-1, Electronics-1, Laser Rifle-1, Survey-1, Zero-G Environment-1, Grav Vehicle-0, Vacc Suit-0.




-DECISION ONE-




Feldson's an X-Boat pilot, and he's just tumbled back into normal space. With no maneuver drive on a 'Boat, jump exit is particularly important, and this time, Feldson is near perfect.

"How's that guys?" He speaks over the comm, looking at the light blip on his screen, seeing that the vector of the tender will pass within 500 meters of his X-Boat in less than an hour. "You'll hardly have to move to catch me!"

There is no answer to Feldson's signal. Quickly, he run a diagnostic of his equipment. It comes up negative. There just isn't any answer to his transmission.

There's no maneuver drive. There's no fuel for another jump. Supplies and life support expendables are running low.

03-xboatgreen.jpg


The IISS MORA, hull number X-456-778, has just jumped into the populated system of Margesi, rimward star system of the Aramis Trace in the Rhylanor subsector. There is no transmission in reply from MORA's tender, and Feldson experiences that hot-flash he always feels when a tough decision is waiting on him.

Supplies are low. There's no contact with the tender. And, the planet is a long way away.

Does he wait to be contacted? No. He could sit out here until his supplies ran out.

Margesi's a thriving, TL C world with an A Class starport and both a Scout Base and a Naval Base. Not MORA's home port, but she'll definitley do.

Or, Feldson can be an ambitious sort, don his vacc suit, and space walk over to the tender. Maybe there's Scouts over there that desperately need his help.

It won't take much time radio the Scout Base at Margesi, although at this distance, the transmission will take half an hour to reach the planet. Margesi is a travelled system, and Scout operations are relegated to the far reaches in an effort to not interfere with merchant traffic.

Well, it'll take an hour or more for a situation report and reply from the base. And, as far as he's concerned, there is no decision. He sets the automatic beacon, dons his suit, mounts his thruster pack, and escapes the interior of MORA out into the void, crossing to the tender.

(Continued.)
 
-DECISION TWO-

Feldson's pack uses direction jets to guide his EVA jump.

UGM Task: Cross between ships on EVA pack jets.

Vacc Suit/DEX/+1

Feldson can use his Zero-G skill as a DM in place of his DEX modifier, and since the Zero-G DM is a solid bonus, we'll do this.

(I'm rolling real dice throughout this adventure.)

2D +2 for 8+.

2D: 6, 6

The result of the throw indicates a UGM Critical Success may be at hand. We'll have to make the Critical Success Check, which is (DEX + Vacc Suit +1) on 3D or less.

Critical Success Check: 3D for 8-.

3D: 10

Feldson does not achieve Critical Success, but he is successful on the task. He jumps, EVA pack assisted, from the X-Boat to the tender.

(Continued.)
 
-DECISION TWO-

Feldson's pack uses direction jets to guide his EVA jump.

UGM Task: Cross between ships on EVA pack jets.

Vacc Suit/DEX/+1

Feldson can use his Zero-G skill as a DM in place of his DEX modifier, and since the Zero-G DM is a solid bonus, we'll do this.

(I'm rolling real dice throughout this adventure.)

2D +2 for 8+.

2D: 6, 6

The result of the throw indicates a UGM Critical Success may be at hand. We'll have to make the Critical Success Check, which is (DEX + Vacc Suit +1) on 3D or less.

Critical Success Check: 3D for 8-.

3D: 10

Feldson does not achieve Critical Success, but he is successful on the task. He jumps, EVA pack assisted, from the X-Boat to the tender.

(Continued.)
 
-DECISION THREE-

It's strange, feeling the compressed air jet from his pack, correcting his course, but not hearing the sound as the gas escapes the tiny nozzel.

Well, that's not quite true. Feldson can hear the jets spray thier course corrections in his helmet, but it's a muffled sound only carried inside his suit, up his body, from his back to his ears.

It's an odd feeling, being out in space. Your senses are dulled. There's nothing to "push" on. There's nothing pusing on you. An, it's so quiet...or loud, depending on if you're noticing there is no background noise or the loud sounds your breath makes inside the helmet.

It can be disorienting.

The hull of the tender rises up in front of him, and Jinar raises his hands to catch himself. He'd used the pack thrusters to break, and he lands, like a fly on a tissue, gripped to the outerhull of the tender. Feldson's approach is as immaculate as his tumble in from J-Space.

Jinar does a military "push-up" as he connects with the tender. His EVA pack off, the physics of this angle him perpendicular to the ship's hull. A flick of a control and his magnetic boots are instantly locked to the hull. A few heavy, slow steps later, and he's at the airlock on the drive deck.

A signal from his comm, and the lock exterior override control flips open. A few taps of his finger, and the input code opens the hatch. Feldson sees some air escape, but nothing out of the ordinary.

A quick physical maneuver, a spray from his EVA pack, and he's inside, closing the outer hatch, opening the inner one.

The first thing Feldson notes is that the lights are on. Ship's grav plates are functional and set to a standard 1G. Atmo scan reveals a standard oxy mix.

Jinar removes his helmet. The drive deck is empty. It's eerie. Quiet. Even with the background noise of the drives he now notices.

The lift to the bridge deck is operational. The ship seems alive, but no one is home. In less than a minute, Feldson is exiting the lift, making his way to the bridge.

And, this is when he spots the first body.

Dead. Laser shots. Marks on the wall. A dropped and broken coffee cup. Signs of a firefight.

On the bridge, more dead. This is where the last stand was staged. Near a body, Feldson sees a strange design laser rifle--very "flowery and flamboyant", he would describe it later. Vargr, he thought. It had to be Vargr.

The flight computers look OK from the outside, but the comms station has been used to wipe the communications software from the ship's computer core. Ship's weapons are offline as well.

The bridge is in a shambles from the fight. Laser marks scorch the walls. Debris lies everywhere. So do the bodies. And, although the smell is faint, there's no mistaking what it is: Death.

Instruments report a half a load of fuel. There are no empty X-Boats in the bay. And, after a quick count, Feldon realizes that not all of the ship's compliment lie among the dead.

Feldon takes a long, hard look at the ship's jump controls. There is a pre-programed jump-path to the 100 diam limit at Margesi, but the harddrive for this ship's system has been burnt out as well, he back-ups included.

Somebody knew what they were doing.

Feldson grabs the diagnostic kit from the bridge emergency story. In under half an hour, he thinks he can diagnose the jump controls. That is, if he can keep from looking at the starring eyes of the dead bodies.

He counts himself lucky that he doesn't know any of these Scouts personally.

To diagnose the damage to the jump controls: Electronics/INT/+1.

2D: 6 + 3 = 9. Success.

In 45 minutes, Feldson has restored the jump controls, but with all the apparent damage to the ship's computer core, he's loathe to trust his life to the thing.

To diagnose the ship's computer: Computer/INT/-3 Electronics can be used in place of the character's INT score.

2D: 5 -1 = Failure.

After over two hours working on it though, Feldon is unsure if damage to the ship's computer system will effect a jump.

As he worked, though, Feldon spotted a short on the inner electronics of the panel.

To repair the panel: DEX/Electronics/+1.

2D: 11 +1 = 12. A success.

With the uncertainty about the computer core, a micro-jump is not a risk Feldon wishes to take at this point. There are other options.

Moving to the ship's comm system, Jinar goes to work to see if he can get a signal off to the planet. Maybe someone has already picked up on his emergency beacon broadcasting from his X-Boat, but the drift between the two vessels is getting quite wide.

To diagnose the comms system: Electronics/INT/+1

2D: 9 +2 = 11. Success.

After close to another hour tearing it apart, Feldson needs to put it back together in order to use it.

To repair the comms system: Electronics/DEX/+1

2D: 8 +2 = 9. Success.

After another hour, the comm is up and working.

At this point, Feldson has been aboard the tender for close to 6 hours. The Scout rests. Then, he drags the bodies off the bridge, laying them comfortably in one of the staterooms that surround wall the bridge deck.

Just as he is dragging the last body, the ship's comm, set to play over the deck speakers, crackles to life. "Margesi Base to X-456-778 Actual. Message received and understood. Rescue enroute. ETA 2 days standard. Acknowledge."

Two days! Damn, it is a long way out here. The thoughts race inside Feldson's head as he punched the comm button, "778 acknowledges."

In half an hour, they'll hear his acknowledgement.

(Continued.)
 
-DECISION THREE-

It's strange, feeling the compressed air jet from his pack, correcting his course, but not hearing the sound as the gas escapes the tiny nozzel.

Well, that's not quite true. Feldson can hear the jets spray thier course corrections in his helmet, but it's a muffled sound only carried inside his suit, up his body, from his back to his ears.

It's an odd feeling, being out in space. Your senses are dulled. There's nothing to "push" on. There's nothing pusing on you. An, it's so quiet...or loud, depending on if you're noticing there is no background noise or the loud sounds your breath makes inside the helmet.

It can be disorienting.

The hull of the tender rises up in front of him, and Jinar raises his hands to catch himself. He'd used the pack thrusters to break, and he lands, like a fly on a tissue, gripped to the outerhull of the tender. Feldson's approach is as immaculate as his tumble in from J-Space.

Jinar does a military "push-up" as he connects with the tender. His EVA pack off, the physics of this angle him perpendicular to the ship's hull. A flick of a control and his magnetic boots are instantly locked to the hull. A few heavy, slow steps later, and he's at the airlock on the drive deck.

A signal from his comm, and the lock exterior override control flips open. A few taps of his finger, and the input code opens the hatch. Feldson sees some air escape, but nothing out of the ordinary.

A quick physical maneuver, a spray from his EVA pack, and he's inside, closing the outer hatch, opening the inner one.

The first thing Feldson notes is that the lights are on. Ship's grav plates are functional and set to a standard 1G. Atmo scan reveals a standard oxy mix.

Jinar removes his helmet. The drive deck is empty. It's eerie. Quiet. Even with the background noise of the drives he now notices.

The lift to the bridge deck is operational. The ship seems alive, but no one is home. In less than a minute, Feldson is exiting the lift, making his way to the bridge.

And, this is when he spots the first body.

Dead. Laser shots. Marks on the wall. A dropped and broken coffee cup. Signs of a firefight.

On the bridge, more dead. This is where the last stand was staged. Near a body, Feldson sees a strange design laser rifle--very "flowery and flamboyant", he would describe it later. Vargr, he thought. It had to be Vargr.

The flight computers look OK from the outside, but the comms station has been used to wipe the communications software from the ship's computer core. Ship's weapons are offline as well.

The bridge is in a shambles from the fight. Laser marks scorch the walls. Debris lies everywhere. So do the bodies. And, although the smell is faint, there's no mistaking what it is: Death.

Instruments report a half a load of fuel. There are no empty X-Boats in the bay. And, after a quick count, Feldon realizes that not all of the ship's compliment lie among the dead.

Feldon takes a long, hard look at the ship's jump controls. There is a pre-programed jump-path to the 100 diam limit at Margesi, but the harddrive for this ship's system has been burnt out as well, he back-ups included.

Somebody knew what they were doing.

Feldson grabs the diagnostic kit from the bridge emergency story. In under half an hour, he thinks he can diagnose the jump controls. That is, if he can keep from looking at the starring eyes of the dead bodies.

He counts himself lucky that he doesn't know any of these Scouts personally.

To diagnose the damage to the jump controls: Electronics/INT/+1.

2D: 6 + 3 = 9. Success.

In 45 minutes, Feldson has restored the jump controls, but with all the apparent damage to the ship's computer core, he's loathe to trust his life to the thing.

To diagnose the ship's computer: Computer/INT/-3 Electronics can be used in place of the character's INT score.

2D: 5 -1 = Failure.

After over two hours working on it though, Feldon is unsure if damage to the ship's computer system will effect a jump.

As he worked, though, Feldon spotted a short on the inner electronics of the panel.

To repair the panel: DEX/Electronics/+1.

2D: 11 +1 = 12. A success.

With the uncertainty about the computer core, a micro-jump is not a risk Feldon wishes to take at this point. There are other options.

Moving to the ship's comm system, Jinar goes to work to see if he can get a signal off to the planet. Maybe someone has already picked up on his emergency beacon broadcasting from his X-Boat, but the drift between the two vessels is getting quite wide.

To diagnose the comms system: Electronics/INT/+1

2D: 9 +2 = 11. Success.

After close to another hour tearing it apart, Feldson needs to put it back together in order to use it.

To repair the comms system: Electronics/DEX/+1

2D: 8 +2 = 9. Success.

After another hour, the comm is up and working.

At this point, Feldson has been aboard the tender for close to 6 hours. The Scout rests. Then, he drags the bodies off the bridge, laying them comfortably in one of the staterooms that surround wall the bridge deck.

Just as he is dragging the last body, the ship's comm, set to play over the deck speakers, crackles to life. "Margesi Base to X-456-778 Actual. Message received and understood. Rescue enroute. ETA 2 days standard. Acknowledge."

Two days! Damn, it is a long way out here. The thoughts race inside Feldson's head as he punched the comm button, "778 acknowledges."

In half an hour, they'll hear his acknowledgement.

(Continued.)
 
-DECISION FOUR-

As Feldson sits, alone in the big ship, among the dead, he thinks about the transmission he just heard. It sounded legit, but something was nagging at him.

At the comm console, he played the message back. Then he used the filters to scrub the transmission.

There.

In the background.

He upped the background volumne while muting the voice of the Scout who had acknowledged him.

It's a coarse sound he hears. Grunts. Whines.

Vargr.

Vargr?

Feldson mutes the background and amplifies the Scout talking. Listening for it, he hears what he didn't before.

Its the voice of the Scout who acknowledged him.

He sounds as if he's under considerable stress.

With no way to triag the burst signal, there's no way to be certain the transmission did come from the planet.

But, if not, why haven't they responded?

Feldson's not sure, but he doesn't think the message he just acknowledged actually came from the Scout Base on Margesi.

(Continued.)
 
-DECISION FOUR-

As Feldson sits, alone in the big ship, among the dead, he thinks about the transmission he just heard. It sounded legit, but something was nagging at him.

At the comm console, he played the message back. Then he used the filters to scrub the transmission.

There.

In the background.

He upped the background volumne while muting the voice of the Scout who had acknowledged him.

It's a coarse sound he hears. Grunts. Whines.

Vargr.

Vargr?

Feldson mutes the background and amplifies the Scout talking. Listening for it, he hears what he didn't before.

Its the voice of the Scout who acknowledged him.

He sounds as if he's under considerable stress.

With no way to triag the burst signal, there's no way to be certain the transmission did come from the planet.

But, if not, why haven't they responded?

Feldson's not sure, but he doesn't think the message he just acknowledged actually came from the Scout Base on Margesi.

(Continued.)
 
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