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Is Pirates of Drinax abandoned?

Murphy

SOC-12
This is uneasy. We're playing the campaign, and if I know there will be no ending published, I should start planning my own. But if it gets published, I will want to use the material even if it takes more work to "fit in" with where our campaign will have drifted.

Because I love sticking to canon.
 
Inquiring minds want to know....

I'm running it, too, but we're going to have a premature ending at this month's session. I've run parts 1-5, mostly "out of order", and #3 is heading for a Big Climactic Space Battle(tm)-- all the pirates of the Reach have been rallied for a Pearl harbor-style pre-emptive strike on the ihatei camp. They used the rumors of the Sindalian treasury as a lure "It's hidden on that world, and the kitties are in the way! Equal shares to all surviving pirates!"
 
It hasn't been abandoned - delayed for various reasons, yet, but I've agreed to deliver the final three parts to Mongoose in the first half of this year.
 
Inquiring minds want to know....

I'm running it, too, but we're going to have a premature ending at this month's session. I've run parts 1-5, mostly "out of order", and #3 is heading for a Big Climactic Space Battle(tm)-- all the pirates of the Reach have been rallied for a Pearl harbor-style pre-emptive strike on the ihatei camp. They used the rumors of the Sindalian treasury as a lure "It's hidden on that world, and the kitties are in the way! Equal shares to all surviving pirates!"

Ouch :eek: That will either cause a big blow up (Aslan vs. anybody) or have them look more spinward for expansion opportunities.

Just thoughts :devil:
 
What are the various strategies you've been using in your campaigns? Have they gone all marauding pirate fleet? Have they recreated the Star Guard? Kingdom of Drinaz versus the Starguard Alliance? How have they bought (probably stolen) for their fleet? System Defense Boats for allied planets? I thinkeverything in the treasure ship could maybe buy half a spaceship? Or am I missing something?
Looking at the costs for buying spacecraft. They seem so prohibitive. Buying a 100 ton courier is equivalent to buying a used oil tanker, or cruise ship. I blame the constraining all items must fit the dTons per item, fit in slot system.
But anyways, how are your campaigns panning out?
 
Drinax

I am gearing up to run the adventure. I would love to hear how folks handled the adventure.

I have a bunch of questions about it as well.
Population of the floating city, 40,00 or 70,000 or something different?
Asim, 200,000 or 5 million?

Are you taking the upgrading concepts from Pocket Empires to try and have the System improve its industrial capacity or to improve the starport.

Anyone have players try and uplift a planet to curry favour? Improve local tech levels to improve markets etc?
 
Here's what I did with the campaign.

I drew a linked tree of "benefits" that the players may receive for achieving milestones in the campaign. For every world they add to the Kingdom of Drinax, they may pick one benefit. There are things like:
* extra ship shares (7 first time, then 15 and finally 22, for a total of 44)
* land grants on the newly added worlds (could be turned into a hideout, exploited in business or used as bargaining chips with Aslan)
* infrastructure, up to and including their own shipyard that builds everything at half price
* establishing a network of unspecified contacts to be cashed in later for some information instead of having to roll the dice
* set up trading routes that offer a stable income or supply some normally unavaliable stuff (like anagathics or meson guns). They do need to allocate a crewed ship for each route and it is a minor liability as it can be used by the referee as a plot hook

We did this in the previous campaign, where they worked for a corporation in District 268 and needed to sway worlds into trade alliances whereas they would receive bonuses similar to the ones described above (I wanted to see whether my players would enjoy the whole business of "subtle conquest", and also wanted to stretch time till the pirate campaign is fully published).

Then when they rolled a bad misjump, I saw the opportunity to transition the campaign deeper into the Reach and decided to use it. 24 parsecs from Nabeth to Asim in one go.

They acquainted themselves with Drinax, which was of great help in repairing the ship back to full J-3 and eventually coming back to their corporate base at Avastan. There they learned news that two of the characters have had their infamy catch up with them (one is an ex-pirate, the other amoral geneticist) -- which was actually the reason they moved to District 268 in the first place, but now it was time to flee into the Reach, and Drinax seemed like a dangling opportunity. So they broke up with the corp on good terms (had to give up their stock investments and their big J-3 refitted liner but got a smaller ship, one hundred percent their own) and yay! Pirates of Drinax!

Since then I ran a custom merc campaign on Pourne, then "Treasure Ship" and currently "Ihatei". They are seriously contemplating how much use a smart manipulator can find for Aslan, especially if he has an estate or three to spare. They are allied with Hroal Irontooth (although the alliance is not yet cemented) and command four small ships of their own.

They left a lot of loose ends from both published adventures they played. The Martin II was destroyed at Exe (the vault survived) so I'm contemplating on how to salvage the later part of that adventure. As for the ihatei, the players hired a smuggler to secretly supply Htyowao clan with TL15 weapons. They are planning a trip to Theev now to acquire said weapons. (It's not like Tech-World is gonna sell them Illegal Weapons in bulk, right?)

It looks like if I offered them Adventure 1 next, they would grab at it fast, since they very much want to kill some pirates (to fix their bad Imperial standing) and they are going to Theev anyway. But I'm reluctant. I am going to cook up something of my own design, and they do already have Theev pirate codes from Hroal.
 
I may be doing a terrible job of presenting things to do outside the printed adventures: my group almost never touched on the quests on each planet, nor lurked about looking for prey. The few times that they looked for Prey was near Oghma, the developed a small grudge against those guys.

Adventure #1 went fine, #2 they tried to take down the Treasure Flotilla single-handed and nearly lost their ship. They laid low for a long time after that, trying to avoid both the Imperial eye and His Majesty's displeasure.
#5 they took to, but it took a long time in game time. They developed a big grudge against the PRC.
#4 I've skipped, so far.
As mentioned above, #3 is about to end in a Kelly's-Heroes-meets-Pearl-Harbor-style assault by all of the pirates they could talk to.
 
There's no wrong way to use the campaign material. It's a sandbox - just let the players bounce around. If they don't want to go delving for hooks and are happy following the big plot arrows, let 'em.
 
We spent the Sunday hunting mutant Thebun lions! Captured seven live ones. Now our mad-geneticist-turned-druid has more things to populate his estate's vivarium with.

Then they got into a spacefight right in the Theev system. The astrogator flubbed a roll and the Harrier emerged far from the two other ships, on the fringes of the system. Other two ships took some time to reconverge with it, then a named Enemy shows up with three ships of his own and demands to hand over the PC captain.

Big spacefight. 3-1, killed the Enemy, lost the Harrier. Almost miraculously no crew died. I sure wasn't going to cheat in their favor... should say this is the most deadly campaign I've ever run. Considering all those Game of Thrones references, we all think it's quite fitting.
 
Get me ships!

How are people handling building a fleet? Either recruiting pirates, or literally building ships? There is Theev's shipyards. But that gets put on record. They specialize in raider vessels right? In the side quests you can find an abandoned pirate base with a yard. Also in the Treasure of Sindal you can find 2 other Harriers. Do you keep them? Or hand them to Drinax to start their own fleet? (Unless other pirates yank them from you) Can you move that deep space station as well? Making it Drinax's or Asim's Highport.
Some wild ideas I had included: Trading the viral weapons to the Imperium. "Say would you like to burn these for us? We'd gladly get rid of them for say 20 scout couriers (Mainly to build up Drinax's trade/response fleet. And they could always upgrade them up a TL)... or one of your mothballed Destroyers?
And a long shot alliance with Colony Six. By building deep space bridge stations through Aslan space! Geortel as well. " Give us one of your decrepit ships and we will repair and upgrade the rest of your fleet." Giving the As an something else to worry about on the other side of their territory.
 
Capturing and refitting prize ships typically. Think Sid Meier's Pirates! Recruiting people who have their own ship sometimes works too. Building is generally too long and expensive, but in practice it's the only way to get a larger warship.
 
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