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List of CT Adventure Locations?

I want to run a Traveller Campaign using the old LBB adventures and double adventures. Does anyone know of a resource which lists all the adventures and where they take place?

Many of them take place in the Regina subsector of the Spinward Marches, and while I could relocate the adventures, if I can find a list of where they are canonically located, I would have my campaign meander across the Spinward Marches and hit whatever adventures where somewhat on their path.
 
I want to run a Traveller Campaign using the old LBB adventures and double adventures. Does anyone know of a resource which lists all the adventures and where they take place?

Many of them take place in the Regina subsector of the Spinward Marches, and while I could relocate the adventures, if I can find a list of where they are canonically located, I would have my campaign meander across the Spinward Marches and hit whatever adventures where somewhat on their path.

I used to have a list, but I'm not sure where it is.

Many of the original GDW adventures and Double Adventures do take place in the Marches, usually in the early 1100's. There's a few set in the Solomani Rim and other places as well.

The majority, though, are set in the Solomani Rim.

I think it would take you years to play through them all, though.
 
Here's a list someone compiled a while back for the worlds of the Spinward Marches that are mentioned/described in each supplement and adventure.

http://rpggeek.com/geeklist/142167/atlas-third-imperium-spinward-marches/page/1

One of these days I'm going to filter this down to the Regina Subsector only.

Hope that helps.

EDIT: The originator of the list is an Art Gorski (agorski). I'm not sure if they can be contacted here on the board, but CotI is where I got the list.
 
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I want to run a Traveller Campaign using the old LBB adventures and double adventures. Does anyone know of a resource which lists all the adventures and where they take place?

Many of them take place in the Regina subsector of the Spinward Marches, and while I could relocate the adventures, if I can find a list of where they are canonically located, I would have my campaign meander across the Spinward Marches and hit whatever adventures where somewhat on their path.

Half of the Double Adventures take place in the Spinward Marches.

For the Double Adventures:
No. 1: Annic Nova-Keng in the Regina Subsector, Shadows-Yorbund in the Regina Subsector

No. 2: Mission on Mithril-Mithril in the Sword Worlds Subsector in the Spinward Marches, Across the Bright Face-Dinom in the Lanth Subsector in the Spinward Marches.

No. 3: Death Station-Gadden in the Harlequin Subsector in the Solomani Rim, The Argon Gambit-Janosz in the Harlequin Subsector in the Solomani Rim.

No. 4: Marooned and Marooned Alone-Pagliacci in the Harlequin Subsector in the Solomani Rim.

No. 5: Chamax Plague-Alenzar in the Reidan Subsector outside of the Imperium, Horde-Raschev in the Reidan Subsector outside of the Imperium.

No. 6: Divine Intervention-Pavabid in District 268 in the Spinward Marches, Night of Conquest-Gaajpadje in the Reavers' Deep Subsector outside of the Imperium.

The Traveller Adventure: Primarily in the Aramis Subsector of the Spinward Marches.

A01 Kinunur-Regina and planets in the Regina Subsector and Spinward Marches

A02 Research Station Gamma-Vanejen in the Rhylanor Subsector in the Spinward Marches

A03 Twilight's Peak-Fulacin in the Rhylanor Subsector in the Spinward Marches

A04 Leviathan-Pax Rulin and Egyrn Subsectors adjacent to District 268 and Glisten Subsectors in the Spinward Marches

A05 Trillion Credit Squadron-Islands Cluster Subsectors in the Great Rift

A10 Safari Ship-Planet 567-908 in the District 268 Subsector of the Spinward Marches

A12 Secret of the Ancients-Regina Subsector

A13 Signal GK-Sol, Arcturus, Gemini, and Kukulcan Subsectors of the Solomani Rim

I would have to get the rest of my adventure books out for the rest of the main adventures. I do not have Prison Planet.
 
Hi Stan! Oh, you're interested in refereeing classic Traveller?

Color me interested. Let's get together and talk about it.

Adventure 8, 9, and 11 are NOT in the Marches.
DA3 ... I don't know where these take place.
DA4 takes place elsewhere, I think.


Near Regina
Adventure 1 takes place in the Regina subsector.
Double Adventure 1 takes place around the Regina subsector.
Adventure 2 takes place, I think, in the Rhylanor subsector, just next door to Regina.
DA2 takes place in the Lunion subsector, and right next to the Regina subsector (perhaps just inside Lanth).
Adventure 3 takes place between Regina and Rhylanor, plus a big of Aramis subsector.
Adventure 12 takes place in the Regina subsector.

Elsewhere in the Marches
Adventure 10 takes place in District 268 (subsector).
DA6 takes place in District 268, again, I think.
Adventure 4 takes place on the rimward edge of the Marches.
Adventure 6 takes places in the Cronor and/or Jewell subsectors.
Adventure 7 takes place in the Vilis subsector.
DA5 takes place right on the edge of the Darrian subsector, in the Marches.
 
Stan, now you've got me thinking about how to weave all those old adventures and scenarios into a big 'ol sandbox campaign.

They are a mix of different adventures for sure. Some are for when the players are in trouble, some are for when the players are on top of the game.
 
Stan, now you've got me thinking about how to weave all those old adventures and scenarios into a big 'ol sandbox campaign.
I'm working (slowly) on the Duchy of Regina as a Traveller sandbox.

They are a mix of different adventures for sure. Some are for when the players are in trouble, some are for when the players are on top of the game.
For a sandbox the plot seeds and amber zones and adventure arcs should all be roughly the same level. Or should they?


Hans
 
I sandboxed a chunk of the Marches many years ago, and one of the preparation steps was to glean odd bits of info from the published adventures, then filling in notes from play and random inspirations as they hit. Some of you may remember this from my (now departed) website. This isn't all of it, just an example.


Ianic (1924 E360697-5 Ni Ri De 924 Im M6 II M9 D)
-Spinward Main
-XBoat Spur (Adabicci)
-The XBoat spur was set up at the request and expense of the Baron of Ianic in 921. As he had powerful friends in the Scouts and among the local nobility (who wanted to keep up on the news when on Ianic), he got what he wanted.

Icetina (2418 B5245A9-7 N Ni A 301 Im M9 V M8 D)
-Spinward Main
-XBoat Link (Ivendo-Garzincski)
-On Al Morai route (Ivendo-Garzincski)
-Amber Zone: The Icetinans are extremely dedicated to their hereditary rulers, no matter
how good or bad, and are touchy about any comparisons or opinions which are less than flattering toward these rulers. Recent history is punctuated by rioters trashing the entire Foreigner's Quarter of the city of Tine, sparked by a relatively minor event involving a visitor.
-The surface is given to irregularities which can flash to steam or quick-freeze depending on available heat. The liquid water on the surface is entirely due to the waste heat of the two cities, resulting in often violently unstable weather around them.
-Gravity: 1.2; Orbit 0 (O); Base Mean Temp: 111.1 K (-161.9 C)

Ivendo (2319 B324659-A A Ni 112 Im A9 V)
-Spinward Main
-XBoat Junction (3-way to D'Ganzio, Equus, Icetina)
-On Al Morai route (D'Ganzio, Equus, Icetina)
-Gravity: 0.4; Orbit 5 (H); Base Mean Temp: 305.9 K (32.9 C)

Jenghe (1810 C799663-9 S Ni 323 Im M0 V)
-Spinward Main
-Imperiallines Office
-Colony of Regina
-Gravity: 0.9; Orbit 0 (H); Base Mean Temp: 268.3 K (-4.7 C)
-Main starport bar is "Planetfall Liberty" built in an Octagon Society building. (CT Adv 3)

KKirka (2212 CAA5345-8 Lo Ni Fl 102 Im M8 V)
-Spinward Main
-Imperiallines Office
-Gravity: 2.6; Orbit 4 (O); Base Mean Temp: 44.6 K (-228.4 C)
-Mining community for rare-earths.
-Octagon Society building back in mountains. (CT Adv 3)
 
Nice, that takes a lot of work.

Of course, having done the work, perhaps you'd like to share it..? ;)

Since I used to, that's just a bit of cut-and-paste. Here's the worlds up to the above sample. The entire thing dates from a campaign during the Rebellion Era, and the internal date of this listing is 1125:

-------------------------------------------------------

Adabicci (1824 A57189B-B N 801 Im K8 V M8 D)
-Spinward Main
-XBoat Link (Lunion-Biter)
-On Al Morai route (Lunion-Biter)
-Gravity: 0.7; Orbit 1 ('O'); Base Mean Temp: 310.3 K (37 C)
-Home to a Dynastic Theocracy with a recent penchant for bloody transitions of power from one generation to the next. The most recent event was in 1124, complete with riots, action between two factions of the military, and intervention by the Imperial Navy.
-The one major body of water is wide and shallow, and very salty. The native species of fish are all adapted to these conditions, and with one exception are all poisonous to humaniti. The one edible species has a long history of near-deification among the people of Adabicci, including an annual display of captured examples used in a ritual divination rite/fish-fry.
-A local legend tells of a "Wise Lizard" which, centuries ago, imparted the locals with their current belief system. Recent evidence suggests that this Wise Lizard may have been a wayward Ithklur.
-The atmospheric taint has largely to do with the blowing sands of this world, and the poisonous elements often found in those sands. Under certain weather conditions the deserts have been known to produce "killer fogs" that can, if blown across a settled area, kill hundreds.
-The hot equatorial zone is home to a heretical society (from the rulers point of view) that prefers to be left alone. Skirmishes between them and the planetary military are not uncommon, and the Heretics are increasingly better armed in recent years.
-The entire system is considered water-scarce, and the planet occupying the Primary's habitable zone (orbit 0) is no exception. At mean temperatures high enough to boil what water is present, the world attracts very little attention.
-The Naval presence in this system is largely limited to the one gas giant. The social structures on Adabicci do not lend themselves well to standard Naval shoreleave, so the Navy generally grants Leave in other systems. The Navy is present largely as a deterrant to the Sword Worlds, and for backing up the occupation of the Border Worlds by the Imperium.
-Adabicci's starport is largely orbital, with only basic ground facilities (ground facilities are equal only to a C-class port). The port offers all Imperial Standard services, but notably lacks any flavor imparted by the people or culture of Adabicci.
-Only a small portion of Adabicci's population is at all cosmopolitan with regards to the Imperial starfaring culture.

Bicornn (2331 E563576-2 Ni 210 Im M0 V)
-Balkanized
-Aslan occupied

Capon (2324 B747748-A N Ag 601 Im G9 V)
<stellar change>
-Spinward Main
-XBoat Link (Resten-Carey)
-On Al Morai route (Resten-Carey)
-Gravity: 0.9; Orbit 2 (H); Base Mean Temp: 272.7 K (-0.3 C)

Carse (2224 C463325-9 Lo Ni 601 Im G8 V M6 V)
<stellar change>
-Spinward Main
-Imperiallines Office

Centry (2132 E222447-6 Ni Po 220 Im K3 V)
-Aslan occupied

Cogri (2419 CA6A643-9 Ni Ri Wa 432 Im M1 II)
-Spinward Main
-Imperiallines Office
-Gravity: 1.3; Orbit 10 (H); Base Mean Temp: 255.1 K (-17.9 C)
-Much of the population of Cogri is limited to one particularly large reef assembly. A large arcology structure sits atop the 8km long reef, and is home to more than half of the world's 4 million inhabitants.
-Two marine ecologies which rarely interact: smaller reef-dwellers and huge deep ocean fish, including the various varieties of worm-fish, some of which grow to several thousand feet long.
-Popular spot for Sword Worlders, Racoonids and Big Game fishermen.
-Popularly thought to be a "Democracy of Thieves," ruled equally by semi-legal millionaires from all over the sector. Cogri itself is quite clean.
-Starships not registered as "favored regulars" are restricted to the High Port. Even speculation trading is limited to those who the rulers trust (with sufficient background checks).
-The High Port is surprisingly small for a "tourist world."

D'Ganzio (1920 B120410-D N Ni Po De 312 Im M3 V M0 D)
-XBoat Link (Lanth-Ivendo)
-Navy presence is part of the line of 'listening posts' set up on the border with the Sword Worlds.

Derchon (2024 C512799-8 S Na Ic 901 Im M0 V M7 D)
-Spinward Main
-Imperiallines Office

Dinom (1811 D100535-A Ni Va 201 Im A4 III)
-Spinward Main
-Gravity: 0.15; Orbit 8 (O); Base Mean Temp: 234.2 K (-38.8 C)
-Population concentrated in three large cities.
-Underwent an unsuccessful revolution in 1107. (CT Adv 3)

Dinomn (1912 B674632-9 S Ag Ni 204 Im K2 V)
<stellar change>
-Spinward Main
-XBoat Link (Regina-Ghandi)
-On Al Morai route (Regina-Ghandi)
-Gravity: 1.6; Orbit 2 (H); Base Mean Temp: 282.3 K (9.3 C)
-Atmo Taint: Low Oxygen
-Scout base administers the interdiction at Djinni.

Echiste (2313 C53A313-A Lo Ni Wa 720 Im G4 V)
-Spinward Main
-Imperiallines Office (in high port)
-High Port only. Mainworld possesses no interstellar-rated facilities.
-Highport has transient facilities for both general travelers ("Madison Carter" hotel chain) and LSP visitors. It is a popular R&R spot for LSP employees from Echiste, and has a fair shopping and entertainment industry.
-High Port is Imperium-owned and run, with LSP shuttle service to Echiste.
-X-boat facility (Risek-Yori) under construction. (Adv 3)
-Echiste Gravity: 0.6; Orbit 2 (H); Base Mean Temp: 329.1 K (56.1 C)
-Mainworld wholly owned by Ling Standard Products, which builds and tests deep-sea mining equipment here.
-All human settlement under water in large habitats.

Equus (2417 B55A858-B S Wa 202 Im F6 V M5 D)
-Spinward Main
-XBoat Link (Rhylanor-Ivendo)
-On Al Morai route (Rhylanor-Ivendo)
-Gravity: 1.2; Orbit 4 (H); Base Mean Temp: 251.8 K (-21.2 C)
-Ine Givar strike in 1107 (Fifth Frontier War)

Gileden (2514 C483103-6 Lo Ni 203 Im M9 V)
-Spinward Main
-Imperiallines Office
-Gravity: 0.35; Orbit 0 (O); Base Mean Temp: 138.3 K (-134.7 C)
-Main world is tidally locked to primary. Temp at center of sunward face is -50.3 C. This "hot spot" is home to Gileden's small population.
-The starport is in a state of decay. (CT Adv 3)

Gorram (2322 X554220-0 Lo Ni R 801 Im M8 V M6 V)
-Spinward Main
-Red Zone: Cultural interdiction to protect a budding sentient race. Administered by the Scout base at Resten. Red Zone applies only to the "mainworld". The very distant gas giant is the usual exit point for starships on the Main.
-Vast equatorial barrens shrouded in tall clouds. World looks belted.
-Stars are close companions
-Gravity: 0.6; Orbit 0 ('O'); Base Mean Temp: 338.4 K (65.4 C)

Grote (1731 A400404-B Ni Va 124 Im F8 V)
-Spinward Main
-On Imperial Border
-The world (and indeed, the whole system) is run by a dozen "Clans", each of which is a specialized professional guild of sorts. No one body speaks for the whole system, but the system isn't really "balkanized."
-Grote and many of the other bodies in the system are relatively rich in Lanthanum. As a result, the largest 'homegrown' industry is mining and refining exotic metals.
-Grote's population is entirely subterranean and rather claustrophilic.
-The planet, as the nearest Imperial world to a fair portion of District 268, deals extensively in extra-Imperial goods and services.
-Grote's Spinward Main connection is entirely extra-Imperial for two parsecs in any direction. It is also the only A-port for four parsecs in any direction (5 parsecs if Imperial worlds are ignored).
-While capable of building starships, Grote's port does very little of it. Any ship larger than a type-S would take up most of the industrial output of the planet's 12,000 people for a long period of time.
-Grote's miners and belters are all part of the Clan Dalhousie. The port is run by Clan Theoren, which also makes the distinctive "Singleships" seen throughout the system. Singleships are one- or two-man 25-ton vessels capable of high accelerations when unloaded, designed to carry strap-on tanks and cargo boxes. In various carrying configurations, Singleships are used by nearly every belter in the system.
 
Part 3. I altered some stars to provide more habitable conditions.


La'belle (2416 C564112-4 Lo Ni 701 Im F2 V M3 D)
-Spinward Main
-Imperiallines Office
-Mainworld wholly owned by Imperiallines (ie. the Imperial Family), which maintains it as a resort for ship crews and a few select outsiders.
-Gravity: 0.6; Orbit 5 (H); Base Mean Temp: 316.5 K (43.5 C)
-Companion star in orbit 10

Lunion (2124 A995984-D A Hi In Cp 810 Im K3 V M7 D)
<stellar change>
-Spinward Main
-XBoat Junction (3-way to Shirene, Adabicci, Resten)
-Capital of Lunion Subsector.
-Big LSP shipyards, specializing in Navy hulls.
-Three large orbital stations, one of which is mostly Imperial Navy HQ (Lunion).
-Very large startown.
-On Al Morai route (Shirene, Adabicci, Resten)
-The bureaucracy which keeps the planetary government functioning is much quieter than the "Senate," which consists of representatives of various voting blocs. Voting power within the Senate is determined by the number of people who voted for the Representative. These votes may be switched at any time for any reason, resulting in a rather chaotic membership.
-The D'Terrian family is large and well-known, and with a penchant for outspokenness in government. The family "military" tradition is with the Scout Service.
-Imperial Navy HQ was vastly under-utilized from 1118 to 1123, as the fleet was operating out of Strouden due to political reasons. HQ was relegated to patrol and other peace duties in the Lunion Cluster and in the Border Worlds.

Marastan (2231 D868772-5 Ag Ri Re 924 Im G7 V)
<stellar change>
-Balkanized
-Imperial Wildlife Reserve administered by Scouts. The reserve fills the entirety of one continent, while the majority of Marastan's population is on another. Because the "natives" and the Scouts who administer the Reserve do not get along, TAS and the Second Survey have classified Marastan as Balkanized.
-XBoat Link (Persephone-Ffudn)
-Aslan occupied. Reacting to the fairly friendly environment, the Aorlahkt have flocked to Marastan. The Second Survey data above still barely reflects the current population, which has reached 95 million (4 million of which are Aslan).
-The Station Master of Scouts in orbit was not happy with the Admiralty's response to the Aslan, and has followed a path of passive non-assistance.

Mithras (1932 C8B5546-6 Ni Fl Pr 302 Im M7 V)
-Imperial Exile Prison
-Imperiallines Office
-Aslan occupied.
-The atmosphere is considered corrosive due to constant fierce winds which cause the normally merely "Exotic" gasses to react more strongly. All human structures are in tunnels below the surface. The atmosphere does yield some industrially useful distilates, making Mithras Freeport popular with chemical companies and experimenters. (One in particular, a Dr. Landis, has developed some corrosion-resistant sheeting which may well open up more of Mithras to settlement.)
-There are two ports on (or under) the surface. Freeport is landing and home to the free citizens of Mithras, while Lockport is the landing site for the Labyrinth, the Marches' only Imperial Prison.
-The entire planet is riddled with tunnels. Rumor and speculation abound that there are tunnels that link Lockport with Freeport, and most of the Labyrinth's escapees head for these supposed connections. Freeport officials are well aware of the possibility of escapees, and have a much tighter security web than is readily apparent. No escapees have ever emerged from the tunnels.
-Freeport has attracted a great number of Aslan from the Aorlahkt Fleet. The population of Mithras has nearly doubled in three years due to this influx. All are carving out (literally) homes around Freeport. There is even talk of establishing a third port to increase the available space.

Persephone (2228 B775833-A W 922 Im M2 V)
-XBoat Link (Strouden-Marastan)
-Red Zone (Penkwhar) one parsec away
-"Persephone Red" is a wine produced from the local variety of grape mixed with other native flavorings. It varies in quality from "Red Thunder" to "Liquid Ruby." A particular mix of local herbs will produce a highly addictive (and consequently illegal on Persephone) variant called "Death's Ruby". Death's Ruby can bring high prices on some worlds, but is illegal or repugnant on most worlds of the Marches.

Pirema (2314 D691142-5 Lo Ni 802 Im M4 V)
-Spinward Main
-Gravity: 0.8; Orbit 0 (O); Base Mean Temp: 249.6 K (-23.4 C)
-Population consists mostly of solitary miners.
-Fully Automated starport; no people are present.
-Octagon Society building deep in mountains.

Porozlo (2715 A867A74-B Hi 201 Im M1 V M9 D)
-Gravity: 1.0; Orbit 0 (H); Base Mean Temp: 285.9 K (12.9 C)
-Occupied by the Zhodani during the 3FF. (CT Adv 3)
-Site of numerous battles with Zhodani during the 5FF.
-Subject of RICE paper.

Quiru (2321 B365300-8 Lo Ni 323 Im F6 V)
<stellar change>
-Spinward Main
-Ruled by military Junta
-Red Zone (Gorram) one parsec away
-Gravity: 0.4; Orbit 4 (H); Base Mean Temp: 332.4 K (59.4 C)
-Most settlement is on or near the south pole. A few other settlements exist where weather conditions lower the temperatures.
-Highport is home to an immense free-form money and goods laundering industry. The highport is highly policed for violence, however.
-Extended stays among the planet-side humanity will reveal evidence of _someone_ watching over society and keeping the peace.
-Equatorial zone shows signs of long-dead civilization. Remnant natives rumored to be headhunters still haunt the deep jungles.
-Hot zone native life provides a variety of exportables, medicinal and otherwise. Several hotlands settlements have a high incidence of chemical addiction to some of these (and a number of imported) substances.
 
Part 4:


Rabwhar (1822 D5448BA-6 S 313 Im M5 V)
<stellar change>
-Second gas giant has extensive ring system and many planetoid moons.
-Because of the low tech level of the locals and the presence of the Scouts, the outer system is uninhabited but well charted.
-The Scout base insystem has two purposes: They are engaged in the long process of integrating Rabwhar into the stellar society of the Imperium, and they are "listening" across the border into the Sword Worlds.

Rech (2112 D9957AA-6 Ag 501 Im M0 V)
-Spinward Main
-Upgrade for new X-boat spur (Regina-Tureded) in planning.
-Gravity: 1.1; Orbit 0 (H); Base Mean Temp: 337.6 K (64.6 C)
-Atmo taint: natural by-product of native plant life is gas irritant to terrestrial life. World named for usual effect on humans after a few breaths. Gas heavier than air, and largely limited to lowlands; not many mountains high enough to escape it, however.
-Starport built in lowlands to discourage long-term visitors.
-Law Level misleading. Because of the presence of large native animals, hunting arms are permitted. Any use of these arms outside of their prescribed areas is dealt with draconically. Off-worlders are subject to a complete ban on weaponry beyond the starport fence.
-Export goods consist of smoked meats and fine leathers (CT Adv 3) and exotic liquors distilled carefully from the local plantlife. The liquors of Rech are considered an acquired taste by their neighbors.

Regina (1910 A788899-C A Ri Cp 703 Im F7 V M8 D M6 D)
-Spinward Main
-XBoat Junction (3-way to Dinomn, Jenghe, Roup)
-On Imperial Border
-Amber Zone Ruie one parsec away over Imperial border.
-Home fief of Norris, Archduke of the Domain of Deneb.

Resten (2323 B310100-B S Lo Ni 501 Im M5 V M8 D)
-Spinward Main
-XBoat Junction (3-way to Lunion, Fosey, Capon)
-On Al Morai route (Lunion, Fosey, Capon)
-Red Zone (Gorram) one parsec away; administered from here
-The "permanent" population here is entirely support industry for the Scout base, whose personnel are usually classed as 'transient' and number near a thousand.
-High port is the X-Boat station with two small hotels (Madison-Carter and TAS) and extra docking space. Scout traffic takes absolute precedence.
-Gravity: 0.4; Orbit 2 (O); Base Mean Temp: 144.8 K (-128.2 C)
-Not shown in the system's stats is an extremely diffuse belt of asteroidal debris in orbit 4. The charted rocks number merely in the hundreds.

Rhise (2317 C100576-A Ni Va A 710 Im M7 V)
-Spinward Main
-Imperiallines Office
-Balkanized
-Gravity: 0.15; Orbit 2 (O); Base Mean Temp: 85.8 K (-187.2 C)
-Amber Zone: Constant, sporadic brushfire wars between several of the planetary governments. The primary industry is mining, and the system is currently controlled by several mutually hostile mining companies. Claim jumping is common, as are hijack attempts. Though these do not often involve outsiders, several events have caused extensive collateral damage to the TAS facility and to the (ostensibly neutral) starport.

Rhylanor (2716 A434934-F A Hi Cp 810 Im M2 V)
<stellar change>
-XBoat Link (Jae Telona-Equus)
-Capital of Rhylanor Subsector.
-On Al Morai route (Jae Telona-Equus)
-Home to the 23rd Imperial Fleet.
-Gravity: 0.5; Orbit 0 (H); Base Mean Temp: 235.4 K (-37.6 C)
-Site of numerous battles with Zhodani during the 5FF (231-1109), as well as the 3FF (Adv 3).
-Four major orbital stations above mainworld (Castle, Lanier, Ilcar, Tarsh).
-Several main cities have domed surface portions and significant subterranean components. The capital has a distinctive Metropolitan Theatre above ground. Most civilization is concentrated around the equator.
-Local law level makes limited exception for lasers (single fire only), and has a clause allowing family groups and other close associations (like ship crews) protection under "self defense" laws. The surface police forces are surprisingly forgiving of ship's crews.
-Planet under slow invasion by a mafia-like organization with a "Prove Your Worth" style entrance requirement. Police have been dealing with a wide variety of applicants, many incompetent, since 1117.

Sharrip (2325 C575101-A Lo Ni 503 Im K5 V)
-Spinward Main
-Imperiallines Office

Shirene (2125 B984510-B S Ag Ni A 901 Im G4 V M1 D M1 D)
-Spinward Main
-XBoat Junction (3-way to Lunion, Tenalphi, Strouden)
-Most of system wholly owned by Al Morai; one of Al Morai's refit yards.
-On Al Morai route (Lunion)
-Amber Zone: All of system private property of Al Morai save the Xboat station in orbit around the gas giant. X-boats and Scout ships are allowed, all others are given cold reception and little reason to stick around.

Skull (2420 C2237C7-9 N Na Po 601 Im M1 V M0 V)
-Spinward Main
-Imperiallines Office
-Stars are close companions
-Gravity: 0.25; Orbit 2 ('O'); Base Mean Temp: 292.5 K (19.5 C)

Smoug (1729 C14078A-9 Po De 902 Im M1 V M7 D)
-Spinward Main
-Border Worlds neighbor
-Imperiallines Office
-The atmospheric taint of this world once bore great resemblance to industrial smog. This has become less a resemblance and more a reality as the population has increased over the last 500 years, as the government was engaged in a long-term biosphere construction project which involved pulling raw materials from the system's gas giants. The project is now halted, but some of its effects remain. This once waterless world now has 0.6% hydrographic coverage.

Strouden (2327 A745988-D N Hi In 920 Im K5 V M4 D)
<stellar change>
-Spinward Main
-XBoat Junction (3-way to Persephone, Tenalphi, Shirene)
-Big LSP shipyards, specializing in Navy hulls

Tenalphi (1826 A774102-E Lo Ni An 610 Im F7 V)
-Spinward Main
-XBoat Link (Strouden-Shirene)

Tureded (2414 C465540-9 Ag Ni 614 Im G3 V)
<stellar change>
-Spinward Main
-Imperiallines Office
-Upgrade to B-port "immiment" for new X-boat spur (Rhylanor-Rech)
-Taken by Zhodani 40th Fleet during Fifth Frontier War (200-1109) and used as base for invasion of Rhylanor. Held until near end of the year (330-1109).
-Gravity: 0.35; Orbit 3 ('H'); Base Mean Temp: 308.1 K (35.1 C)
-Four fully capable C starports are spaced equally around the equator.
-Octagon Society building now serves as a starport bar at one port.

Vreibefger (2415 E481542-3 Ni RsE 901 Im F9 V)
<stellar change>
-Spinward Main
-Research Station Epsilon: "Stock breeding experiments as part of a long range project to improve several of the meat producing animals of the Imperium. Station was started in 874. (Adv 3)
-Octagon Society building now in use for storage at the Research Station.
-Mainworld is captured planet.
-Gravity: 0.5; Orbit 4.6 ('H'); Base Mean Temp: 281.5 K (8.5 C)

Wardn (1727 B756486-B S Ni A 502 Im M2 V)
-Spinward Main
-Border Worlds neighbor
-Wardn Enigma (MTD #1)
-Amber Zone: combo of thin atmosphere and active sun
-Population fluctuates with the seasons of several Universities which draw off-world attendance.

Wypoc (2011 E9C4547-8 Ni Fl A 922 Im M3 V)
-Spinward Main
-Amber Zone:
-Gravity: 1.1; Orbit 2 (O); Base Mean Temp: 160.9 K (-112.1 C)
-All inhabitants live in domed cities.
-Imperial Marines have been testing protective gear here for quite some time. (CT Adv 3)

Zaibon (1825 B000544-B Ni As 512 Im G5 III)
-Spinward Main
 
Here's a list someone compiled a while back for the worlds of the Spinward Marches that are mentioned/described in each supplement and adventure.

http://rpggeek.com/geeklist/142167/atlas-third-imperium-spinward-marches/page/1

One of these days I'm going to filter this down to the Regina Subsector only.

Hope that helps.

EDIT: The originator of the list is an Art Gorski (agorski). I'm not sure if they can be contacted here on the board, but CotI is where I got the list.
Yup, I'm here. That list also refers to lists for other sectors with significant content.
 
I want to run a Traveller Campaign using the old LBB adventures and double adventures. Does anyone know of a resource which lists all the adventures and where they take place?

Many of them take place in the Regina subsector of the Spinward Marches, and while I could relocate the adventures, if I can find a list of where they are canonically located, I would have my campaign meander across the Spinward Marches and hit whatever adventures where somewhat on their path.

Stan,
I do not have a list per se of the Amber Zone adventures from the old JTAS, but I've been reviewing them on my blog. Each review includes as much info as is given about where the adventure takes place. There's a link to my blog in my sig, and a tag for the reviews on the blog. I haven't gotten them all yet, but I've done 26 reviews so far.

But! The great thing about most of the Adventures (and the Amber Zones) is that they can be transported very easily to where you want them. It would be difficult to get your PC group from the Spinward Marches to the Solomani Rim and to all the other places the published adventures are set, but it would be an awesome campaign if you pull it off. I hope you do!

Best regards,
Bob W
 
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