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Pirates of Drinax - Latest Free Adventure

surprise

This is nice suprise. Thanks Mongoose.
Good module, I read through it. Easily transportable to other Eras and locations.
 
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Hi Matt,

Can I just take this opportunity to say a big thank you to Mongoose for
publishing these free campaign settings, I have n't played SOTA yet and Pirates of Drinax interferes with my Palindrome centres campaign atm, but
seems to be great fun and excellent source detail on may of the planets in the Trojan Reach

Thank You

Kind Regards

David
 
I've got all the current bits and ran the first one. It's a nifty set up, and could go in at least two directions.

While it's sold as "piracy between the two empires," the support for that is kind of thin, IMO. I (as a referee) like a little more detail on where the trade is that they're supposed to be raiding, and what defenses are where. If I have a way to roll that up, or at least something to compare to what I come up with, that would have been better. There is a political framework to track which worlds are hostile/friendly to the players, as well as how much heat the Imperium or Aslan will want to apply to them.

As it is, a lot of the text supports the other goal that the King gives the PCs-- go out and make him friends, so that he can rebuild his ancestors' empire. The plot of most of the adventures support this, and there are a handful of smaller quests, one for each of several worlds per module, that can boost the players' esteem with those worlds, on top of the rewards for quest completion.

In all, it's a great big sandbox, with pieces here and there to play with and threads running through it, that may yet be more deeply connected than I've read yet.

So far, I ran episode 1, and it was OK, not great, with one of my player groups. The group is half young teens or pre-teens, half adults, and for all of them, it was their first experience with Traveller, and my first with running it. The kids started to get bored when there wasn't combat, and most seemed overwhelmed with option-paralysis when there was fighting. It wasn't the best of games, in short, so I may save this campaign for another group-- it's not their cup of tea.

I did like getting the Trojan Reach sector book, as well as using the big online Traveller map.
 
I've got all the current bits and ran the first one. It's a nifty set up, and could go in at least two directions.

While it's sold as "piracy between the two empires," the support for that is kind of thin, IMO. I (as a referee) like a little more detail on where the trade is that they're supposed to be raiding, and what defenses are where. If I have a way to roll that up, or at least something to compare to what I come up with, that would have been better. There is a political framework to track which worlds are hostile/friendly to the players, as well as how much heat
.

Hi,

have you looked at the Key Ports pdf? Number One, Thebus, Khusai, Asim, Torpol, Drinax, Tyokh, Clarke, Vorito, Blue, Paal and Oghma are all High. I'd avoid Oghma and Drinax itself, so I'd probably start raiding at Asim.

I haven't played this yet, vut this sort of Trade info is very useful for my campaign.

Regards

David
 
Yep, I've seen that, too. Having all of that in one place was very useful to me.

Yet, it seemed tantalizingly incomplete: there's mention of a major trade route, but it seems to go nowhere. (Don't have it in front of me, can't comment right away.)

Why raid Asim, it's already a subject world to Drinax?
 
Why raid Asim, it's already a subject world to Drinax?

Hi,

whilst there is nothing to stop you raiding Asim (Planet) itself, I was thinking of actually intercepting Imperium/Aslan/Independant merchant traffic refuelling in the system as it's a high traffic world.

It's also handy for a 'shake down' cruise, you would also need to modify an SDB encounter in that system to maybe a patrolling 'regular' Drinax 'warship', or possibly an Aslan warship, as I don't see Drinax as being able to afford to maintain a regular Naval presence in that system when it can't even defend it's own.

Regards

David
 
Treasure Ship

There is a lot to be said for taking the treasure ship. A detailed reconfiguration (pirate style) would make it an interesting campaign asset.
 
There is a lot to be said for taking the treasure ship. A detailed reconfiguration (pirate style) would make it an interesting campaign asset.

Hi,

My main problem with all the standard designs is that they are not perfect ships.
They either lack range (I think J 3 or 4 is necessary for all adventurers), speed again need at least maneuvre 4, or cargo. Again I think you need at least 100 tons of cargo capacity to be a successful Pirate.

I like the Frontier Courier from DSL ironworks as it has J3, M4, but only 30 tons od Cargo space...

Regards

David
 
imperfection

Hi,

My main problem with all the standard designs is that they are not perfect ships.
They either lack range (I think J 3 or 4 is necessary for all adventurers), speed again need at least maneuvre 4, or cargo. Again I think you need at least 100 tons of cargo capacity to be a successful Pirate.

I like the Frontier Courier from DSL ironworks as it has J3, M4, but only 30 tons od Cargo space...

Regards

David
Good point. So many are imperfect. I think there would be a market for selling the Treasure Ship. That was my only point. Ships can be modified, adjusted after the fact. It's just a matter of who you'd sell it too. :file_21:
The pirate fleets might want something like this in exchange for a useable vessel. Aslan nobles might be amused by it... etc.
 
I have been running it for 3 months. It has problems, not least that the vessel the PCs get is so weak compared to the aspirations of the Drinaxi royal family but it's a great introduction to the area and the tensions and stories of the Reach. I would say that with an inventive GM and a flexible approach this is more fun than SOTA which I also ran and really enjoyed.
 
That was my thought, as well. With the second bay working is it better for the players?

What if the drives are easy to repair or upgrade?

I have been running it for 3 months. It has problems, not least that the vessel the PCs get is so weak compared to the aspirations of the Drinaxi royal family but it's a great introduction to the area and the tensions and stories of the Reach. I would say that with an inventive GM and a flexible approach this is more fun than SOTA which I also ran and really enjoyed.
 
I have been running it for 3 months. It has problems, not least that the vessel the PCs get is so weak compared to the aspirations of the Drinaxi royal family but it's a great introduction to the area and the tensions and stories of the Reach. I would say that with an inventive GM and a flexible approach this is more fun than SOTA which I also ran and really enjoyed.

It pretty much demands that players take more ships to become pirate lords, I agree. I think my group (played through the first adventure) took two of the pirate ships by boarding (one while docked), and so they didn't have to worry about being undergunned. The prize money/resale value of those was enough to allow them to think about repairs to the Harrier.

I'm kind of looking forward to running Treasure Ship as a stand-alone heist job, maybe not with the same players, or with not all of them.
 
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