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Scout's Honor adventure run through (Spoilers Warning)

far-trader

SOC-14 10K
Having printed out the solitaire Traveller adventure Scout's Honor last night I was a bit disappointed in some of the presumptions and plot bits and wasn't sure what I'd do with it.

Well, the itch to play is still there, and the desire to work out the minor problems I have with it, so I thought, what the heck, I'll play through it and work out the plot problems along the way and see what comes of it. If nothing else I'll have an adventure to run for the group sometime.

Then I thought, my suggested fixes might help others, and to make it a more interesting read maybe I'll post my run through in character, serialized.

So, be warned, there be spoilers ahead, with some notes on the fixes I make/suggest. I hope this serves as a fun read for those who just want to read it without running the adventure (or for those who already have) and as a sort of a review and aid to turn it into an adventure to run for your group (though again it may spoil the play if you want to run it solo).

The adventure can be found here:

Scout's Honor

It's a pdf so you can just right click and save as or open it in your browser for a look.

It might take a while for me to work through it as I just play it out in spare moments over the next little bit. Typing up my thoughts and fan-fic results of the play will take more time than the actual playing


Here comes the intro...
 
Having printed out the solitaire Traveller adventure Scout's Honor last night I was a bit disappointed in some of the presumptions and plot bits and wasn't sure what I'd do with it.

Well, the itch to play is still there, and the desire to work out the minor problems I have with it, so I thought, what the heck, I'll play through it and work out the plot problems along the way and see what comes of it. If nothing else I'll have an adventure to run for the group sometime.

Then I thought, my suggested fixes might help others, and to make it a more interesting read maybe I'll post my run through in character, serialized.

So, be warned, there be spoilers ahead, with some notes on the fixes I make/suggest. I hope this serves as a fun read for those who just want to read it without running the adventure (or for those who already have) and as a sort of a review and aid to turn it into an adventure to run for your group (though again it may spoil the play if you want to run it solo).

The adventure can be found here:

Scout's Honor

It's a pdf so you can just right click and save as or open it in your browser for a look.

It might take a while for me to work through it as I just play it out in spare moments over the next little bit. Typing up my thoughts and fan-fic results of the play will take more time than the actual playing


Here comes the intro...
 
Scout’s Honor

.

spoilers ahead

.

turn back now

.

all who want to

.

run this solitaire

.

Part 1- Arrival

.

Page 6

.

Step A

.

-------

First a required fix for the Skipper’s skills to allow him to legally operate as both the Pilot and Medic. Change the following: Elec-3, Med-1, Pilot-1 to Elec-1, Med-2, Pilot-2 (1)

-------

The Grendel dropped from jumpspace right on time and smooth as glassteel. The Engineer was pleased but not surprised and nudged the Skipper next to him on the bridge of the free-trader after a moment. Ship time was 18:50, the pax had just finished supper.

“Wake up Skip, we’re here.”

The Captain straightened up in his command couch “Wasn’t sleeping Chief, just resting the old eyes. Did the kid report any jump sickness from the pax?”

“Nope, came out nice and smooth, they were waiting for desert when we dropped. The steward reports there were a few appreciative oohs and ahhs as the GG came into view through the lounge skyport.”

“Good, I’ll get a fix on our position and see if we’ll still make that noon arrival at the GG farport. Try to raise them on the comm.” (2)

“Aye Skip.”

“Blast! Came out a bit deep, probably why it was so smooth. I make us 10.5 MK (3) out and a bit around the side of the GG from the farport. Looks like it’ll be a long run in, figure 15:00 tomorrow before we can drop the pax and start the fuel run. We should still be back at the farport by about 23:00 for a little R&R and a night‘s sleep off the ship. Update the kid on the new schedule.”

“Static’s bad on the farport link Skip but I think I got through, couldn’t get an acknowledgement though, have to wait until we’re closer or they orbit clear of the GG a little more for a good signal. What’s that… I’ve got a weak signal Skip, not from the farport. Somebody is squaking GK (4) out here. Getting a RDF (5) fix now. There it is, a small craft looks like, about 1MK off. (6) Automated signal, no power readings, looks to be adrift. I don’t think the farport will have heard it and I don’t see any other ships. Could be we‘re too late to help.”

“Signal GK trumps all, we still have to divert and assist if we can. Let the kid know so he can keep the pax out of the way then have him prep the suits for eva, we'll be going across when we get close enough. And get those lay about gunners outta their racks. I want them in the turrets and weapons ready in case it‘s a trap."

“Aye Skip.”

“Coming about on intercept, time to contact is about 2 hours.”

-------

(1) To legally fill two crew positions requires skill of +1 over the required for both positions.

(2) The 20 hours to port listed is long even at 1G (based on the typical travel times table). The only thing that makes sense to me is that the course plotted was for a large gas giant 100d destination to allow skimming after dropping the pax at the farport for lunch (can’t put pax in danger) before heading for the main world. In MTU (and CT OTU I believe) the main world is always in the habitable zone and never orbiting the gas giant (later Regina write-ups be damned ;) )

(3) MK = Million Kilometers. See also KK = Thousand Kilometers.

(4) Just in case this needs explanation, Signal GK is the Imperial standard distress signal and must be responded to under Imperial law by the ablest vessel unless it places said vessel in certain jeopardy.

(5) And that would be Radio Direction Finder in case anyone wonders.

(6) The 2 hours to the boat listed makes it 1MK (again based on the typical travel times table) not the 200KK listed
 
Scout’s Honor

.

spoilers ahead

.

turn back now

.

all who want to

.

run this solitaire

.

Part 1- Arrival

.

Page 6

.

Step A

.

-------

First a required fix for the Skipper’s skills to allow him to legally operate as both the Pilot and Medic. Change the following: Elec-3, Med-1, Pilot-1 to Elec-1, Med-2, Pilot-2 (1)

-------

The Grendel dropped from jumpspace right on time and smooth as glassteel. The Engineer was pleased but not surprised and nudged the Skipper next to him on the bridge of the free-trader after a moment. Ship time was 18:50, the pax had just finished supper.

“Wake up Skip, we’re here.”

The Captain straightened up in his command couch “Wasn’t sleeping Chief, just resting the old eyes. Did the kid report any jump sickness from the pax?”

“Nope, came out nice and smooth, they were waiting for desert when we dropped. The steward reports there were a few appreciative oohs and ahhs as the GG came into view through the lounge skyport.”

“Good, I’ll get a fix on our position and see if we’ll still make that noon arrival at the GG farport. Try to raise them on the comm.” (2)

“Aye Skip.”

“Blast! Came out a bit deep, probably why it was so smooth. I make us 10.5 MK (3) out and a bit around the side of the GG from the farport. Looks like it’ll be a long run in, figure 15:00 tomorrow before we can drop the pax and start the fuel run. We should still be back at the farport by about 23:00 for a little R&R and a night‘s sleep off the ship. Update the kid on the new schedule.”

“Static’s bad on the farport link Skip but I think I got through, couldn’t get an acknowledgement though, have to wait until we’re closer or they orbit clear of the GG a little more for a good signal. What’s that… I’ve got a weak signal Skip, not from the farport. Somebody is squaking GK (4) out here. Getting a RDF (5) fix now. There it is, a small craft looks like, about 1MK off. (6) Automated signal, no power readings, looks to be adrift. I don’t think the farport will have heard it and I don’t see any other ships. Could be we‘re too late to help.”

“Signal GK trumps all, we still have to divert and assist if we can. Let the kid know so he can keep the pax out of the way then have him prep the suits for eva, we'll be going across when we get close enough. And get those lay about gunners outta their racks. I want them in the turrets and weapons ready in case it‘s a trap."

“Aye Skip.”

“Coming about on intercept, time to contact is about 2 hours.”

-------

(1) To legally fill two crew positions requires skill of +1 over the required for both positions.

(2) The 20 hours to port listed is long even at 1G (based on the typical travel times table). The only thing that makes sense to me is that the course plotted was for a large gas giant 100d destination to allow skimming after dropping the pax at the farport for lunch (can’t put pax in danger) before heading for the main world. In MTU (and CT OTU I believe) the main world is always in the habitable zone and never orbiting the gas giant (later Regina write-ups be damned ;) )

(3) MK = Million Kilometers. See also KK = Thousand Kilometers.

(4) Just in case this needs explanation, Signal GK is the Imperial standard distress signal and must be responded to under Imperial law by the ablest vessel unless it places said vessel in certain jeopardy.

(5) And that would be Radio Direction Finder in case anyone wonders.

(6) The 2 hours to the boat listed makes it 1MK (again based on the typical travel times table) not the 200KK listed
 
Originally posted by far-trader:
(2) The 20 hours to port listed is long even at 1G (based on the typical travel times table). The only thing that makes sense to me is that the course plotted was for a large gas giant 100d destination to allow skimming after dropping the pax at the farport for lunch (can’t put pax in danger) before heading for the main world. In MTU (and CT OTU I believe) the main world is always in the habitable zone and never orbiting the gas giant (later Regina write-ups be damned ;) )
Don't forget legal issues that make no sense. Maybe planetary law requires jump emergence that far out.

Also, debris in the system. I haven't read ahead in the adventure yet, but what about if the main world is very close to an asteroid field? Jumping inside a field has got to be tricky, so it's the law to jump on the far side?

Just brainstorming.
 
Originally posted by far-trader:
(2) The 20 hours to port listed is long even at 1G (based on the typical travel times table). The only thing that makes sense to me is that the course plotted was for a large gas giant 100d destination to allow skimming after dropping the pax at the farport for lunch (can’t put pax in danger) before heading for the main world. In MTU (and CT OTU I believe) the main world is always in the habitable zone and never orbiting the gas giant (later Regina write-ups be damned ;) )
Don't forget legal issues that make no sense. Maybe planetary law requires jump emergence that far out.

Also, debris in the system. I haven't read ahead in the adventure yet, but what about if the main world is very close to an asteroid field? Jumping inside a field has got to be tricky, so it's the law to jump on the far side?

Just brainstorming.
 
Good brainstorming it is too.

Quite possibly some legal issue could be the culprit but it's supposed to fit just about any remote system so special cases don't fit well. And MTU is based on the 100d jurisdiciton which I think is OTU but it could be I'm wrong on that.

No, I haven't gotten too far in yet either, but no mention of debris, and again that sounds like a special case which would limit the settings to drop the adventure into again.

I'm pretty sure even if the mainworld was right in the middle of a belt (i.e. Size 0 UPP) the distances involved would be no hazard to jumping in at 100d from it. We're talking... (quick google to confirm) tens of thousands of kilometers at the closest for seperation of the bodies. Well within the error range of J1 I think.

Though that does raise an interesting problem. Would jumps to a planetoid in a belt be some risk for approaches involving more than J1? What's the rule again for jump arrival deiviation? Is it 10,000km per J#?

I think it more likely the number was a mistake, or is meant to include the whole day of not just some travel to the port but offloading cargo and pax and the hundred other things that need to be done before calling it a day
Of course that'd be a very long day at 20 hours ;) The Skipper would need a few naps in there with that Endurance 2 :D
 
Good brainstorming it is too.

Quite possibly some legal issue could be the culprit but it's supposed to fit just about any remote system so special cases don't fit well. And MTU is based on the 100d jurisdiciton which I think is OTU but it could be I'm wrong on that.

No, I haven't gotten too far in yet either, but no mention of debris, and again that sounds like a special case which would limit the settings to drop the adventure into again.

I'm pretty sure even if the mainworld was right in the middle of a belt (i.e. Size 0 UPP) the distances involved would be no hazard to jumping in at 100d from it. We're talking... (quick google to confirm) tens of thousands of kilometers at the closest for seperation of the bodies. Well within the error range of J1 I think.

Though that does raise an interesting problem. Would jumps to a planetoid in a belt be some risk for approaches involving more than J1? What's the rule again for jump arrival deiviation? Is it 10,000km per J#?

I think it more likely the number was a mistake, or is meant to include the whole day of not just some travel to the port but offloading cargo and pax and the hundred other things that need to be done before calling it a day
Of course that'd be a very long day at 20 hours ;) The Skipper would need a few naps in there with that Endurance 2 :D
 
Whoops, reviewing Step A as I move on to Step B I see I goofed on the time to the boat. Corrected above.

Oops again, started Step B and realized that only the Skipper and Steward (The Kid) are Vacc-Suit trained. So scratch (done) the bit above about the turret jocks prepping for eva, it'll be The Skipper (He's the Medic anyway if there's survivors) and the The Kid doing the eva in the two Vacc-Suits (What the?! Only two Vacc-Suits!) aboard.

Typing up my run through Step B right now.
 
Whoops, reviewing Step A as I move on to Step B I see I goofed on the time to the boat. Corrected above.

Oops again, started Step B and realized that only the Skipper and Steward (The Kid) are Vacc-Suit trained. So scratch (done) the bit above about the turret jocks prepping for eva, it'll be The Skipper (He's the Medic anyway if there's survivors) and the The Kid doing the eva in the two Vacc-Suits (What the?! Only two Vacc-Suits!) aboard.

Typing up my run through Step B right now.
 
Scout’s Honor

.

spoilers ahead

.

turn back now

.

all who want to

.

run this solitaire

.

SERIOUSLY

.

THE NEXT BIT

.

IS A BIG SPOILER

.

you were warned…

.

Part 2- Rescue (edited 05/08 see*)

.

Page 6-8

.

Step B and C

.

-------

There are some problems here, which may be simply the creep of house rules, but it definitely affected my perceptions and I actually finished the adventure in this step because of them. So maybe they weren’t the problems I originally thought they were but very clever. Of course where’s the fun in ending the adventure so early, so I fudged and continued on :D

-------

The Grendel approached the drifting craft cautiously. Rather than risk the ship by docking the Skipper and Steward prepare to go across in Vacc-Suits.

“Ready Kid?“

“Check Skipper.“

“Still no reply on the comms Chief?“

“Negative Skip, all quiet except for the GK.“

“OK. We’ll do a quick once over of the exterior for damage then try the airlock Kid. Keep a sharp eye on the scopes Chief and holler quick if you see anything, and I mean anything. If you lose radio from us open fire with the lasers and slice this thing in half right down the middle and get outta here as quick as Guns can get to the helm. Understood Chief?“

“Aye Skip, understood.”

After a quick 20 minute external tour finds no damage (paragraphs 15 and 25) the two merchants enter the airlock and cycle it. All they find inside the lifeboat is a single delirious barely conscious male in an IISS uniform with a laser carbine at his side. The air is stifling and the survivor looks in bad shape. There is evidence of a laser gun battle, with random damage to the interior of the boat. The life support has sustained minor damage resulting in no humidity being cycled and the boat’s electronics have been hit, destroying the black box recorder and leaving no way to tell what happened. No way except by asking the survivor. After checking the survivor and recommending sips of water and a cool damp cloth for the dehydration and heat exhaustion the Skipper moves the craft to dock with his ship while the Steward secures the laser weapon and comforts the survivor.

“Everything is secure here Chief, moving to dock now. Have the mechanic meet me with his tools at the airlock. There’s some minor damage to repair over here."

The airlocks mate and pressure equalizes. The Steward helps the survivor to the makeshift infirmary in the lounge, handing the laser carbine to the Skipper on his way by.

“Come on through Scout, see if you can get this life support working again ok.”

After a quick look the ex-Scout opens up his tool kit, “No problem Skip, it’s just a locked vent. Looks like a lucky laser shot welded it shut is all. I can have it working in a couple minutes and things should be comfortable again in less than an hour.”

“Great, when you’re done secure the airlock and see me back on the Grendel.”

“Sure thing Skip. The survivor is IISS. Did he say anything about how he ended up in this mess?”

“Nope, but I’ll keep you posted once we have him up and around. Once a Scout always a Scout eh?”

“Yessir.”

The survivor recovers quickly and is adamant in thanking the crew for his rescue. He tells a harrowing story of Pirate attack, sabotage, and narrow escape. Now he wants to enlist the help of his rescuers in saving the other Scouts still aboard the Purcell, the X-Boat Tender the Pirates have hijacked. He promises the IISS will provide a sizable reward for the recovery of the Tender.

The Skipper is thoughtful for a moment, “I’m sorry son, I can’t risk it. I’ve got a ship full of civies and me and my crew aren’t the Marines. Best to get you and the info to the proper authorities asap.”

Drake looks stunned for a moment then explodes “You can’t do that! There isn’t time! It’ll take a day to get to the farport and who knows how long after that to organize something and then come all the way back out here. They’ll be gone long before that. We only have hours! They’ll space the Scouts once they have them fix the jump drive. You’re their only hope.”

The crew looks at the Skipper expectantly and his own Scout nods to the door and steps out. The Skipper follows out saying as he pauses at the door “You make a strong case, especially with at least one of my crew, I expect he wants to make a private appeal on your behalf. Give me a minute and I’ll see what I can do.”

Drake brightens measurably “Thanks Captain, a thousand times for me and the crew of the Purcell.”

In the hall outside the ex-Scout looks concerned “Something isn’t right Skipper. There’s too many holes in his story. Standard crew complement of the Purcell would be 6, maybe 9 with full gunners in a bad system, but there’s a good chance there’s always a few X-Boat jockeys on layover. The pirates had to figure on at least 10 aboard the Tender. And he claimed the stricken type S was taken in and the bay pressurized. That makes no sense, it goes against all kinds of IISS standards. And he said heard the gunfire from his stateroom? That’s impossible unless bulkheads were left open. On an IISS ship? Never. Or the pirates were already on the bridge deck in which case he would have been caught himself. (edit - And where did he get explosives to sabotage the jump drive? And why the jump drive? Why not the power plant if he wanted to cripple the ship? - see*) And that bit about the lifeboat on the Purcell for his lucky escape? Tender’s don’t have lifeboats. And the damage aboard it is suspicious. Everything was fine except a minor life support problem that most any Scout could have fixed. And talk about a lucky shot. That and the recorder being shot too. I could go on and on but it all comes down to I’ve just got a bad feeling about this Skipper.”

The Skipper is stunned, his Scout is usually quiet to the point of being mistaken for taking a vow of silence. This is not the kind of case he expected to be made, but it makes sense. “You’re right son, my decision stands then, we head for the farport with all haste and let them deal with it.”

“No Skipper, I think we just need to go into this with eyes open like you always do. There’s something seriously wrong here but I think we should play along. There may very well be IISS personnel and material in jeopardy, he had to have gotten that uniform from somewhere and the only way we’ll find out is if he thinks we’re helping. Who knows, I could even be wrong and he’s on the level, in which case maybe we can help.”

“I don’t like it, but ok, we play along, for now, and cover our asses. Let’s tell our guest the good news.”

The Skipper reenters the lounge and all eyes are on him “Ok Drake, you have yourself a rescue party.”

Drake grins like his head is about to split open but before he can start thanking the crew again the Skipper continues, “But first I need to get the civies off and on the way to safety. Kid, prep them for transfer to the lifeboat while I set the autopilot to take them to the farport. Give them a KiloCred stick to cover the tab while they wait for us there. And prepare a message of what we’re up to for them to deliver. Will that work for you Drake?”

Drake’s grin slips a little “Of course Captain, I can respect your need to insure the safety of your passengers. How long until we can go after the Purcell?”

-------

* After some thought it occurred to me that there could be explosives aboard, in the form of rescue charges. A standard part of the ship's locker in MTU capable of making a man size entry hole through a bulkhead. And I suppose he chose the jump drive to keep the pirates from getting out of the system but allow the hostages to live where damaging the powerplant might mean life support would be reduced.
 
Scout’s Honor

.

spoilers ahead

.

turn back now

.

all who want to

.

run this solitaire

.

SERIOUSLY

.

THE NEXT BIT

.

IS A BIG SPOILER

.

you were warned…

.

Part 2- Rescue (edited 05/08 see*)

.

Page 6-8

.

Step B and C

.

-------

There are some problems here, which may be simply the creep of house rules, but it definitely affected my perceptions and I actually finished the adventure in this step because of them. So maybe they weren’t the problems I originally thought they were but very clever. Of course where’s the fun in ending the adventure so early, so I fudged and continued on :D

-------

The Grendel approached the drifting craft cautiously. Rather than risk the ship by docking the Skipper and Steward prepare to go across in Vacc-Suits.

“Ready Kid?“

“Check Skipper.“

“Still no reply on the comms Chief?“

“Negative Skip, all quiet except for the GK.“

“OK. We’ll do a quick once over of the exterior for damage then try the airlock Kid. Keep a sharp eye on the scopes Chief and holler quick if you see anything, and I mean anything. If you lose radio from us open fire with the lasers and slice this thing in half right down the middle and get outta here as quick as Guns can get to the helm. Understood Chief?“

“Aye Skip, understood.”

After a quick 20 minute external tour finds no damage (paragraphs 15 and 25) the two merchants enter the airlock and cycle it. All they find inside the lifeboat is a single delirious barely conscious male in an IISS uniform with a laser carbine at his side. The air is stifling and the survivor looks in bad shape. There is evidence of a laser gun battle, with random damage to the interior of the boat. The life support has sustained minor damage resulting in no humidity being cycled and the boat’s electronics have been hit, destroying the black box recorder and leaving no way to tell what happened. No way except by asking the survivor. After checking the survivor and recommending sips of water and a cool damp cloth for the dehydration and heat exhaustion the Skipper moves the craft to dock with his ship while the Steward secures the laser weapon and comforts the survivor.

“Everything is secure here Chief, moving to dock now. Have the mechanic meet me with his tools at the airlock. There’s some minor damage to repair over here."

The airlocks mate and pressure equalizes. The Steward helps the survivor to the makeshift infirmary in the lounge, handing the laser carbine to the Skipper on his way by.

“Come on through Scout, see if you can get this life support working again ok.”

After a quick look the ex-Scout opens up his tool kit, “No problem Skip, it’s just a locked vent. Looks like a lucky laser shot welded it shut is all. I can have it working in a couple minutes and things should be comfortable again in less than an hour.”

“Great, when you’re done secure the airlock and see me back on the Grendel.”

“Sure thing Skip. The survivor is IISS. Did he say anything about how he ended up in this mess?”

“Nope, but I’ll keep you posted once we have him up and around. Once a Scout always a Scout eh?”

“Yessir.”

The survivor recovers quickly and is adamant in thanking the crew for his rescue. He tells a harrowing story of Pirate attack, sabotage, and narrow escape. Now he wants to enlist the help of his rescuers in saving the other Scouts still aboard the Purcell, the X-Boat Tender the Pirates have hijacked. He promises the IISS will provide a sizable reward for the recovery of the Tender.

The Skipper is thoughtful for a moment, “I’m sorry son, I can’t risk it. I’ve got a ship full of civies and me and my crew aren’t the Marines. Best to get you and the info to the proper authorities asap.”

Drake looks stunned for a moment then explodes “You can’t do that! There isn’t time! It’ll take a day to get to the farport and who knows how long after that to organize something and then come all the way back out here. They’ll be gone long before that. We only have hours! They’ll space the Scouts once they have them fix the jump drive. You’re their only hope.”

The crew looks at the Skipper expectantly and his own Scout nods to the door and steps out. The Skipper follows out saying as he pauses at the door “You make a strong case, especially with at least one of my crew, I expect he wants to make a private appeal on your behalf. Give me a minute and I’ll see what I can do.”

Drake brightens measurably “Thanks Captain, a thousand times for me and the crew of the Purcell.”

In the hall outside the ex-Scout looks concerned “Something isn’t right Skipper. There’s too many holes in his story. Standard crew complement of the Purcell would be 6, maybe 9 with full gunners in a bad system, but there’s a good chance there’s always a few X-Boat jockeys on layover. The pirates had to figure on at least 10 aboard the Tender. And he claimed the stricken type S was taken in and the bay pressurized. That makes no sense, it goes against all kinds of IISS standards. And he said heard the gunfire from his stateroom? That’s impossible unless bulkheads were left open. On an IISS ship? Never. Or the pirates were already on the bridge deck in which case he would have been caught himself. (edit - And where did he get explosives to sabotage the jump drive? And why the jump drive? Why not the power plant if he wanted to cripple the ship? - see*) And that bit about the lifeboat on the Purcell for his lucky escape? Tender’s don’t have lifeboats. And the damage aboard it is suspicious. Everything was fine except a minor life support problem that most any Scout could have fixed. And talk about a lucky shot. That and the recorder being shot too. I could go on and on but it all comes down to I’ve just got a bad feeling about this Skipper.”

The Skipper is stunned, his Scout is usually quiet to the point of being mistaken for taking a vow of silence. This is not the kind of case he expected to be made, but it makes sense. “You’re right son, my decision stands then, we head for the farport with all haste and let them deal with it.”

“No Skipper, I think we just need to go into this with eyes open like you always do. There’s something seriously wrong here but I think we should play along. There may very well be IISS personnel and material in jeopardy, he had to have gotten that uniform from somewhere and the only way we’ll find out is if he thinks we’re helping. Who knows, I could even be wrong and he’s on the level, in which case maybe we can help.”

“I don’t like it, but ok, we play along, for now, and cover our asses. Let’s tell our guest the good news.”

The Skipper reenters the lounge and all eyes are on him “Ok Drake, you have yourself a rescue party.”

Drake grins like his head is about to split open but before he can start thanking the crew again the Skipper continues, “But first I need to get the civies off and on the way to safety. Kid, prep them for transfer to the lifeboat while I set the autopilot to take them to the farport. Give them a KiloCred stick to cover the tab while they wait for us there. And prepare a message of what we’re up to for them to deliver. Will that work for you Drake?”

Drake’s grin slips a little “Of course Captain, I can respect your need to insure the safety of your passengers. How long until we can go after the Purcell?”

-------

* After some thought it occurred to me that there could be explosives aboard, in the form of rescue charges. A standard part of the ship's locker in MTU capable of making a man size entry hole through a bulkhead. And I suppose he chose the jump drive to keep the pirates from getting out of the system but allow the hostages to live where damaging the powerplant might mean life support would be reduced.
 
Originally posted by far-trader:
(What the?! Only two Vacc-Suits!)
I noticed that too. Doesn't seem like a legal boat here, does it?

Medical officer not to spec. Not enough emergency equipment for the whole crew.

I think this is leading me to play the GRENDEL like a real tramp freighter--the type Bogey would take if he were in Traveller's day rather than the 40's.
 
Originally posted by far-trader:
(What the?! Only two Vacc-Suits!)
I noticed that too. Doesn't seem like a legal boat here, does it?

Medical officer not to spec. Not enough emergency equipment for the whole crew.

I think this is leading me to play the GRENDEL like a real tramp freighter--the type Bogey would take if he were in Traveller's day rather than the 40's.
 
First Decision

I'm not going to chronicle my adventure through Scouts Honor. You're doing an excellent job--no need for two of us.

But, I will jump in and relay what decisions I made along the way as I role/roll played.

The first decisions is: Do you spend time checking the hull of the lifeboat.

I've decided no to that. Here's why: The GRENDEL is a tramp freighter. We're barely running to spec (and not to spec in many cases). There's only two vacc suits aboard.

Longe's not going to risk damage to the vacc suits, going running around on the hull of a spaceship, if not completely necessary.

We'll just keep the lifeboat locked to our umbilical and hope the hell the stress of the journey doesn't break it off during flight. The GRENDEL can only make 1G of thrust, but Longe will have somebody watch the umbillical stress just to be safe.
 
First Decision

I'm not going to chronicle my adventure through Scouts Honor. You're doing an excellent job--no need for two of us.

But, I will jump in and relay what decisions I made along the way as I role/roll played.

The first decisions is: Do you spend time checking the hull of the lifeboat.

I've decided no to that. Here's why: The GRENDEL is a tramp freighter. We're barely running to spec (and not to spec in many cases). There's only two vacc suits aboard.

Longe's not going to risk damage to the vacc suits, going running around on the hull of a spaceship, if not completely necessary.

We'll just keep the lifeboat locked to our umbilical and hope the hell the stress of the journey doesn't break it off during flight. The GRENDEL can only make 1G of thrust, but Longe will have somebody watch the umbillical stress just to be safe.
 
Couple of noggin scratchers:

The text reads as if the GRENDEL can make 2Gs accel, but clearly the ship's stats read a 1G M-Drive.

Drake, when first rescued, says he's recently enlisted in the Scouts, but then goes on to tell the story, mentioning that he's in his third term.

The PURCELL drew the DUPLICITY into its giant X-Boat bay. No problem. There's room...for one.

Where's Drake's X-Boat? Did it change hands and move on without him? I'm assuming so.
 
Couple of noggin scratchers:

The text reads as if the GRENDEL can make 2Gs accel, but clearly the ship's stats read a 1G M-Drive.

Drake, when first rescued, says he's recently enlisted in the Scouts, but then goes on to tell the story, mentioning that he's in his third term.

The PURCELL drew the DUPLICITY into its giant X-Boat bay. No problem. There's room...for one.

Where's Drake's X-Boat? Did it change hands and move on without him? I'm assuming so.
 
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