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Scout's Honor adventure run through (Spoilers Warning)

Decision Eight


As the airlock cycles open, the boarding party sees two men, medkits in hand, wearing IISS uniforms.



Scott Hesh

Medic-1, Electronics-1, AutoPistol-0, Laser Carbine-0

Morale: 5




Jim Richards

AA5CB8

Engineering-1, AutoPistol-0, Laser Carbine-0

Morale: 1




At this point, I'm going into combat rounds.

(Remember, I'm not using Snapshot or AHL tactical combat. I'm using THESE Traveller personal combat rules.

All four of the boarding party individuals have crammed themselves into the small airlock.

Just outside the airlock, waiting as the hatch cycles, are the two Scouts.

I'll roll for initiative:

Wain: 5
Rouse: 19
Plunt: 7
Edwards: 4

Hesh: 16
Richards: 17

The initiative rolls also tells us which characters are in the "front" of the airlock. Wain and Edwards will be the first ones out of the airlock. Behind them stands Rouse and Plunt.

We run this in initiative order. As fate would have it (because I'm rolling real dice doing this), Edwards moves first.

Drake Edwards. The Wildcard.

To be honest, I don't know how to play this guy. I haven't read ahead in the adventure, and I don't even know if this dude is a real scout.

At this point, because they were standing there with medkits, ready to help, I DO BELIEVE that the crew of the PURCELL are real scouts.

I don't think they're pirates.

I'm less certain, but I think Edwards is a scout too--I just think there's something going on between him and the crew of the PURCELL.

I don't think Edwards is a pirate. If he is, he's the dumbest pirate I've ever seen, begging to be taken to a ship full of enemies.

Yep. I believe they're all scouts. And, I don't think Edwards is on the up-n-up.

Now, if a real GM were reffing this, he'd know how to play Edwards. He'd know his motivations. Because I haven't read ahead, I don't know the real story.

And, I don't know how to play Edwards.

I've really go no clue.

He's got the initiative here. Does he shoot at the other Scouts? Or, does he try to get them at gun point?

I'm just taking a wild guess. It's all I can do without more information from the adventure. Maybe Edwards wasn't supposed to come aboard the PURCELL. If so, that should have been stated somewhere. I didn't read anything like that.

What I'm going to do is, since I'm so much in the dark about this guy, is let the dice decide.

I'm going to roll on the Reaction Chart. No DMs. Just a straight roll. This will give me an indication of how Edwards feels towards the other scouts, and how he will react.

Here we go. I roll a 7. Great. Right in the middle. "Non-Committal" result. That doesn't tell me anything.

OK, I've got to make a decision here. Given the reaction throw, I'm going to play Edwards as if he doesn't know what he wants to do himself. I'm going to make him hesitate.

Under my COMBAT RULES, one of the initiative options is to Hold your action, allowing you to move later in the round. This adds +20 to your initiative throw.

This changes Edwards initiative to: 24.

If that holds up, he'll go dead last in the round.

Let's see what the others do.




Wain

Wain's the GRENDEL's enginner. He's cool under fire, too. He received a knighthood due to his actions in the Navy.

He's smart, too. INT-13.

Plus, he heard the captain's warning before coming over to the PURCELL.

Wain sees the two scouts, medkits in hand, and his periphial vision notes that Edwards is hesitating.

Wain lowers his AutoRifle, and as he does so, he shifts it so that the barrel rests atop Edwards' pointed laser carbine. As Wain lowers his weapon, Edwards' carbine is forced down too.

In a normally role playing game, I'd go into a role play encounter here. But, the adventure book doesn't give me that option. I can do one of two things: Wain can call for the Scouts' surrender. Or, he can surrender himself.

It's a bit too risky for Wain to surrender himself. I mean, he's a smart cookie, and he knows he may not be 100% certain about the situation.

No, I think Wain, given my character tags I've given him earlier, and his stats, would call for their surrender.

That's what Wain does.

It's the younger one, Hesh, that speaks up. "We'll never surrender to pirate scum like you."

Wain notices that the young scout is doing all he can to keep his grip on the medkit he holds loosely in front of him. Hesh rather be holding the sidearm at his waist.

"We're not pirates," replies Wain. "We've come to help."

"If you're not pirates," says the other scout, Richards, "then surrender yourself and tell it to the judge."

It's a mexican standoff. Technicaly, Plunt is in command. But, Plunt is also new. Nobody really knows him yet. The person in real command here is Wain. But, it's not like there's a real command structure, besides the captain, on a tramp freighter anyway--no matter how much Wain would like there to be.

The engineer looks over his shoulder. He can see Plunt staring at him. Wain notices the new guy has lowered his weapon too.

"We surrender," Wain says. He drops his autorifle on the deck by his feet.

"WHAT!" It's Edwards. But, Plunt has raised his carbine so that it sticks into Edwards' back, saying, "That's right. We ALL surrender."

It's a tense moment, but Plunt has Edwards where he could murder him with just slight pressure on the trigger. Edwards shrugs off the laser carbine powerpack, laying it by the straps, at his feet.

The two scouts, Hesh and Richards, drop the medkits in their hands and pull thier side arms.

All in the airlock step over their weapons and raise their hands--all exectpt Plunt. He keeps his carbine pointed at Edwards until the scouts have him covered. Without saying anything, they look at him, wondering where he will point the carbine next.

Plunt gently lays it on the ground. Then, he allows the scouts to tie his hands behind his back.

All four boarding party members secured, the scouts of the PURCELL lead them to the ship's low berth cabin. Hours later, Wain, Plunt, Rouse, and Edwards are thoughtless, dreamless, swimming in the void of low berth sleep.

Aboard the GRENDEL, hours pass, and he hears no word.

Then, the skipper of the PURCELL hails him. "We've captured your boarding party. We've got our weapons trained on you, but I don't think you're pirates. Turn yourself in, and we'll get to the bottom of this.

Captain Longe keeps both gunners in their turrets as he man's the bridge, but he does not give the combat command. Instead, he waits for ships from the planet.

A day later, they arrive. And, the GRENDEL is escorted to the world of Dhian.

(To Be Continued)
 
Decision Eight


As the airlock cycles open, the boarding party sees two men, medkits in hand, wearing IISS uniforms.



Scott Hesh

Medic-1, Electronics-1, AutoPistol-0, Laser Carbine-0

Morale: 5




Jim Richards

AA5CB8

Engineering-1, AutoPistol-0, Laser Carbine-0

Morale: 1




At this point, I'm going into combat rounds.

(Remember, I'm not using Snapshot or AHL tactical combat. I'm using THESE Traveller personal combat rules.

All four of the boarding party individuals have crammed themselves into the small airlock.

Just outside the airlock, waiting as the hatch cycles, are the two Scouts.

I'll roll for initiative:

Wain: 5
Rouse: 19
Plunt: 7
Edwards: 4

Hesh: 16
Richards: 17

The initiative rolls also tells us which characters are in the "front" of the airlock. Wain and Edwards will be the first ones out of the airlock. Behind them stands Rouse and Plunt.

We run this in initiative order. As fate would have it (because I'm rolling real dice doing this), Edwards moves first.

Drake Edwards. The Wildcard.

To be honest, I don't know how to play this guy. I haven't read ahead in the adventure, and I don't even know if this dude is a real scout.

At this point, because they were standing there with medkits, ready to help, I DO BELIEVE that the crew of the PURCELL are real scouts.

I don't think they're pirates.

I'm less certain, but I think Edwards is a scout too--I just think there's something going on between him and the crew of the PURCELL.

I don't think Edwards is a pirate. If he is, he's the dumbest pirate I've ever seen, begging to be taken to a ship full of enemies.

Yep. I believe they're all scouts. And, I don't think Edwards is on the up-n-up.

Now, if a real GM were reffing this, he'd know how to play Edwards. He'd know his motivations. Because I haven't read ahead, I don't know the real story.

And, I don't know how to play Edwards.

I've really go no clue.

He's got the initiative here. Does he shoot at the other Scouts? Or, does he try to get them at gun point?

I'm just taking a wild guess. It's all I can do without more information from the adventure. Maybe Edwards wasn't supposed to come aboard the PURCELL. If so, that should have been stated somewhere. I didn't read anything like that.

What I'm going to do is, since I'm so much in the dark about this guy, is let the dice decide.

I'm going to roll on the Reaction Chart. No DMs. Just a straight roll. This will give me an indication of how Edwards feels towards the other scouts, and how he will react.

Here we go. I roll a 7. Great. Right in the middle. "Non-Committal" result. That doesn't tell me anything.

OK, I've got to make a decision here. Given the reaction throw, I'm going to play Edwards as if he doesn't know what he wants to do himself. I'm going to make him hesitate.

Under my COMBAT RULES, one of the initiative options is to Hold your action, allowing you to move later in the round. This adds +20 to your initiative throw.

This changes Edwards initiative to: 24.

If that holds up, he'll go dead last in the round.

Let's see what the others do.




Wain

Wain's the GRENDEL's enginner. He's cool under fire, too. He received a knighthood due to his actions in the Navy.

He's smart, too. INT-13.

Plus, he heard the captain's warning before coming over to the PURCELL.

Wain sees the two scouts, medkits in hand, and his periphial vision notes that Edwards is hesitating.

Wain lowers his AutoRifle, and as he does so, he shifts it so that the barrel rests atop Edwards' pointed laser carbine. As Wain lowers his weapon, Edwards' carbine is forced down too.

In a normally role playing game, I'd go into a role play encounter here. But, the adventure book doesn't give me that option. I can do one of two things: Wain can call for the Scouts' surrender. Or, he can surrender himself.

It's a bit too risky for Wain to surrender himself. I mean, he's a smart cookie, and he knows he may not be 100% certain about the situation.

No, I think Wain, given my character tags I've given him earlier, and his stats, would call for their surrender.

That's what Wain does.

It's the younger one, Hesh, that speaks up. "We'll never surrender to pirate scum like you."

Wain notices that the young scout is doing all he can to keep his grip on the medkit he holds loosely in front of him. Hesh rather be holding the sidearm at his waist.

"We're not pirates," replies Wain. "We've come to help."

"If you're not pirates," says the other scout, Richards, "then surrender yourself and tell it to the judge."

It's a mexican standoff. Technicaly, Plunt is in command. But, Plunt is also new. Nobody really knows him yet. The person in real command here is Wain. But, it's not like there's a real command structure, besides the captain, on a tramp freighter anyway--no matter how much Wain would like there to be.

The engineer looks over his shoulder. He can see Plunt staring at him. Wain notices the new guy has lowered his weapon too.

"We surrender," Wain says. He drops his autorifle on the deck by his feet.

"WHAT!" It's Edwards. But, Plunt has raised his carbine so that it sticks into Edwards' back, saying, "That's right. We ALL surrender."

It's a tense moment, but Plunt has Edwards where he could murder him with just slight pressure on the trigger. Edwards shrugs off the laser carbine powerpack, laying it by the straps, at his feet.

The two scouts, Hesh and Richards, drop the medkits in their hands and pull thier side arms.

All in the airlock step over their weapons and raise their hands--all exectpt Plunt. He keeps his carbine pointed at Edwards until the scouts have him covered. Without saying anything, they look at him, wondering where he will point the carbine next.

Plunt gently lays it on the ground. Then, he allows the scouts to tie his hands behind his back.

All four boarding party members secured, the scouts of the PURCELL lead them to the ship's low berth cabin. Hours later, Wain, Plunt, Rouse, and Edwards are thoughtless, dreamless, swimming in the void of low berth sleep.

Aboard the GRENDEL, hours pass, and he hears no word.

Then, the skipper of the PURCELL hails him. "We've captured your boarding party. We've got our weapons trained on you, but I don't think you're pirates. Turn yourself in, and we'll get to the bottom of this.

Captain Longe keeps both gunners in their turrets as he man's the bridge, but he does not give the combat command. Instead, he waits for ships from the planet.

A day later, they arrive. And, the GRENDEL is escorted to the world of Dhian.

(To Be Continued)
 
Decision Nine

Had it been any other planet I had chosen for he world this encounter took place around, I don't think the "trial" discussed in the adventure text would have "fit" so perfectly.

The crew of the GRENDEL have done nothing wrong. Yet, here they stand trial for piracy.

That's just like a high law level world with a corrupt government, isn't it?

Following the rules laid out in the adventure, here's how the trial of the crew of the GRENDEL goes...




Danton Jarrick, the GRENDEL's high passenger, is not on trial, having been in low berth. And, his testimony will be helpful for the defence.

But Jarrick has gone a step farther. As an executive of Oberlindes, he's put the might of that shipping line into the GRENDEL's defense.

Captain Longe is lucky...well, in this regard, anyway.

The 20 tons of cargo, from the GRENDEL's hold, is used to bribe the right people to ensure a fair trial. If the crew of the GRENDEL makes it out of this, they'll have a debt to repay Oberlindes.

Unfortunately, the only lawyer that could be obtaine for the offworlders has a skill of Law-1.

The trial on Dhian takes 60 days.

Remember that Dhian has a Law Level code of D, Extreme Law. It's a repressive government (govt code 9).

On Dhian, defendants are assumed guilty until proven innocent. The place should be an Amber Zone.

The GRENDEL's Pilot, Plunt, is able to get some help, as well, from the Traveller's Aide Society. A representative from Paya is brought in, at Oberlindes expense, to petition the Dhian government on behalf of Plunt and his associates aboard the GRENDEL.

The basic roll to find the crew of the GRENDEL innocent at the end of the trial is a 2D throw of 8+.

DMs
---
+2 For turning themselves in.
+1 Law Skill of the attorney.

Whelp, there it is. As life would have it, the crew of the tramp freighter GRENDEL found themselves in the wrong place at the wrong time.

This is like real life when you read about ludicrious charges against someone in a foreign country.

Heck, even in my own country. Ever heard of the trial of the two Texas Border Patrolmen who fired shots at a Mexican national, sneaking across the boarder, loaded with cocain?

Yep, the patrolment were charged and found guilty of attempted murder,and the drug runner has filed a lawsuit claiming his civil rights have been violated!

There's a petition to get President Bush to pardon these guys.

But, you get the idea. This kind of stuff really happens in real life.

No matter the outcome of the trial, I'm going to use this story as background material for my campaign. I may even have the crew of the GRENDEL "guest star" in an upcoming "episode" of my game.

But, back to the point, let's see what happens to them.

I need to roll a 5+ to get them off.

If my roll is 4-, then they've been found guilty of piracy and will be sentenced.

Something tells me Dhian is not a place where you would want to be "sentenced".

Here we go....

(drumroll...)

I roll a...6!

YEEAAAHHHH!

The court room is up in arms!

They're free! They're free!

The crew of the GRENDEL has been found innocent of piracy. They're free to go.

But...they've got a hell of a debt that they need to pay back Oberlindes.

...and, I think, that's how I'll work them into my real campaign.

(This is the end of the adventure, Scouts Honor.)
 
Decision Nine

Had it been any other planet I had chosen for he world this encounter took place around, I don't think the "trial" discussed in the adventure text would have "fit" so perfectly.

The crew of the GRENDEL have done nothing wrong. Yet, here they stand trial for piracy.

That's just like a high law level world with a corrupt government, isn't it?

Following the rules laid out in the adventure, here's how the trial of the crew of the GRENDEL goes...




Danton Jarrick, the GRENDEL's high passenger, is not on trial, having been in low berth. And, his testimony will be helpful for the defence.

But Jarrick has gone a step farther. As an executive of Oberlindes, he's put the might of that shipping line into the GRENDEL's defense.

Captain Longe is lucky...well, in this regard, anyway.

The 20 tons of cargo, from the GRENDEL's hold, is used to bribe the right people to ensure a fair trial. If the crew of the GRENDEL makes it out of this, they'll have a debt to repay Oberlindes.

Unfortunately, the only lawyer that could be obtaine for the offworlders has a skill of Law-1.

The trial on Dhian takes 60 days.

Remember that Dhian has a Law Level code of D, Extreme Law. It's a repressive government (govt code 9).

On Dhian, defendants are assumed guilty until proven innocent. The place should be an Amber Zone.

The GRENDEL's Pilot, Plunt, is able to get some help, as well, from the Traveller's Aide Society. A representative from Paya is brought in, at Oberlindes expense, to petition the Dhian government on behalf of Plunt and his associates aboard the GRENDEL.

The basic roll to find the crew of the GRENDEL innocent at the end of the trial is a 2D throw of 8+.

DMs
---
+2 For turning themselves in.
+1 Law Skill of the attorney.

Whelp, there it is. As life would have it, the crew of the tramp freighter GRENDEL found themselves in the wrong place at the wrong time.

This is like real life when you read about ludicrious charges against someone in a foreign country.

Heck, even in my own country. Ever heard of the trial of the two Texas Border Patrolmen who fired shots at a Mexican national, sneaking across the boarder, loaded with cocain?

Yep, the patrolment were charged and found guilty of attempted murder,and the drug runner has filed a lawsuit claiming his civil rights have been violated!

There's a petition to get President Bush to pardon these guys.

But, you get the idea. This kind of stuff really happens in real life.

No matter the outcome of the trial, I'm going to use this story as background material for my campaign. I may even have the crew of the GRENDEL "guest star" in an upcoming "episode" of my game.

But, back to the point, let's see what happens to them.

I need to roll a 5+ to get them off.

If my roll is 4-, then they've been found guilty of piracy and will be sentenced.

Something tells me Dhian is not a place where you would want to be "sentenced".

Here we go....

(drumroll...)

I roll a...6!

YEEAAAHHHH!

The court room is up in arms!

They're free! They're free!

The crew of the GRENDEL has been found innocent of piracy. They're free to go.

But...they've got a hell of a debt that they need to pay back Oberlindes.

...and, I think, that's how I'll work them into my real campaign.

(This is the end of the adventure, Scouts Honor.)
 
How about that?

I set out to play a solitaire adventure to test my combat rules, and I play the entire doggone thing without firing a shot!

That kinda missed the mark.

Go figure.

Oh well. I played it as I would have in real life.

I'm happy with my decisions I made during the game, based on what the adventure text told me.

It's not a bad little story, the way it worked out.

You know...I've got this other solitaire adventure from the Travellers Digest #18...

...I think I'll give that one a try and see if I can actually fire a weapon.

This is Supplement Four, signing off...
 
How about that?

I set out to play a solitaire adventure to test my combat rules, and I play the entire doggone thing without firing a shot!

That kinda missed the mark.

Go figure.

Oh well. I played it as I would have in real life.

I'm happy with my decisions I made during the game, based on what the adventure text told me.

It's not a bad little story, the way it worked out.

You know...I've got this other solitaire adventure from the Travellers Digest #18...

...I think I'll give that one a try and see if I can actually fire a weapon.

This is Supplement Four, signing off...
 
(Now, I get to go back and read Dan's excellent "novelization" of the game he's running. I was skipping it before because I didn't want it to influence my decisions.)
 
(Now, I get to go back and read Dan's excellent "novelization" of the game he's running. I was skipping it before because I didn't want it to influence my decisions.)
 
Originally posted by far-trader:
(5) And that would be Radio Direction Finder in case anyone wonders.
Excellent write-up, Dan. Enjoying the hell out of it (now that I can read it since my adventure is done). Keep the story comin', will ya?

Hey, what's "pax". Passengers And Cargo? What's the "X" stand for?
 
Originally posted by far-trader:
(5) And that would be Radio Direction Finder in case anyone wonders.
Excellent write-up, Dan. Enjoying the hell out of it (now that I can read it since my adventure is done). Keep the story comin', will ya?

Hey, what's "pax". Passengers And Cargo? What's the "X" stand for?
 
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