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Your favorite Judges Guild Classic Traveller Module?

  • Thread starter Thread starter gloriousbattle
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gloriousbattle

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I really thought JG did some good ones, and I liked the fact that they were a little less tied to the Third Imperium and a little more science fictiony.

My favs:

Dra'k'ne Station


Encounter a long lost alien space station, containing some new technologies (including a nasty anti-matter beam weapon) and some long-lost aliens still in cold sleep.

Darthanon Queen


A space ship that is hijacked, or sabotaged, or under attack by an alien xenomorph or, if you really want to go nuts, all three at once.


So what's your favorite? Or, if you didn't like the JG adventures, tell us why.
 
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http://www.freelancetraveller.com/features/reviews/judgesguild/darthqn.html

http://www.freelancetraveller.com/features/reviews/judgesguild/tancred.html

Sums up my opinion about JG suppliments and adventures. Having said that, as I did with Tancred, I'll try again and see if I can find some wheat in the chaff.

Best Regards,

Ewan

To each his own, of course. I just like a more space opera style game, and so JG products are better for me than GDW stuff was, in general.

And what's not to love about a roll up your own alien xenomorph? I got more use out of that table than most of the Traveller stuff I ever bought. :D
 
So what's your favorite? Or, if you didn't like the JG adventures, tell us why.

I wanted to run Dra'k'ne Station (in some form) but never got round to it.

I seldom run published adventures, instead I mine them for source material and ideas. One JG adventure I remember mining was Rogue Moon of Spinstorm (part of a trilogy). I think it was the first time I encountered the idea of giving players multiple characters for different parts of the adventure ... that was, perhaps, what was missing from A4 (Leviathan).
 
"Portals of Torsh"

Yes, it's a D&D module, but easily adaptable to a Traveller setting. The leader of the TL-5 society ("Naji", an illusionist) could be a skilled psionic. Her wand could be an Ancient artifact that allows her to amplify her telepathic abilities and allow her to produce illusions. Most of what the humans have to trade is TL-5 or less, with some rare Ancient items. They live in the least-damaged part of a ruined Ancient city, and make regular forays into the ruined part to obtain building materials, trinkets, and an ocassional artifact.

The action takes place on a high plateau surrounded by swampland. Everywhere there is evidence of Ancient civilization. The humans arrived through a "Portal" that they damaged to avoid being followed. The swamp creatures are mostly repilian (could be Droyne recidivists), and have a TL-2/3 civilization of their own. They consider the Ancient ruins near their home to be Holy and Taboo to outsiders. They also practice cannibalism.
 
I loved the chrome. I'd recycle deckplans, the giant asteroid, the big wheels, whatever would fit the bill for a table top expansion. As to the story lines, I don't recall ever using them with the exception of Darthnon Queen for a group of Traveller Noobs way back in the day to get them started on the path.
 
As to the story lines, I don't recall ever using them with the exception of Darthnon Queen for a group of Traveller Noobs way back in the day to get them started on the path.

But you DID use this adventure to get them on the path? That says something. Your noobs were probably looking for a Star-Trekky experience, and Darthanon Queen would accomplish that much better than Shadows or many other GDW advnetures.

In fact, Kinunir was the only GDW adventure I really liked. Take out the crazy AI computer before it kills you, and you have your very own battlecruiser.
 
Yeah. They kept crying and running in circles trying to find the 'transporter' to escape the ship.
:facepalm:

Did you remind them of the one on the portside of the ship? The one with pressure-tight doors on both sides of the hull? The one that would quickly "transport" them to the exterior of the ship and away from the monster inside?

;)
 
For me, the only JG modules I used were non-adventure ones: Ley, Glimmerdrift Reaches, Maranatha-Alkahest, and Crucis Margin.

I look forward to the CDRom....
 
reply and OT: the end of a Kinunir

As others have posted, the Judge's Guild material had lots of useful features but did not match up with our style of Traveller; it was a little too space opera. I did mine several locations and ideas but never ran one of thier products "as-is".

Back when Kinunir was a new adventure, my group had just switched from D&D to Traveller and they just did not trust me. They were always splitting up the party (despite the tragic results) so as to have a reserve in waiting or so that someone could escape and try again. The short version of this long painful story is the one player in the nearly crippled scout ship listens as the last of the boarding party screamed in defiance. The lone survivor then gets a radio message from the colonial cruiser: "Surrender your fuel and I will let you live."

Did he try to escape? No.

Did he try to negotiate his survival in hopes of owning/crewing a 1200dton AI monster? No.

Did he comply with plans to double-cross the AI to get revenge? No.

No, not the Assassin character with Pilot-1 (Scouts & Assassins)! He manually armed the remaining five missiles in the cargo hold (and nearly blew himself up in the process, twice), managed to overload the power plant (easy since it was damaged in the trip through the asteroid belt) and rammed the scout ship right into the Kinunir's bridge (close enough for the desired effect).

After I described the devastation the undaunted players cheered and began rolling up new characters with the intentions of 'discovering' the lost cruiser and plundering the wreckage; and damned if I didn't let them try. Part II lasted the rest of summer break and into Thanksgiving weekend. Traveller is a hell of a setting with the right people!
 
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