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  #11  
Old June 22nd, 2019, 06:00 PM
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Default SOLO Campaign - Onward to Spalding Part1

Current Adventure: Infiltrate
Date: 173 - 1120
Subsector/Sector Location: Tri-Empire/Glimmerdrift Reaches

Cast of Characters (Dean Team):
Dean Halvaard (Force Commander)
Character Reactions (SOLO p.18): n/a
Striker Anderson (Major)
Character Reactions (SOLO p.18): Considers Dean a rival.
Jansen Trueblood (First Lieutenant)
Character Reactions (SOLO p.18): n/a
Kyle Rheimer (Lance Sergeant)
Character Reactions (SOLO p.18): Likes to ridicule Jansen.

173-1120 Bakcyon to Macelight on board the CSS Hawk

Jump: Uneventful

180 - 1120

New System: Macelight (Tri-Empire/Glimmerdrift Reaches)

The team encounters starport security. The group is escorted to a separate room and their IDs are checked. The team members are released with no further issues.

The team notices an individual they had spotted at Bakcyon. He has followed them to Macelight. A coincidence? Not likely, since Striker noticed the agent has been tailing them since their arrival at the asteroid belt. That evening, the group meets in a hotel room at the starport to create a plan. The group decides to head out and tour the underground complex of Macelight. Macelight is home to a large mining operation, and the mining complex houses several shops, restaurants, and drinking establishments for the one million inhabitants of the asteroid belt. During the group's tour of the complex, they notice the same individual following them at a distance. Definitely an agent. Is it a 3FT agent? The group finds a section of back alleys located behind the entertainment district. These dimly lit alleyways are service corridors. As planned earlier, the group sets up an ambush for the tailing agent. After about an hour wait, the group does not encounter the agent. As the group heads back to the starport hotel, they notice a couple of security officers making their rounds through the service corridors. Dean smiles and waves to them, and the security officers return to the greeting. A brief discussion ensues, and the group convinces the security officers they had lost their way back to the starport hotel. The officers give them directions, and they return to the hotel complex without further incident. There is no sign of the individual who has been tailing them.
Maybe he spotted the security officers and decided to break off the pursuit?


187 - 1120

The team is delayed one week due to technical issues at the starport. The week is uneventful and the agent tailing the group has not been spotted since the previous week.

194 - 1120

Security issues at Macelight starport
(security check: Law Level check [6]; 2d6=8; Dean Team passes security check)

Travel off-system is delayed 1 week.


201 - 1120 Macelight - Gaucho (Williamsburg/Glimmerdrift Reaches)

Jump prep: no events. The team is now able to proceed to its next destination

Jump: no events

208 - 1120

Arrive in the Gaucho system
Jansen is robbed of 800CR. The group does a little reconnaissance and discovers a band of thieves operating near the starport. The team spends a couple of days in surveillance, and locates an area frequented by the thieves. The group sets up an ambush. The ambush ends as quickly as it started. The thief escapes and injures Striker with a slash from a knife.
Nothing serious, but first-aid is required.
A valuable piece of information is gathered during the week layover on Gaucho. The team spots the agent who has been tracking them since Bakcyon. They discover the agent will be traveling aboard the subsidized merchant, Tiger's Eye.

215 - 1120

Prejump: The group has created a fake itinerary for the Hawk, that states the scout ship is headed to the Sao system to deliver scout service dispatches. The group leaves them in a starport restaurant where they have spotted the agent sitting nearby. They try to make it look like the papers accidentally drop under the table as they are getting up to leave.

Jump: Gaucho to Jeffer-Scott
During the trip, the computer aboard the Hawk malfunctions. The jump drives and program routines for jump travel are unaffected, but several error codes are appearing in one subroutine of the navigation system. Kyle, the group's computer expert, discovers a virus in the navigation program. The jump coordinates are being logged in a tracking program that can be accessed from any starport terminal. A confirmation that the group is likely being followed by a 3FT agent. Kyle removes the virus, and hopefully the false travel itinerary and virus removal will end the tracking by the spy.

GM NOTE: As the Dean Team suspects, the group is being followed by a 3FT agent. The agent is not fooled by the fake itinerary and realizes he has been made. He knows the merchant ship he is traveling upon cannot keep up with the jump capability of the scout ship. After consulting a subsector map, he concludes the ship's likely destination is Jeffer-Scott. Upon arrival at Sao, the agent forwards a message to Jeffer-Scott via x-boat to a 3FT operative stationed at the starport in Jeffer-Scott. A new agent will have to pick up the trail on Jeffer-Scott.

Tom
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  #12  
Old June 11th, 2020, 12:18 PM
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Default SOLO Campaign-Travels of the Free Enterprise

(Apologies for the long delay in posting. Game play is much farther along then these typed play logs. More to come in the near future.)

SOLO Campaign-Dean Team Part 6
Current Adventure: Infiltrate
Date: 222 - 1120
Subsector/Sector Location: Williamsburg/Glimmerdrift Reaches

Cast of Characters (Dean Team):
Dean Halvaard (Force Commander)
Character Reactions (SOLO p.18): Considers Keter an enemy.
Striker Anderson (Major)
Character Reactions (SOLO p.18): Considers Dean a rival.
Jansen Trueblood (First Lieutenant)
Character Reactions (SOLO p.18): Admires Kilgar.
Keter Lancel (Lance Sergeant)
Character Reactions (SOLO p.18): Friendship with Dean through guilt.
Kilgar Plenson (Lance Sergeant)
Character Reactions (SOLO p.18): Knows about Striker's gambling problem.
Kyle Rheimer (Lance Sergeant)
Character Reactions (SOLO p.18): Likes to ridicule Jansen.

…..............

222-1120 Jeffer-Scott System

The Dean Team says goodbye to the crew of the Hawk. Dean sets out to meet the team's next operative, the Far Trader, Free Enterprise. Dean makes contact with the captain. The team will be part of the crew of the far trader.

World Encounter: Local peasant uprisings in the area of the starport has placed restrictions on movement. The Dean Team remains at the starport.

GM Note: The tedium and boredom of the travel restrictions has caused a breakdown in discipline within the Dean Team. Kyle's carelessness using a computer at the starport public terminal has resulted in data not being deleted from the computer. This data gives evidence of the group's presence on Jeffer-Scott.


229 - 1120

Prepare for Departure: The Free Enterprise prepares for its departure from Jeffer-Scott. The far trader's itinerary has the crew traveling to Spalding to deliver machinery parts.

System Travel to Jump Point: no events/encounters

Jump: uneventful

System Arrival: uneventful

236 - 1120

Spalding System:

Starport Encounter: The Dean Team is introduced to Ilar Xenith by a crew member of the Free Enterprise. A fellow ally against the 3FT who is recruited by the Dean Team.

World Encounter: Dust storms on Spalding.

In-game Reaction: Kyle loses his temper with the group in front of a large crowd at the starport. Several citizens recorded the event on their comm devices.

GM Note: The groups is doing a poor job of traveling incognito. The 3FT spy who is tailing the group is falling behind. His attempt to board a starship traveling to Spalding has failed. He eventually finds a private yacht and secures passage. He is still a week's travel behind the Dean Team; however, it will not be difficult to pick up the trail due to the group's horrible attempts to cover their trail.


243 - 1120

Dean Halvaard realizes the team has done an exceptionally poor job of traveling incognito. He calls a group meeting and attempts to rally the troops. The team members agree with Dean, and recommit to behave accordingly.

The crew of the Free Enterprise prepares for its journey to Rinma. The ship's cargo has been loaded and the flight plan logged with starport officials.

System Travel to Jump Point: The far trader is hailed by the mercenary cruiser, Claymore. The merc cruiser has been hired to monitor ships in the Spalding system. Sensor log information is exchanged and the Free Enterprise is cleared to proceed.

Jump: A ship malfunction occurs during jump travel. A gas build up in the ship's power plant poses a danger to the crew. Kyle is able to fix a glitch in the ship's venting program that was causing the venting system to act erratically. The gas build up is easing.

Arrival: The far trader arrives at Rinma.

The Dean Team has now entered enemy territory, the Republic of Krax.

Starport Encounter: The captain of the Free Enterprise is approached by a potential client. The merchant has several vacc suits she would like to sell. After a bit of negotiating, the captain and merchant cannot agree to a price. A deal cannot be reached.

World Encounter: Striker is approached by a person wanting him to transport a special item to a location on Rinma. The package is NOT legal, but Striker cannot resist the opportunity to make a quick CR1000. Striker's attempt to deliver the package is met with resistance. A short brawl ensues, with Striker receiving a minor injury. His opponent lies unconscious on the ground. Why did this person not want the package? No answer is forthcoming from the sender after Striker returns the undelivered item to him. Striker walks away bruised, confused, and with no CR1000.

The Free Enterprise is without cargo to deliver to Linmar. The captain searches the starport for merchants seeking shipment of cargo. Success! The far trader has found goods to transport to Linmar.

Prepare for Departure: The Free Enterprise prepares for its departure to Linmar. The crew is approached by a woman seeking passage to Linmar. The far trader has a cabin available, and the woman offers to pay 10% more than normal passage price due to the short notice. The captain accepts her generous offer without hesitation.

GM Note: The Dean Team is caught off guard by the captain's acceptance of the last-minute passenger. Dean's talk with his team members has proven useful. The Dean Team is cautious with this unknown passenger, and that will be important since this passenger is actually a 3FT spy tailing the group. Dean meets with the captain and discusses the need to be on guard with this unknown passenger. The captain agrees and the crew is on its best behavior.

System Travel to Jump Point: no events/encounters

Jump: uneventful

Arrival: The far trader encounters the Divine Delta, a 150 ton yacht. Communications involves general information about the previous system, Rinma. Nothing unusual.

Starport Encounters: none

World Encounters: none

GM Note: The far trader acquires cargo for its next destination. The crew spends the week on Linmar preparing for its next departure. The Dean Team goes about its duties while keeping an eye on their new passenger who has decided to continue her travels to the far trader's next destination, the Estin System. Is she a spy? The team is not sure, but since they are in enemy territory, the chances are quite good.
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Last edited by sirjames; June 11th, 2020 at 12:36 PM..
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  #13  
Old June 12th, 2020, 09:40 AM
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Default SOLO Campaign-Destination Abin

SOLO Campaign-Dean Team Part 7
Current Adventure: Infiltrate
Date: 257 - 1120
Subsector/Sector Location: Williamsburg/Glimmerdrift Reaches

Cast of Characters (Dean Team):
Dean Halvaard (Force Commander)
Character Reactions (SOLO p.18): Considers Keter an enemy.
Striker Anderson (Major)
Character Reactions (SOLO p.18): Considers Dean a rival.
Jansen Trueblood (First Lieutenant)
Character Reactions (SOLO p.18): Admires Kilgar.
Keter Lancel (Lance Sergeant)
Character Reactions (SOLO p.18): Friendship with Dean through guilt.
Kilgar Plenson (Lance Sergeant)
Character Reactions (SOLO p.18): Knows about Striker's gambling problem.
Kyle Rheimer (Lance Sergeant)
Character Reactions (SOLO p.18): Likes to ridicule Jansen.
…..............
257 - 1120

System: Linmar

Preparing for Departure: A fist fight breaks out in a lounge while the Dean Team is having a drink. Dean and Striker get involved and break up the fight. A few scrapes and bruises, but no serious injuries. Starport security responds in a ruthless manner, hauling off the instigators of the fight with extreme violence. Kyle notices one of the brawlers is unresponsive and looks dead.
The starport goes on lockdown, and curfews have been issued for all occupants of the starport and surrounding settlements. Dean is later informed by a local at the starport that the 3FT are involved and spy activity is suspected by the government. This local also tells Dean he had heard a rumor that all of the brawlers at the lounge have been eliminated. Is this a rumor? It seems like Kyle's observation lends credence to it. The crew and team members are never questioned by security or any other government agents.
The lockdown on Linmar lasts a total of 24 days.

281-1120

Prepare for Departure: With the ending of the lockdown, the crew of the Free Enterprise are preparing for their trip to Estin. The passenger from Rinma, Urella Ginsan, still wishes to travel to Estin. She spends her time in her stateroom cabin while the crew preps for departure. The Dean Team and crew never spotted her while the starport was on lockdown. They are also maintaining their vigilance with keeping an eye on Urella and watching their own behavior. Nothing indicates to Dean that she is a spy, but better to play it on the safe side.

System Travel to Jump Point: An Emergency Response Boat believes the far trader is a pirate ship. Extended communication with the ERB and Linmar starport officials allays the ERB's fear.

Jump: Sensors during jump travel are giving false readings of system failures. A thorough check of operating systems indicate a false-positive. Everything appears to be working order.

Arrival: Arrive in the Estin System. No encounters.

Starport Encounters: With the successful delivery of the cargo completed, the crew seeks out a little R&R. The extra credits from the cargo and additional passenger means a nice dinner at the starport's finest restaurant! The group also decides to spend an extra week on Estin.

World Encounters: During the meal, the captain spots a local celebrity whom he admires. William Carreiro is a famous actor on Estin. The captain catches him in a good mood and secures an autograph from the actor. The captain is now in an even greater mood and buys drinks for the house! Whatever happened to traveling incognito???

GM Note: The brawl at the starport lounge was started when a member of a local dissident cell on Estin was exposed as a 3FT operative. The man Kyle had witnessed was actually the 3FT operative who was indeed dead. One of the dissidents in the fist fight successful stabbed the operative in the heart with a concealed blade. Urella was temporarily recalled to interrogate the prisoners arrested at the starport lounge. She was also interested in finding out whether or not Dean and Striker were part of the dissident group operating on Estin. The dissident prisoners denied knowing anything about Dean and Striker. Urella believed them, since Dean and Striker's actions prevented the dissidents from making their escape. Needless to say, the rumors regarding the fate of the brawlers are true. Both prisoners were summarily executed after Urella's interrogation.

302-1120

Preparing for Departure: The captain and crew were able to secure cargo for transport to Abin. The extra week of rest has done wonders for the Dean Team's morale. No sign of Urella, so it looks like her travel onboard the far trader is completed. While completing his duties onboard the far trader, Jansen Trueblood finds a listening device in the crew lounge. Jansen alerts the captain and Dean of his discovery. No crew member would have need of this, since all of them are part of the operation. There is only one person who could have placed the listening device...Urella Ginsan!

There is still no sign of Urella, but the captain fears she might return with the destruction of the listening device. A plan is hatched! The crew will search for a passenger to fill the empty passenger cabin. A quick search of the starport yields a willing person seeking passage. The captain offers an incredible deal with a dramatically reduced price on the fare. He also forges the ship's files to show this passage was booked in advance. Everything is in place, but still no sign of Urella.

Within 45 minutes of the Free Enterprise's planned departure, here comes Urella seeking a last-minute passage. The captain, putting on an act that would make William Carreiro proud, humbly apologies to Urella and explains to her the passenger cabin is already booked for the trip to Abin. Visibly angry, Urella walks off in a huff.

GM Note: Sure enough, Urella had detected the listening device was no longer functioning. She originally had no plans to travel onboard the far trader anymore, relying upon agents at Abin to pick up the listening device signal when the Free Enterprise entered the Abin system. The 3FT, along with agents of the Shattered Planet Security (SPS) Service, regularly monitor listening device signals throughout the Republic of Krax. Her inability to secure passage leads her to investigate the ship's flight plan and manifest logs at the starport. Everything appears to be in order. Urella takes solace in the fact that the Free Enterprise and its crew have done nothing to create suspicion in her mind. She believes she has done her job, and now the far trader is the responsibility of officials at Abin. An x-boat message will be forwarded to Abin as soon as possible in accordance with 3FT protocol.
The captain's plan and the Dean Team's discipline have paid dividends. The 3FT tail has been broken!


System Travel to Jump Point: A distress call is received from the Large Transport Ship, Titan. The Titan's medic has become violently ill. The Free Enterprise continues to monitor radio transmissions between the Titan and Estin as the far trader approaches its jump point.

Jump: As the Free Enterprise is traveling through jump space, the passenger recruited by the captain attempts to hijack the far trader. The hijacker successfully gains control of the bridge. The Dean Team springs into action and a battle commences. The hijacker is quickly subdued and successfully detained. Kyle and the hijacker both receive minor injuries.

309-1120

Arrival: The Free Enterprise enters the Abin system. The Free Enterprise passes the outbound far trader, Nero. No issues or problems.

Starport Encounter: The ship arrives and unloads its cargo. The hijacker is escorted to the starport security office and turned over to them. As the Dean Team members head back to the docked far trader, Kyle notices a very frustrated port official. Kyle offers assistance, and the frustrated official gladly accepts his offer. Within a few entries, Kyle is able to get the official's computer working again. The port official is grateful and even offers CR100 for Kyle's help. He politely declines the official's offer.

GM Note: While the team is escorting the hijacker to starport security, a 3FT operative begins to follow the group. As the team heads back to the far trader, the 3FT operative is called away by his superiors. The tail ends as quickly as it started.

The Dean Team says goodbye to the captain and crew of the Free Enterprise. The far trader will continue its undercover work and proceed to their next destination without the Dean Team. The team makes contact with an operative of the insurgents on Abin. New identification papers are secured and the team will attempt to leave the starport with new identities. The secret insurgent base is located in a rural area of Abin. The name of contacts and addresses must be memorized. The team cannot risk anything printed or written that could fall into the hands of the 3FT if the group is stopped along their journey.
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Old June 15th, 2020, 10:04 AM
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Default SOLO Campaign-The Conclusion

SOLO Campaign-Dean Team Part 8
Current Adventure: Infiltrate
Date: 316 - 1120
Subsector/Sector Location: Williamsburg/Glimmerdrift Reaches

Cast of Characters (Dean Team):
Dean Halvaard (Force Commander)
Character Reactions (SOLO p.18): Considers Keter an enemy.
Striker Anderson (Major)
Character Reactions (SOLO p.18): Considers Dean a rival.
Jansen Trueblood (First Lieutenant)
Character Reactions (SOLO p.18): Admires Kilgar.
Keter Lancel (Lance Sergeant)
Character Reactions (SOLO p.18): Friendship with Dean through guilt.
Kilgar Plenson (Lance Sergeant)
Character Reactions (SOLO p.18): Knows about Striker's gambling problem.
Kyle Rheimer (Lance Sergeant)
Character Reactions (SOLO p.18): Likes to ridicule Jansen.

…..............

316 - 1120

System: Abin

The team attempts to leave the starport and enter the general population. A new agent is now tracking the group. The 3FT has very few operatives in this system, but the Shattered Planet Security Service (SPS) is present. The SPS does not have the funding and technological advantages as the 3FT, but it has numerous field agents. This new agent tailing the group is an agent of the SPS.

Starport Encounter: The Dean Team seeks an opportunity to make its escape from the starport. A buzz circles around the starport as news of a starship entering the Abin system has received heavy combat damage. No further news is available, and the team really wants to get out of the starport before it is shut down. To further complicate things, the team detects the SPS agent tailing them around the starport.

Resolve the Plan: The group successfully exits the starport; however, the SPS agent is following them from a distant. In order to leave, the group was required to surrender their weapons. The team members gladly comply.

GM Note: Abin has 7 regions and 47 cities located on the main continent of the planet. The secret base of the insurgents is located in a rural area in Region 7, outside of City 47. The team has 49 days to reach the contact who will escort them to the secret base. There should be plenty of time to reach the contact. If the group does not make a connection with the contact by day 365, the contact will leave and the mission will be a failure.

323-1120

The group will attempt to shake the SPS tail. As the team passes through Regions 1-3, it appears the SPS agent is no longer following them.
Resolve the Plan: The group attempts to enter Region 4, but is stopped at a government checkpoint and they are denied passage. A soldier informs them the restriction on travel outside of Regions 1-3 will end in a few days, and she encourages the group to return at that time. Dean believes their identities have not been compromised, and this restriction on travel is unrelated to the team's presence.

330-1120

The team sets out again for the secret base. Ilar Xenith turns white as a ghost when the group approaches the checkpoint at Region 4. He claims to have spotted the agent who was tailing them earlier. None of the other members of the Dean Team noticed anyone following them, and they try to encourage Ilar that everything is alright. Ilar is becoming visibly nervous and making paranoid ramblings about the group having been made by the authorities. In the end, the group successfully passes through the Region 4 checkpoint and proceeds to the next checkpoint.

Resolve the Plan: The group makes it to Region 6. The group finds a local hotel in City 36, and will proceed to Region 7 the next day. The team departs in the morning for Region 7 and makes it through the last region checkpoint.

337-1120

Resolve the Plan: The team makes its way from City 41 and should be able to reach City 47 by 338-1120. While proceeding through City 46, the group's air-raft is involved in an accident. Ilar Xenith received a minor injury to his head. The Dean Team will be delayed in City 46 for at least a week in order to secure new transportation.

344-1120

The group successfully secures a new air-raft for the last leg of their journey.

Resolve the Plan: As the team heads toward the edge of City 46, they are stopped by a mass demonstration. Citizens in the rural areas of Abin are not supporters of the new government in charge of the planet. They have no love for the 3FT or the SPS. The protests are peaceful, but travel is all but impossible while the protests are being held.

345-1120

The group sets out once again for City 47. Ilar is becoming more delusional and keeps insisting the team is being followed by an agent. Kyle and Jansen conduct some recon and do not detect anyone following them.

Resolve the Plan: The group is stopped by local law enforcement. Dean is informed by a police sergeant that the earlier protests in City 46 have triggered riots in City 47. All routes leading to City 47 are now closed. He has no idea how long the closures will last.

GM Note: Ilar's head injury has made his delusions even worse. The team has been successfully covering their tracks. No one is tailing them. What should have been a trip that takes no more than 7 days to complete has taken 22 days, and the team is still not at its destination. There is still plenty of time, but the contact rendezvous is quickly approaching.

358-1120

It takes almost a fortnight for the riots/protests to settle down and for city connecting roads to reopen. The group now has only 7 days to make the rendezvous with the insurgent contact.

Resolve the Plan: As the team approaches the outskirts of City 47, they are stopped by soldiers manning a makeshift military checkpoint. The team is denied passage, but is told to check back tomorrow. The checkpoint guard tells Dean that he believes they will be leaving the area in a day or two since things have settled down in the city. The soldier's estimate was accurate, and the group was allowed to proceed to City 47 on 359-1120.

360-1120

Dean Halvaard informs the team members of the departure of Ilar Xenith. When he went into Ilar's room at the local hostel he found Ilar and his possessions missing. A brief note on the night stand reads, “They have found us. I am getting out now. You would all be wise to do the same thing.” The team members believe Ilar's head injuries must be more severe than they originally thought. There is still no evidence of the team being followed by anyone.
Dean presses the group to make haste and prepare to depart City 47 as quickly as possible. Word on the street has it that the long anticipated civil war is about to break loose. “We do not want to be anywhere near here when that happens,” was Dean's comment regarding the rumor.

Resolve the Plan: As the team approached City 47's last checkpoint to the rural countryside, Dean pushed the air-raft a bit too much, and he had to make a rather tricky maneuver in order to keep the air-raft from crashing through the checkpoint gate. An angry military captain began to read Dean the riot act for his approach to the checkpoint. “Are you looking to get shot??” replied the Captain. “Sorry, sir. All this rioting and protests have me jumpy, and I am just trying to get home,” was Dean's reply. The conciliatory tone of Dean's words did little to ease the Captain's anger. “Papers. NOW,” barked the Captain! All of the team members presented their IDs to the Captain. Several other soldiers quickly surrounded the air-raft. After a few minutes, which felt like several days, the Captain returned the team members' IDs. The Captain's next words were devastating. “Passage DENIED for twelve days! I suggest you turn around and go back to the city.” Before Dean could get a word out, the Captain warned him that any word spoken by him or any other occupants of the air-raft would result in their immediate detention. Without saying a word, the team retreated back to the city. The mission has failed!!!

GM Notes: The mission ends in failure. I decided to continue the adventure with the group attempting to locate the hidden base, but their attempts never succeeded. A few other endeavors that had the Dean Team within striking distance of a leader of the 3 Fists Triumvirate resulted in the death of Kyle Rheimer. At this point, I decided to bring this adventure to a close.
I will be posting an epilogue of my first-time experience using Zozer Games' SOLO in the near future.
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Last edited by sirjames; June 15th, 2020 at 10:19 AM..
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Old June 19th, 2020, 04:08 PM
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Default SOLO Campaign-Dean Team Epilogue

I completed this adventure way back in October of 2019. This was my first time playing a solo rpg, and my first time using Zozer Games' SOLO system. I started with the Classic Traveller system, but switched to Cepheus Engine shortly after the first game play of the Dean Team Campaign.

The characters used for this adventure were from “Supplement 13 – Veterans” from GDW. I decided to use pre-generated CT characters in order to get right into game play. This turned out to be bad decision on my part. The characters really did not have the proper skills for an espionage style mission. It would have helped to incorporate at least two agent characters such as those that can be generated on the Agent Career Character Generation Chart in Cepheus Engine. I gave some thought of modifying my Dean Team characters, but decided to see how things would go with the original stats.

I utilized the campaign style “Campaign: Travellers” from the SOLO RPG Campaigns Book (p. 53). I used the checklist outlined on p. 53 to conduct my campaign. I slightly modified this checklist as I played the campaign, but for the most part, I followed the SOLO checklist.

The heart of the SOLO system is “The Plan.” I followed this system throughout my Dean Team Campaign. “The Plan” is a mechanic to resolve a scene. Each plan has a difficulty and danger level. Here is a sample from my play of the Dean Team:

The Plan: The group will attempt to make contact with the Secret Base.
Difficulty: Shaky [required roll = 10+]
Danger Level: Dangerous [“There is chance of physical injury, even death, if things go wrong]
Roll 2d6 to resolve the plan: If the modified roll is less than 10, there is a bad consequence. If the modified roll is = or > than 10, there is a good consequence.

The idea is to take the results of the plan resolution and role play what happened. This can sometimes feel confusing, but after a few times of using “The Plan,” I found it easier to role play the results. In the above example of my Dean Team's last plan, the group failed their success roll. No physical injury resulted , and the bad consequence was “part of the mission was failed or incriminating evidence left behind.” I decided to make the failed plan result a mission failure due to the group's failure to make contact by the time deadline. I role played the group searching the area and making inquiries of the locals. I used the “Tell Me, D6” mechanic outlined on p. 37 of SOLO to assist the role play of the characters interacting with the locals around the area of the secret base. Since the group did not roll the required 10+ and failed the mission, I conducted the role play of the scene with the possibility of the group encountering the secret police. Fortunately for the Dean Team, they did not encounter an undercover government agent which would have certainly resulted in the arrest and/or termination of the group as spies.

Overall, I find Zozer's SOLO to be a useful tool to play Travelller/Cepheus Engine solo. SOLO is not a book full of random charts and endless dice rolling. I find it to be a set of tools to assist with fleshing out the story of your solo rpg campaign.

SOLO has enabled me to move beyond the simple dice rolling resolution mechanic and to get into creating a story. A journal notebook to write out the story narrative is paramount when using SOLO. For some, it will feel like a writing assignment that lacks the interaction and experience of role playing with other people. For many, it will expand your imagination as you play and write out your solo gaming experience. It has been an enriching experience for me and I look forward to my next SOLO campaign.

My next SOLO campaign has already started. I am using Cepheus Light from Stellagama Publishing for my character generation and play of this new campaign. I am not sure if I will post an account of this campaign on COTI, but you never know.

I wish to thank all of you who have followed my posts of the Dean Team Campaign.

Sir James
(Tom)
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