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Adventure - INDEX Thread

Adventure.

Adventure to experience in your Classic Traveller game.






This is an INDEX thread.

Posters should--

(A) Reference CT Magazines and Sources appropriate to the header.

(B) Share original CT work appropriate to the header.

(C) Provide links to useful threads in the CT forum appropriate to the header.



Please keep the material Classic Traveller oriented. For example, equipment from MegaTraveller would be appropriate because it is 100% compatible with Classic Traveller. But weapons from MT sources should not be cited as they do not include Classic Traveller stats.




Here are links to the other Classic Traveller Indexing threads:

RULES Meant for references and links to rules material and misc. articles.

WEAPONS Meant for weapons with Classic Traveller stats.

NPCs Meant for NPCs intended for use with Classic Traveller.

ANIMALS Meant for use with CT.

HIGH GUARD Meant for High Guard stats for large starships (typically not accompanied with deckplans).

VEHICLES Meant for CT designs of air, land, and sea vehicles.

ADVENTURE Meant for adventures for use with Classic Traveller.

SPACE Meant for world descriptions, subsectors, sectors, and political regions of space. Maps typically included.

ROBOTS Meant for CT robot designs.

DECKPLANS Meant for Classic Traveller starships with deckplans and CT stats.

CAREERS Meant for both Basic and Advanced CT CharGen.

EQUIPMENT Meant for use with Classic Traveller.

ALIENS Meant for use with Classic Traveller.

DRUGS Meant for use with Classic Traveller.
 
Adventure.

Adventure to experience in your Classic Traveller game.






This is an INDEX thread.

Posters should--

(A) Reference CT Magazines and Sources appropriate to the header.

(B) Share original CT work appropriate to the header.

(C) Provide links to useful threads in the CT forum appropriate to the header.



Please keep the material Classic Traveller oriented. For example, equipment from MegaTraveller would be appropriate because it is 100% compatible with Classic Traveller. But weapons from MT sources should not be cited as they do not include Classic Traveller stats.




Here are links to the other Classic Traveller Indexing threads:

RULES Meant for references and links to rules material and misc. articles.

WEAPONS Meant for weapons with Classic Traveller stats.

NPCs Meant for NPCs intended for use with Classic Traveller.

ANIMALS Meant for use with CT.

HIGH GUARD Meant for High Guard stats for large starships (typically not accompanied with deckplans).

VEHICLES Meant for CT designs of air, land, and sea vehicles.

ADVENTURE Meant for adventures for use with Classic Traveller.

SPACE Meant for world descriptions, subsectors, sectors, and political regions of space. Maps typically included.

ROBOTS Meant for CT robot designs.

DECKPLANS Meant for Classic Traveller starships with deckplans and CT stats.

CAREERS Meant for both Basic and Advanced CT CharGen.

EQUIPMENT Meant for use with Classic Traveller.

ALIENS Meant for use with Classic Traveller.

DRUGS Meant for use with Classic Traveller.
 
The Third Imperium Classic Traveller fanzine is available free for download HERE.

Third Imperium #1

OUT OF THE EGG, set in the Sindal subsector of the Trojan Reaches.

Third Imperium #2

Code of Honor, set in the Tlaiowaha subsector of the Trojan Reaches. Aslan Alien Module needed.

Third Imperium #3

Narcissus Cup, set in the Gazulin subsector of the Trojan Reaches.

Third Imperium #4

Delusions of Godhood, set in the Borderland subsector of the Trojan Reaches.

Third Imperium #5

SS 12b, set in the Tobia subsector of the Trojan Reaches.

Third Imperium #6

Fun With Blotches, set in the Borderland subsector of the Trojan Reaches

Third Imperium #7

Gabriel Project, set in the Dpres subsector of the Trojan Reaches

Third Imperium #8

Mindburst, set in the Yggdrasil subsector of the Trojan Reaches

Third Imperium #9

After The Fact, set in the Trojan Reaches

Third Imperium #10

Vendetta, set in the Goertel subsector of the Trojan Reaches

Third Imperium #11

Then And Now, set in the Menorial subsector of the Trojan Reaches
 
The Third Imperium Classic Traveller fanzine is available free for download HERE.

Third Imperium #1

OUT OF THE EGG, set in the Sindal subsector of the Trojan Reaches.

Third Imperium #2

Code of Honor, set in the Tlaiowaha subsector of the Trojan Reaches. Aslan Alien Module needed.

Third Imperium #3

Narcissus Cup, set in the Gazulin subsector of the Trojan Reaches.

Third Imperium #4

Delusions of Godhood, set in the Borderland subsector of the Trojan Reaches.

Third Imperium #5

SS 12b, set in the Tobia subsector of the Trojan Reaches.

Third Imperium #6

Fun With Blotches, set in the Borderland subsector of the Trojan Reaches

Third Imperium #7

Gabriel Project, set in the Dpres subsector of the Trojan Reaches

Third Imperium #8

Mindburst, set in the Yggdrasil subsector of the Trojan Reaches

Third Imperium #9

After The Fact, set in the Trojan Reaches

Third Imperium #10

Vendetta, set in the Goertel subsector of the Trojan Reaches

Third Imperium #11

Then And Now, set in the Menorial subsector of the Trojan Reaches
 
Far Traveller is a Classic Traveller magazine published by FASA. It ran for only two issues.

Far Traveller #1

Port of Call: Roakhoi, world of the Reavers' Deep sector, Ea subsector.

Jailbreak, set on Roakhoi in the Ea subsector of Reavers' Deep.

Far Traveller #2

Night Rescue, set on Roakhoik in the Ea subsector of Reavers' Deep.

Port of Call: Rejhappur, world of the Reavers' Deep sector, Scotian Deep subsector.

Trial By Justice, set on Rejhapur in the Scotian Deep subsector of Reavers' Deep.

The Last Bastion, set on Rejhapur in the Scotian Deep subsector of Reavers' Deep.
 
Far Traveller is a Classic Traveller magazine published by FASA. It ran for only two issues.

Far Traveller #1

Port of Call: Roakhoi, world of the Reavers' Deep sector, Ea subsector.

Jailbreak, set on Roakhoi in the Ea subsector of Reavers' Deep.

Far Traveller #2

Night Rescue, set on Roakhoik in the Ea subsector of Reavers' Deep.

Port of Call: Rejhappur, world of the Reavers' Deep sector, Scotian Deep subsector.

Trial By Justice, set on Rejhapur in the Scotian Deep subsector of Reavers' Deep.

The Last Bastion, set on Rejhapur in the Scotian Deep subsector of Reavers' Deep.
 
High Passage is another Classic Traveller magazine published by FASA. It ran for five issues.

High Passage #1

The Solar Flare Mystery, set on Larmix, Dethnes subsector, Old Expanses.

High Passage #2

The Cobra Conspiracy, set on Ehart, So Skire subsector, Old Expanses.

High Passage #3

The Edge, set in unexplored space.

High Passage #4

134-635, set in the Ahri subsector of the Old Expanses.

High Passage #5

Day of Gathering, set in the Shenk subsector of the Old Expanses.
 
High Passage is another Classic Traveller magazine published by FASA. It ran for five issues.

High Passage #1

The Solar Flare Mystery, set on Larmix, Dethnes subsector, Old Expanses.

High Passage #2

The Cobra Conspiracy, set on Ehart, So Skire subsector, Old Expanses.

High Passage #3

The Edge, set in unexplored space.

High Passage #4

134-635, set in the Ahri subsector of the Old Expanses.

High Passage #5

Day of Gathering, set in the Shenk subsector of the Old Expanses.
 
Space Gamer #48

Storm, written by the Keith brothers! This is part two of the Keith brother's adventure called Flare Star, set in the Reavers Deep sector. Flare Star has been published in several publications including as a Marischal Adventure Folio and fairly recently as a GURPS Traveller adventure available through e23.
 
Space Gamer #48

Storm, written by the Keith brothers! This is part two of the Keith brother's adventure called Flare Star, set in the Reavers Deep sector. Flare Star has been published in several publications including as a Marischal Adventure Folio and fairly recently as a GURPS Traveller adventure available through e23.
 
Introductory Adventure: The Imperial Fringe published by GDW.

This adventure, published in LBB format, originally came in DELUXE TRAVELLER.

It's less of a detailed adventure and more of a framework for an adventure, as many GDW scenarios are written. There is some great advice in this thing for the first-time Classic Traveller GM (it should be required reading for beginners), and the adventure idea itself is astounding: To visit all 440 star systems in the Spinward Marches on a work-for-hire mission for the Imperial Scouts!

Yep, the idea is incredible. You're given a 20 year time limit to complete the work for hire.

I think this would be an incredible idea to base a Traveller campaign upon. My question would be, though, "Did anyone ever finish this adventure in their gaming careers?"

You get deckplans and description of the Scout/Courier AURORA, and I especially like the "peculularity" notes given--like the discussion about the various entry points on the vessel or the fact that the ship has a real problem with the air circulation system, and the filters have to be changes out once a month.

There's large Library section, rules for verifying planetary UWPs, and detailed recommendations for using aliens in Traveller (including CharGen mods). Stats are included for all 440 worlds in the Spinward Marches.

This adventure is written with the beginning GM in mind, and on that level, it does an excellent job. But, the adventure is very "open", to where the GM will follow the adventurers and ad-lib a lot (which I think is hard on new GMs).

But, for a GM who wanted to take this thing and run with it, I think it'd make a hell of a spine for a campaign.

Incentive to visit every world in the Spinward Marches?

C'mon. That's brilliant.
 
Introductory Adventure: The Imperial Fringe published by GDW.

This adventure, published in LBB format, originally came in DELUXE TRAVELLER.

It's less of a detailed adventure and more of a framework for an adventure, as many GDW scenarios are written. There is some great advice in this thing for the first-time Classic Traveller GM (it should be required reading for beginners), and the adventure idea itself is astounding: To visit all 440 star systems in the Spinward Marches on a work-for-hire mission for the Imperial Scouts!

Yep, the idea is incredible. You're given a 20 year time limit to complete the work for hire.

I think this would be an incredible idea to base a Traveller campaign upon. My question would be, though, "Did anyone ever finish this adventure in their gaming careers?"

You get deckplans and description of the Scout/Courier AURORA, and I especially like the "peculularity" notes given--like the discussion about the various entry points on the vessel or the fact that the ship has a real problem with the air circulation system, and the filters have to be changes out once a month.

There's large Library section, rules for verifying planetary UWPs, and detailed recommendations for using aliens in Traveller (including CharGen mods). Stats are included for all 440 worlds in the Spinward Marches.

This adventure is written with the beginning GM in mind, and on that level, it does an excellent job. But, the adventure is very "open", to where the GM will follow the adventurers and ad-lib a lot (which I think is hard on new GMs).

But, for a GM who wanted to take this thing and run with it, I think it'd make a hell of a spine for a campaign.

Incentive to visit every world in the Spinward Marches?

C'mon. That's brilliant.
 
Rescue On Galatea publised by FASA.

This adventure if chock full of action. It's set in the Inverness subsector of the Far Frontiers sector, and it centers around a group of mercenaries hired to rescue a kidnapped diplomat. The advenuture is really Traveller's version of a modern-day raid by a group of Oil-Company-hired-mercenaries into a third world country to rescue a ransomed oil exec. There's lots of action and lots of overland travel. There's air-to-air combat in this one.

A GM can run this adventure in normal rpg-type sessions (men-going-in-a-la-the-Aliens-movie), or he may break out the Book 4 rules and run some Striker encounters. The adventure lends itself to both, or even a mixed, type of play.

There are plenty of NPCs, with full stats listed, but I noticed they seemed a bit over-skilled for Classic Traveller. Not many adhere to the Experience Limit rule.

But, in the hands of the right GM, this adventure could be a hellofaride.
 
Rescue On Galatea publised by FASA.

This adventure if chock full of action. It's set in the Inverness subsector of the Far Frontiers sector, and it centers around a group of mercenaries hired to rescue a kidnapped diplomat. The advenuture is really Traveller's version of a modern-day raid by a group of Oil-Company-hired-mercenaries into a third world country to rescue a ransomed oil exec. There's lots of action and lots of overland travel. There's air-to-air combat in this one.

A GM can run this adventure in normal rpg-type sessions (men-going-in-a-la-the-Aliens-movie), or he may break out the Book 4 rules and run some Striker encounters. The adventure lends itself to both, or even a mixed, type of play.

There are plenty of NPCs, with full stats listed, but I noticed they seemed a bit over-skilled for Classic Traveller. Not many adhere to the Experience Limit rule.

But, in the hands of the right GM, this adventure could be a hellofaride.
 
Deep Shadows a sequel to the GDW adventure Shadows can be found HERE.

Argonaut, another fan-created adventure, can be found and downloaded HERE.

Argonaut would be an interesting and excellent choice to kick off a campaign, especially if the players are new to Traveller. I would recommend an experienced Traveller GM run this one, though.
 
Deep Shadows a sequel to the GDW adventure Shadows can be found HERE.

Argonaut, another fan-created adventure, can be found and downloaded HERE.

Argonaut would be an interesting and excellent choice to kick off a campaign, especially if the players are new to Traveller. I would recommend an experienced Traveller GM run this one, though.
 
Simba Safari published by Judges Guild

Judges Guild products are known for the variable quality. The newsprint paper typically turns players off, thinking that quality is not inherent if publishing quality is so low.

Well, Simba Safari, published 3 years before GDW's Adventure 10: Safari Ship, holds its own when compared to that later adventure.

It's a very basic plot: Use a Safari class ship, travel across several worlds, go huntin' and explorin'. That's basically what you're getting with this adventure.

Can it be fun? Sure. If the group likes exploration type scenarios, in the hands of a good GM, this can be a blast.

In this adventure you get detailed description of the 200 ton Safari ship pictured in Book 2. The actual deckplans are missing, but its easy enough to use the adventure description with the plans shown in Adventure 10 or even with some of the Safari ship deckplans that are floating around the net. The original intention of the writers of the adventure were for the GM to use the rules in Book 2 to create deckplans for his group, based on the description. So, GMs who are interested in this activity can certainly customize their own Safari class ship within the boundaries of the (very good) description of what the ship is like on the inside.

Very detailed crewmembers are included, and these can be used as PCs if wanted. Also, very detailed NPCs are included as well--passengers for the safari run.

The adventure is set on several worlds of the Diamond-Prince and Outworld subesectors fo the Ley sector, and the adventure provides a subsector map and detailed descriptions of each world.

The bulk of the adventure is its encounter tables. There are several of them, complete with events. This is, after all, an "exploratory" type adventure. Animals. Events. Terrain. Special Encounters. That type of thing. There's even an alien installation the characters can stumble upon and explore while they're out on thier safari. Detailed deckplans of the installation are included.

So, basically, what this adventure is, is a chance to explore several worlds, fight your way through many animal enounters, use your head to keep yourself alive during the events, and explore a "dungeon" type complex in the way of the alien installation.

This can be a fun adventure if open-ended exploration is what you're looking for.

Also note that this adventure is easily converted to another "theme". A ship stranded on a planet (or even crash landed), for example, is another way this adventure can be played.
 
Simba Safari published by Judges Guild

Judges Guild products are known for the variable quality. The newsprint paper typically turns players off, thinking that quality is not inherent if publishing quality is so low.

Well, Simba Safari, published 3 years before GDW's Adventure 10: Safari Ship, holds its own when compared to that later adventure.

It's a very basic plot: Use a Safari class ship, travel across several worlds, go huntin' and explorin'. That's basically what you're getting with this adventure.

Can it be fun? Sure. If the group likes exploration type scenarios, in the hands of a good GM, this can be a blast.

In this adventure you get detailed description of the 200 ton Safari ship pictured in Book 2. The actual deckplans are missing, but its easy enough to use the adventure description with the plans shown in Adventure 10 or even with some of the Safari ship deckplans that are floating around the net. The original intention of the writers of the adventure were for the GM to use the rules in Book 2 to create deckplans for his group, based on the description. So, GMs who are interested in this activity can certainly customize their own Safari class ship within the boundaries of the (very good) description of what the ship is like on the inside.

Very detailed crewmembers are included, and these can be used as PCs if wanted. Also, very detailed NPCs are included as well--passengers for the safari run.

The adventure is set on several worlds of the Diamond-Prince and Outworld subesectors fo the Ley sector, and the adventure provides a subsector map and detailed descriptions of each world.

The bulk of the adventure is its encounter tables. There are several of them, complete with events. This is, after all, an "exploratory" type adventure. Animals. Events. Terrain. Special Encounters. That type of thing. There's even an alien installation the characters can stumble upon and explore while they're out on thier safari. Detailed deckplans of the installation are included.

So, basically, what this adventure is, is a chance to explore several worlds, fight your way through many animal enounters, use your head to keep yourself alive during the events, and explore a "dungeon" type complex in the way of the alien installation.

This can be a fun adventure if open-ended exploration is what you're looking for.

Also note that this adventure is easily converted to another "theme". A ship stranded on a planet (or even crash landed), for example, is another way this adventure can be played.
 
Traveller Adventures published by GDW.

I'm not going to list info on the adventures as everyone knows what's in them.

Adventure 0: The Imperial Fringe

Adventure 1: The Kinunir

Adventure 2: Research Station Gamma

Adventure 3: Twilight's Peak

Adventure 4: Leviathan

Adventure 5: Trillion Credit Squadron

Adventure 6: Expedition to Zhodane

Adventure 7: Broadsword

Adventure 8: Prison Planet

Adventure 9: Nomads of the World Ocean

Adventure 10: Safari Ship

Adventure 11: Murder on Arcturus Station

Adventure 12: Secret of the Ancients

Adventure 13: Signal GK





Double Adventure 1: Shadows/Annic Nova

Double Adventure 2: Mission on Mithril/Across the Bright Face

Double Adventure 3: The Argon Gambit/Death Station

Double Adventure 4: Marooned/Marooned Alone

Double Adventure 5: Horde/The Chamax Plague

Double Adventure 6: Night of Conquest/Divine Intervention

Double Adventure 7: A Plague of Perruques/Stranded on Arden





Memory Alpha

Exit Visa

Tarsus

Beltstrike

Spinward Marches Campaign

Alien Realms

The Traveller Adventure
 
Traveller Adventures published by GDW.

I'm not going to list info on the adventures as everyone knows what's in them.

Adventure 0: The Imperial Fringe

Adventure 1: The Kinunir

Adventure 2: Research Station Gamma

Adventure 3: Twilight's Peak

Adventure 4: Leviathan

Adventure 5: Trillion Credit Squadron

Adventure 6: Expedition to Zhodane

Adventure 7: Broadsword

Adventure 8: Prison Planet

Adventure 9: Nomads of the World Ocean

Adventure 10: Safari Ship

Adventure 11: Murder on Arcturus Station

Adventure 12: Secret of the Ancients

Adventure 13: Signal GK





Double Adventure 1: Shadows/Annic Nova

Double Adventure 2: Mission on Mithril/Across the Bright Face

Double Adventure 3: The Argon Gambit/Death Station

Double Adventure 4: Marooned/Marooned Alone

Double Adventure 5: Horde/The Chamax Plague

Double Adventure 6: Night of Conquest/Divine Intervention

Double Adventure 7: A Plague of Perruques/Stranded on Arden





Memory Alpha

Exit Visa

Tarsus

Beltstrike

Spinward Marches Campaign

Alien Realms

The Traveller Adventure
 
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