I have this from somewhere...
BLACK DUKE WORKING OUTLINE (96-PAGE BOOK)
I. Introduction
A. What's in this book?
1. Background data & maps on Dulinor's factionary turf
2. Campaign adventure material for extended play with interlinked small adventures
3. New minor race information
4. New starship information
B. How do you use the material herein?
1. PC type useable for this campaign
2. Improved "Cinematic nugget" version of adventure material
a. "Scene" & "Action"
3. Use of the background material for further campaigning
II. The Campaign A. Fiction/Introduction to the Campaign
1. What the initial situation is and where it will lead
a. Itinerary of the campaign (map of the route)
i. variations possible in itinerary
2. Description of the Lady Jo
a. The Lady Jo will be an Alexandria class free trader
3. Description of the Tukera Lines freighter
a. The Tukera freighter is a type AT freighter
b. Deckplans of the Tukera Lines freighter
c. Description of freighter's layout/compartments
B. Crew NPC's of the Tukera freighter
1. NPC illos, stats, and descriptive blurb on each detailing background & status
2. Another NPC (or 2 crew NPC's) might be an Ael Yael for alien fun
3. Putting two Suerrat (mates?) on the ship might be good, too
C. Scenario #1 - A Prequel: We love our ship (5 pages)
1. This is designed to get the PC's attached to their ship so that when they have to leave it, they'll still want to get it back (therefore they'll go off to make money for repairs)
D. Scenario #2 - Into the Drink on a Planet
1. Players' set-up info:
a. Setting out on board their ship, the Lady Jo, the characters get hit by commerce raiders and must head for the nearest world in order to make repairs. The ship doesn't quite make it to the spaceport, and instead lands in the shallows off-shore from the spaceport. Ship needs to be pulled out and have major repairs done on it - all of which will cost major bucks that the PC's don't have.
2. Referee's notes on this scenario:
a. World description with spaceport map
b. Need to provide notes on getting the PC's successfully into this pickle
i. Notes on running the raider combat
ii. Where the Lady Jo should/shouldn't get damage
iii. Coming in for the landing
(1). Power plant/thruster plates failure?
(2). Navigation/attitude thrusters out of control?
(3). Somehow, they should end up in the drink
E. Scenario #3 - Gaining the Suspicions of Dulinor's or Lucan's
intelligence branch (3 pages)
1. Players' set-up info:
a. Somehow the PC's will get the attention of an intelligence officer of Dulinor's or Lucan's (not sure which to use; maybe both?). Being on a Tukera ship in Ilelish will be bad enough (in the Dulinor's case), but something else should happen here to make them seem all the more suspicious.
3. Referee's notes on this scenario:
a. Some sort of location map for this scenario
b. Background information on Tukera/Dulinor relationship at present
F. Scenario #4 - Fun with Aliens (8 pages)
1. This scenario should involve at least one of the new minor races of this sourcebook. Perhaps a visit to the race's homeworld would be in order. Ref's info should include alien NPC info, a map of the homeworld region visited (maybe a map of the whole world, too), and maybe some info/stats on some sort of alien vehicle/equipment used by the PC's. The aliens should play a fairly major role here, and overall, the tone should be one of discovery (perhaps enigma) rather than peril.
2. Having a planet where you must procure and wear a specific type of business garb in order to be taken seriously in trading could be fun
a. These outfits would be ridiculous, uncomfortable and hard to move in - but if you don't wear them, no one takes you seriously as a business-sophont
4. Something Suerratian might also be good here, perhaps with some other aliens also being prominent
G. Scenario #5 - Something with a Mercenary Company (5 pages)
1. What might happen here is some meeting-up with a mercenary company (maybe hired/commandeered to transport supplies/troops somewhere). This is mainly to tie in with the Mercenary interview; it may also add some Rebellion shoot-out type excitement. Perhaps the Unification Day raid (Unification Day=Soviet May Day) could be fit in here with the major attack force being mercenaries hired by an anti-Dulinor/pro-Lucan underground resistance on this world in the heart of Dulinor's Domain. PC's would be caught in the crossfire action, maybe some captured by the mercenaries and held as prisoners for ransom of some sort (mistaken identity type thing?). Perhaps a passenger from the Tukera ship could be used as the catalyst here.
H. Scenario #6 - Fun with Gas Giants (5 pages)
1. The PC's come into a system known to have a fuel depot only to find when they arrive that the depot has been hit by commerce raiders and the fuel taken/destroyed
2. An x-boat has been dispatched but it will be another week and a half for new supplies to reach the depot
3. The depot is located on an airless world and was just a drop-off depot with no on-world fuel supplies
4. PC's can wait around (no fun?) or can try fuel-skimming an in-system gas giant with their shuttle for fuel
5. If they opt to skim:
a. There are lifeforms in the atmosphere of the Jovian in-system
b. These lifeforms are intelligent and know about humankind, but haven't been able to figure out any way to contact us
c. They have finally found a method to communicate with humans and are dying to try it out
d. Our PC's are the first ones to come along and end up being the "guinea pigs" for these aliens (it will happen during the fuel-skimming)
e. PC's get to deal with the aliens and their "method of communication"
I. Scenario #7 - "Space-diving" (8 pages)
1. One of the NPC's aboard the Tukera ship is a member of the ISRA (Inter-Sector Re-entry Association), a club similar to today's parachuting clubs except these guys jump from space using atmospheric re-entry kits
2. The PC's will be talked into participating in a jump by this NPC
a. If they seem reluctant to try this, another NPC who just recently tried this for the first time (and who seems like a very rational sort of individual) can help in coaxing them
i. Empasize the safety of the technique and equipment
(1). Do up an equipment sheet on the re-entry kit
3. Equipment can be rented at the ISRA club-house located near the spaceport
a. The PC's equipment is designed and set-up for first-time/beginning space-jumpers and is equipped with numerous fail-safes/extra margins of safety
i. These re-entry kits would be top-of-the-line, very expensive units if purchased, but the ISRA club makes good money off rentals with these so that the cost is made back easily
4. This should be a fairly safe activity - potential problems might include:
a. Equipment failure - should not be catatrophic
i. minor burn-through in the heat shield
(1). There is an extra thickness of foam on the PC's kits, so chance of burn-through should be minimal
ii. problem with initial de-orbit burn
(1). burn of incorrect duration or magnitude: end up back in orbit - can either try again (fuel permitting) or get picked up by OTV from orbit
(2). burn starts at wrong point in orbit: end up going down in the wrong area on the planet
iii. parachute troubles
(1). tear in one of the chutes (pilot, drogue, or main)
(2). shroud line gives way
(3). pilot/drogue/main chute fails to deploy on first try
(a). have to use a manual release (indicator light will inform you of the chute's failure to deploy
iv. computer trouble
(1). kit's controlling computer malfunctions and ends up sending you down to the wrong landing spot
b. motion sickness
i. offer the PC's motion sickness prevention drugs before the trip down - if they refuse, get them to roll tasks on whether they get queasy or not
ii. have an emergency vomit-vac suction tube within the vacc suit's helmet to prevent suffocation (standard equipment with rental re-entry kits)
c. Weather/atmospheric conditions become unfavorable
i. need to abort to a secondary site
ii. need to make it through the weather conditions
(1). will probably end up off-course and landing in an un-planned location
(a). getting back to where they can be picked up could pose some challenges (meet some new aliens or alien critters?)
J. Scenario #8 - The Major Confrontation (12 pages)
1. This should be the climactic scenario of the Campaign, with everything coming to a head....
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...well, now, we don't want to give away everything, now do we? If anyone wants to work on this project as a writer, we are interested in talking to you. You must, however, have practical experience as a Traveller referee and be able to address the problems the referee will have in administering a scenario with practical, helpful advice.
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K. Conclusions/continuances
1. Put some notes in here on what can happen after this point
a. Getting the Lady Jo back
a. Continuing a little further with the Tukera Liner
c. Further fun in Ilelish sector
III. Campaign Background
A. The Domain of Dulinor
1. History of the region
a. Ilelish Domain in the historical context
i. The traditional Domain
ii. The Domain in terms of the Rebellion & Dulinor's loyal turf
a. Timeline of Ilelish's history in a sidebar
2. Description of Dulinor's Territory
a. Highlights/major worlds of the region
a. Status of trade routes/xboat routes in the region
c. Minor races of the region - who's where & why
3. Sector data for Ilelish and maps of Dulinor's Territory
IV. Miscellaneous Items
A. Interviews
1. Dulinor - Whys of what he has done; what is he doing now, what will he do next
2. Mercenary - why Dulinor as Emperor is bad for business
B. Essays/reports (pseudo-historicals)
1. Tukera Lines info as a PC handout
2. Propaganda flyers of the Rebellion (more handouts)
a. Dulinor
a. Isis Underground
c. Lucan
d. Mercenary company