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Classic Traveller adventures

Kpeterson

SOC-10
I was first introduced to Traveller between the time of Megatraveller and Traveller: The New Era, so never really had much experience with Classic Traveller and the resulting adventures that were released for it.

I'm curious if anyone could give me any recommendations or suggestions on Classic Traveller adventures.

I'm considering purchasing either The Classic Adventures reprints or the Double Adventures reprints in the very near future.
 
I was first introduced to Traveller between the time of Megatraveller and Traveller: The New Era, so never really had much experience with Classic Traveller and the resulting adventures that were released for it.

I'm curious if anyone could give me any recommendations or suggestions on Classic Traveller adventures.

I'm considering purchasing either The Classic Adventures reprints or the Double Adventures reprints in the very near future.
 
I guess I'll beat everyone else to the punch and tell you to try and find trhe Traveller Advneture. Even if you don't run it as a campaign, it has quite a number of ideas in it which you'll probably find useful.

Getting the adventure reprints is a good idea.

Death Station and Shadows are both pretty good. I'm also partial to Across the Bright Face/Mission on Mithril.

Safari Ship will always have a warm place in my heart because my group loved playing it. Murder on Arcturus Station is also a nifty build your own (with a ton of help) murder mystery adventure.

What's important to keep in mind is that the CT adventures come from a time when it was expected that the ref would put some effort into tailoring them to his/her/its personal tastes and group preferences.
 
I guess I'll beat everyone else to the punch and tell you to try and find trhe Traveller Advneture. Even if you don't run it as a campaign, it has quite a number of ideas in it which you'll probably find useful.

Getting the adventure reprints is a good idea.

Death Station and Shadows are both pretty good. I'm also partial to Across the Bright Face/Mission on Mithril.

Safari Ship will always have a warm place in my heart because my group loved playing it. Murder on Arcturus Station is also a nifty build your own (with a ton of help) murder mystery adventure.

What's important to keep in mind is that the CT adventures come from a time when it was expected that the ref would put some effort into tailoring them to his/her/its personal tastes and group preferences.
 
yes . and written in such a way that it is often difficult to tell what you need to add until your players are there and ask you about it . some of them are really hard to follow .

all the ones i have played / reffed have turned out really good though .
 
yes . and written in such a way that it is often difficult to tell what you need to add until your players are there and ask you about it . some of them are really hard to follow .

all the ones i have played / reffed have turned out really good though .
 
Yes, I did a fair imitation of a poleaxed mule when my players asked me about a bridge in need of repair in Safari Ship.

"Is that a suspension bridge or an arch?"

The first requirement for a ref is the ability to improvise wildly. . .
 
Yes, I did a fair imitation of a poleaxed mule when my players asked me about a bridge in need of repair in Safari Ship.

"Is that a suspension bridge or an arch?"

The first requirement for a ref is the ability to improvise wildly. . .
 
Here's one of my "Classic Era" patron encounters set in the Spinward Marches. The weaponry of the opposing force should be adjusted for law level and tech level if modified for use IYTU.
file_23.gif

-----------------------------------------------
Meanwhile on Marastan

Sir Korus Korsasus is returning to Marastan (D868772-5 924 Ag Ri) from Glisten after having testified against Baron Agusar in the Baron’s embezzlement and racketeering trial. Sir Korus Korsasus received messages while still on Glisten that his honesty and integrity have won him world wide popular support on Marstan. In a rare swelling of ego Sir Korsasus accepted an invitation to attend a party to be held on the train in his honor as he returns to his land. Unfortunately elements of the Baron’s criminal organization have eluded capture on Marstan. Sir Korus Korsasus wants to hire a security squad (section) to protect him as he travels on the train and attends the party. He can acquire a grav APC armed with a rapid pulse plasma A gun for the PC’s to use for the mission (and possibly a few grav belts and few sets of chameleon combat armor). The security mission is to protect the vehicle the Knight occupies from attack. Sir Korsasus’s personal train-board and airborne security will be handled by his aide, Jamis Stezen. Once he has reached his estate the mission is over and the APC ( and any sets of combat armor and grav belts) returns to the knight’s control.

Jamis Stezen’s plan
The rail network uses wide passenger cars powered by fuel oil engines set in locomotive cars at the front of the train. A limited amount of fuel is stored in the locomotive, usually enough to travel 150 kilometers at an a average speed of 75 km/hr. For long trips where refueling stops are not so common a special fuel car is added increasing the range considerably. A fuel car has been added to the party train composed of six passenger cars, the fuel car and two locomotives, since it is a private charter and refueling stops are to be avoided to minimize the boarding of assassins . The Knight travels by train for several hours then stops in a small city and boards a propeller driven passenger airliner. The airliner makes two refueling stops before reaching the town closest to Sir Korsasus’s estate. From the airport to his estate he travels in a armored motorcade.


First Attack
An assassin has gotten aboard the train. After a few hours time into the train ride the knight’s aide, Jamis Stezen shoots the assassin just a few minutes before the knight is attacked. Sir Korsasus is satisfied with security onboard though the party loses a bit of it’s revelry. The train proceeds to it’s final destination where the knight boards an chartered airliner.

Optional Complication
An assassin has gotten aboard the train. About an hour into the train ride the knight’s aide, Jamis Stezen and the head of in vehicle security detachment, Biwu Knox have been found dead in an obvious struggle with each other. Now Sir Korsasus cannot trust the remainder of the train-board security detail and wishes to modify the contract with the PC’s. He contacts them and requests that four of them board the train and provide him security on the ground through the rest of his itinerary.

Air Intercept
A relative of the Baron and a unknown member of the cartel has hired two offworld pilots and provided them with armed TL8 supersonic VTOL jet fighters from offworld. They attack the airliner about thirty minutes before it’s first refueling stop. The planes first appear together on an intercept course. As they get closer they break to attack from different directions on intercept courses. Each jet has four semi-homing air-to-air missiles. One direct hit from a missile is enough to cause the airliner to crash. Six missile hits on the grav APC will probably disable it.

Ground Ambush
Arbus Gunnus was the Baron’s secret mercenary contact who has avoided suspicion and arrest. Through a false front he has hired a section (platoon) of offworld mercenary soldiers to impersonate a group of the region’s armored force using local military uniforms. Arbus has supplied them with off world disposable grenade launchers (TL 7) to destroy the motorcade. They avoid detection by hiding, camouflaged under a bridge and will deploy just minutes before the motorcade intercepts them since they are in coded radio communications with several spotters located along the knight’s route to his estate. Each is armed with a grenade launcher and a SMG with a folding stock. Half of their number wear body armor. Four hits by the grenade launchers will disable the grav APC but only one hit on the knight’s car will destroy it.

------------------------------------------------
I suggest that you get the reprint of the Double Adventures. One, it's cheaper of the two. :D Two, you can combine elements of the two space based adventures and modify the world adventures so that they more closely match worlds located in the Spinward Marches. Add (and expand on those desired details) some of the patron encounters located here on CotI and your own patron encounters.

The Traveller referee often has to ad lib details depending on the questions the PC's ask and what action they undertake.
:eek:
file_22.gif
file_23.gif
 
Here's one of my "Classic Era" patron encounters set in the Spinward Marches. The weaponry of the opposing force should be adjusted for law level and tech level if modified for use IYTU.
file_23.gif

-----------------------------------------------
Meanwhile on Marastan

Sir Korus Korsasus is returning to Marastan (D868772-5 924 Ag Ri) from Glisten after having testified against Baron Agusar in the Baron’s embezzlement and racketeering trial. Sir Korus Korsasus received messages while still on Glisten that his honesty and integrity have won him world wide popular support on Marstan. In a rare swelling of ego Sir Korsasus accepted an invitation to attend a party to be held on the train in his honor as he returns to his land. Unfortunately elements of the Baron’s criminal organization have eluded capture on Marstan. Sir Korus Korsasus wants to hire a security squad (section) to protect him as he travels on the train and attends the party. He can acquire a grav APC armed with a rapid pulse plasma A gun for the PC’s to use for the mission (and possibly a few grav belts and few sets of chameleon combat armor). The security mission is to protect the vehicle the Knight occupies from attack. Sir Korsasus’s personal train-board and airborne security will be handled by his aide, Jamis Stezen. Once he has reached his estate the mission is over and the APC ( and any sets of combat armor and grav belts) returns to the knight’s control.

Jamis Stezen’s plan
The rail network uses wide passenger cars powered by fuel oil engines set in locomotive cars at the front of the train. A limited amount of fuel is stored in the locomotive, usually enough to travel 150 kilometers at an a average speed of 75 km/hr. For long trips where refueling stops are not so common a special fuel car is added increasing the range considerably. A fuel car has been added to the party train composed of six passenger cars, the fuel car and two locomotives, since it is a private charter and refueling stops are to be avoided to minimize the boarding of assassins . The Knight travels by train for several hours then stops in a small city and boards a propeller driven passenger airliner. The airliner makes two refueling stops before reaching the town closest to Sir Korsasus’s estate. From the airport to his estate he travels in a armored motorcade.


First Attack
An assassin has gotten aboard the train. After a few hours time into the train ride the knight’s aide, Jamis Stezen shoots the assassin just a few minutes before the knight is attacked. Sir Korsasus is satisfied with security onboard though the party loses a bit of it’s revelry. The train proceeds to it’s final destination where the knight boards an chartered airliner.

Optional Complication
An assassin has gotten aboard the train. About an hour into the train ride the knight’s aide, Jamis Stezen and the head of in vehicle security detachment, Biwu Knox have been found dead in an obvious struggle with each other. Now Sir Korsasus cannot trust the remainder of the train-board security detail and wishes to modify the contract with the PC’s. He contacts them and requests that four of them board the train and provide him security on the ground through the rest of his itinerary.

Air Intercept
A relative of the Baron and a unknown member of the cartel has hired two offworld pilots and provided them with armed TL8 supersonic VTOL jet fighters from offworld. They attack the airliner about thirty minutes before it’s first refueling stop. The planes first appear together on an intercept course. As they get closer they break to attack from different directions on intercept courses. Each jet has four semi-homing air-to-air missiles. One direct hit from a missile is enough to cause the airliner to crash. Six missile hits on the grav APC will probably disable it.

Ground Ambush
Arbus Gunnus was the Baron’s secret mercenary contact who has avoided suspicion and arrest. Through a false front he has hired a section (platoon) of offworld mercenary soldiers to impersonate a group of the region’s armored force using local military uniforms. Arbus has supplied them with off world disposable grenade launchers (TL 7) to destroy the motorcade. They avoid detection by hiding, camouflaged under a bridge and will deploy just minutes before the motorcade intercepts them since they are in coded radio communications with several spotters located along the knight’s route to his estate. Each is armed with a grenade launcher and a SMG with a folding stock. Half of their number wear body armor. Four hits by the grenade launchers will disable the grav APC but only one hit on the knight’s car will destroy it.

------------------------------------------------
I suggest that you get the reprint of the Double Adventures. One, it's cheaper of the two. :D Two, you can combine elements of the two space based adventures and modify the world adventures so that they more closely match worlds located in the Spinward Marches. Add (and expand on those desired details) some of the patron encounters located here on CotI and your own patron encounters.

The Traveller referee often has to ad lib details depending on the questions the PC's ask and what action they undertake.
:eek:
file_22.gif
file_23.gif
 
I'd suggest the Classic Advantures 1st, and if yyou like it, the doubles.

Although, the Doubles were much shorter to read...

My DA favorites were Annic Nova, Shadows, and Across the Bright Face. My Adventure Favorites were Twighlight's Pea, Secret of the Anchients, Prison Planet, and Nomads of the World Ocean. TCS really is boo5 part deux.
 
I'd suggest the Classic Advantures 1st, and if yyou like it, the doubles.

Although, the Doubles were much shorter to read...

My DA favorites were Annic Nova, Shadows, and Across the Bright Face. My Adventure Favorites were Twighlight's Pea, Secret of the Anchients, Prison Planet, and Nomads of the World Ocean. TCS really is boo5 part deux.
 
I'm currently enjoying Annic Nova from the Double Series. It's been a long time since my last visit.

To me, the issue isn't so much double vrs single, but the earlier vrs later adventures. The flavour of Traveller was changing, even in the period 1978 to 1982 or so. It just keeps changing....
 
I'm currently enjoying Annic Nova from the Double Series. It's been a long time since my last visit.

To me, the issue isn't so much double vrs single, but the earlier vrs later adventures. The flavour of Traveller was changing, even in the period 1978 to 1982 or so. It just keeps changing....
 
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