Pirates Episode 3: Capricorn 13

Team Uncle: Wivel (survey scout), “Zoom” Izumi (survey scout), Dr Moon Moon (vargr physician), Alrik (vargr pilot).

Episode 3 Screenshot from Discord

Above: Screenshot from the Discord channel where we run the game, showing the advantages of using a published setting: World stats and subsector map from the Traveller Map, which we use to create flight plans and remind ourselves of the worlds’ basic stats, and deck plans for the party’s ship from the Mongoose Traveller 2nd Edition core rulebook PDF – at the time being used to illustrate a debate about where any prisoners taken should be kept, and where the vargr treats are stored. I am still not clear how those were related.


The scoutship (Bob’s) Your Uncle is the second ship crewed by our would-be pirates. While Princess Rao is sending the others off in the Harrier hunting raiders as a precursor to piracy, she wants this crew to reconnoitre Sindal Subsector covertly; get solid info on each world and what might induce it to support her cause, without giving away who is looking or why. Oh, and while you’re at it, find the descendant(s) of the Sindalian Emperor and persuade them to endorse the Kingdom of Drinax as the Empire’s legitimate successor.

Rao explains that while the Harrier is nigh-on unique, and thus will be easily recognised by anyone who has seen it before, there are uncounted scout/couriers throughout charted space; it’s much easier for this team to blend in.

1105 Week 1: Drinax

Refuelling, replenishing supplies, briefing with the Princess, flight plan. Everyone knows that Noricum was the capital of the Sindalian Empire, so that is the logical place to start looking for the Emperor’s descendants; the fastest route is Drinax – Torpol – Oghma – Noricum, and this is what the crew decide upon.

1105 Week 2: Jumpspace

Training week 1.

1105 Week 3: Torpol

While shopping for vargr treats in the starport, the team is approached by an official who invites them to meet the starport administrator, Haddo Falx. Falx explains to them that he needs some resourceful people who are not connected to any of the local governments, and who can discretely recover some data for him. He knows the rough location of a site containing a computer core; he wants the core, but the travellers can keep anything else they find, and he will owe them a favour. Finally, he can make their flight plan look like whatever they want, to help with the ‘being discrete’ part.

After some negotiation and debate, the travellers agree, on condition that Falx makes their flight plan look like the outline of a shark to confuse later investigators, if any.

Soon they are cruising over the polar wastes in their scoutship, and Izumi finds a carefully masked power signature inside a cave. Alrik bypasses the lock, and they enter, to find themselves investigating a centuries-old survivalist prepper bunker. They help themselves to a variety of survival and camping gear, plus hunting rifles and pistols of antique make, and decide they will pick up the squad support laser covering the cave mouth on the way out. Alrik’s delicate stomach (Endurance 3) is upset by whatever is in the 200-year old packet with a picture of a happy dog on it, but he recovers over time.

Despite constant anxiety that some local wildlife will leap out and devour them, they reach the control room unharmed and awaken the expert system that runs the place. This explains it is a 12-person scientific bunker; several centuries ago the Kingdom of Drinax had a habit of bombing subordinate worlds if they stepped out of line, and Torpol established a network of bunkers where the wealthy and powerful could retire to sit out the bombing and its aftermath. This station’s function was to monitor the environment for pathogens and radiation, and confirm to larger bunkers when it was safe to emerge again.

Wivel asks for a map of the bunker network, but the expert system explains this is admin-only information and password protected.

Izumi finds the main password on a piece of crumbling paper stuck under one of the desks, and Moon Moon’s delicate surgeon’s fingers make use of it to grant them admin access without destroying the paper. Meanwhile, Wivel slogs back to the ship and returns with an external data drive where they can copy the entire core before delivering it to Haddo Falx.

To be continued…

GM Notes

I’m taking a much more relaxed approach to sessions since the summer, letting them meander wherever they want to go at their own pace. Things are a lot simpler and easier for me with a group of four players, three of whom are quite experienced, having been playing in my games for over five years.

This session was largely improvised; I thought an ambitious man (Falx) on a balkanised planet (Torpol) must want something to help his plans along, so let’s put a MacGuffin in an arctic base and do a rerun of Ice Station Zebra but with spaceships. At this point I have no idea what the information is, and nor does Falx (they know this because Wivel is secretly a psion), but it’s in the computer core somewhere. The party has yet to realise that the real reward is one or more bases they can take over for themselves. All I did as far as preparation goes was have that vague thought and download the map for “Science Outpost Capricorn 13” from Pinterest (and a tip o’ the hat is due to Miska Fredman for drawing and sharing that).

I had expected there to be some fighting this session, but the encounter dice were kind, and as yet there is no danger.

The party has decided to call their ship (Bob’s) Your Uncle so that they can send each other messages about it in clear over unencrypted channels – “Your Uncle says he’s coming to visit you” and so on. Since the group consists of three hotshot pilots and a medic, I expect it to avoid combat, but you never know.

The players decided that they don’t want a designated rules lawyer, and don’t want to bother with trade, so we have adopted my usual approach: Whatever trading you’re doing generates exactly enough money to cover your expenses, anything the characters might reasonably have is in the ship’s locker, and if they want anything special, getting hold of it is an adventure. That all works very well.

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