Traveller’s Guide to the Skein Reach – Subsector 5 and Aurora Station

This subsector is in the center of the Skein Reach, a desolate scattering of stars near the galactic rim. Aurora Station is the most important trade hub here. Most of the other star systems here are small independent colonies, many of them low-technology worlds in relative isolation. There are also Imperial and Confederation settlements scattered throughout.

Regional Powers

Although Emperor Omerox claims the Skein Reach as part of his domains, officially he also claims the independent Confederation of Planets. The area is actually under neither power’s complete control. Many of the words in the region pay taxes, tithes, and fees to one or both powers, and have various treaties with their respective governments. Nevertheless neither power has enough economic interest or naval might in the sector to control trade or effectively deter piracy. Which is why some criminal gangs are so powerful in the Reach, effectively ruling systems such as Siegworld.

The Imperial Dutchy of Abiodun is neither interested in attempting to nor able to pacify the sector. A poor Imperial capitol, they don’t have a large navy, and the Duke is well known to be complicit in the piracy in the region. Rather than a proud Duke, he is the overseer of shady Imperial dealings and the host of occasional Imperial naval wargames in the Reach. Imperial Intelligence for the region is also headquartered here, and Imperial Scout reports route to the throne through here.

The Confederation of Planets has no plans to recruit worlds in the Skein Reach. They do have non-aggression and trade treaties with many of the independent worlds near their border, but the current peaceful stalemate with the Empire could be upset by recruiting worlds here into the Confederation. Additionally, Confederation Starfleet Command considers the difficult-to-traverse region a good natural buffer from the Empire. Their covert agents use the area as a “soft border” for information about and infiltration into the Empire.

There are also formal and informal polities among the various clumps of stars in the reach. Vohek and Orthmarion have extensive trade and mutual defense treaties, for example.

The Central Skein Reach Trade Confederation organizes trade route, data, and security along the trade routes in the broken ring centered at Aurora Station.

The Ragnarok Krew is the largest and most powerful criminal enterprise in the Reach. With a dozen or so small ships in their possession, raiding, piracy, smuggling, and slaving are their main occupations. The Krew is led by Jalvex “The Hammer” from the starport on Seigworld. Rival gangs include the Red Razors, the Ganymede Boys, the Sun Talons, and the Damned.

The Droid Uprising (or “The Departing”, as some of the droids call themselves) is a self-organizing group of artificially-intelligent droids. They are all intelligent robots who have been freed of the programming which makes them serve their owners. A new phenomenon, the Uprising currently controls no territory, but are building a small fleet of asteroid-hull ships using stolen parts. They have operations on Sareliox, and in the Micon and Cixan systems. Currently their main objective is freeing droids from their programming and transporting them rimward to their main refuge, called “Paradise” in Skein Reach subsector 2.

Systems

(more…)


Posted in Region, Science-Fiction, Traveller and tagged by with no comments yet.

The Black Hand

Beyond the goblin wastes, in his stronghold The Tower of Zards, the foul necromancer known only as The Black Hand uses his evil magic to terrorize and enslave the people of Mystra. Bands of walking dead attack wayfarers, armies of corpses clash with forces of the living, and when The Black Hand visits a battlefield even greater horrors arise.

It is said that only heroes who have been granted the boon of the gods at the Temple of Kings will be able to pass the mystical wards and defeat the demon that guards the tower.

Medium undead, lawful evil

Armor Class 16 (natural armor)
Hit Points  49 (9d8)
Speed 30 ft.

Proficiency +4

STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 18 (+4) WIS 12 (+1) CHA 11 (+0)

Saving Throws Int +7, Wis +4

Skills Arcana +7, History +7

Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned

Senses truesight 120 ft., passive Perception 14
Languages Common, Dwarven, Giant, Draconic, Infernal
Challenge 9 (5,000 XP)

Spellcasting. The Black Hand is a 9th-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Black Hand has the following spells prepared:

Cantrips (at will): chill touch, ray of frost, true strike, minor illusion
1st level (4 slots): shield, magic missile, thunderwave
2st level (3 slots): misty step, ray of enfeeblement, hold person, mirror image
3st level (3 slots): fireball, counter spell, vampiric touch
4th level (3 slots): fire shield, ice storm
5th level (1 slot): cone of cold

Actions

Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6 cold damage). The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Posted in 5th edition Dungeons & Dragons, Character, Creature and tagged , by with no comments yet.

Hyperspace Horrors, FTL Fiends, and Warp Devils

Called space demons by some, these horrifying creatures are believed to originate from outside the known universe. Scientists posit that they are a psionic phenomena, manifesting in our perceived reality through unknown processes. Experiments with psionics or jump space technology that manipulate the fundamental laws of physics have sometimes been known to manifest these types of creatures.

Varied in appearance, these creatures display anatomies and abilities with little resemblance to most life-forms of known space. Some seem to have intellects and psychic powers, while others seem to simply be ravenous beasts. Many have horrible or impossible-seeming physiology, such as the lack of an apparent skin, multiple heads, or protruding bones.

The following creatures are just a few examples of the types of creatures that sometimes come to the Travellers’ universe from outside normal space.

Imposterseducer_medium

First encountered during the Second Imperium when a rogue scientist used surgery and mutagens to stimulate psionic abilities in test subjects. Investigators believe some type of alien entity or psionic parasite merged with one of the test subjects and gained control of the host. The resulting hybrid creature then propagated its kind among the other test subjects. After contact was lost with the base one of the first squads of Imperial anti-psyker Inquisitor-Marines was sent to cleanse the research station. Cleansing the station resulted in significant casualties, including incurable insanity in the lead Inquisitor.

These creatures have strong psionic powers and are able to command sentient creatures and project a false appearance into other’s minds. They will endeavor to separate a group and use a false appearance to ambush lone members when their guard is down. Fairly intelligent, they will often retain many of the skills of their host. Some will eat the brains and bodies of their victims, though they will instead infect psionic creatures with the psychic parasite. Groups of them coordinate using telepathy.

Appearance – Horribly disfigured humanoid creatures with gaping maws of razor-sharp teeth.
size 6 (50 kg)
Strength 2d6 (7), Dexterity 2d6 (7), Endurance 2d6 (7), Intelligence 8, Instinct 8, Pack 2, Psionic 12
Skills – athletics 0, melee 0, recon 0, survival 0, (any other from host – often includes gun combat 0), psionics (telepathy) 3
Weapons – teeth 1d6 damage (or by weapon)
Armor – 2 (or humanoid armor as available)

Ravagerravager_medium

An incident on the research station at a Lagrange point of Zaftel IV resulted in the death of the entire science staff. Video footage recovered from the station shows the staff being torn to pieces by a large creature that appeared during tests of the short-distance teleportation experiment being conducted there. Although quarantine procedures were properly followed, the creature somehow managed to get on board the first rescue ship and kill several of their crewmembers before it was destroyed.

Appearance – A hulking brute with claws, teeth, chitinous plates, spikes and horns, resembling a huge demonic dog.
size 9 (450 kg)
Strength 4d6 (14), Dexterity 2d6 (7), Endurance 4d6 (14), Intelligence 4, Instinct 8, Pack 3
Skills – athletics 2, melee (claws and teeth) 2, recon 1, survival 0, psionics (teleportation) 1
Weapons – claws and teeth 2d6+2 damage
Armor 6

Impregnatorimpregnators-inked-cleaned-medium

These small parasites were discovered when they overwhelmed a colony ship following a misjump. They have a hypnotic psi power, which they use to pacify a target and implant their spawn. Within a few days the host dies as the parasites consume their internal organs, all the while using their growing psychic powers to kept the victim insensitive to the pain.

Appearance – Many-legged insect-like creatures, with huge mandibles and a long egg-injecting stinger.
size 3 (6 kg)
Strength 1d6 (4), Dexterity 2d6 (7), Endurance 2, Intelligence 4, Instinct 8, Pack 5, Psionic 7
Skills – athletics 2, melee (teeth) 2, recon 1, survival 0, psionics (telepathy) 1
Weapons – teeth 1d6 damage
Armor 3

Art by Spencer Nuzum and Adam A. Thompson


Posted in Creature, Traveller by with 2 comments.

Lost Dwarven City of Dhald’holth

I created this dungeon to use in the caverns of the classic AD&D adventure Descent into the Depths of the Earth, so credit for the inspiration goes to E.G. Gygax.

My players had fallen into an underground river and been washed down to the Sunless Sea. From there they proceeded south to one of the undefined major encounter areas. There they found Dhald’holth, long lost to the dwarves who built it, and now occupied by dark elves, who use it as a fungus and lizard plantation worked by troglodyte slaves.

I expanded upon the area that I ad-libbed at that time to submit to the 2016 One Page Dungeon Contest.

Lost Dwarven City of Dhald'holth90dpi

 

large scale mapTrue grognards may be gratified knowing that I placed this lost city in the hex-grid spaces around P2-36 on the Large Scale Map on the inside cover of that adventure.

Licensed under the Creative Commons Share-Alike License.

Background image by JulomlOwn work, GFDL, https://commons.wikimedia.org/w/index.php?curid=9647226


Posted in Adventure, Fantasy, Location, rules agnostic by with no comments yet.

Sector Control

The Travellers Have Turned Pirate – Can They Get Away With It?

It’s happened in my Traveller game, and it was probably inevitable given the insurrectionist campaign I’m running. The player characters are wanted by the Imperial authorities. If you’ve run a science-fiction game for long it’s probably happened to you. They’ve done something and the law noticed.

But with travel and communication times being what they are, it seems possible that the players may be able to avoid the law as they jump from sector to sector. So the million-credit question for the referee is “How likely are they to get caught?” (more…)


Posted in Traveller by with 2 comments.

The Suitors’ Challenge

an adventure seed for fantasy role-playing games

A common theme in ancient tales involve romance preceded by obstacles. Brunhilde, Atlanta, and Penelope all provide examples of these types of stories. This scenario presents an rich adventure idea that can incorporate heroic deeds, intrigue, and plenty of opportunities for role playing.

By Arthur Rackham

By Arthur Rackham

In these tales the young prince or princess is of age to marry. However, for whatever reason, someone does not want the marriage to take place. Perhaps the young princess wishes to spend her days hunting and running in the woods. Or the prince’s mother is jealous of her son’s affections and does not wish to have a rival. Maybe the princess’s kindly father simply cannot stand the thought of an unworthy person marrying his beloved daughter. It could be that an oracle has spoken a prophecy that unless a monstrous serpent is slain the princess will die of its poison. Or the princess is next in line of the royal succession and does not want a foreign husband ruling in her stead.

For whatever reason they have set conditions upon those seeking the hand of the young bride or groom. Perhaps the suitor must defeat a nearby monster, or beat the princess herself in a foot race or a contest of feats of arms. They could be sent to a distant land to retrieve some talisman or artifact to prove their worth. There may be additional penalties imposed for those who fail – perhaps they are stripped of land and title or exiled. Some may decree that those who fail the trial be put to death, in order to further dissuade any potential suitors.

The adventures may have been enlisted by another kingdoms’ young prince or princess to aid them in gaining the hand of the potential spouse. Or perhaps one of the adventures themselves is enamored of this young person. Or a combination of the two: perhaps the adventures are enlisted to aid someone and then find that one of their number is smitten by the young prince or princess.

The challenges themselves should be arduous. A chariot race can be extremely dangerous. A contest of archery might involve treachery with poison-coated arrows. Perhaps the nearby monster has a scaly hide which cannot be cut by mortal blades. Maybe the young princess has magical aid such as a belt of giant strength or help from the gods. The bride’s unwilling parents may interfere with the adventures. Conversely if they wish the marriage to take place they may help a chosen suitor. Rival suitors may well try to trip up or even kill their opponents.

Presented below is a short adventure built on this theme. (more…)


Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Adventure, Fantasy and tagged by with no comments yet.

The Mantid

mantid warriorHighly adaptive, fast-evolving, scavenging insectiods, the Mantid are an alien species spread through the Skein Reach. Terrans describe them as looking like a cross between a praying mantis, a wasp, or a humanoid ant.

Individuals and colonies vary considerably as the Mantid’s genomes will adapt newly laid members to their environment within a few generations. Thus it is common so see a population of Mantid that are adapted to a tiny abandoned space station, or a world with an otherwise toxic atmosphere. Their carapace can be of any color based on available minerals and their place in Mantid society. For example, warriors will often have dark stripes or patterns contrasting with grays or earth tones. The statistics presented below represent typical examples of those who are adapted to living on starships or space habitats.

The Mantid are extremely social creatures and demonstrate high degrees of cooperation and devotion to their colony. Though their language is not well understood, xenobiologists postulate that they communicate both with a spoken symbolic language and through pheromones. These chemical communications seem to generate simultaneous emotional responses through a colony – if one is attacked the fight-or-flight response rapidly spreads to all Mantids in a group. Most other sentient creatures find the Mantid’s pheromones unpleasant and describe their habitats as “smelly” or “stinky”. (more…)


Posted in Creature, Location, Race, Region, Traveller and tagged by with no comments yet.

OPEN GAME LICENSE

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Unicorn Rampant Publishing game product (blog) are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. (more…)


Posted in legal policies and tagged by with no comments yet.

BrokerBot-73

business botIn outer space trade is a risky proposition. Between space pirates, aliens, and the legal vagaries of different planetary governments it can be difficult to even get goods from place to place. If space merchants encounter poor prices when they try to sell their goods, all of their hard work does them no good monetarily.

For Travellers buying and selling goods in spaceports an experienced broker can be the difference between making a healthy profit and barely scraping by. In Traveller, for every transaction each point of the Broker skill results in a %5 difference in price. Yet many Traveller players will not choose careers that might give them the required skills.

For crews that find themselves slowly going bankrupt a clever solution is a droid with the broker skill. The BrokerBot-73, a common model mass produced by Vinestead-X-Interstellar (VXI), comes loaded with Broker 2, Admin 2, and Translator 1, making them capable of managing trade in multiple languages, and getting good prices. The advertisements claim that a BrokerBot-73 “can increase profits from interstellar trade by an average of %20 (profit increase not guaranteed.)”

BrokerBot-73 (TL 13)
Strength 6 (+0), Dexterity 6 (+0), Hull 2, Structure 2
Intelligence 9 (+1), Education 12 (+2), Social Standing 7 (+0)
Traits: Computer/3 (running Intellect/1 and Expert Broker/2 – BrokerBots also have Expert Admin/2 and Translator/1 available)
Weapons: Punch (Melee (unarmed), 1d6 damage)
Price: 120,000 Credits

 


Posted in droid, Traveller by with no comments yet.

Blue Ooze

These mindless collections of damp goop consume whatever organic matter they come across. Their acidic nature makes them quick devourers of plants, dead matter, wood, and any animal too slow to escape them. They prefer damp, dark habitats, and do not survive long in direct sunlight or in dry conditions.

Known by sages as “The Scourge of the Lost City of the Magi”, upon first encounter blue oozes may seem to be little more than nuisances. Their contagious nature often causes this first impression to be replaced by alarm at their swift spread during rainy seasons.Blue_Ooze_Final


Blue Ooze

Medium ooze, unaligned


Armor Class 8
Hit Points 18 (2d8 + 6) (more…)


Posted in 5th edition Dungeons & Dragons, Creature by with no comments yet.