Over the years, we’ve released a number of our adventure and supplement cover images and even some of our interior images as computer wallpaper. We really hope you enjoy them. If you have not seen all of our wallpapaer for Traveller (or any of them), check these out and grab some for your computer screen today.
Hey Traveller Fans. I know we have been busy with Pathfinder and Fifth Edition lately. I want to reassure you that we have not forgotten about our favorite science fiction RPG. Have no fear; we have been hard at work on several supplements for Traveller. We have the third adventure for the Prelude to War Adventure Path coming up. Plus we are working on several ships.
Today I would like to share with you one of those ships. This one is from the People’s Militia of Malforge. In the same way that we are designing all of our Cornathian Empire ships to be efficient, we’re creating all our Malforge ships to be … well not so efficient. Specifically, their technology just isn’t as good as those produced by others, even at the tech level. Its like buying a Yugo back in the 80’s; their technology just can’t compete. But to price conscious ship captains, this ship may look rather attractive, especially in the Foreven Worlds where the high technology of the Imperium and Zhodani Consulate is rarely produced but must be imported.
This ships requires a 3 person crew and when the Virtual Crew software is engaged, even fewer personnel need to be on board. So it is quite possible to use this ship when playing a one-one-one game.
Malforge Light Cargo Ship
|Hull||Streamlined||Hull Points 40||100||Cr. 6,000,000|
|Armor||Titanium Steel||Armour 3||8||Cr. 450,000|
|M-Drive||Thrust 2||2||Cr. 4,000,000|
|Armoured Bulkhead||1||Cr. 200,000|
|J-Drive||J-1 (Late Jump)||8||Cr. 9,000,000|
|Power Plant||Fusion (Inefficient)||Power 52||7||Cr. 2,250,000|
|Armoured Bulkhead||1||Cr. 200,000|
|Fuel Tanks||4 Weeks Operation||1 Jump 1||11|
|Armoured Bulkhead||2||Cr. 400,000|
|Bridge||Holographic Controls||DM+2 to initiative||10||Cr. 625,000|
|Software||Virtual Crew/0||Cr. 1,000,000|
|Jump Control/1||Cr. 100,000|
|Fire Control/1||Cr. 2,000,000|
|Weapons||Pop-Up Double Turret (Beam Laser)||2||Cr. 3,000,000|
|Fuel Processors (20 tons/day)||1||Cr. 50,000|
|Fuel Scoop||Cr. 1,000,000|
|Common Areas||3||Cr. 300,000|
|Maintenance Costs||Cr. 2,936|
|Purchase Costs||Cr. 35,235,000|
I love science fiction. You go to some planet and discover some creature or environment that you previously thought was just downright impossible, and then we have to rethink what we know about science. A thousand or more years ago, when we encountered something we couldn’t explain, we called it magic, a god’s work, demon possessed, or one of a hundred other things that drew a conclusion for even trying to understand it. When I first started writing for Traveller (8 years ago), I wrote a few things that some said, “That’s impossible.” My response has always been, “We just haven’t encountered one case that is possible.” This is one of the reasons why I like to include monsters that just seem like magic in my sci-fi games, because you never know if you will infact find one. In the bestiary in the back of Prelude to War: State of Chaos, I included a giant rock monster for your Traveller games.
Giant Rock Monster
To say that a giant rock monster is impossible belittles the crushed and mangled bodies of those who encountered one and died horribly. Yet every examination of defeated rock monsters reveals them to be made of nothing more than just rock. A few Zhodani scientists believe them to be psionic beings of pure thought that can telekinetically join rocks together to form a body. If this theory is accurate, it would explain the regenerative properties some claim these creatures to possess, since they could simply reform their bodies out of different rocks some time later. They may not have been originally discovered in the Foreven Sector, but somehow these creatures, like humans, have found their way there. Their size varies, but they typically stand as tall as an elephant on two legs.
Animal Giant Rock Monster
Speed 18 m
Skills Athletics (endurance) 1, Melee (unarmed) 1
Attacks Unarmed +1 (5D)
Traits Armour (+6), Large (+4)
Space Station of Last Hopes
Inside an old, rusted-out hull of a Vargr frigate lies the best hope for those with nowhere else to turn. This space station caters to mercenaries and those looking to make their credits through force of arms on the right side of the law. For those in dire need, this battered hulk of a space station looks like a rescuing angel.
This volume of Foreven Worlds details the Rusted Fang Station and includes:
- Details on the interior layout of the Rusted Fang Station, including a full color, detailed map
- Descriptions of the various personalities the travellers can meet aboard the ship and the shops that can be found there
- Three new patrons to get you started on a new adventure that evokes the feel and flavor of this unique station
- Plenty of ideas for you to create your own adventures
Set your Travellers on a New Adventure!
Who will you help at Rusted Fang Station?
Yesterday, I turned over Prelude to War: State of Chaos over to the editors for final approval. It is almost done and will soon be read for you to download. So what is the basic adventure about?
First, just a quick recap of the previous adventure, Prelude to War: The Rose of Death. At the urging of their Imperial Intelligence contact, Juliet Klein, the travellers went to the Cornathian Empire to rescue a doctor from a group of rebel group. So this adventure starts off with another briefing from Juliet Klein. This time, it is not about a rescue from immediate danger as much as it is an extraction from a dangerous location. The players travel to the remains of the Torres Monarchy to get a number of people out of harm’s way, whether they want removed or not.
And yes, I said a number of people. Instead of going after 1 person, you have 7 this time around. While the previous adventure was rather linear, this adventure allows the players the freedom to extract their targets in any order they desire. Additionally, this adventure is not presented as a single story, giving you the referee the freedom to add in your own stories to this adventure, making it more of your own story.
We are really excited about this adventure and have been looking forward to it for quite some time. We hope this adventure, written by Traveller fan favorite author Martin J. Dougherty, is one that will excite you and your group.
So what is it like living in the Foreven Sector? Well the simple answer is: It is much the same as living on a comparable world in the Imperium but missing a few of the rules that everyone must abide by. The longer answer is that revolves more around space travel and quite a bit around common assumptions.
Each planet in the Imperium largely enjoys self-rule except for the starport. So away from a startport on a planet, it really is hard to tell the difference between the Imperium and living in Foreven, until it comes to the little things. Frequent contact with other cultures makes those cultures blend while isolation means those cultures will grow distinct. Take Earth history as an example. Long before the Silk Road became an established trade route between the East and West, the east Asian cultures developed very differently from Europe. Once it was established that there were people there that had their own crafts and wares, trade started and people from both cultures traveled to the other side of the known world, taking their culture with them. Over time, this morphed cultures to become a little more like the others, gaining a few of the assumptions of those other cultures have always made.
In the same way, the Imperium is like large multinational continent connected by its own Silk Road. While the average person in the Spinward Marches may own a locally-manufactured gravcar, an average rich person might own one manufactured on Vland or Earth. All of them are probably built with similar controls in mind, similar traffic laws in mind, similar regulations on environmental regulations in mind. That is not to say that local planetary laws do not vary widely; its just that those manufacturers would want to export to as many worlds as possible and build their vehicles to comply with some of the stricter worlds. So if you fly a gravcar imported from afar, it probably has the same standard equipment as on its home planet. A local company will want to compete with that far off company and build their own vehicles with similar equipment, if tailored to the needs of the local economy. This way the local manufacturer can say their products are just as good as the far off (and more expensive) product, even if they do not have the name of the more expensive product.
How does that compare to the Foreven? Well the average person would own a ground car of local manufacture, an average rich person would own a gravcar from the Spinward Marches and the planet’s ruler, and maybe those in his/her close circle of associates, would own one made on Vland, Zhodant, or Earth. However, the local manufactured product would vary quite wildly from anything made in the Imperium. Assumptions that are common Imperium simply would not exist in the Foreven. Something like ‘driving on the other side of the road’ level of different.
What other kind of differences? In the United States today, every car is equipped with a radio so you have something to listen to and keep you awake on a long drive. Would you need a radio if there were no radio station to listen to in your country? Would a car sold there still be assumed to have a radio? Probably not. In the same way a gravcar built in the Imperium would probably be built with some type of live feed of traffic conditions and would plot an alternate route for you accordingly. But in the Foreven Section, it is quite possible that those communication arrays simply do not exist and would not be designed with them included.
Beyond gadgets included with vehicles, what else would be different? It would be rather common in the Imperium for designated highway lanes in the sky allowing those to travel at higher speeds. In the Foreven Sector, it would be far more common to see ground vehicles and grav vehicles would be far less common. So if you owned a gravcar, it would not be unheard of to be able to fly at whatever speed you wanted with little restrictions about where you could and could not go.
What about space travel? Well, the Imperium, having hundreds upon hundreds of worlds to think of would have very specific rules about coming into and flying out of a spaceport. Spaceports probably have an access corridor with a speed restriction to avoid loud noises from ships flying in and out bothering civilian residents. In Foreven, who knows? Maybe the planetary government says you cannot do that. Maybe the government has not gotten around to enacting such laws yet (or been bribed by a large corporation to with an operating budget larger than the planet’s GDP to not enact such laws). More than likely, such laws do not exist for for the last reason.
Now lets talk about some bigger things like protection. While the Imperium isn’t the safest place in known space, it is far safer than Foreven. The Imperium has fleets of ships to combat piracy; systems in the Foreven Sector do not. Sure, they may (MAY!) be able to keep pirates that make their home port within the planet’s territory from raiding in that same territory, but the pirates will definitely be able to be free from prosecution for raiding in a nearby territory. Pirates in the Imperium are afforded no such security.
Wars can spin out of control in Foreven. With no Imperium to prevent genocide to happening, it happens. Peacekeeper troops from the Zhodani Consulate or the Imperium has happened from time to time, but largely the event is already over by the time they hear about it and send in such troops. Wars that drag on for years have the opportunity for meaningful intervention by the major powers, if they choose to do something about it. However, considering how different the cultures are and how little contact there is between them this would similarly be seen as the English invading India, and met with similar resistance.
Which brings us to the former Torres Monarchy. The Monarchy is in Alespron Subsector and has been in a civil war for about a half-decade now. When the Zhodani Consulate sent in troops to quell the fighting and protect civilians, they were seen as an invading force. And thus, you have a new faction entering the fighting. A more technologically advanced, larger and better trained faction, but still another faction. And even when the Zhodanis mean well, they are dealing with a culture that is isolated from them and things have not gone smooth. And it is into this that the players will be inserting themselves on missions for Ms. Klein in the next adventure in the Prelude to War Adventure Path.
The one thing I have been working towards is seeing the Prelude to War: The Rose of Death in print. Not only did it arrive last night, but it turned out great. Check out these pictures.
A Plague of Roses
When bacterial geneticist Dr. Rose is captured by a rebel group with murderous intent, it falls to your travellers to infiltrate their secret base and rescue her. Along the way, they must also intercept a weapons shipment bound for the rebels and deceive their contact within the organization. All the while, millions of lives hang in the balance. Can the travellers stop the Army of Unity before they carry out their nefarious plot and discover who is truly behind their actions?
This volume of Foreven Worlds launches the Prelude to War Adventure Path and includes:
- The Rose of Death, a Traveller adventure for 4-5 characters, by Dale C. McCoy, Jr.
- The history and gazetteer of Cornath, a planet of refugees who fled Imperium and Zhodani life and engineered an environmental disaster
- Details on the military strength and organization of the Army of Unity, a rebel group with deadly ambitions
- Four new Contacts, Allies, Rivals, and Enemies for your characters
- Four new ships and a space station to flavor your game
Save the Doctor. Save the World!
Chaos and dissent spread through the Foreven Sector like wildfire. Innocent (and sometimes not-so-innocent) lives are swept up in the wake of the conflict, and only your Travellers can protect them. But who is sowing these seeds of rebellion and violence? Someone must cut the strings before the puppet masters succeed at whatever dark machinations they are plotting. Are you up to the task?
The Prelude to War: Player’s Guide helps you to navigate the Foreven Worlds by giving you the tools you need, and includes:
- Details on how each race and career can succeed in this campaign
- A full map of the Alespron and Fessor Subsectors, where this campaign takes place
- Skills package tailor-made for this campaign
- In-character quotes to help you get in the mood for the campaign
What Destiny Lies in Your Hands?
We are really excited that The Rose of Death is coming out soon for the Prelude to War Adventure Path. So far this week, we shared with you the cover image as wallpaper for your computer, talked details about Ms Klein, and showed you the world map of Cornath. Today we like to talk about one more aspect of the adventure path. Namely the fact that this adventure is not designed to stand on its own. There is more namely the fact that this adventure is not designed to stand on its own. There is more after this adventure ends.
This adventure is actually the first in a four adventure campaign. The next adventure in the series begins several weeks after the first adventure ends. Here, the players leave the rough border region for a part of space in complete disarray and are called upon to get a number of people out of an active warzone, whether they want to be extracted or not.
The Travellers will be delving into this State of Chaos to save some very important individuals. The best part about it: it’s written by Martin J. Dougherty. That’s right, the Dark Avenger himself agreed to write an adventure for us. And I gotta say, it’s really great. How Great? I wish someone would run it for me.
This adventure and more are in the second volume in the Prelude to War Adventure Path. While you can run either module as stand alone adventures, they are designed to be run in order and you and you players will love it all the more if you do.
All week long, we have been showing off what is inside the first volume in the Prelude to War Adventure Path: The Rose of Death. Monday we started with the cover, sharing it with you as wallpaper for your screens. Yesterday, we shared with you some details on how the adventure starts. Today we share with you some details about the various sections after the adventure of this volume.
The two most distinguishing aspects of an adventure path are a series of linked adventures that form a campaign and additional material with each adventure. This additional material serves many purposes. When your players decide to do something that is not covered by the adventure itself, you are not left with nothing. You have a basis to improvise an adventure. Similarly, you can plan your own adventures that take place in the same locations and have a basis from which to start. So if you do not want to run this specific adventure, you can base an adventure in that location (or simply move the planet to elsewhere in the OTU or anywhere in your own homebrew). Some articles will expand on the culture of a people or a planet. Other articles will detail ships or vehicles that are common to the region. Sometimes we will feature Contacts, Allies, Rivals, and Enemies (or C.A.R.E as we call it) that you can give to your players during chargen that are designed to be integrate well with the adventure path. Each volume of the adventure path the articles will change up but will be relevant to the campaign.
For this volume we have four articles: a gazetteer to the planet Cornath, details on the Army of Unity (the bad guys for this volume) with a full map of their asteroid space station, a C.A.R.E article, and a few ships found in the Cornathian Empire. As you can see in the picture above (click on it for a larger image), I’m going to talk about our gazetteer of Cornath. The players land in the starport of Cornath City, they don’t get to see much of the planet. However, that doesn’t mean that they won’t go off and do their own thing, as players are known to do. Nor does that mean that they won’t come back between adventures looking for work. Take New Zhodane for example. This region to the south of Cornath City is where a large number of Zhodani defectors settled. If a character ran away from the Zhodani Consulate looking for a better life, he will easily find him- or herself among friends here without being ruled by psionic mind-adjusters. Or if your players are looking for work where they get to shoot up something, look no further than the Northern Plains. This region is littered with farms that are having trouble with wild animals killing their livestock and destroying their crops. Players can hunt down packs of beasts and maybe discover another problem along the way. *evil GM grin*
One other thing I neglected to mention. Anything I write, I like to throw in little easter egg references to tv shows, movies, video games, and anything else I enjoy. My favorite reference for this volume is in the Cornath articles. Fans of the tv show Burn Notice will know the name Chuck Finley. A variation of that name makes its way onto Cornath. I just hope Bruce Campbell fans enjoy this as much as I do.