18 November 2025

Traveller - First Impressions - Second Survey Atlas of the Imperium

A photo of 'Second Survey Atlas of the Imperium' for Traveller5, a hardcore book with a black background and the iconic Traveller logo in red, with the 'Science Fiction Adventures in the Far Future' underneath. Publisher is 'Far Future Enterprises' (in red text at the bottom) and there is an image of a scout survey cruiser with extended sensor booms over a planet.

As a kid, I loved to pour over map books and atlases. As an adult, I still get that frisson of excitement when I open up an Ordnance Survey map (the gold standard for me) of somewhere in the UK and start to understand it. I love the utility of satellite navigation but there's something about the artefact of a paper map that connects to me.

In gaming terms, I often struggle when a roleplaying game setting doesn't have a decent map. I even ended up sourcing an out-of-copyright London map from the period that Handiwork Games (then Contested Ground Studios) Hot War was set so they could have a decent map for the game. The vagueness in their Berlin map for Cold City made it hard for me to engage with the game. I find myself looking at the maps and building connections in my head.

Traveller has always done the same for me. I loved the dot maps that were produced of the Imperium back the early days, and the hex mapped sectors were wonders of discover for me. The original Atlas of the Imperium was a great artefact showing the scope of the empire; probably not very useable in play, but delightful in scope. It lacked UWP data, so it wasn't hugely useful.

Marc Miller's Traveller (T4) brought the First Survey and Milieu Zero books, created from data collapsed back from the MegaTraveller era to represent the state of play at the start of the Third Imperium. Sadly, that was a flawed product as there were base errors in the data when then UWPs were collapsed, and it didn't align fully with the Milieu Zero book. These books were reissued as a single hardcover volume with corrected data and some additional material, Milieu Zero Campaign. That remains one of my favourite Traveller books.

A screenshot of Travellermap.com displayed in Safari. The map is very much zoomed out with most of Charted Space and the nearby rifts showing.

These days, we have travellermap.com, one of the most fantastic resources that I've used online for a roleplaying game. Traveller sector data that shows you the Imperium and beyond, to star system level and even linking to generate planetary maps and to address different eras. A fantastic tool that I've used to generate maps to use both online and at the table. I have absolutely no need for a printed Traveller atlas of the stars. And yet...

An example spread from 'Second Survey Atlas of the Imperium'. The left hand page has a hex map of the Solomani Rim sector and the right hand spread has multiple columns of data.

Some time ago, a band of brave Travellers set out on a mission to update and create the Second Survey, a corrected and updated version of the Atlas of the Imperium. Working with the travellermap.com data, a new, significantly expanded volume was created, with a talented group including Don McKinney (RIP - the book is dedicated to him) and Joshua Bell (travellermap.com) who edited the book. There's a splendid cover by Ian Stead showing a Donosev-Class Survey Scout.  

Available as a PDF or hardcover book on DriveThruRPG, the book is a lovely hardcover volume with 216 pages with colour print in the maps. I purchased the standard colour version and this is one of the few times I've wondered if I should have got the premium. It looks great, but the premium colours tend to pop a bit more and be a little sharper on the eye.

The core of the format is that shown in the image above - a full sector hex-map with the location referenced to the Core Sector. After that, there are several pages of extensive data which includes full UWP, PBG (Population, Belts, Gas Giants) and Base and Trade codes. The star types are given (if I recall correctly, Don told me that these were reworked to reflect a more modern distribution, but I may be wrong on that). There are also extensions that cover Importance, Economics and Culture. I think that these may have been born from T4's Pocket Empires, but my copy isn't to hand for that to check.

The only issue I can see with the data is that in a few places, there's just two much in a system and it overruns into the next column. You can see an example about a third down the first column on the right above. The text is also rather small; however, with a decent light it's fine and there's the PDF and travellermap.com to fall back on.

You can see details of all these here on the travellermap.com site. It's a really useful reference.

There's a short section describing mapping the Imperium, another giving a break out of the code references (a summarised version of the link above) and a section which lists where the sectors came from in Traveller's extensive history.

The in-game conceit is that the book is the 1105 Imperial dated update of the Second Survey which was started in 990 and finally released to the public in 1065.

In conclusion, I'm really happy I bought this. It has no real need in the modern day, but there's just something about having a definitive map set like this. Lovely.

18 November 2025

17 November 2025

Traveller - The Jägermeister Adventure - Answers from an AI

 The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

You may recall that I've been recording all the sessions of the Jägermeister adventure and then loading them into Tabletop Recorder which has turned them into a transcript and then created LLM based summaries.

Another feature of the platform is to ask questions. I decided to try this out and the responses are below.

If you'd like me to ask a specific question to it about the game, let me know and I'll most likely give it a go and add it below.

17 November 2025


Who was the most valued character?

AI: The most valued character in the described scenario appears to be Saul Emser. Saul, assuming the role of the captain or leader of the crew aboard the Jagermeister, is central to navigating the complexities of their mission, making critical decisions, and engaging with various authorities strategically. Saul's leadership, particularly in handling sensitive negotiations and crisis situations, such as managing the potential bioweapon threat and interacting with the planetary and naval authorities, showcases his significant role in ensuring the safety and success of the crew's objectives.

Saul's actions, whether in strategic communications, deft negotiations, or the execution of the mission objectives, solidify his standing as a pivotal figure in the narrative. His ability to persuade and collaborate effectively with different parties underlines his crucial influence and effectiveness, making him integral to the crew's accomplishments and the unfolding story.


Who was the most devious character?

AI: The most devious character in the narrative described appears to be Edric Voss. Voss is portrayed as a cunning fugitive who employs sophisticated strategies to evade capture, including utilizing advanced disguise kits and orchestrating complex travel plans to mislead his pursuers. His actions suggest a high level of tactical acumen and a willingness to manipulate situations and people to maintain his freedom, fitting the profile of a devious character effectively evading law enforcement and bounty hunters across multiple systems.


Who is the smartest character?

AI: In the described space odyssey, it isn't straightforward to pinpoint who the "smartest" character is, as intelligence can manifest in various ways such as strategic thinking, technical skills, problem-solving abilities, or street smarts. The narrative focuses on different characters bringing their expertise and skills to various moments of the journey:

1. **Gil** - A meticulous person known for his strict adherence to protocol and procedure. His role often involves thorough checks and preparations, which are crucial for the spacecraft and crew's safety and efficiency. His knowledge about jump drive mechanics and his proactive educational pursuits demonstrate a high level of technical and procedural knowledge.

2. **Saul** - Often taking leadership in strategic decisions, communicating effectively with authorities, and adapting plans based on new information. His ability to manage the crew, strategize their missions, and interact with traffic control and local authorities shows strong tactical and leadership intelligence.

3. **Pen** - Focused on the spacecraft's systems and optimal functioning. His role is critical in ensuring that all systems are go for their space leaps and in problem-solving any technical issues that arise, displaying a high level of technical intelligence.

4. **Arturo** - Portrayed as somewhat playful but also involved in logistics and planning. His ability to maintain a broad view of their operational strategies and help in logistical management shows a strategic type of intelligence.

Each character brings a distinct type of intelligence to the table, important for their collective success. Depending on the situation—whether it's technical operations, strategic planning, procedural diligence, or tactical negotiations—the "smartest" character could vary. Therefore, it would be more accurate to appreciate each character's unique contributions to their common goals rather than single out one as the smartest overall.


What significant mistakes were made?

AI: The significant mistakes made in the adventures of Saul and his crew relate to tactical oversights, communication mismanagement, and occasionally oversight of technical details that could have endangered their mission:

1. **Tactical Oversights and Hesitations**: At times, Saul and the crew were hesitant or slow to act, such as when deliberating whether to give priority to following the strategic ship or rescuing the captain from the Hirondelle. Such delays might have compromised the urgency needed to control the situation effectively.

2. **Communication Management**: There were instances where the crew's internal communication could have been better managed. For example, discussions about how to handle information about Voss with other parties were delicate and fraught with potential missteps. Information was strategically withheld or revealed, which held high stakes in terms of their relationships with authorities and potential allies.

3. **Handling of the Captain in Low Berth**: The decision to defrost the captain caught in low berth implicated significant risks, such as the possibility of his death during the process. This move required careful handling to prevent loss of life and manage the ethical implications of their choices.

4. **Management of Technical Details**: Misunderstandings about roles and responsibilities during critical moments, such as who would handle the gun during a potential firefight or technical operations on the ship, sometimes led to less effective management of crises. For instance, Neil having to jump in to cover roles not initially assigned, or confusions during tactical positions in combat scenarios.

5. **Ship Condition and Repair Decisions**: At times, the physical condition of Jägermeister was overlooked until it became almost detrimental. Postponing necessary repairs or pushing the ship too hard without timely maintenance could have led to catastrophic outcomes during critical missions.

6. **Legal and Ethical Dilemmas**: The crew often found themselves walking a fine line between legal actions and those that might be considered dubious. For instance, their interaction with planetary authorities and the Navy could have been seen as manipulating inter-system legalities to their advantage, risking their reputation and legal standing.

Each of these mistakes served as learning points for Saul and his team, prompting them to refine their strategies, improve communication, and take more decisive action in future scenarios. These errors, while significant, also contributed to the dynamic and evolving narrative of their spacefaring journey, highlighting both human errors and the complexity of operating in a morally ambiguous, high-stakes environment.


Which planet was the most dangerous and why?

AI: Valkos was portrayed as the most dangerous planet due to several factors:

1. **War-Torn Environment**: Valkos was described as a place ravaged by war, with remnants of conflict including automated defenses and potentially unexploded ordnance. This backdrop of a recent or ongoing conflict increased the inherent danger of operations on the planet.

2. **Bioweapon Threat**: The main narrative danger associated with Valkos was the threat of bioweapons. The planet was central to the plot involving the bioweapon that threatened the Minerva system, highlighting its role as a pivotal location for hazardous and illegal weapons dealings.

3. **Harsh Conditions and Hostile Defenses**: Valkos was also indicated to have harsh environmental conditions, compounded by automated defense systems that posed risks to any incoming or outgoing traffic. Such automated defenses could potentially engage the crew without warning, posing a constant threat during their mission.

4. **Unstable Political Situation**: The presence of a government in exile and the associated political instability also contributed to the planet's danger. Political instability can lead to unpredictable situations, including sudden changes in governance or legal status, potentially compromising the crew’s operations.

These elements combined made Valkos a particularly perilous setting in the narrative, central to the unfolding drama of the bioweapons plot and fraught with both physical and strategic challenges.


Which of the Jägermeister's crew would be perfect - or perhaps 'purr-fect' - to look after the Hirondelle's ship's cat?

AI: Given the personalities and traits of the Jägermeister’s crew from the narrative details provided, Saul seems like the best fit to take care of the Hirondelle's ship's cat. Saul, being the captain and a figure who often takes a central role in decision-making, leadership, and caring for high-stakes matters, displays responsibility and attentiveness—qualities essential for looking after a pet.

Additionally, Saul's role as a leader would likely extend his protective and nurturing instincts towards the ship's cat, ensuring it is well cared for and becomes part of the crew. His ability to manage various critical situations with a calm demeanor would also benefit in handling the typical challenges of caring for an animal aboard a spacecraft.

While other crew members like Arturo and Pen also have commendable traits, Saul’s demonstrated leadership and intimately involved approach in managing the crew’s dynamics and mission responsibilities make him the 'purr-fect' candidate for the job.


What were the moments that each of the Jägermeister crew stood out as an individual? How did they each make a difference?

AI: The crew of the Jägermeister, each with their unique talents and character traits, demonstrated remarkable individual contributions throughout their spacefaring adventures. Here are some key moments where Saul, Arturo, Pen, and Gil distinctly stood out:

1. **Saul Emser**: As the de facto leader, Saul consistently navigated complex situations with a mix of diplomacy and decisive action. One notable moment was when he skillfully handled negotiations with the naval officers from the Valkos system, ensuring cooperation between different authorities to address the bioweapon threat. His ability to persuade and maneuver through complex political and legal environments, often saved the crew from potential disastrous confrontations.

2. **Arturo 'Lucky' Javid**: Known for his calm demeanor and problem-solving skills, Arturo shined particularly during critical discussions about legal strategies. His contribution was vital during the interrogation and debriefing sessions with spaceport authorities, where his understanding of the legal stipulations helped craft arguments that protected the crew’s interests while fostering necessary collaborations. Arturo’s knack for finding loopholes and creating advantageous narratives showcased his invaluable role.

3. **Pen Gata**: As the engineer and pilot, Pen’s technical know-how was crucial in maintaining the Jägermeister’s operational integrity and navigating through perilous space encounters. A standout moment was when he skillfully negotiated with Port Warden De la Cruz, emphasizing their role as bounty hunters to secure necessary permissions for departure amidst stringent bureaucratic hurdles. His actions directly facilitated their timely pursuit of critical missions.

4. **Gilbert 'Gil' Chang**: Gil’s meticulous nature often came to the fore in ensuring the crew's safety and preparedness. His role was particularly highlighted in his management of the ship’s inventory and systems checks, often using his extensive checklists. For example, Gil's thorough preparation and checklists were pivotal during the jump to the Minerva system, ensuring all ship systems were optimal for the leap, thus avoiding potential catastrophes.

Each crew member brought their strengths to bear in different scenarios, displaying teamwork while also standing out individually in moments that required their specific skill sets. Their combined efforts not only advanced their missions but also ensured their survival and success in the unpredictable expanses of space. Their ability to handle crises, navigate complex negotiations, and technical challenges underscored their distinct roles within the team, making each of them an indispensable part of the Jägermeister’s adventures.


When did the crew of the Jägermeister come closest to failure and/or death?

AI: The crew of the Jägermeister came extremely close to failure and potential death during their encounter with the derelict spacecraft, the Hirondelle. As they navigated the eerily silent and seemingly abandoned ship, they faced a perilous environment marked by decommissioned systems and a lack of gravity, with ominous signs of violence and abandonment adding to the tension.

One particularly hazardous moment occurred when they almost triggered a rigorously engineered trap—a shotgun rigged to fire upon entry into a crucial area of the ship. This trap, if triggered, could have resulted in severe injuries or fatalities among the crew. Their meticulous inspection and cautious approach allowed them to disarm the trap successfully, averting a potentially catastrophic outcome. This incident underscored the high stakes of their mission and highlighted the constant danger lurking within their adventurous pursuits across the cosmos.

I'd disagree with this, but I think that this is the right answer from the discussion. The missile attacks on the ship in Valkos had far more potential to kill the crew or cripple the ship.


What advice would you give the crew of the Jägermeister in future endeavours?

AI: In considering the adventures of the crew of the Jägermeister and their complex encounters throughout the galaxy, several pieces of advice stand out to better prepare them for future endeavors:

1. **Maintain Agility in Decision-Making**: The crew has handled various spontaneous crises skillfully, yet there remains room for enhancing their reactive strategies. Continuous training in crisis management and simulations of rare, unexpected encounters could sharpen their decision-making processes and enable faster adaptation to new challenges.

2. **Deepen Diplomatic Ties**: The crew has already seen the benefits of cultivating relationships with various authorities and factions. In future explorations, they should invest time in strengthening these connections and perhaps even establish new alliances. These relationships could be crucial in navigating the political intricacies of different star systems and could provide unexpected aid in times of need.

3. **Enhance Technical and Legal Knowledge**: The crew often encounters legal and technical challenges that require precise expertise. Continuous education in these areas—for instance, local space law, advanced engineering modules, and deeper understanding of spacefaring technologies—would be invaluable. Regular updates and training in these fields could prevent potential pitfalls and improve handling of complex devices or situations.

4. **Implement Stringent Security Protocols**: Given the high stakes involved in their missions, enhancing security protocols aboard the Jägermeister is crucial. This includes rigorous checks, enhanced encryption for communication, and advanced surveillance on the ship. Investing in state-of-the-art security technology and regular drills would further protect against internal and external threats.

5. **Prioritize Crew Wellbeing**: High-pressure missions can take a toll on mental and physical health. The crew should prioritize regular health checks, psychological support, and ensure there are ample resources for dealing with stress and fatigue. Promoting a culture of transparency and support aboard the ship can sustain morale and efficiency.

6. **Prepare for Ethical Dilemmas**: Their missions often present complex moral decisions. Engaging in regular ethical training and scenario planning could help the crew navigate these with a clearer conscience and unified approach. Establishing a well-thought-out ethical framework for their operations could guide their actions during morally ambiguous situations.

7. **Diversify Skill Sets**: Encouraging each crew member to learn from others and to develop skills outside their primary area of expertise could crucially benefit the team during unforeseen circumstances. Cross-training in pilot operations, engineering, tactical combat, and diplomatic negotiations could make the crew more versatile and resilient.

By embracing these strategies, the crew of the Jägermeister will not only enhance their operational effectiveness but also protect themselves against the uncertainties of space travel, ensuring readiness for whatever the cosmos throws their way.

Drok, this almost sounds like they're running a business...



16 November 2025

Traveller - The Jägermeister Adventure - Ep 10 - Payday from a job in consultancy (Spoilers, AI)

  The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

We had a full house for the session, and despite my being away from home, everything seemed to work swimmingly as the WiFi at the Days Inn was fast and stable. Andy had established that his audio challenge was related to the browser he was using, and I had finally (on our tenth session) managed to solve the recording interference (as described here) by reading the manual and realising that I wasn't recording an application but a voice chat. Everything else was as previous sessions (Roll20 on Chrome, Discord, Audio Hijack to intercept the feeds, and tabletoprecorder.com to process into a transcript and summarise. 

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed (Paul) - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

A MacBook Pro on a hotel desk, with a portable monitor alongside and a mouse between the two. The MacBook has the Discord app and a Roll20 chat window showing. The second screen shows the Roll20 desktop which is dominated by a planetary map for Minerva. The photographer can be seen in the mirror behind taking the picture.

Session notes.

I wasn't quite sure if this would be the final session of the campaign, but it was. Once again, the characters carefully avoid combat and managed to influence the authorities enough that they secured a decent payday, and avoided significant casualties. A great result!

I'd estimated that there was somewhere between ten and twelve sessions of play, and we came in at the lower end of that, probably as the crew avoided combat on Valkos and in this final session.

Summary of the Session (lightly edited LLM synthesis of the transcript).

In this lively session of the Jägermeister adventure, the crew members, led by Dom the referee, gathered virtually to chart their next steps in the sci-fi universe. The focus was on their recent escapade in the Minerva system, where, through a sophisticated blend of technological prowess and negotiations, they discovered the grievously damaged starship Hirondell and its unfortunate crew. The crew had previously made the decision to save the surviving captain, who was in critical condition in a low berth freezer unit, an ethical quandary that sparked much debate among them.

With Gil Chang, Arturo Javid, Pen Gatta, and Saul Emsa at the helm, they navigated complex negotiations with Aoife Scarlock, a character they encountered who was initially oblivious to the fact that the crew was harboring Voss—a key figure loaded with critical information and desired by authorities. The group skillfully kept their ace in the hole secret while aligning with Scarlock to prevent an impending bioweapon disaster instigated by Voss on Minerva. As they prepared to re-enter the Minerva system after detouring to the Miranda system, tensions and strategies were discussed, focusing on how to manage the delicate information they possessed. Should the headhunter's crew capture any of Voss' associates, the crew strategized on maintaining the secrecy of their high-value bounty to leverage for the eventual handover to Imperial authorities, ensuring they met the stringent conditions of their bounty contract. Technical challenges such as securing a damaged data stick, a crucial piece of the bounty, were also discussed, weighing the potential financial benefits against the risks of tampering with the evidence. Neil, in particular, pondered the logistics of manipulating the data to secure a full payout without breaching contractual stipulations. As the crew strategized their re-entry to the Minerva system, they laid plans to split tasks between engaging with local authorities and dealing with potential complications due to their unsanctioned visit to Valkos. The intricate dynamics of their stances on honesty and disclosure were debated, reflecting on the broader implications of their past actions and planned maneuvers upon docking. Remarkably, as they drew closer to their destination, they contemplated the state of their ship, acknowledging that visible damage might raise questions about their recent journeys. The crew evaluated whether to tidy up their digital and physical tracks to ensure seamless interactions with Minerva's authorities and avoid unnecessary scrutiny. Humor and camaraderie riddled their technical discussions and role-playing, with each member contributing their expertise to ensure the ship, their cover stories, and their strategies aligned flawlessly as they approached Minerva, ready to handle the intense negotiations and actions that awaited them. In the latest leg of their cosmic adventure, the crew of the Jägermeister, consisting of Saul, Arturo, Pen, Gil, and the sharp-witted Neil, face a challenging dilemma as they decide how to defrost a critical captain caught in low berth—the risk being his potential death during the process. Meanwhile, the bounty office shows no interest in this captain, leaving the group to finesize a separate management strategy for him. As Saul, acting as the captain, and his comrade Pen join forces, their swift actions come into play at the port office where they seek to claim a hefty bounty. Saul brandishes the required paperwork, efficiently concluding a deal with the help of Arturo's legal finesse, netting them an impressive 850,000 credits. Despite the payout, they recognise the looming overhead of ship repairs could quickly consume all this newfound wealth and more. The conversation takes a strategic turn as Saul prepares to alert the authorities of a potential bioweapon threat—information linked closely to their bounty quarry, Voss, and his malevolent plans. The crew meticulously discusses how to present their findings to maximize effectiveness while maintaining their credibility. Their protective instincts extend to the damaged Hirondelle and its sole surviving captain. The decision to involve the Naval authorities arises from a mix of necessity and opportunity, hoping it might usher some goodwill—or perhaps more compensation—their way. They deliberate the best approach to liaise with the authorities without implicating themselves further in the chaos Voss has unleashed. The well-orchestrated exchange with Naval personnel over the handling of the captain strikes a delicate balance of cooperation and caution. As they tread carefully around the details of the bioweapon—enough to inform but not overtly incriminate—they manage to navigate through the bureaucratic and military protocols to ensure the captain’s safety and initiate recovery efforts for the Hirondelle. Through high-stakes negotiation, the display of tactful diplomacy, and a touch of humor in the face of adversity, the crew of the Jägermeister maneuvers through the galaxy's shadowy corners. Their tale is one of quick thinking, camaraderie, and a relentless pursuit of justice, all woven into the fabric of their interstellar journey. In this chapter of their grand spacefaring adventure, the crew of the Jägermeister, led by the trying-to-be-ever-so diplomatic Saul and the keen strategist Pen, faced pivotal decisions involving an impending threat and their interactions with various authorities. Their choices were critically influenced by past experiences and foresight into potential repercussions that could either aid their mission or diminish their stealth in future endeavors. The crew debated the potential implications of involving the Naval officers from the Valkos system where a bioweapon had originated. Gil pointed out that meddling in one planet's affairs could be brushed off as misfortune, but ensnaring themselves in the military and political fabric of two would be regarded as carelessness—a sentiment echoed by Pen. They ultimately decided to cooperate with the Navy, recognizing the strategic advantage despite warnings from Dom that the planetary authority might offer monetary rewards more readily than the Navy, which could instead facilitate ship repairs. Saul took the initiative to reconnect with previously contacted officials, aiming to foster cooperation between the Navy and the planetary authority by laying bare the threat posed by the bioweapon. Supported by his admirable persuasion skills, Saul effectively convinced the authorities of the urgent need for a unified response. Arturo's adroit legal manoeuvring further articulated the failure of the Navy's interdiction efforts on Valkos, thus necessitating their support on the planetary level. Through a series of strategic communications, superbly handled by Saul and bolstered by his crew’s tactical advisories, they successfully positioned themselves as vital consultants to both military and civil authorities. A combination of Arturo's and Saul's persuasive prowess ensured that the authorities adopted a collaborative stance which culminated in a unified operational tactic directed at thwarting the bioweapon threat. The situation escalated when intelligence pointed to a major fundraising event as a potential target for the bioweapon. This insight led to an urgent coordinated effort to identify and curtail the threat. The crew deftly navigated through military and bureaucratic channels, their efforts culminating in the thwarting of an attack that could have devastatingly resulted in tens of thousands of casualties. Their successful intervention in uncovering the plot and helping to neutralize the bioweapon earned them recognition and accolades from the Minervan government and complimentary ship repairs from the Navy—an underlining testament to their effectiveness and rising repute across the systems. The journey, fraught with ethical dilemmas, strategic gambits, and professional negotiations, carved out a narrative of timely heroics and adept leadership, ensuring the crew of the Jaegermeister left an indelible mark on the regions they traversed. As they wrapped up this episode of their saga, they contemplated the lasting implications of their choices, with an eye toward future adventures, now richer in credit and experience.

My summary: 

The crew of the Jägermeister passed their time in jump with their usual entertainments and some discussions on the strategy that they should follow when they arrived at Minerva. They were wary that they hadn't told Aoife Scarlock that they Voss and the information needed for the bounty, and that was likely to cause further aggravation between Saul and Aoife.

Saul and Arturo saw the planetary authorities and arranged the hand-over of Voss and the data sets. Between them, they built a good rapport with the officials and soon were Cr850,000 better off, bounty discharged. So they had most of the money to repair the Jägermeister if they did it themselves... Saul used his carousing techniques after some coaching for Arturo to start to convince the Minervan Authorities that there was a plot underway.

Meanwhile, Gil and Pen talked to the Imperial Navy and managed, with the help of a more experienced NCO, to handover the Captain of the Hirondelle to them without being suspected too much of being involved. 

The team then angled to be taken on as consultants in the hunt for Voss' team, and between them managed to get the Navy and the planetary authorities working together. Thanks to their information, they traced the aerosolised bio-agent toxin to a factory, but it had been collected in an air/truck that morning. Tracing the crew who disembarked from the Heart of Glass resulted in one being found in a medical coma and unlikely to survive in a public hospital. Of the others, four had to be found still.

Fortunately, the terrorists had not changed their plans, and their air/truck was under automatic control. They cleared the area and destroyed it with orbital defence lasers.

The other two terrorists, Inge Wegner and Kirstin Gremmerman were arrested by special forces agents as they tried to add toxins to the air handling units at the mansion that the fundraising event was taking place at that. They were identified from the start from the information the Jägermeister crew passed.

The Minervan government gave the crew awards and a payout of Cr100,000 each, and the Imperial Navy arranged for the repair of the Jägermeister at their cost, with the understanding that what happened was covered under a non-disclosure agreement.

If you're interested, I have done a separate post with the actual transcript (slightly cleaned up).

16 November 2025

Traveller - The Jägermeister Adventure - Ep 10 - Transcript of the session

  The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

In case you're interested how the game actually played out, here's the transcript (lightly cleaned up) for the last episode. You can find the usual summary post here.

Andy: Cool.

Referee/Dom: Okay, we're now live and recording. Let's do an intro for people because it helps the system. So I'm Dom. I'm the Referee/Dom for the latest session of the Jägermeister adventure.

Graham: I'm Graham, and I'm playing Saul Emsa. And Saul is a thuggish bounty hunter.

Andy: I am Andy. I am playing Gil Chang. Gil is a procedurally driven spacer.

Graham: Okay.

Paul: I'm Paul. I'm playing Arturo Javid, who is doing his best to earn his nickname, Lucky.

Neil: And I'm Neil and I'm playing Pen Gatta, ship's pilot and engineer.

Referee/Dom: Excellent. So that's everyone introduced. Quick recap from last session. You decided to take an alternative approach and head back, or rather head to Miranda from Minerva, having discounted the idea of going back to Valkos. And in the Miranda system, with some clever use of technology and talking to the system administration to get hold of records, you located the abandoned. I'm not going to say wreck, but damaged Hirondelle, sadly only populated with a large number of corpses. And the captain, who'd been tortured and was badly injured and was frozen in a failing low berth.

Graham: And the cat.

Referee/Dom: Oh, and the cat, of course, which you named Jess, I seem to recall. I think the next stage after that was you recovered the captain after a little short ethics discussion about, well, if the low berth was to fail, that the ship would be salvageable. And it's very commendable that you recover the captain you encountered Aoife Scarlock and her ship. The headhunter who had been to Valkos and was following the chain of clues that you missed completely by heading straight off to Minerva. And you agreed to pool resources. But none of you have mentioned to her that you happen to have Voss in your low births, along with all the information from the Imperial Library at Khan that was required for the bounty. So presently, Scarlock and her crew believe that a atrocity using weapons of mass destruction is going to be carried out on Minerva by Edric Voss and the people with him. And we.

Andy: Which. Which is largely true.

Graham: Which is largely true. Yeah.

Andy: I think we have shared with her copies of the documentation, so I think she knows we've got that.

Referee/Dom: I think you provided enough details from the ship, not necessarily for her to know you've got all of the information, but enough to agree with a credible bioweapons threat being perhaps.

Graham: Perhaps. We asked for a summary of the details and we gave her an overly florid and rather genericized version of it.

Referee/Dom: A little share there on the video feed there for Neil, particularly of what you're dealing with. And we left the last Sessions you just plotted and entered jump to head back to Minerva. You hadn't actually got up as far as agreeing how the two Ugroups were going to work together, but I do believe you've got some areas that you wanted to follow up when you arrived.

Paul: Yes, because we have the list of sort of manufacturing facilities, and we're going to divvy those up between us, won't we?

Graham: Yes.

Referee/Dom: And do you have any intention to talk to the authorities? I guess would be the other side of things.

Andy: I don't see why not.

Graham: Yeah.

Paul: I mean, clearly.

Andy: Yes. One thing that has occurred to me, gentlemen, is that it is entirely possible that at some point the headhunter's crew will capture some of Voss colleagues, at which point they might very well be told that we've got Voss, which I don't have a problem with, per se, but we need a plan for if it happens.

Paul: You didn't ask. Sorry? You didn't ask. I mean, we didn't lie to you, but you didn't ask whether we'd got Voss or not.

Referee/Dom: The truth is, you can hand Voss over to the authorities at Minerva if you wanted to.

Paul: Would that be sufficient for the bounty?

Referee/Dom: You hand him over to Imperial authorities? Yes.

Paul: Yeah, yeah. I mean, let's.

Neil: We've now got the memory stick or whatever.

Referee/Dom: Yes.

Paul: Right. Okay.

Neil: I didn't see that bit in the. In the summary, so I didn't realize that. Okay.

Referee/Dom: The paperwork they found was all the material from that and the data sheets. So there are also files and other records as well as the data stick.

Neil: So we've got the two bits of the bounty that are required.

Paul: Yeah, yeah.

Graham: I mean, it's pretty straightforward, really, because. No, we haven't handed him over and we've let them know because he's our bounty and we answer to the people who have raised the bounty, not. Not. Not just Scarlock. So it's. It's not a problem.

Referee/Dom: It's just.

Graham: It's just. It's just business.

Paul: I mean, I think what I'd do is I'd take the high ground.

Graham: And when.

Referee/Dom: That.

Paul: If they run us over it and just say, well, actually, he wanted to make sure you'd help prevent every atrocity. We thought you might not if you found out. If you knew we had Voss, there was no bounty to be had. Preventing an atrocity is more important.

Neil: Do we know if any of the documents. Without accessing the data stick, we can't tell for definite. But do we think any of the documents we found came off of the data stick?

Referee/Dom: Yeah, that's a first surmise.

Neil: If so, they should all be destroyed so that when we hand it over, we go, no, we haven't accessed it, so we. Can we have the extra 50, please, seeing as we've got a 900, 000 credit repair bill. So 750, 000 credits would be kind of handy.

Paul: No, because it's the condition, wasn't it, that no one has accessed it?

Andy: That's all right.

Neil: I asked that question a couple of sessions ago and I was told. Now, no, it was just if we hadn't accessed it.

Andy: Well, we haven't. No, we have found additional material.

Referee/Dom: We've got.

Neil: We've got copies of what's on it, which they could. They could construe as. Meaning we've had access. That's why I'm suggesting if the paperwork isn't required for anything, it should all be destroyed before we surrender.

Graham: Vos.

Neil: Anyway, we're getting off topic.

Graham: Yeah, we are. I mean, it's. It's fine print stuff, which will be argued.

Referee/Dom: And if only you had someone with a legal training could help you out with this.

Paul: Yeah, I mean, technically, we didn't access it. We've accessed printouts of it.

Graham: Yeah, exactly.

Referee/Dom: Would you like to extend a legal argument there with the dice roll, Arturo?

Graham: I mean, technically, you don't. We don't have the data stick, so technically.

Referee/Dom: You have physically got the data stick.

Graham: We do.

Andy: Right.

Graham: Okay.

Referee/Dom: It was with this.

Neil: Right, so we've got the two bits that are required to collect the half a million. We could really do the extra 250,000.

Graham: We could. I mean, we. We could shred it all, couldn't we, when the time comes?

Paul: Yeah, well, we not be hasty. Let's keep it in reserve in case we need to dump data on people to convince the authorities.

Andy: Agreed.

Graham: So we've got the stick.

Referee/Dom: So I would say at this point, Arturo, you are pretty confident that you can make a case to the local authorities that you haven't accessed the stick, that this was accessed by the same people who stole it, arranged for its theft, and you've returned all material to them.

Paul: Yeah, I mean, all these things work on the letter rather than the spirit of the thing. There might even be a log on the stick. Log pertaining to the stick that shows who's accessed it and would show that it was not accessed since it came in out into our possession.

Referee/Dom: So am I right in thinking you have the Hirondelle's captain with you?

Andy: Yes.

Paul: Yeah, we transferred him into our low birth.

Graham: Yeah, well, we.

Andy: We swapped the Berths. I think we discovered that the berths on both ships were demountable.

Graham: So they were.

Andy: I was there and took him and his. So we wouldn't have to wait.

Paul: Because hopefully some, you know, highly skilled doctors could fix him. Whereas without disrespecting anyone's medical training, I don't think we'd necessarily be able to.

Andy: No. And legally speaking, if we can't wake him up, it's suddenly our fault.

Paul: I mean, heck, it's chancy waking up Voss, let alone anyone else.

Andy: Indeed.

Paul: I mean, part of. He does want to wake up Voss and beat him up a bit, but that's.

Andy: So, are we at the moment in jump towards Minerva, or have we not left Meridian yet?

Referee/Dom: We left it on the last session that you were entering jump. But if there's something you wanted to do just before that, then I'm quite happy to consider it.

Andy: Thank you. Personally, no, there isn't. I just lost track of where we were.

Paul: I think checking. I think checking with Neil in case there was something you wanted might make sense.

Neil: No, there's nothing. Get rid of. Get rid of the body, get the money. Get rid of the data stick, collect the cash, get out of here.

Graham: That's.

Neil: That's Pen's thoughts on the matter.

Andy: So I'm. I'm with Pan up to the point of get out of here. I agree that we should hand over Voss and the data stick to claim the bounty. We should hand over the captain to more experienced medical personnel. We should alert the authorities what's coming there if it hasn't already arrived. And then I think we can reassess when we've done that. Which may result in us jumping out and it may not.

Paul: I agree. But if there's an opportunity to engage the stolen ship, I think we should take it. And if the authorities are not listening to us, we might have to do some digging of our own.

Andy: That's possible, yes.

Graham: Yeah, yeah, yeah.

Andy: But we can. We can do the handovers.

Paul: We should do that first.

Andy: We should do those first and clear those and then move on to the authorities with the attempted mass murders or whatever they are. And I've just noticed there's a city called Bigby on Minerva.

Paul: We recognize it because there's a sort of giant hand, sort of outside. Yeah, it's a strange sculpture. No one knows what it means.

Referee/Dom: Giant skyscraper in the shape of an uplifted palm. Okay. I think you will probably have to definitely tell the authorities what you know, because otherwise you will have a complication with handing Captain of the Hirondelle.

Paul: Yeah. We intend to. We tend to. There's no. Is there any reason not to be completely honest there?

Andy: No, don't think so.

Graham: No, I think that's fine.

Andy: Sorry. It was just a question of sequencing, Dom not attempting to conceal anything. It was just the order we did it in.

Referee/Dom: Okay.

Paul: I mean we could also trip to Valkos part, but.

Referee/Dom: For some reason Scarlock didn't really want to mention that to the authorities.

Paul: Yeah.

Referee/Dom: No, it's more likely to be the Imperial Navy that'd be interested in that.

Andy: Yeah, the planetary authorities have no jurisdiction on Valkos anyway.

Paul: Right. Different system.

Andy: So did we wish to continue to conceal the fact that we went to Valkos? We haven't got anything that we couldn't explain without mentioning Valkos.

Paul: Yes. I mean I don't want to lie to them, but we can admit we can gloss over how we got some of the evidence in a sense. In a sense we didn't really get much from Valkos.

Andy: We didn't get any evidence from Valkos. We just got a big hole in the side. Okay.

Graham: Yeah.

Andy: So we hand over Voss and the data stick.

Graham: Yeah.

Andy: We hand over the captain of the Hirondelle. Yep, yep. We brief the authorities if they'll listen to us.

Graham: Yep. Try and find a tie. And then what do we do? Do we head off having done all those things?

Paul: Well, I think there's a lot of issues there still.

Graham: All right, let's. Let's review, shall we, after we've done those things.

Andy: Another Cr80k for the 4 vac suits. Well, Gil will of course be very firm in his view that we should replace the vac suits.

Referee/Dom: The safety regulations do indeed say you should have them.

Andy: Absolutely.

Graham: Were there any vac suits on the ship's locker of the starship we just left?

Andy: Probably, yeah. That technically belong to the owners of the Horondelle though, so it would have been theft had we taken them. Since we would have had to waken up the captain to get his permission, which would probably have killed him.

Graham: Well, it's fine. I think we are already bankrupt. So we could just be a bit more bankrupt then. It's fine.

Paul: And yeah, so I think during jump I've got a hell of a lot of pent up energy. I think I'm just going to be working out again and doing my practice boxing whatever I do.

Referee/Dom: Okay. What's everyone else doing?

Andy: Gil is continuing his studies into another part of engineering.

Referee/Dom: Excellent. Pen, anything particularly you're doing?

Neil: Not really. Possibly making sure the ship's not going to give us away when we dock somewhere by Handing over any information it shouldn't.

Referee/Dom: So really the only thing that will give you any awkwardness is the scarring from the blast damage.

Neil: We can claim that happened elswhere.

Referee/Dom: Already been to Valkos. You've already been to Minerva and the authorities didn't react to the damage.

Neil: Yeah.

Andy: Yeah. So yeah, it doesn't make sense. And it was to turn. I put it again, our explanation is simple. We haven't got enough money to fix it.

Graham: Yeah, that's again true. Yep.

Neil: It's not a lie.

Graham: So it's just how it is. I'm going to be practicing gunner drill. Dom, I'm going to. You know, I appreciate we're heading towards the end of this campaign, but I think from. From a longitudinal point of view, I think Saul wants to be have at least one skill that he can do that's useful on a ship. He hasn't got anything. So he'll go for gunner and he'll sound like gonna practice or whatever. It's just a bit of chrome really.

Referee/Dom: I envisage this would be some kind of simulation setup where it's almost like an arcade game ultimately.

Graham: Yeah. It's got two little grids with small sort of dots between them and I'm just busy firing away.

Referee/Dom: I do imagine it will have a high score feature.

Andy: Yeah. It's all quite simple, Captain Emza. You simply move the cursor to the object you wish to destroy.

Graham: All right. It doesn't feel right.

Referee/Dom: Doesn't it?

Graham: I just don't feel connected here. I don't feel connected. I can't see them. I can't see the whites of their eyes.

Andy: Definitely not. No.

Graham: I can't smell the fear.

Referee/Dom: And this indeed is why there's a full arcade simulation of firing ships, turrets for people like Captain Emsa who just don't like the abstractness of combat at long distances.

Graham: No, it's rubbish.

Referee/Dom: Okay? Jump is basically it's boring self. I'm not going to require any rolls to emerge and you drop out in the Minerva system without any harm.

Graham: And it's still there.

Referee/Dom: Yes, there it is. Of course there's the usual activity, with local fleet units manoeuvring to give protection to ships. A couple of them are out and about and detectable.  You get the calls for identification. You get a welcome back this time because you've been there recently and you're assigned a vector towards the starport or high port.

Paul: So one thing I want to do on the way. Can we scan for Heart of Glass?

Referee/Dom: Give me an astrogation roll. Sorry, not astrogation. Ignore me, I'm talking rubbish. Give me a electronics Sensors rule.

Andy: That's Gil, I think.

Referee/Dom: Gil, you do not see the Heart of Glass in the local orbit or nearby space.

Graham: Very good.

Andy: Okay. That's good news.

Graham: Yeah.

Referee/Dom: You should be able to request what vessels are docked at the ports, though. That should be a matter of public record.

Graham: That's true, that's true. Perhaps they got here before us. Everyone always gets there before us.

Referee/Dom: Well, you were. You arrived after they departed from the Hirondelle.

Andy: Yeah.

Referee/Dom: So there's every chance they may have arrived before you.

Graham: Oh, I didn't realise that. Sorry. Yeah.

Paul: Okay.

Referee/Dom: So I take it that Saul's checking this out because he's going back on his investigation skills.

Andy: Oh, I could do that.

Neil: Yeah.

Graham: I need to get to make a roll.

Referee/Dom: Yay.

Graham: That's nice. Here we go.

Referee/Dom: Oh, my God.

Andy: Someone has stolen the high port.

Referee/Dom: That was a most impressive skill roll of three. Was that with a modifier to increase it? Did you roll snake eyes?

Graham: Yep.

Referee/Dom: Okay. Snake eyes it is. You know, there's something here about how you check this. But you cannot remember the protocol or channel to get onto on the downport and starport things. And you're flailing about somewhat impressively at this point. Do your colleagues notice this and wish to help you out?

Paul: I'll give him a hand. I'll take pity.

Graham: I can't read. I just can't. All I can see is starship tactical signals. That's all I've been looking at all week.

Andy: I can't.

Graham: I can't read anymore.

Paul: Right.

Graham: To do it.

Paul: Let's go to this page. But navigate there.

Graham: Right.

Referee/Dom: Okay. The Heart of Glass. It was, if you recall, a Gornaki class mining ship, and landed at the down port three days ago.

Graham: Right.

Paul: Well, well. Not hurrah.

Neil: But.

Andy: Question. Where is the Imperial office where we are going to hand in our bounty? Is it at the high port or the down port?

Referee/Dom: I suspect there'll be offices on both. And if needs be, they'll shuttle him down.

Andy: Okay.

Referee/Dom: Which one would you prefer to use? Do you want him down the well or stay up the well?

Andy: I'd prefer to hand him over now because that is off our hands. What do people think?

Paul: Yes, I agree.

Neil: Don't. Don't take. He doesn't need to be on the planet because chances are they're going to ship him out to the Kahn system anyway. So ideally, we want to get rid of him upstairs, not downstairs.

Paul: And.

Neil: I know it shortens again, but we don't need to go to the planet.

Referee/Dom: Okay?

Andy: Not really.

Referee/Dom: So to hand you the good news as well, about Scarlock. Aoife's ship has not arrived yet, so the Headhunter hasn't emerged from jump yet. So you are ahead of them.

Neil: So that gives us time to arrange to get rid of Voss and the captain and the data stick. We've just lost Lucky before she arrives and gets upset.

Andy: Indeed. And there he is back again. So I think that should be our priority with the captain of the Hirodelle being a close second.

Graham: Yeah.

Referee/Dom: Okay.

Neil: Yep.

Referee/Dom: So you arrive into the port and are vectored a docking slot at the high port.

Andy: Perfect. Do we think that the people on the Heart of Glass have one or more agents at the high port?

Referee/Dom: You're not sure?

Andy: No, no, that's. That's more a question for the others, really. There's no way for us to tell. But if I was them, I would have. So I think we need to be circumspect.

Paul: Yeah.

Graham: Yeah.

Andy: Well, Saul's the captain and the bounty hunter. Saul, how do you want to handle hand to go for Voss and the data?

Graham: I suppose I would want to check in with our contact how they want them to him to be delivered and where. And we'll just check what's acceptable to them within contract because it's not clearing. I don't think it's clear in contract exactly how that happens. So perhaps just to sort of signal to them, bounty now secured being delivered to you. Please confirm how you wish this, how you wish this to be handed over. Unless you think that would be clear to me, Dom. Then in which case, fine, but I'll.

Referee/Dom: Part of me is so tempted to ask you to make a dice roll again, but yeah, please. I'm not going to. I'm not that mean.

Graham: I think it should be a bounty hunter professional role.

Referee/Dom: That would be excellent. Except I do recall you didn't actually get the bounty hunter professional skill. Career skill.

Graham: And you've got education. You've got education to help.

Andy: Four.

Graham: So.

Andy: So you're still on the plus one then? Oh, you've got a low characteristic then, isn't it? Not the modifier.

Graham: Yeah.

Andy: Yeah. Well, I've got Jack of all Trades-3. Just saying. That's helpful.

Graham: Honestly. If I was a T5 character, it'd be worse. It'd actually be worse.

Andy: So it does seem reasonable though, that Saul would know how to do this.

Referee/Dom: I do indeed believe that Saul knows how to do this. Saul, you have taken people and delivered them in the low berth. They'll normally either arrange for a swap out or they'll defrost and return the berth you've used for Voss to you. Right, yeah, of course. Demounting the berth, getting it through the port and stuff like that is quite obvious, but probably less obvious than marching Voss in handcuffs.

Graham: Yeah.

Neil: Yes.

Referee/Dom: Plus it takes away the risk that he may pass away as you defrost him.

Graham: Yeah, quite.

Referee/Dom: They come to us.

Neil: They come and collect. They come and collect both low berths.

Referee/Dom: The bounty only. The office, the Imperial office dealing with the bounties is not in any way interested in the captain.

Neil: All right.

Referee/Dom: Or the healing roll.

Andy: Yeah.

Graham: We'll have to do separate.

Andy: Yeah, separate run for him then.

Graham: Yeah, we'll do that though.

Andy: Okay.

Referee/Dom: You head into the bounty office with the material. So you're just taking the data stick and keeping the other material or you taking that with you to talk to potentially imperial authorities after that?

Andy: I think it strengthens our case that we haven't looked on the data stick if we take the hard copy documentation as well.

Referee/Dom: So are you going to the naval office? Are you going to the naval office then so you can arrange to see someone at the same time? Or are you thinking the port authorities?

Andy: Our priority should be to deliver the bounty. So whichever one is appropriate for that.

Referee/Dom: Probably the port authorities.

Graham: Right.

Referee/Dom: You arrive at the port authorities.

Andy: And.

Referee/Dom: Starport policy and you're met by a person called Keshlag Aga. Aga is one of the port marshals and says. "How can I help you, Mr. Emsa?"

Graham: Good day. I'm here to complete Bounty PZ8614 0094. I've got the Bounty transmission and contract here. Two items required, one in the low berth and the other the data access key, which you'll see in subsection 7 of the request, is here. And here's the copy of the form which is required to be accompanied by this request. Just like to claim on the bounty now, please.

Referee/Dom: They take the paperwork, starts to look through it, looks the document, does a bit of a double take on the the stick. They mutter for a bit, then scrapes the frost and rime off the low berth screen where the condensation is and looks into it and saying "So have you've got any other verification that this is the person required? Like a DNA sample?"

Graham: Or something like that from DNA samplings. I've got. We've actually got a sequence for you just. Just to confirm it. Hopefully that will correspond to your records.

Referee/Dom: Yeah. So congratulations. If you come here and sign the paperwork and the legals.

Graham: Yeah, I'll. I'll be doing that with my legal representative.

Referee/Dom: So lucky with the size of this payment. And you are filling out the paperwork?

Graham: Yeah.

Paul: Yes.

Referee/Dom: And you are the legal representative?

Paul: Yeah. I've got a cheap suit that's especially shiny for some reason.

Referee/Dom: For such occasions, right. You are quickly credited with Cr850,000.

Graham: Okay, well, that helps.

Referee/Dom: So this is the base 750,000. And the additional payments from the other planetary authorities.

Andy: Ah, of course.

Graham: Oh, yes.

Referee/Dom: Do you want that in Imperial credits or local currency?

Graham: Imperial credits.

Referee/Dom: Okay.

Neil: Yeah.

Referee/Dom: Huge twenties.

Graham: This huge hold-all bag I throw onto the counter.

Neil: You're not getting mugged coming back to the ship.

Andy: I assume it would actually be some sort of credit transfer.

Neil: Well, yeah, I'm assuming. Yeah.

Referee/Dom: We do not want to handle this transaction in cash, please.

Neil: Non-sequential used 20s?

Graham: Yeah.

Referee/Dom: Arturo and Saul, you get confirmation that your account is significantly less in the red than it was. Well, actually, no, it's not true. Your account is very much positive. Your account is positive.

Neil: I would like to think we were solvent until the ship got damaged. So I'd like to think the account was not in the red.

Referee/Dom: Yeah, technically you are solvent. And very solvent now.

Neil: Very solvent. But we won't be if we get the ship repaired. Yeah. Right. Okay.

Referee/Dom: Unless you can find parts to repair.

Andy: Take the ship somewhere else while we're sorting out, for instance?

Paul: Yeah, yeah, that's a great idea.

Neil: Yeah. Let's go back to the place where we suffered 900,000 credits worth of damage. I don't think.

Graham: No.

Paul: Right.

Andy: So that dealt with.

Neil: We need to deal with the captain.

Referee/Dom: Yeah. Congratulations, you have completed the Jägermeister Adventure's main objective!

Andy: Yeah. Yes. The Hirondelle, being a liner, must have a line that it's owned by.

Referee/Dom: The Hirondellw is a merchant vessel and is owned by the captain and crew. Or the captain specifically now because the only crew left are the captain and the cat now.

Referee/Dom: Yeah.

Andy: Can I.

Graham: Can I say that while we're doing this and resolving this, I need to make. Or one of us needs to make a direct call to the... Who would it be, Dom? Would it be the starship starport authorities again? Or would it be the naval.

Referee/Dom: You probably want local system defence or the police.

Graham: Yeah. So I. I put in a call to. I don't. I don't want to. If this. If this takes a long time, I can't afford to wait any longer to tell them.

Paul: I'll be by you ready to be a legal representative again.

Graham: Okay, great. So it will be a call just to say, you know, this is who I am. Having just completed the Imperial Bounty, blah, blah, blah, blah, blah. Further to that investigation, it has transpired that the bounty warrant incorporated not just one person, but a small team planning to undertake potentially sort of mass destruction, weapon grade attack on this system, this world. They have arrived slightly ahead of us. And I will sort of give the specification and sort of contact IDs codes that I've got for the. Is it the Gornack class miner, the Heart of Glass. And clarify that they have a chemical agents which they are looking to process, which when processed will become dangerous. They have a three day start on us and that there are a number of factories in system that can process this agent and I can give those locations and types. I would sort of just say, please can I stress the urgency of this as if they are able to carry out this. It would be devastating.

Referee/Dom: Now remind me what your social standing is.

Graham: My social standing is. It's actually lower than my education. It's three. I wrote really good stats for my character.

Paul: So look, look, look.

Referee/Dom: Let's have a flashback to the scene during jump where Arturo and the team are coaching Saul on what he needs to say as the person.

Graham: All your money, you bastards love.

Paul: No, no, no, that's. Yeah, the street talk won't wash it here, etc.

Graham: Oh, I wasn't doing street talk. That was.

Referee/Dom: What's that?

Paul: Right, okay, here is how you address people politely in that type of position.

Graham: Takes such a long time.

Paul: I know, it's. I know it takes longer. I know, I know. You shouldn't use the word 'yo'.

Andy: Or 'bastards'.

Paul: Yeah, that really gets a bad reaction, even if you mean it affectionately.

Graham: Right? So is right out?

Paul: Yeah, definitely. Yeah, you're getting it. Getting the flag.

Graham: Okay, all right.

Paul: You can go on a digression about. I don't know.

Graham: God, he's scuffed powder.

Neil: None of us are particularly suited for this, this system because we've all got pretty crap social.

Paul: Buy the best with a sort modifier of zero.

Neil: No, the best. With the best social standing is Gil. Is Gil. But he probably doesn't have persuade.

Andy: No, but he does have JOT-3 and social eight, which gives him zeros across the board.

Paul: I'll do, I'll do. I'll do it.

Neil: Wow.

Graham: I mean, it's a low bar, isn't it? It's a low bar.

Neil: My social's five, so I'm at minus one solid. But I do. But I do have persuade two, so I am plus one.

Andy: They're all gonna die.

Paul: It's Internet, isn't it?

Neil: Anyway, they are.

Paul: I've got. I've got persuade it too, if it comes down to it.

Neil: But we've been paid, so we just need to get.

Graham: To get off system now.

Paul: Yeah, I think I'll do my job as face-man here.

Neil: We just need to figure out how we hand the captain off to someone to be. To be hit, to be healed without it costing us anything. The Imperial authorities aren't going to take him.

Referee/Dom: Okay?

Andy: Why not? Well, he's got. He's a witness to piracy and potentially terrorism.

Graham: My stats are really below average now. Look at it.

Paul: When I find someone who's willing to take on the captain.

Referee/Dom: You can definitely search for that.

Andy: Yes, I think the Navy would be interested.

Paul: I don't. I don't mean taking them on as sort of all. As you know, as a sort of source of spare organs or anything.

Referee/Dom: Well, no, because if you're going to go down that route, you probably should just let him die in the cold, in the low berth.

Neil: Salvage, which would have covered the repair bill, but hey, you know.

Paul: Okay, I'm going to make him investigate. Check if I may, to find a place to hand him over where he'll be treated decently. Yeah, and it's not going to cost us money. Hopefully not cost him money. Right.

Referee/Dom: You find. Go on. Sorry.

Neil: I was going to say, technically, there has been a comms flash about the Hirondelle having been taken.

Andy: Yep.

Neil: So that must be registered somewhere.

Andy: It'll be here by now.

Graham: It might be propagated.

Referee/Dom: You've got the message when you're in this system, if I recall correctly.

Paul: So, all right.

Neil: So the Navy issued the advisory. So I'm assuming if we contact the Navy and say we found it, we have the captain. He's severely injured.

Andy: But he knows who done it.

Neil: He knows who done it. And we can tell you where the ship is for recovery purposes because we.

Andy: Can also tell you the location of the ship we suspect to have been responsible.

Referee/Dom: You've got an awful lot of evidence from the ship as well, I assume.

Paul: Yeah.

Neil: Yeah. That is what I'm saying. I'm suggesting is we, the Navy, we should be able to hand him off to the Navy and let them deal with it.

Andy: Okay.

Referee/Dom: Yeah, so.

Neil: But attack them in the first instance.

Referee/Dom: Arturo. Sorry, Neil, I didn't mean to talk across you. You say again.

Neil: No, I'm just going to say in the first instance, if we contact the Navy and go regarding this, we've got this, this and this. They go, we're not interested. Fine. Then we look for something else. But if they go, right, we're on it, Problem solved.

Referee/Dom: So we're suggesting first stage here. Let's just resolve Out Saul's little encounter with the authorities. I need one of you to make that either a persuade role or some kind of role to influence them. Like presenting an overwhelming case, for example.

Paul: Okay, I do persuade.

Andy: Whoa.

Paul: I'm very charming.

Graham: Now then, they are. They are interested. Come on.

Referee/Dom: They are convinced. They are convinced that this is double six.

Graham: Double six.

Referee/Dom: This is indeed a dangerous threat. And they. They want to basically question you as a crew and get the information out on that and ask if you'll come down to the down port to meet the authorities.

Paul: Yes.

Neil: Before the Headhunter arrives and she's going to be pissed.

Graham: I'm kind of looking forward to that in a way though.

Neil: Okay, fine.

Andy: Can we see if we can hand off the Hirondelle captain to the Navy?

Referee/Dom: Yes. Arturo found a contact in the Navy. The right contact compared to earlier. So who wants to hand over the captain and explain what's been going on?

Andy: Well.

Referee/Dom: Is that Pen and Gill? Because Arturo and Saul are busy.

Neil: I'm assuming we. At least one of us stayed on the ship just to make sure that the captain didn't have a problem because if we all left the ship, you can bet your bottom dollar the low berth would fail.

Graham: Yeah, you know, that's just.

Neil: Just how you know.

Graham: Yeah.

Neil: Things roll. So one of us at least stayed on the ship, but I'm assuming two. So by the sound things the two of us did because there's no need for us to go with.

Referee/Dom: Bounty hunter and his legal aide.

Andy: Yeah, okay.

Neil: Yeah. Ideally we'd like to try and get the Navy to come and collect him rather than us having to wheel him around.

Referee/Dom: Okay. The Navy arrives and there are a squad of Imperial Marines escorting a naval officer and a harassed looking non commissioned officer. They ask permission to board.

Graham: That's fine.

Neil: Assuming we've had enough. We will have had a quick tidy up just to make sure we haven't left anything lying around that might be a bit incriminating.

Paul: Right. Things not to say here though. "You bastards." "You'll never take me alive."

Neil: I think we both, hopefully Gil and I both know how to act around naval officials.

Paul: Oh yeah?

Neil: Yeah.

Paul: It's not. Fool.

Neil: You're okay.

Graham: Yeah, hell, it's the pigs.

Neil: So we give. Yeah, of course we give them permission to board. Do we greet them at the airlock or the ramp because we're at the high port.

Graham: If we're not docked they can't come in via the ramp.

Neil: If we're docked, they can. I don't know if we're in a hangar or if we're just hanging off the side of the high port.

Referee/Dom: You're probably docked at the station at the moment with an umbilical connector rather than actually being on board. You know, unless you wanted to go into a bay on the station

Neil: No, no, no. I just. I just. I didn't. We didn't expect. It wasn't specified. So that's why I'm asking, because it's not clear.

Referee/Dom: You know, I think hanging off the side of it through a connected airlock port. Docked, so that means that the blast damage is maybe a little less obvious.

Graham: Right.

Neil: We meet them at the airlock. Unarmed.

Andy: Deferential.

Neil: Yeah. You know.

Referee/Dom: You know.

Neil: If they want to check them.

Referee/Dom: Lieutenant Lee Gallico, he says. And you are? Can I speak to the captain? Your accredited Bounty Agent, Sir.

Neil: No, he's. He's currently dealing with the port authorities in the execution of a warrant. The bounty warrant.

Andy: We can help.

Neil: He's handing over the subject of the warrant at this moment. We are here.

Referee/Dom: So you are. There was mention of a spacefarer in distress.

Neil: Yes.

Andy: Yes. And I explain to him. Show them where he is. Explain to him the circumstances in which we found him. That he is in a bad way as a result of an encounter with pirates. And we present our evidence to the Lieutenant. We believe the pirates are currently crewing the Heart of Glass, which is at Minerva Downport. We have alerted the planetary authorities to that.

Referee/Dom: Right, See. So the officer walks over, scrapes off the ice from the low berth window. "Yes. Definitely looks injured. Strange wounds, though. So did you say damage in your report? It looks more like he's been tortured."

Andy: "Yes, exactly. And we have video footage, I think, of the room where it was done because we documented what we found on the Hirondelle, so we should share that."

Referee/Dom: Looking at the evidence, he turns to his assistant. "Send for the medical officer. We're going to see if this gentleman is safe to move." And you're taking him through the video evidence and what you found?

Andy: Yes. Yes.

Referee/Dom: Are you talking about anything from Voss's data stick or just what you had to hand that they'd printed out?

Neil: Only dealing with what they put out. Basically, whatever they put out.

Referee/Dom: What they put out?

Neil: On the original flash notice about the piracy.

Referee/Dom: So no mention of weapons of mass destruction?

Andy: I think we ought to mention that because it's arguably a breach of the Imperial rules.

Neil: We can tell him that we suspect the pirates are actually terrorists and where they've headed.  They've come to Minerva to enact an act of terrorism against the Valkosi government in exile. And our colleagues are currently relaying that information to the planetary authorities as part of the bounty process.

Referee/Dom: The officer momentarily tuts when you explain your colleagues are telling this to the planetary authorities. He clear thinks this is a naval matter. So give me a roll to convince him how fine and upstanding citizens you are. Between you.

Neil: Persuade.

Referee/Dom: Yeah, yeah, I'm looking for a six plus. In fact, you've given him the captain. You've given him videos, you've given him a lot of evidence there. The cat is probably rubbing up and down against his leg, annoying him. So you can you go shooting for a six plus?

Neil: Yeah, well, I got a four. That's a double. That's. That's a double one again.

Andy: Okay.

Graham: Goodness. Wow.

Referee/Dom: So he's clearly... Well, what you get is the vibe that he almost doesn't believe you. You almost think like he's wondering if you're involved in some kind of scam on the Hirondelle. And just narrowly, by the skin of your teeth, he's muttering away and he's talking to the NCO with him. And there's a quite heated conversation going in the background. And you maybe pick up the gist of it, that the NCO is talking this officer down who's saying they're obviously in on it somehow and the NCO is pointing out the fact that you could have let the captain die. There's a muttering about the scarring on the outside of the ship that they saw when they came in the shuttle. But the NCO prevails. The officer he says he thanks you quite formally and they take off. The medical officer arrives, they take the captain off your hands with any of the evidence and stuff there. And they're looking there and he says you can keep the feline.

Neil: Well, I didn't think they were going to take that. I had a feeling we were going to be lumbered with a cat.

Andy: Lumbered. They're very useful.

Neil: That's what airlocks are for.

Andy: So.

Referee/Dom: And the Navy take off with the information.

Paul: Right.

Referee/Dom: And back at the base, so there's a request there for you to all go down to the surface to be interviewed. And while you're there and you're waiting for this conversation and maybe reaching out to the others, Saul and Arturo, you hear that the officer you're doing takes a phone call as you're waiting the antechamber, and you pick up something about. It sounds like he's talking to a naval officer, Captain something or other. And there's quite a sharp exchange going over on about jurisdictions.

Andy: Indeed.

Referee/Dom: And it appears that there seems to be some kind of tussle going on, so I'm going to give Saul a chance to intervene Whose jurisdiction would you like to be under?

Graham: So what was the choice? Navy.

Referee/Dom: Whose jurisdiction would you like to be under? Would you prefer the Navy? The one service where social standing pushes you forward as a career, or the planetary authorities? The people who only take people with a high social standing seriously because they're gentlemen and ladies.

Graham: No, I don't care.

Andy: However.

Paul: Well, I mean, the social authority. The local authorities currently like us. I don't think.

Andy: Don't.

Neil: Right.

Graham: We'll go.

Neil: No, a particular. A particular lieutenant doesn't.

Paul: Actually. That's fair. Actually, that's fair, isn't it?

Referee/Dom: Yeah.

Neil: Yeah.

Andy: Y.

Neil: And the Navy will keep. The Navy will keep us in space and keep us.

Graham: Might keep us flying away. They might patch us up, you know.

Neil: Yeah, I don't see him going that far. Not that much money, but they might. At least they don't need. They won't insist we're on the planet.

Graham: Well, we are potentially going to save this world.

Referee/Dom: Or save the world.

Graham: I mean, do we.

Neil: Do we know. Do we know how much of this we. I'm assuming we don't know how much of this bioweapon they've actually.

Paul: Actually got.

Graham: Doesn't matter. Doesn't matter.

Neil: What I mean is they haven't got enough to wipe out the entire planet.

Referee/Dom: Scarlet.

Andy: As if it breeds.

Referee/Dom: It's a bioweapon, not a chem weapon.

Andy: The. The problem with bio weapons has always been that once you release them, you don't know where they're gonna go.

Neil: Yeah, right. Okay, so even more reason not to be on the planet.

Andy: Well, no, yes, true, but at the.

Graham: Same time, if we. If we want to get plaudits and rewards, and we need plaudits and rewards. What is out my judgment, Dom, on who is more likely to give us a reward for saving the planet? Is it the planetary authorities of the planet that we're going to save? Or is it the Imperial Navy scum who... I mean. Sorry, the glorious Imperial Navy who have another.

Andy: 11,000 planets to worry about?

Graham: Yeah.

Referee/Dom: But it would be kind of embarrassing for the local naval units if they lost the capital of the Cluster.

Graham: It would.

Referee/Dom: It would be career limiting for the the naval officers involved.

Graham: Careless. Yes.

Andy: Okay. One planet might be considered a misfortune.

Neil: Two is considered carelessness. Yes, I know. So thank you.

Graham: All right.

Neil: Thank you.

Graham: Well, we'll go with the Navy, then.

Referee/Dom: What I was going to say is the planetary Authority are more likely to pay you cash if they, if you, if you could leverage into a reward somehow the Navy probably is less likely to pay you cash. But you might be able to leverage them doing the ship repairs. Might take that because that's, that's free. That's free for them, effectively.

Paul: I think another point is, is there any indication one of them will be more effective than the other?

Referee/Dom: I think you're probably from your perspective, Arturo, from your experience and your advocacy and thing there, from what you've overheard and what you, what you've heard here, you probably need them to get to the work. Someone needs to convince them to work together.

Graham: Yeah.

Paul: Okay. I'll get on the blower. Hopefully I'll get them seeing sense. Get on the blower. Yeah. Oh, it's all rolling off on me. I'll contact the people we contacted before and try and explain that we're also reporting this to the Imperial Navy and do my best to encourage together. Will of course come down for interviews as well as we're available.

Referee/Dom: Okay. You can give me a second persuade roll here. You get a plus three because you have fantastic previous one as you're building on the other one.

Paul: Okay. I haven't got there. So 11.

Referee/Dom: Okay. I think with that. So an effective three there, you have successfully made the case that perhaps they need to work together because it's your planet and the weapons of mass destruction from another star system.

Graham: Yeah.

Referee/Dom: So you, you have skilfully drawn on your advocacy background. So make the point that the Navy has interdicted the Valkos system. And if this bioweapon has been brought from Valkos, the Navy has failed in its interdiction and would need to support the planetary authorities.

Paul: Sorry, so there's another point here. So in terms of which place to get rewards from, why not both?

Graham: Yeah. Yeah.

Andy: Got a bit worth a shot.

Paul: But I want to stop this. Right. Okay. So let's talk to the Navy.

Referee/Dom: Okay.

Paul: There was a lovely lieutenant that I sort of put you in touch with. Yeah.

Referee/Dom: It was just something about Pen and Gil that the lieutenant didn't like. When you meet the lieutenant, Lieutenant seems quite nice. Are you still in your shiny suit?

Paul: Yeah, of course I have.

Referee/Dom: It at least takes you somewhat seriously. They say "Yes. Mr. Javed, what can I do for you?"

Paul: Okay, so here's the situation and the potential weapon of mass destruction attack on Minerva. I'm going to put it straight. I'll give you the facts. So I'll actually run through the evidence without any real preamble.

Referee/Dom: Okay. So I think at the moment you are sitting there with a riding effect bonus because I think this is effectively a chained task because you've got them, taught them together. You got a plus two, I would say actually advocates here because you're presenting evidence.

Paul: Yeah, makes sense. So I'm doing it quite formally. Okay, let's just hit the button and see what happens. So that is a success because I've got the plus two, so nine.

Referee/Dom: So you take him through very clear plain language, not so much legalese, but constructed the argument of what's going on. And he now looks quite concerned because you know, the Navy is responsible for preventing this kind of thing. And calls are made and contact. So they then ask you a combination of these officers there and rather than taking down to the surface, tell us what you know, as in what do you think is going to go down.

Paul: Okay, so I'll explain as much I understand it. You know, obviously as other crew members have got a best scientific understanding of this, I'll explain the effects of the weapon. I'll explain in the theories they're going to have to manufacture this. Here's a list of manufacturing plants that we found that could be involved. I'll explain also about the Headhunter that's going to be turning up anytime.

Referee/Dom: Yep.

Paul: And finally I'll explain about, well, the Valkos government in exile, where I believe that's likely to be the place initially struck. That might be a horribly one, but that's my belief.

Referee/Dom: I. I'm going to ask you then.

Andy: Paul.

Referee/Dom: Because you're presenting this evidence here, to take a rep to represent the Imperial Navy. And I'm going to ask Saul, as he's sterling influencing there's to represent the planetary authority here and making two dice rolls. So the first one is for the Navy to go and to do this here. So you can use your either advocacy or persuade as a bonus on this roll.

Paul: So let's probably use persuade because it's higher.

Graham: Right. Makes sense.

Andy: Yes.

Graham: Look at that.

Referee/Dom: Excellent. So you currently have an effect of one, which is a plus one. So plus two, isn't it, I think where we are now?

Andy: Yeah.

Paul: Yes.

Graham: Yep, it is.

Referee/Dom: So the final bit is, do you want to be part of the planetary investigation or not? Or are you just letting them getting on with it and giving the information? That's your call. So.

Graham: I think what I'm concerned about is if we stay tight on it, they're more likely to reward us. So what I would go for is principally we're here to sort of convey news, but we would be happy to be consulted on an advisory capacity or to provide any support required. So make lots of warm noises, but leave it for them to decide how much they want us to be involved.

Referee/Dom: Okay, now give me a dice roll, please, here with whatever method you're looking to influence them. You got a plus two from the previous roll.

Graham: Oh, well, usually it's carousing. Look, what we should do is go down the boozer.

Referee/Dom: Well, to be fair, you're now in a situate situation there where you've probably been there for a while. There's probably food and drink there. You're probably being moderate. You're probably relaxed a little bit. So if you want to use carousing, I'm going to let you use it in this situation because you're trying to come over as a well meaning good fellow as you've socialised.

Graham: Yeah, yeah.

Referee/Dom: In fact, you're trying to. You're trying to get your fish in for work as a consultant here.

Graham: I am. So I'll put the modifier of two in, but I've got a minus one because of my social. So carousing is. It's my best social. I'm at minus one, so. But look at that. Look at that, I tell you.

Referee/Dom: So you are in fact hired as a consultant consultancy rates with it there. And the Navy and the planetary authorities are working together.

Andy: Perfect outcome.

Referee/Dom: Two things soon come to light. One is that in less than 24 hours, there is a major fundraising event for the Valkosi government in exile being held on Amerham island on Minerva, which is an island owned by some of the government-in-exile. So Hoylan Island, just off Amerham island, has another island alongside it. Oh, let me show you that. This very specific island here, Hoylan island, that's just off this place here.

Andy: Does. Does X mark the spot by any chance?

Referee/Dom: Probably, X is the spot. The. That piece there. I can't ping it on here, but yes, it does. It's that point there. A lot of the art there around there. And there is a major, major fundraiser with all the movers and shakers in the government in exile, various funders and the people from Minerva. Multiple Minerva government ministers planning to attend that. It screams target to you.

Graham: It does.

Referee/Dom: The second thing is searching through the locations you do the police raid with a low level F, I'm presuming they'll carry that out quite effectively. And they found the company there was processing what I thought was an industrial pesticide, but unfortunately the folks who ordered that work have collected it that morning. I'm now going to make a dice roll for the planetary authorities to intercept that before it's used because I think.

Graham: I don't know if you want. Yeah, okay.

Referee/Dom: I don't know if I want what in fact you can make the dice roll for. You can make the dice. Who hasn't made a dice roll recently?

Neil: Gil? Okay, sorry Andy, but I don't need you to roll the dice.

Referee/Dom: Andy, roll me two D6 and Pen gets to make made the next one because they're actually two dice rolls.

Graham: They didn't manage to catch them and we all die. There's no pressure on this roll.

Andy: Any bonus. It's all flat 2D6.

Referee/Dom: You're representing the government. They probably got a plus two for this.

Graham: Yeah, I was wondering.

Andy: Okay.

Graham: I wonder if that. Yeah.

Referee/Dom: Unless you can suggest some way between you that you could. That they should investigate that one that you could help build them to try and find this IRF and stuff.

Graham: You could try and do a task chain and say here's the data that we have. This is the likely target. This we think is the place where they've. They've clearly.

Neil: Well I'm assuming that somebody's acted on the fact that we know the name of the ship and that it's landed and it that they've interdict.

Referee/Dom: You know they've ah, good call seize the ship. They have indeed seized the ship and boarded it and they've forced access to it. Let me tell you a little bit the Heart of Glass what's come up because for some reason you seem to be alongside the very important people on the orbital in the operations center.

Andy: As consultants. Yeah.

Paul: I need a better suit. I really do need a better suit.

Andy: Well we've got.

Referee/Dom: They force the vessel, knowing that the ship is running  anti hijack but the Imperial Marines make short work of breaking into the vessel.

Neil: You'd hope knew how to do it.

Referee/Dom: On board the ship they found the corpse of Jarvin Fell, the second crewman to the ship strapped in the co-pilot's chair with a cut throat. They get evidence, fingerprints and the like there and there were at least another five people on board. There were evidence of someone taking anti-radiation pills within that and there were a number of Valkosi issue war surplus ACRs there. So they haven't taken the ACRs with them. They follow that through with the people on the boat. The ship was met at the dock by an ambulance and someone was taken off medically to hospital and the other four people left the evidence. The follow through that. That bit with the. The local authorities. The operating fund from the Hirondelle was for some reason was accessed on this planet to buy five Cr10,000 prepaid credit cards and extract Cr25,000 in cash. That was done by comms. And they were picked up at the Starport branch just after the Heart of Glass landed. The video footage you get back of the people who picked it up and you see on it, you recognise it as the woman who was swearing at you and shot at you as the ship lifted from Bulari Down.

Graham: Oh, yeah, yeah, yeah, yeah.

Referee/Dom: Her name. Can you remember?

Neil: It'll be in the notes somewhere, but.

Referee/Dom: I think her name was Kistin Grennaman. Or was it Ingo Wegner? Anyway, you get enough camera that there are at least four Valkosi former military personnel, southern Valkosi military personnel out. Two of them collected the drums when the aerosolisation equipment in an air truck. So imagine a Ford Transit van type vehicle that floats. And the hospital doesn't have anyone. The ambulance crew said that they dropped the person off at a park, at their request. But subsequent checks find one of the Valkosi veterans who is in a near coma following severe toxin radiation in one of the public hospitals.

Neil: Their visit to Valkos didn't go quite according to plan, by the sound of things.

Referee/Dom: No. Meanwhile, you're getting a load of paging messages, Saul, from. From Aoife Scarlock.

Graham: All right, yeah. I'll just say I'm sorry, I'm a bit busy. I'll put my out of office on.

Paul: Thank you.

Graham: Thank you for your call to Emsa Associates, trading as Assured Couriers GmbH. Please leave a message and we'll get back to you as soon as we can. Oh.

Paul: Swearing training. Not to use the word bastard in that message.

Graham: I didn't do it. I actually brought that message in.

Neil: We got somebody to record it for us.

Referee/Dom: Yeah. So cutting back, you've been there a lot of the day. Now. Now I need. I need the roll from Pen in this case to see if the authorities. Pen rather. It'll be at this. Sorry, no, it'll be. Actually, yeah, Gil, so it'll be. Andy, give me a roll with a plus two on it for.

Andy: No cake.

Referee/Dom: And pen or other. Neil, give me a role to represent the security at the mansion. And again, you can have a plus two due to the alerts and the identities of the folks that have been made from the cameras.

Neil: Assuming I've tight written that properly.

Graham: Oh, my goodness me.

Neil: It's watertight for the earlier persuade role.

Graham: It's all coming Good guys. It's all coming good.

Paul: It's fine. They just don't like you personally. That's okay. It doesn't matter. Right.

Referee/Dom: Okay.

Andy: Well, thanks for consultancy.

Referee/Dom: Yes.

Andy: Yeah.

Referee/Dom: The air truck is shot down by an orbital defence laser as it is crossing the ocean.

Graham: Nice.

Referee/Dom: You didn't have a pilot like me as it's making. Because they have to fly on an automated system on this planet. You might remember I mentioned it last session or session before last. You have to actually automate it so it's on an automated. So they take the decision rather than capturing it, that it's safer to totally vapourize it.

Andy: Probably correct.

Neil: Long as they completely vapourized whatever it was carrying.

Referee/Dom: Well, they believe they did.

Paul: Right.

Referee/Dom: Inga Wegner and Kirsten Gremmerman are arrested at the event itself, dressed in evening frocks and looking very glamorous as they tried to introduce vials of the toxin into the air conditioning system at the mansion. And between you, you successfully prevent an outbreak which would probably under initial estimation of, could have caused in excess of 30,000 deaths minimum, depending on the spread. Beyond that, the Minervan government award you some shiny medals of recognition for civic duty and a payment of Cr100,000 each. And the Navy, in recognition of your assistance in dealing with the loss of the weapons of mass destruction. The navy repairs the damage to the ship in the ship Naval shipyard. At no cost to yourselves. Provided you sign this non disclosure agreement on the presence of WMDs from Valkos on Minerva.

Paul: No particular interest in talking about that.

Andy: Gil will sign.

Referee/Dom: So finally someone gave me a 2d6 plus 2 roll. Hasn't done it for the medic on the the naval vessel waking up, the captain.

Andy: Graham. Yeah, you haven't rolled much this time.

Graham: I haven't. What's the bonus on that?

Referee/Dom: Was it a plus one? Plus two on this?

Paul: Okay.

Graham: Mediocre seven.

Referee/Dom: Unfortunately the captain passes away from his injuries.

Graham: Oh, come on.

Referee/Dom: He was frozen, but in a very bad way. As a result, the Imperial Navy, after some umming and arring, in recognition that you are the legal guardians of the only surviving member of the Hirondelle pass you the rights to the vessel provided you take care of the feline.

Andy: Oh.

Referee/Dom: Major payday.

Graham: Clear conscience.

Referee/Dom: And you have successfully completed The Jägermeister Adventure.

Andy: Yay.

Referee/Dom: Well done everybody.

Andy: Well, that was fun.

Graham: Thank you very much.

Andy: Thank you.

Referee/Dom: It's all right. My pleasure. I realize you didn't directly get involved. I like the way you manipulated the planetary authorities around. Yeah.

Paul: I mean, once you decide they're not going to be completely incompetent once they know there's something going on, that's the only thing to do, isn't it, really?

Andy: Yeah.

Graham: Tis definitely.

Referee/Dom: I'm going to stop the recording now.

16 November 2025