We had the third play session of The Jägermeister Adventure this Tuesday, and it was a bit unplanned. I'd assumed thought that we weren't playing this week but then one of the players reminded me that we could play as their meeting didn't clash. So a bit of a mad scramble to get this game underway. I had tech issues at the start and we fell back to Discord for audio. Just after we'd moved I realised that it was because I'd managed to leave Roll20 set to video only after the previous session, so entirely my fault. Apparently my connection was clipping a bit as well, which was weird as I could hear all the players fine. We ran a little later than usual as the investigation wended its way forward.
12 July 2025
Traveller - The Jägermeister Adventure - Ep 3 - Bulari Down (Spoilers, AI)
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 - 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.
The players - and their characters - have been pretty sharp off the mark and that means they are much closer behind their target, Edric Voss, than the scenario anticipates. That has made things challenging as a GM, as if they catch him at this point then the campaign is pretty much over before it's properly begun. I was very conscious that they kept on nearly catching him but failing, so it would be increasingly frustrating. Hand on heart, I can honestly say that there have been no deus ex machina moments in his evasion, just tradecraft, but it's been very, very close. I think I've got an idea on how to keep things together if he is stopped now, but that will be a moment of challenge.
I'm also aware that this part of the campaign is mostly set on the planet which means that the face (Arturo) and Muscle (Graham) are coming to the front. Gilbert (generalist) is also very involved but Pen (Neil) is less so. There are elements when the focus will shift later on, but it's always a worry when a player can be as engaged in the plot as the others.
Next section is from Tabletop Recorder. The tech issues mean that it mostly lost track of names for the characters and the summary is written from the perspective of the group. However, it's a pretty fair summary of what went on.
In the midst of an intricate space odyssey, Saul and his companions - Gil, Pen, and Arturo - grappled with the specifics of space travel and the nuanced rules governing the variability of jump duration. Gil, a stickler for procedure, meticulously ensured all paperwork was in order (despite initial hiccups like accidentally naming the wrong ship on the flight plan) and formally requested permission for their vessel to take off.
Once airborne, the crew engaged in a vibrant discussion about the best strategy to intercept the Angel of Kahn, a liner they were chasing. Gil, along with the other crew members, debated the merits of jumping ahead of the liner by arriving first at the jump point, an endeavour that involved astrogation checks. Here, Saul and Pen examined the jump emergence points, questioning if their paths were predictable, leading to a detailed lecture from Gil, replete with training videos and simulations about the mechanics of jump drives.
As they successfully made the jump and monitored the liner’s progress, the team strategized their arrival on the destination planet, Bulari. They planned to reach the jump point before the Angel of Kahn, hoping to be the first on the planet surface. Pen labored over ensuring the spacecraft's systems were optimal for the leap, while Arturo and Gil kept themselves occupied with physical exercises and educational pursuits respectively.
Upon arriving at the system, Saul swiftly communicated with the local traffic control, declaring their mission tied to Imperial mandates and stressing the urgency due to their target being aboard the Angel of Khan. Navigating through bureaucratic channels, they managed to secure a landing ahead of the liner, thanks to divulging their pursuit of a fugitive, although they had to settle for a less convenient landing pad.
The group's calculated approach and articulate communication allowed them to make efficient manoeuvres, setting the stage for their next course of action on the planet as they edge closer to capturing their quarry. Meanwhile, daily life aboard the ship was a mixture of mundane tasks and collaboration, exemplified by shared meal preparations and upkeep routines, highlighting the camaraderie and the multifaceted skills of each crew member.
In a bustling spaceport on a dusty, hot planet, Saul and his crew arrived amidst swirling dust and soaring temperatures, determined to capture a fugitive reported to be on board the Angel of Kahn. After landing, the crew discussed logistics, debating whether to leave a member behind for ship security. Ultimately, they decided to lock up and proceed with caution under the planets strict laws.
Gil, ever cautious, insisted on proper procedures for refueling and fielded concerns about the ship's fuel levels; their spacecraft barely had enough power left for essential functions. As they ventured toward their first target location, Saul inquired about local speed limits, emphasizing the necessity of following them to avoid drawing undue attention.
The team's attention turned to tactical considerations. Saul directed a setup where they approached their tasks with care, considering whether to interact visibly with the local security to bolster their legitimacy. Arturo, maintaining a playful demeanor, momentarily worried everyone by pretending to be lost but quickly reassured the group of his presence.
Continuing their pursuit, Saul liaised with traffic control, smoothly communicated their mission's urgency, and managed to secure permission for their operations under the guise of official business. The crew's plan was to intercept the fugitive as passengers began to disembark the liner, blending in without carrying overt weaponry.
Gil presented proper credentials to skeptical officials, leveraging their Imperially mandated Bounty Warrant and hinting at the fugitive's skills in disguise, which could complicate their mission. They discussed the possibility that the fugitive, noted for altering his appearance, might attempt to blend in using various disguises, including that of the ship’s crew.
Saul and his companions, blending detailed planning with on-the-fly adjustments, faced bureaucratic challenges and navigated through a maze of planetary legalities and port security. They worked closely, continually adapting their strategies based on the situational demands and the elusive nature of their quarry.
As Saul and his team made their way through the spaceport, they stayed vigilant, ready to adapt their roles and tactics, embodying the resilience and sharp wits needed for their high-stakes chase across the stars.
In the bustling spaceport, Saul and his team, including Gill, Pen, Arturo, and another companion, spread out to capture the elusive Mr. Voss. The team strategically placed themselves at different exits, scanning every incoming crowd from the monorail. Saul, stationed at a prime vantage point, observed the flow of passengers confidently, assured he hadn’t missed their target.
Meanwhile, Gil, slightly disoriented, found himself retracing his steps, unable to confirm any sightings of Voss. Despite this setback, locals dressed in fatigues, reminiscent of war veterans, guided him back to the main concourse where Saul was stationed. Committed to their cause but acknowledging their lack of a cohesive plan, Gil humorously noted the absence of a "checklist," which he vowed to rectify during their next jump through space.
Throughout this tense surveillance operation, Saul adeptly coordinated with local authorities, declaring the presence of a fugitive aboard Monorail 364. Realizing a crucial piece of their plan had faltered when Gil ended up on the monorail as it departed—leaving Saul and the others behind—a new strategy was quickly devised. Saul, grappling with this unexpected situation, meticulously described Edric Voss to the police, as he tried to get assistance.
As the monorail journeyed through the dusty landscape towards Yarm, Gil, alone, began searching for Voss onboard, navigating through the wary passengers and the confined spaces of the train's lavatories, albeit unfruitfully. Back at the station, Saul and the others plotted their next move, considering even the most outlandish ideas such as landing a vehicle on the monorail to maintain close pursuit.
In the face of bureaucratic delays and logistical challenges, the team persevered, driven by a blend of duty and an acute awareness of the stakes involved. With each step, they adapted, relying on their collective experience and a deep-seated sense of justice to guide them in the relentless chase across the stars.
In the mono-rail station at Yarm, Saul and his crew, including Arturo, fervently pursued their elusive quarry, Mr. Voss. With the dusty wind howling around them and a bustling freight yard as their backdrop, the team found themselves at a critical juncture of their mission. Saul, armed with a stunner, prepared to confront a suspicious figure, hoping it was Voss. However, upon closer observation and a successful recon check, Saul deduced that the figure was not their target, noticing discrepancies in the build and gait.
Meanwhile, Arturo, positioned for a potential confrontation, received a timely call from Saul, halting his action and sheathing his weapon. Conversing with the misidentified man, Saul and Arturo inquired about his attire, which led them to suspect that their actual target might have used a disguise to blend in. They learned that the man had acquired his clothing from someone on a train, someone who had given him a ticket to retrieve a box, prompting further suspicion about Voss's tactics. This was the second time he'd pulled this trick on them.
Gil, contemplating their next steps, pondered the political implications of their surroundings, noting the tension between local workers and a community of veterans, possibly exploited for labor. This directed their focus towards exploring local sentiments and the possibly rigged political landscape.
The group's resolve to untangle this intricate web of deceit and disguise intensified as they engaged with the locals, gathered information, and scrutinized each clue, inching closer to laying their trap for the cunning Mr. Voss. Their journey through the city involved cautious interactions and strategic inquiries, keeping the crew on edge as they pieced together the puzzle of Voss's whereabouts and his enigmatic plans.
In summary: they managed to land before the Angel of Kahn, but Voss evaded them by killing a ground crew member and exiting via the downport crew facilities. They chased him to a monorail station, Gil ending up alone on the same train as him, but Voss managed to evade him. They followed the train in the air/raft and staked out Yarm station. Voss managed to slip past them again, using a trick he'd pulled previously. They checked around town, and Gil headed into the refugee camp.
Labels:
Games,
Jägermeister,
Traveller
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