Fate of the Sky Raiders was written by J Andrew Keith with art by William H Keith Jr and maps by Mitch O’Connell. It was published by FASA in 1982 and is the final part of the Sky Raiders trilogy, preceded by Legend of the Sky Raiders and Trail of the Sky Raiders.
As with my review of Legend and Trail, I am writing this review before running my players through Fate of the Sky Raiders. (Right now, my players have almost completed Trail – we just have some loose ends to sort out.)
As the review is a bit too spoilery, I've delayed posting this (and the subsequent session reports) until my players are far enough through the adventure that it won't spoil it for them.
And yes, spoilers ahead. Although it’s a 45-year-old adventure, so there’s that.
Memories from 1982
Physically, Trail of the Sky Raiders was a LBB-sized 60-page book with extra maps. I remember buying it back in the day, but I'm using a pdf right now. I can remember three things from that time.
- I found Fate to be something of an anticlimax after the build-up in Legend and Trail.
- I thought it would be difficult to run.
- I loved the illustration on page 30 (ie, the centre pages), which fell open when you held the book. I mean, it’s not something that specifically happens in the adventure (although it could), but it’s a lovely bit of design that I’ve never forgotten. (Of course, it doesn’t work so well with a pdf.)
Fate of the Sky Raiders: Plot
At the end of Trail of the Sky Raiders, it is revealed that the Sky Raiders were a minor human race fleeing Vilani expansion 5300 years ago. They built a massive asteroid starship and fled their home in the Gushemege Sector, across the Great Rift (at sublight speeds, taking 300 years to do so), to the Far Frontiers Sector, where they resumed their pillaging ways. They had a civil war about 5000 years ago that damaged their ship’s jump engines, leaving the ship adrift, travelling at sublight speed. With data from an abandoned Sky Raiders ship, the location of the asteroid ship can be calculated – assuming it hasn’t changed course or been captured by a stray planet.
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| From there to here |
Having proven themselves, Lorain Messandi employs the PCs to accompany her team to search for the Sky Raiders asteroid ship. Sure enough, they find it – and the team boards a cutter to explore it.
However, once the cutter reaches the asteroid ship, the expedition’s support ship pulls away and jumps! They have been abandoned!
All that is effectively prologue – Fate of the Sky Raiders is all about exploring the massive asteroid ship and finding a way to escape.
(This review of Fate of the Sky Raiders complains about how railroady Fate is at the start. I guess it is, but to me, it’s just setup. Fate is about exploring and surviving the massive asteroid ship. I’ve already told my players that I’m starting with them stranded on the asteroid – everything before that is backstory.)
Exploring the asteroid
The Sky Raider’s asteroid ship is vast: approx 10 km x 8 km x 7.5 km, displacing around 50 billion tons and carries millions of people. It may be one of the largest ships in the Traveller universe.
But there’s no overall map. Instead, there are floor plans of the various modules the PCs might encounter: control complexes, industrial complexes, agricultural complexes, power centres, docking bays, and surface modules. (Oddly, there are no recreational areas, schools, hospitals, laboratories, mess halls, or recycling centres. There are a bunch of staterooms, but given that this is somewhere people lived and raised families for maybe ten generations as they crossed the Great Rift, there’s nowhere you’d want to call home.)
The modules are connected by zero-g access shafts. The asteroid is riddled with these modules, with the large agricultural modules opening onto enormous dodecahedron voids used as fields.
Amazingly, the ship still has power. Not much, but some.
When the PCs explore the ship (by heading along an access shaft at random), the Referee rolls randomly to determine the next module the PCs encounter. They also roll to see if it is operable and whether it is inhabited.
The inhabitants
So yes, not only does the asteroid ship have power, but it also has air, water, food – and inhabitants. And the inhabitants are rolled randomly as well:
- Population (1D-2)
- Government type (2D)
- Attitude (2D-7+Government type); low = friendly and open, high = xenophobic
- Technology (population, plus some modifiers, but no higher than TL5
- Special characteristics (a random list, such as short of food, at war, or good at repairing equipment)
So the PCs will have to make contact, learn the language and so on. Luckily, the PCs are part of a large team, so some of the NPCs can help.
Events
Events occur every time the PCs enter a new module, or twice a day in an inhabited area. Event tables are provided for all modules and cover jammed doors, equipment failure, finding a fuel cache, encounters with the inhabitants, and more.
The NPCs
The PCs are part of a team that includes Lorain Messandi and a dozen or so other NPCs. Descriptions are provided for each, and some get a reaction table in certain situations.
As welcome as this might be, I know I will forget much of this unless I can somehow make it easy for me to use at the table.
The bad guys
After three weeks or so, the bad guys turn up to start looting the asteroid ship. Maybe they encounter the PCs, maybe they don’t. But it’s Kalamanaru and his gang of treasure hunters, and here in deep space, where there’s nobody to stop them, they don’t care who they kill.
Escape!
Fate of the Sky Raiders suggests two possible endings:
- Find one of the Sky Raider’s old (jump-capable) scout ships, repair it and leave.
- Boarding and taking one of Kalamanaru’s ships.
(And apart from a TPK, there’s an unmentioned third outcome, which is that the Travellers settle down with the inhabitants and live their lives out peacefully aboard the starship. I’m not surprised it isn’t explored, but I’ve known players do stranger things.)
Fate stresses that boarding and taking one of Kalamanaru’s ships is likely to be tricky, given that his forces arrive with two 400-ton destroyers. However, it fails to recognise that if the PCs can repair a Sky Raiders scout ship, they can probably also repair the many, many laser turrets the massive Sky Raiders ship is armed with. And perhaps the ship has more powerful weapons elsewhere.
And it makes no sense to me that there are any scout ships left. If the Travellers can repair one, then so can the Sky Raiders, and the scout ships would have been taken thousands of years ago.
My thoughts
My initial thought is that I think I’m going to find Fate of the Sky Raiders hard to run. The previous two episodes are largely narrative, with a fairly obvious route through the adventure. Fate, on the other hand, is very different – a procedurally-generated dungeon with random tables.
I don’t run that kind of game, so it’s a bit of a shock – especially the different cultures. I don’t find inventing numerous NPCs easy, particularly at short notice and with different government structures and attitudes that I’ve just rolled up. Yes, I’m given some tools, but not the ones I need.
I can see I’m going to have to prepare things ahead of time, and I wish that’s what Fate had done for me.
(Here’s a post from someone who thought the same, and came up with four key cultures for the inhabitants of the asteroid ship. I thought this was interesting, but the result ended up a bit too fantasy dungeon-in-space for my liking.)
What I liked
The Sky Raider’s secret: I like the fact that we finally meet the Sky Raiders’ secret – their enormous asteroid base. (Although I’m not sure my players really care. They’ve never been that invested in finding out who the Sky Raiders actually are. I guess that parts of this episode are mainly for Referees and Traveller scholars. )
The asteroid ship itself: The ship itself is epic. (Or at least it could be, more on that below.)
But I’m afraid that’s about it in the positives column.
What I didn’t like
So, a few things I didn’t like.
Procedurally generated ttrpgs: I’m not a fan of procedurally generated ttrpgs. I’ve never been one for random encounter rolls, and I don’t enjoy sandboxes. And while rolling for the next module doesn’t bother me, I have more of an issue with randomly generating inhabitants.
The main issue for me is the lack of logic that leaving things to dice rolls can create. Unlike some, I don’t want to try to explain away what is patently obviously a stupid set of dice rolls. (If you’ve read my thoughts on Rethe/Regina, you’ll know what I mean.)
And I know I’m not good at re-rolling/adjusting on the fly. I’d much rather be given a few sample cultures to pick from rather than roll them randomly.
Maybe that’s picky of me, and I wouldn’t necessarily disagree. But I also know my players, and one of them has a scientifically logical mind. If it doesn’t make sense, he will question it. And I’d rather it made sense too.
The asteroid ship: The ship itself puzzles me:
- The ship was designed to be a self-sufficient generation ship for at least 300 years while it crossed the Great Rift. However, there’s no sign (other than the field chambers) that the ship is designed for permanent human habitation.
- 50% of the ship’s volume is given over to fuel. Presumably there are refineries and machines for capturing and processing ice asteroids somewhere, as it certainly isn't skimming fuel from gas giants!
- The ship has huge pressurised flight decks for the scout ships. Why aren’t they on the asteroid's surface, in a vacuum?
- Are there any low berths?
Entering the ship: Lorain decides the team should enter the ship through an access tube exposed by an impact. So that presumably is full of dangerously sharp metal… However, the surface of the ship is dotted with flight bays and turrets and airlocks – why not use one of those? (I will give the players a choice.)
Logic gaps: A few logic gaps I am struggling with.
- Why are there jump-1 ships still aboard? Why didn’t anyone take them after the civil war 5000 years ago when it was obvious the ship was just drifting? I will probably remove these.
- Given that the ship was set up as a generation ship, why is the inhabitants’ TL so low? Did they stop teaching and learning? Given it took 300 years to cross the Great Rift, clearly the ship was built to be ruthlessly efficient at recycling and maintenance. I can imagine recyclers feeding 3D printers and everything built to last. Yes, 5000 years is much longer, but if anything fails (power/air/heating/water/food), then everyone dies. And they’re still alive.
- If I had been trapped on the asteroid, I could imagine setting up a giant antenna to broadcast a distress signal, hoping that someone would stumble across us. It might be broken now, of course.
- The asteroid ship itself is truly huge and an engineering marvel. It must have taken years to build, and I imagine there might even be records of its construction back in Gushemege Sector.
Of course, I can fix all these, but I find it slightly frustrating that I have to.
Overall
Overall, I found Fate of the Sky Raiders disappointing. While I like the big idea of a huge asteroid ship travelling the stars, I don’t like the randomly generated execution. Maybe that’s me, but I feel like I’ve been given an outline and I now need to construct an adventure.
I know that’s how some of the old Traveller adventures worked, but it’s a very different approach to the first two parts of the series.
And unlike the previous two parts, I don’t feel I can run Fate of the Sky Raiders as written. I need to make too many changes.
Coming soon: Fate of the Sky Raiders session #1.
Previously: Trail session #5 Rescuing Loraine or start right back at the beginning with my review of Legend of the Sky Raiders (or my review of Trail of the Sky Raiders).



















