I’m running FASA’s 1982 adventure Fate of the Sky Raiders, and this is my report of our first session (which is also session #12 of our overall Sky Raiders campaign).
Click here to read my review of Fate of the Sky Raiders.
Oh yes, spoilers ahoy! (Probably – I am deviating from the text somewhat.)
The Travellers
Our players and their characters are Terry (playing ex-space pirate Sir Sidderon Dubois), Thomas (playing drifter Felix "Dusty" Pygrin) and Tom (playing Zhodani prole Mustafa Lama Doka).
As for me, I was a little nervous going into today’s session. I knew I didn’t have much prepared – just a vague sense of what was going on. Fate of the Sky Raiders really isn’t my kind of adventure, and I’m not a fan of exploration games. (I don’t run static dungeons – I’d rather have purpose in my games.)
But I trusted that my players would somehow create a direction for the session, which is what eventually happened.
Last time’s cliffhanger
As established at the end of the last session, I started the session with the Travellers in a modular cutter approaching the Sky Raiders massive asteroid base, when their ship (an 800-ton Explorer-class survey ship with the slightly sinister name of Inquisitor) disappears into jump.
Oh dear.
So with limited supplies, their only option is to head to the asteroid. Not that they had any other plans.
As far as entering the asteroid goes, I presented them with several options:
- A crater at the ship’s front has revealed an access tube
- The various laser batteries
- The meson cannon
- The fuel processor station
- The communications array
- The empty flight cradles (where ships would dock)
- The engines
Premonition of doom
Having set the scene, I asked everyone to make a difficult (10+) skill roll using Admin/Deception/Streetwise or something similar to see if they had picked up any hint of the Inquisitor’s betrayal. Felix and Sir Sidderon failed, but Mustafa made a successful Broker roll and had caught wind of something.
I asked him why he hadn’t told anyone: “I’m a prole. It’s not my place to raise such matters.” Perfect.
Anyway, we’ve banked the roll for later. Maybe Mustafa packed a vital piece of equipment or something. But what he did learn was that someone said the ship would be coming back.
The expedition
Fate of the Sky Raiders provides an equipment list for the expedition and asks the players to decide what they are bringing. I didn’t do that – I had looked at the list and realised that everything would fit in the cutter anyway, so I said they had everything listed. (And maybe a bit more.)
As for the NPCs, I have a bunch to manage: six scientists and three helpers. So that’s going to be fun.
I’ve told my players that the NPCs will stay in the background. Even though the Travellers are actually just hired help, it’s their movie, so they will make the decisions. Where necessary, the PCs can use the scientist's skills and expertise.
Hopefully, that will make sense.
The docking bay and the map
The Travellers entered the asteroid ship through a docking bay and found it pressurised, with a little power, but deserted. Not so much deserted as completely stripped of pretty much everything. (In my head, the inhabitants have stripped everything they can for the recyclers/3D printers.)
(I presented a map from Fate of the Sky Raiders. The players were unimpressed with the accommodation.)
They repaired the recyclers and unloaded the cutter. They found a map of the ship (etched into the wall – although I don’t think I said that out loud) and spent two days deciphering it (and also repairing the atmosphere recyclers).
Now that they are “looking” at a map of the whole ship (I don’t actually have one I can share), I explain that the asteroid ship is divided into modules. If they decide where they want to go, I will plot a route.
The Travellers decided they wanted to get to the main bridge (not actually a location in Fate of the Sky Raiders itself), and I said to get there, they had to pass through a control complex (a secondary bridge), an industrial complex, an agricultural complex, the meson cannon, and finally the main bridge itself.
Reaching the different modules required using the access shafts– large, zero-g tubes that crisscross the station. We talked about that, and I explained (out of character – maybe as one of the scientists theorising) that the asteroid ship was so huge that the Sky Raiders didn’t expect people to travel around it massively. They would live in the residential areas, do a stretch of time in whichever module they were assigned to, then go home. (So a bit like working on an oil rig.)
That explained the functional staterooms and meant there wasn’t a fast-access system (no turbolifts) around the ship. (It also probably meant there were zero-g shuttles originally designed for the access shafts. Maybe we’ll find them.)
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| Access shafts |
I’m making so much of this up.
To the bridge
For simplicity’s sake, we decided that everyone was heading to the bridge. So off the expedition set, down the appropriate access tube.
After about 100m, they reached the control complex (the secondary bridge).
The control complex
The dice told me that this section of the ship wasn’t fully functional – the doors and lights were out. It was also uninhabited. The Travellers cut their way in and found themselves surrounded by consoles. Again, anything that wasn’t fixed down had been stripped (for recycling), but as the computers were built into the consoles, they could be operated.
So, of course, the PCs tried to hack into the system. This was a very difficult task (12+) that would take a day, and we created a skill chain using linguistics, alien technology and computers. They failed, but I decided that didn’t represent an inability to
With computers and power, they decided to hack into the computer. So they spend three days on a task chain that draws on the NPC scientists’ skills in linguistics, alien technology, and computers. It was a fail, but I just said it took much longer than expected – three days.
(The NPCs’ stats haven’t aged well. For example, Dr Vledistart Mirost is described as being “a specialist in linguistic archaeology and in the general area of most languages.” However his skills are Computer-3, Rifle-1, Jack-o-Trades-1, Electronics-1, Carousing-1! Back in 1982, Traveller didn’t have a science skill, so I decided Dr Mirost had Linguistics-3.)
Anyway, the computer was full of error messages. Some systems are working (including some laser batteries), but the drives appear to be completely inoperable.
Then a video call comes in from the main bridge. There’s a human dressed in weird clothes and with tattoos jabbering at them – it sounds like they are asking questions. The PCs can’t understand it, and the caller terminates the call...
Next time
Before we ended, I asked the players what they planned to do. Their plan is to continue towards the main bridge. So that gives me something to plan for.
Coming soon: Session #2, The Sky Raiders' descendants.
Previously: My review of Fate of the Sky Raiders, or start right back at the beginning with my review of Legend of the Sky Raiders.




















