I’m running Traveller's Legend of the Sky Raiders for my regular group. Previously, I talked about session #2. This is session #3.
(The long gap between this post and the previous post isn't because we've stopped playing. It's because I talk about spoilers in this post, and some of those spoilers are still relevant even after session #5...)
The Travellers
A quick reminder of our players and their characters:
Jon is playing ex-Scout Timo Sosak 8A9B84 Age 38.
Terry is playing ex-space pirate Sir Sidderon Dubois 775ACC Age 34.
Thomas is playing drifter Felix "Dusty" Pygrin 478CB7 Age 34.
Tom is playing Zhodani prole Mustafa Lama Doka 586333 Age 38.
We have a full house tonight – everyone can make it.
And alongside our heroes, I have six NPCs who are part of the party: Lorain Messandi (their patron), Drew Kensing (who fancies Lorain and whose dad financed the expedition), Tallia McKenzie (Lorain’s friend), Hal Lewis (a guide), and the hovercraft drivers Dan and Kelli. (And two other unnamed support personnel I had completely forgotten about...)
Into the Outback
After a little business (catch up, check on cats, trade goods), the party sets off into the Outback.
Day one
Each day we made several rolls.
- I rolled for animal encounters (varies depending on terrain)
- I made the Travellers roll for time lost:
- Swamps/jungles: Roll an Average (8+) Navigation (INT) check. If failed, lose hours equal to effect. (You’re lost!)
- Rivers/Lakes: Roll an Average (8+) Drive (DEX/INT) check. If failed, lose hours equal to effect. (Tricky rapids or other obstacles.)
- I rolled to encounter natives (9+)
- I rolled for encounters again
I pulled this together from page 24 of Legend of the Sky Raiders. Canonically, the referee just rolls 1D and subtracts that from available travel time to allow for time lost, but I changed that to a skill check.
The first day passed uneventfully.
Day two
The Travellers saw a large jaguar-sized creature, but scared it off before it could attack. They then came across a native village, where they spent a couple of hours trading for information and some disgusting foodstuffs (including bright pink berries called “kek” that, if the Travellers understood it correctly, had narcotic properties).
For each group of natives, I rolled on the reaction table – the one that Mg 2nd edition doesn’t have, which I discussed here.
Legend of the Sky Raiders doesn’t give the referee any guidance on playing the natives. They look alien, but we have no sense of how alien they are. They are either “friendly” or “hostile”. (I probably should have thought about this before.)
Day three
After an uneventful day, the PCs arrive at the village of Adalanayra, their target. They traded goods with the natives and learned about the trail of stone, which isn’t far from Sanalaysa, another native village. They exchanged more trade goods for a guide to take them to Sanalaysa.
Day four
Another uneventful day brings the Travellers to Sanalaysa, where they meet the natives. They arranged for a guide to take them to the trail of stone the following day.
That night, Kelli, one of the drivers, tells Mustafa that they suspect that one of the others is a government spy. Kelli doesn’t know who, but it wasn’t unusual for the government to bribe expedition personnel to spy for them. Mustafa’s response doesn’t give Kelli much comfort.
Day five
En route to the trail of stone, Drew Kensing (an NPC) is attacked by a snickersnak. Dusty zaps it with his stunner, and it flees. (I realise as I write this up, that Drew should be extremely grateful to Dusty for saving his life. So I will play that up next time.)
The PCs pretty quickly dismiss the idea that the trail of stone might be a landing strip, but they want to find out what is at each end. (It is straight, like a Roman road.) Unfortunately, they fail their skill check, so nothing happens.
Tom then explains task chains to us all (in a much better way than I could – and even though the players have the rules, they’d not spotted it). And so we decided to try a skill chain the next day.
That night in camp, they discuss the potential spy but fail to take any concrete action.
Day six
Day six is a day of task chains. Mustafa flies a drone, Sir Sidderon uses Recon to scout ahead, and we end with an Archaeology roll, which reveals the trail of stone as it disappears into a huge lake. Another successful task chain, and the Travellers follow it across the lake, where they spot activity in the distance. (It’s an archaeological dig at the lost city of Tlaynsilak, although they don’t know that yet.)
The Travellers return to Sanalaysa and plan to approach the dig from the north, from cover. But that is for our next session.
(I have gone off script here. According to Legend of the Sky Raiders, the Travellers should be ambushed and captured as they approach the archaeological dig. But I’m trying not to make the adventure so railroady – I don’t think the adventure needs the PCs to be captured, although that remains an option should they be careless. We’ll see.)
Plans for next session
So their plans for the next session are:
- Use a task chain to try and identify the government spy.
- Then move closer to the lost city and observe it to see what’s going on.
Reflections on the game so far
I’m being a little more circumspect about my thoughts on Legend of the Sky Raiders this time. Until recently, my players didn’t read my blog. However, Tom has joined us, and he moderates The Tavern (a gaming discussion board that syndicates my blog). By the time I publish this, it will have been a couple of weeks, and the game will have moved on enough that this isn’t full of spoilers for him.
Anyway, I’m now juggling six NPCs – and frankly, they are being ignored. (I’d like a game structure that gave NPCs more prominence, but I suspect if we did that, it would no longer be Traveller.) So instead, I will create a series of scenes for each, a bit like I did with Kelli last time.
Adventure support: Frankly, I’m finding that Legend of the Sky Raiders isn’t giving referees a lot of support now that we are in the jungle. As I mentioned above, information on the Mirayn natives is thin, and three key scenes are coming up that would benefit from maps. Yes, I can come up with my own maps, but it would be nice not to have to.
We’re being followed! Then there’s the bit in the text that suggests the referee should hint that they are being followed.
“During the course of their travels through the Outback, the players may on occasion detect the pursuers by accident, Glints of metal in the distance, a faint hum of hovercraft engines, or a rumour of other strangers picked up from a native village can all be used to point to the presence of these troops. Clues should be passed to the group as if they were a part of the regular encounter process; otherwise, too much importance will be attached to them.”
I couldn’t figure out how to do this – if I told my group they saw glints of metal in the distance, or a faint hum of hovercraft engines, they’d be all over it in a second. So instead, I used Kelli to plant the seed into Mustafa that there might be a spy in the camp.
Actions for next time
I need to:
- Remember that Drew owes Dusty his life. Or that’s how he thinks it.
- Come up with some scenes for each NPC that breathes a bit of life into them.
- Think about how I get them to the scene AFTER the next scene, if I don’t want to be too railroady about it.
Coming soon: To (not) catch a spy.
Previously: Session #2: Mustafa or start here with my review of Legend of the Sky Raiders.





































