Classic Traveller Double Adventure 4
|Publisher||Game Designers Workshop|
|Table of Contents|
Double Adventure 4 Marooned/Marooned Alone is an early adventure module for Classic Traveller.
Marooned Alone is intended for one player with a referee, but contains suggestions for use solitaire.
- As with all the Double Adventure books, the book has two front covers with the two adventures printed starting from each end of the book and therefore upside down relative to each other and each with their own page numbering.
The group was hired as crew by a retired bureaucrat for what looked like a vacation cruise. part way through the trip the patron receives a package that causes him to turn pale. Plans change, the sponsor now has to deliver an important package and there is a warrant out for his arrest. The yacht they have been using leaves without them, they have to leave their baggage behind, and they spend time in hiding with the patron, intending to leave under assumed names on a liner to avoid possible pursuit. The patron's health worsens and he is barely able to board the liner. After they leave his health seems to improve. The team learn more about the mission at a fine meal the night before they are due to enter the Pagliacci (Solomani Rim 3209) system.
The package is potential blackmail material against the wife of the sub sector Duke, a proponent of Imperial control under his wife's influence. Blackmailers have been after her for years, but her agents have been able to lay hands on the package. If it is revealed to the Duke, he may well change his political position. In orbit, a boarding party from a private security firm joined the ship during a refuelling procedure. The group's patron realises they are after him and needs to be got off the ship as soon as possible. The party takes him to a lifeboat, but it is too much for him and he collapses, instructing the party with his dying gasp to take the package to a contact. the lifeboat is in bad condition and unable to reach the star port. Messages overheard tell them that they have been declared terrorists and are to be tracked down. The lifeboat lands roughly on the planet, in the wilderness.
Table of Contents
Introduction 5 The Situation 9 Referee's Information 12 Plains 18 Jungle 20
One member of the party was deputed to deal with a weapons turret on the liner so that it could not fire on the lifeboat as it made its escape. Disabling the turret was more difficult than expected as it was manned, and a short fire-fight ensued. The turret was rigged to explode and the party member makes his way across the hull to the lifeboat using a re-entry equipped vacuum suit that was discovered in a locker. The turret explodes and lifeboats begin launching. The suits transmitter doesn't work, but receives the messages about terrorists. The party member decides to try re-entry using the suit but cannot land near the lifeboats and instead lands some way away.
Table of Contents
Introduction 5 The Situation 7 Solitaire Play 8 Woods 9 Mountain 12 Desert 14 Steppes 16 Tundra 19 Polar 21 The Settlements 23
Meta-history & Background (Dossier)
No information yet available.
Credits (Primary Sources)
- Loren Wiseman
- John Astell and John Harshman
- Paul R. Banner, William H. Keith, Jr.
References & Contributions (Sources)
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