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e i 4 i The Traveller Adventure * A Science Fiction Role-Playing Adventure 202 The Traveller Adventure When the crew of the merchant vessel March Harrier befriends a wolf-like alien Vargr in the underground city of Leedor, they have no reason to suspect that they are beginning a quest for the secret of a jewelled alien orna- ment . . . a quest that will take them to an asteroid mining settlement, to frontier trading stations, and to dozens of exotic worlds. But the ornament is intended for more than mere decoration, and the adventuring crew is soon marked by the extra-legal security apparatus of the giant Tukera Lines megacorporation. The crew and their Vargr companion need every skill at their disposal to discover the true secret of the ornament. The Traveller Adventure takes readers on an excursion into the universe of the far future. The scene is set with the introduction of the ship and its crew; included are complete descriptions of their skills and abilities. These travellers set out with the alien Vargr through the teeming underground warrens of Leedor, the cold and lonely asteroid belt, and the trade routes between systems—all drawn in detail as locales for pursuing the startling secret of the Vargr's artifact. Each shifting scene of the ex- cursion is described for the readers and filled with clues and surprises. This book is presented as a role-playing adventure. Readers assume the fictional iden- tities of the science fiction characters, and— guided by a referee—make their own decisions about pursuing the mysteries they have en- countered, All action takes place in the im- aginations of the players as they sit around the room, working as a team to solve the riddles, put before them. Play is governed by the framework of rules published in The Traveller Book. Alternatively, players may use the compatible rules system from the boxed Starter Edition, Basic Edition, or Deluxe Edition Traveller sets. The rules ex- plain and codify the workings of the universe of the far future: starships, weapons, combat, computers, equipment, psionics, The referee and players should be familiar with the rules for Traveller before undertaking The Traveller Adventure. This volume contains all the background and specific information for a referee to guide adventuring players through their quest. The referee rewards the players with clues and knowledge about their quest as they suc- cessfully pursue their goals. Playing out the complete adventure will usually take several weeks, played in shorter daily or weekly episodes. In addition to this book, play re- quires The Traveller Book (or another Traveller rules set), paper, pencil, and two sixsided dice. Cover illustration by W.H. Keith, Jr. Game Designers’ Workshop P.O. Box 1646 Bloomington, Illinois 61702 Printed in USA Copyright © 1983 by Game Designers’ Workshop. All Rights Reserved Traveller is Game Designers’ Workshop's registered trademark for its role-playing game of science fiction adventure in the far future. This page was Intentionally left blank.

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