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Supplement 16: Adventure Seeds ebook

This book finishes the referee’s toolkit ‘trilogy’ that started with Supplement 13: Starport Encounters and continued with Supplement 15: Powers and Principalities. Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee!

traveller adventure seeds

The game session arrives. You have not had time to prepare the game this week and  then  the players announce they want to jump to a system you have not yet fully detailed.

You need an adventure, quick.

This book finishes the referee’s toolkit ‘trilogy’ that started with  Supplement 13: Starport Encounters  and continued with  Supplement 15: Powers and Principalities.  Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee!

The goal with  Supplement 16: Adventure Seeds  is to give the referee a multitude of jump-off points to launch new adventures with the minimum of preparation or forethought. Combined with the other books in this trilogy, and you will be able to create complex adventures that will keep your players entertained for hours, while filling them with realistic places, people, governments and corporations. Your players will think you a genius for creating such rich and varied universes!

This book covers three key areas to aid referees in creating adventures.

Most adventures in Traveller and, indeed, most roleplaying games, are driven by some kind of patron, a figure who motivates the players to search for a specific goal. Patrons are the drivers behind the events presented in this section, sometimes directly, sometimes indirectly. The following Plots and Rendezvous sections, when added to  Supplement 13: Starport Encounters  and Supplement 15: Powers and Principalities , form a complete referee’s tool kit.

Plots are an essential part of any game. A well thought-out plot can lead to hours of exciting gaming. There are many sources of ideas for plots; television, books, newspapers, all of which surround the referee. Occasionally, however, the creative spirit runs dry and pre-prepared material is beneficial. Additionally, the players usually have a great deal of control over their actions and may go in directions which the referee did not anticipate and therefore could not be prepared for.

Rendez-vous

The starports, towns and cities of every Traveller world contain a wide variety of hotels, bars, shops and other locations which may be of interest to your player-characters (players). The rendezvous described in this section are not intended merely as meeting places for your players, but also provide;

  • Interesting characters with whom your players can interact.
  • Potential plot links and/or patrons for expanding into subsequent adventures.
  • Background colour, useful services, and sources of rumours and information.

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traveller adventure seeds

Traveller: Supp 16: Adventure Seeds

Traveller: Supp 16: Adventure Seeds is backordered and will ship as soon as it is back in stock.

The game session arrives. You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed.

You need an adventure, quick.

This book finishes the referee’s toolkit ‘trilogy’ that started with Supplement 13: Starport Encounters and continued with Supplement 15: Powers and Principalities. Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee!

The goal with Supplement 16: Adventure Seeds is to give the referee a multitude of jump-off points to launch new adventures with the minimum of preparation or forethought. Combined with the other books in this trilogy, and you will be able to create complex adventures that will keep your players entertained for hours, while filling them with realistic places, people, governments and corporations. Your players will think you a genius for creating such rich and varied universes!

This book covers three key areas to aid referees in creating adventures.

Most adventures in Traveller and, indeed, most roleplaying games, are driven by some kind of patron, a figure who motivates the players to search for a specific goal. Patrons are the drivers behind the events presented in this section, sometimes directly, sometimes indirectly. The following Plots and Rendezvous sections, when added to Supplement 13: Starport Encounters and Supplement 15: Powers and Principalities , form a complete referee’s tool kit.

Plots are an essential part of any game. A well thought-out plot can lead to hours of exciting gaming. There are many sources of ideas for plots; television, books, newspapers, all of which surround the referee. Occasionally, however, the creative spirit runs dry and pre-prepared material is beneficial. Additionally, the players usually have a great deal of control over their actions and may go in directions which the referee did not anticipate and therefore could not be prepared for.

Rendez-vous

The starports, towns and cities of every Traveller world contain a wide variety of hotels, bars, shops and other locations which may be of interest to your player-characters (players). The rendezvous described in this section are not intended merely as meeting places for your players, but also provide;

  • Interesting characters with whom your players can interact.
  • Potential plot links and/or patrons for expanding into subsequent adventures.
  • Background colour, useful services, and sources of rumours and information.

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MGT Only:   Supplement 16: Adventure Seeds - Now Available!

  • Thread starter MongooseMatt
  • Start date Feb 20, 2014
  • MongooseMatt

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  • Feb 20, 2014

The game session arrives. You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed. You need an adventure, quick. This book finishes the referee’s toolkit ‘trilogy’ that started with Supplement 13: Starport Encounters and continued with Supplement 15: Powers and Principalities. Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee! You can grab your copy here; http://rpg.drivethrustuff.com/product/126543/Supplement-16-Adventure-Seeds?affiliate_id=7242  

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Spinward Encounters

Welcome to Spinward Encounters, a series of short adventures and adventure seeds for Traveller. Spinward Encounters is set in the Spinward Marches sector of the Third Imperium, part of the Official Traveller Universe and require only the Traveller rules to play.

With a variety of patrons and 16 full-blown adventures set in Amber Zones throughout the Spinward Marches, this book contains enough to keep your campaign going for many, many months ion a variety of the Marches most exciting locations.

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The game session arrives. You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed.

You need an adventure, quick.

This book finishes the referee’s toolkit ‘trilogy’ that started with Supplement 13: Starport Encounters and continued with Supplement 15: Powers and Principalities. Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation – just the thing for a busy referee!

The goal with Supplement 16: Adventure Seeds is to give the referee a multitude of jump-off points to launch new adventures with the minimum of preparation or forethought. Combined with the other books in this trilogy, and you will be able to create complex adventures that will keep your players entertained for hours, while filling them with realistic places, people, governments and corporations. Your players will think you a genius for creating such rich and varied universes!

This book covers three key areas to aid referees in creating adventures.

Most adventures in Traveller and, indeed, most roleplaying games, are driven by some kind of patron, a figure who motivates the players to search for a specific goal. Patrons are the drivers behind the events presented in this section, sometimes directly, sometimes indirectly. The following Plots and Rendezvous sections, when added to Supplement 13: Starport Encounters and Supplement 15: Powers and Principalities , form a complete referee’s tool kit.

Plots are an essential part of any game. A well thought-out plot can lead to hours of exciting gaming. There are many sources of ideas for plots; television, books, newspapers, all of which surround the referee. Occasionally, however, the creative spirit runs dry and pre-prepared material is beneficial. Additionally, the players usually have a great deal of control over their actions and may go in directions which the referee did not anticipate and therefore could not be prepared for.

Rendez-vous

The starports, towns and cities of every Traveller world contain a wide variety of hotels, bars, shops and other locations which may be of interest to your player-characters (players). The rendezvous described in this section are not intended merely as meeting places for your players, but also provide;

  • Interesting characters with whom your players can interact.
  • Potential plot links and/or patrons for expanding into subsequent adventures.
  • Background colour, useful services, and sources of rumours and information.
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Supplement 16 - Adventure Seeds

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Type: Softcover

Product Line: Traveller (Mongoose 1st Edition) - Supplement Series

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[Traveller] Adventure Seeds in the style of 76 Patrons

  • Thread starter AlHazred
  • Start date Jul 1, 2007

traveller adventure seeds

Mad Arab-American

traveller adventure seeds

  • Jul 1, 2007

So, I've started my Traveller Hero game with a group that's done little other than fantasy for the last decade, and it's become fairly popular with the group. I ran them through a couple of adventure seeds I already have (the interminable Exit Visa scenario in the Traveller Book and encounter 6 from 76 Patrons ) and one adventure (the classic, incomparable Annic Nova , with the addition of a little "space thriller" style atmosphere). The adventure seeds work really well for me, since my group's atypical in composition and I can adapt an adventure seed very easily, unlike a scenario. So, I summon the Tabletop Roleplaying Open knowledge of RPG.net: give me adventure seeds in the style of 76 Patrons - good, solid hooks that cover a couple of paragraphs, then a Referee's Information section which contains a couple of possible variations/expansions on the hook. I'll start: 01. Han Biaadin's Wild Discovery Required Skills: various Required Equipment: none While on layover on Nasemin, the players are approached by a man dressed like a tourist. He explains that he works for Han Biaadin, a famous Vilani media personality who creates holovids exploring various natural phenomena on worlds in the Spinward Marches. Biaadin was supposed to produce a holovid covering the byssals, huge marine animals native to Nasemin that are hunted by the locals for a particular chemical. Unfortunately, Biaadin's holovid crew, who arrived on-planet weeks ago to set up for the production, are nowhere to be seen. Biaadin is running under extreme time constraints, and his assistant asked around the starport for skilled individuals who might be employed temporarily, and was directed to the player group. He offers Cr2000 to each player for a two week stint as production assistants, drivers, etc. Referee's Information: The situation is as the patron indicates. He's willing to extend about Cr 10,000 total to cover expenses (submarine rental, etc.) but is not willing to cover illegal or illicit purchases, and prefers rentals to outright purchases. 1-2. The previous holovid crew ran afoul of local traditions and are stranded on the planet, on the run from various groups of locals. This information will come out during one of Biaadin's televised stunts. Biaadin will want to get them, and use the rescue as part of his holovid. 3-5. The previous holovid crew are smugglers who have been using Biaadin's holovid series as a cover for their operations. They made planetfall, but ran afoul of the local organized crime syndicate. The syndicate's leaders are convinced that Biaadin is part of the smuggling ring (based in part on erroneous information given them by the holovid crew), and plan to kidnap him in order to take over his organization. The syndicate will find out the itinerary from various equipment rental shops under their control, and then strike while the group is well away from centralized authority. 6. As in 3, but Biaadin actually is the leader of a highly successful smuggling ring, and will have contingency plans in place involving his local contacts to provide himself added security. In all cases, the referee must determine the flow of subsequent events.  

Glyptodont

  • Jul 2, 2007

02. The Silent Scout Required Skills: weapon skills Required Equipment: weapons In a class-D starport on a world with a very high law level, the players are approached by a disheveled man in a torn Imperial Scout Service uniform. He ties to get their attention by gesturing, but he never speaks. If the players show interest, the scout will pull out a small text screen where he types in his words and shows it to the group, shielding with his hand so no bystander or survailance camera can see. He claims he is a retired scout travelling as an independant merchant with his own ship. After arriving at this world he was kidnapped by government agents and sent to a secret prison where he was interrogated about the location of a Psionics Institute somewhere on the planet. The scout tells that the local government suspected him of being a psionic for some reason (he denies being one), and they subjected him to a series of "anti-psisonic drugs" that have made him ill and caused him to become mute. There are others still being held at the secret prison--all are off-worlders like himself. He wants the players to help in freeing them. He claims all of them are being falsely accused by the local oppressive government of being psionic and all are suffering from the drugs they are forced to take. The prison is in a rugged, mountainous area near in the planet's arctic region. The world is at Tech level 6--roughly a 1970's era technology. The prison is doesn't have heavy security--the guard rely on the harsh climate and remote location to prevent escapes. The Silent Scout claims that his survival training was the only thing that kept him alive during the long trek back to the starport. The only payment the scout can offer is his ship, a Type-S Scout ship he received as his mustering out benefit, which is still parked at the starport. (The ship owes a month's worth of berthing fees of Cr2500 which the scout requests to borrow from the group.) He also claims to have a small cache of weapons hidden in the ship that he will give the players. Referee's Information: 1. The scout is not an escaped prisoner. He is in fact an agent of the paranoid local government. They are obessesed by the possibility of psionic spies, so they engage in entrapment schemes to weed out psionic sympathizers and maybe even catch a real psionic in the bargain. If they take the job, the scout will fly them to the prison in the arctic where a small number of government soldiers will be waiting to take the players into custody, where they will be treated exactly as the false scout claimed he was treated. Due to a miscommunication however, the prison troops were only expecting the scout to lure one person in. They will be unprepared to fight a group. The prison is a concrete building surrounded by a 2-meter electrified fence. Guards are armed with auto-rifles. The prison has a military helicopter and several ATVs. The prisoners are held in locked windowless rooms at the center of the building. 2. The scout is telling the truth and there are 2D people being held in the prison, all from off-world, some are non-human, but none are really psionic. They are all weakened from their ordeal in the prison, but a few might be able to assist in battling the guards. The guards and prison are as described in #1 above. 3. As in #2 above, but while the Silent Scout is not psionic, 1D number of prisoners actually are. They will deny being so, but will flee the players at the first opportunity if they get off the planet. The Imperial authorities will become very interested in the players if it becomes known that the players were involved in the jailbreak. 4. As in #3 above, but the Silent Scout actually is a powerful psionic. He escaped the prison by teleporting. He is not really a scout but a member of the Psionics Institute. The Institute provided the Scout ship and the weaponry. The Institute will arrange to have the falsely-accused prisoners sent to their homeworlds safely while the real psionics will disappear into the Institute's undergound. The Silent Scout will keep and eye on the players for a while, and if he feels he can trust them, the Institute will attempt to recruit them as agents. 5. The scout is not an escaped prisoner and this is not a prison, but a chapter of the Psionics Institute. The Silent Scout is the brother of a girl who has joined the Institute and left her family. He believes she is being held against her will, but it is not true. He is stealing the scout ship at the starport and his muteness is just due to a medical problem suffered since birth. The Institute does indeed look like the prison described in #1 above, but there are fewer guards than the whole players group--these are psionic guards however. The Institute is officially listed as a military training camp and is operated by a secret psionic conspiracy in the military. The guards in the Institute will try to subdue the players and convince them that the Silent Scout is just a deranged individual who deceived them. However, if the Institute officials feel they can trust the players, they might recruit them as agents. 6. As in #5 above, but this is not really a Psionics Institute chapter, it is a front for a Zhodani spy ring. Players are in big trouble if they are captured. The local government won't believe the players if they try to expose the Zhodani base--in fact they will be accused of being psionic troublemakers and arrested. Players will have to alert Imperial authorities if they want action.  

JohnBiles

Active member

03. Belter 54, Where Are You? Required Skills: Ideally, some degree of Vacc Suit and Prospecting in order to pass as a Belter, good fighting skills Required Equipment: A ship to operate out of After only 75 years of work, the Imperium has finally completed its Survey of Job Life Expectancies and determined that Belters seem to have a life expectancy which can be measured in weeks rather than years. This is a matter of some concern, as it's hard to recruit people to an occupation which will swiftly kill them before they even finish their first term of service. The local imperial government is looking to recruit agents to pass as Belters who can ideally survive whatever is killing all the belters and determine what is actually going on. The specific patron is a mid-level functionary, name him or her to suit the area in which you stage this. Referee's Information: The functionary will pay whatever you think will motivate your players to give this a shot without making them totally paranoid. He will provide appropriate identification so anyone checking records will think the PCs are qualified belters. 1. Belter-training schools are failing to adequately train Belters, who are getting killed by collisions with asteroids because they're poor pilots, dying of air loss due to inadeqate vacc-suit training, etc. This is happening because the schools are dependent on donations from mining companies who want independent belters to die. 2. Grandfather (the last Ancient) has determined Belters have qualities useful to him as servants and is kidnapping them and leaving dead clone bodies behind. This should only be used if you're willing to either let the PCs find a way to kill the bastard or if you are willing to let them have a fair chance to run away once they find out. 3. The safer asteroid belts have been played out and now only by entering really dangerous ones can a belter hope to make a profit. Further, many belters are killing each other over good sites. 4. The majority of dead belters are concentrated in certain areas, areas which are prone to be used as hiding places by local criminal groups who don't want to be found. 5. The Hivers are kidnapping belters and leaving bodies behind, in order to set up an all-Belter society in order to study it and further learn how to manipulate humanity. 6. Belters are faking their own deaths to get out of unfair contracts with the mining companies, then taking on new identities in safer occupations. The PCs will have to try to avoid being killed by the Ex-Belter Conspiracy, who don't want the megacorps to find out. 04. Jumping Jack Flash Required Skills: a mix of engineering and mechanical skills and investigative skills Required Equipment: none The Imperium is littered with small companies trying to push the envelope of technology in hopes of making a big breakthrough. Hiten Liss is a corporation in the Spinward Marches who are working on trying to develop a Jump-7 engine. They believe they are close to finally making the big breakthrough, but now, there are a lot of 'accidents' and 'equipment failures'. Mr. Stettin Jyon Sen approaches the PCs and offers them (a fair, but not huge amount of money), if they will investigate. He fears corporate sabotage by the company's larger rivals. Referee's Information: Mr. Stettin pays whatever is the going rate for this sort of investigation and offers a bonus if the PCs can capture any saboteurs alive. He offers possible rivals as the referee wants to exist in his campaign. 1. Mr. Stettin is right, it is corporate sabotage and the PCs have adequate resources to handle said saboteurs, though the inevitable fire fight may be ugly. 2. Mr. Stettin is right, but the PCs will bring down a firestorm on themselves trying to save Hiten Liss from (the big corporation of your choice). Referees should make sure the PCs can run for their lives if they so choose. 3. Mr. Stettin actually works covertly for a rival corporation, but wants to eliminate competition from some bigger company so he can steal the data himself when the project finishes. 4. Mr. Stettin THINKS he works covertly for a rival, but actually this company is a test scenario by a group of Hivers who are busy trying to see how the Imperium (and locals) will respond to all this. They are behind every aspect of the problems. 5. The head of the company, Ms. Yukari Hiten, knows the company's project is doomed. She's trying to make it look like her rivals are sabotaging everything in hopes of building to a disaster which will let her collect the insurance money so she can pay off her debts. 6. A group of Zhodani have a personal grudge against the company president, Ms. Yukari Hiten, due to her having stolen tech data from them. They are working to bring down her company. And steal the project too if it works.  

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Freelance Traveller

Three Supplements from Mongoose Traveller, 1st Edition

reviewed by “kafka”

This article originally appeared on rpg.net in March 2015, and was reprinted in the May/June 2018 issue .

traveller adventure seeds

Supplement 15: Powers and Principalities . Andy Lilly et al. Mongoose Publishing http://www.mongoosepublishing.com 160pp., PDF US$17.99/UK£12.73

Supplement 16: Adventure Seeds . Andy Lilly et al. Mongoose Publishing http://www.mongoosepublishing.com 113pp., PDF US$14.99/UK£10.61

traveller adventure seeds

Maybe, because Traveller is so generic and so old nobody really wants to write for the Third Imperium setting outside the “Alien” modules, as they are immediately attacked by the ‘canon police’. Thus, it behooves Mongoose to actually commission Marc W. Miller or one of the other founders of Traveller to finally settle the dust, and say what this Imperial Campaign is and what it is not. Critics allege that this would take away from the sandbox opportunities in play; I would disagree: both the Rebellion Sourcebook ( MegaTraveller ) and Milieu 0 (T4) which did this for other time periods than the default “present” of the game merely gave a vast canvas on players could paint in their own actions. With over 11,000 worlds, the Imperium is vast enough to contain numerous tropes, exceptions and vagrancies that will allow for sandbox play, just as it did in Classic Traveller when the game established those principles that the ‘canon police’ hold so dear.

And, that is where we come back to the supplements. I can think of no better authority than BITS to commission to write such a bible, overseen perhaps by a review committee that can check against the vast abundance of documents that are canon, quasi-canon, and outright heresy. They have shown consistent and fervent dedication to Traveller , as I said earlier, in the game’s darkest hours. These supplements merely reinforce their authority to write such a volume.

One of the major drawbacks of cutting-and-pasting is that all sorts of errors do creep in. The main one being that all previous editions to Mongoose Traveller used the Universal Personality Profile, where you could find your stats in a snap. For whatever reason, Mongoose Traveller , opted against using it – it still has the same format – did not employ this neat heuristic – yet these books employ it – leaving the newbie-to-Mongoose- Traveller confused, as I was before I obtained a set of the rules. It is also dumps said newbie into the full glory of the Imperial Campaign – whilst I do understand that Mongoose is going to be coming out later this year with a Third Imperium Writers’ Bible, again, the newbie is left with all these great adventure seeds that have long sprouted into a forest. And, without adequate bread crumbs, it is easy to become lost in the forest.

These nitpicks aside, it is excellent to see that the BITS works getting the larger recognition they have long deserved and to see Traveller slowly being put on a different footing that is neither D&D-based, doing “Yanks in Space”, nor simply rehashing CT’s former glory by tweaking things. I would caution many newbies that it does conform to the Traveller and OSR tradition of Tables & Charts – something that Mongoose should be trying to get away from and create truly new Traveller content. But, the mood that these short trips create is extraordinary. For they take a number and build a story around it. In this era where narrative is seen to clash with fly-by-the-seat of one’s pants this formulation seems a bit of out sync with the times. However, I have noticed many ‘indie’ games adopting a similar formula – so perhaps what is old can be new again, something borrowed might not be blue – but something that is true. I personally prefer more narrativist and well-illustrated supplements rather than endless charts, but as a Gamemaster, I do also appreciate tools in which I can generate a scenario in the course of a day or two. And, as these are essentially BITS products, when it comes to Traveller – as the song goes: “Nobody does it better”. Well, there may be some who do it better, but certainly BITS counts as one of the best carriers of the flame during the dark ages between TNE/T4 and what the OGL of Mongoose Traveller has spawned.

This book is essentially a reprint of different ‘Little White Books’, minus some of the extraordinary cover art but with some nice filler art. If you liked the 101… Series but found that you were always losing the LWB, then this represents an excellent investment for an experienced Traveller player. If, however, you are a newbie, these will become more relevant after the Third Imperium Campaign book is released. For these are adventure seeds that have already spouted a forest, although they can be used with a non-Imperial Campaign, so long as it shares the same ‘Space Opera grandeur’ vision.

Mongoose Publishing

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  • Mongoose Roleplaying Games

Completely new to Traveller - Which simple adventure to start with and advices

  • Thread starter Grummore
  • Start date Dec 5, 2019
  • Dec 5, 2019

Welcome! Quick advice: - Practice combat, both personal and ship based, before playing an actual adventure or starting a campaign. Try a dry run, then re-read that chapter of the rules to see what you missed. - discuss expectations with players before starting. Traveller is very open ended, and a mismatch in expectations can end a game quickly. - the first Trojan reach adventure, Marooned on Marduk, and the first Spinward Marches adventure, High and Dry, are good intro adventures to the game. High and Dry ends with the Travellers in possession of a scout ship.  

MongooseMatt

MongooseMatt

Administrator.

True, Old School, since I'm not much of a numbers cruncher GM (Referee), it's a bit of good advice to stage a few combats for my understanding. I like when a game is fluid and hate when we have a fight that drain a whole game session. Thanks msprange, I will look into it. Any info on pre-generated NPCs?  

The rules lack complexity so it won't like a day to resolve a combat like some pathfinder fights might. However if a group is experienced, it's actually quicker to look things up in PF due to their combined digital index, and in this case the extended combat time will come from tactical options. One does not, for example, simply walk into a wizard's tower or tech-lord's star-fortress and therefore any assault must be carefully prepared, to the result that they'll take just as long. Random encounters will be quicker under Mongoose Traveller.  

Sigtrygg

Emperor Mongoose

Death Station. It was in a Signs and Portents issue or you could just get the CT version. Mongoose should re-release it as part of a free quickstart - you would need a trimmed down version of the rules and some pregens.  

I would add to High & Dry as an excellent starter. It is very interactive with people and environment in the gaming area. While you can run it without modification I did find myself adding people and some extra objectives because I planned the campaign to return from time to time so I wanted it to be more alive than it already is. It runs pretty smooth without any fiddling but there are some areas that you might find ways for creative characters to move more easily through. I can say my players and I had a great time. Mission on Mithril is also a good one too, after some custom games that was the next module I threw in and it also worked out really well. Mithril has enormous potential if your are in the mood to really expand on the module as it is basically a trek across an ice world in a moderately slow moving ATV/snow plow. I found myself adding things here and there to advance part of a long term discovery plot buried in my campaign on a world that has been mostly ignored for pretty much as long as humans have been in that part of space. Mission on Marduk is okay but I felt like it needed a whole lot of help to make it last longer than a day. It's very much a game on rails that doesn't leave a lot of options. It does create potential for more after the module so it is a good prelude to something if you want to make that something. Fall of Tinath is another module that has a lot of options, thinking and action. It has the disadvantage of being in a distant (like super distant) part of the galaxy so doesn't really lead to much support but has the advantage of being far from the established game area so you can do whatever you want. It also was created specifically as a starter module so it has lots of things built in to help learn the game. Really I do think High & Dry is the best launching point for a campaign of the modules I've read/run/played, each of the others having their strengths and weaknesses.  

  • Dec 6, 2019

Excellent information peoples. I will take a look at High and Dry and Death Station particularly. As for NPCs, I found information on several sourcebooks: 1001 peoples, 760 patrons and such. Seems there are plenty of pre-generated NPCs, but I will have to verify. I found this too: https://travellermap.com/ This is incredible! What a tooo much source of information! My eyes are bleeding and my brain is melting! Do you know of any existing "Cheat sheets" with compact information for skills, combats turns and such?  

  • Dec 7, 2019

There are a couple referee’s screens out there, and of course character sheets. Nothing else compact that I’m aware of.  

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Mongoose Publishing

MongooseTraveller1st.jpg

Based in Swindon, UK, Mongoose Publishing was founded in 2001 and within 6 months became the UKs largest publisher of roleplaying games.

  • Mongoose Traveller, 1st edition is known as MGT or Mongoose Traveller . (2008 to 2016)
  • Mongoose Traveller, 2nd edition is known as Mongoose 2nd or MGT2 (2017 to Present)
  • Please also see Versions of Traveller .
  • 1.1 Overview Synopsis
  • 1.2 Storyline & Setting
  • 1.3 ‎Popular Artists & Authors
  • 1.4 External Link/s
  • 1.5 Library Data Entries (Public)
  • 2.1 Meta-history & Background
  • 2.2.1.1 Core Books
  • 2.2.1.2 Adventure Books
  • 2.2.1.3 Little Black Books (LBB's)
  • 2.2.1.4 Alien Modules
  • 2.2.1.5 Minor Alien Modules
  • 2.2.1.6 Sector Books
  • 2.2.1.7 Map Packs
  • 2.2.1.8 Referee's Aids
  • 2.2.1.9 Supplement Books
  • 2.2.1.10 Special Supplements
  • 2.2.1.11 Miscellaneous Titles
  • 2.2.2.1 2nd Edition Rulebooks
  • 2.2.2.2 2nd Edition Boxed Sets & Miscellaneous Titles
  • 2.2.2.3 2nd Edition Adventures
  • 2.2.3.1 2nd Edition Referee's Briefings
  • 2.2.3.2 2nd Edition Pirates of Drinax
  • 3 References & Contributions (Sources)

Description ( Specifications ) [ edit ]

Initially concentrating on d20 based products, Mongoose Publishing's first book was the Slayers Guide to Hobgoblins, part of the Slayers Guide series of books. Subsequent product lines followed in rapid succession with the release of the Encyclopaedia Arcane, Travellers Tales, Quintessential and Cities of Fantasy series of books.

Overview Synopsis [ edit ]

No information yet available.

Storyline & Setting [ edit ]

‎popular artists & authors [ edit ], external link/s [ edit ].

  • EXTERNAL LINK: Mongoose home page

Library Data Entries (Public) [ edit ]

History & background ( dossier ) [ edit ].

Mongoose Publishing have published several sci-fi games using the Core Traveller Rules with setting specific modifications. These include Judge Dredd and Babylon 5 (originally d20 and rewritten for Traveller), Strontium Dog and Hammer's Slammers.

Meta-history & Background [ edit ]

Bibliography-ludography (published products) [ edit ].

This publisher is best known for the following products:

traveller adventure seeds

  • A Warrior's Soul

traveller adventure seeds

Borderland Profile: Arunisiir

traveller adventure seeds

Borderland Profile: Inurin

traveller adventure seeds

Borderland Profile: Tanith

traveller adventure seeds

Borderland Profile: Umemii

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Borderland Profile: Wildeman

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Campaign Guide

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Deepnight Legacy

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Expeditions

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Referee's Handbook

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Terminus Point

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The Crossing

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The Far Side of Nowhere

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The Near Side of Yonder

traveller adventure seeds

The Riftsedge Transit

traveller adventure seeds

Drinaxian Companion

traveller adventure seeds

  • Girl's Gotta Eat

traveller adventure seeds

Journal of the Travellers' Aid Society volume 1

traveller adventure seeds

Journal of the Travellers' Aid Society volume 2

traveller adventure seeds

Journal of the Travellers' Aid Society volume 3

traveller adventure seeds

Journal of the Travellers' Aid Society volume 4

traveller adventure seeds

Journal of the Travellers' Aid Society volume 5

traveller adventure seeds

Journal of the Travellers' Aid Society volume 6

traveller adventure seeds

Journal of the Travellers' Aid Society volume 7

traveller adventure seeds

Adventure Class Ships

traveller adventure seeds

Aliens of Charted Space 1

traveller adventure seeds

  • Aliens of Charted Space Volume 2

traveller adventure seeds

Aliens of Charted Space: Volume 3

traveller adventure seeds

Aliens of Charted Space: Volume 4

traveller adventure seeds

Anomalies and Wonders

traveller adventure seeds

  • Behind the Claw

traveller adventure seeds

Bounty Hunter

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Bu and Embla Visit Vrirhlanz

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  • Central Supply Catalogue

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Companies & Corporations

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Core Rule Book

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Core Rulebook Update 2022

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Death Station

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Deepnight Endeavour

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Element Class Cruisers: Ship Builder's Blueprints

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Element Cruisers

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Enemy of My Enemy

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Errant Lightning

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Explorer's Edition

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Fire on the Sindalian Main

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Flashpoints

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Garden Worlds

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Going Portside

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High Guard Update 2022

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  • High Guard: Aslan

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  • High Guard: Deployment Shuttle

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High and Dry

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Incidents and Encounters

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Invasive Species

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Islands in the Rift

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Last Call at Eneri's Cantina

traveller adventure seeds

Last Flight of the Amuar

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Last Train out of Rakken-Goll

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Marooned on Marduk

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Mercenary Forces

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Mission to Mithril

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Mysteries of the Ancients

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Mysteries on Arcturus Station

Naval Campaign Sourcebook

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  • Referee's Screen

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Rim Expeditions

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Robot Handbook

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  • Secrets of the Ancients

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Shakedown Cruise

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Showing the Sunburst

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Skandersvik

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Small Craft Catalogue

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  • Solomani Front

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Starship Operator's Manual

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Starter Set

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Sword Worlds

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The Bell of Rocamadour

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The Borderland Run

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The Bowman Arm

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The Calixcuel Incident

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The Deep and the Dark

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  • The Fall of Tinath

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The Fifth Frontier War

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The Glorious Empire

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  • The Great Rift

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The Imperial Navy

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The Lost Duke

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The Lunion Shield Worlds

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The Order of Prometheus

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The Pirates of Drinax

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The Spinward Extents

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The Third Imperium

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Theories of Everything

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  • Traveller Companion

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  • Vehicle Handbook

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War Fleets of the Fifth Frontier War

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Whispers on the Abyss

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World Builder's Handbook

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Wrath of the Ancients

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1001 Characters

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760 Patrons

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A Guide to Star Systems

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Adventure Seeds

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Alpha Crucis Sector

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Among the Trojans

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Animal Encounters

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Biotech Vehicles

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Character Record Pack

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Civilian Vehicles

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Compendium 1

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Compendium 2

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Compendium 3

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Core Rulebook

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Cosmopolite

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Counterweights and Measures

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  • Cowboys vs. Xenomorphs

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  • Crowded Hours

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Cybernetics

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Deadly Assassins

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Deneb Sector

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Deneb Sector Map Pack

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Fighting Ships

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Gvurrdon Sector

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Gvurrdon Sector Map Pack

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Into the Borderland

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Into the Unknown

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Library Data

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Mercenary 2nd

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Merchant Prince

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Merchants and Cruisers

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Military Vehicles

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Pocket Edition

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Prison Planet

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Reft Sector

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Reft Sector Map Pack

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Secret of the Ancients

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Sector Fleet

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Societies and Settlements

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Solomani Rim

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Solomani Rim Map Pack

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Space Stations

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Spinward Encounters

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The Spinward Marches

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Spinward Marches Map Pack

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Starport Encounters

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  • The Borderland

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The Trojan Reach

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Traders & Raiders

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Traders and Gunboats

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Trillion Credit Squadron

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Trojan Reach Map Pack

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Type-A Free Trader

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Type-R Subsidised Merchant

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Type-S Scout/Courier

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Type-Y Yacht

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Vehicle Upgrade Manual

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Ziafrplians Sector

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Pirates of Drinax: Friends in Dry Places

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Pirates of Drinax: Gods of Marduk

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Pirates of Drinax: Harrier class Commerce Raider

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Pirates of Drinax: Liberty Port

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Pirates of Drinax: Lions of Thebus

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Pirates of Drinax: Revolution on Acrid

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Shadows of Sindal

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Pirates of Drinax: Ship Encounters

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Ships of the Reach

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Pirates of Drinax: The Cordan Conflict

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Pirates of Drinax: The Torpol Cluster

traveller adventure seeds

  • Taken on the Run

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  • The Dimenos Problem

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  • The Frozen Watch

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  • The King is Dead

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  • The Span of the Stars

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The Tktk Convergence

traveller adventure seeds

This is Free Trader Beowulf

traveller adventure seeds

Vanguard: Boarding Actions in the Fifth Frontier War

traveller adventure seeds

Traveller 1st Edition [ edit ]

Core books [ edit ].

  • Main Rulebook
  • Book 0 - An Introduction to Traveller
  • Book 1 - Mercenary
  • Book 1 - Mercenary - 2nd Edition
  • Book 2 - High Guard
  • Book 3 - Scout
  • Book 4 - Psion
  • Book 5 - Agent
  • Book 6 - Scoundrel
  • Book 8 - Dilettante
  • Book 7 - Merchant Prince
  • Book 9 - Robot
  • Book 10 - Cosmopolite

Adventure Books [ edit ]

  • Adventure 1: Beltstrike
  • Adventure 2: Prison Planet
  • Adventure 3: Trillion Credit Squadron
  • Adventure 4: Into the Unknown
  • Aramis: The Traveller Adventure

Little Black Books (LBB's) [ edit ]

  • LBB1 - Mercenary
  • LBB2 - High Guard
  • LBB3 - Scout
  • LBB4 - Psion
  • LBB5 - Agent
  • LBB6 - Scoundrel
  • LBB7 - Merhcant Prince
  • LBB8 - Dilettante
  • LBB9 - Library Data

Alien Modules [ edit ]

  • Alien Module 1 - Aslan
  • Alien Module 2 - Vargr
  • Alien Module 3 - Darrians
  • Alien Module 4 - Zhodani
  • Alien Module 5 - Solomani

Minor Alien Modules [ edit ]

  • Mongoose Traveller: Luriani Minor Alien Module

Sector Books [ edit ]

  • Mongoose Traveller: Alpha Crucis Sector
  • Mongoose Traveller: Deneb Sector
  • Mongoose Traveller: Gvurrdon Sector
  • Mongoose Traveller: Reft Sector
  • Mongoose Traveller: Solomani Rim
  • Mongoose Traveller: Spinward Marches
  • Mongoose Traveller: The Trojan Reach
  • Mongoose Traveller: Ziafrplians Sector

Map Packs [ edit ]

  • Mongoose Traveller: Deneb Sector Map Pack
  • Mongoose Traveller: Gvurrdon Sector Map Pack
  • Mongoose Traveller: Reft Sector Map Pack
  • Mongoose Traveller: Solomani Rim Map Pack
  • Mongoose Traveller: Spinward Marches Map Pack
  • Mongoose Traveller: Trojan Reach map pack

Referee's Aids [ edit ]

  • Referee's Aid 1 - Among the Trojans
  • Referee's Aid 2 - The Type-S Scout/Courier
  • Referee's Aid 3 - Type-A Free Trader
  • Referee's Aid 4 - A Guide to Star Systems
  • Referee's Aid 5 - Type-Y Yacht
  • Referee's Aid 6 - Societies and Settlements
  • Referee's Aid 7 - Type-R Subsidised Merchant
  • Referee's Aid 8 - Traders & Raiders

Supplement Books [ edit ]

  • Supplement 1 - 760 Patrons
  • Supplement 1 - 760 Patrons 2nd Edition
  • Supplement 2 - Traders & Gunboats
  • Supplement 3 - Fighting Ships
  • Supplement 4 - Central Supply Catalogue
  • Supplement 5 - Civilian Vehicles
  • Supplement 6 - Military Vehicles
  • Supplement 5 - 6 - The Vehicle Handbook
  • Supplement 7 - 1,001 Characters
  • Supplement 8 - Cybernetics
  • Supplement 9 - Campaign Guide
  • Supplement 10 - Merchants and Cruisers
  • Supplement 11 - Animal Encounters
  • Supplement 12 - Dynasty
  • Supplement 13 - Starport Encounters
  • Supplement 14 - Space Stations
  • Supplement 15 - Powers and Principalities
  • Supplement 16 - Adventure Seeds

Special Supplements [ edit ]

  • Special Supplement 1 - Biotech Vehicles
  • Special Supplement 2 - Deadly Assassins
  • Special Supplement 3 - Vehicle Upgrade Manual
  • Special Supplement 4 - Rescue Ops

Miscellaneous Titles [ edit ]

  • Traveller RPG - Pocket Edition
  • Traveller Character Record Pack
  • Traveller Compendium 1
  • Traveller Compendium 2
  • Traveller Compendium 3
  • Borderland - Into the Borderland
  • Borderland Profile - Arunisiir
  • Borderland Profile - Tanith
  • Borderland Profile - Wildeman
  • Borderland Profile - Inurin
  • Counterweights And Measures
  • Bordlerland Profile - Umemii

Traveller 2nd Edition [ edit ]

2nd edition rulebooks [ edit ].

  • Traveller Core Rulebook
  • Traveller Referee's Screen
  • Traveller Starter Box Set

2nd Edition Boxed Sets & Miscellaneous Titles [ edit ]

  • Element Class Cruisers: Ship Builders's Blueprints

2nd Edition Adventures [ edit ]

  • Marches Adventure 1: High and Dry
  • Marches Adventure 2: Mission to Mithril
  • Reach Adventure 1: Marooned on Marduk
  • Reach Adventure 2: Theories of Everything
  • Reach Adventure 3: The Calixcuel Incident
  • Reach Adventure 4: Last Flight of the Amuar
  • Reach Adventure 5: The Borderland Run
  • Reach Adventure 6: Exodus
  • Reach Adventure 7: Last Train out of Rakken-Goll
  • Spinward Marches 1: The Bowman Arm
  • Spinward Marches 2: The Lunion Shield Worlds
  • Great Rift Adventure 1: Islands in the Rift
  • Great Rift Adventure 2: Deepnight Endeavour
  • Great Rift Adventure 3: Flatlined
  • Naval Adventure 1: Shakedown Cruise
  • Naval Adventure 2: Showing the Sunburst
  • Naval Adventure 3: Fire on the Sindalian Main

2nd Edition Fiction Novels & Novelettes [ edit ]

2nd edition referee's briefings [ edit ].

  • Referee's Briefing 1: Companies & Corporations
  • Referee's Briefing 2: Anomalies and Wonders
  • Referee's Briefing 3: Going Portside
  • Referee's Briefing 4: Mercenary Forces
  • Referee's Briefing 5: Incidents and Encounters
  • Referee's Briefing 6: Garden Worlds

2nd Edition Pirates of Drinax [ edit ]

  • Pirates of Drinax
  • Pirates of Drinax - The Torpol Cluster
  • Pirates of Drinax - Theev
  • Pirates of Drinax - The Harrier-class Commerce Raider
  • Pirates of Drinax - Ship Encounters
  • Pirates of Drinax - Shadows of Sindal
  • Pirates of Drinax - Gods of Marduk
  • Pirates of Drinax - Revolution on Acrid
  • Pirates of Drinax - Friends in Dry Places
  • Pirates of Drinax - The Cordan Conflict
  • Pirates of Drinax - Lions of Thebus
  • Pirates of Drinax - Liberty Port

References & Contributions (Sources) [ edit ]

  • Mongoose Publishing official website
  • Articles at intermediate completion state
  • Pages using DynamicPageList3 parser function

Navigation menu

  • Portable Play

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The New Era

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Traveller 4

The Slavers of Genarre (Gennare D468637-3) By Bruce Johnson [english]

Traveller/BRP and Conversions

The Algol A Traveller/BRP-Adventure by Stefan Matthias Aust [english] Der Fluch des Imperiums (Knorbes E888787-2, ca. 1100) By Peter Keel [german] Die Geheimnisvollen for "Die Geheimnisvollen" by Peter Keel [german] Zwielichtberg for "Zwielichberg" by Peter Keel [german] Soldaten Soldiers by Peter Keel [german] Schlaeger Some brutes by Peter Keel [german] Besatzung Crew of a trader by Peter Keel [german]

IMAGES

  1. Traveller: Supplement 16: Adventure Seeds (MGP3889): Mongoose

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  2. How to Grow Traveler's Palm?

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  3. Traveller's palm seed pods. Open seed pods of the traveller's palm tree

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  4. Freelance Traveller

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  5. Travellers Palm Seeds Propagation

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  6. 3Thirteen Seeds

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VIDEO

  1. World Traveller Adventurer

  2. Romance Adventure Seeds

  3. Space traveller adventure 😁|Super sus

  4. Ezzy Languzzi delivered a rich tapestry of Latinx Dark Fantasy adventure seeds in Arium:Flash#author

  5. Time traveller adventure story for kids 👶

  6. 01 Buckets and Seeds

COMMENTS

  1. Mongoose Traveller: Adventure Seeds

    Adventure Seed. Mongoose Traveller: Adventure Seeds is a Mongoose Publishing supplement written for Mongoose Traveller. The game session arrives. You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed. You need an adventure, quick.

  2. Traveller: Supplement 16: Adventure Seeds (MGP3889)

    The goal with Supplement 16: Adventure Seeds is to give the referee a multitude of jump off points to launch new adventures with the minimum of preparation or forethought. Combined with the other books in this trilogy, and you will be able to create complex adventures that will keep your players entertained for hours, while filling them with ...

  3. Supplement 16: Adventure Seeds ebook

    Supplement 16: Adventure Seeds rounds off your toolkit by providing a variety of methods to generate new ideas for adventures that can be sprung upon your players with very little preparation - just the thing for a busy referee! ... towns and cities of every Traveller world contain a wide variety of hotels, bars, shops and other locations ...

  4. Traveller: Supp 16: Adventure Seeds

    Mongoose Publishing/RPG. Traveller: Supp 16: Adventure Seeds. $ 24.99. Default Title. Add to cart. Traveller: Supp 16: Adventure Seeds is backordered and will ship as soon as it is back in stock. The game session arrives. You have not had time to prepare the game this week and thenthe players announce they want to jump to a system you have not ...

  5. MGT Only: Supplement 16: Adventure Seeds

    The game session arrives. You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed. You need an adventure, quick. This book finishes the referee's toolkit 'trilogy' that started with Supplement 13: Starport...

  6. Spinward Encounters

    Watermarked PDF + Softcover, B&W Book. $21.29. $21.29. Average Rating (11 ratings) Welcome to Spinward Encounters, a series of short adventures and adventure seeds for Traveller. Spinward Encounters is set in the Spinward Marches sector of the Third Imperium, part of the Official Traveller Universe and require only the Traveller rules to play.

  7. Traveller RPG

    The goal with Supplement 16: Adventure Seeds is to give the referee a multitude of jump off points to launch new advent Traveller RPG - Supplement 16: Adventure Seeds - Game Kastle You have not had time to prepare the game this week and then the players announce they want to jump to a system you have not yet fully detailed.

  8. Supplement 16: Adventure Seeds

    Supplement 16: Adventure Seeds - The game session arrives. You have not had time to prepare the game this week and then the players announce they want to The game session arrives.

  9. Traveller: Supplement 16: Adventure Seeds (MGP3889)

    Traveller: Supplement 16: Adventure Seeds (MGP3889) [Mongoose Publishing] on Amazon.com.au. *FREE* shipping on eligible orders. Traveller: Supplement 16: Adventure Seeds (MGP3889)

  10. Supplement 16

    Buy Supplement 16 - Adventure Seeds - Traveller - Mongoose Publishing from Mongoose Publishing - part of our Role Playing Games collection. ... Adventure Seeds is to give the referee a multitude of jump off points to launch new adventures with the minimum of preparation or forethought. Combined with the other books in this trilogy, and you will ...

  11. Special Supplement 5: Short Adventures

    All the adventures included are suitable for use with any version of the Traveller rules system and in any era. Included are short adventure seeds in the form of 30 Patron Encounters plus longer adventures including 8 Amber Zones, 8 Mercenary Tickets and a series of 4 linked mini-adventures, making 50 unique adventure opportunities.

  12. Freelance Traveller Home Page

    This page last updated on 05 March 2023 by Jeff Zeitlin.©1998-2023 Jeff Zeitlin Freelance Traveller is maintained by Jeff Zeitlin Freelance Traveller can be contacted via our Feedback page or at [email protected] ® Traveller is a registered trademark (1977-2023) of FarFuture Enterprises. Use of the trademark on this page is not intended to infringe upon or devalue the trademark.

  13. PDF 43 Adventure Seeds

    the range of adventure possibilities is huge. The sky (indeed, the entire galaxy!) is the limit. 43 Space Opera Adventure Seeds offers just what its name suggests - forty-three different adventure ideas for you to use as a basis for your own scenario. These seeds can be used as-is, combined together with other seeds, or simply used

  14. [Traveller] Adventure Seeds in the style of 76 Patrons

    So, I've started my Traveller Hero game with a group that's done little other than fantasy for the last decade, and it's become fairly popular with the group. I ran them through a couple of adventure seeds I already have (the interminable Exit Visa scenario in the Traveller Book and encounter 6 from 76 Patrons) and one adventure (the classic, incomparable Annic Nova, with the addition of a ...

  15. Patron Encounters

    Ideal for a quick game or an unexpected twist in an ongoing scenario, the adventure seeds in this book can be dropped easily into any Traveller setting or era. This book is a re-issue of Special Supplement 3: Patron Encounters. All material is compatible with any version of the rules. Credits (Primary Sources)

  16. Space Exploration Campaign Ideas : r/traveller

    Space Exploration Campaign Ideas. I'm going to referee a new Traveller campaign and the group would like exploration to be the theme. So let's hear some ideas from the hive mind. Thanks for contributing. Some suggestions for adventure seeds: Find an abandoned ancient site.

  17. Freelance Traveller

    Maybe, because Traveller is so generic and so old nobody really wants to write for the Third Imperium setting outside the "Alien" modules, as ... For these are adventure seeds that have already spouted a forest, although they can be used with a non-Imperial Campaign, so long as it shares the same 'Space Opera grandeur' vision. ...

  18. Traveller Adventure Seeds Cheezily Dramatized by ME! LOL

    A subreddit for the discussion of the Traveller Role Playing Game! Skip to main content ... Traveller Adventure Seeds Cheezily Dramatized by ME! LOL Share Sort by: ... Controversial. Old. Q&A. Add a Comment. CyborgPrime • • Edited . 36 plot seeds, so you can use d66 to choose randomly. Just the skeletons of an adventure to help inspire and ...

  19. Completely new to Traveller

    Quick advice: - Practice combat, both personal and ship based, before playing an actual adventure or starting a campaign. Try a dry run, then re-read that chapter of the rules to see what you missed. - discuss expectations with players before starting. Traveller is very open ended, and a mismatch in expectations can end a game quickly.

  20. The 200T False Trader

    This is a double header: An absolutely brilliant adventure AND an absolutely brilliant structure! It reminds me of a MOthership zine adventure, and I love it. It touches on Traveller background, but isn't overwhelmed by it. So much possibility. You make me thrilled to be a part of the greater community, mate. Well done. More, more, more!!!

  21. Adventure seed #1 : r/traveller

    They must enter and search the ship to get parts or fuel. What the players do not know: The ship is infected with billions of worm like life forms that infect via breather in spores. Or by a bite. The large form consumes smaller worms or any digestable flesh. They can grow to the size of a walrus.

  22. Mongoose Publishing

    Mongoose Traveller, 1st edition is known as MGT or Mongoose Traveller. (2008 to 2016) Mongoose Traveller, 2nd edition is known as Mongoose 2nd or MGT2 ... Adventure Seeds. Agent. Alpha Crucis Sector. Among the Trojans. Animal Encounters. Aramis. Aslan. Beltstrike. Biotech Vehicles. Book 0. Campaign Guide. Central Supply Catalogue.

  23. Adventures

    Traveller/BRP and Conversions People and Animals from Traveller-Adventures converted to Traveller/BRP plus Adventures on their own. The Algol A Traveller/BRP-Adventure by Stefan Matthias Aust [english] Der Fluch des Imperiums (Knorbes E888787-2, ca. 1100) By Peter Keel [german] Die Geheimnisvollen for "Die Geheimnisvollen" by Peter Keel [german] ...