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Spanish Traveller ~ Digest Group Publications (DGP) ~ FASA ~ Games Workshop ~ Group One ~ Grenadier ~ Gamelords ~ Judges Guild ~ Paranoia Press BROWSE MY TRAVELLER ITEMS CURRENTLY IN STOCK ![]() Spanish Traveller Traveller: Juego de Rol
Wayne's Note: Absolutely gorgeous... Traveller in Spanish/Español is one of the prize pieces of my RPG collection. Deep black in color, an oversized 8.5x12 inch hardcover translation of the Classic Traveller by Diseños Orbitales (Barcelona, Spain). The rules are a faithful reproduction of the original rules, including several essays by Marc Miller. The hardback comes in an equally handsome slipcover. Included is 'Libreta de Tablas' 16 page staplebound booklet; paperboard sheet of ship/character counters; & poster map 'La Marca Espiral' (The Spinward Marches). 1989 ... 281 pages ... ISBN 8487423000 ![]() Digest Group Publications (DGP)Also from DGP: • Travellers' Digest • MegaTraveller Journal • MegaTraveller DGP products ![]() 101 Robots
"Now... from the authors of Book 8: Robots: Here under one cover are 101 different robots for use in Traveller games. Every single robot comes with a complete description, an official Universal Robot Profile, and an illustration. You will know what each robot can (and can't) do, what the robot looks like, and what the robot costs. If you're just starting to design your own robots, this book has more than a hundred examples. If you already have several designs of your own, here are 101 more to add to your campaign. Whether you're a Traveller player or a referee, 101 Robots gives you all the robots you need to know what life is like at higher tech levels. Robots include— • Imperial Robots: Designs both common and uncommon that characters can encounter within the Imperium. • Alien Robots: Robots from all the major races that construct them: Aslan, Zhodani, Vargr, K'Kree, Solomani, and Hiver. • Warbots: Battlefield robots of all races, designed to search out and destroy the opposition. • Dumbots: The most common robot encountered, good at only one thing, but good enough at that. • Pseudobiological Robots: At higher tech levels, robots that are 'just like the real things'. • Expert Robots: Machines that know as much as sentients, able to perform tasks that take 'real intelligence' • Design System Examples: Robots that show just how to use the robot design system in Book 8: Robots. • Encounter Robots: Robots corresponding to all of the robots from the encounter tables in Book 8, for easy-to-play robot encounters. • Robot Devices, Sensors, and Weapons: Brand new custom devices for use with robots, including complete information on their installation. • Robot Skills: Additional skills for robot programming, complete with CPU space and cost per level. • Index: A complete index to all 101 robots." 1986 ... 48 pages ... DGP ?? ![]() Grand Survey: Exploring and Detailing Worlds
"Chapters include— • World Design: Extensive rules, charts, and tables to tell you everything about the physical characteristics of a world: details of atmosphere, volcanic activity, tectonic plates, mapping, minerals and other resources, climate and temperature, population demographics, starport locations, ice caps, deserts, and more. Complete with examples. • World Profile Form: The new imperial Scout Form 20, to record all the physical details of a world. Also includes a full size world hex grid for precise mapping. • Imperial Scout Survey Procedures: How a survey of a world takes place, including new skills for Scout characters. • High-tech Survey Equipment: New equipment for Traveller, including remote sensor probes, self-precessing gyrocompass, and the multi-chronometer. • Starship Sensors: Detailed information on all the data gathering devices used during a survey, including handheld versions, and information for using sensors in starship combat. • Donosev Class Survey Scout Vessel: Complete plans of the ship that was the backbone of the Second Survey. • Vacc Suits: Detailed data, with illustrations, of vacc suits from tech level 9 to tech level 15. • Using World Data: Now that you have the world, all you need is the adventure. Guidelines and examples for turning world details into exciting situations for characters. • Index: Not only is everything you want in Grand Survey, but you can find it fast." 1986 ... 48 pages ... DGP ?? ![]() Grand Census: Contacting and Detailing Cultures
"Chapters include — • Cultural Design: Extensive rules, charts, and tables to tell you everything about the cultural characteristics of a world: details of social outlook, types of governments, organizational structures, detailed law levels, unusual customs, and intelligent native life. • Detailed Tech Levels: A complete, official breakdown of tech levels, with different classifications for energy, computers/robotics, communications, medicine, environmental control, transport-systems, weapons, and more. • Cultural Profile Form: The new Imperial Scout Form 22, to record all the cultural details of a world. • Landing Party Contact Procedures: How contacts with alien civilizations are made, including new skills for Scout characters. • High-tech Exploration Equipment: New equipment for Traveller, including the pocket medical scanner and med scanner-computer, a portable neural activity sensor and handset, pocket communicators and commdots, a data-display/recorder head piece, and high-tech field glasses, with an illustration for every item. • New Vessels: Illustrated descriptions of the four-man air/raft, the survey G-carrier, the enclosed two-man G-tube, the grav bike, and the tech level 15 grav belt. • Index: Not only is everything you want in Grand Census, but you can find it fast." 1987 ... 48 pages ... DGP 863 ![]() FASA Corporation Ordeal By Eshaar
"As the Fifth Frontier War locks the Spinward Marches in mortal combat, a band of adventurers journeys outside the Imperium on a mission of vital importance. Their destination: ESHAAR, a dangerous and hostile world where temperatures average 150°C... where sulfuric acid takes the place of water . . . where enigmatic aliens hold the key to success or failure for the Imperium, The mission: discover — and secure control of — affas, a mineral compound that could turn the tide in the Fifth Frontier War. The opposition: the devious Zhodani, who will stop at nothing to ruin the Imperial cause, Ordeal by Eshaar is a unique adventure that pits the travellers against a combination of hostile Zhodani, mysterious aliens... and the dangers of the planet itself. From subtle confrontations amidst the false gaiety of the diplomatic enclave to the struggle for survival on the world's surface, this is... Ordeal by Eshaar." 1981 ... 44 pages ... FASA A1 ![]() Action Aboard: Adventures on the King Richard
"Carrying diplomats, rich citizens, and the most important people in the Imperium, the King Richard, a luxury liner of the first class, is bound to be the center and/or target of murder, assassination plots, theft, hijack, terrorism, kidnapping, and more." 1981 ... Bill Paley ... 46 pages + deck plan map ... FASA A2 ![]() Uragyad'n of the Seven Pillars
"Across the desert of a distant planet, the daring and tactical genius of a handful of adventurers alone can thwart a dictator's invasion. Join these guerilla leaders, the Uragyad'n of the Seven Pillars, to free a people and decide the fate of a world." 1981 ... William H. Keith, Jr. & J. Andrew Keith ... 46 pages + loose map ... FASA A3 ![]() Legend of the Sky Raiders
"The Sky Raiders . . . They pillaged a dozen worlds sometime in the distant past, then vanished. Who were they? A beautiful archaeologist leads a band of adventurers into the swamps of the planet Mirayn, searching for their secrets... and their lost treasure hoard, join in the search... the expedition seeking the truth behind... The Legend of the Sky Raiders." 1981 ... 48 pages + loose map ... FASA A4 ![]() "Fredonian Consumer Institute, Product Research Division, Consumer Guide Volume 1" 1982 ... 48 pages ... FASA A5 ![]() Rescue on Galatea
"The mission seemed simple: rescue an abducted merchant Prince from the hands of a rival corporation in time to avert an interstellar war. The one month deadline seemed to be more than enough time to complete the mission. That is until the adventurers arrive at the planet where the prince is being held. Galatea, a world made up of thousands of islands and very severe weather made the mission a little more difficult, but then the intelligent natives, the Jessa, ended all hopes of an easy completion of what was once just a simple mission." 1982 ... Mark Lawrence ... 44 pages + map ... FASA A6 ![]() Trail of the Sky Raiders
"An artifact from a run-down Startown bar... a sinister, powerful merchant searching for the secrets of a lost civilization... a kidnapping and a night attack in a peaceful city. these are just a few of the problems encountered as a band of adventurers begins a search that will take them down the TRAIL OF THE SKY RAIDERS. The second of the Sky Raiders campaign, TRAIL OF THE SKY RAIDERS follows the fortunes of a band of adventurers caught up in the continued search for an ancient, fabulously wealthy culture of plunderers who vanished without a trace centuries ago. Playable by itself or as the sequel to LEGEND OF THE SKY RAIDERS the adventure combines mystery, confrontation, and the secret of a lost civilization into a dangerous and exciting quest ... for the TRAIL OF THE SKY RAIDERS." 1982 ... 56 pages + map ... FASA A7 ... ISBN 0425066819 ![]() Fate of the Sky Raiders
"A band of scientists and adventurers must probe the mysteries of a gigantic asteroid starship, home of the mysterious race of interstellar vikings known only as the Sky Raiders. Awaiting them in the immense man-made world are threats and puzzles, old enemies and new problems, wealth untold, and the final solution of the mystery of... the Sky Raiders. Last of the Sky Raiders trilogy. Fate of the Sky Raiders is a complete adventure for Traveller, playable as a single adventure or as part of the Sky Raiders campaign. Numerous plans show important portions of the ancient asteroid starship of the Sky Raiders and rules describe many characters, pieces of equipment, and special conditions useful to this adventure or to others. Join the starship Inquisitor as it sets out on a voyage of exploration in search of the Fate of the Sky Raiders." 1982 ... J. Andrew Keith ... 60 pages + loose map ... FASA A9 ![]() Adventure Class Ships Vol. 1 [BOX SET]
1982 ... FASA B1(?) ![]() Adventure Class Ships Vol. 2 [BOX SET]
"Ten ships in the 100 to 800 ton range, each drawn in the 15mm scale on 22x17 inch sheets. Descriptions of use and interiors, plus High Guard statistics are contained in a 16-page booklet. Also included are 112 illustrated counters and a second 16-page booklet which contains general starship information, military information for the Aslan and Solomani, and 6 encounter tables for adventuring in Reaver's Deep, the Solomani Rim, or anywhere. These deck plans can be used with: • Martian Metal Miniatures • Azhanti High Lightning • Snapshot Rules • Striker Miniature Rules" 1982 ... FASA B5 ![]() The Harrensa Project / The Stazhlekh Report (Double Adventure)
1983 ... 40 pages ... FASA 1010 ![]() High Passage, Issue 3
ARTICLES: Feature Adventure: The Edge; The Port Authority Handbook: Arrival in System; Starship Files: Star Class Armored Merchant; In Transit: Long Range Thruster System & Manta Class Escort Fighter; Special Feature: Marc Miller Interview (part 2); Star Atlas: Ile Subsector & Dethenes Subsector; The Armory: Mercenary Support Weapons. 1982 ![]() High Passage, Issue 4
ARTICLES: Feature Adventure: 134-635; Interdiction Satellite; Dombase; Mining Robot; The Port Authority Handbook: Interdicted Planets; Starship Files: Arzhent Class Prospector/Surveyor; Awaiting Shipment: Petrochemicals; In Transit: GMV-10 & Orbital Tug; Warbook: Tempest Attack Cruiser; Office & Facilities: Merchants; Striker Force: Caledon Highlanders; Boarding Pass: Verin Dalleroi; Star Atlas: Ahrhi Subsector. 1982 ![]() High Passage, Issue 5
"In this issue, journey to THE DAY OF THE GATHERING on Fisher's World, where kiddnapping, piracy, and intrigue combine in an exciting adventure by Jim Cunningham. Marc Miller explains the government structures found in Traveller. The Squadrons of the Old Expanses are discussed by Jim Cunningham and Gordon Sheridan and our regular features range from THE PORT AUTHORITY HANDBOOK'S information on convoys to articles covering computer language translators, fighting vehicles of the Imperium, and a full scale naval battle using the rules from HIGH GUARD." 1982 ![]() Games Workshop IISS Ship Files
"Six starships, Imperial and alien, with detailed deck plans culled from various files of the Imperial Interstellar Scout Service. Ideal for use in adventures, starship encounters, and for player employment and mercenary support operations. Plus High Guard statistics for each starship." 1981 ... 40 pages ... GW 2405 ![]() Group One Pen-Latol's World
"Adventure on an alien Planet" 1980 ... 32 pages ... Group One ?? ![]() Grenadier Disappearance on Aramat
"The x-boat message from a group of archeologists on Aramat is long overdue. The planet is seemingly peaceful and uninhabited. What could have happened? A worried father has now hired you to find out what happened to his archeologist daughter. Can you solve the mystery of the disappearance on Aramat?" 1984 ... 48 pages ... Grenadier 704 ![]() Gamelords Wanted: Adventurers
"From the want ads of a starport news service come 20 short adventure situations for use with Traveller. Job opportunities abound for adventurers in this collection of scenarios which can lead a band of characters into anything from a luxury cruise to a mercenary expedition. Ideal for referees who need quick inspiration or a way of enlivening an ongoing campaign, this Traveller supplement makes adventure as close as the nearest news stand. Let your players find the job they've always wanted... just turn the pages to Wanted: Adventurers." 1984 ... 48 pages ... Gamelords 1971 ![]() Startown Liberty
"Startown… the rough and tumble district on any world where travellers can find anything from entertainment to the worst sorts of crime and corruption. Condemned by the majority of honest citizens, exploited by the criminal subculture, and visited by starship crews and other travellers looking for entertainment, information, jobs, or almost anything else, this is "a wretched hive of scum and villainy" . . . this is Startown. Startown Liberty is a collection of detailed encounter tables designed to generate random encounter situations for Traveller. From the streets to the night spots to the back alleys of Startown, tables and encounter descriptions give depth and detail even to innocent encounters that may have no bearing on the adventure or campaign at hand . . . but serve to provide flavor, atmosphere, and a source of distraction or even new adventures that will serve the Traveller referee in good stead." 1984 ... 48 pages ... GL 1975 ![]() Lee's Guide to Interstellar Adventure, Volume 1
"The journals of the noted galactic wanderer Aramais P. Lee have now been converted into a referee's aid suitable for use in any Traveller campaign. LEE'S GUIDE (Vol. 1) provides full planetary specifications and detailed plot outlines for 10 worlds in which the situations taking place on the planet form the basis for a varied range of adventure opportunities, suitable for both small parties and large groups. Each world is also keyed for use with GDW's Spinward Marches and Solomani Rim sectors. As an additional bonus, this volume also presents a series of adventures centered around the X-Boat system, the Imperium's primary communications network." 1983 ... 48 pages ... GL 1980 ![]() The Undersea Environment
"The Undersea Environment is a Traveller supplement dealing with the particular problems found in an aquatic environment. Included are specific rules systems designed to simulate underwater activities and hazards, explanations of gear and equipment available for underwater use, and a guide to special events and encounters to aid the referee in constructing underwater encounter tables." 1983 ... 48 pages ... GL 1984 ![]() The Drenslaar Quest
"Adventure awaits on the watery world of Yarhfahl, as players join the race to salvage a valuable cargo from the Drenslaar, a sunken star freighter. But will they elude detection by hostile forces long enough to complete their task? The Drenslaar Quest is a complete adventure for Traveller, This scenario makes use of rules and information presented in The Undersea Environment, a Traveller supplement also by Gamelords, Ltd., and Traveller Book 4, Mercenary; use of these supplements is recommended, but not required." 1983 ... 60 pages ... GL 1985 ![]() The Mountain Environment
"The Mountain Environment is a Traveller supplement dealing with the particular situations and problems of travel and survival in rugged terrain. Included are specific rules systems designed to simulate mountaineering and other activities and hazards found in mountain terrain, explanations of equipment available for use in such terrain, and a guide to constructing specific mountain situations, special events and encounters, and adventures." 1984 ... 48 pages ... GL 1986 ![]() Ascent to Anekthor
"Lady Sandra Lockhart was rich, famous... and bored. A thrill-seeker and daredevil, she was always on the lookout for new horizons to conquer. Now she has set her sights on the triple peaks of Anekthor. Anekthor, the majestic, unconquered mountain, shrouded in snow and mystery. Anekthor, home of the enigmatic Windstalkers, creatures of legend whose howls are said to signal the death of climbers. Anekthor, where an old love and an old hatred await Lady Sandra's challenge. With a team of experienced adventurers at her side, Lady Sandra sets out on a dangerous quest — the Ascent to Anekthor. Ascent to Anekthor is a complete adventure for Traveller, making use of rules and information presented in The Mountain Environment, a Gamelords, Ltd. Traveller supplement. Use of this supplement is recommended, but not required, for play with this scenario." 1984 ... 56 pages ... GL 1987 ![]() The Desert Environment
"The Desert Environment is a Traveller supplement dealing with the particular situations and problems of travel and survival in a desert climate. Included are specific rules systems designed to simulate all aspects of desert survival, explanations of equipment available for use in such terrain, and guidelines for setting up specific desert situations, special events and encounters, and adventures. Challenge your players to broaden their horizons and enter… The Desert Environment." 1984 ... 56 pages ... GL 1988 ![]() Duneraiders
"Riches, danger, and mystery lie within the arid wastes of Tashrakaar, a desert world peopled by the savage and enigmatic Dune-raiders. The players soon learn that desert nomads and desert heat aren't the only enemies they face when they find themselves trapped in the midst of vicious inter-corporate war! Duneraiders is a complete adventure for Traveller. This scenario makes use of rules and information presented in The Desert Environment, a Traveller supplement from Gamelords, Ltd. The Desert Environment is recommended for playing Duneraiders, but not required." 1984 ... 60 pages ... GL 1989 ![]() A Pilot's Guide to the Drexilthar Subsector
"From the navigational computer files of the Imperium comes A Pilot's Guide to the Drexilthar Subsector, a detailed examination of a single subsector of Reavers’ Deep on the Imperial frontiers. This supplement presents background information on the Deep and on the Drexilthar subsector (setting for the Gamelords, Ltd. adventures The Drenslaar Quest and Duneraiders). Each world in the subsector is explored in sufficient depth to be the setting for one or more specific adventures for use with Traveller. Planetary data on each world is also of use in conjunction with the Gamelords Traveller supplements dealing with environments." 1984 ... 48 pages ... GL 2980 ![]() Judges Guild Traveller Referee Screen
Four 8.5" x 11" cardstock sheets, black-on-green. Loaded with charts for Classic Traveller, referee's information on one side, and data for the players on the other. Updated with information from Mercenary. 1979 ... JG 75 ![]() The Traveller Logbook
1979 ... 62 pages ... JG 78 ![]() Dra'k'ne (Drakne) Station
1979 ... 62 pages ... JG 105 ![]() Tancred
"INTRODUCTION First discovered and charted in 947, the Tancred system has only one human habitable planet, II. (B8668367) Located at the intersection of some fairly important jump routes, the Tancred system is of some importance to the Imperium, An imperial Communications station is maintained on the larger satellite of Tancred IV. An Imperial Observation Station in located on the lesser moon of Tancred II, Tancred is a standard oxygen-carbon ecosystem with no major deviant Life forms. Humans can eat most life forms without danger, though dietary deficiencies may result if vitamin supplements or natural Terran foods are not occasionally eaten as well. All standard human food crops do well on Tancred. In fact certain varieties of fruit do so well that export of special spices and preserves as luxury goods has a modest sector-wide market. Ranching and herding of Terran animals for meat and natural products is also a large industry. Too large an industry, for it produces too much to be used on planet, it's too expensive to try to sell off-planet, and takes up too much land which should be devoted to food crops. Fish and other marine Life abound but planetary authorities nave allowed little investment in this industry. The Office of Imperial Ecology maintains an extensive computer file on all prohibited and acceptable livestock. Customs authorities are constantly in contact with this office in the performance of their duties. The planetary branch of this office is located at Starport Hauteville and cooperates with Hauteville University Laboratories in unusual cases. The planetary population is Human, no native sapience being adjudged likely to develop on this planet in the near future. Several non-Human cultures located deeper in the sector maintain representatives here but no more than 10 non-Human sapients are usually present on Tancred at one time. Capital and equipment to colonize this system was provided by a consortium of nobles from Melagar III. Though originally fairly progressive, the ruling elite has in past generations become reactionary and decadent. They have maintained their control at the cost of suppressing industrial growth and technological advancement. The ruling elite has restricted all positions of economic and political power to itself. Unfortunately few members of the elite are competent enough to handle their positions. Imperial interest in maintaining the stability of the system has led to Imperial pressure to maintain the status quo. This Imperial interest has been purchased by the elite's support of an important political faction at the court. Younger members of the nobility have become resentful of the situation. They are the ones who must do the actual work of administering the planet but they are not permitted to gain any reward from their labors. Industrialization has been suppressed and the planet's considerable mineral resources are not being utilized. Almost all of the better farmland is locked up in noble's estates and is maintained in a picturesque 'natural' state. Food prices are high and good Jobs are scarce, opportunities for advancement are practically non-existent, The middle and lower classes are sullen and resentful. Subversion and rebellion are ready to break out at any moment. Indeed a revolt has broken out and the Imperium has arranged for the ruling elite to hire a mercenary regiment from off planet to aid the meager planetary armed forces in suppressing the rebellion. Imperial interest in the situation remains high but pressure from the faction at court has prevented any measures at alleviating the cause of the unrest..." 1980 ... 48 pages ... JG 330 ![]() Ley Sector
1980 ... JG 340 ![]() Darthanon Queen: Science Fiction Adventure in the Ley Sector
1980 ... 30 pages ... JG 350 ![]() Astrogators Chartbook
1980 ... 94 pages ... JG 410 ![]() Fifty Starbases: Essential Mapping Systems for Planetary Landings
1981 ... 94 pages ... JG 480 ![]() Glimmerdrift Reaches
1981 ... 32 pages + poster map ... JG 490 ![]() Doom of the Singing Star
"Included within the 64-page Guidebook are scenarios covering hijacking, piracy rescue, and heists on shipboard, as well as security and mercenary assignments planetside. The package also contains 24 Giant 15mm scale Deck Plans for Cruise Liners of the Brilliant Gem Class. Designed as commercial vessels, the para-military capabilities of these ships permit them to play a prominent part in any campaign." 1981 ... 64 pages + 2 huge posters with deck plans ... JG 500 ![]() Navigator's Starcharts: Sector Mapping System
1981 ... JG 520 ![]() Crucis Margin
Complete sector guide * 22" x 34" stellar map * 8 large planetary maps * 32 page detailed guidebook 1981 ... 32 pages + poster map ... JG 590 ![]() Marooned on Ghostring
"This 32 page book with a 22x34" color map details a planet in the Maranatha-Alkahest Sector of the Gateway Quadrant. Complete details are given on the planet Ghostring as well as its sapien native race, the Hawklings. One major scenario and varients are included." 1981 ... 32 pages + poster map ... JG 640 ![]() Amycus Probe
"This 32 page adventure is the first in the Border Prowler Series set in the Gateway Quadrant. New equipment featured in the series are the 40 ton armored Assault Shuttle, and the 1000 ton Border Prowler Class Ship. All maps and encounter tables are provided for the judge." 1981 ... 32 pages ... JG 710 ![]() Rogue Moon of Spinstorme
"This 32 page adventure continues the Border Prowler series. New information is given and complete personnel and equipment statistics are given for ships, assault shuttles and opposition forces." 1981 ... 32 pages ... JG 720 ![]() Simba Safari
1982 ... ?? pages + poster map ... JG 730 ![]() Maranantha-Alkahest Sector
"The fourth and final Traveller Sector completes the Judges Guild Gateway Quadrant Campaign background. This product contains a 22" x 34" three-color map and a 32-page Guidebook. The map gives Stellar Locations, political divisions, and jump routes in the Sector. The reverse of the map has eight significant planets of the Sector mapped in detail with historical background and statistics on each. The guidebook details each of the 392 Systems. Background history of each of the 16 Sub-Sectors is provided as well as political and military information on the nine significant interstellar states, empires, sultanates, and einarchys located here. Complete events, rumors, and encounter charts are provided for the Judge in this product." 1982 ... 32 pages + poster map ... JG 760 ![]() Corsairs of the Turku Waste
"This product is one of a series of Traveller adventures designed by Judges Guild and set in the Gateway Quadrant. Each product features one of the standard ship designs and is part of the science fiction role playing campaign taking place on the Trailing frontier of the Imperium. The Gateway Quadrant is the area of mixed client states intervening between the Human areas of the Imperium and the alien states of the Two Thousand Worlds and the Hive Federation. This particular adventure is set in the Union Crucisofthe Crucis Margin Sector. It takes place about the Imperial date 200 - 1107 in the period of political turmoil which threatened the breakup of the Union Crucis in civil war. While given a specific place and motivation in terms of the campaign background already established, the Judge may set the adventure elsewhere in the Quadrant or transfer it completely to another campaign. In the Glimmerdrift Reaches Sector, suggested locations are in the Krax Confederation or the Ginlenchy Concordance. In Ley Sector, suggested locations are in the Guadix Drift or the Matarshan Federation. In the Maranatha-Alkahest Sector, suggested locations are on the fringes of the Range Valyana or Ramayan. If the Judge wishes to set the adventure in his or her own campaign universe, the location should be on the fringes of a well-traveled shipping route. An airless planet or satellite is the preferred location for the hideout." 1982 ... 30 pages ... JG 880 ![]() Waspwinter
"High adventure in the far future as Space Pirates Scourge the starlanes. Vicious Mind Control Devices enslave hapless captives. The pirates starbase and the planet are detailed for play. Five subject races are listed with encounter tables for the life and land of the planet." 1982 ... ?? pages + poster map ... JG 940 ![]() Darkling Ship
"This scenario is the third in a special series of connected adventures set in the Judges Guild Gateway Quadrant of the Traveller campaign universe. The Border Prowler series is designed to provide a Judge with a ready-made mini-campaign. Set up in tournament format with handout sheets of information, equipment, and pre-generated character, this particular scenario can be accomplished with only a portion of the resources available in the crew and equipment of the Hrunta. Other crewmembers and other equipment will be called upon in subsequent scenarios. Each scenario is designed to be run independently. The events of the entire series of scenarios took place in slightly less than a standard year; consequently, no improvement in the skills or statistics of the given characters is permitted. Any of the scenarios can be set into an ongong campaign by replacing any or all of the given characters by player characters who have the same overall assortment of skills. The Hrunts can then become a free-lance security vessel whose mercenary crew has been hired by the Imperium to investigate these irregularities." 1982 ... 32 pages ... JG 960 ![]() Science Fiction Adventure Campaign Pack
Set contains: AMYCUS PROBE * GHOSTRING * ROGUE MOON OF SPINSTORME * WASPWINTER JG 1050 ![]() Paranoia Press Scouts & Assassins
1981 ... 10 pages ... PP 1001 ![]() Merchants & Merchandise
1981 ... 22 pages ... PP 1002 ![]() Vanguard Reaches
"The sector called The Vanguard Reaches is located 138 parsecs directly spinward of the sector containing Capital/Core, and 80 parsecs directly rimward of the sector containing Zhodane/Gaval. The Vanguard Reaches contains 16 subsectors, 562 planetary systems, and a population of 1.1 28 trillion sentients. This population includes 1 22 billion Zhodani, 11 7 billion Vilani, 56 billion Vargr, 50 billion Aslan, and also Murian, Eslyat, Solomani and Droyne. The major organization of this region on the interstellar empire level occurred shortly after the Third Frontier War {979 to 986) with the establishment of the Zhodani and Imperium Client States within the sector. Although the Reaches are 38 parsecs from the Imperium and 16 parsecs from the Zhodani Consulate, these two empires have played a large role in the development of the coreward half of the sector. This booklet is a collection of subsector listings and library data about the Vanguard Reaches, including a map of the entire sector. The subsectors and worlds within are for use by Traveller referees and players, and also provide an important backdrop for many other Paranoia Press projects." 1981 ... 26 pages + loose map ... PP 1003 ![]() Beyond
"'Beyond the Great Rift, beyond the Imperium and beyond the law' adequately describes both the location and the climate of those sixteen subsectors which comprise the sector known, simply, as Beyond. Beyond lies directly coreward of the Great Rift, rimward of the Zhodani Consulate, and some 120 parsecs due spinward of Capital itself. The trailing coreward portion of Beyond is considered by some astrographers to be part of the Out-Rim Void, a relatively uncharted area concentrated in the spinward part of the adjacent trailing sector. Located immediately spinward-rimward of the Spinward Marches. Beyond shares with it a reputation for conflict and intrigue. It is here in Beyond that the traveller will find the strongest concentration of Comsentient Alliance worlds and protectorates — as well as Asian, Droyne. Mal'Gnar, Eslyat, and Sred 'Ni settlements. Some of the latter are full-fledged members of the Alliance; some seek admission to, or at least association with, the Imperium; and some, such as the Mal'Gnar, remain aloof to the 'petty maneuverings of Humaniti and other sentients' and wish only to be left undisturbed. Beyond consists of sixteen subsectors with a total of 463 worlds. The total population as of 335-1042 was 561 billion sentients, distributed as follows: 493.7 billion Humaniti (including less than 10 thousand Zhodani and 35.5 billion Mal'Gnar); 37.8 billion Aslan; 29.5 billion Sred'Ni and 967 thousand Droyne." 1981 ... 29 pages + loose map ... PP 1004 ![]() SORAG: Handbook of Organization and Equipment
A booklet detailing the creation and equipping of characters in the super-secret SORAG intelligence agency of the Zhodani Consulate. Contents: GENERAL BACKGROUND; HISTORY; REQUIRED MATERIAL; PRE-SELECTION OPTIONS; SELECTION; ACQUIRING SKILLS AND EXPERTISE; MUSTERING OUT; SPECIAL ASSIGNMENT RESOLUTION; DESCRIPTION OF SKILLS; DOSSIERS; EQUIPMENT; GENERAL BACKGROUND; PHARMACEUTICALS; COMBAT EQUIPMENT; SURVEILLANCE DEVICES; VEHICLES. 1981 ... 26 pages ... PP 1005 The Traveller game in all forms is owned by |
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