This adventure may be played where ever you like, in any timeperiod of Traveller history that fits your campaign. It is intended for Vargr Characters, but can easily be converted to human.
Preferable UWP stats:
Starport: D or less; Size: Medium; Atmosphere: Thin or better; Hydrosphere: 7+; Population: 6+; Government: Any; Law: 4+; Tech Level: 5 - 7
Skills: Starship skills, maybe some combat skills.
Equipment: Starship, Vacc suits and the like.
If playing in the Hard Times or TNE setting the world should be failing and in the Outbacks. Either way it should be in the backwaters of the charted space with few visitors a year.
How the PC's came to this backwater world is up to the referee. The PC's are visited by some very concerned Vargr that ask the PC's for a favour. The Vargr represents the Government(s) of the world. The representatives won't tell them then and there what the favour is, but they are asked to come to theĀ Astrophysical University, and ask for Gvuegonng.
Once there they will be briefed about their job. An extremely large comet is coming their way. It will impact the world in a week time. The Scientist proposed that the Government should ask the PC's if they could charter their craft for a week. The System do not have any space program that can support a mission to the comet. The PC's are going to transport 2 scientists, one air force officer, and a nuclear device. The Scientist are to collect samples of the comet, while theĀ officer is to set the bomb. The bomb is in the 1KT class. The bomb is intended to deflect the comet not blast it to bits. Those bits may hit the world. After the comet has been deflected, they are to land again on the comet to place out more scientific equipment of different sorts.
Thuerrg (Lead Scientist, Veteran):
Combat Assets: None
Other Assets: Geology - 13, Astrogation - 9, Physics - 11, Chemistry - 10, Leadership - 15, Observation - 15, Carousing - 13
She is conservative, and got no sense of humor, but still get along at a professional level. she is also quite sociable. She is well into her middle ages and high on Charisma. She has almost at her peak in the career. She hopes to be the new leader of the University.
Primary Motivation: Lustful.
Secondary Motivation: Moderately Sociable.
Annuengzou (Assistant Scientist, Experienced):
Combat Assets: Unarmed Martial Arts - 12
Other Assets: Interview - 9, Chemistry - 12, Geology - 11, Physics - 11
This young fellow is curious, and a bit shrewd. Asks the PC's about their ship, and how the universe out there is. If he can get the opportunity, he would like to follow the PC's out-system and visit other places. He is a dreamer, but an excellent scientist. He got this assignment when the first and second priority scientists got "ill". He poisoned them with some chemicals that will leave them sick for some days. He admirers Thuerrg professionally, but dislikes her privately. Low on Charisma, but will rise quite good if this assignment is successful.
Primary Motivation: Moderately Violent
Secondary Motivation: Very Ambitious
Gverghou (Air Force Officer, Elite):
Combat Assets: Unarmed Martial Arts - 17, Slug Weapons (S. Pistol) - 18, Slug Weapons (S. Rifle) - 17, Grende Launcher - 12, Combat Engineer - 13
Other Assets: Carousing -12, Stealth - 13, Medical (T. Aid) -11, Observation - 14, Leadership - 17
Immensely loyal to his job. Got good humor, and socialize a lot. He got the key to the bomb wearing it all the time. A security measure is installed in the bomb. Gverghou must visit and check in on the bomb every 4 hours or else it says boom. Gverghou will attempt to take full control of the situation if military action is required.
Primary Motivation: Honorable
Secondary Motivation: Stubborn
The PC's are introduced to the passengers on the briefing. Let them familiarize themselves with them. If the players come with questions, you should invent answers that suits your campaign.
Payment: 1000Cr a day, 1500Cr to the leader. This can be haggled up to 2500 and 3100 respectively. A bonus of 15,000 each if the job is successful.
The mission starts immediately. The scientist and the officer has several crates with equipment. If the players ask what it all is, they will get a sketchy run down. The Gimmick is that one of the crates contain 2 veteran soldiers with the best equipment available for the tech level. The reason is that the government is afraid that the PC's will do something foolish.
Now decide for how the plot should evolve.
Task for landing on the comet:
Difficult, Pilot (Grav/Interface)
1. The comet is an ordinary mix of rock and ice. But it appears to be cracking up. Jets of water and ice vapour makes it difficult for the sensors to judge the distance to the surface. The unstable surface does also make it more difficult to land properly. Increase the difficulty by one level. Tests show that the nuke will probably break up the comet. So no nukes are going to be used. Let the players come up with an idea. The NPC's has no idea what their starship is able to do so they are blank, but can be of help when asked about what kind of stresses the comet can hold up against.
Possible solution: The PC's may find or make a hollow for the ship fit into. Then use full thruster effect to deflect the comet. This is extremely difficult, and the drive might be damaged under the great stress. The starship hull may also be breached. Clever PC's may find other answers. Just not towing, the PC's does not have the material for doing a tow, and there is no time to go dirt side and get some.
2. The comet is an attempt of invasion. The System have belters, that has been isolated due to failing technology. The main world did not see any use in helping them, when it barely can help itself. The belters hollowed out a planetoid and hid in there. The Planetoid was launched at the mainworld on a long trajectory, not to attracting suspicion. The mainworld has not heard anything from the belters in nearly two years, and believes that they are dead. Inside the comet there is about 200 belters hiding in cramped compartments. Some hours before the impact, the belters will leave the comet in small capsules, containing about 10 belters each. The capsules will orbit the world for a day or two before they descend over a selected target. The comet is intended to land in water where a fault line goes to get the most out of the impact. The belters are aware of the PC's and their ship when the PC's has to report back to base on radio now and then. This scenario might turn into a shoot out, which the PC' might win if they are smart. The belters will jump them when they are outside their starship. If the players are clever, they might manage to negotiate some agreement that saves the mainworld, and prevents a war.
3. The comet is an asteroid ship. It may have belonged to the Ancients, or some other dead race. In a TNE setting the asteroid ship may contain so called time travellers, waiting for better times. How the ship ended up here is up to the referee. let the ship be full of technological wonders that are beyond the mainworld technology by several levels. Ultimately the ship should also contain devices that are more advanced than what your players own. This scenario is not suited if the players are too prudent, and won't try to get something for themselves. Thuerrg will see that this will fulfil her ambitions to become the head of the university. She will not let the players get anything not even for payment. The agreement only covers transport and nothing else. Gverghou is in for the same reason, The PC's has no rights to the artifacts found, in his view. Gverghou will also be wary for double crosses from Annuengzou when they do not come well out with each other. Annuengzou on the other hand can be persuaded, by offering him adventure and wealth. How this ends depends on your players. Ultimately your players should be of the mix of white-knights and scoundrels, making room for in-party conflict, just make sure that they do not blast each other.

