Setting: The players’ ship arrives in the Jelle system, a remote corner of space dominated by a small gas giant. One of its moons, Pergo (F230308-A, Lo Ni), serves as a temporary hub because of a 50,000-ton freighter in orbit acting as a high-port with refined fuel. The down-port features 400 habitats and a landing field near a modest colony. The system is a backwater, but its strategic fuel supply draws merchants and opportunists alike.
The Hook: As the players’ ship enters orbit around Pergo, they detect the Eagle, a mid-sized freighter, preparing to depart. The players have a prior deal with the Eagle to deliver weapons to a local noble’s merchant contacts in this system. However, tensions are high aboard the Eagle. The captain recently fired a mercenary, citing sour deals with the local noble. Given the army captain stranded on Pergo, the already foul-mood of Eagle's crew might seek revenge on the mercenary. The Eagle carries a cargo of weapons intended for the noble currently cluttering the cargo bay and plans to leave within an hour (8+ on 2d6 per hour to depart, adjustable via negotiation).
Key NPCs:
- Eagle Captain (879592, F, Age 42, Cr 22,000): Skilled in Electronics-1, Jack-o-T-3, Mechanical-1, Medical-2, Pilot-1. Armed with two guns and a Low Passage. A pragmatic leader, willing to negotiate but protective of her crew.
- Merchant 3rd Officer (A85B79, F, Age 42, Cr 51,000): Proficient in Blade Combat-1, Bribery-1, Gunnery-1, Medical-1, Streetwise-1, Vacc Suit-1, Vehicle-2. Carries a blade and two Low Passages. A smooth talker with a knack for deals.
- Merchant 3rd Officer (4668A6, F, Age 38, Cr 80,000): Skilled in Blade Combat-1, Bribery-1, Engineering-1, Gun Combat-2, Medical-1, Navigation-1, Vacc Suit-1. Armed with two blades. A tactical mind with combat experience.
- Mercenary (7917A2, F, Age 34, Cr 30,000): Ex-Army Captain with Blade Combat-1, Computer-1, Gun Combat-1, Rifle-1, SMG-1, Vehicle-1. Holds High and Middle Passages. Stranded and seeking allies or revenge.
The Situation: The Eagle’s captain offers the players 1 million credits to overlook their shady dealings with the noble and let them depart without interference. The weapons delivery is complete, but the fired mercenary complicates matters—she knows details of the operation and may expose the players if she survives. If they pursue the mercenary or negotiations fail, the volatile Eagle crew might start a confrontation.
Adventure Outline:
- Arrival and Recon: The players dock at Pergo’s high-port or down-port. They learn of the Eagle’s situation via rumors or comms (Streetwise or Liaison rolls, 8+). The mercenary approaches them, offering intel on the noble’s deals for passage off-world.Challenge: Roll 2d6 + Streetwise to gather info. Success reveals the Eagle’s crew mood and the noble’s involvement.
- Negotiation with the Eagle: The captain contacts the players, proposing the 1 million credit bribe to avoid scrutiny. The players can negotiate (Bribery, Persuade, or Intimidate, 8+ with modifiers based on SOC or skills). Success delays the Eagle’s departure or secures additional payment; failure prompts them to leave immediately.
- Twist: The captain hints the noble may retaliate if the deal is exposed, adding pressure.
- Mercenary Dilemma: The mercenary seeks the players’ help, claiming the Eagle crew plans to eliminate her. She offers her combat skills (Gun Combat-1, SMG-1) or intel on the noble’s operations. If ignored, she may report the players to local authorities (roll 2d6 vs. 10+ each hour she’s unaccounted for).
- Option: Ally with her for a fight or smuggle her aboard, risking the Eagle’s wrath.
- Confrontation or Escape: If negotiations fail or the players pursue the mercenary’s cause, the Eagle crew may attack (Gun Combat-2, Gunnery-1). The players’ ship faces the Eagle’s modest armament. Alternatively, they can flee to the down-port, using the habitats as cover, or negotiate with the noble for protection.Combat Note: The Eagle has limited crew (3 key members), but the players’ ship’s specs determine the fight’s outcome.
- Resolution: The players must decide: take the bribe and let the Eagle go (gaining 1 million Cr but risking noble backlash), aid the mercenary (potentially gaining an ally but facing the Eagle), or report the deal to Pergo authorities (earning favor but losing the noble’s business). The noble’s reaction depends on the players’ choices—peaceful resolution yields future contracts; betrayal sparks a vendetta.
GM Notes:
- Timing: Track hours with the 8+ departure roll. Adjust based on player actions (e.g., +2 DRM for successful negotiation).
- Environment: The gas giant and Pergo’s low-tech colony (Lo Ni) offer hiding spots or hazards (e.g., debris damage on 2d6 vs. 10+ during pursuit).
- Rewards: 1 million Cr bribe, mercenary ally, or noble favor (future jobs worth 50,000-100,000 Cr).
Escalation: If the Eagle departs, the noble may hire pirates to pursue the players’ ship in a follow-up session. - Objective: Navigate the moral and tactical maze to secure profit, safety, or justice in the lawless fringes of Pergo.

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