This article is a review of the High and Dry adventure for the Traveller RPG by Martin J. Dougherty, and published by Mongoose Publishing.
Spoiler Warning
I avoid major spoilers in the review, but I do discuss some aspects of gameplay within the module. If you read the review, there won’t be any major surprises spoiled – but you’ll learn a bit about the adventure to have a good understanding of what to expect in the module.
World Data
High and Dry begins in Flammarion (Sword Worlds), but mostly takes place on Walston (District 268). It has great, detailed data and fun mechanics on Walston, as well as detailed world data for 567-908 (District 268). It also has summary data for Asteltine (District 268) and Bowman (District 268).

If you aren’t aware, there is an incredible resource called Traveller Map, which can be found at: https://travellermap.com/
It is a free resource that essentially maps the entire Traveller universe, and links to an insane amount of wiki pages, and tools you can use. I made a video about how to use this resource which you can find here.
Adventure Overview
In High and Dry, the travellers are contacted by a local office of the Imperial Scouts to recover an abandoned and likely broken down ship on a nearby planet. The characters are given supplies, some upfront cash, and a broad plan – find the ship, fix it up, and fly it back. The plan sounds simple…but the adventure is anything but.
High and Dry can certainly be used as an introductory or starter adventure. It gives the characters a fun corner of the universe to play in, imperial and local contacts, and an opportunity to get a ship of their own. I think it works well to begin a full campaign.
However, I have read some groups using it as a go-between adventure when they lose their ship, and are in need of a new one. So, if you have a Traveller campaign already started and your group finds themselves in need of a ship, this adventure could be a big help.
My Favorite Part
My favorite part of this adventure comes from a phrase on the very first page, “This adventure involves very little combat…”

I don’t have anything against combat, but I do think that many games that support non-combat mechanics (Traveller, D&D, etc.) ignore non-combat action to a large extent. Playing Pendragon and Ironsworn have really given me an appreciation of how wonderful the story can be moved forward during a simple feast or verbal interaction. So I was excited to see High and Dry take a route that didn’t lean too heavily into combat.
And it delivered! There were some incredible mechanics involving climbing, a volcano, and challenging ship piloting.
Traveller is a game where skills matter quite a bit. High and Dry does a good job of giving multiple avenues to success on may of these mechanics, and for the most part not relying on a single necessary skill.
What I Loved
There is a whole lot to love in this module! The world data for Walston and 567-908 is detailed with maps, descriptions, and enough story for these worlds to make sense.
567-908 is pretty bleak and uninhabited, but there are people there and it can be a fun encounter when playing. Enterprising players may also see this location as a great site for illicit activity in the future.
Walston is wonderfully detailed in the culture, politics, and map of the area. It’s a location that provides enough relationships and hooks that the players may find themselves returning time and time again.

What I Didn’t Love
I’m no Traveller expert, so it’s hard to pick anything in High and Dry apart. There is one part that would have been nice, but wasn’t included, and that is a ship deck plan for the Highndry ship that the travellers “rescue” – as well as corresponding quirks for a ship that’s been so neglected.
I know that both deck plans and ship quirks can be found in the core Traveller rules. However, so much of this particular adventure is focused on one ship – the Highndry – that it would have been nice to get deck plans, quirks, or other ship characteristics that were non-generic.
Verdict
I really enjoyed playing High and Dry. I greatly appreciated the adventure’s focus on non-combat challenges, and the adventure delivered in making these challenges approachable, yet exciting and dangerous.
If you’re looking for a starter adventure for Traveller, an adventure about getting a ship, or fun planetary data for Walston, this adventure is for you.
If you’re looking for unique ship deck plans or a combat-focused adventure, pass on this adventure.
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