Archive for the ‘Star Trek Adventures’ Category

Greetings Fellow Star Trek and Roleplaying Game Fans!

 

This is the latest session from our adventures in the Star Trek Adventures RPG (by Modiphius). Whenever you see text in this reddish brown color, that was what was read to the players. I’ve also included Game Mechanic elements so that others can incorporate it into their games if they want to. Any GM notes are in this bright blue color.

Previous Episodes and Sessions:
Previously on Star Trek Adventures (Kage Hoshi Division):

The crew helped the Ocampa recover their stolen generator parts and rescue their people that had been captured. The Ocampa repaid them with plenty of plants for their journey home. The crew was able to convince the Kazon-Ogla to move on to another planet and leave the Ocampa in peace. Will they uphold their end of the deal or give the crew more trouble? The crew must mine for materials on the asteroids around Ocampa, but can they do it safely?

And now, the conclusion…

Episode Two: Find Your Bearings (Part 3 – Conclusion)
ACT THREE: Scene One – On the Rocks

Back on the ship, the crew is arranging one of the empty cargo areas into a temporary aeroponics bay in order to acclimate the new plants to their new environment. The crew’s next assignment is to pilot a shuttle around the asteroids and mine Dilithium and Duranium for the ship’s supplies. It’s not possible for the transporters to beam the material out of the surrounding rock and all attempts have ended in failure. A manned shuttle must be sent into the asteroid field with a crew to mine the material. The mining crew must work quickly to get as much as possible from each asteroid. The asteroids are rotating while in orbit around Ocampa and it’s not safe to mine from the surface while the asteroid is facing this system’s Sun.

Aboard the Mulgrew, the crew is working on arranging one of the empty cargo bays into a temporary aeroponics bay for the plants that the Ocampa gave them. Dirnick is overseeing the team and working on a more permanent solution.

K’orvo is in the situation room discussing the mining operation with M’Kora, Cross, Zynes, and Zylas.

“I still don’t see why I need to be there. If any of that debris smashes into us, we’re dead. There’s no amount of Latinum that can fix being dead.” Doctor Zylas shrugs. He’s wearing a stark white uniform instead of the traditionally flamboyant Ferengi clothing he usually wears.

“Because, Doctor Zylas, when you signed up to be part of this crew, you agreed to follow my rules and do as I ask. I told you that you would also be expected to assist in any away mission I think your expertise would be a valuable asset. I believe that medical personnel will be an asset in this situation. It’s not just about the flying debris. There is a potential radiation threat too. I think you should be there just in case someone is exposed to too much radiation.” M’Kora says as she studies his coat. “What’s with the vintage uniform?”

“Like it? I found the pattern in the replicator. I think it’s from the late 2250’s. I thought it was time for a change of wardrobe.” Zylas smiles a wide smile, revealing his abnormally flat teeth.

“Stop using the replicators for unnecessary things. We need to preserve energy.” M’Kora sighs and turns to K’orvo. “I would like you to stay here and oversee the building of the refinery. Here’s a list of personnel that I’d like you to use for this project. There are some tension issues that I’d like you to keep an eye on. They’re noted next to the names.”

“Aye, Captain. I will round up the selected personnel and begin the work immediately.” K’orvo acknowledges the assignment and leaves the room.

“Now, Lieutenant Zynes, you are in charge of this away team. I want my best pilot chauffeuring our mining crew around.” M’Kora nods at Zynes and his antenna straighten at the compliment.

“Aye, Captain. I won’t keep them out after curfew.” Zynes acknowledges.

“Wait. You said mining crew? I’m a doctor, not a manual laborer!” Zylas exclaims as he jumps up from his chair. “Surely, you meant ‘mining crew and Doctor Zylas’?”

“You are there to assist in the scientific portion. Ensign Cross will do most, if not all, of the plasma cutting.” M’Kora cuts a sharp look toward Zylas, who in turn, squeaks and sits back down. “I have confidence in your scientific abilities. Lieutenant Commander Dirnick and most of the science team is occupied with another project that can’t be put on hold. You are the next most qualified to operate the science equipment.”

“Yes, captain. I understand.” Zylas looks down and says to himself, “Doesn’t mean I like it though.”

“Captain, I would like to attempt to chart the asteroids movements, if it’s possible. That will help us pick the best target to mine and time the rotation as well.” Zynes says, looking at an orbital chart of Ocampa’s moons.

“Good idea, Lieutenant. Take the doctor with you. Ensign Cross, you should get started loading the shuttle.” M’Kora looks around briefly for any objections and when she doesn’t see any, she dismisses the team. “You’re all dismissed. Good luck out there.”

Game Mechanics
~ Task: Chart Hazard (Optional)
~ Difficulty: 3
~ Reason + Conn
~ Ship Assist: Sensors + Conn

Success: Reduce the difficulty to pilot around the asteroids in this zone by two. Navigator can spend two Momentum to extend the navigation to another adjacent zone.

As you chart the area of asteroids, you are able to determine their rotations and trajectories, making it much easier for the pilot to navigate around them.

The space around the asteroids is littered with rocky debris, some pieces large enough that they could do serious damage to the shuttle or crush a humanoid body into goo. Navigating them will take some time, skill, and a little ingenuity.

“Lieutenant, are you sure you can fly us through this mess?” Zylas asks as he stares, shivering, at the shuttle’s small view screen.

“I don’t call him Ace for no reason, Doc.” Cross chimes in from the engineering station behind Zynes. “I suspect he’s the best pilot in all of Starfleet.”

“I’m not the best, but I’m close to it. Don’t worry Doctor Zylas. This is similar to the entry level simulations at the academy. I aced those while blindfolded, on a dare.”

“Well, keep your blindfold packed away for the time being.” Zylas sighs nervously.

Game Mechanics
~ Task: Piloting and Landing
~ Difficulty: 3
~ Daring + Conn, Control + Conn
~ Ship Assist: Engines + Conn

Success: The shuttle lands with a jolt, as the light from this system’s sun is fading over the horizon of the asteroid. The crew that’s mining must get to work immediately and not waste a moment to gather as much material as they can. The Dilithium crystals are fragile and need careful handling while the Duranium has unusually harmful radiation emanating from it. Once the materials are brought up to the surface, they must be put into hazardous material containers and secured on the shuttle. Once the materials are back on the Mulgrew, they can be properly decontaminated and stored.

As the shuttle comes to a landing, there is a sharp jolt, almost knocking Zylas from his seat. “What in the name of the Grand Nagus was that?! Are we blowing up?! Shouldn’t there be a red alert?!”

“Keep your lobes in place. It was just a little turbulence on landing caused by the asteroid’s rotation. Nothing to panic about.” Zynes rolls his eyes at Zylas.

Zylas struggles to put the EV suit helmet on over his ears and Cross snickers a little to himself. Once he’s suited up, he gathers his supplies and pulls out a tricoder. He gives Cross an irritated look and sighs, “Ready, Ensign?”

Cross gives Zylas a very concerned look through his own EV suit’s helmet, “Not really, Doc. But it has to get done and we’re the men for the job!”

“Gross. You’re optimism is sickening. Rule of Acquisition, number… ummm.. something: Don’t be too optimistic. Optimism makes Latinum larger than it appears.” Zylas shakes his head at Cross and watches as Cross struggles and wrestles with the plasma cutter. Zylas winces at Cross and asks him, “Are you sure you can manage?”

“Sure can, Doc. You just operate that whats-it and tell me where to point and shoot.” Cross says as he continues to struggle with the bulky, rifle looking piece of equipment. “And I’ve never heard that Rule of Acquisition before. Are you sure it’s…”

“Don’t question me on the Rules of Acquisition! I’m a Ferengi! Now, let’s go!” Zylas waddles up behind Cross into a decompression area.

Zylas and Cross approach the rear of the shuttle and a force field buzzes to life behind them. The two look at the timer displays on the inside of their helmets one last time before decompressing the rear section and opening the rear hatch. Zylas and Cross step out onto the rocky surface of the asteroid. The light from the crews’ SIMs beacons cut through the darkness, revealing the treacherous surface before them.

“Be careful out there. I’ll leave the hatch open. Your timers should be synced to the shuttle’s timer, so keep a close eye on your time.” Zynes says as the two make their way across the asteroid’s surface.

Game Mechanics
~ Extended Timed Task: Mining
~ Time Intervals: 10
~ Time per Task:
2

~ Work Track: 8
~ Magnitude: 3
~ Resistance: 2
~ Base Difficulty: 2
~ Daring + Engineering, Fitness + Engineering
~ Player Assist: Any Applicable Pairing with Explanation

Success/Fail: An alert sounds on the crews’ suits and in the shuttle, letting them know that they need to secure the gathered materials before the sun’s harmful rays peak over the asteroid’s edge.

Succeeding on this task means that the crew gathers a large amount of material. Failure means they gather a minimal amount and they need to try a different asteroid. The crew needs one successful attempt to acquire enough materials for the ship’s stores.

Game Mechanics
~ Task: Securing the Spoils
~ Difficulty: 2
~ Control + Science, Daring + Engineering
~ Player Assist: Any Applicable Pairing with Explanation

“Here’s a deposit that’s close to the surface, Ensign.” Zylas points to a spot on the ground where a small, shiny crystal form is peaking through the surface. “Looks like a much larger deposit of Dilithium than the last one. I’ll try to find more Duranium and then we should have enough for this trip.”

“Aye, Doc. Now all I need to do is adjust this nobby thing here so it doesn’t damage the crystals and…” Cross continues to talk to himself as Zylas moves off towards what appears to be a large Duranium deposit.

“I can’t believe there isn’t a single thing worth even a slip of Latinum on this blasted asteroid, besides Dilithium and Duranium. But I can’t make off with any of that. Someone will definitely find out.” Zylas grumbles to himself as he continues to scan the surface for other valuable materials. Zylas engages the two-way comm with Cross and asks, “Have you finished mining that Dilithium yet? I found a Duranium deposit.”

“Sure have, Doc! I’m on my way to you.” Cross answers back. “We should probably start securing the materials we’ve extracted. Our timer is running low and we want to be sure we get this load back on time, wouldn’t you agree, Doc?”

“I’ll start on that while you finish mining this deposit.” Zylas says as he bounces away from Cross.

A short time later, an alert sounds on both of the crew’s suits and Zynes calls to the two over their comms, “You two okay out there? I can put on a suit and help if you need me.”

“We’re just fine, Lieutenant. We’ve almost finished gathering all the mined materials. We should be back at the shuttle in plenty of time.” Zylas responds. And just as Zylas predicted, the two are back aboard the shuttle with a large haul of materials.

“We make a pretty good team. I think we should come back out after we drop off this load and get more.” Zynes says, with a twinkle and a look of pride in his eyes.

“Speak for yourself, Lieutenant. This was way more manual labor than I’m used to.” Zylas complains as he takes his seat on the shuttle.

“Ignore his grumbling, Ace. Doc’s just sour because he didn’t find any trinkets to swipe and sell later.” Zylas cuts Cross an angry look and snorts. “See there? He didn’t deny it! I knew that’s why you kept sneaking off.”

The two snicker at Zylas as the shuttle returns to the Mulgrew to dock and unload.

As soon as the shuttle docks, the ship is rocked with phaser fire and a Red Alert has been issued.

Upon arrival to the bridge, the senior staff relieves the temporary staff. The captain hails the attacking Kazon ship and a grizzled looking Kazon answers the hail. “Captain, I am Captain Zendurk of the Kazon-Nistrim, and we are here to destroy you for your part in the murder of Maje Culluh.”

The crew can attempt to use Culluh as a bargaining chip.

“Culluh is not dead. He is in our brig.” K’orvo steps up to the viewscreen and addresses Zendurk. “His ship was exploding and we transported around 50 of his crew over to our ship, to safety. They acted out in hostility so we detained them. If you want Culluh and his crew, we can make arrangements.”

“Federation tricks! The Maje’s ship is destroyed and bodies were detected. You will pay for the murder of Maje Culluh!” Zendurk yells.

“I do not perpetrate deception! I am an honorable warrior and I do not participate in such dishonorable acts! Your Maje is safe aboard our ship.” K’orvo fires back at Zendurk.

“You are weak, hiding behind your Federation technology. You would not be able to achieve victory in face-to-face combat against a Kazon. That’s why you blew up Maje Culluh’s ship! You took advantage of his lack of technologically advanced weapons, like a coward!” Zendurk yells at the view screen with drops of spit flying from his mouth as he hurls insults at K’orvo.

“Meet me face-to-face and you will see just how much of a coward I am, you dishonorable…” K’orvo begins to defend himself but M’Kora cuts him off.

“Commander, stand down. We need to handle this in a diplomatic fashion.” M’Kora looks at K’orvo and sees the frustration in his face.

“Fine! You deal with this petaQ then! I am going to my quarters.” K’orvo storms off the bridge, punching the wall near the turbo lift as his exits.

Game Mechanics
~ Task: Talking the Kazon Down
~ Difficulty: 2
~ Presence + Command, Reason + Command
~ Opposed Task: Insight + Command (15)
~ Maximum Attempts: 2

* GM Note* If the crew decides to send Culluh over to the Kazon ship, the fire fight will be instantly avoided.

Success: The Kazon have agreed to take Culluh and his crew off your hands. And because they were not mistreated, the Kazon have decided to take Cabrok and his subordinates off Ocampa and relocate them, whether they want to go or not.

“Computer, site to site transport – Maje Culluh from the brig to the bridge, immediately!” M’Kora calls the orders out to the computer and there is a twinkling and sparkling of energy to the left of her. Culluh materializes with a look of shock and surprise on his face. “Culluh, one of your ships is here, threatening to destroy us to avenge your death. Will you explain to them that you and most of your crew are very much alive?”

Culluh looks at the viewscreen and sees Captain Zendurk. Culluh smiles and says, “Zendurk, good to see the face of a subordinate I can trust. This ship rescued my crew from our ship before it exploded. And even though they’ve treated us all… well, I would very much like to get back to a Kazon ship.”

“How do I know you’re not some kind of Federation illusion?” Zendurk retorts.

“Zendurk, if you don’t get me and my crew safely off this ship, I will personally skin you alive and keep it as a trophy.” Culluh growls at Zendurk as he glares at him.

“Imagine if we had such a wonderful working relationship aboard the Mulgrew… I’m a bit jealous.” Dirnick says with a smirk, looking at Lorne. Lorne just sighs and continues to monitor the security reports coming in to his station.

“Culluh, we can transport you and your crew to Zendurk’s ship immediately. Lieutenant Lorne, prep our guests for transport. Ensign Cross, please go straight to the transporter room and prep the transporters for mass transport, at least ten at a time.” M’Kora orders and the officers acknowledge and immediately make their way to their assignments.

“Maje Culluh, we will greet you when you arrive. Apologies for the suspicions.” Zendurk bows and the viewscreen returns to a view of the Kazon ship floating in orbit around Ocampa.

M’Kora turns to Culluh and with a friendly tone, says, “Culluh, before you leave, there is a favor I would ask of you.”

“Well, since you kept your word and didn’t kill us all, I might try to do this favor for you. What’s the favor?” Culluh looks suspiciously at M’Kora.

“I would like for you to remove the Kazon-Ogla from Ocampa. I’m certain that is within your power.” M’Kora eyes Culluh.

Culluh lets out a long sigh and says, “I can do this. The Ogla and Nistrim are not allies. They will resist, but they’re much weaker than the Nistrim. I will tell them that the Federation asked us to collect them and take them to one of their ships.”

“Thank you. We will have ships entering this space very soon. It would be best if you collect them and leave quickly. The Federation sees the Kazon as a hostile entity and will likely meet you with aggressive caution.” M’Kora says, waiting to see if Culluh questions the validity of her claims.

“We want no war with the Federation. But we will find stronger technology and return to do battle with your Federation.” Culluh says as a team of security officers arrives and instructs Culluh to come with them.

ACT THREE: Scene Two – Single File, You Will Comply

There are Kazon being escorted to the transporter room in groups of ten by the ship’s security officers. The Kazon are very disgruntled and aren’t afraid to let everyone know. Even as they’re being transported to their sister ship, they show no appreciation or gratitude to the crew. Several of the Kazon attempt to start a fight with the security officers, but they are quickly subdued and carried to the transporter room.

Game Mechanics
~ Task: Transport the 50 Kazon
~ Difficulty: 2
~ Control + Engineering
~ Ship Assist: Sensors + Engineering
~ Must be done five times, 10 Kazon each transport.

“Step right up, folks!” Cross calls out to the Kazon as they enter the transporter room. Lorne is escorting groups with several of his security team.

While the Kazon are being transported off the ship, some of the other crew members are beginning work on the refinery for the Duranium. The crew is manually transporting the stored goods from one cargo bay to another and replicating materials for the refining machines when the senior staff arrives to assist in the construction of the equipment.

K’orvo has made his way back to his quarters and is resting his eyes for a moment. Zylas has returned to Sick Bay to check on some of the crew that were injured when the Mulgrew was thrown into the Delta Quadrant. Zynes is manning the helm and Dirnick has made his way to the cargo bay, in K’orvo’s place, where the refinery equipment is being put together and calibrated.

Dirnick looks over the equipment carefully and then calls to Cross over the comm. “Dirnick to Ensign Cross, I require your assistance in cargo bay three.”

“On my way, Lieutenant Commander.” Cross calls back and then looks to Lorne. “Could you take over for me here, Lieutenant?”

“It would be my pleasure.” Lorne looks sternly at the group being escorted into the transporter room. It doesn’t take Lorne much longer to transport the remaining Kazon off the ship and the Kazon ship warps away without any sign of appreciation or hostility.

A few moments after Cross leaves the transporter room, the doors to cargo bay three slide open and Cross comes hopping in. “I’m here, sir.”

“Excellent timing, Ensign. We need your expertise in engineering to help us finish constructing this refining equipment.” Dirnick points to a pile of primitive looking machinery.

“No problem! I’ll get right to it!” Cross immediately gets to work, pulling up large pieces of machinery with cogs and wires hanging from it, and then assembling them with ease.

Game Mechanics
~ Extended Task: Build Duranium Refinery
~ Work Track: 8
~ Magnitude: 2
~ Base Difficulty: 2
~ Reason + Engineering
~ Player Assist: Any Applicable Pairing with Explanation

“All done, sir!” Cross stands over the refinery equipment, looking at it with a sense of pride.

“Well done, Ensign. Now let’s begin cleaning up this Duranium.” Dirnick nods approvingly at Cross and then begins selecting his refining team.

The crew is about to begin scrubbing the abnormal radiation from the Duranium when a proximity alert sounds and a red alert is issued. There are hundreds of voices, speaking in unison, coming across the ship’s communications system. It says, “We are the Borg. Lower your shields and surrender your ship. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile.”

K’orvo sits straight up in his bed, sweat pouring down his face, and he begins to shake at the sound of the Borg hail. Zylas is screaming and running around sickbay looking for valuables to grab.

The rest of the senior staff drops everything and rushes to the bridge. A red alert and call to battle stations goes out. Lorne and Zynes are already on the bridge when Dirnick and Cross enter through the turbo lift.

“Status report, Lieutenant Lorne.” M’Kora calls across the bridge.

The Kazon ship has already warped away and there is a Borg Sphere pulling the ship with a powerful tractor beam. The viewscreen has a sickly green glow from the light of the tractor beam and there is another alert sounding across the ship. The computer’s voice comes over the ship’s comm, “Intruder alert on decks 19, 20, and 24.” The ship has been pulled into the Borg sphere and is being boarded.

“The Kazon are long gone, and there is a Borg Sphere dropping out of warp directly ahead.” Lorne looks at his captain with a sense of dread on his face.

“Computer, open a ship-wide channel. Alright folks, this is it. We are alone and the Borg are here to assimilate us. We will most likely not make it out of this, but do not go down without a fight! That’s an order! Defend the ship and the crew to the last individual!” M’Kora reaches for her phaser and D’k tahg to ready herself for battle. The other bridge members put their phasers within reach and continue their attempts at fortifying the ship’s defenses.

“Intruder alert on decks 19, 20, and 24.” There is a pit in the stomach of every crew member aboard the Mulgrew when the computer alerts the crew of the intruders.

K’orvo is sitting in his darkened quarters on his bed with his disruptor trained on the door. He’s shaking and his breathing is erratic. Memories of assimilation and the reversal are flooding back to him as he waits for the door to his quarters to open.

Zylas bolts for the entrance to sickbay and then turns down the corridor towards the escape pods, screaming the entire time. His arms are so full of equipment, medicine, and other items that some items are falling to the ground as he runs. He doesn’t seem to notice the loss of any item until he drops a bar of Latinum. Only then does he grow silent and pause to retrieve it. Once he tucks it safely back into his pocket, he resumes screaming and continues his sprint towards the escape pods.

There is a sickening green glow as almost a dozen Borg drones beam onto the bridge. The crew immediately engage the drones with phasers set to rotating pulses. The Mulgrew jerks suddenly and Zynes looks to his console for answers.

“Captain, they’ve got a tractor beam on us! We’re being pulled into their ship!” Zynes calls to M’Kora.

“Someone try to break that beam! Try a feedback pulse!” M’Kora calls out as she blocks an attempted grapple from one of the drones.

Cross is approached by a drone who tries to inject him with assimilation tubules. Cross screams in a really high pitched tone and flails his hands at the drone. The unnatural response startles the drone for a brief moment but the drone decides to attempt to incapacitate Cross instead. The drone punches Cross, who squeaks at the pain, but Cross holds his ground at the console.

“Boss, I can’t stop the beam, but I can do this!” Cross activates a command on his console and every Borg on the bridge begins to twinkle and disappear in a flash of transporter light.

“Where are they, Ensign!?” M’Kora turns to Cross in anger, suspecting he beamed them somewhere else on the ship.

Cross points to the viewscreen and says, “There, boss.”

The viewscreen activates and there are almost a dozen frozen Borg drones floating in space, just outside the ship’s hull. There is a look of shock and surprise on the faces of the other bridge crew, but M’Kora steps up to Cross and places an approving hand on his shoulder.

“Good work, Ensign. Now, let’s take back our ship!” M’Kora says and the rest of the bridge crew rally to her call.

Borg Drone (Minor NPC) – Core Book, pg 322

The crew does everything they can to repel the boarders, fighting them off the best they can. The fight does not end without casualties on both sides. The ship has been pulled into the Borg Sphere by the Sphere’s tractor beam. The fight isn’t over before the ship is rocked by explosions coming from inside the sphere, all around the ship. Lights and panels begin to flicker and dim. Emergency lighting is on but the ship’s internal atmosphere feels off. The air feels lighter and each step takes less effort. Sweat beads off your forehead but doesn’t drop to the floor; it instead floats away from you towards the wall. Everything is starting to feel like it’s moving in slow motion, when the ship is jostled once more and gravity returns to normal.

On the bridge, there is a hail coming in, but it’s audio only. You can hear the voice of a woman calling the ship, but there’s a lot of distortion. You can barely make out what she’s saying and all you can hear is, “This is *static* Janeway. Can you hear me? *static* Please respond.”

Roll Credits!
  • Travis – Lieutenant Zynes/Lieutenant Commander Dirnick
  • Wednesday – Doctor Zylas/Commander K’orvo
  • North – Ensign Cross/Lieutenant Lorne
  • Kat (Dice Dice Kitty) – Captain M’Kora

“These are the voyages of the starship Mulgrew. We go where other Federation starships cannot. We blaze a path in the stars for fellow explorers. We don’t just boldly go, we go boldly and silently into the black.”     ~ M’Kora

Qapla’!

Next Time:
Episode Three: – (TBD)

GM Notes

I added some increased complication ranges to some of the tasks in this after their last session. I did not add it to the base adventure though because I feel like it’s a situational thing that relates specifically to my players. It definitely added some pressure and the fear of potential failure. It scared them enough to spend their Momentum more often, and while they didn’t fail, they did create some complications and generate threat for me to use later.

Show Your Support!

I haven’t heard one way or the other if Modiphius is planning to attend Origins Game Fair this year (2019). Modiphius has something special in the 2D20 system and I think it needs proper representation at Origins. I know they were at GenCon, but many of us can’t go to a convention that size or that expensive. For me, it’s more about the size than the cost. I want to put this out on all channels – Show Modiphius you love their games! Ask them to attend Origins so they know it’s not just me poking at them about it. Even if you’re not planning to attend Origins (which you should), go ahead and let them know what it means to you as a fan and customer, to see them with representation at multiple US conventions!

You can find them here:
Facebook
Twitter
Instagram
Website
YouTube

Don’t forget to follow Origins as well!
Facebook
Twitter
Instagram
Website
YouTube (GAMA)

Thanks, as always for reading my ramblings and also for your support. Tune in next time, for the beginning of episode three.

Advertisements

Greetings Fellow Star Trek and Roleplaying Game Fans!

 

This is the latest session from our adventures in the Star Trek Adventures RPG (by Modiphius). Whenever you see text in this reddish brown color, that was what was read to the players. I’ve also included Game Mechanic elements so that others can incorporate it into their games if they want to. Any GM notes are in this bright blue color.

Previous Episodes and Sessions:
Previously on Star Trek Adventures (Kage Hoshi Division):

The U.S.S. Mulgrew arrived at Ocampa and found that there was a substantial amount of interference that prevented them from getting accurate readings from the ship’s sensors.  There were two away teams assembled, one to stay below the mesosphere and relay messages to the Mulgrew, and the other to investigate the planet and its inhabitants. General K’orvo, Lieutenant Commander Dirnick, and Lieutenant Lorne were almost ambushed by a group of hostile Kazon-Ogla. They weren’t willing to negotiate for the Kazon-Nistrim and a firefight erupted. The crew subdued and detained the hostiles in their shuttle and sent Trenack, the Kazon-Nistrim, with Lieutenant Zhang on the second shuttle.

And now, the continuation…

Episode Two: Find Your Bearings (Part 2)
ACT ONE: Scene Two – Beauty Beneath the Surface

(If the players failed the previous scanning task, they may attempt it again. If they passed, they may review their findings)

Once the crew has successfully subdued and secured the attackers, they are able to fix the shuttle doors and secure the shuttle from potential scavengers. The crew looks over their scans once more. The caves that they detected are located a short distance away, but they run deep underground with winding tunnels and areas that the tricorders can’t get readings for. The crew picks up an opening on their scans, just on the other side of the large rock formation that the Kazon were hiding behind. The opening leads beneath the surface and into one of the tunnels. There are very faint readings of plant life and moisture throughout that tunnel, as well as a fluctuating life sign that’s not Kazon and could be in distress.

“Commander, I’m reading a life sign that may be in distress. It looks like we have to traverse a short distance into this opening to reach it.” Dirnick looks at K’orvo to gauge his potential response before continuing. When he doesn’t detect a hard resistance from K’orvo, he continues, “Starfleet protocols require that we lend aid to those that ask for it. Also, these life signs are not Kazon. It’s possible I could be reading an Ocampa life sign.”

“Well, whoever it is did not request aid, but in the interests of the mission, I think we should investigate. Can we safely navigate the tunnels to get to the being?” K’orvo asks Dirnick.

“I believe so, sir. There appear to be hazardous spots, but it’s very difficult to get accurate readings for the terrain below the surface from here. Not sure what’s causing it, but there is some minor interference.” Dirnick says, studying his scans.

“Gather the minimum amount of supplies we might need and let us venture into the tunnels to find this life sign then.” K’orvo sighs as Dirnick signals to Lorne and the trio prepares to venture beneath the surface.

The crew makes their way to the underground entrance and they can easily see the path that lies ahead is treacherous. The walls are rough and the floor is loose dirt. The tunnels do not look like they were created with precision or planning, more like they were dug out with crude tools. The rock is dark in color with hues of purple and burgundy splashed in. There are chunks of wall missing in several locations, like someone dug something out of the wall. The tunnels resemble a crude mining operation. There are no places to hang lights on the walls and there are no ceiling supports either. If this had been a mining operation at one time, it was not very well planned or executed. The crew must take care and not misstep.

“Commander, these tunnels are quite dangerous. My scans were accurate for the upper levels, but if go too deep, we could find ourselves injured if we don’t take care where we step.” Dirnick says, looking at K’orvo. The light from the surface peeks through a few cracks in the ceiling, as the dust they disturbed upon entering the area drifts lazily through the beams of light.

K’orvo surveys his surroundings and turns to Lorne, “Do you think you can safely navigate us through the tunnels? Your past experiences could prove useful here. Bajoran resistance fighters often used caves to hide in, correct?”

“Aye, Commander. I know how to read the terrain. Every planet is different, but some things never change. I can get us safely to the lower tunnels.” Lorne takes the lead, stirring up more dust with every step. The upper levels are easy enough to traverse, but once the crew begins to descend, they find that one small slip could easily leave them injured or worse. Lorne steadies himself and guides the other two around the dangers.

Game Mechanics
~ Extended Timed Task: Navigate the Tunnels
~ Time Intervals: 14 (1 Per Attempt)
~ Work Track:
12

~ Magnitude: 3
~ Resistance: 2
~ Base Difficulty: 2
~ Fitness + Command
~ Player Assist: Any Applicable Pairing with Explanation

The lower paths are indeed treacherous have many pitfalls and loose rocks that could easily cause someone to fall to their death, or at the very least, a life threatening injury. The walls are damp and a type of moss can be found clinging and hanging in the moistest areas. As the crew travels the tunnels, light from the surface peeks through cracks and crevices in the ceiling of the tunnels. Once the crew gets far enough beneath the surface, there is no more natural light and the crew must use their SIMs beacons. As the light from the crews’ beacons pass over patches of moss, the moss emits a faint blue glow for a brief time and then the light fades.

“Oh! That’s fascinating! Commander, if I may have a moment, I’d like to take some readings of this mossy substance.” Dirnick is already pulling out his tricorder before K’orvo has a chance to respond.

“Make it quick, Lieutenant Commander. We may be on stable ground for the moment, but I do not wish to linger here longer than is necessary.” K’orvo glances around with a look of concern on his face.

“All done! I just needed a moment. Thank you, Commander.” Dirnick holds up his tricorder to check the readings of the being he registered earlier.

The crew notices that the life sign they detected has begun to move slowly and deeper into the tunnels. The crew carefully works their way through the tunnels and caverns until they finally catch up to the life sign. The crew rounds a divide in the tunnel to find a woman sitting on a rocky, flat protrusion. She’s startled and jumps up from where she was sitting. As she tries to run away from the crew, they notice an obvious limp. The crew calls to her but she only glances back, without stopping. She doesn’t get far down the tunnel before she trips and falls.

“Commander, the life sign is moving slowly, but deeper into the tunnels. We should catch up to it any moment.” Dirnick points out as they approach a divide in the tunnel. They move around it to find that the life sign is an almost human looking woman with ridged extensions on the tips of her ears. When she sees the dark figures of the crew, she jumps up from the rock she’s sitting on and tries to run away.

“Miss! Wait! We won’t hurt you!” Lorne calls out, but the woman is limping further down the tunnel. She glances back for a moment, which causes her to trip and fall. Lorne and Dirnick cautiously approach her and attempt to calm her down. Lorne holds his hands up so she can see that he isn’t pointing any weapons at her. “We just want to help. We noticed you were limping. Is everything okay?”

Game Mechanics
~ Task: Calm the Woman
~ Difficulty: 0
~ Insight + Command
~ Player Assist: Presence + Security
~ Opposed Task: Insight + Security

When the crew calms the woman down, they are able to get a quick scan of her leg and discovery the limp is caused by a minor sprain. The sprain is easily corrected with an osteogenic stimulator from a medkit or a dermal regenerator from a standard emergency kit. Once the crew has healed the woman’s ankle, she opens up a little more about who she is and her people.

“You should be good as new, but I would rest that leg when you get home.” Dirnick smiles quaintly at the woman as he finishes mending her injury.

“My name is Lorne, this is Dirnick, and that’s our commanding officer, K’orvo.” Lorne introduces everyone and the woman seems to be more at ease after getting a good look at the crew.

“My name is Tyla and my species is called the Ocampa. We’ve lived here on this planet for over 500 generations. Our planet used to be a beautiful place until “The Warming” happened. Bodies of water evaporated and the rains never fell again. Since then, the Caretaker had always provided for us, but he’s not now. My people learned how to develop a sustainable power generator that uses cormaline as fuel. We built it about a year ago, with the help of a human from the Alpha Quadrant. He was a crewmember of a Federation ship, called Voyager. I didn’t recognize your uniforms in the dark and that’s why I ran. The Kazon, who are brutal and war hungry, discovered that we had developed our engineering skills and they began attacking us. My people are in great danger from the Kazon. The generators that power our force field and all the systems in our society are failing. I was on a mission to recover parts that were stolen from us, but I’ve failed. Without those parts, or a way to repair the broken temporary ones, our force field will fail and the Kazon will invade my home and enslave my people.”

If the crew are worried about the Prime Directive, remind them of this; the Ocampa have a unique culture but they’ve already been assisted by a member of Voyager’s crew. Helping them now wouldn’t be in violation of the Prime Directive.

“If you will let us, we can accompany you on your way back, Tyla. We can take a look at the generators to see if we can assist you.” K’orvo says as Tyla stands up and brushes the dirt from her pants.

“I’m sure the Elders would appreciate any help, especially from Federation people.” Tyla says and motions for the crew to follow her. “This way.”

The crew will hopefully decide to help Tyla and the Ocampa repair their generators. Tyla can guide the crew through the rest of the tunnels with no trouble. Suddenly, they reach a dead end.

The crew follows Tyla through several tunnels, some of which look almost impassible but the dangerous spots are easily maneuvered with her help.

“Scouts, like myself, know every inch of every tunnel. We scout for potential new tunnels and new entrance locations too. We move our surface entrances often, so the Kazon have a harder time finding them.” Tyla explains as she helps the crew across a crack in the ground, big enough to trip over, but small enough to miss in the dark. “We don’t want to live on the surface, but it’s a place that’s rich with our culture’s archaeological history that we want to explore. It’s not much further now.”

The crew follows her until they approach a dead end in the tunnel. Dirnick instinctively scans the area, but his scans do not yield any significant results. “Excuse me, Tyla, but have lost your way home?”

“Don’t worry; it’s just the illusion of a dead end to hide the entrance.” Tyla touches a spot on the wall to her left and a panel opens up. She taps several buttons on what looks like an LCARS panel and the image of the wall begins to pixelate and fade away. There is now a wall of energy where the dead end once was, and the crew can easily see beyond the yellow glow of the energy field. The tunnel continues and not far from where the crew is standing, the rough walls become smoothly formed walls. The floor transitions from dirt to what appears to be a metal plating of some kind. “There are very few access tunnels that are safe to use, so we have to protect them in any way we can. These entrances can’t be moved. The energy signature of the force field is masked so the Kazon can’t detect it. Their scanners should show a magnetic fluctuation, which would deter them from trying to progress beyond the dead end. Cormaline is not magnetic and any cormaline that’s exposed to a magnetic field will change the composition of the mineral, making it worthless. Since the Kazon’s main interest is in the cormaline deposits, this is the best solution we’ve been able to come up with.”

Tyla smiles and presses a few more buttons on the panel. The force field dissipates allowing the crew to pass through the entrance. Once crew is on the other side of the force field markers, Tyla closes the panel and steps across the markers to stand near the crew. She touches another spot on the wall and different panel that’s almost identical to the other panel opens. She inputs several commands and the force field initializes, but the wall doesn’t appear to be visible from this side.

Dirnick watches with intense curiosity, memorizing her hand movements. Lorne steps up to the force field and looks into the tunnel that they just came from. “Is this some sort of two way mirror?”

“This is something we learned how to do on our own. The dead end wall appears normally on the other side of the force field, but we’re able to see through it from this side. We can see potential threats before they see us.” Tyla smiles and motions for the crew to follow her down the hallway.

“Sneaky and resourceful. The Kazon should be thankful that you and your people are a peaceful race.” K’orvo compliments Tyla and she smiles.

The crew follows her as she leads them down a long hallway. There appear to be several retracted bulkhead doors installed in the hallway. It appears that the Ocampa have been reinforcing their home in such a way that they could repel any Kazon invaders. The crew can easily assume that the generators power these doors and all the other safeguarding systems, so without the generators, the Ocampa will be at the mercy of the Kazon.

“It seems you have some serious security measures already in place.” Lorne says as they continue down the hallway.

“We can remotely close these doors, but we need the generators to power them. If we close the doors, we won’t likely open them again and they’re made to withstand any phase pistol the Kazon have. We can also collapse the hallway, rendering it completely useless.” Tyla says with a grim tone.

“I take it that’s a last resort though?” Lorne asks.

“If the Kazon make it beyond the fake wall, the doors are here to prevent them from advancing. When we clear them out of the tunnel, we collapse the ceiling rendering the tunnel unusable.” Tyla doesn’t seem to want like talking about this particular subject.

When the crew and Tyla reach the end of the hallway, it opens up to a great cavernous area that has artificial sunlight beaming down onto miles of city-scape. The architecture of the buildings looks as though it was inspired by the ancient Romans, with domed roofs and massive columns on almost every building. The roads and walkways are very rigid and sharp in appearance with hard angles and no curves, much different than the look of the buildings. Accents of what appears similar to bronze and gold metallic decorations adorn the buildings and walkways. There is a sparkling river calmly flowing down the center of the cavern, from one end to the other. Hanging over the river, at various locations, are planting boxes for a variety of crops and other plant life. There are decorative trees and potted plants placed all around the city. It’s a vast difference from the world above the surface.

“This is my home. The Ocampa live here and wish to be left alone. We study art, literature, music, gardening, and a variety of other life enriching topics. We have no taste for conflict. Follow me and I’ll show you to the generators.” Tyla says as she motions for the crew to follow her.

Dirnick begins scanning the area and his curiosity gets the better of him, “I assume that the crops are not a necessity, but more of a hobby? And what of the river; is it naturally occurring? It’s so still, it’s almost like glass. I’m very interesting in your irrigation techniques as well.”

“Lieutenant Commander, you will have time to discuss plants later. We need to assess the situation with the generators first.” K’orvo says, almost cutting Dirnick off mid-sentence.

“Yes, sir. Sorry about that. I just find horticulture and botany to be of great interest. We may also need to incorporate some of their methods to use on the Mulgrew. We should think about saving energy by using the replicators less and eating fresh food when possible.” Dirnick says.

“I do not have any issue with your personal pursuits. I think it is a good idea, but let us complete our mission first.” K’orvo explains.

“We have replicators, but their main function is to replicate nutritional supplements when we need them. We mostly eat freshly grown food, right from our crop boxes. You will find them interesting. We would be more than happy to show you all of our botany and horticulture projects later, Mr. Dirnick. We’ve arrived at the generator building.”

You enter a large building, which isn’t a building at all. The building face is only for decorative purposes, as far as you can tell. When you walk through the doors, you enter a huge area that’s been roughly carved into the side of the cavern. It looks like they’re still working to smooth the walls, and the floors are mostly dirt with alloy floor panels surrounding massive pieces of machinery. They machines are making a steady humming sound, but every so often the power is interrupted and one of the machines shuts down. The moment it happens, one of the Ocampa monitoring the machines jumps up and quickly tinkers with some settings and changes out a part or two and the machine restarts and begins humming again.

“We have to use temporary stabilizers to keep the generators running. We never know when they’ll shut down, so we have to keep shifts of maintenance workers watching them non-stop. The parts the Kazon stole are too complex for us to replicate, and we’ve got technicians working on rebuilding them, but our parts just aren’t like the originals. They took all of the conversion sustainers from the machines. Now we have to manually swap the temporary sustainers, but that will only work for so long. We will eventually run out of the temporary sustainers and be left defenseless.” Tyla explains with a look of concern and fear on her face.

“They run by converting cormaline into energy. Just a pebble sized piece of cormaline can convert into enough energy to power the city for a month or more. The conversion sustainers make it possible for the machines to use the energy from the converted cormaline. The Kazon invaded our planet and want the cormaline to sell to other races for weapons most likely. If the Kazon mine it all, we’ll have to find another energy source or we’ll be taken as slaves of the Kazon.”

(If asked how the Kazon stole the parts, she hesitates to explain, but will if asked politely. She explains, “We were told that they wanted to extend their hand in peace. We allowed a ‘diplomatic’ party to join us in the city. We thought everything was working out and we were giving them a tour and then everything changed when we came to this room. As we led the party around one of the generators, the Kazon diplomats ambushed us and started to remove parts from the generators.”)

“So, how did the Kazon steal the parts in the first place?” Lorne crosses his arms and looks at Tyla with suspicion.

“We were told that they wanted to extend their hand in peace. We allowed a ‘diplomatic’ party to join us in the city. We thought everything was working out and we were giving them a tour and then everything changed when we came to this room. As we led the party around one of the generators, the Kazon diplomats ambushed us and started to remove the parts from the generators.” As Tyla explains what happened, two more of the generators malfunction and the technicians rush to repair them.

K’orvo sighs to himself and looks at the away team. “We need to get an engineer down here. I do not want either of you mucking about the machinery.”

“You’ll get no argument from me, Commander. I’m happy to avoid it if possible.” Dirnick says as he wipes his index finger across a flat surface on one of the machines. He rubs his thumb and index finger together and makes a disgusted face. “This equipment is somewhat primitive compared to our technology. I wouldn’t know what to do with it anyway.”

“Commander, what about Ensign Cross? Isn’t he more familiar with primitive technologies?” Lorne asks, as he studies some of the moving parts on the closest generator.

“K’orvo to Shuttle Spiner.” K’orvo waits for a few moments and when he doesn’t get a response, he tries to hail the shuttle again. “Lieutenant Zhang, respond.”

“You may not be able to communicate with your shuttle because of the interference field we have in place. We created it to make it more difficult for the Kazon to communicate with anyone on the surface. You’ll have to leave the tunnels to reach them.” Tyla explains as she assists one of the technicians with a different part on a nearby generator.

“Alright, we will all go back up to the surface and assess the situation.” K’orvo says. “They may have somewhat primitive technology compared to ours, but it can still disrupt our operations. That means the Kazon will also have a harder time. I feel confident in the Ocampan defenses, once their generators are fixed.”

“I definitely agree with you, Commander. I think our passive friends here can defend themselves adequately. The captain will be happy to hear it.” Dirnick says as Tyla rejoins the away team.

“We’ll guide you through the tunnels.” Tyla says and the group begins to make their way back towards the tunnels.

Once on the surface, the crew makes several personnel changes to better accommodate the current state of things. Lorne returns to the Mulgrew to monitor security for the Kazon-Nistrim aboard the ship and Cross ventures out to join the away team on the planet’s surface. Ensign Castle is assigned to monitor the Kazon-Ogla in Shuttle Dorn as well as keep a lookout for any signs of danger.

K’orvo, Cross, and Dirnick make their way to the tunnels. Once they have re-entered the tunnels, a crew of Ocampa begin collapsing the entrance and are making plans to open a new one nearby. The away team makes their way safely back to Ocampa with the aid of several scouts. When they enter the generator room, Cross’s eyes grow wide with excitement and he rushes to inspect the closest generator.

“Ah, yes, I see that this doomaflatchy here shouldn’t be acting this way. Oh, never thought to use this thingy-ma-jig in this manner, but it seems to be useful. If you were to swap the attachment here with this do-hicky, then it should increase the output by fifteen percent… maybe more if you add a what’s-it….” Cross’s thoughts and ideas uncontrollably spill from his mouth as he mumbles to himself and instantly jumps into the task at hand.

“Is he okay?” Tyla asks as she watches Cross skirt around the corners of the generators, pulling at wires and tubes.

“This is how he works. It’s… unconventional, to say the least. But he’s effective and efficient. Sometimes I wonder if it’s intentional or accidental.” Dirnick raises an eyebrow as he watches Cross trip over several components and then scold the pieces for getting in his way. Dirnick looks at Tyla with a smile and says, “But they say that genius and insanity go hand in hand.”

Tyla’s eyes grow wide as she now has a look of uncertainty about their choice of aid.

Game Mechanics
~ Extended Task: Engineer a Solution
~ Work Track: 8
~ Magnitude: 3
~ Maximum Attempts: 5
~ Base Difficulty: 3
~ Insight + Engineering, Reason + Engineering
~ Player Assist: Any Applicable Pairing with Explanation

You are able to successfully adapt the machinery and the temporary conversion stabilizers, but only enough that the Ocampa can now predict with extreme accuracy when they’ll need to replace them. You were also able to extend the life of the temporary stabilizers, but again, not enough to be a sustainable solution. The Ocampa need their parts back.

Cross finishes his work in a matter of minutes and walks back over to the rest of the away team. “Hey, um, so I kinda fixed the parts, but they really need the actual pieces back. I’m not sure how the others are made so I can’t duplicate them without having one in my hands.”

“We were just discussing the Kazon compound with Tyla. We figured we were going to need to get those components back, regardless of your success or failure. We can not leave technology like that in the hands of the Kazon.” K’orvo says as he studies the faces of the away team.

A male Ocampa walks in, just as you complete your task, and Tyla addresses him. “Elder Quim, these are officers from a Federation ship, just like the Voyager Federation ship. They’ve found a way to extend the life of the conversion stabilizers and also found a way to predict when they’ll fail. This will buy us the time and the manpower we need to get the main conversion stabilizers back.”

“This is good news. Thank you, Federation officers, for your help. We can help supply you with plants to help you grow food on your ship, but we have little else to offer. If you will excuse me, I need Tyla to accompany me. We must put together a rescue effort.” Elder Quim seems genuinely grateful, but also concerned.

(If the players ask who is in need of rescue, Quim does not hesitate to respond. If the players don’t ask, then Tyla will ask in front of the crew.)

“I’m sorry to impose, but if you don’t mind me asking, who is in need of rescue?” Dirnick asks coyly.

“The Kazon have captured our scouts. Only one of them returned, and he was badly injured. It seems that the Kazon are also to be credited for the community members that have gone missing over the past few weeks. Our people are presumed alive, but being held captive. We must try to assemble a rescue team with the people we have left, and also try to retrieve our stolen generator components if possible. The Kazon have become bold because of their new compound manager, Cabrok. If he thought we had powerful allies, it might discourage him the Kazon under his command. You have already done so much for us, but may I request your help in rescuing our people and putting a stop to the Kazon’s embolden attempts at locating the entrances to our home? Please, help us.” Elder Quim pleads with the crew, as the door flies open and wiry young boy bounces in.

The boy takes one look at the away team and his eyes grow wide with excitement when he sets his sights on the Starfleet comm badges the three are wearing. “Starfleet! Federation! The rumors are true! You’re really here! I’ve only heard tales about you! Are you real Starfleet?!”

“Why, yes, we are.” Dirnick begins to respond but the doors open once more as a young woman bursts in and sets her sights on the boy.

“Tus! I told you to stay away from here. Elder Quim, I’m so sorry for the disruption.” The woman says.

“It’s fine, Iriam. Tus, you should be in school right now.” Elder Quim looks at Tus as he scolds the young boy.

“I’m sorry, Elder Quim, but I’m almost two! I wanted to see them before they left. I may never get another chance!” Tus looks the away team over with excitement.

“Wait, did you say, two? As in, you’re only two years old?” Cross looks at the boy with disbelief.

“Ocampa age much more rapidly than other species. We mature by age four and we die around age ten or eleven. Tus is almost two and Iriam just turned five. I think the equivalent ages in human years would be around eight and twenty, respectively.” Tyla explains.

Dirnick pulls out a tricorder to scan Tus and Iriam. “This is quite extraordinary. Are the two of you related as well?”

“Yes, sir. Tus is my younger brother. Our parents have passed and I’m in charge of his care, but he makes it difficult when he doesn’t want to listen to me.” Iriam, standing behind Tus, squeezes her brothers shoulders and he gives an awkward smile.

“I can’t help it. It’s more fun to explore the surface than stay down here.” Tus says, as he stares curiously at Dirnick’s tricorder.

“Oh, I almost forgot! I found something!” Tus says excitedly. “I know where the Kazon have our people AND the generator parts!”

The away team, Elder Quim, Tyla, and Iriam all look at Tus with shock and surprise. But K’orvo is the one that speaks first. “Well, speak up boy! Where are they?”

Tus explains how he overheard one of the patrol guards at the compound discussing the captives and where they were being held as well as the new parts for their equipment. The crew realizes that they need to move quickly and recover the Ocampa prisoners and the components in one attempt. He also overheard them talking about a control room that contains all the controls for all the force fields and security protocols of the compound.

ACT TWO: Scene One – Forceful Diplomacy

Nightfall has come and the crew is scouting the outside the Kazon encampment where the Ocampa believe their people and stolen components are being kept. There are a few Ocampa with the crew: Tyla, Iriam, and Tus. They are crouched on a ridge just on the outskirts of the compound.

Cross stayed behind to study the generators more closely and Lorne returned from the Mulgrew to assist the away team with the upcoming mission.

The crew visually surveys the compound, looking for signs of the Ocampa captives. The compound is not well secured. There are rundown buildings being used as makeshift shelters and there are Kazon sleeping in the open, on the ground. There is one larger building that looks like it’s fortified with locked doors and alarms, a stark difference from the surrounding structures.

Game Mechanics
~ Task: Scan the Encampment
~ Difficulty: 1
~ Reason + Science, Reason + Security, Control + Engineering
~ Player Assist: Opposite Attribute + Discipline used by player attempting the scan.

Success: You’re reading several Ocampa life signs in the fortified building. You are also getting readings from equipment with an energy signature that’s very similar to the one produced by the temporary conversion stabilizers. It also appears that there are Kazon life signs spread throughout the building. You can’t get a clear enough reading at this distance to pinpoint the location of the control room.

Momentum Spend: Spending one extra momentum will give the players details on what they’ve scanned. For instance, how many Ocampa (15) are in the building and where they’re located (left front area of the building). Spending another momentum will give the players details on where the equipment is located (right front of the building) and also that’s it’s hooked up to some machinery that’s causing unusual fluctuations in the stabilizers’ energy signatures. Another point of momentum will give the players details on the Kazon. There are about a dozen Kazon spread throughout the building, but only two near the Ocampa and three near the equipment and all appear to be in motion around those areas.

(Give the players time to work out what they want to do. If the players look lost as to what their options are, give them some suggestions: They can attempt to quietly infiltrate the camp, bypassing the sleeping Kazon; or they can go in by force, ambushing the sleeping Kazon as they go.)

“A smart warrior knows that the wind does not respect the fool.” K’orvo whispers. Dirnick and Lorne look at each other and Lorne shrugs at Dirnick.

“Commander, what does that mean exactly?” Dirnick whispers back.

“Only a fool would try to take on that many enemies at once. Choose your battles wisely. A foolish death does not gain you entry into Sto’Vo’Kor.” K’orvo looks at the two, both still obviously confused. “It means that we can sneak in and then sneak out without being seen.”

“Ah, espionage! Isn’t that a dishonorable tactic?” Dirnick asks, eyeing K’orvo.

“Not when the end result is more honorable than the dishonorable act. It is an honorable mission to aid the civilians and retrieve their stolen property… at least in the eyes of Starfleet.” K’orvo says, studying the layout of the area.

“Well, we should carefully make our way to the entrance, where I can get a better scan of the building’s interior and look for that control room location.” Dirnick says. “I can’t get a clear reading out here.”

“Alright, let us advance upon the enemy territory. Do not speak and make your feet as silent as the mess hall at midnight.” K’orvo says as he leads the team down the side of the hill. One by one, they fall in behind him and move silently and swiftly across the sandy ground.

Game Mechanics
~ Task: Infiltration (Each player must attempt this Task).
~ Difficulty: 2
~ Fitness + Security, Control + Security

(If the players choose to ambush the Kazon, they simply approach and attack them while they’re sleeping. There are three Kazon (Minor NPC) between them and the entrance to the building. Attacking any one of them will stir the others. They can attempt to sneak up on them, using the Infiltration Task above, but attacking one will still stir the others. Guards will be alerted by the disturbance and two Kazon Guards will join with the other Grunts.)

There is a moment where Tus loses his footing and almost falls onto a sleeping Kazon. Lorne reaches out and grabs the collar of Tus’s shirt, steadying the boy. He turns to thank Lorne, but Lorne puts a finger to his own lips and shakes his head. Tus nods and steps silently and carefully up to the doorway with the rest of the crew.

(The crew may scan the building from the doorway without disturbing the sleeping Kazon, and they may perform a Task with Difficulty 0 for this if they need Momentum.)

Once the crew has (slipped past or subdued) the Kazon and made it to the entrance of the large building, a quick scan of the building shows that the door opens to a hallway that goes to the right and left. The Ocampa are to their left and the components are to their right. The scan also reveals that the equipment the stolen parts are being used for are actually some form of ground to air weapons.

The crew can see through their scans that there is a crude alarm that triggers each time the door is opened. There is a keypad on the wall opposite from the door, which appears to be tied into the alarm system through primitive electronics. The crew is still having trouble locating the control room through scans, but is confident they can locate it once the door is open.

(The crew can attempt to disable the alarm, but it uses a Task during the upcoming Timed Task. They can destroy the keypad or try to decipher the buttons which will take much longer. Closing the door behind them will close the circuit and shut off the alarm, but this information is only available on a momentum spend if they performed a scan task.)

Dirnick makes a frown and whispers to K’orvo, “Commander, there is an extremely primitive electronic type security system in place. There is no way to disable it or stop if from sounding when we open this door.”

“Can we shut it off after we enter?” K’orvo whispers back, studying the door frame, which appears to be solid stone like the walls.

“I believe so, but it’ll take some time and that’s time we won’t have.” Dirnick whispers back. “The control panel is a primitive keypad device on the wall across from the door. We would need time to decipher their language and then determine the security code.”

“What if we just broke it?” Lorne whispers as he strokes his chin with his index finger and thumb.

“Well, that would work. I don’t see any reason to not break it. Commander?” Dirnick looks at K’orvo for orders.

“Do it. When we enter, break the keypad. Scan for the control room as soon as possible. I will move toward it with Iriam, Tus, and Tyla. Lorne and Dirnick, you two will move toward the room with the parts and retrieve them as soon as I lower the force field. I will retrieve the captives and lead them out. If we do not meet each other while exiting the building, we will meet up on the ridge. Understood?” K’orvo whispers to the away team and the Ocampa. Everyone nods to signify they understand and then K’orvo signals Dirnick to open the door. Lorne slides a knife out of a sheath in his boot.

Game Mechanics
~ Timed Linear Task: Compound Troubles
~ Time Intervals: 16
~ Time per Task:
2
~ Difficulty:
1

ONE – Locate the Control Console
~ Task: Tricorder Scan
~ Reason + Science, Daring + Security
TWO  – Open the Cells and the Generator Room
~ Task: Use the Control Console (Two separate Tasks – one for each goal)
~ Reason + Science, Insight + Engineering, Control + Security
THREE  – Rescue the Ocampa and Retrieve the Components
~ Task: Lead the Ocampa Out
~ Insight or Presence + Command (Diplomacy) – OR – Daring + Security (Forceful)
~ Opposed Task: Presence + Command (Diplomacy) – OR – Daring + Security (Forceful)
~ Task: Remove the Components

~ Control + Engineering, Reason + Science

The door slides open and an alarm sounds inside the building. The nearby sleeping Kazon don’t seem to be stirred by the sound. Lorne rushes toward the keypad and pops the cover off with his knife, while Dirnick scans the interior of the building. The corridors are dark, with sparse shafts moonlight shining in from holes in the ceiling.

“Commander, the control room is to the left and around the corner on the right.” Dirnick says as he turns to the exposed guts of the keypad. He scans the wiring and then cuts several of them, making the alarm go silent.

K’orvo and the Ocampa have already begun walking towards the control room by the time Dirnick silences the alarm. As K’orvo approaches the corner, he hears several voices. The group pauses at the corner of the wide hallway and as he attempts to get a look at the source of the voices, one the Kazon notices his dark figure.

Tyla whispers to K’orvo, “You look like a Kazon in the dark because of your ridges and hair. I bet they won’t know the difference. We can sneak by unnoticed, just keep going.”

K’orvo steps out and walks in the direction of the Kazon, who are guarding the Ocampa locked up behind a force field. The one that noticed him returns to his conversation with the other guard and they completely ignore K’orvo and never notice the Ocampa sneaking around his feet. The group comes to the open doorway of the control room and they slip inside without incident.

Meanwhile, Dirnick and Lorne are making their way to the room where the parts are. They come to the corner of the hallway and peer around it. The wide hallway is empty and the two approach the doorway to the room, but the force field blocks their way. Dirnick looks at it and back at Lorne with a look of concern on his face. “I hope the Commander doesn’t run into trouble. I don’t think we have the equipment to bypass that force field.”

“Aye. At least we’re in position and ready to move when that force field comes down.” Lorne says as he studies the layout of the room through the force field.

Back in the control room, K’orvo is studying the control panels trying to figure out how to lower the force fields without accidentally alerting the Kazon to their presence. K’orvo hears voices headed toward the control room from the direction of the Ocampa captives.

“Those guards are headed this way. Hide!” K’orvo instructs Tyla, Iriam, and Tus, but they’re already hidden. K’orvo looks toward the doorway and watches as the two Kazon pass by, leaving him unnoticed. He overheard them discussing their shift change, and K’orvo realizes this is the perfect opportunity to accomplish their missions and get out before they’re discovered! He works with the control panel as quickly as possible. Tyla is standing at the doorway and signals him the second she sees the force field drop. K’orvo activates a few other controls, hoping those are the ones that drop the force field on the other room. K’orvo, Tyla, Iriam, and Tus make their way back down the hallway towards the captives. As K’orvo enters the room, several of the captive Ocampa startle and scurry to get away from him.

Tyla steps in behind K’orvo and addresses the captives, “Wait! Don’t be afraid! He’s not a Kazon. This is K’orvo from the Federation, and he’s here to rescue you.”

K’orvo looks down at the Ocampas’ hands and sees that they’re bound together with a cord made of some metallic compound. “I need you all to trust me. I have an idea. Tyla, I want you to walk in the back and keep watch. Iriam and Tus, I want you behind me, guiding the bound Ocampa. We do not have time to deal with the binding right now. Everyone walk in a single file line and follow me.”

Meanwhile, Lorne and Dirnick watch as the force field dissipates and they immediately spring into action. They move with lightning speed from one machine to the next, carefully removing the stolen components. Once they have all the components, they make their way to the door and peer out. When they see that the hallway is still empty, they make a break for the compound’s entrance. As they round the corner, they see K’orvo walking down the hallway as though he belongs here, with a line of bound Ocampa behind him.

As soon as K’orvo sees Dirnick and Lorne, he speeds up and they meet at the doorway. They open the door and survey the surroundings. When they don’t see the patrolling guards, the group makes their way around the sleeping Kazon, to the ridge above the compound.

Once the group is safely atop the ridge, K’orvo orders a partial retreat. “Tyla, Iriam, and Tus, I want you three to lead your people away from here. Once you are at a safe distance, try to break the restraints. We will meet you at the entrance to the tunnels once we have completed our mission here. Take the components with you. If you do not see us in a few hours, seal the tunnel and get the components to Ensign Cross. Ensign Cross can find us later. Understood?”

“Yes, K’orvo. We’ll see you soon. And thank you.” With that, Tyla and the rest of the Ocampa disappear into the darkness.

The crew has successfully liberated the Ocampa captives and retrieved the components for the generators. Now all that’s left is to track down Cabrok and try to ‘convince’ him that he needs to leave the Ocampa alone. The crew is faced with a tough decision. They must decide how they want to locate Cabrok. The only method of identification that the crew has is a blurry picture on a PADD that the Ocampa got from one of their security cameras. Scans will only reveal the location of Kazon and not a specific one without an identifying marker. There are several Kazon guards patrolling the perimeter, but none of them resemble Cabrok.

(If the players aren’t certain, you can give them several suggestions: Scout visually for Cabrok, or try to interrogate one of the guards.)

“Now we need to find this Cabrok and see what we can do about the Kazon problem.” K’orvo says as he turns his sight back to the compound. “Lieutenant Lorne, I want you to scout the perimeter. Do not engage the guards unless necessary.”

“Aye, Commander.” Lorne quietly slips into the darkness, back toward the compound.

Game Mechanics
~ Task: Visual Scouting
~ Difficulty: 4
~ Fitness + Security
~ No assisting on this Task.

Success: You overhear one of the guards talking to another. He says, “I don’t think it’s fair that Cabrok gets to pick up supplies all the time. Why should we suffer this planet without a break?”

Momentum Spend: The only other information you can hear is something about Cabrok taking a shuttle to meet a cargo ship for supplies and he’s not supposed to be back for several days.

Lorne returns after a few minutes and relays the information he overheard from the guards’ chatter. “Commander, it seems Cabrok is off planet retrieving supplies from a cargo ship. He’s not scheduled to return for several days.”

“Commander, it seems our ‘conversation’ with Cabrok will have to wait. We could cripple them further, maybe try to push them off the planet with force.” Dirnick says.

“Is that a good idea? More violence could cause the Kazon to bring in reinforcements.” Lorne counters.

“Like intimidating Cabrok won’t?” Dirnick snaps back.

As the crew is discussing the information that’s been gleaned from the guards’ conversation, a shuttle approaches and lands a few hundred meters away. The crew watches as none other than Cabrok exits the shuttle, looking quite irritated. He has three guards with him, and he’s barking orders at them. The rest of the Kazon in the encampment don’t seem to have noticed Cabrok has returned.

“The light of Kahless is shining on us today! Our target has presented himself for us to capture. The rest of the camp does not know he has returned. We should take this opportunity to strike!” K’orvo says with excitement.

“Aye, Commander!” Lorne jumps to action.

“Wait! Commander, Lieutenant, should we rush into this? Why don’t we wait and be sure they aren’t going to signal for others to help unload supplies?” Dirnick says cautiously.

“While I appreciate your caution, Lieutenant Commander, this is an opportunity we should not let slip away. We will strike now. Incapacitate the guards first, then Cabrok. Move out!” K’orvo orders and the three sneak up to Cabrok’s landing sight.

When they get within range, the away team opens fire on the three guards, who return fire and rush towards the away team. Several blasts from the Kazon’s phase pistols streak toward Lorne, striking him several times.

“Lieutenant!” Dirnick calls out to his fellow officer. Dirnick fires back at the Kazon with a look of frustration and anger on his face.

“I’m okay, Lieutenant Commander. It burns a little, but I can shrug it off.” Lorne stands back up and begins firing once again. Not all of the Kazon guards are able to span the distance between them and the crew before they are knocked unconscious by the away team.

An infuriated Cabrok rushes blindly into battle against them. He takes a few phaser hits, but continues his advancement. He rushes K’orvo, who lands a hard punch to Cabrok’s gut, knocking him to the ground.  Dirnick approaches Cabrok and with one swift motion, lands a hard kick on the side of Cabrok’s face, knocking him completely unconscious.

“Disgusting. I didn’t tolerate the way my people treated the Bajorans and I won’t tolerate the Kazon’s behavior either.” Dirnick says as he stares at Cabrok.

“Lorne, disable this shuttle. We do not want them using it to escape or to come after us. Loosely restrain those guards as well and leave them in the shuttle.” K’orvo says as he stares at Cabrok, who is laying unconscious in the desert sand. “I think I have an idea, but we’ll need the captain’s permission. K’orvo to the Spiner.”

“Lieutenant Zhang here.” Her voice comes across K’orvo’s comm badge with a bit of static.

“We need a lift.” K’orvo replies.

Once the crew has managed to capture Cabrok, they attempt to convince him to leave the Ocampa alone.

Aboard the Shuttle Spiner, Cabrok is securely locked away behind a force field while Lorne, Dirnick, and K’orvo stare menacingly at him.

“We, the Federation, want you to leave Ocampa. We want you to take all your people with you and do not ever come back.” Lorne says as he stares up at Cabrok. Cabrok stands at least a foot taller than the Bajoran.

Cabrok laughs at Lorne and asks, “Now why would we do that? You won’t be here forever. Just like your Voyager, you will leave too.”

Game Mechanics
~ Task: Convince Cabrok to Abandon Ocampa
~ Difficulty: 2
~ Reason + Command (Diplomacy) – OR – Fitness + Security (Forceful)
~ Opposed Task: Reason + Command – OR – Fitness + Security

Success: He says, “Fine. There are other places to mine for cormaline, for now. But I know you won’t be in this sector forever. I’ll be back when you leave!”

K’orvo steps forward and looks Cabrok directly in the eye and says in a very stern voice, “We will not be gone forever. We have a stable wormhole here. There will be more Federation, more Starfleet, and more of my Klingon warriors coming here very soon. If the Federation does not want to sully their uniforms, my warriors will be more than happy to do so instead.”

A security officer steps up to Dirnick and hands him a PADD. Dirnick looks up with a wide grin on his face and addresses K’orvo, “General K’orvo, you have an message from the Mulgrew. The ships should be here within a 24 hours.”

“Excellent. Thank you, Lieutenant Commander. Well, Cabrok, it looks like you do not have long before this area of space is crawling with Starfleet ships.” K’orvo grins slyly at Cabrok who looks a bit more concerned now.

“Fine. I’ll get my people off the planet, but I’ll need a few days to get a ship here.” Cabrok says. “We can’t stand against the might of your ships. We concede control of the planet Ocampa.”

K’orvo, Lorne, and Dirnick walk to the front of the shuttle, out of earshot of Cabrok. Dirnick whispers to K’orvo, “Captain M’Kora says that the probe should be ready in 24 hours.”

“I got your meaning in the ‘message’ from the Mulgrew, Lieutenant Commander. But it is good news. With the probes in orbit, masked by the interference from the planet’s atmosphere, the Kazon will see Federation signals and avoid Ocampa.” K’orvo says.

“Oh, I thought that was all part of the act. He’s good, Commander. But then again, he’s Cardassian and they’re all good at deception.” Lorne says, as Dirnick cuts him a sharp look of disapproval.

“Regardless, our goal has been achieved. We should retrieve Ensign Cross, if he’s completed his task.” Dirnick says, still eyeing Lorne with sharp glances. “We also need to get back to Tyla and the others before they believe we’ve run into trouble.”

K’orvo nods and directs Lieutenant Zhang to drop them off between the Kazon compound and the tunnel entrance. “Do not release him until we have left your visual range. Make sure he heads back to the compound.” K’orvo finishes his instructions to Zhang and the away team disembarks from the shuttle in the direction of the tunnel entrance, where Tyla and the other Ocampa await their return.

The crew makes their way back to the Ocampa and we fast forward to the crew’s return to the Ocampa city.

The crew and the liberated Ocampa are met by groups of cheering Ocampa, and joyous reunions for those that were once captives. There is a group of engineers that approach you and ask, “Were you able to recover the components?” The crew turns over the components and they’re thanked by the engineers as they rush the components to the generator room.

Ensign Cross is in the generator room and greets the engineers with an enthusiastic smile when he sees the components in tow. “This is perfect! I can easily adjust your replicators to make the component’s individual parts and show you how to put them together. Shall we get started?”

The engineers smile with anticipation and watch every move that Cross makes with looks of curiosity and amazement.

Elder Quim approaches the crew and says, “Well, you officers of the Federation are quite capable and skilled in many areas. The Ocampa should aspire to be like you. What of Cabrok?”

“He will not be bothering you any longer. We will have devices in orbit around your planet that will make them believe we are still here, with more of our ships. This will stop them from returning and your people will be free to live your lives.” K’orvo says.

“I would still take all the necessary precautions, and continue to develop your force field technology as well as your energy masking capabilities. I’m sure there are beings out there that are far worse than the Kazon. And the Kazon may not fall for our deception forever.” Dirnick says as he takes a basket full of what appears to be fruit or vegetables from a young Ocampa woman.

“We can give you a tour now, Mr. Lieutenant Commander Dirnick, if you’re still interested in our horticulture.” Tyla says, smiling at Dirnick. The young woman that brought him the basket also smiles at him.

“Why yes, my dear Tyla. I would love that. Commander?” Dirnick looks to K’orvo for permission.

“Go ahead, Lieutenant Commander. We have to wait for Ensign Cross to complete his work. We have time.” K’orvo nods and continues his conversation with Elder Quim.

(If the crew was successful): Elder Quim says, “This is truly a joyous day! We can’t expect him to uphold his word, but he’s scared now. This will give us enough time to complete some of the work we want to do on the tunnels and then they will never be able to interfere with us again. Deepest gratitude. You may stay as long as you like, to study our society. We also have a variety of plants and seeds ready to be taken to your shuttle. Safe journeys to you all.”

To Be Continued…

Next Time:
ACT THREE: Scene One – On the Rocks

Roll Credits!
  • Travis – Lieutenant Zynes/Lieutenant Commander Dirnick
  • Wednesday – Doctor Zylas/Commander K’orvo
  • North – Ensign Cross/Lieutenant Lorne
  • Kat (Dice Dice Kitty) – Captain M’Kora
  • Supporting Character – Lieutenant Zhang
  • Supporting Character – Ensign Castle

“These are the voyages of the starship Mulgrew. We go where other Federation starships cannot. We blaze a path in the stars for fellow explorers. We don’t just boldly go, we go boldly and silently into the black.”     ~ M’Kora

Qapla’!

GM Notes

I noticed that several of the Tasks were still a little too easy and the threat of failure didn’t loom the way I would have liked it to. I don’t want the tasks to be too difficult, but I want them to be challenging and make my players think about what they’re doing. There was lots of RP in this session on their parts as well as mine and the Tasks worked perfectly for the players. When I edit this module, I plan to add in some increased complication ranges. That’s because they’re on an alien planet, in alien space, and dealing with alien technology or modified alien/Starfleet hybrid technology. I don’t think increasing the difficulty further would be appropriate as it’s already difficult. As long as the players are storing their Momentum (which is relatively easy to do), there shouldn’t be too much concern over the difficulty settings.

Show Your Support!

I haven’t heard one way or the other if Modiphius is planning to attend Origins Game Fair this year (2019). Modiphius has something special in the 2D20 system and I think it needs proper representation at Origins. I know they were at GenCon, but many of us can’t go to a convention that size or that expensive. For me, it’s more about the size than the cost. I want to put this out on all channels – Show Modiphius you love their games! Ask them to attend Origins so they know it’s not just me poking at them about it. Even if you’re not planning to attend Origins (which you should), go ahead and let them know what it means to you as a fan and customer, to see them with representation at multiple US conventions!

You can find them here:
Facebook
Twitter
Instagram
Website
YouTube

Don’t forget to follow Origins as well!
Facebook
Twitter
Instagram
Website
YouTube (GAMA)

Thanks, as always for reading my ramblings and also for your support. Tune in next time, for the continuation of Episode Two.

Greetings Fellow Star Trek and Roleplaying Game Fans!

 

This is the latest session from our adventures in the Star Trek Adventures RPG (by Modiphius). Whenever you see text in this reddish brown color, that was what was read to the players. I’ve also included Game Mechanic elements so that others can incorporate it into their games if they want to. Any GM notes are in this bright blue color.

Previous Episodes and Sessions:

When we last left the crew of the Mulgrew, they were in a very unusual predicament. An entity known as a Nacene, has thrown the Mulgrew and her crew into the Delta Quadrant for reasons that are not completely clear. All they know is that the Nacene wanted them to ‘preserve the legacy’ of a friend by helping an unknown species. Before they’re able to get their bearings, they’re attacked by a species known as the Kazon. The Kazon vessel was damaged so badly that the warp core lost containment. Ensign Cross transported the crew of the Kazon vessel to the Mulgrew before their ship exploded and there are now fifty Kazon being contained in a cargo bay and the brig. The Mulgrew is on its way to Ocampa, where there are Kazon terrorizing a species native to Ocampa. It’s up to the crew of the Mulgrew to decide if they should help the Ocampan people or to leave them at the mercy of the ruthless Kazon.

Episode Two: Find Your Bearings
ACT ONE: Scene One – Welcome Party

Setup: The captain is in their ready room and the commanding officer is in charge of the bridge. The commanding officer is notified that the ship is approaching Ocampa. The commanding officer will likely order the ship into a sustained orbit around the planet and then notify the captain. Once on the bridge, the captain will likely want to see the planet’s surface, ordering the viewscreen on.

There are several sensor alerts echoing around the bridge. One is at the helm where Lieutenant Zynes is currently operating the ship’s navigational sensors. His blue antenna wiggle back and forth as he turns the alert off.

“Commander, sensors indicate we’re approaching Ocampa.” Zynes informs General K’orvo, who is currently inspecting PADDs while reclining in the captain’s chair.

“Take us into orbit, Lieutenant Zynes.” K’orvo instructs Zynes, who nods and turns back to his console. K’orvo taps the communicator badge that’s clipped to his Klingon uniform and says, “Captain, we are entering orbit around Ocampa.”

“I’ll be right there, General.” Captain M’Kora’s voice comes back over the comm. Within moments, M’Kora steps onto the bridge from her ready room. She looks at the viewscreen and then at Zynes. “Well, what are you waiting for? On screen.”

The view screen displays an ochre brown planet, barren of plant life and devoid of bodies of water. The cloudless atmosphere gives way to towering mountains and deep chasms where water once flowed. The bridge crew stares at the desolate planet before them but a sudden proximity alert breaks their focus. It appears that there are several asteroids near the ship.

Game Mechanics
~ Task: Proximity Sensor
~ Difficulty: 0
~ Reason + Science
~ Ship Assist: Sensors + Science

Success: The asteroids have entered into a stable orbit. There is plenty of time to do anything that needs to be done on the planet before having to worry about mining.

The proximity alert startles K’orvo and he calls out, “Dirnick, report.”

“Commander, it appears that there are several asteroids that are now entering a stable orbit around the planet. These are the ones we’ll want to send a mining crew to. They’re rich with duranium and dilithium.” Dirnick reports.

“If the asteroids are in a stable orbit, then we can lower the priority of that mission. First priority, I want scans of that planet. I want to know what we’re looking at down there. Dirnick, please get on that.” M’Kora says as she inspects the PADDs that K’orvo handed over.

Game Mechanics
~ Task: Scan the Planet
~ Difficulty: 3
~ Reason + Science
~ Ship Assist: Sensors + Science

Success: There is an atmospheric interference with a partial radioactive signature that’s going to block transporter signals. An away team can’t beam down and there’s no way to beam the Kazon survivors to the surface either. A shuttle shouldn’t have trouble navigating through the atmosphere to the surface. There are faint readings of clusters of life signs on the planet’s surface.

Momentum Spend: There are more life signs scattered beneath the planet’s surface. There are also readings of water and vegetation in what looks like underground caverns.

Dirnick turns from the science station and faces M’Kora as he delivers the report. “Captain, there appears to be some form of radioactive interference, but the source is unknown. It’s going to prevent our transporter signal and it’s interfering with the scans. The layer of interference is only in the mesosphere of the planet’s atmosphere. If someone were to scan while on the planet’s surface, there shouldn’t be any interference. The radiation isn’t strong enough to penetrate a shuttle’s hull either. It’s just enough to cause a slight annoyance from orbit.”

“Well, that’s rather annoying. I don’t like sending my people in blind. Can you get anything else from your scans?” M’Kora asks as K’orvo moves to the commander’s chair to give M’Kora her seat.

“Well, there are life signs, but I can’t tell if they’re Kazon or not. The interference is just too much, even for our sensors. I’m also getting readings of what looks like vast underground caverns, caves, and tunnels. It looks like there might be water and plant life there too. I wonder what kind of plant life is surviving in such an inhospitable world. They would be fascinating to study.” Dirnick says, as his gaze drifts off, as though he were daydreaming.

“Thank you, Dirnick. If you discover anything else, please inform us immediately.” M’Kora says, in a loud voice. It snaps Dirnick out of his daydream and he nods at M’Kora.

“Yes, Captain, of course.” Dirnick returns to the console in an attempt to glean more information.

After the bridge crew realizes that thorough scans and transporting won’t be possible from orbit, the captain orders an away team to take a shuttle to the surface and investigate the situation as best they can. The away team will be equipped with survey equipment, weapons, and field med kits in advance. The mission is to make it safely to the planet’s surface and determine the number of Kazon located on the planet and what the Ocampan defensive situation is and then report back to the ship.

“Well, we need to get a team on the surface. I want to know how many Kazon are down there and what kind of threat the Ocampa are under. I can’t leave here knowing that these people might be oppressed by another species. If they’re defenses are adequate, then we won’t interfere. Commander, assemble your team and see what you can find out.” M’Kora says as she nods to General K’orvo.

K’orvo stands up and points to each crew as he calls them out, “Dirnick, Zhang, and Lorne. Meet me in the situation room promptly.”

All the officers stand and acknowledge the orders simultaneously as their relief steps in and takes over their stations. Zynes looks at Lieutenant Zhang, who is sitting at the navigation console, and sighs. “You’re lucky. I wanted to fly the away team.”

She looks back at Zynes with an irritated look on her face. “I don’t feel so lucky. I would rather stay here at navigation, but if the ‘General’ wants me to fly the shuttle, I can’t refuse the order. Well, not if I want to stay in Starfleet anyway.”

“Why did you take this commission if you have an issue with Klingons?” Zynes asks, swiveling his seat around as she makes her way to the situation room.

“That, Lieutenant, is none of your business.” She turns and walks through the doorway to the situation room.

In the situation room, K’orvo and M’Kora are discussing strategies and potential threats to the away team with the other team members. Lieutenant Zhang, who has long dark hair and a light complexion, walks into the room a little later than the rest of the team.

“I apologize for my tardiness.” Zhang addresses the rest of the team as she enters. “Lieutenant Zynes had some things he wanted to cover with me before I left.”

“Please, Lieutenant, take your seat. We were just discussing the best strategy for moving all of you and still being able to keep in contact with the ship.” M’Kora says.

“Captain, I still think we should take two shuttles. One piloted by Lieutenant Zhang and one piloted by Lieutenant Lorne and Lieutenant Commander Dirnick. Zhang and the security officers can stay close to the mesosphere, just in comm range of us. We can report to them and they can fly above the interference in mesosphere and report to you. A sort of relay system.” K’orvo says. “It will take a little more manpower and resources, but it is likely the safest way to get our warriors to the surface and then back in a hurry if there is danger. We want to keep casualties and injuries to a minimum.”

“I think the old man has a good idea.” Zhang says.

“Lieutenant, it’s Commander K’orvo. He’s your superior and I expect you to treat him with respect.” M’Kora sternly scolds Zhang.

“Yes, Captain. Commander, I apologize and I do agree with your plan. I think your idea is solid.” Zhang says, looking around at all the other officers.

“Well, I agree.” M’Kora says. “Lieutenant Lorne, assign some security to the second shuttle with Lieutenant Zhang and she’ll stay just under the mesosphere, within comm range of the away team. Lieutenant Zhang, you’ll be in charge of extracting the away team, but only if necessary. I would like both of my shuttles back, in tact. You’re primary mission is to collect reports from the away team and relay them to the Mulgrew. Understood?”

“Aye, Captain.” Zhang acknowledges the orders as she takes a PADD from Lorne with the officer assignments. “Thank you, Lieutenant Lorne.”

“I think we should take Culluh with us as a bargaining chip, in case we come across the other Kazon. Maybe we can use the promise of his safe return to convince them to the leave Ocampa.” Lorne says.

“Are you out of your mind, Lieutenant? You do not take the best you have to offer. You take something else of lesser value to begin negotiations.” Dirnick says with a matter-of-fact tone.

“Well, of course you’d see them as things. I wouldn’t expect a Cardassian to see the Kazon as people.” Lorne snaps back at Dirnick.

“Stop this bickering, right now.” M’Kora glares at the two of them. “If you two don’t reconcile your ‘cultural issues’, I’ll demote you both.”

“I hate to say it, Captain, but Lieutenant Commander Dirnick has the right idea. He just needs to express it in a more ‘Starfleet’ way. Which is something I am struggling with as well.” K’orvo says, as he looks at a PADD with all the Kazon listed on it. “Here is a helmsman, with what appears to be a high rank. His name is Trenack and he is in the brig with the other bridge officers. I bet he will be adequate enough to begin bartering, should we encounter the Kazon.”

“I don’t want you to engage the Kazon unless it’s necessary.” M’Kora says. “I want all the information we can gather about the planet and the Ocampa before we have to engage them. But having a prisoner on hand would be helpful in the event you are forced to engage with them. However, I do not think it’s wise to take Culluh. Trenack should be sufficient.”

“I want him as secure as possible. What kind of restraints does the Federation have, Lieutenant Lorne?” K’orvo asks.

“I can assure you that he won’t be a problem. Our restraints are more than adequate.” Lorne responds.

“I want his hands fully secured. I don not want to take any chances and have him escape or find a way to operate a console.” K’orvo explains.

“I’ve heard tales of a devious device that was used on ancient Earth, that traps the fingers of the prisoner in such a way that if they try to pull their fingers out of the device, it tightens its grip. I believe it was called a Chinese finger trap. Lieutenant Zhang, you may know something about it since you’re Chinese.” Dirnick turns to Zhang, whose face is bright red.

Zhang lets out cough to clear her throat and says, “Lieutenant Commander, the Chinese finger trap is a child’s toy. It’s not meant to be a prisoner restraint.”

Lorne tries to stifle a laugh as he glances at Dirnick, whose face is turning pale compared to his regular purple-grey complexion. “Lieutenant Commander, I think I have the security details under control. If I see any flora that looks threatening, I’ll let you handle it.”

M’Kora has her eyes closed and her fingers clamped on the bridge of her nose when she lets out a sigh and asks herself, “How did I get stuck with such an insufferable group of officers? Kahless save me…”

“Sorry, Captain.” Lorne says, with a snicker and a glance at Dirnick, who is obviously frustrated. “Good news is, we won’t need EV suits! The planet’s atmosphere is not hazardous to any of us.”

“Alright, crew. Round up the prisoner and secure him in our shuttle. Lieutenant Zhang, get your security officers briefed and prepare your shuttle. We launch at 1300 hours. Dismissed.” K’orvo orders and turns to M’Kora when the others have left. “Is it not a violation of the Prime Directive to interfere with underdeveloped species? We didn’t pick up anything resembling warp technology on the planet.”

“General, I don’t care about the Prime Directive right now. I might care tomorrow, but I don’t care today. We don’t know for certain if they have warp technology or not. We also don’t know if they’re more advanced that us or not. They could have something beyond our understanding at their fingertips. That’s why we’re investigating and not engaging any intelligent life, unless necessary. And it may be necessary to speak with the Ocampa to understand their situation. If that’s the case, I give you authority to represent Starfleet and the Federation. I hope you’ve been studying.” M’Kora smiles with a weary look on her face.

“Captain, I will not disappoint you. We will complete our objectives with as little damage as possible to the Ocampa culture.” K’orvo says and he turns to leave. Before walking out of the situation room, he turns back to M’Kora and says, “I will report to you as soon as possible, through Zhang. Qapla’!”

“Kahless guide you, General. Qapla’!” K’orvo leaves the situation room and M’Kora turns to look out the window at the unwelcoming planet below.

The two crews are ready to go by 1300 hours and they are about to the leave the docking bay. Lorne is piloting the first shuttle with Dirnick using scans at the science station to assist. K’orvo is sitting across from the containment field, eyeing Trenack. Zhang is piloting the second shuttle with two back up security personnel aboard.

Game Mechanics
~ Task: Pilot the Shuttle
~ Difficulty: 1
~ Control + Conn, Daring + Conn
~ Player Assist: Reason + Science

As the shuttles leave the docking bay of the ship, the vast deserts of Ocampa appear more desolate and unwelcoming than they had on the viewscreen of the bridge. The two shuttle crews look on as their pilots fly the shuttles into the mesosphere layer of the planet. There is a moment when all of the panels and consoles flicker off and on and several of the shuttles’ warning systems sound off. The interference that the ship had detected is in this layer of the atmosphere, but there is currently no indication of what’s causing it.

Success: Despite the disruption in the shuttles’ systems, the pilots are able to land the first shuttle with no real trouble, and keep the other shuttle flying just below the mesosphere. Once the first shuttle has landed safely on the planet’s surface, the crew attempts to hail the ship, which results in static. The shuttle’s systems are operating normally, but it appears that layer of interference is stopping the comm signal, just as predicted.

Momentum Spend: A distress beacon should be able to penetrate the layer of interference. Also, the shuttle’s equipment can assist you in scanning the planet.

The crew of the first shuttle lands safely on the planet and they contact the second shuttle immediately.

“Shuttle Dorn to Shuttle Spiner. We’ve landed safely. Are we coming through clear enough?” Lorne monitors the communications while Dirnick and K’orvo are exiting the shuttle to scan the surrounding area.

“Shuttle Dorn, we hear you. There is plenty of interference but it’s only causing a small amount of static. Is it coming through the same for you?” Zhangs voice comes across the comm and there is static just as she described, but Lorne can easily make out what she’s saying.

“Aye, Lieutenant. We’ll report back within two hours. If you don’t hear from us, come looking. Those are the Commander’s orders. Shuttle Dorn, out.” Lorne stands up from the console and makes his way to the rear hatch.

“Lieutenant Lorne, assemble the distress beacon. I want to be ready in case something bad happens. Lieutenant Commander Dirnick, assist him. I will stand watch.” The two officers acknowledge the orders as K’orvo takes position near the rear of the shuttle, slightly obscured by the shuttle’s shadows, where he can watch Trenack and horizon.

Game Mechanics
~ Task: Prepare a Distress Beacon
~ Difficulty: 1
~ Control + Engineering, Insight + Science
~ Player Assist: Control + Engineering, Insight + Science
Note on Assist – The assisting player may not use the same Attribute or Discipline as the player attempting the Task.

Once the crew has assembled the distress beacon, they have a moment to take in the scenery. There is nothing but hot and dry desert as far as the eye can see. There are rocky protrusions scattered sparsely and a mountain range that can be seen far off in the distance. There is a large rocky formation next to the shuttle’s landing spot. The planet looks very desolate and unwelcoming. The crew pulls out their tricorders and begins taking scans of the area, looking for life signs and signs of water.

“Now that we’ve completed this simple task, we should attempt to complete some of our mission objectives. We need to scan the area and find out how many Kazon are here, where the Ocampa are, and if there are defense systems in place for the Ocampa.” Dirnick pats his pants legs, knocking the dust from his Starfleet uniform.

“Do you want to use the shuttle’s sensors, Lieutenant Commander?” Lorne asks, eyeing his superior.

“No thanks, Lieutenant. My tricorder is more than adequate.” Dirnick begins his scans of the area while Lorne attempts to assist him.

Game Mechanics
~ Task: Scan Your Surroundings
~ Difficulty: 1
~ Reason + Science
~ Player Assist: Control + Security
~ Shuttle Assist: Sensors + Science (Only if scanning with the shuttle’s systems)

Success: You detect hundreds, possibly thousands of life signs below the planet’s surface and they do not have the same life signs as the Kazon. You can assume that they are the Ocampa. There appear to be hundreds of kilometers of caves under the planet’s surface too. You also pick up Kazon life signs from behind the nearest rock formation right next to the shuttle which is large enough to hide several shuttles.

Momentum Spend: The Kazon life signs are headed your way and there are also weapon signatures consistent with phase pistols showing up on scans.

“I’m reading hundreds of kilometers of caverns, caves, and tunnels beneath the surface. There are areas that are obscured from my scans as well. There are hundreds, if not thousands, of non-Kazon life signs down there and those may be the Ocampa. There is water and hundreds of varieties of plant life too. It’s baffling as to how they are surviving beneath the surface. These scans indicate that there isn’t an adequate light source beneath the surface.” Dirnick is studying the scans on his tricorder as he turns it towards the closest rock formation.

“Lieutenant Commander, that rock formation is odd looking, almost like it wasn’t formed naturally. Don’t you think?” Lorne asks just as the tricorder begins to sound an alert that there are life signs in close proximity.

“Why, yes, Lieutenant. I do think it’s strange looking, but I’m more concerned about the six armed Kazon moving towards us from the other side of it.” Dirnick eyes Lorne, who is now scrambling for his phaser.

“Prophets protect us! Commander! We’ve got potential hostiles moving towards us from the other side of the rock formation. We should bring Trenack out. Having him in view may prevent them from using a ‘shoot first, questions later’ approach.” Lorne dashes to K’orvo’s side and points to Trenack, who is still in the containment field within the shuttle.

“Good idea, but keep your phaser on him. If he so much as twitches the wrong way, knock him out.” K’orvo looks back at Trenack. “You hear that, Kazon? You do anything we do not like and you will be back in that cell for as long as I see fit!”

Lorne releases the containment field and escorts Trenack from the shuttle, who huffs and stomps out of the shuttle. Lorne puts the tip of his phaser in the center of Trenack’s back and says, “Don’t talk unless we tell you to.”

“I will not be your bartering chip. You are wasting your time.” Trenack spits on the ground at Lorne’s feet.

Lorne, phaser in his right hand, raises his left hand and gives Trenack a swift tap on the back of his head. “What did I just say? You didn’t get a sticker for following directions in school, did you? Don’t speak unless we tell you to.”

K’orvo steps up from the rear of the shuttle and Dirnick takes the opportunity to reposition himself where K’orvo was standing. “I’ll be back here, protecting our rear.”

It’s not long before six Kazon, armed with phase pistols, make their way around the rock formation. They look surprised when they see the three crew and another Kazon, and they take aim.

K’orvo puts up a hand and calls out to them, “Hold your fire! We have a lot of your people and we wish to return them to you. We are not here to fight, only to return your people and discuss your departure from this planet.”

One of the Kazon steps forward, weapon trained on K’orvo, and says, “He is not Kazon-Ogla! He is not one of our people!”

“Wait, he is Kazon and a helmsman from a Kazon ship. We rescued 49 others from that ship before it exploded. He can confirm.” K’orvo looks at Trenack and Lorne pushes the tip of phaser into his back. Trenack nods in agreement and K’orvo calls back to the Kazon, “Do you want them back?”

“He’s nothing to us! They are nothing to us!” The rest of the Kazon train their weapons on the crew.

“Well, this is going well.” Dirnick says as he readies his phaser.

Lorne yells to K’orvo, “This guy is useless! I told you we should have brought Culluh!”

“Culluh! Kazon-Nistrim scum!” The lead Kazon yells.

“The Nistrim will not be slaves of the Ogla!” Trenack yells back, just before the group of Kazon open fire.

A firefight erupts between the crew and the Kazon. The crew is able to use the shuttle as partial cover, ducking behind the corners or just inside the door. When any one of the crew tries to shut the door to the shuttle, the door becomes stuck and they can’t get it to shut. Phaser blasts streak across the desert sands as the Kazon advance on the crew. The crew stands firm in an attempt to stop the Kazon’s advancement. The Kazon fight fiercely, almost without regard for their lives, and they don’t hold back against the crew.

“Don’t move. If you move, I could miss and hit you in the face.” Lorne whispers to Trenack. He uses Trenack’s shoulder to steady his aim and fires a wide phaser spread into the group of Kazon. One of them is stunned and falls to the ground. K’orvo opens fire and nearly incapacitates two more of the attacking Kazon. Energy blasts from the Kazon’s phase pistols fly toward the crew and Trenack, barely grazing K’orvo and Dirnick. Dirnick returns fire, and nearly incapacitates another of the Kazon.

The Kazon rush towards the crew and attempt to physically overpower them. The crew continues to fight back, but with every blow they land, the Kazon fight back with brawler tactics you’d see in a bar fight. The crew is struggling against the Kazon brawlers, but they are able to weaken them substantially.

“They’re weakening! Lorne, fire a spread!” K’orvo orders as Lorne breaks away from the melee.

“Commander, I’ll hit you too!” Lorne calls back.

“Do it! NOW!” K’orvo orders as he grabs two Kazon in an attempt to hold them in place.

Lorne hesitates, but then steps back, quickly sets his phaser to emit a spread, and fires into the group. With one phaser blast, all the remaining Kazon are incapacitated. K’orvo also suffers a minor injury to his shoulder from the close proximity of the blast.

“Commander! By the Prophets! I warned you!” Lorne rushes to K’orvo, but it’s obvious that the wound isn’t serious.

“Get the Cardassian to patch me up. Won’t take much effort since we have those extra medkits.” K’orvo says.

“Don’t worry, Commander. I was already on it before Lorne reached you. This will only take a moment, though you may have some residual side effects, until you get proper treatment.” Dirnick kneels down next to K’orvo and begins working on the phaser burns.

“I will be fine. We have a mission to complete. Besides, if it gets to be too much to handle, I will have Zhang come get me.” K’orvo scoffs at the burn on his back. “We knocked them all out, right? Lorne, go round them up.”

“Aye, Commander.” Lorne jumps up and begins putting restraints on all six of the Kazon-Ogla. Lorne then begins moving them to the containment field area of the shuttle.

K’orvo taps his communicator badge and calls to Zhang, “Lieutenant Zhang, we need you to come pick up the prisoner. He is useless to us down here.”

Zhang’s voice calls back over the comm badge, “Aye, Commander. We’re on our way.” Moments later, the second shuttle descends from the sky and two security officers come rushing from the back hatch as it opens. They each grab one of Trenack’s arms and drag him into the shuttle. Lieutenant Zhang emerges and rushes toward K’orvo, who is brushing the dirt from his clothes.

“Commander, orders?” Zhang asks. K’orvo and Zhang are walking towards the second shuttle. K’orvo pulls out a PADD from one of the storage units and punches in several bits of information as he steps back out of the shuttle.

“Take Trenack back to the Mulgrew and give my report to Captain M’Kora. We can not use the Kazon on the ship to bargain with. They are from different sects, and the only reason they will want Culluh is to kill him. We can not do that.” K’orvo says as he hands the PADD to Zhang.

“Yes, sir. I understand. It’s against Starfleet ideals to do such a thing.” She nods and puts the PADD in one of her belt holsters.

“It may be against Starfleet ideals, but that is not why we can not do it. It is a dishonorable tactic, befitting a Romulan, but not a Klingon.” K’orvo stares at Zhang for a moment and then says, “Not all Klingons are monsters.”

Zhang nods and makes her way back into the shuttle. K’orvo, Dirnick, and Lorne watch as the second shuttle lifts off and streaks toward the atmosphere.

“So much for their little welcome party. Alright crew, we have work to do. Let us get to it.” K’orvo says and both Dirnick and Lorne acknowledge and begin scanning the area for more information.

To Be Continued…

Next Time:
ACT ONE: Scene Two – Beauty Beneath the Surface

Roll Credits!
  • Travis – Lieutenant Zynes/Lieutenant Commander Dirnick
  • Wednesday – Doctor Zylas/Commander K’orvo
  • North – Ensign Cross/Lieutenant Lorne
  • Kat (Dice Dice Kitty) – Captain M’Kora
  • Supporting Character – Lieutenant Zhang

“These are the voyages of the starship Mulgrew. We go where other Federation starships cannot. We blaze a path in the stars for fellow explorers. We don’t just boldly go, we go boldly and silently into the black.”     ~ M’Kora

Qapla’!

 

Show Your Support!

I haven’t heard one way or the other if Modiphius is planning to attend Origins Game Fair this year (2019). Modiphius has something special in the 2D20 system and I think it needs proper representation at Origins. I know they were at GenCon, but many of us can’t go to a convention that size or that expensive. For me, it’s more about the size than the cost. I want to put this out on all channels – Show Modiphius you love their games! Ask them to attend Origins so they know it’s not just me poking at them about it. Even if you’re not planning to attend Origins (which you should), go ahead and let them know what it means to you as a fan and customer, to see them with representation at multiple US conventions!

You can find them here:
Facebook
Twitter
Instagram
Website
YouTube

Don’t forget to follow Origins as well!
Facebook
Twitter
Instagram
Website
YouTube (GAMA)

Thanks, as always for reading my ramblings and also for your support. Tune in next time, for the continuation of Episode Two.

 

Greetings Fellow Gamers!

 

Some of you may be following the crew of the U.S.S. Mulgrew already, but if you’re not, be sure to check them out! You can find the most recent (at time of writing), here. We are using Modiphius Entertainment‘s Star Trek Adventures RPG rules. If you’re not familiar with the 2D20 system, then this Star Trek Adventures RPG Starter Set is the product for you! It won’t answer every question, but it’s the perfect place to start.

In my unboxing video (HERE), you can get a look at all the items in the Star Trek Adventures Starter Set. I wanted to take a moment and put a few words in this article about what I think of the product overall as well as the individual items.

starter stock

Tokens & Dice

In the starter set, you’ll find several different punch board tokens. There are Momentum, Threat, and character/ship tokens. The Momentum and Threat tokens are pieces you will definitely use for every game you play. You can use anything to represent Momentum and Threat, but it’s nice to have actual tokens designed for Momentum and Threat. The character tokens; consisting of player characters, opponents, and ships, are perfect for the starter set. You can easily use these tokens in other games too, especially if you don’t use miniatures or haven’t purchased any yet.

Overall, the tokens are standard cardboard punch out tokens, but they serve their purpose and they’re perfect for a starter set like this one.

The dice included in the starter set are two standard D20’s, and four custom D6’s. The D20’s are opaque dark maroon with white accents. The custom D6’s have two blank sides, a single burst side, a double burst side, and a Star Trek Delta symbol on two sides. The D6’s are opaque black with white accents. The special D6’s are called Challenge dice and you will use them for a variety of things in the game like rolling for work on an Extended Task’s Work Track and dealing damage in combat.

Overall, the dice are as basic as you can get for this game. Modiphius has custom premium dice available for each of the three divisions and those are made by Q Workshop. But the dice in the starter set are more than adequate for all levels of game play, so if you only have the starter dice, you’re set to play!

Maps

There are several double-sided poster maps included in this box. The maps are beautifully colored and detailed. They don’t have unnecessary reference marks on them, which makes them perfect for games beyond the starter set adventures. There are examples in the Adventure booklet that show you where to place tokens on the maps. I’m so glad that Modiphius put all the Adventure-relevant info in the book and not on the maps. The maps are made from paper, but it feels thicker, like a poster.

Overall, the maps are very pretty and useful for more than just the starter games. That’s a major plus for me. They’re also worth getting laminated, which I’ve never done for any other starter set.

Character Sheets

There are five unique characters included in this box and all of them are a different species and have a different skill set. There are a variety of ranks as well, with Lieutenant Commander being the only duplicate rank. The sheets are easy to read and have all of the important information needed to play the character. The only thing I would change on the sheets is how the Focuses are formatted. I would have made them into a bulleted list like the Values, just so they would be easier to see each individual Focus. I love how they used each characters’ division color for the accents on the sheets. That was a nice cosmetic addition that serves a functional purpose as well.

On the back of each character sheet, as well as the ship’s sheet, you will find a reference sheet that makes it easier to understand the details of play with the chosen character. Some of the reference sheets work for all the players, like the Conflict Reference on the back of the Medical Officer’s sheet.

The ship, USS Magellan, has its own character sheet. I’m so happy Modiphius chose to put a ship in the starter set! This ship can be used outside of the starter set, as well as a reference or guideline for what a ship’s completed sheet should look like. And the back of the ship’s sheet has both charts for Personal and Ship Conflict Momentum Spends – which is invaluable during play.

Overall, the character sheets appear to be complete and well thought out characters. If you read through each of the characters’ lists of Values, you can glimpse highlight of that character backstory. I also like that they left each character unnamed. Being able to name a character, even a pre-generated one, usually gives players a feeling of ownership and control of the character. The character sheets are great and could easily be used for newer players in any game, and not just this starter set. And having the reference sheets on the back of the characters sheets is so great! I’m thinking of getting these sheets laminated as well, mainly to preserve them, but also so a dry erase marker can be used for writing on the character sheet.

Starter Rule Book

This starter rules booklet is as useful as the reference sheets. All of the basic, need-to-know information is in this booklet. I really wish I had purchased this starter set before the Core Rulebook because it would have made our first few sessions go much smoother. We did fine, but there was a lot of time spent digging through the Core Rulebook for things that are easily found in this booklet. It feels like it’s made out of the same paper as the maps. The colors are gorgeous, and I love that it’s white text on black paper. It makes it easier on my eyes when I read for an extended period of time, and it looks super classy too.

Overall, I love this booklet. I didn’t think it’d be as useful as it is until I started looking though it. If I would have had this booklet when we wanted to start playing, we would be much further along in our adventures. I spent several months reading over the Core Rulebook and I would rather have started with this booklet.

Starter Campaign

I haven’t read the entire booklet, but it appears to be a full campaign, from beginning to end. There is a lot of content in this book and as you play through the campaign, it teaches you everything you need to know as a player or GM. I assume this is a TNG Era campaign since one of the playable characters is a Bajoran, but I didn’t see anything to verify this (unless I overlooked it). The Galaxy Class ship, USS Magellan, would definitely be a TNG Era ship as they weren’t in commission during Enterprise and TOS eras. I’m sure the campaign could be modified for TOS play, but not sure about ENT play. Just like the starter rulebook, the pages feel like they’re thicker than normal paper and they’re black with white text. The last few pages show where all the character tokens should be placed on the maps. The pictures are brightly colored and easy to see.

Overall, the starter campaign looks like a fun and easy way to introduce players to the Star Trek Adventures RPG system. It also looks like a great campaign for players that are already familiar with the system.

Conclusion

This is probably my favorite starter set out of all the starter sets I’ve ever purchased. It’s well rounded and contains literally everything you need to play. It has a good price for what you get in the box. You can usually find the starter set for around $30.00 (USD). That price will vary depending on where you buy it from and if there are shipping costs included. I would recommend asking your FLGS if they can order it, and if they can’t, go directly through Modiphius.

For anyone that enjoys playing through the starter, I would highly recommend picking up the Core Rulebook and These Are The Voyages Volume One. There are additional supplements for the different divisions and different quadrants space, premium tokens and dice, and miniatures! All of this is not necessary, but they do enhance game play.

Buy or Bye?
Buy!

This isn’t just great for beginners, it’s a also got handy and useful resources for players that are already in a campaign. It’s well worth having to help introduce new players to the Star Trek Adventures RPG!

Want to drop me a line? Do it here or on Facebook at Dice Dice Kitty!
Thanks for reading!

Qapla’!

Greetings Fellow Star Trek and RPG Fans!

 

We just finished our tutorial adventure of Star Trek Adventures, from Modiphius. This is a role playing game where you create characters in one of the various Star Trek eras, and boldly blast across the galaxy in search of adventure!

Previous Episodes and Sessions:

The following is the report for the most recent Episode, or gaming session. Game mechanics will be in blue for anyone else that would like to run this adventure. I wrote everything in this adventure with inspiration taken primarily from Star Trek: Deep Space Nine and Star Trek: Voyager. The roleplay from my players inspired most of the conversation, but the base story and mechanics were all written by me.

Carry Over From Rescue at Koralis IV

A Nova class Starfleet science vessel, the Novelle, sends a transmission to let you know they’re on their way. You take the initiative to send all of the information about Irumodic Syndrome and the unusual devolution phenomena to the science vessel and they begin working on a cure for the devolution problem. In the few hours it takes them to reach you, their scientists were able to devise a cure for the devolution. Once the shuttle docks on the Novelle, you’re all decontaminated and taken directly to sickbay where the cure is administered to you. Since the three of you were not in the advanced stages of devolution, you’re free to return to the shuttle and gather your belongings in preparation for your arrival at DS9. You see Dr. Schipp in the shuttle, gathering some of her PADDs and she thanks you for your assistance and you part ways with her as the Novelle docks at DS9.

Star Trek: Kage Hoshi Division
Episode One: Collapse

 

Scene One – Quark’s (Session 1.1)

The airlock opens and you see a compliment of officers ready to greet you. Dirnick has wrapped a scarf very loosely around his head so he can hide his face if he feels the need.

“Greetings. I’m Captain Benjamin Sisko. This is our Bajoran liaison, Major Kira Nerys; our chief medical officer, Doctor Julian Bashir; our chief security officer, Constable Odo; and Lt. Commander Worf, here on special assignment. Welcome to Deep Space Nine. Please, feel free to explore the station while you’re waiting on the Mulgrew to leave the docks.” Captain Sisko greets you warmly with a handshake and a smile. The rest of the officers greet you and welcome you to DS9.

“Captain, I am not sure it is wise to have General K’orvo ‘exploring’ the station without a security detail. He is a dishonored Klingon and our ‘guests’ will take offense to his being here.” Worf steps forward and addresses Sisko and K’orvo.

“I don’t like the way you say ‘guests’, Mr. Worf. Should I be concerned?” Dirnick steps up.

“We have enough trouble right now with all the Klingons running around the station, we don’t need another issue. I can spare two security officers to tail General K’orvo and intervene if there’s any trouble.” Odo crosses his arms and eyes K’orvo.

“I don’t think our Klingon guests will cause too much trouble with our General. Not after the incident with Garak, but it wouldn’t hurt to have a detail on General K’orvo. I’m sure you won’t object too much if it would make me feel better, would you, General?” Sisko smiles and extends his hand to K’orvo.

K’orvo shakes hands with Sisko and says, “No trouble at all Captain Sisko. I’m not here to cause a ruckus, only to meet up with an old friend.”

“I want to be the first to know if there are any issues with the Klingons. That’s all I ask.” Odo says as he turns to leave.

“I am confident that Constable Odo has security under control. The other concern I have is for Dirnick. I think he will be more of an issue than General K’orvo. It is not safe for any Cardassian, even a defector.” Worf stares warily at Dirnick.

Dirnick blinks at Worf and says, “I don’t see why me being a Cardassian would matter, but I assure you, I’m only here for a short time. I don’t plan to take up residence on DS9. Though I’m certain it’s a wonderful place to live.”

“I suggest you meet with your contact from the Mulgrew and then board that ship. There’s not much room here for two Cardassians.” Garak’s voice echoes down the corridor.

“Mr. Garak, I thought you’d be happy to see a fellow Cardassian?” Doctor Bashir says.

“I’m not happy to see any Cardassians, but I can’t deny what you did for Bajor. But I agree with Garak. While you are welcome here, there are current guests that may take serious offense and try to hurt or kill you.” Kira says as she averts her gaze from Dirnick and the Bajoran earring he’s wearing.

“You may think him a twisted hero, Major, but he’s worse than garbage to me. I know all about you, Mr. Dirnick. I know who you work for too.” Garak glares at Dirnick.

“Garak is it? Is that what you’re calling yourself now? How quaint.” Dirnick stares at Garak who stares back with a burning hatred in his eyes.

“Stop it! All of you! These people are our guests and I will not tolerate hostilities toward them, from anyone. That includes the current residents of DS9, Mr. Garak. Now, everyone should resume their duties. I apologize for this, and if you need anything, you can find me or another officer in ops.” Captain Sisko apologizes and turns to walk back to ops, but pauses when he sees Garak is still standing at the t-junction at the end of the corridor. “Mr. Garak, don’t you have a business to run on the promenade?”

Garak breaks his glaring gaze from Dirnick and looks at Captain Sisko with a startled glance. “Yes, Captain, I do. I also have the right to refuse business to anyone, so I’m letting it be known now; Mr. Dirnick is not allowed in my shop.”

“Fine, Mr. Garak. Mr. Dirnick, please stay away from Mr. Garak and his shop.” Sisko asks Dirnick.

“Captain, what is it that he peddles again?” Dirnick asks.

“He’s a tailor.” Sisko watches Garak as he turns and storms away toward the promenade.

“Well, I don’t think I’ll be needing a suit in the short time I’ll be here. I’m also certain I can hem my own pants too.” Dirnick says as he bids farewell to Captain Sisko and the three arrivals all walk toward the promenade.

The motley group makes their way to the promenade where they see almost a hundred Klingons mingling with Bajorans and other aliens. When they look out the promenade windows, they see countless numbers of Klingon ships, cloaking and decloaking all around DS9.

As they approach the entrance to Quark’s bar, they notice a detail of security officers in close proximity. Dirnick pauses by the entrance and eyes a peculiar plant, but as he leans down to inspect it, the plant changes into a brownish gold gelatinous substance before taking the form of Constable Odo.

“Don’t mind me. I’m just keeping an eye on things.” Odo says as he motions to several security officers and instructs them to stand by the door.

“Fascinating. That must be how they look when they change shape. I would love to get a sample or a few scans, at the very least.” Dirnick watches as Odo walks back to the security office.

“Would you like to join me for a drink, fellow outcast?” Dirnick asks K’orvo, doing the best he can to keep his scarf around his face.

“Sure. I might as well keep an extra body around if things go south. I say we get our beverages and head for the upper balcony.” K’orvo points towards the balcony and Dirnick nods in agreement.

K’orvo enters Quark’s as Dirnick follows him and Lorne splits off to look for his contact. K’orvo and Dirnick both order a Starduster from a Ferengi behind the bar when a different Ferengi hands K’orvo a glass of bloodwine. He quickly realizes that he’s given it to the wrong Klingon and says, “I’m sorry. You Klingons all look the same. This is his glass of bloodwine.”

“You Ferengi all look dishonorable.” K’orvo says gruffly.

“Quark! Are you giving away the bloodwine that I paid for?!” A Klingon walks up and pushes K’orvo aside. “Wait a minute. Do I know you? I do know you. You’re the dishonored General K’orvo. Why are you here?!” The Klingon warrior stares at K’orvo.

“Here’s a fresh glass of bloodwine. Don’t start any fights in my bar!” Quark sets a fresh glass in front of the aggressive Klingon. He turns to K’orvo and whispers, “You owe me two slips for that glass of bloodwine.”

“I ordered a Starduster, not bloodwine.” K’orvo retorts.

“Fine. But get your drink and enjoy our seating outside the bar.” Quark looks up at the aggressive Klingon who is getting more angry.

“I don’t like your presence here, quvHa’!” The aggressive Klingon puts a hand on the handle of his d’k tahg.

Game Mechanics
~ Opposed Task: Social Conflict
~ Difficulty: 1
~ Presence + Command, Reason + Command

(Success)
(K’orvo is able to talk his way out of a fist fight with the aggressive Klingon.)

“There is no honor in battling one without honor. You should probably read and study the qeS’a’ again, more closely.” K’orvo turns back toward the bar and takes a gulp of his bloodwine.

“You are right. I will not dishonor myself and my family by tainting my blade with the blood of a petaQ!” The aggressive Klingon laughs loudly and the other Klingons around him let out a boisterous laugh and they disperse.

“Well, that was exciting. I thought we might die.” Dirnick says as he waves at Quark. “My drink, please.”

“Today is a good day to die. Ferengi! We want our Stardusters!” K’orvo says and then sips the glass of bloodwine.

“I must somehow find my contact in this endless ocean of Klingons. It’ll likely take a lifetime.” Dirnick says as he takes his drink from a Ferengi behind the bar. “Lorne will have an easier time, so long as he can convince that group of Klingons to talk to him.”

K’orvo leans in close to Dirnick and says, “You wouldn’t be looking for M’Kora, would you?”

Dirnick moves back with a look of surprise. “How did you know that?”

“It wasn’t hard to figure out. We were all coming to DS9 on the same shuttle and that wasn’t coincidence. I know her, so I should be able to find her easily.” K’orvo says as he looks around the room. “And there she is.”

Dirnick looks in the direction K’orvo nods and sees a female Klingon sitting alone. She has hair that’s more neatly groomed and her battle scars are not as prominent as the other warriors in the room. After K’orvo points her out, Dirnick notices that she is definitely not part of the Klingon fleet.

“Well now, isn’t this interesting. Shall we go say hi?” Dirnick smiles at K’orvo and they begin to walk toward her.

***

Meanwhile, Lorne is looking around for a Klingon that could be his contact. He sees at least a dozen female Klingons and no way to know exactly which one he’s meant to meet with. He also thinks it might not be wise to mention to her name, given that he doesn’t know her status with the Empire.

He sees a table with two female Klingons and three male Klingons that look extremely drunk and more friendly than usual. Lorne orders a round of drinks for their table and walks up with the waitress.

Game Mechanics
~ Opposed Task: Subtle Questioning
~ Difficulty: 1
~ Control + Security, Daring + Command, Daring + Security
(Success)

“What a fine group of warriors you all are!” Lorne says as he approaches them.

“You are a cute little Bajoran. It is a good thing we are here to defend your frail species. But I guess you cannot be that frail; you did survive the Cardassian Occupation after all.” She laughs loudly and punches a fellow Klingon next to her who also laughs loudly. This signals the rest of the table to join in with deep howling laughs.

“You are speaking to a warrior that helped to liberate his people from that very Occupation.” Lorne puffs his chest out in pride in an attempt to appeal to their warrior spirit.

“Well, not so frail after all, are you? Is there something you want from us, little Bajoran warrior? You bought us all drinks, so you must want something.” The female Klingon says.

“I don’t want anything, just to honor great warriors, such as you and your friends here. I bet a warrior as decorated as you knows a lot of other warriors. Do you know all the warriors in this room?” Lorne asks as he waves a hand around, gesturing at the other Klingons.

“Of course I know them all. I’m the first officer on a ship. I have to know everyone.” She takes a drink of bloodwine.

“I’ll bet you a glass of bloodwine that you don’t know everyone.” Lorne eyes the female Klingon.

“I’ll take that bet, little warrior!” The female Klingon starts naming off every Klingon she can see. “See, there isn’t a single Klingon here that I do not… know… Wait. That female there. I don’t know her.”

Lorne looks in the direction that the female Klingon is pointing and sees another female Klingon sitting alone in a corner with a glass a bloodwine.

“Well, I guess I owe you a glass of bloodwine.” The female Klingon says.

“Just put it on a tab for me. I’ll drink to your honor another day.” Lorne says as he starts to walk away.

“As you wish, little Bajoran warrior.” And she waves him off.

Lorne decides to observe the lone female Klingon for a moment and sits at the bar. It’s not long before he sees K’orvo, followed by Dirnick, walk by him and approach the Klingon.

M’Kora stands and smiles at K’orvo. In a low whisper she says, “General, it’s been a while. And you must be Lieutenant Commander Dirnick. Well, I have one more crewman to collect in here before we can leave.”

“You wouldn’t happen to be looking for Lieutenant Lorne, would you?” Dirnick asks.

“Why yes, I am, and here he is now.” Lorne walks up and M’Kora says, “Alright, now that we’re all here, please come with me.”

As they all leave Quark’s, a security officer approaches them and M’Kora nods at him and the security officer escorts them to an empty situation room. Everyone takes a seat and M’Kora steps up to the end of the table.

“Greetings to you all. I’m Captain M’Kora of the U.S.S. Mulgrew. You were both briefed by Starfleet about the nature of the Mulgrew, correct?” M’Kora asks Dirnick and Lorne and they both nod. “Good, then you two know your duty is to me and the Mulgrew. We will board the Mulgrew shortly, but I need to finish a few things here first. General K’orvo, I would like you to join me on the Mulgrew. I need a first officer and there are no officers currently that I trust in that position.”

“I would be honored to serve under you.” K’orvo nods.

“Starfleet has ordered us to investigate the area that Voyager vanished from in the Badlands. It’s going to be dangerous with the remaining Maquis hiding around there and now the Cardassian threat too. But we need to try to find out what happened to Voyager. Starfleet has intel that Voyager is still out there, but we’re not sure where. Any questions?” M’Kora looks at all three of her new crew and they shake their heads.

“Now that everything’s settled, I’ll see you all aboard the Mulgrew at 0600 for duty. Dismissed.” M’Kora says as her new crew members stand and leave the room. She follows close behind them, a wide smile on her face.

Scene 2 – Badlands (Session 1.2)

The Mulgrew is approaching the edge of the Badlands. On the viewscreen, there are sporadically erupting plumes of plasma as far as anyone can see. Dirnick is working on an assignment in the genetics laboratory, so Doctor Zylas has taken up duties at the science station.

“Doctor Zylas, can you begin scans on the area, please?” M’Kora asks as she takes her seat in the captain’s chair.

“If I must.” Zylas sighs and lackadaisically operates the sensors at the science station.

“Lieutenant Zynes, plot a course and navigate us through the funnels following Doctor Zylas’s scans.”

“Aye, Captain.” Zynes looks at Zylas and sees his head resting in his hand, elbow on the console. Zynes sighs and turns back to his console.

Game Mechanics
~ Extended Task: Sensor Sweeps & Navigation
~ A Sensor Sweep must be successful before a Navigation Task is attempted.
~ Players must complete 5 pairs of Sensor Sweeps + Navigation Tasks.
~ Work Track: 10 (Each success, not pairs, grant Work)
~ Magnitude: 2
~ Base Difficulty:
1

~ Reason + Science & Reason + Conn
~ Ship Assist: Sensors + Science & Computers + Conn

The crew successfully navigates to the coordinates of Voyager’s disappearance will no trouble. Plasma funnels are erupting unpredictably all around the Mulgrew and it takes a diligent and watchful eye to prevent the ship from being caught by one.

A perimeter alert sounds as one of the plasma funnels nearly clips the port nacelle. “Doctor Zylas, that was a little too close for my comfort. Keep your eyes open.”

“Okay, Captain.” Zylas lets out a long sigh as he stares at the console.

“What are we looking for, Captain?” Asks Zynes, looking at the viewscreen.

“We’re looking for anything that could have pulled Voyager into a different area of space. Are we at the exact coordinates, Lieutenant Zynes?” M’Kora asks as she watches the viewscreen for visible anomalies.

“Aye, Captain.” Zynes replies.

“Keep your eyes on your sensors, dodge the plasma funnels, and watch the viewscreen for anomalies that the sensors can’t catch.” M’Kora stands up from the captains chair and moves toward the viewscreen. “They’re out there, somewhere.”

After hours of unyielding scans, the Mulgrew is about to return to a safer location for a few hours when a ship emerges from behind a large plasma funnel. It’s a Cardassian Galor Class warship and its weapons are charging.

“Red alert, shields up, and open a channel to the Cardassian ship.” Captain M’Kora stands up and faces the viewscreen. “Unidentified Cardassian warship, this is Captain Warren of the U.S.S. Mulgrew. We are a science vessel, doing research on the plasma funnels. We are not here to fight with you.”

The viewscreen switches from the view of the Badlands to show a male Cardassian with a sly grin. “This is Gul To Vall, captain of the Zire. Captain Warren, we’ve been watching you for hours. You’ve scanned more than just the plasma funnels. I think you’re up to something and I want to know what it is. I’m prepared to destroy you if you don’t allow full access to your ship’s computers. We’ve scanned you several times and all we see is a ship full of humans and no weapons to speak of.”

“We don’t want any trouble, but we also can’t grant you access to the ship’s computers. Surely, you know that’s a futile request?” M’Kora returns to the captain’s chair.

“Fine. We’ll take it from you.” And with that comment, Gul To Vall cuts communications and powers up his ship’s weapons.

Game Mechanics:
Combat with a Cardassian Galor Class (pg 263 Core Book).

“Lieutenant Zynes, employ evasive maneuver alpha! Shields up!” K’orvo says.

“Shields are at maximum. Employing evasive maneuver alpha.” Lieutenant Zynes’s hands move with lightning speed.

“Lieutenant Lorne, ready phasers and target their weapons. We don’t want to destroy them, just cripple them.” K’orvo says as a phaser blast erupts from Gul To Vall’s ship. It strikes the shields, but doesn’t have much effect.

“Lieutenant Lorne, damage?” K’orvo asks.

“No sir. It was just a glancing blow off the shields.” Lorne says, never taking his eyes from his console.

“Fire phasers!” K’orvo jumps up from his seat beside the captain, with a sense of purpose and excitement in his eye.

“Direct hit, sir. Weapons are damaged and they’ve suffered some structural damage as well.” Lorne reports.

“I don’t want the ship destroyed. Be careful with the intensity on the phaser blasts. Hail the Cardassian ship and let’s see if they’re in a more reasonable mood now.” M’Kora stands up and says sternly.

“Sorry about that. We’ll be more careful in the future, and they’re hailing us, sir.” Lorne says as his console makes several beeps and blips.

“On screen.” M’Kora stands up and straightens her shirt. The viewscreen shows Gul To Vall sitting in his chair while crewmen dash about trying to extinguish fires and dispatch other crew to critical areas.

Gul To Vall’s face is grim and he speaks in a humbled tone. “Well, Captain Warren, it appears our scans were not accurate about your weapons. I hope that this doesn’t harm the relations between your Federation and Cardassia. We will withdraw if you’ll allow us.”

“We should blow you out of the Badlands, you…” K’orvo jumps up again and yells at the viewscreen. M’Kora puts a hand in front of him.

“It’s okay, Commander. We can stand down and allow you to limp home, Gul To Vall. I will, however, have to report this incident to Starfleet.” M’Kora says as K’orvo sits back down in his seat.

“Do what you must, Captain Warren.” Gul To Vall cuts the communications off and his ship begins to leave the Badlands at impulse speed.

Once the Cardassian ship is out of sensor range, the Mulgrew begins to navigate the Badlands once more. Doctor Zylas is not paying attention to his console like he should be and he misses the eruption of a plasma funnel, just beneath the Mulgrew.

“Zylas, what’s the meaning of this!?” M’Kora stands up yells across the bridge.

“Oh my. Why is it automatically my fault? Isn’t the Andorian supposed to be flying this heap?” Zylas immediately begins to monitor his console once again.

“My fault? I was going off the information, or lack thereof, that you gave me!” Zynes snaps back.

“Stop it, both of you! Get back on those sensors and get us out of here!” M’Kora orders but it’s too late. The Mulgrew is tossed hard to port and another plasma funnel strikes the port nacelle and engineering. The crew on the bridge is jostled and thrown away from their consoles as sparks erupt from the panels and smoke fills the bridge. The chief engineer, Lieutenant Kobi, is rushing about, barking orders in engineering when it’s struck by the plasma funnel. Lieutenant Kobi is knocked unconscious when he hits his head on the corner of a console. He’s dragged out of engineering by his subordinates amidst the smoke and fire.

“Engineering, report!” M’Kora calls over the ship’s comms and when there isn’t an answer, she starts to get worried. “Doctor Zylas, get down to sick bay and prepare for injuries and possible casualties. Ensign Cross, get to engineering and figure out what’s going on.”

Ensign Cross looks blankly at Captain M’Kora and asks, “Boss? Me?”

“Yes, you! Get going, now!” M’Kora steps toward him and he jumps up from the console and rushes off of the bridge to engineering. Zylas drags himself out of the science station seat and moves sluggishly toward the turbolift. M’Kora puts a hand to her head and pulls it back, revealing blood from a cut. “I swear to Kahless, if that Ferengi kills us, I’m going to kill him a hundred times over in the afterlife.”

Scene 3 – “When it rains, it pours.” (Session 1.3)

A gaseous substance erupts from the pipes and conduits inside the Jeffries Tubes along the corridors leading to the engine room. Main access to the engine room is cut off and the only way in is through the Jeffries Tubes. The warp drive is already offline and if the repairs are not finished quickly, the damage could become much worse and cause the Mulgrew to lose impulse too.

“M’Kora to engineering, status report!” M’Kora pauses and when she doesn’t get a response, she calls again. “Ensign Cross, status report of engineering!”

“Boss, engineering is in shambles. The warp core has been knocked out of alignment and the warp drive is completely offline. We have impulse for now, but we won’t if someone can’t get into the engine room to make repairs. We’ve got injured crew and panels are offline all over the place.” Ensign Cross calls back over the comm.

“You’re in charge of the repairs! Get down to the engine room and fix it!” M’Kora orders.

“Sure thing, Boss! I’m on it!” Cross calls back over the comm.

“Captain, Starfleet Command is on a secure subspace channel, requesting to speak to you.”  Lieutenant Lorne says.

“Put it through to my ready room. I hope they make this quick. I don’t have time for their crap right now.” M’Kora jumps up from the captain’s chair and rushes into her ready room.

Game Mechanics
~ Task: Access the Jeffries Tubes
~ Difficulty: 1
~ Control + Security, Daring + Security, Fitness + Security

Once in the Jeffries Tubes, Ensign Cross shuffles along with his toolkit. Smoke blows into his face from a ruptured conduit, but he continues on. After he reaches the engine room, he sees the extent of the damage and knows the situation is much worse than first thought. If he can’t get the damage repaired as soon as possible, there will likely be a feedback loop into the warp core and a breach will be imminent.

Game Mechanics
~ Timed Challenge Task: Repair the Engines
~ Successes Needed: 4
~ Time Intervals: 10
~ Time Per Attempt: 2
~ Difficulty:
2

~ Control + Engineering, Daring + Engineering
~ Daring + Science set for Difficulty 3

Ensign Cross begins repairs, focusing on the critical damage first. He knows that his time is short and he works quickly and diligently. He mumbles to himself throughout the entire process, telling himself what tool to grab and what to work on next, almost like he’s giving himself instructions. But he’s still a little unfamiliar with all the intricate workings of machinery and tools in this universe. He has a slip with one of the tools and cracks a casing on a plasma injector.

“Well, that’ll need to be fixed once we’re stable again…” Ensign Cross mumbles to himself. Once the engines have been repaired, Cross breathes a sigh of relief and calls M’Kora over the comm, “Boss, we’re back in business, for now. But we need to get out the Badlands and dock for extensive repairs.”

“Good work, Ensign. Lieutenant Lorne, open a ship wide channel.” M’Kora says as she emerges from her ready room, a stern and sour look on her face. “Attention crew of the Mulgrew, this is Captain M’Kora. It appears that the most pressing repairs have been handled. But there’s an old saying from Earth, ‘When it rains, it pours.’ I have devastating news from Starfleet Command. The Klingons have declared war on Cardassia and the Federation has condemned their actions. In doing so, the Klingons have seen this as a slight against the Empire. Chancellor Gowron has recalled all Klingon citizens and expelled all non-Klingon citizens from Klingon controlled territory. But that’s not all… Chancellor Gowron and the Klingon High Council have decided to withdraw from Khitomer Accords. The Klingon Empire and the Federation will soon be at war. This means we will likely see much more dangerous missions in the future. Please make all appropriate preparations. Thank you.”

“Well, if that isn’t a pile of targ ****.” K’orvo says as he sits back in seat and stares at the view of the Badlands on the viewscreen.

Scene 4 – Caretaker (Session 1.4)

Once all the engine repairs have been completed enough that the Mulgrew can safely navigate out of the Badlands, M’Kora orders a retreat to DS9. But the mood aboard the ship is melancholy and everyone is unable to hide their uneasiness about the news of the Khitomer Accords. The science station suffered heavy damage and repairs are underway, but that means Zynes will have to fly the ship out of the Badlands with no assistance from the science station sensors.

“Lieutenant Zynes, take us out of this forsaken area of space, quickly. I want to get full repairs and a refit at DS9 before this war becomes official.” M’Kora puts a hand to her forehead in exasperation. “Ensign Cross, get to the bridge to start repairs on the science station as quickly as you can.”

“Sure thing, Boss. Headed that way now!” Cross calls back over the comm.

Game Mechanics
~ Task: Repair the Science Station
~ Difficulty:
1

~ Control + Engineering

Game Mechanics
~ Task: Navigate to the edge of the Badlands
~ Difficulty:
3

~ Reason + Conn, Daring + Conn
~ Ship Assist: Computers + Conn

Cross arrives on the bridge and begins working on the science station as Zynes does his best to visually navigate the Badlands, with minimal support from his station’s sensors.

As the ship nears the edge of the Badlands, there is a blinding white light that streaks across the viewscreen. As the crew on the bridge watches, the light darts around without regard for the plasma funnels.

The light streaks like lightning towards the Mulgrew and appears to collide with the bridge. There is no damage where there should be a gaping hole, but there is now a glowing white orb, hovering in the air about eye level with Captain M’Kora.

“Dirnick, Zylas, get over here and figure out what this is. Security to the bridge! We have an entity on board.” M’Kora watches as her crew jump into action.

Game Mechanics
~ Task: Analyze the Threat
~ Difficulty:
4

~ Reason + Science
~ Information Gained on Success – It’s a being made of energy. It’s definitely a lifeform.
~ Momentum Spends – It appears to be a type of sporocystian lifeform. It’s non-corporeal, but has a crystalline base.

“Captain, it appears to be a sentient, non-corporeal, sporocystian lifeform with a crystalline base.” Dirnick reports as he scans the orb.

“Does it understand us?” M’Kora asks Dirnick and Zylas. Before they can answer, the being darts over to a console and appears to inspect it and begins looking through the ship’s records. “Lieutenant Lorne, keep an eye on that thing. See if you can encourage it away from the computers.”

Cross is huddling beneath the science station console with his hands over his head in an attempt to hide from the entity. He’s mumbling something, but nobody can hear what he’s saying.

“Captain, maybe it needs to use someone as a conduit.” Dirnick suggests as he watches the entity.

Lorne, with his phaser at his side, looks at Dirnick and says, “Are you out of your mind, you crazy Cardassian?!”

“It was only a suggestion and I wasn’t implying that you would be a suitable conduit.” Dirnick smirks at Lorne and Lorne rolls his eyes.

As Lorne approaches the entity, it darts away from the computer console and into the center of the room. It slowly takes on a humanoid form and then turns to the crew.

“I am a Nacene; a species that is developed well beyond your comprehension. A very old and dear friend was taking care of a species far from here; a caretaker, if you will. That species is in trouble once again. You will be sufficient enough to preserve his legacy.” The Nacene changes back into the glowing orb of light and exits the way it entered the ship.

“What in the hell is that about?! Someone track that thing!” M’Kora orders, but there is a blinding light that engulfs the Mulgrew and knocks the crew unconscious.

Scene 5 – Delta Quadrant (Session 1.5)

When the crew starts to come to, they return to their stations and begin analyzing records and sensors.

“Report!” M’Kora orders as she steadies herself in the captain’s chair.

Game Mechanics
~ Task: Lorne’s Security Report
~ Difficulty:
0

~ Reason + Security, Insight + Security
~ Ship Assist: Communications + Security

Lorne is the first to speak up, “Captain, it appears we were only unconscious for about ten minutes and there are no reports of injuries, casualties, damage or anything else. Everyone just seems to be out of sorts.”

Game Mechanics
~ Task: Dirnick’s Sensor Sweep Report
~ Difficulty:
1

~ Reason + Science
~ Ship Assist: Sensors + Science
~ Information Gained on Success: None of the star markers that should be in the Alpha Quadrant are there. (Encourage Momentum Spend)
~ Momentum Spend: You find a chart with partial information on what the star markers look like for the Delta Quadrant and they match. You are now 70,000 light years from home. That’s roughly 70 years from home.

Then Dirnick chimes in, “Captain, there’s a huge problem. I can’t find the stars of our system. We’re not in the Alpha Quadrant. It appears we’re in the Delta Quadrant, 70,000 light years from Starfleet. It’ll take us approximately 70 years to get back, if we travel at maximum warp the entire time.”

Suddenly, a proximity alert sounds for an approaching ship. M’Kora springs into action. “Red alert, all hands to battle stations. Get those shields up and at full power. Don’t arm the torpedoes or charge the phasers just yet. I don’t want to appear aggressive and cause a fire fight if it can be avoided. We have no clue what we’re going to encounter so I want to be ready. Open a channel to the ship. Unidentified ship, this is Captain Warren of the U.S.S. Mulgrew. We’re a diplomatic ship of exploration and would like to make first contact with you.”

The viewscreen changes to show a very angry Kazon. “I’m First Maje Culluh of this Kazon vessel and I know all about your Federation’s ‘diplomatic’ and ‘exploration’ missions. Prepare to be boarded and to turn over your ship!”

The viewscreen cuts back to the Kazon vessel as it charges weapons and prepares to fire.

Game Mechanics:
Combat with Kazon vessel (using the D7 on pg 259 Core Book, without Cloaking).

“Evasive maneuvers, pattern omega!” K’orvo calls to Zynes. Zynes’s fingers dance across his panel as he readies himself and the ship for evasive maneuvers. Dirnick mans the science station and begins scanning for any weakness that they can use to their advantage. Phaser fire from the Kazon ship is lighting up all around the hull of the Mulgrew.

“None of their attacks are landing. They’re not even hitting our shields.” Lorne reports.

“Well, try to disable their ship. Don’t do anything lethal.” K’orvo watches his panel closely, taking in all the incoming reports from around the ship. “I may not be Starfleet, but it is dishonorable to destroy an enemy that is much weaker than you are.”

“Aye, Commander. Should I fire on them?” Lorne asks, hands at the ready.

“Yes! Fire on them, Lieutenant!” K’orvo turns and yells at Lorne. Lorne’s fingers hit the command buttons to fire phasers at the Kazon vessel. “Target their engines, Lieutenant.”

“I already fired, sir.” Lorne turns to look at K’orvo.

“By the blood of Kahless the Unforgettable… Fire again, Lieutenant!” K’orvo yells.

“Commander, Captain, we’ve caused a major breach in their engines and taken their weapons offline. If we fire again, we could destroy them.” Dirnick reports to his commanding officers.

“Incoming hail from the Kazon ship!” Zynes calls out.

“On screen, Lieutenant.” M’Kora stands and straightens her uniform.

“Federation vessel, we are losing containment! We were not going to kill you, only take your ship! You can’t destroy us like this!” Culluh yells.

“We didn’t intend to destroy you, First Maje Culluh. We can transport as many of you to our ship as possible, and maybe give you safe passage if you behave yourselves and cooperate with us. There isn’t much time, so make your decision quickly.” M’Kora turns from the viewscreen, a look of satisfaction on her face.

“Wait! We’ll head to our transporter room. Get us out of here!” Culluh immediately cuts the transmission.

“Ensign Cross, get to the transporter room and get as many as you can. Make sure you neutralize potential weapons with the transporter. Lieutenant Lorne, get several security teams in place.” M’Kora says as she takes her seat. Lorne acknowledges the orders and makes his way to the turbolift.

“Sure thing, Boss. On my way now!” Cross jumps up and rushes for the turbolift.

“Captain, I would like to ask our guest a few questions. I’ll take Lieutenant Lorne with me once all the guests are on board.” K’orvo stands and addresses M’Kora.

“Granted. Get any information you can and keep a comm open with me. Lieutenant Zynes, back us off as soon as the transports are complete. I don’t want to be too close when that ship blows.” M’Kora says as K’orvo makes his way to the transporter room and Zynes acknowledges his orders.

In the transporter room, Ensign Cross is working quickly to beam over as many as he can in each transport. Each transport allows him to get ten crewmen from the Kazon ship. With each beam in, Lorne sends a security team to escort the group of Kazon to a cargo bay that’s been converted to a makeshift brig. Lorne instructs the teams to take Culluh and the other bridge officers to the brig, in order to keep them separated from the rest of the crew.

Game Mechanics
~ Timed Challenge Task: Transport the Kazon!
~ Successes Needed: 5
~ Time Intervals: 12
~ Time Per Attempt: 2
~ Difficulty:
2

~ Control + Engineering

Four of the Kazon are injured and are escorted to sick bay. Dirnick is waiting with his tricorder ready.

“Please, come in and have a seat. We’ll take some scans and then have you fixed up in no time.” Dirnick smiles and Zylas rolls his eyes at him.

“Who’s the chief medical officer here? Oh, that’s me! Stop telling my patients what to do.” Zylas says with a sarcastic tone. The EMH (Emergency Medical Hologram) is helping Zylas tend to Lieutenant Kobi when the Kazon are escorted in. The EMH rushes over to the Kazon and quickly scans them with a medical tricorder.

“Doctor, these patients have plasma burns and broken bones. They need immediate attention. Lieutenant Kobi is stable right now.” The EMH informs Zylas.

“Nobody asked you. Computer, deactivate…” Zylas starts to say but is interrupted by the EMH.

“Wait, Doctor Zylas. I can continue treat Lieutenant Kobi if you wish.” The EMH says.

“Fine, whatever. Just stay out of my way.” Zylas buzzes over to the Kazon where Dirnick already has a tricorder out and scanning one of them. “There’s a charge to use my equipment, Dirnick.”

Game Mechanics
~ Task: Tricorder Scan
~ Difficulty:
1

~ Reason + Medical

“Good thing I’m using the equipment issued to Starfleet crew then, and not your personal tricorder.” Dirnick smiles at Zylas, half heartedly, and starts scanning the Kazon again. “It’s okay. I think I have all the information I need anyway. It looks like these are crew from the engine room of the Kazon vessel.”

“We’re the only ones left after you destroyed our ship!” One of the Kazon spits at Dirnick’s feet.

“Well, Doctor, I’ll leave them in your capable hands. I have more important matters to attend to, like scanning the debris of that inferior vessel of theirs.” Dirnick smirks at the scowling Kazon as he puts his tricorder into his science pack and leaves sick bay.

Meanwhile, Lorne and K’orvo make their way to the brig where the Kazon bridge crew is being held. When they walk through the brig door, they see Culluh pacing in his cell with a very angry and irritated look on his face.

“Take us to our people! We had an agreement!” Culluh yells at K’orvo and Lorne. He looks at K’orvo with a confused look. “Wait… what are you? There are far less humans than our scans revealed. What trickery is this?!”

“I’m a Klingon and that’s really not what you should be concerned about right now. We didn’t agree to take you to your other people. We agreed to help you off your ship and maybe give you transport to your people if you behave and cooperate. So far, your crew is behaving and now we want your cooperation. You mentioned that you were familiar with the Federation, correct? We want to know how. There shouldn’t be any Federation ships out this far.” K’orvo steps up to the force field of Culluh’s cell.

“I don’t have to tell you anything, and good luck getting information from my ship’s computers now that my ship is destroyed.” Culluh smirks and then looks beyond K’orvo and sees Lorne. “I know your kind, Bajoran.”

“Wait. You know what Bajoran are, but not Klingons? How is that possible?” Lorne asks.

“Well, the only Klingon I’ve seen wasn’t a true Klingon. She was only half so she didn’t look like this one here. But I know what a Bajoran is. They are a subservient race!” Culluh yells at Lorne.

Lorne approaches K’orvo and puts a hand on his shoulder. K’orvo turns to Lorne and Lorne whispers, “Let me ‘talk’ to him, Commander.”

“Lieutenant, we don’t want to cause any unnecessary harm to our guests. If you want to talk to him, that’s fine, but you will not go into that cell without orders to do so.” K’orvo stares at Lorne and Lorne nods.

Game Mechanics
~ Task: Subtle Interrogation (Opposed)
~ Difficulty:
1 (+1 Difficulty for Bajorans)

~ Presence + Security
~ Information Gained on Success: Voyager, under the command of Captain Janeway, was here about a year ago and caused some trouble for the Kazon.
~ Momentum Spend: There is a planet called Ocampa that’s no far from here. There are Kazon on that planet that enslave the Ocampans and raid their underground homes. That’s where Culluh wants you to take his people.

“Aye, Commander.” Lorne approaches the cell’s force field. “Why don’t you tell me how you know about the Federation? If I’m such a lowly race, it won’t hurt to tell me, now will it? And if you cooperate by giving me the information I want, I’m sure my Klingon friend will be more than happy to take you to your people. It’s such a small request. It’s not like we want information on your race or ships, just how you know about the Federation. That’s all we’re asking for and we’ll take you to your people.” Lorne whispers to Culluh.

“It was your cursed Voyager, lead by Janeway, that caused me so much trouble a year ago. I do not need or want another Federation vessel in my space! I want you to leave me and my crew with our people on Ocampa and then get out of my space!” Culluh yells.

Lorne looks at K’orvo and K’orvo relays the information to Captain M’Kora. “Captain, it looks like we’re actually where we need to be. Voyager was here a year ago.”

“Acknowledged. Good work General. Keep me updated with any further information.” M’Kora calls back over the comm.

Lorne turns back to Culluh and asks, “Is Ocampa your home? Where is it, so we can take you there?”

“You can find Ocampa here.” Culluh points to a spot on a PADD that Lorne holds up to the force field. “Once you get me there, I can make the Ocampans repair one of the old transports and I can get back into space.” Culluh mumbles to himself.

“So the Ocampans are the inhabitants of the planet?” Lorne asks.

“Yes, and your two races have a lot in common, being that you’re both slaves.” Culluh sneers. Lorne turns to K’orvo as K’orvo is relaying the new information to M’Kora.

“Lieutenant, I think we’re done here.” K’orvo says, implying that they should leave.

“Aye, Commander. I’ll return to my post on the bridge.” And with that, Lorne and K’orvo leave the brig and head for the bridge.

Back on the bridge, Dirnick enters from the turbolift and takes over his post at the science station.

 “Reports, please.” M’Kora sits down in the captain’s chair and looks over the reports as they come in.

Game Mechanics
~ Task: Dirnick’s Sensor Sweep Report
~ Difficulty:
1

~ Reason + Science
~ Ship Assist: Sensors + Science
~ Information Gained on Success: Class H Desert Planet about an hour away at warp 2. Dilithium and Duranium deposits on several asteroids caught in the gravitational pull of the planet.

Dirnick makes several notes from his sensors. “Captain, sensors detect a Class H, desert, planet at the same location the Kazon gave us. It’s maybe an hour away at warp two. Sensors also indicate Dilitium and Duranium deposits on several asteroids that are currently caught in the planet’s gravitational pull. If we get there in time, we can mine both for backup supplies. We might want to take any opportunity we can to stockpile.”

The doors of the turbolift open up. Lorne and K’orvo enter the bridge and return to their posts at the security station and the commander’s chair.

“Nice work, Lieutenant Commander Dirnick. Anything else to report General?” M’Kora asks K’orvo.

“Nothing further.” K’orvo says as he adjusts his seating. “If I may say so, this is a mess we’ve gotten ourselves into.”

“It is, General. But if anyone can get out of it, it’s the crew of the Mulgrew.” M’Kora says with a sense of pride.

“With Ace flying this ship, we’ll be back in the Alpha Quadrant in no time!” Cross blurts out from his engineering console. Zynes rolls his eyes and is about to say something, but instead sighs and focuses on piloting.

“Ensign, set course for Ocampa.” M’Kora orders as an ensign takes the navigator’s seat. “Lieutenant Zynes, take us into the black.”

Roll Credits!
  • Travis – Lieutenant Zynes/Lieutenant Commander Dirnick
  • Wednesday – Doctor Zylas/Commander K’orvo
  • North – Ensign Cross/Lieutenant Lorne
  • Kat (Dice Dice Kitty) – Captain M’Kora
Gamemaster’s Notes

I try to tell myself that mistakes are okay since this was the first adventure I’d written for our Star Trek Adventures. But I’m kind of overly critical of all my work, and this was no exception. I noticed right away that their first Extended Task was a little too easy.

Game Mechanics
~ Extended Task: Sensor Sweeps & Navigation
~ A Sensor Sweep must be successful before a Navigation Task is attempted.
~ Players must complete 5 pairs of Sensor Sweeps + Navigation Tasks.
~ Work Track: 10 (Each success, not pairs, grant Work)
~ Magnitude: 2
~ Base Difficulty:
1

~ Reason + Science & Reason + Conn
~ Ship Assist: Sensors + Science & Computers + Conn

I should have added Resistance or increased the Difficulty by one because they blew through this Extended Task like a hot knife through butter. Lesson learned for next time!

The next thing I noticed that I made a huge mistake on, were the ship battles. They were way too easy. The Mulgrew, granted it has a few additional bonuses that you wouldn’t normally have, chewed up the Galor and the D7 (pretending it was a Kazon vessel). They weren’t even trying and they instantly ate through the D7 shields and destroyed the engines on the first attack. The players didn’t call a system to target, so they rolled and the engines were picked randomly. That resulted in the ship’s eventual destruction.

Either we’re doing ship battles wrong or I shouldn’t have allowed the additional bonuses. The additional bonuses were granted because I knew they were going to the Delta Quadrant. They didn’t know they were headed to the Delta Quadrant until the moment it happened in game. There would be no way for them to get upgrades or refits without getting super creative with the story and the engineering – which may happen anyway. But that poor Kazon vessel didn’t have a chance and it couldn’t even hit the Mulgrew. But next time, I’ll modify the enemy ship or add more ships to the battle.

Aside from my mistakes, the players all seemed to really enjoy the game and had lots of fun. We are all in agreement that the 2D20 system is super fun and the way the game is designed encourages lots of roleplay. Modiphius has hit a jackpot with Star Trek Adventures and I can’t wait to finish writing the next Adventure for my players!

“These are the voyages of the starship Mulgrew. We go where other Federation starships cannot. We blaze a path in the stars for fellow explorers. We don’t just boldly go, we go boldly and silently into the black.”     ~ M’Kora

Qapla’!

Greetings Fellow Star Trek and RPG Fans!

 

We just finished our tutorial adventure of Star Trek Adventures, from Modiphius. This is a role playing game where you create characters in one of the various Star Trek eras, and boldly blast across the galaxy in search of adventure!

This session was a continuation from our previous session, here.
You can read the crew backgrounds, here.

As I explained in the previous post, I took the adventure from the back of the Star Trek Adventures core book and made some minor adjustments to the story. I took liberties with the GM description for the scenes.

The following is the report for the session. Anything that was read aloud to the players is italicized and colored reddish brown. This is the GM text and most of it was written in the book. I only made minor adjustments or added on to what was already there. Game mechanics will be in blue.

Note – So everyone understands my numbering system, each adventure will consist of five to six scenes. Each session will have a number associated with the adventure and the scene. For example, we started on character creation in Session 0 and advanced through scene one, so Session 0.1 is the designation for that scene. When we play our next session, it’ll be Session 0.2 for the Session 0 adventure and the second scene in the adventure – and so on.

Rescue at Koralis IV
Session 0.2: The Trek

It’s obvious that the march to the science outpost is no simple stroll. The journey covers several kilometers and the terrain between your current location and the science outpost is rough and rocky. There is an abundance of strange flora growing wildly over the landscape. There are brightly colored flowers speckled across large patches of the fern like growth.

Lorne, Dirnick, and K’orvo set their sights on the science outpost, but it didn’t take long before Dirnick was distracted by the local flora.

Game Mechanics
~ Extended Task: Evaluate the Flowers
~ Work Track: 10
~ Magnitude: 3
~ Base Difficulty: 2
~ Maximum Attempts: 3
~ Reason + Science, Presence + Medicine, or Control + Security

“Sir, what are you doing?” Lorne asked Dirnick.

“This flora is highly unusual. I want to examine it more closely. Who knows – we may find it useful!” Dirnick pulled a tricorder from the medical kit he brought from the runabout and began scanning several of the plants. “This is very interesting. These flowers seem to be a different species than the others, even though the plants look almost identical.”

“Funny, how a ruthless race like the Cardassians can find a flower interesting. Klingon warriors have no use for such fragile things. I don’t see the benefit in wasting our precious time to look at flowers. Let’s go, before this blasted storm traps us!” K’orvo grabbed Dirnick by the shoulder.

“Now you hold on just a moment! I’ll have you know, I’m a skilled botanist, not just a scientist. If I want to examine this flower, I’ll do so. For all we know, it could be deadly! Ruthless races love to use poisonous flowers against their enemies.” Dirnick stood face to face with K’orvo and made gestures towards the batch of plants he was examining. The two of them continued to argue back and forth while Lorne knelt next to the flowers and studied the petals closely. He noticed that there was a coating of dust like substance on some of the batches of flower, but not on others. Lorne reached out, about to pluck one of the flowers, but Dirnick slapped his hands away.

“Don’t touch those, lieutenant!” Dirnick opened the tricoder again and scanned Lorne’s hands.

“If you would let me explain, sir. I noticed there’s a dusty substance on one of the flowers, but the other batch of flowers next to it doesn’t have it. On Bajor, there are two plants that developed an unusual defense mechanism. One of the plants has a toxin that it secretes when an animal gets near it. The other plant evolved to look like the toxic plant, but it was a little different. I wanted to see if these plants were like the ones on Bajor. I wasn’t actually going to touch the thing; just get close enough to see if anything happened.” Lorne pointed to a cluster of flowers that didn’t have a dusty coating. “And look there. Those petals have a liquid on them now.”

Dirnick knelt next to the plants and scanned them with his tricorder. “Smart thinking, lieutenant. Looks like you were right. This one batch has a toxin while the other doesn’t. Okay, so avoid touching the plants that don’t have the dusty coating. That’s a nasty contact poison the other plants have. Lieutenant, do you think you could assist me in harvesting a sample?”

“What would you need it for?” Lorne asked, eyeing Dirnick.

“You never know when something like this could come in handy.” Dirnick had a sly smile cross his face and Lorne felt a cold shiver run up his spine. “I might want to experiment with it at some point too.

“I guess you’ve got all kinds of experience with experimenting on unwilling subjects.” Lorne instantly regretted his comment.

“Need I remind you, I didn’t like what Cardassia did to Bajor? I only did experiments on Bajorans if I had to, in order to keep my cover. It wasn’t ‘fun’ for me.” Dirnick held out a small sample container as Lorne carefully placed the toxic flower in it.

Game Mechanics
~ Task: Handling the Toxic Flower
~ Difficulty: 2
~ Daring + Security, Control + Security

After a few awkward moments between the Bajoran and Cardassian, K’orvo stepped up to get the group back on track. “If you two are done playing in the dirt with flowers, we need to get moving.”

The two stood up, brushed off their uniforms, and the trio started in the direction of the science outpost.

You come up to a deep gaping chasm that stretches on for what appears to be forever. The ravine is deep, but not particularly wide. At a glance, you all can see a large piece of wood that could easily be made into a makeshift bridge, but someone needs to cross the ravine and move the log.

Game Mechanics
~ Task: Crossing the Ravine
~ Difficulty: 4
~ Fitness + Security

“If it’s not one thing, it’s another and it’s all trying to stop us. I want off this blasted planet!” K’orvo roared into the seemingly bottomless ravine.

“It looks like we’re at a good place to cross. The walls are closer together here and I might be able to jump across.” Lorne stood near the edge of the ravine, eyeing the distance to the other side. “Once I get across, I can move that large log to make a bridge. Then we won’t have to worry about it on the way back to the runabout.”

“And I thought Cardassians were crazy. Are all Bajorans just as insane as you are? You think you can actually jump that distance?” K’orvo said as he looked around for another solution.

“I’m kinda sure I can make it.” Lorne sounded less sure of himself now. “Unless you have a better idea?”

“How about we use one of those logs over there?” K’orvo pointed to several smaller logs. “They don’t look long enough to reach the other side, but you could jump from the end of it. It’d make your jump shorter. Me and the Cardassian can stand on the other end to help keep it from falling.”

“Well, I’m determined to make it across and this should help boost my odds, so sure. Let’s give this a try.” Lorne replied as they moved the smaller log into place.

“I’m not so sure this is a good idea. If he falls, he’s a goner.” Dirnick looked very skeptical at the setup.

“Well, there’s some vines. Let’s tie a vine to him.” K’orvo pulled out his d’k tahg and cut down a few vines that were hanging in a nearby tree. K’orvo realized after cutting them down that there wasn’t enough of the vine to span the width of the ravine. “Never mind the vines. Just don’t fall.”

With his comrades stabilizing the log, Lorne cautiously stepped onto the log. It felt steady enough, and Lorne felt his confidence rise. He sprinted towards the end of the log, but just before reaching his launching point, his right leg went straight through an insect infested part of the log. Lorne felt the sting and burn of his flesh being ripped and he could feel the warm blood running down his leg. K’orvo grabbed the log, bumping Dirnick out of the way, and pulled with all his might. The log came sliding back, bring Lorne with it. Once he was back on the ground and not stuck to a log dangling over the ravine, Lorne freed his foot from the deteriorated part of the log.

“I thought this was a bad idea.” Dirnick knelt down to examine Lorne’s leg and ankle. “Luckily, you didn’t break, fracture, or sprain anything. I can patch these scratches up with no trouble. I guess it’s a good thing that I have so much experience with Bajoran anatomy.”

“Yeah, guess I’m lucky all those other Bajorans gave their lives so you could discover what makes us tick.” Lorne felt his stomach ache a little as he watched Dirnick mend his leg. Dirnick glanced up at Lorne with a look of disgust at the comment, shook his head and went back to work.

“Hey, Bajoran, what if I gave you a heave across as you made your jump? You think you could make it then?” K’orvo stood over Lorne with his arms crossed. Lorne stood up and walked around for a minute to see how well he could withstand the pain.

“Maybe. My leg hurts, but it’s not bad enough that I can’t run.” Lorne hopped a few times and winced.

Dirnick walked up behind Lorne and shot him with a hypospray. “There you go, lieutenant. You should be feeling great in just a moment.”

“What did you shoot me with?!” Lorne yelled as he turned around to see Dirnick smiling.

“It’s okay, lieutenant. It’s just adrenaline. It will help block the pain and give you a physical boost.” Dirnick placed the hypospray back in the medical kit.

“Well, I guess I better do this before the adrenaline wears off. Ready, K’orvo?” Lorne gave Dirnick a disgusted look and then turned to see K’orvo positioning himself near the ravine and ready for Lorne’s approach.

“Ready as I’ll ever be. I’ll give you a heave as you run by.” K’orvo motioned for Lorne to run.

“Well, here goes everything!” Lorne bolted for the edge of the ravine and just as he reached it and jumped, K’orvo reached up and pushed Lorne with all his strength. Lorne could tell that the extra push threw his momentum off a little, but he knew he would at least make it to the other side. Lorne crashed against the side of the ravine, barely catching the top edge. After some struggling, Lorne pulled himself out of the ravine and lay on his back. After a moment had passed, Lorne could feel his heart slowing back down, and a new sharp pain in his left leg. He looked down and didn’t see anything out of the ordinary, but he could feel something was badly damaged inside his leg.

“Lieutenant, what’s wrong?” Dirnick called from the other side of the ravine.

“Not sure, but it hurts really bad. I’m certain it’s more than just a scrape or bruise. Maybe a torn muscle or something.” Lorne stood up, trying to keep all the weight off of his left leg. “I’m not sure if I can move this log now.”

Game Mechanics
~ Task: Moving the Log
~ Difficulty: 3
~ Fitness + Security, Control + Science

“Lieutenant, use those vines and some of the low hanging branches to make a pulley type apparatus. That will help you move the log without needing to bend down and lift it.” Dirnick pointed to the closest cluster of trees near the edge of the ravine and Lorne hobbled to it. “Too bad these vines aren’t long enough or you could just throw them to us and we could pull the log over.”

After some time, Lorne worked the log into place and then dropped to the ground. The adrenaline had completely worn off and he was in excruciating pain. Dirnick and K’orvo tied vines to each other and crossed the bridge one at a time, holding the vines as long as they could for each other.

Game Mechanics
~ Task: Crossing the ‘Bridge’
~ Difficulty: 1
~ Control + Security

Once they were both across, Dirnick rushed over with his tricoder and began scanning Lorne. “You’ve fractured your fibula in at least two places. I can’t fix it here. We’ll need to get to the runabout to use the medical station there, unless the science outpost has the proper facilities. I’ll make up a splint to keep you from doing further damage to it. You should be able to make it to the outpost, unless we need you to scale a mountain next.”

“How does a creature as fragile as you make it out here in space?” K’orvo chuckled and slapped Lorne’s shoulder. Lorne rolled his eyes and winced as Dirnick applied the splint to his leg.

Once across the ravine, you all set your sights on the science outpost once more. As you clear the tree line next to the ravine, you see large patches of brightly colored flowers littering the field between you and the path that leads up the bluff.

(This is where the crew would have analyzed the flowers, but they had completed that task earlier than expected. The crew avoided the toxic flowers and made their way to the bluff.)

Session 0.3: The Outpost

The path leading up the bluff is well traveled and gives you no resistance. As you approach the science outpost, you can tell it’s in tact but there is heavy damage along the exterior of the structure. Most of the damage appears to be dents and punctures, but a few areas of phaser fire are evident as well.

You approach the entrance to the outpost and the doors slide open, granting you entry. As you step through the doorway, it is apparent that there has been massive vandalism. As you venture through the corridors, checking for someone – anyone, you get a better view of the destruction. From the living quarters, to the kitchen, to the laboratories, it’s very obvious that someone or something wrecked the place without regard. Whoever or whatever it was, was intelligent enough to destroy the communication systems. A brief glance at the smashed equipment and you can easily tell that it’s not salvageable.

As you are about to give up your search for life, you find one last storage area with the door closed and locked. When you ‘re unable to gain entry easily, you try to force the door open. The noise disturbs something in the storage area and you can hear a muffled voice coming from inside. You look over at the door panel and see that there is power going to it and it is intact. Someone might be able to bypass the lock if you can’t get the door open by force.

Game Mechanics
~ Task: Bypass the Lock
~ Difficulty: 0
~ Reason + Engineering, Reason + Security
* A roll is not required, but an attempt may still be made in order to gain Momentum. Complications would still apply. *

“We should probably check that out. Someone could be injured and in need of help.” Lorne said as he eyed the door panel. “I think I can bypass this without damaging it.”

“We should be cautious. We don’t know who or what is behind that door.” K’orvo pulled out his disruptor.

“Be sure you aren’t aiming to kill anyone, K’orvo.” Dirnick instructed.

“I’m not Starfleet. If I see a threat, I’m going to shoot it before it comes for me.” K’orvo aimed towards the door, ready to fire.

Lorne was working on bypassing the lock when sparks erupted from the console and he was given a jolt of electricity in his fingertips. The console went dim as the door opened.

“Guys, it’s open, but it wasn’t me. Or, maybe it was me. I’m not actually sure what happened.”

(In game terms, Lorne succeeded the Difficulty 0 Task, but he scored a complication as well by rolling a 20.)

The door unlocks and opens. You see a middle-aged Human woman sitting on a cot at the back of the storage area. She cradles a man in her arms, but it’s hard to determine his age because of his strange appearance. His sweat-soaked face is covered with hair and as you watch, the ridges of his eyebrows twitch and pulse, as if changing in sporadic fits.

As you enter the storage area, the woman looks up at you, her eyes unfocused and filled with tears, “It’s too late. They’re all gone, and Jasper is…” She can’t finish her thought through her sobbing and she clings tighter to the man in her arms.

Lorne limps over toward the woman and tries to calm her. “Miss, we’re from Starfleet. Can we render aid?”

“Bajoran, you aren’t even able to aid yourself. Don’t try to fool this woman.” K’orvo stepped into the room and looked closer at the man.

Dirnick stepped in the storage room and approached the man and woman, scanning the man with his tricorder. “He appears to be suffering from the same affliction as the other people.”

“You saw the others?” The woman looked up. “Please, you have to help us!”

“My name is Dr. Heidi Schipp. I’m the Federation scientist leading this team of 11 other scientists. We’ve been here for just over a year, studying the flora and fauna for scientific and medicinal uses. The ion storm has been ravaging the planet off and on for more than a week now, and something about it has caused the living inhabitants to devolve. Some of us were more susceptible to the effects and changed, almost immediately, into neanderthals. Others took longer, but they still transformed. I’ve held out the longest, but I’m not sure how much time I have. I can feel it starting to affect my mind.”

“What type of research were you doing here, if you don’t mind me asking.” Lorne winced at the pain in his leg, but he wanted to keep her talking.

“Just before the storm struck, we had a breakthrough in our research. A combination of genetic material from the flora and fauna could be useful in treating or even curing Irumodic Syndrome. It’s all thanks to the help of my assistant, Dr. Jasper Conrad. Those neanderthals beat him severely and now my love is also turning into one of those beasts!”

“Dr. Schipp, we’ll do anything we can to help, but first I need to mend my crewman’s leg. Is there a medical station I can use?” Dirnick placed a hand gently on her shoulder.

“Y-yes. It’s in the room just outside this storage area. Help me move Jasper there, please.” Dr. Schipp helped Lorne as K’orvo and Dirnick moved Jasper into the laboratory. It didn’t look like a medical bay, but the equipment there could be used to treat injuries.

Game Mechanics
~ Task: Heal Injuries
~ Difficulty: 1
~ Insight + Medicine

“We need to get off this planet. I suggest you come with us to Deep Space Nine. We already have four of your scientists locked in the shuttle.” K’orvo told Dr. Schipp.

“I’ll leave, but only if I can save my research and finish the cure for Jasper.” Dr. Schipp grabbed her head and when she pulled her hands back, K’orvo saw the ridges of her eyebrows twitch and pulse like Jasper’s had earlier.

“You won’t be doing much of anything besides throwing rocks before too long.” K’orvo grabbed Dirnick’s arm, just as he was about to start mending Lorne’s leg. Dirnick turned and saw the state of Dr. Schipp.

“Dr. Schipp, I will do everything I can to get as close to a cure as possible. Can’t we come back after the storm and collect your work on Irumodic Syndrome?” Dirnick asked.

“No. Once the plants have changed from the ion storm’s effects, the Irumodic Syndrome treatment will be lost. They must be collected soon, before the full force of the storm hits.” Dr. Schipp’s eyebrows looked like the had shifted back to their natural state.

Game Mechanics
~ Task: Convince Dr. Schipp to Leave
~ Difficulty: 0
~ Reason + Command, Presence + Command
* Because the crew is going to attempt to comply with the two conditions Dr. Schipp has set, the Difficulty is 0. Only agreeing to one condition increases the Difficulty to 3 and not agreeing to either would increase the Difficulty to 5. *

“K’orvo, Lorne, we have some work to do. I can work on curing or at least treating Jasper. Can the two of you salvage parts for the runabout and help Dr. Schipp collect her samples? We likely won’t get her off the planet otherwise and we can’t leave her here.” Dirnick quickly mended the fractures in Lorne’s leg as they discussed who would perform which task.

“I can scavenge some junk for the shuttle.” K’orvo volunteered.

“I’ll go with Dr. Schipp and help her collect the samples, as soon as you’re done with my leg.” Lorne said as he watched Dirnick work.

“I’m all finished. You’ll be a little sore, but picking flowers shouldn’t be too much trouble for you.” Dirnick moved toward Jasper, who was lying on an adjacent table. He looked up and raised an eyebrow at Lorne. “At least, I hope it’s not going to be trouble for you.”

“No, sir. I can handle some plants. Dr. Schipp, would you help me locate the specimens?” Lorne asked as he picked up a sample kit from a nearby shelf. (I allowed the players to use Dr. Schipp as a supporting character in one of the Tasks, because there are only three of them and the Gathering Specimens Task would not be possible to accomplish without help.)

“I think I can do that. Please, help Jasper.” Dr. Schipp placed a hand on Dirnick’s arm and he gave her a confident smile and a nod.

Session 0.4: The Decisions

Game Mechanics
Timed Tasks: 15 Intervals

The trio split up in an effort to accomplish their tasks. Time was running out as the ion storm’s intensity was increasing. The trio was starting to feel strange and they were all experiencing bouts of paranoia and primal fears. Luckily, the effects were still minor and if they had landed the runabout any further away from the outpost, they might have been worse off.

~ Task: Salvaging Parts
~ Successes Needed: 3
~ Time per Attempt: 2 Intervals
~ Difficulty: 1
~ Reason + Engineering, Reason + Conn, Control + Science

K’orvo was scavenging all over the outpost for any usable parts. He even had to physically pull a few parts out of the equipment. He managed to get an armful of parts and components that he thought might be compatible with the systems on the runabout. Once his task was done, he rushed back to Dirnick to see if he could assist him in treating Jasper.

~ Main Task: Gathering Specimens
~ Successes Needed: 3 (1 Success = Locate and Collect)
~ Time per Attempt: 2 Intervals
~ First Task: Locate Sample

~ Difficulty: 2
~ Insight + Science, Reason + Science
~ Second Task: Collect Sample
~ Difficulty: 3
~ Daring + Security, Control + Security

Dr. Schipp was helping Lorne to locate the specimens, but she was unable to assist in the collection of them. It took them quite some time to locate and collect all the samples, and Lorne was concerned that Dr. Schipp may turn on him before they made it back to the outpost. She would pause and stare off into the brush or she would jump at the slightest noise. Lorne felt some of the paranoia too, like they were being watched and followed. Once they completed their task, they returned as quickly as they could to the outpost.

~ Linear Task: Curing Jasper
~ Time per Attempt: 2 Intervals
~ Task 1: Identify the Cause
~ Difficulty: 3
~ Reason + Science

Dirnick had what seemed to be the most stressful of all the tasks. It didn’t take him long to discover the actual cause of the devolution. The ion storm and a chemical in the atmosphere were causing an extreme reaction from all organic creatures.

~ Task 2: Study the Symptoms
~ Difficulty: 3
~ Control + Medicine
Each time this Task is completed on a different specimen, the difficulty of Task 3 will decrease by 1.

He studied the symptoms that Jasper displayed in an attempt to see just how far he had progressed compared to the others.

Suddenly, an injured neanderthal stumbled into the laboratory from outside. Dirnick grabbed his phaser and shot the neanderthal, stunning it.

“Oh goodness. If it hadn’t been injured already, I might have been in some trouble. But this gives me an opportunity to study this phenomena a little more.” Dirnick took his equipment and a began to study the creature.

K’orvo walked into the laboratory with an armful of components and parts and saw Dirnick leaning over the stunned neanderthal. “What in the name of Kahless?! Where did that thing come from?”

“It found its way back in from outside. It was already injured so I just stunned it. I’m trying to study this symptoms that this one has manifested compared to the others and Jasper.” Dirnick picked up a medical tool and didn’t check the settings before turning it on. A laser beam seared through the skull of the creature and Dirnick dropped the tool. “That wasn’t supposed to happen. My goodness. This is a mess now.”

“Did you just kill that thing?!” K’orvo dropped all the equipment.

“I didn’t mean to. I didn’t realize these tools has such high settings on them. They shouldn’t be left on those settings either. Well, at least I can still study it… kind of.” Dirnick finished his analysis of the creature while K’orvo gathered the equipment up and packed it in a container for transport.

~ Task 3: Devise a Cure
~ Difficulty: 4
~ Daring + Medicine, Daring + Science

Dirnick gathered all the information he could from the two specimens, Jasper and the now deceased one, and went to work on a cure. “I have a temporary solution! This will stop the progression of the devolution until we can get to a laboratory that’s not mostly destroyed.”

~ Task 4: Administer the Cure
Two options are presented for administering the cure.
Individual Cures
~ Difficulty:
1
~ Insight + Medicine (opposed by hostiles)
Mass Cure (Reaches the area just beyond the outpost, not the whole planet.)
~ Difficulty: 4 (Created the device)
~ Daring + Engineering
~ Difficulty: 4 (Calibrate the device to deliver the cure)
~ Daring + Medicine
* Dirnick decided it would be best to create several hyposprays instead of the stationary device. *

“Good, now what? Can we leave?” K’orvo asked, rubbing his ridges.

“Let me load these hyposprays and we can ready ourselves to return to the runabout.” Dirnick explained as he finished his work. He administered one of the treatments to Jasper and the twitching of his eyebrow ridges stopped. Dirnick gave himself and K’orvo a shot too, and just as they had finished, Dr. Schipp and Lorne returned with the samples.

“We’ve got parts, the specimens for the cure for Irumodic Syndrome, and Jasper has stopped devolving. Let’s get out of here before the storm traps us!” Dirnick said as he administered the hyposprays to Lorne and Dr. Schipp.

“That’s the best thing you’ve said all day. Let’s go.” K’orvo pushed the stretcher with Jasper on top and the equipment underneath as Lorne guided it. Dirnick carried the medical kit and the pack with the hyposprays. The group quickly made off for the runabout, with the full force of an ion storm on their heels.

Session 0.5: The Escape

The crew returns to the shuttle to find that everything appears to be just as they left it on the outside. The ion storm’s strength is increasing and the window for escape is beginning to close. The team knows they must get into the shuttle and repair it before the storm gets any more intense. Before everyone has a chance to reach the shuttle, a rustling comes from the nearby brush and several dark figures dart out towards the shuttle.

The remaining scientists in neanderthal form darted out toward the crew. They were so terrified that they were blindly attacking. Luckily, none of them were wielding phasers, but they had become adept with clubs. The neanderthals rushed the crew, beating them relentlessly with their clubs. Dirnick incapacitated the one neanderthal that was attacking him and was able to help the rest of the crew to quickly subdue their attackers. K’orvo and Dirnick loaded the neanderthals into the runabout with the others, who were still unconscious. Lorne immediately set to work on the repairs and Dr. Schipp secured Jasper and herself in the rear of the runabout.

With the remaining neanderthals incapacitated, the crew quickly begins repairs on the runabout. The ion storm’s intensity is steadily increasing, causing the winds to become violently strong and bolts of energy to strike at objects on the ground. It’s clear to you all that you must get off this planet and away from the ion storm or you’ll be trapped on this planet and become neanderthals before anyone finds you!

Game Mechanics
Extended Task: Repair the Shuttle
~ Work Track: 12
~ Magnitude: 3
~ Base Difficulty: 2
~ Control + Engineering

Lorne began working on repairs while Dirnick oversaw his progress. K’orvo was behind the force field in the rear of the runabout, securing the remaining neanderthals.

“Lieutenant, are you sure that part goes into that spot like that?” Dirnick asked, distracting Lorne. Sparks and smoke erupted from the panel that Lorne was working under.

“No, sir. But I have to make it work. Now if you don’t stop bothering me, we’ll never get out of here!” Lorne focused his attention on the task at hand.

“Engineering isn’t my specialty, but this repair doesn’t look right over here.” Dirnick pointed to a jury rigged piece of equipment that was humming loudly.

“Of course it doesn’t look right. None of these parts are compatible with the runabout. I’m having to jury rig everything in hopes it works.” Lorne’s hand slipped and the tool he was using snapped. “Are you serious?! I don’t think I can make any further repairs. We’re going to have to try it like it is.”

“Is it repaired enough for space travel?” Dirnick asked as he looked over some of the repairs.

“If we can get liftoff and break the atmosphere, we’ll be fine in space. The problem is going to be getting off the ground. I’m not an engineer, but I’ve been around enough of them as a pilot. I think the repairs I made are going to be just enough, as long as nothing else goes wrong.” Lorne sat as the conn and Dirnick took his place at the other console.

Game Mechanics
~ Task: Plot a Course
~ Difficulty: 2
~ Reason + Science
Two Momentum may be spent on the success of this task, to reduce the Difficulty of the next task (Piloting Through the Storm) by 1.

Dirnick examined the flashing console, trying to plot a course away from the oncoming storm. The console was losing power but he managed to find the best path for them.

“Course laid in, heading 248 mark 132. Impulse engines engaged and operating nominally, but it should be enough to get us through the atmosphere. It looks like warp engines are completely down. My console’s power conduit just went out.” Dirnick grabbed some of the tools, opened the panel under his console, and attempted to repair the power conduit. “I don’t think I can fix this. You’ll have to navigate manually once we clear the storm.”

Game Mechanics
~ Task: Pilot Through the Storm
~ Difficulty: 3 (or 2 – depending on the outcome of the previous Task)
~ Control + Conn

Lorne adjusted the controls at his station, engaged the course settings, and initiated liftoff. “Everyone hold on to something! This is going to be a very rough ride.”

“You two fly worse than a child trying to ride a greased targ! Don’t blow us all into oblivion! I want to reach Sto’Vo’Kor one day.” K’orvo called from the rear of the runabout. He was trying to secure himself in a seat, but the two belts for his seat had the same ends and wouldn’t fasten together. He tied them together and sighed. “By the light of Kahless!”

As the runabout takes off, an energy bolt strikes the ground where it had just been. The nacelles glow and the runabout breaks through the atmosphere just as the ion storm overtakes the area. You open a com to DS9 and put out a distress call. You hear a female voice coming through but the signal is still full of static and garbled. You ask them to repeat their message and because you’ve now gained enough distance from the ion storm, the voice comes through clear.

“This is Major Kira from Deep Space Nine. Whatever that interference was, it’s gone now. Be careful out there! We’re picking up an ion storm in your vicinity. We’re also detecting some damage to your major systems. Just hang tight. We’ve got help headed your way.”

“Kira! What a relief to hear your voice!” Lorne said excitedly as the runabout made it’s way towards the direction of DS9 and the ship sent to aid them.

Roll Credits!

Thank you for reading!
You can find me on Facebook, Instagram, Twitter, and YouTube.
“Today is a good day to die, unless you can live!” ~ M’Kora

Qapla’!

 

Welcome Aboard the U.S.S. Mulgrew

 

The year is 2372, and to put this in better perspective, it’s been almost a year since the destruction of the Enterprise D, the loss of Captain James T. Kirk, and the disappearance of the U.S.S. Voyager (in roughly that order). The relations between the Klingon Empire and the Federation are strained due to the potential Cardassian and Dominion threats. Tensions and nerves are running high right now, as Starfleet and the Federation seek a solution to this ever growing threat.

Welcome Letter from Captain M’Kora

Greetings to you, and congratulations on your new assignment.

There is a growing need for organizations and divisions of officers and specialists that are trained in wartime tactics. Section 31 is an autonomous organization within the Federation that’s not officially recognized, but it exists and a few too many folks know about it. They operate on their own and don’t have anyone holding them accountable for potentially damaging actions. Section 31 also doesn’t ask anyone for approval for certain actions or missions. The Federation and Starfleet have an official, but unofficial, program similar to Section 31 – but much more secret and definitely accountable for their actions. While Section 31 is the Federation equivalent of the Romulan Tal Shiar, we are an organization that’s monitored and kept in check by Starfleet and the Federation. We are known as the Kage Hoshi Division, the shadows among the stars. Our ships, missions, and personnel are all classified. We go on typical missions and report to Starfleet, just like other ships and personnel, but we do it quietly. We relay information to Starfleet about various things and they determine who to send to investigate. If Starfleet believes we should be the ones to act, we do. But as far as the general population knows, we don’t exist.

I’m Captain M’Kora, no first or last name, just simply Captain M’Kora. If you know who I am, that means one of three things: you knew me as a commanding officer in the Klingon Imperial Fleet, you serve or have served under me on the U.S.S. Mulgrew, or someone at the Kage Hoshi Division isn’t doing their job.

If you’re not familiar with me, allow me to give you some background, so you feel a little more comfortable around me. I was born and raised on Qo’noS. My mother and father were diplomats, ambassadors, and honorable Klingons. They served the Empire in life, and they honor the Empire in their deaths. I was an officer in the Klingon Imperial Fleet when they died in honorable combat during a treaty negotiation that went bad. I was proud of them and their work. They were also proud to consider themselves allies to the Federation and what the Federation stands for. Many believe Klingons can’t exist without conflict – some war to wage. That’s not true. We’re a culture rich in art, ceremony, and custom, but we value our skills as warriors too. We fight if we must and revel in the battle, but we fight with honor in order to preserve our way of life. My parents fought battles in a different way. They used their words instead of a d’k tagh or a bat’leth. I have chosen to a walk a similar path, by using diplomacy as a weapon and only resorting to physical violence if necessary. There is great honor in being able to do battle in unconventional ways, and my parents understood this as well.

Growing up on Qo’noS with such an unconventional family wasn’t always easy. I never let the weak minded stand in my way though. I can handle myself in any confrontation that’s forced upon me. I excelled in my studies as well as my combat and tactical prowess. This led to a rapid promotion through the ranks in the Klingon Imperial Fleet. I soon found myself under the command of General K’orvo, a commander of superior skill and also a great mentor. I served under his command for many years until the day we crossed paths with the U.S.S. Enterprise-D commanded by Captain Jean-Luc Picard. A compliment of bridge officers were invited to tour the Enterprise and join them for pleasantries. Upon our arrival, we were all shocked to see a Klingon there to greet us in the transporter room alongside Picard. We had all heard the tales of Worf, son of Mogh, but we were not prepared to see a Klingon in a Starfleet uniform. As the rest of my fellow officers and General K’orvo stood there, staring at Worf, I took the initiative and greeted him. The Starfleet personnel seemed a little curious at my actions, since I addressed a lower ranking officer before addressing the Captain. Once I noticed the eyes on me, I turned to Picard and greeted him, introducing myself. He gave me a warm and genuine smile, greeted me in return and then greeted the compliment of my fellow officers.

Worf and I became fast friends in that brief visit and I was immediately inspired to be more like him. I admired, no, that’s wrong – I still admire Worf. His work continues and I follow his actions closely. My admiration of him has inspired me to be the best Starfleet officer that I can be. I hope that I can one day be an inspiration to you, the same way that he is to me.

It was actually Lieutenant Worf (now Lt. Commander), that recruited me for Starfleet while he was serving aboard the Enterprise-D. It was my hope that I would be assigned to the same vessel, but it seemed that Starfleet had a different assignment in mind. They felt I was best suited for command of a starship, but one that wasn’t on the records. I wasn’t sure if I was to consider this assignment an insult or a compliment, but I didn’t really have a choice. Once you’re selected to be a member of the Kage Hoshi Division, you can’t really turn it down. It was clear to me the moment I boarded the U.S.S. Mulgrew that this was more than a compliment; it was a huge amount of trust and faith that was put into me and my abilities. It was an honor to be selected to be a captain, straight from the academy, and one that I could tell no one about. Crew aboard a classified ship like the Mulgrew are typically assigned to these ships for life. There are opportunities to retire, but in my five years of command, I’ve only seen one of the twelve that retired, stay in retirement. Many get restless and need to work. Your assignment aboard a classified ship can end in retirement after fifteen years, unless you’re a captain or the second in command. Those positions are lifelong commitments.

It’s not uncommon to find that crewman have fallen in love with another member of the crew, or with someone they see on a regular basis at a space dock. When they do, we don’t discourage them from starting a family aboard the ship. Sometimes, the children that are raised on the ship, will fall naturally into one of the crew roles and that family becomes one of the many generational family units within the Kage Hoshi Division. My parents would have seen it as an honor to serve on a ship like the Mulgrew, as you should too. I am honored to have you aboard.

These are the voyages of the starship Mulgrew. We go where other Federation starships cannot. We blaze a path in the stars for fellow explorers. We don’t just boldly go, we go boldly and silently into the black.

Welcome to the U.S.S. Mulgrew, NCC-65056. Qapla’!

~ Captain M’Kora

Meet the Crew!

The crew and officers of the U.S.S. Mulgrew are being played by a mix of veteran, novice, and somewhat beginner role players. I will be playing Captain M’Kora, only because the group is so small. I’ve played D&D since it was AD&D and have played/GM’d various other RPG’s. Travis (Mr. DDK) has been playing RPG’s for a little over a decade and he’s played a variety of RPG’s as well. North has also played a variety of RPG’s over several years. Wednesday is newer to RPG’s, but picks up on the games rather well.

I’ve encouraged them to make two characters to help with bridge operations, but they have to choose one or the other for away missions. We won’t be using as many Supporting Characters because of that. I will only have Captain M’Kora, which you met in the letter above, as my NPC and likely won’t go on away missions unless necessary. These are the characters that they will be in charge of, and a little of their character backgrounds too.

Lieutenant Commander Nir Dirnick (Travis)

Nir Dirnick is a Cardassian standing right at two meters (six feet, two inches) tall and weighing roughly 95 kilograms (210 pounds).

He was a brilliant scientist that was recruited by the Obsidian Order. He specialized in genetics and xenobiology, which the Obsidian Order hoped to use to further their nefarious plans for the Bajorans. Nir Dirnick lived on Cardassia and he knew about the Occupation of Bajor, but the Cardassian government always painted the Bajorans as the terrorists that would destroy Cardassia and the Cardassian culture. Nir Dirnick never really expected that the information was false, until he was sent to Bajor.

The Obsidian Order sent Nir Dirnick to Bajor on a specific assignment. He was to study a particular species that the Bajorans were also studying. He oversaw much of the work that Dr. Mora Pol was conducting on an unusual creature, referred to as Odo’ital, or Odo for short. The Obsidian Order thought that they might be able to use this creature to their advantage somehow and so Nir Dirnick studied everything Dr. Mora had on Odo. When it was discovered that Odo was a sentient being, Nir Dirnick became much more interested. He went to Dr. Mora’s laboratories and worked closely with him even after Odo left for Terok Nor.

During all this time, Nir Dirnick was witnessing first hand just how cruel the Cardassian military and government was to the Bajoran people. Nir Dirnick was a loyal Cardassian, but loyal to the Cardassia that he thought he knew. He was not happy to see that his government was putting on a facade. He kept doing his work, but also kept detailed notes on the movements of the military as well as the government officials and what they were doing.

Nir Dirnick got to know the Bajoran people for who they truly were: artists, musicians, poets, writers, and scientists in their own right. He eventually met a Bajoran woman, Neerwo Oku, a beautiful and very open minded botanist. It wasn’t long before they found themselves in love. It wasn’t uncommon for Cardassians to use Bajoran women as ‘comfort women’, but it was uncommon for a Cardassian and a Bajoran to become engaged. Most of Nir Dirnick’s colleagues and superiors saw the engagement as a way for him to keep Oku to himself, and they didn’t hassle him about it. Oku was a pleasant distraction for Nir Dirnick in the midst of all the horrible things happening around them.

But their happiness was short lived. A Bajoran Resistance Cell attacked the science building where Oku was working. They planted explosives on the major structural supports of the building and waited until the building was full of workers. The explosives were detonated and the building collapsed, killing all 283 people inside. All Bajorans in that building were considered collateral damage in the attack. The news of Oku’s death struck Nir Dirnick to his core and he decided that this was it, the last straw.

Nir Dirnick reached out to Starfleet and told them everything he knew and begged them to help end the Occupation. He said that there was too much evil on both sides and he volunteered to work as an undercover agent for Starfleet. He would gather any intelligence he could and get it to Starfleet, as long as they promised to end this and keep the Bajoran people safe. He said that the Cardassian people and Cardassia had lost its way and needed to be set on the right path once more. Starfleet took him up on his offer and used his inside information to help the Bajoran people put an end to the Occupation.

About a year before the end of the Occupation, the Obsidian Order suspected Nir Dirnick was a traitor to Cardassia. With his connections inside the Obsidian Order, word reached him quickly that he needed to get out before they apprehended and executed him. He put in a call for help to the Federation and Starfleet and they were able to sneak him away from Bajor. The only possession he brought with him was Oku’s earring that he had used to proposed to her. He put the earring on and has wore it everyday since he left Bajor for Earth.

During his time on Earth, he had been a scientist working in secret laboratories with the Federation. He was teaching them Cardassian genetics and giving them all the information he had on Cardassia and the government officials. He told them everything he knew about the Obsidian Order and how they function. He also studied everything he could about the Federation and Starfleet. He has just recently been called to the office of Admiral Reynolds.

Nir Dirnick entered the Admiral’s office and saw a silver haired Human sitting behind a desk. Admiral Reynolds seemed to have a gruff but pleasant demeanor. “You must be Nir Dirnick, our very own Cardassian defector. I can’t express how much I admire you for what you’ve done. It’s not an easy thing to do, to abandon your world and people for your ideals.”

“Admiral, sir, I think you have it wrong. I didn’t abandon Cardassia or my fellow Cardassians. They abandoned me when they strayed from the path. We are indeed a military people, but we’re also a people of science and culture. Our paranoia and xenophobia has lead my people to their self destruction. So you see, it’s not my ideals that caused me to defect, it was their error.” Nir Dirnick sat in the plush office chair across the desk from Admiral Reynolds.

“Well said. I think I would leave Starfleet if it ever strayed from its moral compass. I may not fully understand how you feel, but I can at least pretend to understand.” Nir Dirnick nodded at Admiral Reynolds as he continued, “We have chosen to recognize you for all you’ve done. I understand that you’ve studied everything you can get your hands on about Starfleet, including protocol and operations. You’ve basically done the work of five Starfleet cadets in the span of three and half years.”

Nir Dirnick raised a finger, pointed at the ceiling, in an effort to politely interrupt the Admiral. Admiral Reynolds paused and gestured at Nir Dirnick to proceed. “Not to sound paranoid, but all that work I did was for myself. I wanted to see who I’d gotten into bed with, so to speak. Starfleet seems to be what I thought Cardassia was. As much as I condemn my people for their paranoia, I still needed to be sure.” Nir Dirnick could tell he was losing the Admiral’s attention and maybe patience, but he wasn’t sure of the latter. “I didn’t do the work for recognition. That’s what I’m trying to say.”

“Regardless of why you did the work, you still did it. Starfleet and the Federation have signed off for you to be granted the rank of Lieutenant Commander.” Admiral Reynolds smiled and then added, “But, they also want you to be a crewman on a classified ship. This ship is very special…”

Before Admiral Reynolds could continue, Nir Dirnick stood up and grabbed his hand, shaking it vigorously. “Say no more Admiral! I know what ‘classified’ means and I know what I’m getting into. I was a member of the Obsidian Order after all. Truth is, I’ve been quite bored here. I’m not sure how you all keep from dying of boredom.”

“Well, then all you need to do is take the shuttle from Koralis IV to Deep Space Nine and meet your contact there. Here is all the information you’ll need until then.” Admiral Reynolds handed Nir Dirnick a PADD and showed him to the door. Two security officers waited just outside the door to escort Nir Dirnick to the transport ship. “I expect great things from you, Lieutenant Commander Dirnick. Be safe out there.”

“Thank you, Admiral. I am looking forward to this assignment, as well as a change of uniform.” Nir Dirnick looked down at his civilian clothes and lab coat. “I imagine I’ll look stunning in ‘science blue’.” Nir Dirnick smiled and nodded in the Admiral’s direction. The security officers lead the way down the corridor to the transporter room and Nir Dirnick walked with a bounce in his step and purpose for his soul.

Lieutenant Thasiv Zynes (Travis)

Thasiv is an Andorian that stands a little shy of two meters (five feet, eight inches) tall, and weighs about 77 kilograms (170 pounds). Thasiv is a very normal and very average Andorian, in most ways. He grew up on a frontier colony, dreaming of adventures in the stars. He would fly small craft and shuttles to pass the time, and even race them as a way to gain additional supplies or materials from off-worlders. He became an exceptional and very well known pilot on the colony.

The day came when Starfleet made a social call to the small frontier colony. They were there on orders to assist the colonies with anything they needed, such as medical supplies or materials of any kind. Thasiv was enamored with the idea of flying through space on ships that could potentially house the population of his colony. He spoke to several of the Starfleet personnel and made up his mind the same day; he was going to Starfleet!

Thasiv was a normal student with typical grades, but his piloting skills were the likes that hadn’t been seen in decades. He graduated Starfleet as an Ensign and was lucky enough to be immediately assigned to the U.S.S. Exeter (NCC-26531). They were in need of a new pilot, immediately. All Thasiv was told was that the previous pilot was expelled from Starfleet; something about him lying about a pilot error that resulted in the deaths of three of his fellow officers. Thasiv had later heard the name Paris, but many of the Exeter’s crew didn’t want to talk about the incident and Thasiv wasn’t that interested anyway.

Thasiv worked his way up to the rank of Lieutenant after a year. His assignment on the Exeter proved to be full of experience and helped him hone his piloting skills. In 2371, He was going to ask for another promotion when he was sent back to Starfleet headquarters. It was there that he learned of a new challenge and one he happily accepted. Starfleet reassigned Thasiv to the U.S.S. Mulgrew and that’s where he’s served for the last year, honing his skills even more as a pilot.

Lieutenant Lorne Dayne (North)

Dayne is a Bajoran that was born and raised on Bajor during the Occupation. As an adult, he stands just under two meters tall (roughly six feet tall) and weighs about 90 kilograms (200 pounds).

The Cardassian Occupation of Bajor lasted for around 50 years, so most young Bajorans only know life as it was under the boot of a Cardassian. When Dayne was 14 years old, his mother and father were killed by the Cardassians for being resistance sympathizers. His parents were aiding several resistance cells by giving them supplies and information. There aren’t many details on who it was that betrayed them to the Cardassians, if anyone did. The Cardassians may have just gotten lucky and figured it out. But the night they came to the Lorne home, the Cardassians made a show of it and made an example of them. They stormed into the Lorne home like they were after hardened criminals, drug his parents out into the street in front of their home, and executed them. Dayne, only a young boy at the time, was hiding behind a secret door in the wall, but he could see the whole incident through a crack in the wall. Even at a young age, Dayne knew how important it was to keep quiet and get to safety – not to be hero. He waited until the Cardassians were gone before leaving his home behind to seek out the resistance fighters. The resistance was going to need strong young men to fight the Cardassians and this act of malice lit huge a fire in his belly.

When Dayne found his place in the resistance, it was within the Shakaar Cell. He had befriended Kira Nerys, who was within the same cell. Even though they were friends, they would not get to see much of each other. They were both destined to lead different groups within the Shakaar Cell. But they remained friends and contacted each other if they could.

The Occupation ended in 2369 and Bajor was given control of Terok Nor, later renamed to Deep Space Nine. The Bajoran Provisional Government asked the Federation to step in and assist with the space station and they gave primary control of DS9 to the Federation. Starfleet Commander Benjamin Sisko and Colonel Kira Nerys both recommended that Dayne join Starfleet and enter the academy. With special recommendations and life experiences as his teachers, Dayne excelled though the academy and graduated in 2371 at the rank of Lieutenant, instead of Ensign.

Dayne was seeking a promotion while serving aboard the U.S.S. Curry, but was recalled to Starfleet headquarters in 2372. He spoke to Admiral Reynolds, a gruff but pleasant enough older human with silver hair. He informed him that Dayne had been selected for a special assignment to a very special ship called the U.S.S. Mulgrew. Dayne was also informed that the missions, crew, and the ship itself were all classified. Dayne was also informed that if he chose to decline this new assignment he would return to the U.S.S. Curry, after a slight memory adjustment. No further details would be given until he was aboard the Mulgrew.

“Son, this could be an opportunity you don’t want to pass up. You’re young and highly intelligent. You’ve also got an instinct about you and those are the people we want on these type of ships.” Admiral Reynolds reclined in his chair and rested his hands across his stomach.

“I appreciate the offer, Admiral Reynolds. It sounds like a wonderful position, but I think I could do more good on the Curry. I think the Curry needs me right now.” Dayne rubbed a hand over the top of his head, ruffling some of his neatly groomed brown hair.

“If you’re concerned with doing good deeds and helping others, the Mulgrew is exactly where you need to be. You will be blazing trails for ships like the Curry. Now, do you want to be at the head of pack, or just picking up the leftovers? Because that’s what’ll happen. The Mulgrew is a life assignment too. Move up high enough in the ranks, and you get your own ship within our Division.” Admiral Reynolds leaned forward and put his elbows on his desk.

“What Division of Starfleet is this, Admiral Reynolds?” Dayne’s dark eyes squinted at Admiral Reynolds. “I’ve never seen that style insignia before.” He pointed at the command insignia on Admiral Reynolds uniform.

“That’s classified, until you board the Mulgrew.” Admiral Reynolds smiled and said, “Which I have every confidence that you’re going to do. I’ve read your files, naturally. An officer like you with your background wouldn’t pass this offer up. The chance to be first at the scene of a disaster; the first to assess the potential threat of a newly discovered civilization; the first to save a civilization from annihilation at the hands of a tyrannical invader. You were made for this Division.”

Dayne’s eyes were wide with thoughts of all the good he could do. “Well, since you put it that way, how can resist? What is it that the Borg say? Resistance is futile. Guess I’ve been assimilated into the crew of the Mulgrew.” Dayne jumped up from the chair and reached out to shake Admiral Reynold’s hand.

“Borg jokes, huh? I lost half my Division ships and crew in the Battle of Wolf 359.” Admiral Reynolds stood and gripped Dayne’s hand tightly. “You might want to use different material for your jokes. And yes, I heard about that too, how you think yourself a comedian.”

“That’s more of a nervous thing actually. I can’t help it. Sometimes it lightens the mood.” Dayne’s hand was released from the Admiral’s grip.

“Whatever you call it, better watch it around your new captain. She’s as rough as they come and she’ll work you hard. You’ve got a ride to catch. They’ll drop you and another officer off in a shuttle around Koralis IV. You’re likely going to have a passenger too. You’ll rendezvous with the Mulgrew at Deep Space Nine. When you arrive at Deep Space Nine, go to Quark’s bar and find a Klingon female named, M’Kora. She’s expecting you and she’ll give you further instructions. Good luck, Lieutenant Lorne.” Admiral Reynolds gestured towards the door and it opened, revealing two armed Starfleet officers.

Dayne looked back at Admiral Reynolds as he was being escorted out, “Thank you Admiral. I won’t let you or Starfleet down. Prophets guide you.”

“Live long, and prosper. The light of Kahless shine on you. All that religious stuff. Just don’t die out there, okay? We can’t afford to lose anyone else.” Admiral Reynolds smiled disingenuously as the door to his office closed behind Dayne.

“I get to meet a Klingon. Cool.” Dayne said quietly to himself as he followed the two security officers to the transporter room.

Ensign John Cross (North)

John Cross is a Human engineer with brown hair that stands about two meters tall (five feet and nine inches) and weighs about 90 kilograms (200 pounds). He was born and raised in the Mirror Universe. One of his personality quirks is that he doesn’t refer to anyone by name or rank. Once he meets an individual, he’s inspired to give them a nickname. He claims it’s a sign of respect and not to poke fun at the individual, because the bonding between two individuals transcends given names and ranks.

John was raised on the Trill homeworld by a Trill diplomat, Ronnan Turin. Ronnan was a double agent, serving as a diplomat for the Klingon-Cardassian Alliance and also a supporter of the Terran Rebellion in secret. Ronnan’s daughter, Yozri, was beautiful and skilled as a negotiator. Yozri could gather information about KCA and its movements without raising any suspicions, and then relay that information back to the Terran Rebellion with the help of her father. Their ultimate goal was to see peace in the universe.

John was the only pilot that Ronnan and Yozri trusted, not only because he was loyal to them, but because he was able to fly them out of several tough spots. He was also a skilled engineer, and was able to fix just about anything. He could see solutions to a mechanical problem that others wouldn’t have thought of, and all he needed to do was grab a handful of miscellaneous parts and look them over.

Yozri admired him for his ingenuity and loved sitting with him for his conversations. She would often find him talking to himself while he worked on more complex mechanical problems. When they were on a particularly long flight, she would often sit with him and they would talk about everything from the stars beyond their quadrant, to strategies on bringing down the KCA. John found himself falling in love Yozri, but their family situation complicated things.

Ronnan and Yozri weren’t joined Trill, because most of the Symbionts had been murdered. Dax was one of the few that survived, but the only one that the KCA and the Terran Empire knew about – or so everyone believed. Ronnan and Yozri were members of a secret society of Trill that knew about the remaining Symbionts. The members of this society were limited to less than a dozen Trill. John was the only non-Trill that knew of the Symbionts’ existence. Part of his job as a pilot was helping to relocate the Symbionts and their hosts to safe houses across the Alpha quadrant. Ronnan and Yozri had the diplomatic status to help them bypass checkpoints and shuttle searches, and John had the skills to pilot them out of potentially dangerous situations and repair the shuttle in a snap.

John stayed on the shuttle during most of the trips to the KCA bases on Cardassia and Qo’noS. He wasn’t a confrontational type of person and wanted to avoid any possible issues that might arise. He had been able to talk his way out of some previous confrontations with some Cardassians, but if it had been Klingons, he would have been in trouble!

Very early one morning, Ronnan shook John awake and informed him of a serious issue that had surfaced. There was joined Trill that had been wounded in an altercation between a Cardassian Galor Class ship and a Bajoran Scout vessel controlled by the Terran Rebellion. It was reported that the Galor class ship was already heavily damaged and wasn’t able to completely destroy the Bajoran Scout vessel. The Trill was mortally wounded but the Symbiont was in no danger as long as another host was found quickly. The information that the Symbiont had was extremely important to the Terran Rebellion and the only viable host within reasonable distance that could be trusted was Yozri.

John was shocked to learn that Yozri had already gone through the joining ceremony and was now a joined Trill. Ronnan also told him that they needed to leave immediately for the Badlands to transfer Yozri to another ship for relocation. They couldn’t take her to the safe house themselves without the risk of being discovered. John had a gut feeling that something wasn’t right. He even told Ronnan that there was something off about the attack on the Bajoran Scout vessel. Even with so much damage, he thought the Galor Class should have had more than enough power to destroy the Scout vessel. John felt like it was trap, but Ronnan said there was no time and no options – the transfer has been arranged and must happen.

John was piloting their shuttle through the Badlands to the coordinates they were given, but they didn’t quite make it. A Klingon Vor’cha Class ship emerged from behind a plasma storm funnel and opened fire on the shuttle. Phaser blasts struck the shields of the shuttle and damaged them so badly that John couldn’t repair them while simultaneously trying to pilot away from the Klingon ship. Backup power generators were completely knocked out and systems were failing all over the shuttle. A plasma funnel erupted next to the shuttle and blocked their path of escape, putting them directly in line of fire with the Klingon ship. The Klingon ship fired another phaser blast, but another plasma funnel erupted between the Klingon ship and the shuttle. This dampened the force of the phaser blast, but not enough to prevent it from almost breaching the hull. The shuttle rocked and Ronnan was thrown into a nearby control panel, causing almost immediate and fatal brain trauma. Yozri was thrown directly into the path of an energy blast from one of the failing system’s control panels. John leaped from his control station and cradled Yozri.

“John, I won’t make it. The Symbiont knows it too. We have to pass on the knowledge to you, and if you survive this, get it to the Terran Rebellion. This information could save the entire universe.” John leaned close to Yozri as she whispered into his ear. His eyes grew wide with surprise. “Please, save the universe if you can. And John, if we lived at another time, we would have been perfect together. Live on, John. Live and be happy when this is all over.”

Yozri’s eyes closed and she was still. Tears fell from John’s eyes, splashing onto her cheeks. It seemed as though everything was happening in slow motion as sparks flew behind him and the shuttle careened towards a plasma funnel. There were several streaks of vertical red lights that formed all over John’s body and in an instant, he was no longer on the shuttle. He found himself in a holding cell on the Klingon Vor’cha ship that was attacking them.

“Traitor to the Alliance!” A Klingon yelled at him in a gruff and scratchy voice. “You have been sentenced and will be taken to Terok Nor to slave away in the labor camps on Bajor.” John just sat, staring at the floor and said nothing.

During his time in the labor camps of Bajor, he met Benjamin Sisko and Jadzia Dax. They found a way to pull him out of the labor camps and he found a place to call home on Sisko’s ship.

It wasn’t long before Sisko was dead and a pretender showed up. After the events of “Through the Looking Glass” (Deep Space Nine, Season 3 – Episode 19), Benjamin Sisko from the main universe (Prime Timeline, Universe Proper) accidentally took John back with him. Once the stowaway had been discovered, Sisko alerted the Federation and Starfleet. Starfleet decided the best thing to do, would be to place John Cross on a classified vessel so he wouldn’t be able to do much damage to the timeline. He was assigned to the U.S.S. Mulgrew almost a year ago and has been trying to adjust to life in this new universe. He still hopes to find a safe way back to his universe so he can help save it.

General K’orvo (Wednesday)

K’orvo was once an honored and celebrated general in the Klingon Imperial Fleet. He stood well over six feet tall, 198 centimeters to be exact, and weighed in at almost 120 kilograms. His hair was so dark, it was almost black. His dark eyes always set on the path that would one day lead him to Sto’Vo’Kor. He wasn’t known for his average build or his mostly average appearance. He was a great general, known for his prowess commanding a ship and his battle tactics. He wasn’t just a great commander on the bridge of his ship, he was a skilled warrior in hand-to-hand combat. None of his crew ever bested him in a brawl in the decades that he flew the B’rel class ship, the I.K.S. Hov’pach. K’orvo led many raids into the edge of Romulan space and earned many victories in the name of the Klingon Empire.

K’orvo couldn’t stem the flow of time and like many great warriors that do not die on the battlefield, he grew old. His hair streaked with silver over time and eventually became a solid, milky white. His eyes were sharp, and his mind as quick as ever. This helped to  ensure he kept his place as general and captain, for a time. But the end comes for all.

K’orvo’s last mission sent the Hov’pach and its crew into a patch of mostly uncharted space, where reports of Borg activity had been coming in. K’orvo and his crew were ambushed and made into Drones by the Borg. A few months later, a Federation ship happened upon two Borg Drones that were on the surface of a planet, and one of them was K’orvo. The away team scuffled and fought with the two Drones and killed one. The other Drone’s connection to the collective was severed and the away team saw an opportunity to save the Klingon’s life. Star Fleet contacted medical specialists on Qo’noS and then took him home so he could get proper medical treatment.

K’orvo endured many surgeries to reverse the Borg implants. The surgeries were performed by scientists experimenting with Borg technology and not by properly trained medical staff. It left scaring all over his body and the only implant that couldn’t be removed was the ocular implant in his right eye. After K’orvo was released from the science facility on Qo’noS, he began to see looks of disgust from other Klingons as they stared at his eye. They felt he was without honor, because he allowed himself to be captured by the Borg and rescued by Star Fleet and the Federation. They also felt he was dishonorable in allowing himself to be experimented on, even though it was the Klingon High Council that issued the order. He felt defeated and dishonored. He was later called into the Council Chamber and stripped of his rank and achievements for his dishonorable actions against the Klingon Empire. The Klingon High Council deemed it necessary to exile him from Qo’noS as well. He was to spend the remainder of his life, drifting through the stars like a derelict ship.

He was living, simply just existing, on a space station on the border of the Alpha and Beta Quadrants when he received a transmission from an old friend. One of his subordinates from years ago, M’Kora, had reached out to him once she had heard of his exile from the Empire. M’Kora had served as a commander aboard the Hov’pach before leaving for Star Fleet, a year and a half prior to the Borg encounter. She wanted him to meet with her while she was on a brief stay at Deep Space Nine, but didn’t tell him what the meeting was about. He was to meet her at a gathering place called, Quark’s on the promenade.

K’orvo trimmed his belly-long, scraggly facial hair up to his chest, though it was still slightly out of sorts when he finished. He took a comb and tried his best to straighten out his long white hair and gave up when he convinced himself that his appearance wasn’t that important. He covered his right eye with a worn, black leather patch. His studded leather jacket rested comfortably over a plain grey shirt. The large shoulder pads on the jacket gave him more presence and made him appear more formidable. He worn a thick chain with a square medallion that bore no symbol. His heavy boots felt like lead, as he left his room. The door shut behind him and he suddenly had a nagging feeling that he may not be returning; call it, warrior’s intuition.

Doctor Zylas (Wednesday)

Zylas grew up on Ferenginar with his moderately wealthy family. He was very short and chubby for a Ferengi, standing about 145 centimeters tall and weighing roughly 95 kilograms. He was always an odd child, even for a Ferengi.  He never sharpened his teeth like most Ferengi do. He always kept his latinum safely hidden away instead of spending it on fancy teeth sharpeners or flamboyant clothes that would show off his social status. He only had one head-skirt that he wore, and it was a simple design. He would later adapt it to the color of his doctor’s uniform. Zylas always said that frivolous spending was a waste of profit!

He studied to be a doctor, because medicine and pharmaceuticals are very profitable. But so is convincing someone that they’re sick when they aren’t. His father, Bot, despised the idea of Zylas becoming a doctor. Zylas was an only child and his father wanted Zylas to continue the family business, so they would continue to be wealthy well into retirement. But Zylas had other plans once he finished medical school, which he finished quickly and with excellent scores. He started his career as an assistant doctor on Ferenginar and was known by many as the Smiling Ferengi. That’s because he was always smiling in a very creepy, wide smile when you saw him. He claimed it was the best cure, to ‘scare the diseases away.’ His father still refused to acknowlege his accomplishments. When Zylas was in the presence of his father, he would sometimes call himself, Zylas – Son of Bot, just to annoy him.

The first job Zylas took as the head of medical personnel was aboard a Ferengi D’Kora Marauder. The crew was competent enough to not get themselves killed, but they were always coming back with bumps, bruises, scrapes, and the occasional severed limb. It was easy enough to take their latinum for heavier medicines and extra procedures without them realizing they were being gouged and cheated. After all, who’s going to question their only doctor? His first experience as a doctor was going quite well and he was already wealthier than his father.

The ship and its crew landed on a planet that was seemingly abandoned. If not for the ruins of buildings, homes, and cities, you would not know that there had been intelligent life on this planet. Zylas was a little curious as to what could have happened to the prior inhabitants and he ventured off on his own. The rest of the ship’s away crew pillaged buildings and looked for some form of life to harass. Zylas was also keeping an eye open for anything he could sell off at the next starbase they docked at. Federation cadets, fresh out of the academy were easy to pull one over on, sometimes. While digging through the rumble of a warehouse, he found an oddly shaped vial with a dark purple liquid in it. He shook the vial and the liquid sloshed around. He heard one of the crew call all away personnel back to the ship and he promptly shoved the vial in his medical kit. He returned to the shuttle with the away crew and didn’t think anything else about the tiny vial of purple liquid.

While the ship was docked at a starbase in the Alpha Quadrant, Zylas was riffling through his medical bag for a ‘cure’ to a ‘deadly’ disease that the Humans call, influenza (by this time, we had a cure for the cold and the flu). He saw the tiny vial rolling around the bottom of his bag and his curiosity was reignited. After quickly ‘curing’ a Bolian of ‘influenza’ and charging a large amount of latinum to do so, he took the tiny vial out of his bag to inspect it once more. The liquid was still purple, but now it had tiny black sparkles shimmering and dancing around in it. Zylas opened the vial and the liquid sprang from it and turned into a dark gas. Zylas was startled and screamed, and then swatted the gas away and it dispersed into the air.

A very short time later, practically within minutes, the inhabitants of the starbase were walking around in a zombie like trance. Zylas didn’t seem to be affected, even though there were other Ferengi that were. He knew this was too much of a coincidence to not be related to the liquid in the vial. He pulled the vial out to see if there were any traces of the substance left, but there wasn’t. About an hour had passed since the substance escaped, and now there were people who had more than just runny noses and puffy eyes, they were starting to vomit. Fatigue was setting in too as people were beginning to collapse where they stood. Zylas knew that if he survived, he would be the obvious choice to blame. He had to fix this, and fast.

There were now unresponsive people in the medical bay, and some had even expired. He was working non-stop, going on 24 hours, to find a cure for whatever this was. It took some time, but he finally discovered the adaptable virus like qualities of influenza were also found in this substance. He would have to disperse a mass cure to eliminate the virus completely. He finally found a solution after 45 hours of non-stop work, and pumped the inhalant into the ventilation system. He was certain that it would wipe out all traces of the virus in the bodies of people, as well as from surfaces that they were in contact with. There was no place this virus could hide from him.

Once the quarantine was lifted from the starbase, Zylas decided it was probably time to seek employment on a new ship. He went to the mess hall and sat for a few hours before a female Klingon strolled in. She wore the traditional garments of a Klingon captain, and sat alone at the bar with a cup of Bloodwine. Zylas thought this would be a great opportunity to get far away from the Ferengi. They would never bother a Klingon for a missing Ferengi – too much trouble.

“Greetings to you, honorable warrior! My name is Zylas…” Zylas was cut off by the Klingon.

“Stop right there, Ferengi. I don’t want anything to do with whatever you’re peddling.” She took her cup of Bloodwine and started to walk off.

“Oh, I’m not a peddler. I’m a doctor.” Zylas waddled behind her, trying to keep pace. She stopped abruptly upon hearing that he was a doctor.

“Doctor, you say. Our Chief Medical Officer was just killed. Are you afraid to die, fat Ferengi?” She leaned down to look him directly in the eyes.

“What’s that saying you people have? Today is a good day to die!” Zylas said mockingly and smiled wider.

The Klingon grabbed him by his lab coat and shook him, gently for a Klingon. “This is no game and not a joke. If you board my ship, you don’t leave it. You die on my ship and for me. Once you leave with me, you have no more family, no more friends; nothing else matters except the ship and her crew.”

Zylas continued to smile and with a shaky voice said, “That’s fine with me. My father doesn’t acknowledge me for my career choice, and I don’t need friends if I have latinum.”

The Klingon released his lab coat and stood up. “Then welcome to the Mulgrew. I’m Captain M’Kora. Now come with me. We have contracts to sign.”

Zylas gave a quick hop and skip and followed close behind her, pausing only briefly, “Wait, did you say, contracts?” Captain M’Kora glanced back at him with a wide grin on her lips.

Conclusion

I hope you’ve enjoyed getting to know the main bridge crew of the U.S.S. Mulgrew. Each of the players gave me snip-its of their characters and I expanded those into the stories you’ve read here. After we finish playing through the Rescue at Koralis IV adventure, the main campaign will begin and you’ll get to see more of the crew and follow the Mulgrew on its continuing missions.

As always, thanks so much for reading!
You can find me on Facebook, Instagram, Twitter, and YouTube.
“Today is a good day to die, unless you can live!” ~ M’Kora

Qapla’!

Greetings Fellow Star Trek and RPG Fans!

 

We just finished a session of Star Trek Adventures, from Modiphius. This is a role playing game where you create characters in one of the various Star Trek eras, and boldly blast across the galaxy in search of adventure! This initial session was primarily for character creation and to discuss various aspects of the game mechanics. These types of sessions are usually called, Session Zero. After everyone was done with characters, we wanted to go ahead and get started on the adventure in the back of the Core Book. I had already read over the adventure and took notes, but I also changed several of the details to better accommodate my current compliment of players.

I already had a main story line in mind and where I wanted my players headed. The adventure, Rescue at Xerxes IV, takes place in Klingon space near the Narendra Station. That’s not where I wanted my players to start at, but I wanted us to all get better acquainted with the system by using this adventure. I wanted them closer to Deep Space Nine, so I moved the adventure to the Koralis System and made up a planet called Koralis IV. I will also have an article published later that goes more into the backgrounds of these characters.

Note – So everyone understands my numbering system, each adventure will consist of five to six scenes. Each session will have a number associated with the adventure and the scene. For example, we started on character creation in Session 0 and advanced through scene one, so Session 0.1 is the designation for that scene. When we play our next session, it’ll be Session 0.2 for the Session 0 adventure and the second scene in the adventure – and so on.

The following is the report for the session. Anything that was read aloud to the players is italicized and colored reddish brown. Game mechanics will be in blue.

Rescue at Koralis IV
Session 0.1

Lorne and Dirnick have been briefed by Starfleet about their positions and what’s required of them on the U.S.S. Mulgrew. The Mulgrew is a classified ship. Most of the missions are classified and off the records. The two officers and K’orvo are in a runabout headed to DS9 where the Mulgrew is currently docked for re-supply and awaiting your arrival. K’orvo is on his way to DS9 for personal time.

We find a runabout headed to Deep Space Nine with three unlikely passengers. Lieutenant Lorne Dayne, a Bajoran refugee and Starfleet officer; a Cardassian Starfleet officer that was working undercover for Starfleet within the Obsidian Order, Lieutenant Commander Nir Dirnick; and a dishonored Klingon General with grey hair and an eye patch, named K’orvo. Lt. Lorne and Lt. Commander Dirnick were on their way to DS9 for a new ship assignment, while K’orvo was headed there for personal time.

“So, since we’re all stuck in this shuttle together, might as well get to know each other a little. No since in avoiding pleasantries, right Lieutenant?” Dirnick said as he eyed Lorne.

“Well, if I can speak frankly, sir, I’m not a fan of your kind. I’m sure you understand why. I definitely don’t trust you, and I don’t have anything pleasant to talk about.” Lorne looked at Dirnick warily. “And honestly, I can’t believe Starfleet allowed you to be an officer. I don’t care if I get a reprimand for that, it’s the truth and you asked for small talk.”

“It’s okay Lieutenant. I won’t reprimand you for speaking your mind. But why is it so unbelievable? I was an undercover operative who infiltrated the Obsidian Order and gave Starfleet all the intel I could gather. I lost the love of life, a beautiful and intelligent Bajoran woman, whom I honor by wearing her earring. I’ve sacrificed much for Starfleet. I haven’t sacrifice anything for Cardassia. The government has gone astray and I can’t stand by and watch the Cardassia that I knew and loved be destroyed. I have to fight for it.”

A loud snort and grunt came from the back of the shuttle. K’orvo stood and walked toward the compartment divider and leaned against the wall, just inside the control cabin. “You speak of honor for your lost love like you know what honor is. You’re a Cardassian. What do you truly know of honor? I dishonored my people and now the very culture and way of life I love is threatened by your people and their ‘Dominion’. You have not truly sacrificed anything until you have died for your people.”

Lorne rolled is eyes and looked at Dirnick. Dirnick smirked back and said, “Well, at least I can still go home some day. The way I understand Klingons, you’re out of luck if you’ve been dishonored in the eyes of your people.”

“Bah! You’re a petaQ! I’m going to take a nap. Wake me upon our arrival to DS9!” K’orvo demanded as he spun around and returned to the passenger cabin towards the rear of the runabout.

Dirnick snickered to himself. “Thankfully, my next assignment won’t be with him. And since you won’t talk about your assignment, I’ll share mine, or what I can share. I’ve been assigned to a classified ship, one that suits my skill set.”

Lorne’s eyes got as wide as saucers, “Wait, did you just say a classified ship?! You’re not talking about the U.S.S. Mulgrew, are you?!”

A wicked smile crossed Dirnick’s lips and he turned his seat so that he faced Lorne. “Why, yes. Now how would know about the Mulgrew? You wouldn’t happen to be assigned to it as well, now would you? I was told there would be two officers joining her compliment.” Dirnick said, smiling devilishly, and seeming very happy with the situation.

As you are all getting acquainted with each other, you receive a distress call from the surface of Koralis IV, an uninhabited Class M planet containing no sentient life except a Federation science team. The distress signal offered no information except that the science team stationed there was in danger.

Just as Lorne was about to reply to Dirnick, an alert sounded and both officers turned to their consoles. “It looks like a distress call coming from the Koralis system. I can’t pinpoint the exact location. There seems to be some odd, magnetic interference. I’m trying to compensate now.” Dirnick’s fingers danced across his panel as he tried to get the location of the distress call. “It looks like Koralis IV. The distress signal only says that a science team is in danger. There are no other details. We had better go and lend aid, and I vote we have the Klingon help too.”

“Yes sir. Sounds like a plan to me.” Lorne adjusted the heading of the runabout for the planet’s surface.

As you guide the runabout toward the planet’s surface, you are caught in a violent ion storm that knocks out navigation and other systems. With systems failing and the planet’s surface rising quickly toward you, the situation is grim.

Game Mechanics
~ Task: Landing the Runabout
~ Difficulty: 2
~ Conn officer (Lorne): Daring or Control + Conn.
~ Ops officer (Dirnick): Assist against Control + Engineering (to help keep the systems up and running), or against Reason + Science (to locate the best place to land).

A violent wave of magnetic energy from an ion storm strikes the runabout, knocking out navigation. Lorne frantically tries to adjust sensors. “Sir, navigation is down. I’m flying blind! Doesn’t look like I can get those systems back online from here.”

“Turn the forward view screen on and try to land by sight. I’ll see if I can get enough out my sensors over here to find a suitable landing location. Most of my sensors are out, but I’ve got a few echo location tricks to try. They were super effective against the Maquis.” Dirnick explained as his fingers gracefully and quickly found the buttons they sought.

The runabout was closing in on the planet’s surface, far enough ahead of the ion storm, but still dangerously fast and without major navigation systems. Without the internal stabilizers in place, the runabout jolted and jerked through the atmosphere, causing the crew and passenger to be jerked about.

K’orvo was thrown into the floor of the runabout, almost falling into a weapons locker. “You fly like a child learning to wield a bat’leth! What is the problem up there? Do you need a warrior to take over the consoles and instruct you on how to fly?”

“Not now, K’orvo! We lost systems thanks to a rogue ion storm.” Dirnick yelled back. “Lieutenant Lorne, I found a location. Sending the coordinates to you now, if you can use them.”

“Based off where we were and where I think we are now, I think I see your landing spot. Looks like a clearing, but it’s awful close to a ravine. I can see it on the view screen from here. Not sure if the ground’s stable, sir.” Lorne questioned the choice for a landing spot, but was still guiding the runabout in that direction.

“There may be a ravine near it, but it looks like there are smaller surface cracks further down. I think the ground will be fine, just don’t set her down too rough.” Dirnick said cautiously. “Unless you see a better location, which I don’t, I suggest you land as close as you can to those coordinates.”

“Yes sir. Brace for impact, just in case!” Lorne called out. The runabout was coming in quickly, but at just the right angle to slide across the planet’s surface, for a softer landing than what was anticipated. There were sparks and flashes erupting from various consoles and panels on the runabout as they landed. Smoke billowed from several vents in the ceiling. K’orvo had been flung halfway across the runabout on the landing, but no major injuries were apparent.

Game Mechanics: Lorne was successful with Daring + Conn and Dirnick was successful on the assist with Reason + Science.

The runabout was heavily damaged. A quick look over the systems tells you that the potential for repairs is high, so long as a few replacement parts can be acquired.

“Well isn’t this just great.” K’orvo was picking himself up off the floor of the runabout, again. “All I wanted was some time away, on DS9. I didn’t ask to get drawn into some half baked Starfleet rescue mission. Fools, both of you.”

“Quiet down, old man. The ion storm never showed on our sensors. We’ll get us and the scientist out of here in no time.” Lorne made a dismissing gesture at K’orvo, who huffed back at him and sat back down in his seat. “Sir, looks like most of the damaged systems can be easily replaced, if we find suitable replacement parts. There are very few, if any, of the essential systems that can be repaired to working order as they are.”

“Well, the science outpost should have parts we can use, or at least maybe some parts that we can make work in place of the replace parts. We have to investigate what the distress call was about anyway.” Dirnick went to the weapons locker and pulled out several type two phasers. He put one in his phaser holster and gave Lorne and K’orvo their own phasers. He passed out tricorders and grabbed a med kit. “We should be as quick as possible. We don’t know what could be lurking on this planet and that approaching ion storm could trap us here if it gets too intense.”

“Do I have a choice in this? I don’t see why you need me to go along.” K’orvo grumbled.

“Oh, come on. You don’t seriously want to stay in the shuttle do you?” Lorne sighed. “I know I wouldn’t. I’d rather be doing something constructive.”

“Fine. You two are in need of someone who knows what they’re doing. I’m the Klingon for the job. Let’s go save you’re weak Federation scientists then.” K’orvo and Lorne approached the back hatch of the runabout with Dirnick close behind. They opened the hatch to reveal a slightly windy and static-charged atmosphere.

As you exit the damaged runabout to survey the surroundings, you hear strange grunts and shrieks. A group of strange neanderthal humanoids surrounds the runabout. They throw rocks and lope towards you, raising large branches threateningly above their heads. All of these primitive looking creatures appear to be wearing tattered remnants of Federation issued science uniforms, and it appears that one of the creatures wields a phaser. It doesn’t appear that the creature knows how to fire it accurately… yet.

Game Mechanic – Combat
~ Four Neanderthals (one wielding a phaser type one).
~ Three Zones: Inside the Runabout, around the runabout, and the forest. (Note, the runabout grants Cover of 4 Challenge Dice and the forest grants Cover of 2 Challenge Dice.)

As the hatch opens and the crew and K’orvo see the neanderthals loping towards them, they duck behind the sides of the hatch opening and prepare to fire at the oncoming threat.

Dirnick calls out, “Don’t kill them! They look like Federation citizens. They’re wearing uniforms. Something isn’t right here and I need them alive.”

“Yes sir, Lieutenant Commander!” Lorne checks his phaser to be sure it’s on the stun setting and a wide beam, and fires in the direction of several of the creatures. The beam hits two of them, barely stunning them. They seem to shake it off and continue their advancement towards the runabout.

“Honorless beasts. There is no honor in defeating such foes! They’re obviously inferior in intelligence.” K’orvo had his hand extended, pointing at the creatures and was looking back at Dirnick, when one of the creatures caught him by surprise. K’orvo was struck in the chest with a club and knocked off his feet. “Blasted creatures. I’ll help you find your way to Gre’thor! The Barge of the Dead awaits you!”

“K’orvo! Don’t kill them!” Dirnick called out as he fired a phaser blast just over K’orvo, who was still trying to get up off the floor of the runabout. The phaser blast hit one of the creatures and it collapsed unconscious.

The creature that wielded the phaser was mimicking Dirnick and Lorne’s actions when the phaser went off. A stroke of bad luck occurred and Lorne was struck in the chest by the blast. Dirnick and K’orvo struck down two of the remaining creatures in time to see Lorne stand back up, with just a slight burn on his uniform.

“By the prophets, if that had been anything other than the lowest setting, I’d likely have been done for! We need to get that phaser away from him before he really hurts us or himself!” Lorne brushed some of the char off his uniform and aimed at the creature with the phaser. The creature, unaware of what was coming, looked like it was going to attempt to fire his phaser again. Lorne’s phaser blast struck creature and it collapsed to the ground.

“Oh my. That was not pleasant at all. It appears that this could be a much more dangerous situation than we anticipated. We have to get to the science outpost and find out what’s going.” Dirnick explained as he rifled through the med kit. “Here, Lorne, this will help with any phaser burn you may have.” Dirnick administered a quick shot from a hypospray.

Dirnick inspected the unconscious creatures more closely for a few minutes and made a discovery. “Oh my! My examination of these creatures has confirmed that they are genetically identical to Humans, but their genes have regressed. I’m not certain what caused this and I hope it doesn’t affect any of us. This is most unpleasant to see.”

Game Mechanics
~ Task:
Examining the Neanderthals
~ Difficulty: 2
~ Reason + Science or Medicine
~ Success reveals they’re Humans with regressing genes (Dirnick used Reason + Science and succeeded).

“Sir, we should restrain these four and lock them in the runabout until we can return. If they really are Federation or Starfleet, then we’ll need them safe and alive.” Lorne searched the weapon lockers for restraints. “We can put a force field up in the passenger cabin so they don’t access the control cabin.”

“Lieutenant, do you know that old Earth saying, ‘Great minds think alike’?” Dirnick asked as he began administering something in a hypospray to the creatures.

“No sir, never heard it. Are you implying that we both have great minds? Or are you saying we had the same idea?” Lorne applied the restraints and moved the unconscious creatures into the passenger cabin of the runabout, with the help of K’orvo.

“Kahless save us if the two of you think you’re minds are ‘great’.” K’orvo grumbled.

“Well, Lieutenant, I was simply implying that we had the same thought process. I’ve administered a sedative to keep them sleeping for several hours. Should give us time to get the outpost and back before they begin to stir.” Dirnick administered the final hypospray and the trio closed the runabout.

Game Mechanics
~ Task:
Making a Sedative for the Neanderthals

~ Difficulty: 2
~ Reason + Medicine
~ Success grants the use of a sedative that last for a few hours (Dirnick used Reason + Medicine and succeeded).

The science outpost could be seen a few kilometers away, atop a rocky bluff. The trio set off to find out what happened to the scientists, where the neanderthals came from, and to find some spare parts so they can leave this planet before the ion storm hits in full force.

End Scene One

Commercial break!
We’ll be right back with more scenes to this adventure!

Qapla’!