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Thread: Star Trek: Romulan War campaign

  1. #16
    (continued)

    Pinch 2
    If the PCs manage to explore the mining facility without being killed by Vulcan terrorists, they find a very simple open building housing all the ancient machinery for receiving and processing the crystals mined from the interior of the planet. All the machinery is ancient and literally falling apart, but the open storage area on one end of the building houses dozens of crates of laser rods crafted from the local crystal, boxed up in plastic containers and ready to be claimed.
    Locating, accessing and hacking the ancient computer that once controlled the facility may reveal whatever particulars about the ancient race responsible for this mess the Narrator decides, as well as key particulars about the sentry drone and the crystal laser rods. Even more likely though, the computer like all the machinery here has long since fallen apart and is of no use. However, depending on how damaged the PCs ship was in the effort to get the PCs to the planet, and is likely to be in getting the PCs back off the planet, allowing for a simple "off switch" in the area to deactivate the orbiting sentry drone is perfectly reasonable.
    In the end one key bit of information should be revealed to the PCs, whether they recover the rods or leave them behind to be salvaged later. That is that the crystal the laser rods are crafted from allows for an x-ray laser of a frequency that no one would think to calibrate ship shields to compensate for, because x-ray lasers should not normally occur at that frequency. This allows for the creation of laser weapons that be devastating to ship shielding not specifically calibrated to defend against them. This makes this newly discovered technology something that Starfleet will be extremely interested in.
    Conditions: Dwarf planet environment (low g, thin atmosphere), possible structural hazards inside the ancient mining facility.
    Play: Identifying the laser rods as components of laser weaponry and/or crafted from an unusual (in fact, unique) crystalline material (Engineering: Systems/Weapon Systems or Science: Planetary/Geology or Science: Planetary/Mineralogy); Extrapolating the unique properties of laser weaponry constructed from the laser rods (Science: Physical/Physics or Science: Planetary/Mineralogy or Engineering: Structural/Mineralogy); Identifying various machinery as automated mining gear, thus identifying the facility as an automated mining facility (Engineering: Systems/Industrial); Hacking or accessing the ancient computer system (Computer Use: Hacking); Estimating age of the facility and associated machinery (Science: Physical or Engineering: Structural).

    Plot Turn 2
    The final challenge in this adventure is simply getting back off the planet again, with or without the laser rods and with or without the Vulcan survivors. Experience rewards should reflect both ventures, with bonuses awarded for recovering the rods and/or capturing the Vulcan terrorists. The same challenges presented by getting to the planet must be overcome in leaving it. Still, if the Narrator allowed for a simple off switch to deactivate the Juggernaut, this will pose no significant challenge.
    Conditions: As prior.
    Play: As prior.

    Act Three: Resolution
    In the end the PCS should, at the very least, be aware of the unique properties of the laser rods and be able to report this to Starfleet so that a mission to recover the rods can be conducted later.

    *****

    How to use the Juggernaut

    Design
    Statistics for the Juggernaut are left to individual Narrators, as they must design the implacable sentry to present a particular challenge to the players and their vessel. It should represent an obstacle that is very dangerous to take head-on and preferably overcome some other way.

    Some guidelines, to that end...

    1) The Juggernaut has no need of a Warp Propulsion system.
    2) Operations, Sensors and Impulse Propulsion systems should be of at least rank C, so that they can take a hit or two.
    3) Structure should be around 10-15 points higher than the player's ship,
    4) Protection should be roughly 20% higher.
    5) Shield Threshold should be equal.
    6) Combat skills (System Operations: Flight Control, Tactical and Command) should be between 10 and 15 (at most), allowing it to perform well in combat and, specifically, able to land hits on standard targets at Long and Extended range.

    Beam Weapons
    The Juggernaut is armed only with its own unique x-ray laser cannons. These beam weapons have an individual offensive value of 2 and the Juggernaut should have enough of them to do 1 point more damage at Point Blank than the player vessel's beam weapons. Further, whatever its Medium rank penetration then is, it also has a Long and Extended range penetration of one less (minimum of 1).

    Combat Maneuvers
    The Juggernaut prefers to continue on its rapid orbit, watching for intruders and hostiles. If either are detected it immediately engages and attempts to either destroy them or drive away them away, depending on whether they shoot back. However, the Juggernaut will not leave the dwarf planet to pursue, nor allow itself to be drawn away. It never makes Open or Close maneuvers, nor will it use Full Stop or Disengage. In short, it will make no attempts to move closer to, or away from, its target. Beyond that the Narrator can play the Juggernaut as smart or dumb as they like.

    Behavior
    The Juggernaut classifies all objects within range of its sensors as either Irrelevant, Intruder or Hostile.
    *Irrelevant objects are anything beyond the boundary of the debris ring (Long range) that hasn't posed a threat in some way; these are ignored.
    *Intruders are any objects violating the boundary of the debris ring (Medium range), whether they pose a threat or not; they are fired upon until destroyed or they return to far side of the boundary.
    *Hostiles are any object which poses a threat, especially by firing on the Juggernaut; Hostiles are fired upon until destroyed, whatever side of the boundary and whatever range. Once a target is classified as Hostile it will remain Hostile forever, as far as the Juggernaut is concerned.

    In the end, the Juggernaut should be a very tough nut to crack one-on-one and, once its ire is provoked, withdrawing to a safe distance only reveals there is no safe distance.

    *Important Note: Though the WE-6 Warp Propulsion system is available at time of this adventure (Year 2157), the Narrator should not allow players to upgrade this system on their ship, as it occurs automatically during adventure Episode 5, Mutiny.
    Last edited by Huckleberry; 11-04-2015 at 01:27 PM.

  2. #17

    ST:RW, Episode 6: Mutiny

    Act One: Introduction
    This adventure begins with the PC team on the ground in the Epsilon Sculptoris system. With the recent liberation of Sculptoris, in May of 2157, the Romulan fleet has been pushed back to the Tau Eridani system by the combined forces of Starfleet, the Andorian Imperial Guard and a token force of Vulcan support vessels.
    As a trained away team with combat experience, the PCs have been on loan to MACO and Andorian Guard forces on Sculptoris III for the last month, leading small teams of marines in rooting out remaining Romulan ground forces while their ship is anchored in the Andorian system receiving a long-awaited field upgrade.
    With the new warp six engine (the WE-6) now available, most Starfleet vessels expected to serve on the line are being refitted as quickly as possible, though the process is nonetheless proving time consuming. The PCs ship is only now getting its free warp propulsion upgrade (along with any other upgrades the Narrator decides are available and appropriate), while the PCs are left to follow the long standing military tradition of hitching a free ride on a commercial freighter to get back to their ship.
    The Andorian freighter captain meanwhile intends to use the nearby triple neutron star cluster to drop off his "special" cargo with Orion traders, taking a short detour on the way to Andoria to use the star cluster to hide the rendezvous from any Romulan forces in the area. However, the freighter captain's Orion friends have already been destroyed by the time he arrives, the Romulan frigate responsible now stuck in the sensor-distorting star cluster with a damaged propulsion system.
    In this adventure the Human freighter and the Romulan frigate find themselves in a race to correct damage to their ships (to escape the cluster) and to detect one another (to attack first). Complicating this, the fact that the freighter's special cargo consists of over a hundred Human genetically enhanced criminals in cryostasis, who may need to be sacrificed to that end. The Andorian crew, not hampered by common Earth prejudices against genetic engineering, finds itself at odds over the issue, with the PCs caught in the middle.

    Hook
    The adventure begins on the ground, on the planet Sculptoris III, with the PCs having spent the last month aiding MACO and the Andorian Guard in rooting out Romulan guerrilla forces on the planet, following the destruction of two large enemy ground bases there. With all the fighting largely done, the PCs are waiting for their shuttle ride to the Andorian freighter "Klah-shapla" in orbit, so they can board and ride back to Andoria (and their newly upgraded ship).
    Local Andorian settlers and colonists, living on the planet long before Sculptoris became the front line of the interstellar war, have proven very susceptible to the aggressive anti-war rhetoric of certain Andorian extremist parties. Bitter at having been caught up in a war most locals don't accept as their own, a violent anti-war faction has taken root with the local youth. Several acts of protest, vandalism and even the occasional act of terrorism have plagued Starfleet/Andorian Guard operations on the planet and the PCs are onhand to witness an extreme example of such as their shuttle lands to collect them.
    As the shuttle arrives the PCs notice an unusual amount of activity around then and discover that one of the locals detonated a thermite bomb in the officer's mess on the far side of the base. Several Andorian officers have been wounded and are being rushed to the medical building near where the PCs await their shuttle. PCs with any contacts in intelligence, or those aware of recent events on Sculptoris III, may know that the favored tactic recently among the more violent extremist groups is to follow up just such an attack with a second strike at the medical facilities the wounded are rushed to. PCs may search for and discover (or otherwise notice) the young Andorian prepared to detonate a second bomb at the medical building before he has a chance to do so.
    Conditions: A crowded, dirty and chaotic Andorian ground base. Nearby medical building and temporary airstrip serving orbital craft and shuttles. PCs must spot the terrorist, determine or intuit his intentions and stop him from detonating the bomb.
    Play: Determining that a second attack will likely occur at the nearby medical building (Knowledge: Culture or Politics); Spotting the terrorist and intuiting his intentions (Observe: Spot); Social tests against the terrorist; Identifying the bomb (Demolitions); Defusing the bomb (Demolitions: Defuse); Rendering First Aid to innocent bystanders caught in the blast (First Aid)

    Plot Turn 1
    With the attempted (or successful) terrorist attack on the ground dealt with, the PCs are shuttled up to the waiting Andorian freighter, Klah-shapla. PCs should be aware that they are to serve as bridge crew, as part of the agreement the captain has with Starfleet to transport personnel. Once aboard, interactions with the captain and crew can reveal:
    * The Klah-shapla is making tidy profit since the war started by offering cheap cargo transport to Human and Andorian military forces (along with the occasional personnel transport).
    * The captain is making even more on the side trading with Orions, using the nearby triple neutron star cluster to avoid any Romulans in the area, as the space around Epsilon Sculptoris and Tau Eridani remains an active combat zone.
    * The captain and first mate are not interested in discussing their cargo with the Starfleet "hitchhikers" and prefer they stay out of the Klah-shapla's trade dealings altogether. Social tests to pry into the Klah-shapla's business and what exactly they're braving a triple neutron star cluster to trade with the Orions should be extremely difficult. Though the captain technically has the legal right to do what he's doing, he isn't foolish enough to allow idealistic Starfleet officers in on it.
    Conditions: Roleplay as the PCs are introduced to the small crew and assigned ship duties. Players should be given statistics on the Andorian freighter as part of their character's orientation.
    Play: Possible social tests.

    Act Two: Confrontation
    If the PCs haven't proven themselves a source of potential trouble for the captain yet, he will have them present on the bridge when the Klah-shapla arrives at the neutron star cluster. The captain is smart enough to avail himself of their experience and training as Starfleet officers and this is indeed why he agreed to take them on. Being short staffed at the moment, he needs a reliable bridge crew. The PCs will thus spend their time on the bridge for most of the journey.
    On the other hand, if the captain has any reason to see them as troublemakers, they may well be barred from the bridge and confined to quarters. The Narrator should bear in mind that under these circumstances the authority of the captain over his vessel is recognized by the Starfleet Uniform Code of Justice, and so the PCs are under the captain's authority for the duration of the journey.
    Once the Klah-shapla arrives in the neutron star cluster it's immediately obvious that interference from a pulsar in the cluster is playing havoc with sensors and communications. This is expected and, in fact, precisely why the captain meets his Orion trade contacts here, as it's safe from Romulan vessels scouting the area (or so he believes).
    If the PCs are serving on the bridge they find it impossible to locate and make contact with the Orions or anyone else in the star cluster. Any effort to do so will take time, allowing other matters to come to the forefront.
    The PCs will also be onhand to witness a sudden, severe warp propulsion malfunction as well, threatening a core breach. This should occur after the PCs are aware that the nearby pulsar has essentially shut down sensors, requiring constant recalibrating for only the occasional momentary scan of the area before the fluctuating pulsar shuts down sensors again. This leaves the Klah-Shapla largely blind, busy trying to make contact with the Orions while other matters come to a head.

    If the PCs are barred from the bridge or otherwise occupied, a Human crewmember makes contact with them now rather than later. This is Martha Emmett, an undercover reporter doing an expose on the trafficking of convicted Human "augments". From her they learn that old fears of genetically augmented super-humans have led to draconian laws on Earth against most forms of genetic alteration, as well as a tendency to excessive sentencing for those criminals found to have been genetically modified in any way, even in such minor cases as treatment for genetic disease and abnormalities. Further, under certain obscure centuries-old laws, so-called "augments" convicted of most any crime can be sentenced to periods of indentured servitude, the abuse of which has led to a shadowy syndicate on Earth buying and selling such indentures off-planet, especially with the Orion Syndicate. Martha hopes to expose all this and bring public awareness to what she calls a clear abuse of human rights, with so-called "augments" often being classified as inhuman and their rights denied under the current United Earth legal system. From Martha the PCs learn that the Klah-shapla happens to be carrying over a hundred such convicts in cryostasis, with plans to sell them to the Orions. All perfectly legal, if only technically, under United Earth law.
    Conditions: The neutron star cluster, with a pulsar, as plot device to render sensors unreliable and communications impossible. NPC interactions that convey the situation with the Human convicts in cryostasis and their fate to be sold to the Orion Syndicate. Legal authority of the ship's captain.
    Play: Recalibrating sensors to overcome pulsar interference for one round (Engineering: Systems/Sensors); Singular sensor tests to detect or identify the Romulan frigate; Possible social tests with Martha Emmett or the ship's command officers.

    Note: From this point forward the PCs should be allowed to recalibrate sensors and make attempts to detect or identify the unknown vessel in the cluster as they wish. Once the frigate is identified it should be considered critical to either escape the cluster before the frigate attacks again or attack it before it can attack them. Attacks by the Klah-Shapla are only possible by first recalibrating sensors and only one round of maneuvers is possible before sensors are lost again. However, most importantly, the Romulan frigate is considered to be without sensors or propulsion for the duration of the adventure. It should only be able to fire on the Klah-Shapla when the Narrator decides it appropriate. PCs on the other hand should feel constantly under threat, racing to respond to the situation before the frigate can regain sensors and destroy them.
    Like the pulsar's interference with communications and sensors, the Romulan frigate is a plot device and should be used as such. While it's possible for the PCs to detect and successfully destroy the frigate, this probably should not be allowed to happen until the PCs have dealt with the cryostasis issue. The presence of the frigate is the source of tension and the reason the issue must be settled quickly. Without the frigate the PCs and the crew of the Klah-Shapla face no crisis.

    Pinch 1
    Whether the PCs are serving on the bridge or not, the captain makes immediate use of them when the core breach threatens. Any PC with engineering skill of any sort is ordered to handle the imminent breach. Any with sensor systems skill are ordered to continue the search for the Orion Syndicate vessel, so the trade can be concluded and the Klah-shapla can retreat from the star cluster before it suffers any further mishaps.
    The core breach should be dealt with in accordance with "Core Breach" rules (Starships, p 34). Otherwise the Narrator will have to wing it, but in either case it's something that serves as an immediate threat, which must be dealt with quickly. Further, an extraordinary success in preventing the core breach reveals it is the result of an attack, not a mere malfunction due to the troublesome pulsar. Who or what attacked the Klah-shapla is uncertain, but it's sure to be out there in the star cluster with them even now. Probably busily recalibrating its sensors so it can take another shot.
    Searching for the Orion vessel (or any other vessel present in the cluster) is another matter, requiring Difficult or better Engineering: Systems (Sensors) test for one round of sensor test before pulsar interference reasserts itself and further recalibration is required.

    At this point, if Martha has not made contact, she pulls aside any PCs not working the core breach or searching for the Orion ship, informing them of who she is and what she's doing, as well as the nature of the Andorian freighter's special cargo. She claims to be informing the PCs of the situation, knowing the Andorian captain will not, but she secretly hopes they will side with the convicts if worst comes to worst.
    Social interactions with crew on the issue will find that most are unconcerned with genetic augmentation, viewing Earth's revulsion of the same as a evidence that Human are still a fairly backward people. However, while some value the lives of the frozen Humans in the cargo hold, others will prove quite comfortable sacrificing them to save the ship and themselves. Nonetheless the Narrator should note that, in the end, the captain has authority over the ship and crew (including the PCs) and has the legal right, however technically, to sell the augmented convicts to the Orions.
    Conditions: Roleplay conveyance of the presence and circumstance of the Human augment convicts in the freighter's hold. Neutron star cluster rendering communications impossible and sensor operations very difficult.
    Play: Containing imminent core breach (Engineering: Propulsion/Warp Engines; in accordance with Core Breach rules, Starships p. 34); Recalibrating sensors to overcome pulsar interference for one round (Engineering: Systems/Sensors); Identifying the unknown vessel as a Romulan frigate (System Operations: Sensors); Determining propulsion failure is the result of attack without an extraordinary success or better when containing core breach (Difficult or Virtually Impossible Engineering: Propulsion/Warp Engines).

    (continued)
    Last edited by Huckleberry; 11-04-2015 at 01:18 PM.

  3. #18
    (continued)

    Midpoint
    Once the core breach has been dealt with and attempts have been made to recalibrate sensors and detect another ship in the cluster, the PCs should be aware that the Klah-Shapla has actually come under attack, either from the nature of the core breach being discovered or by identifying the unknown vessel not as an Orion trade ship but a Romulan frigate. Sensor contact is immediately lost again, thanks to the neutron star cluster and its pulsar, but the PCs now know they're in a very dangerous situation. The Romulan frigate can easily destroy the Andorian freighter with a good shot, so it behooves them to either flee the cluster or attack before the frigate can.
    The captain now announces that warp propulsion is functional again (assuming the PCs fixed it, or the Andorian engineers if not). However, the ship has suffered a power loss from the hit to propulsion and the near core breach it's suffered. Power has to be rerouted from somewhere and the captain determines that must be from the cryostasis units rather than any standard ship system, which he deems he cannot afford to lose.
    Cutting power to the cryostasis units rather than the standard several-hours long process of waking them will kill the Human convicts. If the PCs are onhand to witness it, this announcement by the captain causes a sharp division among the Andorian bridge crew, with some strongly opposed to killing the Humans in cryostasis and preferring instead to reroute power from sensors, weapons or shield for the short jump out of the star cluster. The captain and his supporters, on the other hand, refuse the inherent risk in that and want to get the Klah-shapla out of the cluster before the Romulan frigate recalibrates its sensors and fires on them again.
    Conditions: Neutron and pulsar star cluster interference with sensors and communications, division of the crew over shutting down cryostasis to reroute power to propulsion.
    Play: Recalibrating sensors to overcome pulsar interference for one round (Engineering: Systems/Sensors); Singular sensor tests to detect or identify the Romulan frigate (System Operations: Sensors).

    Pinch 2
    For this portion of the adventure, the Andorian bridge crew is sharply divided on whether to kill the convicts or redirect power from some other system (Sensors, Weapons or Shields). Everyone wants out of the star cluster before the Romulan frigate is able to attack them again, but this conflict must be dealt with first. How the PCs play their part in this may determine if an agreement of some sort is reached or whether the Andorians resort to settling the disagreement with a violent mutiny attempt, which the PCs will certainly be caught in the middle of.
    Conditions: Continued interference of communications and sensors from the nearby pulsar. Division of the crew over shutting down cryostasis to redirect power to warp propulsion.
    Play: Social tests to resolve crew conflict; Recalibrating sensors to overcome pulsar interference for one round (Engineering: Systems/Sensors); Singular sensor tests to detect or identify the Romulan frigate (System Operations: Sensors); Possible single-round space combat maneuvering.

    Plot Turn 2
    Once the issue is settled, the PCs and the Andorian crew must decide whether to stand against the Romulan frigate threatening them, by getting their sensors recalibrated before the Romulans can (if the Klah-shapla still has sensors at all) or whether to flee the star cluster (which itself proves dangerous if sensor system have been sacrificed to spare the augment convicts). The PCs and the crew have several options before them:
    * Sacrifice the augment convicts in cryostasis to gain immediate use of warp propulsion, then leave the cluster safely, with active sensors, before the Romulan frigate can locate them again and destroy them.
    * Sacrifice the augment convicts, regain warp propulsion and hurry to recalibrate sensors before the Romulan frigate can, attacking with the ship's weapons once they're able to detect the enemy frigate.
    * Spare the augments and sacrifice sensors, then warp out of the star cluster in the blind, risking falling prey to any of the three neutron stars in the immediate area.
    * Spare the augments and sacrifice weapons or shields (or life support), redirecting power from that system to propulsion, then leave the system safely with sensors active.
    * Spare the augments and focus on attacking the Romulan frigate, leaving propulsion issues to be addressed after the battle.
    Conditions: As this portion of the adventure is wide open to PC problem solving, the Narrator should be generous with any semi-reasonable plan they come up with to deal with the situation.
    Play: Recalibrating sensors to overcome pulsar interference for one round (Engineering: Systems/Sensors); Singular sensor tests to detect or identify the Romulan frigate; Possible single-round space combat maneuvering; Redirecting power from one system (cryostasis, sensors, weapons or shields) to warp propulsion (Transferring Power; NG, p. 99-101); Escaping the star cluster if sensors are offline (System Operations: Flight Control); Recalibrating sensors to overcome pulsar interference for one round (Engineering: Systems/Sensors); Singular sensor tests to detect or identify the Romulan frigate (System Operations: Sensors); Possible single-round space combat maneuvering.

    Act Three: Resolution
    Once clear of the star cluster, the Andorian freighter will be able to carry the PCs on to Andoria with no further trouble (unless the PCs managed to create some). What decision the PCs made in regards to the so-called augments in the cryostasis (who are now probably still in the Klah-shapla's cargo hold, be they alive or dead) will soon become known to the fleet, their superiors and the public at large through scuttlebutt, mission reports and the Martha's expose. This will have an impact on how high-ranking political officials approach them in Episode 8, "Ex Vivo".
    Last edited by Huckleberry; 11-04-2015 at 01:14 PM.

  4. #19

    ST:RW, Episode 7: Soldier's Creed

    Note: The central conflict of this adventure lies between the PCs and the NPC superior officer, Commodore MacArthur. MacArthur should be presented as intolerant of any challenge to his command, including otherwise reasonable questioning of his orders. Further tension is generated by the Commodore's habit of demanding minimal repair or recovery and expected the PCs to simply suck it up. Ship damage receives the minimal amount of repair necessary to perform and individuals likewise receive the minimal amount of first aid needed to fight. This will probably generate the most tension between the PCs and the Commodore, as it hits close to home with the players, putting their PCs and their ship in danger from an NPC.
    PCs receive absolutely no slack whatsoever from Commodore MacArthur and are expected to perform exceptionally no matter how badly wounded or their ship damaged. Further, they are expected to obey orders with no explanation and with no clear objective. The Commodore does not explain his intentions. Orders are given and they are expected to be followed.
    The PCs should receive the impression that they are viewed as expendable, though the Commodore, in the end, does not see them that way. Rather, he simply expects the PCs to soldier on, regardless of their condition, and perform exceptionally. Questioning orders or, worse, arguing with the Commodore will provoke him to threaten punitive measures if the PCs don't get in line. Citations can and should be given if the PCs persist in doing anything other than promptly obeying orders given.
    The overall thrust of the adventure, and the challenge for the players, is to respond to impossible demands by a wholly intolerant senior officer, and not only survive the ordeal but, in the end, succeed. If the PCs manage to stay true to Starfleet chain of command and survive MacArthur's leadership, they are "rewarded" by the Commodore sacrificing himself and his ship to ensure the survival of the PCs and their ship.

    If the PCs manage at any point to convince the Commodore to explain his intentions (which should not be something easy to accomplish), his intentions are to retake the NX-08 Triumph and keep it out of Romulan hands, even if that requires the destruction of his ship. Discovering how he came to survive the attack that damaged the Triumph should be even harder to discover, but his ending up in a shuttle alone was the result of a failed attempt to rescue another Triumph shuttle that lost power surveying the black hole wash. The Commodore was out in the wash, in a shuttle, when the Triumph came under attack. The second shuttle was lost to the black hole and the Commodore then retreated back to Lorillia to lead a recovery mission for the Triumph.


    Act One: Introduction
    Two months after the events of Episode 6: Mutiny, the PCs are back in command of their own ship and currently part of a task force assigned to secure the Lorillia system, alongside the local Lorillian forces. The task force's mission is to hold the system while the NX-08 Triumph investigates the black hole in the space beyond as a possible staging area for a coordinated assault on Romulan forces from behind the lines. The PC ship leads the small task force and is currently waiting for the return and report from the Triumph. Lorillia and its relatively small space force are not officially allied with Starfleet, but are cooperating with the mission out of their own interests.

    Hook
    The PCs should be monitoring long range scans and conducting lateral sensor scans, watching for scouts or incursions by Romulan forces. In the process, they detect a lone Starfleet shuttle entering the system at max impulse, which they may identify as belonging to the Triumph.
    While under power and on route to rendezvous with the task force, the shuttle does not respond to hails. Scans can reveal a single life sign aboard.
    However the PCs decide to respond, Commodore MacArthur is aboard the shuttle, unconscious after having flown for nearly some days to reach Lorillia. He will not awaken unless the shuttle is recovered and he is interacted with, presumably in the attempt to check him for injury or responsiveness. The Commodore, once awake, will demand contact with the Rear Admiral, the PC's immediate superior.
    Conditions: The PCs are currently in the Lorillia system, head of a small task force of lesser vessels (Intrepid and/or Neptune class), aiding local Lorilian space forces in securing the system.
    Play: Long range and lateral sensor scans, detecting life signs aboard the shuttle (System Operations: Sensors); Organizing the task force (Enterprise: Administration/Starfleet).

    Plot Turn 1
    Once treated for his injuries, the Commodore immediately takes command of the PC vessel. PCs should know that, as ranking officer, the Commodore has every right to do this but they also have the right to confirm that order with their superiors. However, contacting the Rear Admiral or other ranking superiors by subspace comm will result in their superiors upholding the Commodore's right to take command of the task force and will earn the emnity of the Commodore for questioning his orders.
    In the end the Commodore should be in command of the task force and, specifically, the PC ship. He then orders the vessel to leave the system and the rest of the small task force behind, giving the helmsman coordinates on the far side of the nearby black hole. The journey takes a full day at max warp. The Commodore answers no question about his orders or his intentions and pressing the issue will only cause him to become more obstinante and intolerant.
    Conditions: The Commodore taking command and exerting his authority over the PCs and their ship.
    Play: Social tests versus Commodore MacArthur (very difficult, modified by Commodore's Promotion edges); Contacting Starfleet superiors via subspace comms (System Operations: Communications); Social tests versus superior (heavily penalized); Plotting warp course for far side of black hole (Science: Space/Astrogation, followed by System Operations: Flight Control; penalized by black hole wash).

    Act Two: Confrontation
    Arriving at the coordinates, the PC sensor/science officer has a chance to detect an uncloaked Bird of Prey (made difficult by the sensor wash from the black hole) and the heavily damaged NX-08 Triumph. As soon as the PCs have detected the Bird of Prey and the Triumph, and have conducted whatever initial sensor scans they might, the Commodore orders the PC ship to engage the Romulan vessel. Unless the PCs have taken extraordinary measures, it is assumed that the Bird of Prey has detected their presence as well, and initiative is determined normally with no surprise for either vessel, beginning at Extended range.
    Conditions: Mild gravitic shearing, with penalties to Helm maneuvers. Sensor wash from the black hole, penalizing sensors and Lock On maneuvers.
    Play: Standard space combat, penalized by environment.

    Pinch 1
    Once the Bird of Prey is defeated the Commdore orders the most minimal repairs possible, in order that the PC ship be ready to depart the system quickly. Then, without further orders, the Commodore departs the PC ship by shuttle, alone, to dock with the damaged Triumph. PCs have the opportunity to detect three life signs aboard the Triumph if they specifically check for them. Otherwise, the Commodore leaves no further orders before abandoning the PC ship and does not respond to communication once aboard the Triumph. The Triumph maintains no contact with the PC ship until, presumably, the PCs either decide to shuttle over and see what's going on or they scan the Triumph and detect weapons fire aboard.
    Conditions: Conducting minimal repairs to the PC ship as the Commodore seemingly abandons the PCs.
    Play: Repairs to PC ship (NG, p. 121-123); Analyzing the Triumph's ship status (NG, p. 102); Detecting weapons fire aboard the Triumph (System Operations: Sensors).

    Midpoint
    On board the Triumph, the Commodore has run afoul of three Romulan soldiers occupying the bridge when he attempts to retake the ship. If the PCs do not detect the fight going on aboard the Triumph or otherwise take no action while they wait, the Commodore eventually defeats the three Romulans and retakes the ship, though now Wounded.
    If the PCs are on hand to help the Commodore retake the ship, assaulting the bridge and defeating the three Romulans there, the Commodore allows any injuries he's sustained to be treated before ordering the PCs back to their ship in order to escort the Triumph back to Lorillia.
    If the PCS took no action or are unaware of the Commodore's fight to retake the bridge, he eventually retakes the bridge and makes contact, ordering them to escort the Triumph.
    The NX-08 Triumph is damaged at this point and if no repairs are conducted all systems are assumed to be at B on the their damage track. The Commodore will not normally allow time to be wasted on repairs, but it is possible for PCs to convince him with some difficult Social tests.
    Conditions: Continued repairs underway, combat with Romulans aboard the Triumph. Continued sensor wash penalties to sensors and gravitic stress penalties to Helm maneuvers.
    Play: Possible combat with Romulans aboard the Triumph; Social tests versus Commodore MacArthur; Ship repairs (NG, p. 121-123).

    Pinch 2
    As the PC ship and the Triumph attempt to edge outward from the black hole far enough to safely warp, a Romulan Bird of Prey and two frigates approach. The Bird of Prey engages, while the frigates hang back at Extended range. The Commodore will order the PC ship to engage the Bird of Prey and both the PC ship and the Triumph work together to take down the Romulan vessel. If the fight doesn't go smoothly the Commodore will order the PC ship to disengage and warp back the Lorillia, with the Commodore intending to follow with the Triumph.
    Conditions: Continued sensor wash penalties to sensors and gravitic stress penalties to Helm maneuvers. Ship to ship combat under these conditions.
    Play: Space combat, Triumph and PC ship versus Bird of Prey.

    Plot Turn 2
    Either way, with the Bird of Prey destroyed or both Starfleet vessels retreating from the fight, the frigates immediately dive back deep into the black hole's wash. The Commodore warns that the frigates are able to warp much closer to the black hole than Starfleet vessels can, thus drastically reducing their warp time to the far side of the singularity. The frigates will get ahead of them and force a second confrontation that neither ship can afford, with the damage taken from their fight with the Bird of Prey.
    The Commodore orders the PC ship to disengage (if they haven't already) from the Bird of Prey (if it's still active), and warp back to Lorillia, while he takes the Triumph deep into the black hole wash to delay the frigates, keeping them from warping ahead. This will result in the Triumph falling much too far into the singularity's gravity well to have any hope of escape. The Triumph and the Commodore will be lost, sacrificed so that the PCs and their ship can escape.
    Conditions: As before.
    Play: Possible Social tests versus Commodore MacArthur; Navigating out of the black hole and warp navigation back to Lorillia (Science: Space/Astrogation and System Operations: Flight Control)

    Act Three: Resolution
    If the PCs obey orders, they warp around the black hole and back toward Lorillia, arriving hours ahead of the frigates that the Commodore does indeed succeed in delaying. The Triumph will never be seen again, lost to the black hole, and neither the frigates nor the Bird of Prey (if it survived) will attempt to approach the Lorillia system.
    Sensor readings during the adventure do establish the viability of using the black hole outer wash as a staging area, and further that Romulan forces may have been scouting it for that exact purpose themselves. In this endeavor at least, the mission succeeded.

  5. #20
    Join Date
    Jul 2008
    Location
    Wrightsville, PA
    Posts
    324
    Excellent work, Huckleberry!

    I have long wanted to set a campaign during the Earth/Romulus War, and this will be my go-to thread for certain!

    I have to say, after several years of not running Trek or even browsing the forums, I was uncertain what I would find. It seems as though this community/corner of Trekdom is alive and well, for which I am grateful.
    Crimson Hand Gamers...why have your own site when there's Facebook?

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