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Thread: Adventure Seeds

  1. #316
    Perrryyy Guest
    Originally posted by AslanC
    Title: 404
    Era: Post TNG
    Setting: Starship

    The PCs ship gets volunteered to test out the new Omnitronic Computer system from the Daystrom institue.

    This new system is the most powerful AI made to date and will someday provide valuable advice to the Captain's on their missions.

    But within hours of instalation a crewmember goes missing. A minor character a lower decks guy of no significance.

    Within an hour or two another one.

    And so on.

    Work out your bits yourself, but the new computer has determined these crewmen & women are of no value as they offer nothing that another crewman doesn't already.

    So using the transporters it is "deleting" them.

    YMMV
    If you're gonna delete "insignificant" characters, the Captain & XO have to go first

  2. #317
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    Originally posted by AslanC
    Title: 404
    Era: Post TNG
    Setting: Starship

    Not bad. But I'm not into this lets install a mad "AI" into the ship idea. Its just been played out too often. What I have in mind is that the "AI" is benevolent - really benevolent - but its going about its improvements in a manner that would make the PCs think its gone crazy. Lets see them try to delete it when they find out the changes it has made, although inconvenient at the time, actually improves the ship's performance a couple of fold.

  3. #318
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    As usual, stolen from a book I just read ("Chindi" by McDevitt)

    Title: Chindi
    Era: Any
    Setting: Starship

    You are forewarned that this is outright theft of ideas from Jack McDevitt's "Chindi" novel, and as such, if you plan to read the book, stop now.

    While exploring a planet, from orbit, where a nuclear holocaust destroyed the civilization, a small Nova-class vessel up and exploded. The crew's ship is sent in to figure things out, including picking up the twenty or so survivors who are floating around in escape pods who made it in time: but nearly no one has a clue what happened... One engineer says that the chief told him to get a good night's sleep, because they were bringing something into the cargo bay from orbit of the planet.

    There aren't enough ruins, however, of the ship in orbit. After looking, they spot cloaked sattelites - very barely visible to sensors, and only if you're really looking. They also realize that one of htem is brand-spanking new, and the theory is this: if you turn one of them off, they release nanotech to try and replicate themselves, in the process likely destroying whatever ship took them aboard, if that's the case. If they just ran down normally, likely the nanotech would seek out a piece of an asteroid or something.

    Then they find a signal, on a subspace frequency designed to be very difficult to locate.

    The satellites work in a trio to send their signal outbound to another system, and they appear to be of a technology different than the obliterated planet. Warping there doesn't take too long, and sure enough, three more satellites are in orbit of a gas giant that will, in about a hundred years or so, smash into a planet that must have been yanked out of its orbit by the giant. No life here, just those sattelites - and the incoming signal is also outgoing to yet another system...

    The signals sometimes point to life, sometimes to an interesting stellar event, and then finally to something really rather frightening: A pair of Gas giants locked in a gravity dance with each other, with rings around each of them and rings around the entire duet of them, and a moon that must have been artificially set into a polar orbit of the lot - which offers a spectacular view of the gorgeous display - from an abandoned observatory/small village-sized outpost.

    With three sattelites around it, recording. Here we find, however, graves that have been freshly dug up and then returned to their natural state: but th ebodies were originally buried about four thousand years ago. No obvious reason as to why the outpost died - or had time to bury its dead.

    The sattelites are aiming off in another direction, but as the ship is ready to go, a ship arrives in the system from the opposite side of the gas giants. And starts scooping into the atmosphere of them, refuelling. It's huge: an asteroid with engines, pretty much, and communications fail. No way to beam rigt in, but a shuttle could land on it and in suits, people could enter through the hatches.

    Once they do so, they'll find themselves in a huge museum in motion: Full of mostly empty rooms, now and then a room has a very lifelike diorama, or a holographic representation, of a scene that the ship must have visited. Robotic minions wander about taking care of things. No people seem to live here.

    Then, without much warning, the thing hits warp with your people on board. They have whatever supplies they took with them, and it might be necessary to come up with a seriously interesting "rescue" mission - their shuttle is blown off the hull by the accelleration, and in the meantimg, the people inside lose communication witht he ship and can go exploring.

    They even find early pictures of Earth in one holosuite, and Andor. And Vulcan. And so on. These people have been watching for a long time. Inside the ship is environmentally null: vaccuum. If there used to be an atmosphere, it's gone, but it doesn't look like it ever had one.

    On the ship, the flight path of the extremely slow vessel (which uses a kind of gravity drive warp system (about warp 2.3 or something like that) can plot ahead to find that in about eighteen years, the ship will arrive in its next destination, a system way out there. But a fly-by rescue at warp is necessary, with all manner of technical and scientific snafoos required to cope with the gravometic/warp disturbance and the speeds involved and no use of transporters, etc.

    Once the people are off, the ship can warp to the next destination, where again, sattelites are orbiting a dwarf star that doesn't seem interesting in the slightest - why are they here? Until they find a remnant that might have once been a very termporary wormhole, and then find something really shocking: a pre-federation earth ship floating, now lifeless, with an automated radio distress call playing. This is where the ship is going next... it seems to jump around wherever its huge sattelite network finds things of interest.

    End the ep with no real conclusion about the ship or its people, except that Starfleet Science is working on the signals in the satellites (tapping into them, however, tends to make the satellites turn themselves off - it's almost like a prime directive thing: they're switching off if they're noticed by anyone nearby). A husk of a sattelite that failed to self destruct is found in orbit of Andor, and seems to have been nonfunctional by its own design since just about the time ANdorians developed significant astronomical survey technology. It seems to have a faulty detonator. It also weighs in at about ten thousand years old.

    Who these people are, and what they are doing is an unknown. The vessel itself is a scientific smorgasboard, though the Federation is going to wait 18 years to place people on it when it arrives at the site of the old earth ship. They're even tempted to find a way to put an atmosphere inside the ship itself, and so on and so forth.

    IT's up to you to figure out if you want these aliens to ever arrive, or if this museum/ark/time capsule was their way to learn and share - is there a "recall" switch somewhere inside it? Or does it travel until it's full?

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  4. #319
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    Originally posted by ghosty
    Not bad. But I'm not into this lets install a mad "AI" into the ship idea. Its just been played out too often. What I have in mind is that the "AI" is benevolent - really benevolent - but its going about its improvements in a manner that would make the PCs think its gone crazy. Lets see them try to delete it when they find out the changes it has made, although inconvenient at the time, actually improves the ship's performance a couple of fold.
    Makes sense. I think that was the original idea, getting rid of the dunsells

    Sorry for the delay I just noticed this reply.

  5. #320
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    Quite nice and simple:

    Based on: Starship or Starbase (with escort available)
    Era: TNG or later
    Issues: Political to begin with ...
    Location: Neutral Zone/Border

    Right, the players are either crew of a space station or a starship and are directed to investigate the gravometric sensor reading on the border of the Federation controled space (could be RNZ).

    Upon arrivial (either using the starship as the base of operations, or an escort permanently or temporarly attached to the star base) they find a Ferengi starship crossing the border from outside into the UFP space... quietly and without any official passage requests.

    Now the Ferengi have a 'trading permission' with UFP and are free to pass as they see fit, but ... yes, but this should have been done at the designated area (such as base of operations within the range of a designated Starbase) with border control involved.

    So why are they doing it in the middle of nowhere? Yes, they are sneaking in and they are hidding something, and so the boys in the blue (or the high lady in red, the female captain, as it has happened in my campaign) orders customs check.

    Now the Ferengi are caught red handed smuggling illegal cargo, try to bribe or even threaten the captain, commanding officer or designated mission commander and as a icing on the cake if she is a female (as the captain in my campaign is) the vessel's owner makes some remarks about the fact that not only the female runs the ship, but also walks around dressed).

    Take it from here ... but here are some possibilities:

    * a Ferengi wants to make a run for it and the PCs have to chase it, with shields up and weapons ready,
    * during the inspection a fight breaks up between a Starfleet customs and Narssican retainers (of what a great way to see how good your crew is in non lethal combat and crowd control)
    * the Ferengi ship's owner decides to make the trouble for the crew in the future by framing them for something or generally making their live quite difficult, maybe even an assasination attempt on the captain/mission commander
    * bribes go a long way, especially if the crew has to deal with the people who used to be neutral but are now hostile because the Damon (the Ferengi captain) made some paid friends...
    * two words: Orion Syndicate

    This just offers so many options and additional hooks...

    Kind Regards
    Daniel
    Captain Alexandra Polanski
    CO, USS Archangel (flag of 7th Fleet, RRTF operations)

  6. #321

    Adventure Seeds Resurrection

    Based on Starship (with good stealth features just could make it worse for the players)
    Era: Any period when a peace treaty stipulates some kind of Neutral Zone
    Issues: Political, Diplomatic, mainly
    Location: Neutral Zone, inside it

    Basically, a mix of political intrigue and piracy adventure... The players are tricked to pass in/trough the Neutral Zone during an encounter with a foreign vessel. The foreign vessel is usually paid by their home intel service to provide documents, and they are the courier, but this time, the Tal Shiar or the Klingon Imperial Intelligence Service managed to discover the ship and intercept it, taking their place. Instead of disabling it or shooting it, they play with sensor interference to make them believe they haven't crossed the Neutral Zone. They then use the real sensor records before their own parliament/governing council in front of a Federation Diplomat to prove that there was an invasion attempt. Through a brilliant cover-up and behind the scenes play, Starfleet Intelligence manages to calm things, at only a small price, the PC ship. It is now up to them to find the people who managed to frame them, and possibly return them the favour, while the former is gunning for them, and Starfleet vessels are instructed to capture the ship and bring the crew to the nearest Flag Officer...

  7. #322
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    Name: Five Lights
    Era: TNG, Post Dominion War
    Issues: Political, Diplomatic, Low Conflict
    Location: Near Cardassian space

    Somewhere near Cardassian space, the crew detects a small Cardassian shuttlecraft. Presumably curious, they discover that this ship contains a single Bajoran life-form.

    When they bring the ship aboard, the occupant emerges. She is a woman named Sito Jaxa (TNG: "The First Duty", TNG: "Lower Decks"). At the conclusion of "Lower Decks", she was thought killed, but in fact the Cardassians faked her death, and turned her over to Gul Madred (TNG: "Chain of Comand, Parts 1 and 2").

    Gul Madred broke her, and rebuilt her as a sleeper agent. Then she was placed in a Cardassian prison until such time as a plausible scheme could be found to explain her "escape". Time passed, and during the Dominion war, someone settled old scores. Now Gul Madred is dead, and (perhaps not coincidentally) many of his records are missing.

    Sito managed a *real* escape. The problem is, Garak doesn't know what Madred programmed her to do. All he knows is that the state of Cardassian reconstruction would be imperiled if she caused major trouble for the Federation. He feels he has little choice but to send a team to kill her. But murdering a Federation citizen carries its own repercussions...

    Unanswered questions: Did Madred's murderer take his records, and is that person using Madred's projects for some scheme? Or were the records simply destroyed by the bombardment. Did he program Sito to do something specific, and if so, what? How will the Federation react to Garak's sending a hit squad to kill a Federation citizen, especially when he won't explain why?

  8. #323
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    Title : Hippocratic Dilemma
    Era : The 2370s
    Setting : Starship (even better if it's an Intrepid or Sovereign)

    Note : I wouldn't be surprised if such an idea was used in a VOY episode, but I haven't watched the series past season 2 - not even by choice - so bear with me

    While charting a remote region of space, the Crew's ship detects some strange signals coming from a nebula. As they come closer to it, a Borg Cube emerges of the nebula and grabs them with their tractor beam. If the Crew tries to fight the Cube, they may be surprised to find it somehow weaker than it should be (I'm using BOBW and FC Borgs here). However, some Borgs soon beam aboard, and, optionnally after a quick scan of the ship's computer, grab hold of the Medical Officer and the Engineer (maybe also the Science Officer - the idea here is to split the PJs group as evenly as possible) and return to their ship, who then retreats in the nebula.
    Inside the Cube, the abducted PJ are led to an area secured by forcefields, where the Borg don't follow them. They may also have noticed that the inside of the Cube is not exactly as they think it should - some areas seem secured by forcefields and strange orange glows replace sometime the normal green ambience. In the area they've been led in, the PJ discover a few obviously sick Borgs (their implants seem somehow corroded and rusted, especially around their connection with the Borg's flesh), and hear the voice of the Collective ordering to "Cure these units".
    The PJ will then soon discover that the Borg seem infected with a virus wich has the particularity of attacking only bio-mechanical interfaces, making the Borg very vulnerable preys. Apparently, this disease is spreading through the Cube, and the Borg only temporarily managed to contain it with forcefields, but judged it apparently dangerous enough to make them "ask" for help to non-Borg individuals.
    The catch is, the abducted PJ will soon discover that they have too been infected by the virus. Being (hopefully) fully biological, they are immune to it, but act now as carriers... making them a threat to the Federation, since ships carrying bioneural packs, or people like Picard, LaForge or Nog can suffer the effect of the virus... and they can't even be sure their ship has not already been contaminated by the Borg who beamed in to abduct them. OTOH, they know that if they manage to find a cure to the virus, their reward will probably be a quick assimilation.
    The abducted PJ will have to find a way to escape both the Borg and the virus, and also prevent their friends who remained onboard to try to get them back (wich one hope they are doing), to avoid widespread contamination.

    As a possible spin off, if the Crew manage indeed to cure the virus (something wich should be trickier than rolling a few Critical Successes), they could find themselves at odds with the race who created the virus in the first place as a weapon against the Borg. Otherwise, the virus could be of natural origins - but now menacing to spead into Federation territory (interesting if the Crew manage to escape without really finding a cure).
    "The main difference between Trekkies and Manchester United fans is that Trekkies never trashed a train carriage. So why are the Trekkies the social outcasts?"
    Terry Pratchett

  9. #324
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  10. #325
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    I second that.
    "The main difference between Trekkies and Manchester United fans is that Trekkies never trashed a train carriage. So why are the Trekkies the social outcasts?"
    Terry Pratchett

  11. #326
    Perrryyy Guest
    Heck I third it.


    Series seed thread too, please

  12. #327
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    Title: Repairman
    Era: Post Dominion War
    Setting: Exploration Ship
    Issues: Scientific Discovery, Everything You Know Is Wrong, Implications for the Future

    The ship is summoned to a planet by an urgent distress call. It seems that gravitational "ripples" are causing localized gravitic aberrations, affecting the civilization and the ecosystem. If the ripples continue, civilization on this planet will be (at the very least) seriously damaged. It may be destroyed.

    The crew sets off to discover the cause. Using specialized sensors, they follow the gravitic waves to their origin.

    Arriving there, the crew experience several "fits and starts" as the warp engines begin acting strangely for no obvious reason. The systems are fine. It's the structure of subspace itself that's damaged. Sections of normal subspace are broken apart by sections of "corroded" subspace. Similar phenominae have been observed before, in fact, for a time, Starfleet limited ships to a maximum speed of Warp 5 (TNG: "Force of Nature").

    It is unclear what has damaged subspace in this way. After time spent navigating (at impulse speeds) across one of these holes, the crew must use the sensors and navigate a path through and around the remaining holes, following the gravitic distortions.

    When the arrive at the source, they discover an immense ship, shaped somewhat like a crescent moon. Sensors will not penetrate its hull, which is glass smooth with no obvious weapons or deflectors. This ship is directing a beam of energy at a point in space. The beam cannot be analyzed, it is an unknown form of energy. The point in space is a subspace fracture; the beam is interacting with subspace in some fashion that is difficult to understand. Not far away is another subspace fracture that is radiating the same energy; the two energy fields are interacting, and this interaction is producing the gravitic distortions the crew followed here.

    The hook is that the crew is supposed to assume this ship is damaging subspace for some reason. But if they take the time to wait, they will discover that the radiant fractures are growing smaller.

    If the crew attacks, they will suddenly find themselves encased in a sphere of ... something. Weapon fire will not penetrate the sphere, nor can the ship go to warp while so enclosed. In fact, it's as if the warp engines cannot make contact with subspace at all.

    If the crew attempts communication, they will be ignored, *unless* they can communicate that the gravitic distortions are causing problems. In that case, they will still receive no reply, but the energy beam will cease. A few minutes later, the ship will depart, not using warp travel but some other means of propulsion. It will return an hour or so later. At this point, attempts to contact the imperiled planet will fail. It cannot be reached at all. Once the ship returns, it will start the energy beam again.

    The crew may assume the colony has been destroyed. If they actually go there, they will discover the planet is still present, but is now surrounded by a bubble of ... something. Subspace phenomina cannot penetrate this bubble, and neither will gravity phenomina.

    If the crew returns, they will discover that the ship is now directing a beam of energy at a third subspace rupture. The first one has all but ceased to radiate energy, and subspace is intact there. The second one is radiating energy at a decreasing rate. Gravity waves are being generated along a different vector, related to the positions of the two ruptures and the intensity of the energy beam.

    What's Going On: The ship is essentially, a robot. One of a fleet of such ships, it was constructed long ago by some uber race to ... repair subspace. When this race developed intelligence, in a distant part of what is now the Delta Quadrant, they could only travel at subluminal speeds. Eventually, they discovered a way to travel faster than light -- but creating what is now known as subspace, a medium they could build engines to use. It's similar to paving a road, in a way. Originally, subspace was created by a series of stellar detonations, that powered very sophisticated equipment. The ragged edges were then "spliced" together, and over the course of thousands of years, subspace was established, first through the galaxy, and then to other galaxies. They discovered that the connection between subspace and realspace can be damaged by any number of things, and so they built automated ships to repair the problem. They abandoned these vessels, but billions of years later, they are still functioning. Originally, these ships also travelled by warp drive, but this made them too vulnerable to the very problems they were intended to correct. After a number were lost, they were recalled and retrofitted with what had become the current state of the art, a tesseract drive. Some argued that there was no need for subspace any longer, but the majority said that "lesser" races were exploiting it for travel, as they once did, and it would be wrong to deny them the ability to explore.

    Questions/Issues:I originally created this scenario because I was dissatisfied with the events of "Force of Nature". I wanted a way to "fix" subspace, and eventually hit upon the notion that it might not be a natural phenominon, but instead an artifact. If that were true, might the builders have provided for its repair? I also wanted to creep out my players, by making them wonder if this race was still around. That's why the ship was hard to scan -- I wanted them to wonder if it was manned. The adventure was also designed so that "shoot first ask questions later" wouldn't accomplish much, but attempting to handle the matter as I felt Starfleet officers should would solve the problem. In the original adventure, at the end of the encounter with the robot, it sent them a design for a warp engine that does NOT damage subspace, which enabled me to lift a restriction I was never comfortable with.

  13. #328
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    I like this one. Although if I might suggest a more... apropos title?

    "Celestial Mechanics."
    "It's hard being an evil genius when everybody else is so stupid" -- Quantum Crook

  14. #329
    Originally posted by Fesarius
    Name: Five Lights
    Great idea! I love bringing back Sito... it's a minor character so that we GM's can feel comfortable screwing with canon (not that we have that many problems doing it anyway!) and it makes the PCs feel that they're connected with the universe of the series! Very cool!

    Originally posted by Fesarius
    Name: Repairman
    Also a great concept... I've always wanted a way to really make the players regret "shoot first" mentality... this could do it!

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