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Thread: Adventure Seeds

  1. #76
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    Title: Errand of Peace
    Story Type: Time Travel
    Era: Dominion War, but could be adapted (ie, DS9 Klingon War)

    The character's ship detects an unexplained subspace distortion on long range sensors. Recent intelligence reports have suggsted that the Dominion may be experimenting with some sort of subspace weaponry, and Dominion vessles have been spotted in the area in recent weeks. Additional scans are unable to determine the presence of any other vessels in the area at this time.

    Deciding to investigate, the crew set course for the anomaly. Upon arriving, they discover a large rift in subspace (insert your technobabble of choice here). Sensor scans are unable to penetrate the rift very deeply, and if no one else thinks of it, Astrophysics eventually recommend using a heavily shielded probe. Alternatively, the characters may suggest using a shuttle, or even taking the ship into the rift. Either way it doesn't matter, what they do, because the end result will be the same. Once the probe (or shuttle, or the ship, or even a modified sensor beam) penetrates deep into the anomaly, it will suddenly expand, far too quickly for anyone to react. The ship will be caught in the rift, primary systems will fail, and the crew will lose consciousness.

    When they awake, they will find themselves drifting in space, hundreds of light years from where they were. It will take several hours to get primary systems back online, but when they are, sensors will quickly reveal they are now located only light minutes from the Organian system. It's worth noting that if you have a really sharp group of players, they may be able to determine their location by making visual observations, and comparing them to starcharts, before sensors come back on line.

    It will also become quickly apparent by which ever mechanism you wish, be it chronometric readings, variations in starcharts, monitoring subspace chatter, or whatever, that they are no longer in their own time. They have travelled back in time to the year 2266, shortly before the Organian Conflict of that year. For the benefit of any players who may not be familiar with the episode, it may be worth giving a quick breifing on the Organian Peace Treaty, and the incidents that lead to its formation.

    Now that the characters are aware of their situation, their first thought should be to avoid contaminating the timeline. During whatever briefing they may be holding, an Organian, who identifies himself as Ayelbourne, will suddenly appear in the room, inviting them to beam an Away Team down to talk. If the characters are reluctant to comply, have Ayelbourne reveal that the Organians have brought them to this time time and place, and if they wish to know why they can discuss it in the Council Chambers. With that, Ayelbourne will disappear, leaving the crew to mull over his invitation, and their situation. A situation complicated by the presence of a Klingon Occupation force on Organia.

    The Organians detest interfering in the affairs of others. However, they now feel they are caught between a rock and a hard place. Many Organians feel that not intervening would also be a form of interference. The Council is split, and a decision must be made. To this end, they have brought back ship crews from the two different realities that will result depending upon their action or inaction. What the Starfleet crew do not know at this time, is that the organians have also brought back a Romulan crew from the other alternate future.

    In this alternate future, the Federation defeated the Klingon Empire. The weakened Klingons were then attacked by the Romulans, who quickly overrun and annexed the Empire. Qo'Nos is now a subject of the Romulan Empire, and Klingon culture is all but dead. However, in this reality, the Federation and the Romulan Empire are allies. Not only that, but the Dominion War has not occurred, and the Galaxy is mostly at peace. What the Federation does not know, is that the Romulans are massing to invade their allies, an invasion that will ultimately succeed, since the Federation is totally unprepared for such an action.

    This adventure has several aspects which make it a lot of fun (at least when I ran it). Firstly, it allows your future crew to interact with Kirk and Spock (who will see them as Organians, thanks to Ayelbourne). Secondly, it also gives you as narrator an opportunity to play segments from Errand Of Mercy, as beautiful scene-setting material, and cut scenes.

    Secondly, it presents a major moral dilemma for your crew. The Federation they come from is losing the war. The future the Romulans present is likely to seem very appealing to them. Especially if any of them suffered or lost friends during the recent Klingon War.

    The adventure can end many ways. The Organians can be swayed by the Starfleet crew's arguments, and act as they did in the original incident (at least from your crew's point of view). Your crew might decide the Romulan's reality is the better one, and may side with the Romulans, arguing for the Organians NOT to interfere. Whatever your crew argue, the Organians may or may not be impressed by their arguments and/or actions. And it is important to remember that the Organians are not stupid. The know exactly what is going on in both timelines. They know the Romulans will betray the Federation, etc, etc. But the Organians will not take sides. They will weigh up both the arguments and actions of both crew, and then decide.

    It is entirely possible that your crew could find themselves in an alternate future at the end of the adventure. If they do, they may eventually find that everything is not they way they hoped. And that in itself, could lead to a whole new adventure, as they struggle to restore their original timeline.

    Enjoy
    Last edited by Capt Daniel Hunter; 10-04-2001 at 06:08 AM.

    "You can't take a picture of this; it's already gone." -Nate Fisher, Six Feet Under.

  2. #77
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    A Diplomatic Incident

    Thanks Dan.

    Actually the original idea was for the Prince to seize control of the computer core area and the crew needs to access the core to restart the entire system. Engineering is off line and due to a plasma fire, inaccessible until Damage Control can put the fire out and without power...I love these stories the crew has to live completely on their wits.

    There really is an assassin...hey good one...may have to add that in somewhere...thanks.

  3. #78
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    TITLE: The Veteran
    ERA: Post-Dominion War/Shore leave
    (recomended for solo play)

    One of the PCs friends from the Academy has left Starfleet and one day they meet while the crew's on shoreleave. Secretly the PC's friend is suffering from a bad case of Post Traumatic Stress Disorder which was not picked up due to his aversion to counselors and the fact that he had turned in his resignation papers. So the veteran is a ticking timebomb and almost anything can set him off...the guns have not fallen silent for him and when he goes off...its up to his friend to save him before he goes completely postal.

  4. #79
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    Title: Strained Alliances
    Story Type: Murder Mystery
    Era: Post Dominion War

    The characters are personnel aboard a starship assigned to explore a distant sector. Under orders from Starfleet, they are working closely with a Cardassian Colony, and using the Cardassian mining station as a base of operations. Due to the ravaged Cardasisan resources, Cardassia can no longer provide support for this distant colony, hence the Federation aid. Several weeks into their assignment, things have been going smoothly despite some friction between Federation personnel and the Cardassians. This changes when a group of Federation scientists are murdered on the colony. All evidence points to the Cardassian Governor as the guilty party, especially when one of the victims is revealed to have been romantically involved with the Governor's ex-mistress.

    The characters must work with the antagonistic Cardassian security officer to unearth the truth. Is the Governor guilty, or is there more to the incident than meets the eye.

    "You can't take a picture of this; it's already gone." -Nate Fisher, Six Feet Under.

  5. #80
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    Talking They say great minds think alike ...

    Been there, done that .

    I ran a very similar episode, where murders were committed on a joint Cardassian/Federation space station, by a Tal Shiar agent. The aim was of course to disrupt the Federation - Cardassian "entente" so that the Romulans could take over the sector.
    The crimes were actually committed with a remote mobile (i.e. mounted on a probe) holoemitter which used a subspace narrowband communication device to get its computing power from the station's bar's holocomputer. This added a bit of spice to the adventure, as the murder weapon could appear virtually() anywhere, take any shape, and leave but very few traces behind .
    Every procedure for getting a cat to take a pill works fine -- once.
    Like the Borg, they learn...
    -- (Terry Pratchett, alt.fan.pratchett)

  6. #81
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    Re: They say great minds think alike ...

    Originally posted by Calcoran
    Been there, done that .

    I ran a very similar episode, where murders were committed on a joint Cardassian/Federation space station, by a Tal Shiar agent. The aim was of course to disrupt the Federation - Cardassian "entente" so that the Romulans could take over the sector.
    The crimes were actually committed with a remote mobile (i.e. mounted on a probe) holoemitter which used a subspace narrowband communication device to get its computing power from the station's bar's holocomputer. This added a bit of spice to the adventure, as the murder weapon could appear virtually() anywhere, take any shape, and leave but very few traces behind .
    And indeed they do think alike. When I ran that I used a holographic murder weapon too. Except the perpertrators in my adventure where Romulans from the past, trapped in another time, using alien temporal technology to ...... Oh Hell, it's too complex, my head hurts again....

    Needless to say, the badguys had an agenda that is still playing out, linked to the events of the TOS campaign. It's very complicated, but on the plus side, we're nearing the end, and everything isgoing to go to Hell in hambasket as the players find out exactly what is going on, and who has been manipulating the timeline.

    Yeah I know, it also sounds a bit like the time shenanigans in Enterprise. Maybe B & B have been reading my mind

    "You can't take a picture of this; it's already gone." -Nate Fisher, Six Feet Under.

  7. #82
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    Title: Race Against Time
    Story Type: Exploration
    Era: Post Dominion War

    The character's ship is surveying star systems on the coreward frontier when sensors detect unusual energy emissions from a nearby system. An instant later, all ships systems are locked down, and all monitors display only the Greek letter Omega.

    The Captain quickly appears on the Bridge and removes the lockout, ordering everyone back to work, and instructing the helm officer to set a course away fro mthe nearby system.The captain then retires to his Ready Room and establishes a secure comm channel to Starfleet Command.

    Several hours later, after everyone has had a chance to gossip about the strange occurence, a Captain's Eyes only message is received. After taking the transmission, the Captain returns to the Bridge looking extremely concerned, and orders the Senior Staff to report to the Briefing Room, and orders helm to head back towards the mysterious planet.

    The Captain informs the crew that he has been cleared to reveal certain information to them. He briefs them on the Omega molecule, and on Starfleet's standing orders regarding Omega. Omega has been detected on the planet they are heading for. Normally a specialised team would be despatched to deal with the situation, but a Borg cube has been detected en route for the same planet. The characters' ship will arrive only 17 hours ahead of the Borg.

    The task is to locate and destroy Omega, and all traces of its existence on this world. However, if they do not succeed within the 17 hours, the Borg will arrive, and not only take Omega, but the characters and their ship.

    The situation is further complicated by the planets' inhabitants, who live a primitive existence among the ruins of their former civilsation, which was destroyed several hundred years ago by a devastating war.

    "You can't take a picture of this; it's already gone." -Nate Fisher, Six Feet Under.

  8. #83
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    TITLE: The Road to Romulus
    ERA: Any - preferably TNG
    STORY TYPE: Exploration

    The PCs are ordered to assist a routine survey of a newly discovered planet. Artifacts found suggest that it was settled sometime in the distant past by what appear to be Vulcans from a time well before the Vulcans discovered warp drive.

    Part of the artifacts found is primative astrogation data showing a flight path from Vulcan to this planet and projected astrogation data for an onward leg.

    The planet had been settled by part of the proto-Romulan exodus to Romulus and the astrogation data shows the ancient path they took to Romulus.

    The Vulcan government is interested in the discovery and sends an archeological team to accompany the PCs as they trace the route onwards towards Romulus. The Vulcans hope that the discovery can lead to some sort of understanding of the Romulan culture and how it developed during the journey to Romulus.

    At this point, the Tal'Shiar decide to get involved as buried somewhere along the Road to Romulus is an ancient artifact, a weapon of power which could tilt the balance of power in the Alpha/Beta Quadrant.

  9. #84
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    Title: Cowboys and Klingons
    Era: TNG+ but not during the cessation of the Khitomer Accords (ie before the Klingons invade Cardassian space as a prelude to the Dominion War or after Gowron reinstates the Treaty during the War)
    Story Type: Diplomacy / Action
    Useful Books: The Unreleased Texts of the Klingon Box Set, the TOS Era Trek Book.

    Premise: A Constitution Class starship hits a temporal anomaly during it's five year mission in the 23rd Century before the Organian Peace treaty is forced on the Federation and the Klingons. It exits the "rift" in the 24th century in the same sector that it disappeared. In the 23rd century this was Federation Space and was being colonized. In the 24th Century this area was long ceded to the Klingons and borders on Old Frontier Federation space. Many of the worlds on both sides of the border have residents of both star powers as an outbranch of the Organian Treaty's guidelines on how the Feds and Klingons could legitimately claim space.

    The Constitution starship is handicapped by the excess of various radiations from the trip through the rift, chroniton particles and such impeed readings on long range sensors and scramble sub-space communications except at comparably short range. These affects are annoying for 24th century vessels, but 23rd century tech finds them positively insurmountable and so the vessel is out of communications and has only a 1ly range of lateral sensors at best. Shortly after arrival in the 24th century the Constitution vessel enters a 1 ly range of a uncloaked Klingon vessel traveling in the now Klingon sector. This scout vessel is investigating the odd readings caused by the opening of the temporal rift, but is unconcerned by the presence on an outdated Federation vessel that is failing to answer thier attempts to hail...after all the Federation is currently allied with the Klingons. (Klingons aren't exactly the overly worrying type when faced with such an obvious non-threat, see the racial template Logic rating. )

    The Constitution vessel closes with the Klingons, manages to hail them when they are in weapons range, demand the Klingons depart from Federation space or they will be fired on. The Klingons are bellicose as well as confused and before they can reason out what is going on the Federation Vessel fires on them, and with a lucky shots cause a cascade failure of the core that causes the Klingon Scout to go to Stovo'Kor...but not before the automatic "probe" is launched bearing the details of the incident back to Klingon Command.

    Which brings us to the PCs....

    Act 1: The Crew has been granted entry into Klingon Space through official channels to investigate an chronitonic surge a few light years across the border in Klingon Space. They will be rendevousing with a Klingon Scout vessel also investigating the anomaly.

    Scene 1: The crew has a meeting discussing the mission and possible theories on the readings as well as how they plan on interacting with the Klingons.

    Scene 2: Bridge Activities taking readings and trying to come up with methods to work around the inconvenience to sensors and coms as they get closer to the "hot zone".

    Scene 3: They discover the "remains" of the destroyed scout vessel, eventually determining that there was weapons fire before the warp core detonated. (yes, I realize there should be no *wreckage* after a ship's core blows up, but as the TV show writers would surely ignore this, you can too.) The disturbing factor of this is that the attacking weapons signatures seem to have been Phasers...but surely too unrefined to have been Federation tech...odd. The Crew opts to investigate further and follow the Ion trail of the mysterious 'raiders'.

    Act II:
    Scene 1: Garbled incoming message from local Klingon Command, impossible to understand all the details due to interference but the Klingons are clearly furious and terms like "Act of War" and "Romulan like Trechery" come through loud and clear. That the Crew should leave Klingon space immediately comes across in the spirit of the conversation but not the letter. The Klingons are blaming the Federation for the loss of the Scout vessel, for the sake of Interstellar relations the crew should find out the true villains...before the Klingons arrive.

    Scene 2: A sensor "window" opens up as they pursue the trail and reveals something that seems unlikely. They are pursuing what looks like a Constitution Class vessel, but they are as yet unable to hail them. The window closes due to interference but there was enough data gained for the crew to research what it looks like they are chasing. Some research reveals that this vessel apparently went missing in the 2250's presumed lost with all hands.

    Scene 3: Ready Room meeting where senior staff explore the possibilities of what they have discovered. Analysis shows that the weapons fire back at the wreckage is consistant with the weapons of an old Constitution class vessel, at the time the vessel was lost things were quite hostile with the Klingons, and the Chroniton wake suggest the possibility that this vessel came forward in time and may not realize it as yet as there wasn't much substational advances in Temporal Mechanics in that period.

    Act III
    Scene 1: The PC vessel closes to within 1 ly of the Anachronistic Explorers and finally manages to hail them. The Captain of the vessel is incredulous about the claims he has traveled in time, and he certainly doesn't recognize the Crew's vessel class, not only that, but their "captain" is wearing the wrong color of uniform. He refuses to "stand down" and instead suggests the crew lower *thier* shields and allow him to send a team over to examine their claims.

    Scene 2: The "Cowboys" are aboard the crew vessel, shown the wonders and majesty of a 24th century vessel, the current star charts and so on...assuming an explanation of what happened is shown with solid data the Captain reluctantly accepts what seems to have occured...but then decides he will take his vessel back to their re-entry point and try to get his crew home. Of course the Crew's records say the vessel disappeared, the Captain going home would change the timeline...not really something they can afford (besides, this cowboy might cause a war in his own time if he goes back if his current personality indicators are any clue...a war that never occured.) The Old Captain tries to pull date of rank on the current captain...makes a Kirkian speech about the lives of the 400 souls he is responsible for and is really gearing up for gusto when the Klingons Arrive.

    Scene 3: The Klingons arrive with a small task group that should be a challenge but not overwhelming for the Crew's vessel. They are ready to rumble but aren't unwilling to hear the PC's case if they offer it promptly. Time for some diplomacy, and while this is going on the Past Captain will get back to his own vessel. (you can have the Crew Captain keep shields down to show their good intentions to the Klingons or something so transporters aren't inhibited) Just as things are semi-stable with the Klingons...the Constitution ship tears off at it's maximum warp back the way towards the breech. The Klingons say this isn't over but will give the crew a chance to stop the rogue starship, they will head out of the interference zone and inform High Command what is going on before an explosion of violence erupts across the border...for now things are on stand by.

    Scene 4: The Crew must chase the Constitution class vessel (shouldn't be that hard to catch up) and stop them from trying to get back to their own time...the problem is the Captain will only respond to hails once long enough to tell them that he is taking his crew home and the PCs can be damned to hell if they don't like it then he will log off and go to coms silence. If the PCs don't disable the vessel, it *will* attempt to go home...assuming they do stop it they then must tow it back to Federation space....


    This leaves seeds for a few spin off adventures afterwards, even a chance for a player to take on the role of an old era Starfleet Officer transferring to the Crew's ship to serve...this could make for some interesting interaction.

    Hope you all like it....Peace.

  10. #85
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    Unrelated... Why the heck am I demoted to Cadet?!?!

  11. #86
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    All of us got demoted or in the caes of Sig promoted :P

    It's the new message counts, nothing personal I am sure

    Now back on topic
    Captain Zymmer
    =-=-=-=-=-=-=

    =-=-=-=-=-=-=
    Admit nothing, deny everything and make counter accusations...

  12. #87
    Originally posted by Captain Zymmer
    All of us got demoted or in the caes of Sig promoted :P

    It's the new message counts, nothing personal I am sure

    Now back on topic
    Not true. For some of us we moved up from Lieutenant to Lt.Commander. And Im sure that there's a few that didn't go down in rank either...
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  13. #88
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    Originally posted by Dan Gurden
    Not true. For some of us we moved up from Lieutenant to Lt.Commander. And Im sure that there's a few that didn't go down in rank either...
    -=SARCASM MODE ON=-

    Well hello Mister Fancy Pants!

    -=SARCASM MODE OFF=-

    Yes this is true...I had forgotten.

    Hey had I kept my original nick I would be at like 1000 posts soon

    BUt serioulsy we are way off topic now, my bad...moving on...nothing to see here...
    Captain Zymmer
    =-=-=-=-=-=-=

    =-=-=-=-=-=-=
    Admit nothing, deny everything and make counter accusations...

  14. #89
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    Well since everyone's creative jucies seems to have dried up, I'll post a new adventure seed to keep the ball rolling

    TITLE: A Line in the Stars
    ERA: Any - TOS?
    TYPE: Military/Diplomatic

    Major power with a large military but crumbling economy decides to take what they don't have by invading its small resoruce rich neighbour. The next state is also resource rich but are a tennous Federation ally.

    The Federation sends the PCs in to negotiate a peaceful settlement but the bad guys are not about to give up forcing the Federation to send a task force to defend its ally. Starfleet draws a line in the stars ready to fight if negotiations fail.

  15. #90

    Exclamation Here it is!

    This message has been removed on request by the
    poster
    Last edited by StyroFoam Man; 10-11-2001 at 07:09 AM.

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