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Thread: Adventure Seeds

  1. #121
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    Saucer Out of Time

    The mystery is that no one knows which ship this is. Its name and hull number are completely odd and the still functioning computer is protected by an encryption code which is neigh uncrackable...well Data may be able to do it...

    Once the encryption is cracked the information that comes out is completely jumbled almost in the style of crackpot prophecy...hidden in double meanings. Then slowly things begin to happen in line with what the computer is spitting out and the last entry is a prediction of the end of the Federation...so can the PCs stop it from coming to past or do they cause the whole problem by downloading the computer core into their ship's computer...
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  2. #122
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    Originally posted by ghosty
    Speaking Laxawana Troi, I just got it into my head to have an adventure where the various aspects of Majel Barret meet. You know, Number One, Christine Chapel and Laxawana Troi...anyone want to run with this one...it'll be an interesting contrast in characters.
    I'm starting to get there so bear with me...

    We begin with Number One (or rather Commander Morgan Lefler - the mother of Robin Lefler...it'll take far to long to explain...but read Peter David's New Frontiers books and the short story about Captain Pike's Enterprise in the Enterprise Log anthology...if you still haven't figured it out...I may explain...) who's an immortal (as I said read the bloody books) she comes aboard to hitch a ride back to wherever? Earth maybe?

    Enroute they also pick up Ambassador Troi on her way to Earth for a meeting of the Federation Council (she was appointed in the aftermath of the occupation of Betazed by the Dominion) and Admiral (ret) Christine Chapel the former head of Starfleet Medical who is going back to Earth for a conference of some sort (well she was pretty young in TOS and if McCoy was anything to go by...)

    Anyway just how do I fit all this together into a real adventure...Stay Tuned...same bat time...same bat...shit sorry
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  3. #123
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    TITLE: Mission of Mercy (aka Union's Twilight)
    ERA: Post-Dominion War

    The ship is ordered to deliver relief supplies to a distant Cardassian world which is suffering from the effects of bio-weapon released by the Dominion at the end of the Dominion War.

    Along with them are a couple of passengers, an RRT team who is using the mission as a cover to infiltrate a suspected Cardassian weapons facility which they suspect rogue Obsidian Order operatives are using to build themselves weapons to strike back at the Federation and their allies.

    After the RRT team leaves on their assault transport enroute, the ship continues on its mercy mission only to find themselves in the path of an onrushing tide of rogue Cardassian warships intent on seizing the planet to get samples of the bio-weapon.

    Meanwhile, the RRT unit mission is busted and the Cardassians reveal a new ship, a captured Jem'Hadar battleship...

    The PCs have to deliver the supplies, head off the rogue warships and lead a strike on the shipyard and take out the refitting battleship before it can be luanched....

    The point of the adventure is to show how far Cardassian society, once an orderly police-state has degenerated very much like the last days of the Soviet Union and what could have happened in Russia just a few short years ago...
    Last edited by ghosty; 10-19-2001 at 05:01 PM.
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  4. #124
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    Title: "A Matter of Perspective,"
    Setting: Exploratory Ship
    Time: Any.

    The ship encounters a sophisticated probe that starts matching the ships velocity, and resists scanning attempts while scanning the ships crew. This can end up with whatever sort of mini-disaster you'd like - the probe seems to be stealing warp energy, for example, and then, when the players' ship retaliates in any real way, the probe is badly damaged, spirals around - and its shields drop and it sends a distress message - with lifesigns aboard.

    Really small ones.

    From a planetoid where life grew quite small, and not humanoid, the crew has to make this better before another "probe" shows up and tries to take revenge for the attack on the previous crew - who were only trying to siphon off some energy to restore their engines...
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  5. #125

    Thumbs up I like this one!

    This message has been removed on request by the
    poster

  6. #126
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    Title: "...The Cradle Will Fall."
    Setting: Any ship capable of transporting passengers
    Time: Post Dominion War

    The crew is called upon to transport a few dozen war orphans who have no families left at all to the planet Aldea, which passed through the war unmolested, and has set up many orphanages to supplement their still sterile race. The orphans are accompanied by a few adults, who act as gaurdians until the children arrive at Aldea.

    In transport, the ship begins to suffer malfunctions that leave the ship exposed, and even potentially self-destructing. An attack? Sabotage? It turns out that one of the adults is an imposter, a Cardassian made out to be human, who lost his children during the war, and is trying to kill two of the human orphans - the sole survivors of the man who killed his children during the war. He can't seem to get them alone, so he's trying to take out the entire ship, himself included.

    To empaths/telepaths, he'll admit, in his human guise, to being in pain from the loss of his own children... etc.

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

  7. #127
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    TITLE: It Happened One Mid-Summer's Night
    ERA: Post Dominion War

    During the Dominion War, the energy discharges of the many battles managed to crack the Faerie Veil and awaken the Fey folk from their eternal sleep. One faerie has slipped through the crack and onto the ship. His name is Puck, the trickster and prankster.

    He finds the technology fascinating put his nature is magical which begins to disrupt technology starting with the ship. Since he likes the new world he finds himself in and doesn't want to go back.

    Not only do the PCs have to put up with his pranks and tricks (which are more annoying than Q's) and figure out a way to get him back to Faerie before he destroys the ship.
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  8. #128
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    Mentioned in the Time Character thread...

    Title: "The Light of Days Past"
    Setting: Archeological Dig
    Time: Any

    Archeology type mission, where the crew discover an artifact that, when it is translated upon finding, says "This shall be our living record, our key to what once was, once brought into the light of day." Thinking it's just what it seems to be - a rosetta stone - they step outside and Brrzap, the sunlight activates its power, and zot - they're in the distant past and getting back won't be possible until that same device is built - which will happen in a month or so, allowing that much time for the players to meet and interact with their now long-dead race. This is not just a matter of a few hundred years, but so far back that anything they do will likely have no effect on the Federation (though, as always, there's an argument for the opposite to be made - but they can't really screw up your timeline easily).

    Since the aliens are building that item, they're waiting for future versions of themselves to come visit and tell them about their future, and boy are they surprised to meet the PC Crew - aliens to them, and even worse, crew that seems to indicate (or even outright say) their own culture is dead and gone... So what's the point of building the memory time-travel item at all? The PCs might have to work hard to convince the aliens to keep going, that they do have a purpose, and that they do become a great people... (and it would definitely have impact to have those past aliens ask one or two PCs to please, please, find out what happened to their people in the future...)

    Once the item is built, it will send the characters back (use technobabble for this, but basically, the science officer can posit that the quantum/temporal flux is still open on that moment at the other side, and once the item is built here, it will reflect that temporal stream back to the same point it began, and the crew will be back home.)

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

  9. #129
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    The Chaka in the Stone

    or, A Federation Away Team in King Krotus's Court

    The PCs find themselves transported into Andorian prehistory by (insert technobabble here). They encounter Krotus the Conqueror, from Among the Clans. At least one of the PCs should remember legends about Krotus, his strange advisors, and the impressive surge in scientific advances made during his reign. The PCs realize that Andorian legends remember them as Krotus's advisors and basically play Merlin to Krotus's Arthur.

    For groups that like epic D&D games, this could probably be stretched into a short campaign.
    + &lt;&lt;&lt;&lt;<

    Blessed be the Lord my strength, which teacheth my hands to war, and my fingers to fight. Psalm 144:1

  10. #130
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    TITLE: The Long Night of Ensign Smith
    ERA: Any
    TYPE: Starship/starbase

    This is a variant of the TNG episode Data's Day which was a day in the life of story...

    In this lower decks adventure, we follow the night shift of Ensign Smith, a junior bridge officer during a full night shift. We show what the "night life" is on board a ship from handling the insomniac scientists who tie up lab time and power to the engineers who spend the night shift doing essential maintenance that they can't do duirng the day so as not to disrupt ship activity.

    Of course you can throw in the obligatory crisis but as this is lower decks make it a crisis which the night duty officer and the duty shift personnel can handle...maybe a surprise readiness drill goes wrong...
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  11. #131
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    Originally posted by ghosty
    TITLE: The Long Night of Ensign Smith
    ERA: Any
    TYPE: Starship/starbase

    Of course you can throw in the obligatory crisis but as this is lower decks make it a crisis which the night duty officer and the duty shift personnel can handle...maybe a surprise readiness drill goes wrong...
    For a crisis, how about something that stops humanoids from changing the wave-state of their brains? Say the ship passes through some sort of energy wave (or other technobabble sciencey thingy (tm)), and someone reports to Sickbay - they were waking up at the time, and they can't seem to get going - they're groggy, confused, disoriented... they're stuck in that "just before awake" state. When the shift ends, and the junior officer realizes that no one showed up for their shift - and that it seems impossible to wake anyone, he's suddenly in charge of a ship where people are facing some serious troubles: No one awake can fall asleep, and no one asleep can wake up...

    Insert aliens who are under the same effect, and think the Player Crew did it to them as a form of weaponry/attack...

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

  12. #132
    Originally posted by Michael Barratt


    For a crisis, how about something that stops humanoids from changing the wave-state of their brains? Say the ship passes through some sort of energy wave (or other technobabble sciencey thingy (tm)), and someone reports to Sickbay - they were waking up at the time, and they can't seem to get going - they're groggy, confused, disoriented... they're stuck in that "just before awake" state. When the shift ends, and the junior officer realizes that no one showed up for their shift - and that it seems impossible to wake anyone, he's suddenly in charge of a ship where people are facing some serious troubles: No one awake can fall asleep, and no one asleep can wake up...

    Insert aliens who are under the same effect, and think the Player Crew did it to them as a form of weaponry/attack...

    The Doc
    Thats good. I had a similar concept brewing. Similar but different, after all it was a Psi Hallucination episode where the crew all end up in a 1920's asylum as part of a Call of Cthulu tribte adventure. Long time readers will know that this idea has been brewing for several years...
    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. #133
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    A minor Alliance...

    Title: "A Minor Alliance,"
    Setting: Any starship

    Similar to "The Void," in VOY, a spacial anomoly grabs the players ship and drops it in a system a good six weeks from Federation space, on the upper Z-axis of the galaxy. Other ships show up, some alien, some hostile, some Federation, all with the same story - something opened up near them, dropped them through a spacial hole, and left them here.

    The system they are in contains some sort of "experiment" underway, or some other natural phenomenon that has "charged" their ships - if they try to leave, it will only tug them back in the space of a week or so. A sciencey type mission, where only by getting the remarkably differnet factions to work together will get them free of the effect and allow them to go home...

    (Would also be a good seed to get an alien race from the Delta Quadrant or Gamma Quadrant into your game)...

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

  14. #134
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    TITLE: Future Now (May need work)
    ERA: Any

    One of the PCs is on a shuttle and passes through what appears to be a minor spatial anomaly. He shrugs it off as nothing and nothing seems to be wrong except over the next few days he becomes mildly precognitive. It beigns with him predicting people coming into a room or answering questions that haven't been asked but slowly it becomes worst as he beigns seeing glimpses of future events, one of which may mean disaster for the ship...
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  15. #135
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    Originally posted by ghosty
    TITLE: The Long Night of Ensign Smith
    ERA: Any
    TYPE: Starship/starbase
    Originally posted by Michael Barratt
    For a crisis, how about something that stops humanoids from changing the wave-state of their brains? Say the ship passes through some sort of energy wave (or other technobabble sciencey thingy (tm)), and someone reports to Sickbay - they were waking up at the time, and they can't seem to get going - they're groggy, confused, disoriented... they're stuck in that "just before awake" state. When the shift ends, and the junior officer realizes that no one showed up for their shift - and that it seems impossible to wake anyone, he's suddenly in charge of a ship where people are facing some serious troubles: No one awake can fall asleep, and no one asleep can wake up...
    Insert aliens who are under the same effect, and think the Player Crew did it to them as a form of weaponry/attack...
    I love this! A second Lower Decks adventure! Using the earlier one suggestion this one would make a good second. Perhaps the reason is both ships passed through a nebula or cosmic dust a day earlier and that is where the sleep sickness was picked up? So the players have to get back there and figure it all out

    Man I love you guys!

    Great work once again!
    Captain Zymmer
    =-=-=-=-=-=-=

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

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