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Thread: Adventure Seeds

  1. #361
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    Title: Attack of the Clones (okay I wouldn't go with that either...)
    Era: During or after the Dominion War

    Just an idea, not really organized into anything substantial...

    So we never found out (officially) what happened to poor old Thomas Riker. At some point, an Obsidian Order or Dominion scientist (who Thomas would undoubtedly try to romance -- you know how he gets when he's in the hospital ) does some mind probing on him, and finds out how he came to be. This sets some wheels in motion, and the Dominion decides to pursue a means of artificially duplicating the accident which created him. They succeed and can then produce dupes at will. Or maybe that's dupes of Will. Who needs cloning when you can create new troops whole, already trained and with the knowledge of their 'originals?' Somehow, Starfleet gets wind and has to sabotage/stop the whole shebang.

    An alternative for post-war fun would be if the Romulans got hold of Thomas during a wartime raid - they pursue the same course. Reams of Reman shock troops anyone?

    As a weakness, maybe the duplicates could be given some form of vulnerability -- to some form of energy or something similar.
    Last edited by Sho-sa Kurita; 09-20-2003 at 08:39 PM.
    - Daniel "A revolution without dancing is a revolution not worth having."

  2. #362
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    Title: The Battle for Trill
    Era: DS9 - Dominion War
    Type: Combat, Strategizing, Covert-Ops

    Background - During the dominion war, the Dominion/Cardassian alliance made a distinctive effort to strike blows at key Federation member worlds. There is hardly anyone in starfleet today who does not remember hearing the news that Betazed had become and occupied planet, or that Earth itself had been attacked.

    Game introduction - Starfleet Intelligence (Section 31 perhaps?) has recieved credible information indicating that the Dominion intends to invade Trill. We can not allow that to happen and although we can't afford to send a full fleet to back up the existing forces defending Trill, we are sending a special forces team (MACO, Delta Force, Hazard Team ect ect ect) to do what they can to fortify the planet's defenses. In the event that the dominion does take over Trill, your orders are to do whatever you can to undermine their hold.


    Game Logistics - Players can play a variety of things, not the least of which is a member of this special forces team, trill diplomats, trill representatives ect ect ect. Starship officers have a limited role in this game. While the team is assigned a support ship (Akira Class with atmosphere capability), the focus is on the ground campaign. If narrators don't like using Trill, then they may of course find another planet.

    The intended course of the campaign is for the team to arrive at trill and find the local fleets building a starbase and orbital platforms around the planet. Shortly after arriving (possibly 2 gaming weeks) the dominion attacks, anhilates the starbase and planetary defenses, and occupies the planet.

    The team goes into hiding with nothing other than their supplies, their support ship (which was landed on the planet at the time and overlooked) and whatever the locals can provide them.


    From there its up to the Narrator as to how to run the campaign.

  3. #363
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    An Akira with...!?!? it seems to me it would be a way too big and powerful to hide from the dominor...maybe you could use a smaller ship, like an intrepid class wich is already atmosphere-capable, or even a runabout if you want the PC's to be on their own(an Akira may lend them too much help...maybe your players would enjoy more the lone and heavy outnumbered/overpowered commando setting. well, at least is what i thought...

  4. #364
    Title: The Phantoms of Kar-Cheratte
    Type: Exploration
    Era: Recommend TNG or earlier.

    Based largely on the Big Finish Doctor WHO audio adventure, 'Genocide'.

    The Players recieve a distress call from the planet Kar-Cheratte off the beaten track in a backwater sector. It is under attack by neighbouring aliens and they need help.

    The planet itself is stormy and it seems to perpetually rain. It appears largely unpopulated except for one gargantuan, gothic structure forged from the tip of a mountain. There is only a small invasion force and the players and a sizeable away team of red-shirts should be able to deal with the invaders themselves with only minor 'red-shirt' fatalities.

    Once the invaders are dealt with, the players will discover that this building is a library built by a long extinct civilisation to house the sum of it's knowledge. The invaders sought this knowledge for their own selfish, warlike ends. The library is in the process of transferring it's data across to a new fluidic data retrieval system.

    Once this is revealed strange things will start happening. Players and other crew alike will start hearing voices in the rain and see translucent images of recently fallen comrades and enemies alike.

    The chief librarian, Elgin will dismiss such rumours as 'the phantoms of Kar-Cheratte' - folk tales and nonsense. Just noises and patterns made by the constant rain nothing more.

    What's going on? The native inhabitants of the planet are aphysical sentient individuals that exist within the water of the planet. The new fluidic data retrieval system has murdered hundreds of thousands of them and will go on unless it's stopped.

    Elgin and the other senior librarians are aware of this but consider the lives of the beings as no more important than that of microbes or plancton.

    How the players find this out and deal with it is up to them.

    Title: Sundiver
    Type: Murder/Mystery
    Era: Recommend TNG or earlier.

    Based on Davd Brinn's novel, 'Sundiver'.

    In the Regalin solar system of Federation space, scientists have discovered a most astounding thing. Life in the photosphere of the Star, Regalin. Bizarre, apparently telepathic creatures that seem to be divided into toroid heards and ghost-like shepherds. Project Sundiver has been setup to launch spherical, almost perfectly mirrored craft that refrigirate and dissipate heat via extremely powerful lasers. These craft travel close enough to the surface of the star to study these creatures. However, something has gone wrong. One of the scientists undertaking a lone expedition has been killed when his ship's protective fields failed and it disintegrated. Sabotage is suspected as is an attack by the star's residents.
    Someone - one or more of the mixed-species Sundiver team - doesn't want the Sundiver project to succeed, nor friendly contact with the Solarians to be made. Why?

    It's a sort of who-dunnit and the players have to figure out what's going on.

    You might like to send the players on a Sundiver mission for evidence and contact with the 'Solarians' - whilst they're there, their ship will not be able to get close enough to rescue them should anything go wrong - even with transporters.

    Title: Who Goes There?
    Type: Diplomacy
    Era: Recommend TNG or earlier.

    Based on an idea in Sundiver by David Brinn. (guess what I'm reading at the moment )

    En route to a medical emergency at Corvynn II the player's ship passes between two stars ruled by the Thorngg. Thorngg are evolved from quadrupedal grazers like camels (or the K'Kree in Traveller) and have attained sufficient knowledge to colonise a nearby star (hence the two stars). Whilst passing between the two stars (some 6 light years apart) they are approached by two vast Thorngg ships. Gigantic, powerful hulks of ships that look millenia old.
    The Throngg demand a toll. Something unusual like 40 whale songs (or an ornamental shrubbery )
    Where did such a relatively primative race get such old and powerful ships? Where will the players get their bizarre toll from? Can they negotiate with the race in order to get to the medical emergency in time.

    Title:Fangs for the Memory.
    Type: Emergency response
    Era: Recommend TNG or earlier.

    Based on a 'Dan Dare' episode I watched this morning.

    Corvynn II lost contact three weeks ago. The last recieved message from the colony implied that there was some sort of disease running rampant through the colonists.

    Upon arriving they find the colony abandonded and upon exploring are attacked by colonists that have turned quite feral.
    The disease is a sort of lycanthropy. It is transmitted by the claws and teeth of infected persons and if blood is drawn on a victim when attacked the disease will be passed on. Any players that are infected will start showing signs of animal behaviour and after a few hours become totally feral (this may even include rapid physical changes).
    The players will be contacted shortly by uninfected colonists living barricaded inside buildings in the heart of the colony.

    The ship's CMO has a job on their hands finding a cure whilst everyone else defends the colonists.

    Where did the disease come from? How do they cure it?
    How do they check for infection before they can beam anyone back up to the ship?

    Crow
    Last edited by Scarecrow; 10-13-2003 at 03:28 AM.

  5. #365
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    Amaze the natives for fun and profit

    Era: Any, Setting any, preferable a Starfleet ship

    Here is a idea for an adventure that I made up on a idle Sunday…

    The crew hunts a pirate ship in a remote Sector. After tense hunt and a battle with the pirates the Captain orders the pirate ship to be boarded. Have the crew stumble through a Ship filled partially with neurazine, fighting the pirates. It is important to make sure that the pirate captain dies or escapes capture. After defeating their foes, the crew finds in the captains cabin a very attractive female being chained. Make it clear to the crew the woman has been abused in the worst of ways. The woman is frightened to death by what happened to her and the ships counsellor –preferably a player character- will have a difficult time to question her about her origins. It appears that the woman is not a member of a major space faring race, nor is her language part of the universal translator. Her behaviour and everything else indicates that she is from a planet that should be subject to the prime directive, she claims to be chosen by the gods to endure this fate and that she has to obey the servants of the gods. Logs of the pirate ship gets little real hard data. The pirate captain made only sporadic entries. But it appears that he took the woman on board about a month ago. All other entries concerning his captive are about him having fun “taming” his new pleasure slave. I strongly advise to keep the details about the doings of the pirate captain to a bare minimum – the imagination of the players should do the work nicely.
    The crew of the pirate ship is not very talkative unless promised some reward for being cooperative. Comparing the navigational Log of the pirate ship with the first mentioning of the slave in the captains log gets the coordinates of the place where he took her aboard.
    The Log mentions a Trader named Skavnag (depending the setting, he could be a Orion or a Ferengi). On the Coordinates they find a abandoned asteroid mining operation converted to a semi-legal hideout for smugglers and Pirates. If the Crew shows up with a Starfleet Cruiser everyone able to leave the system will do so, as the Station has no way to defend itself against a Starfleet ship. On the station they find Skavnag who claims ignorance. The woman can identify him. Hidden in his private quarters are three more women. If asked about those he caves in and explains that he is only a middleman who sells the women. He knows not where the women come from but he names the ones who supply him with the slaves. Out of fear and given some reward as being given the promise not to be punished too hard, Skavnag cooperates and helps the crew to set up a trap for the slavers.
    If these are captured the whole story comes out. The Slavers came upon a primitive planet and found that most of the females and males there could be described as very beautiful. Taking advantage of the superstitions the Natives possessed, the slavers instituted a religion of scarifying the most beautiful people to the gods. The victims step on a platform and are transported to the slavers ship. While this certainly is not the way to take many people as slaves, those who are taken thing of the slavers as gods or their servants at least so they are not as unruly as they might be. And the gods just don’t demand people as sacrifices, Objects of Art, beautiful pottery, an rare natural gemstones etc. are on the list of the slavers without having to work at all. The lower echelons of the Clergy is unaware that their religion is a big hoax aimed at enslaving their people. The Upper Crust is either in league with the slavers or are Slavers living planet side.
    If the players put a stop to the slavers doings, it is up to them what to do with slaves they already freed. Is it against the prime directive to keep the slaves from returning to their home planet ? They certainly spread the word of the worlds they have seen beyond . What becomes of this world as soon as the sacrifices are not taken to the gods anymore is up to the GM.
    Alternatively the crew could stumble upon this world and the strange religion.
    I cut it here cause it gets to long for a simple adventure seed.

  6. #366
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    A couple of TOS ideas I had...

    Where No Man…
    Era: TOS
    Style: Exploration
    The USS Oberth is dispatched on a shakedown cruise to the rim of the galaxy, to carry out four specific objectives – a full survey of the Barrier found by the Enterprise, laying a series of warning buoys / survey markers, repairing the damaged mining station on Delta-Vega, and conducting a series of tests on ship’s systems. Opposing them in this is a Klingon Bird of Prey, nosing around the Barrier, suspicious of Federation activity in this sector, and a shipload of Orion pirates, hoping to steal a shipment of dilithium from the mining station…

    One Small Step
    Era: Any
    Style: Exploration
    While on a routine survey mission to the Sinbad Sector, the PCs discover an alien race in the first stages of Warp Drive experiments. Unfortunately, they are experimenting with controlled trilithium as a means of powering the drive – a power source so great that it could cause a chain reaction, destroying not only the alien’s homeworld, but everything within a five light-year radius – including the Vulcan colony world of T’Sar. The crew must juggle the Prime Directive and the needs of the Federation and try and find a means of solving this problem – before the first catastrophic test begins…

    Richard Tongue

  7. #367
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    Era: Any
    Style: Planetary Exploration / Prime Directive
    Setting: Any temperate planet with a medieval level of technology.

    The crew is conducting a routine planetary survey, when a native races past near them. Then they hear the sounds of a struggle. During this, one player feels a stabbing pain in his leg; by chance, a kind of dart has hit him.

    If the players intervene, they can defeat the several assailants, who quickly disperse (making a strange sign). The native is grateful. About this time, the individual injuried previously collapses; his leg has gone numb; the dart was poisoned.

    The native approaches, walking somewhat stiffly, and BITES the injured character. Yep -- the native has fangs! Then the native collapses, and suddenly is bleeding!

    The injured player begins to recover, and so does the native. In fact, both are healing at a rapid rate.

    Upon awakening, the native tells this story: he (or she) is one of the Healers; a group of individuals born "different"; they have fangs, and by biting, they can inject a kind of "venom" that can help the body repair itself and fight off disease and poison.

    A few years ago, a new Church rose to power, and declared the Healers to be evil; they were interrupting the natural cycle of toil and pain that is required for salvation. The Church grew in power (mostly with well placed donations) and soon began a pogram against the healers, rounding them up. They disappear into the Church's main temple, and are never heard from again.

    About this time, the player's ship discovers something odd: faint fluctuating power emanations from within a building in the nearby city. These quickly vanish, but they are characteristic of a small fusion power supply -- something that sure shouldn't be here.

    WHAT'S GOING ON:

    Many centuries ago, the people of this world were transported here from elsewhere by the Preservers. This world was ideal in climate, but had strains of bacteria against which the new inhabitants were defenseless. The Preservers solved this problem by creating a mutant strain; the Healers. These people naturally produce a kind of venom that contains disease fighting organisms, engineered to help those in this world. As time has passed, the inhabitants have begun developing natural defenses, so the Healers, vital in the early years, are called upon less and less (this was the plan -- eventually, no more of the mutants will be born).

    The Church is the front for a ring of slavers who are making a great deal of money selling healers. They could be connected to the Orion Syndicate. They kidnap Healers when they find them; since Healers aren't as important, and money always talks, the Church gained a foothold and from there climbed socially.

    Only the highest ranked Churchmen know what's really going on -- those whose greed is sufficient to keep them quiet about it. There is a small amount of equipment in the inner sanctum of the Church, including a stasis chamber and a transporter. What the crew's vessel detected was a mutant being put in stasis prior to shipment to his buyer.

    Ideally, the crew should put a stop to this. Discovering exactly what's going on, and reporting it to the Federation, would count; the Federation would put a picket ship near the planet to intercept the slave ship, and would then discover and round up the planetside perps.

  8. #368
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    Era: Any, but probably better for TOS
    Style: Planetary Exploration
    Setting: An advanced planet, fallen into a dystopic mess.
    Title: A Cautionary Tale In Four Colors

    The crew discovers a planet, outside of Federation space. Once a peaceful world, it has fallen into chaos and anarchy. Different factions, using small teams of warriors, fight each other using the strange abilities of the warriors.

    WHAT HAPPENED: A thousand years earlier, the people of Norchek V (humanoids, basically) discovered the sequence of their own genetic code. They began to code the differences between strong and weak, between bright and stupid, between agile and clumsy. Soon, doctors were able to advise parents with a genetic profile. Not only diseases, but the characteristics the children could be expected to have.

    Shortly after that, doctors, yielding to parental pressure, began offering corrective therapy; eggs and sperm could be united, and the resulting cell edited to remove unwanted characteristics. Why have a clumsy child when an agile child is so much nicer?

    At first, there was resistance, but this simply drove the technique underground -- and when parents saw their children frustrated by their inability to compete with their genetically enhanced peers, acceptance began to spread. Eventually, bowing to public pressure, the government abandoned all efforts at regulation.

    Soon enough, children were smarter, or stronger, or faster, or sometimes several of these. Clinics began vying for business, offering packages of enhancements "guaranteed to make your child a leader in the new world to come".

    A few generations down the road, some of these children began studying the genetic code. They discovered how to go beyond what some people had naturally, and add things from other species. Multi-toned skin, enhanced senses, and tougher constitutions followed. Then came telepathy, and telekinesis, and other, even stranger abilities. In an effort to be the first with the best, clinics developed strange hybrids using computer generated DNA sequences. Some were spectacular successes. Some were horrid failures.

    In the present, the world is ungovernable, factional, more like feudal warlords who compete for the best and the brightest new warriors. Reproduction is handled by computer controlled creche facilities that combine the parental donations and produce a child who won't be oppressed -- or so they claim.

    This is a world that has taken genetic competition to a ruthless extreme.

    Players arriving here would be of interest if their character races possessed interesting genetic material (which, basically, is anything they don't already have on file). They could also become involved in a power play between two factions.

    (For those who are wondering, yes, this is the result of me speculating about how a Trek crew might encounter a world where metahumans existed. It's not exactly the kind of optimistic four color world of the comics, because, well, it would be harder to tell the cautionary tale that way...)

  9. #369
    Era: TNG or Latter
    Type: Pure Evil, but funny

    Resistance is futile, you will be Tribbled

    While on a routine scouting mission, the group discovers the ship of Cyrano Jones II, the son of Cyrano Jones. However, the ship appears to have been assimilated!

    When boarding, the group finds Cyrano Jones II, clearly a borg, armed and ready for conflict. His first words are, "Resistance is futile, your biological...OW! Hey! Stop Shooting at me!" (Or, he forgets the line)

    Upon the group's fire, he ducks behind a pillar. He reveals that he was assimillated due to a group of stolen borg nanoprobes, and in fact has pretty much retained his personality. But he's still evil, and may attempt to assimilate anyone who gets close. (But telegraphs it, and fails miserably.)

    After he is either killed, or stopped, his cargo bay is investigated. There is a broken container of nanoprobes, and some tribbles. Female Ensign decides to take one, and the group leaves. (Cyrano Jones II, if alive, flees, and will NOT let himself be captured alive. And even if apparently dead, he has some illegal cloning vats, so he's not 100% dead.)

    When the group gets back, the tribbles, of course, begin multiplying. However, they don't coo as much, nor do they eat as much. Also, not as many are found.

    Eventually, it's discovered that they are slowly taking over the computers, and are, in fact, assimilated, intellignet Tribbles! (At about 100.)

    Now, the heroes must get rid of the assimilated Tribbles, and find the Tribble Queen. And beware, because these tribbles latch onto your face, and take control of your body! (And they get weapons.)

    The Tribble Queen turns out to be the Assimilated Female Ensign, of course. When killed, the rest of the Tribbles lose their intelligence, and can be beamed outy

  10. #370
    Credit to

    USS Kochanski

    For the Borg Tribble Idea. But I expanded it beyond just two words.

  11. #371
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    A few adventure ideas....

    Episode: Eve of Destruction
    Era: Any
    Type: Time travel

    The officers (eg PCs) of the ship/station are on a shuttle/runabout making their way to the planet/conference/negotiations when they hit subspace anolmaly. There is a massive increase in chronoton radiation (or other techobabble) and when the crew come round they are lightyears from where they started. Checking chronometers/starcharts etc, the crew find they have been slung decades into the past to 2156. Ahead of them is a Marshall Class Destroyer, the USS Patton (a nod to my ancient Spaceflight Chronology which has the Romulan war start in 2106, but it is not canon, so I am using the Okuda Star Trek Chronology book for dates). Any historical data base check will see that this ship will be ambushed in 12 hours, starting the war. This ambush comes after several years of Romulan activity and espionage. The shuttle is on minimal power, and there is a small gunboat heading toward the crew. The crew have got to escape and make sure the timeline is not polluted. Hopefully, one of the crew will have a distant relative that dies here.......if captured, any non-original federation race (eg: Non-Vulcan, Andorian or Tellarite) will be questioned as a possible spy, and suspected Romulan....In the game I played in, the Captain of the Patton was a career military guy, and his first officer was pretty much paranoid and convinced the PCs were saboteurs or spies. :-)

    Title: Goliath Awaits
    Era: Any (probably TOS/Film Era)
    Type: Exploration/Rescue Mission

    Whilst exploring (insert name) star system, the sensors pick up (technobabble) radiation traces. Such traces are usually from a damaged warp core. Investigation leads them to a water planet. Any database checks will show that the USS Goliath was lost here, with all hands some years ago. No trace of the ship was found. Recent upgrades in sensor technology enables the PCs to find these emmisions. Sensor readings of the planet show a large metal object beneath the waves, with heat and radiation levels showing, and at a level consistent with a small settlement. Taking a shuttlecraft down to the site shows a wreckage pattern, and then a large piece of what is obviously a starship.........lit. There is life aboard!
    What has happened: The last remaining officer (Insert Name) managed to splash land the ship, and it began to sink. Sealing the bulkheads, and using the last vestiges of thruster power, he settled the ship on a shelf in a shallow sea. Too deep to be found, but shallow enough that the pressure would not collapse the hull. Being an engineer, he managed to stabilise the warp core, but with no engines or any way to make them, the crew were stranded. They managed (under his command) to create a life for themselves down here, whilst awaiting federation rescuers. That was 25 years ago. In the meantime, he has become somewhat unstable, and will be opposed to leaving, as he has total power here. The community is approximately 200 people. They have a school for the children that have inevitably been born in the past two and a half decades, a hospital (with obvious love-interest nurse: son/daughter of the leader) etc. Do the survivors want to leave? Are they happy with their independent life below the waves? Have they impacted on the planet (and possibly its non-warp capable local fish-people, thus breaking the Prime Directive?)...............'s up to you, Mr GM! :-)
    I'm NOT stupid, I'm NOT expendable and I'm NOT going!

  12. #372
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    Episode: Memories
    Era: Any
    Type: Exploration/Puzzle

    The crew is pursuing a mission of exploration when a minor glitch reveals a strange computer file. The file seems to describe a crewman who doesn't exist.

    Investigation -- the easiest way is to compare Starfleet's records with those on the ship -- reveals discrepancies. There are a small number of crew Starfleet claims are assigned to the ship, whom no one remembers. Neither is the ship's computer helpful: with the one exception (above), there is no information about these people.

    The cause of the file glitch can be traced back to two simultaneous attempts to access it. This occurred about two weeks ago. Investigation also confirms there is a period of about three hours during which the computer was not accessed by the crew at all -- it performed only routine shipboard operations.

    The players must discover what happened to these crew members, and why they don't remember it.

    (If you want to know what happened to them in my campaign, send me a PM -- but there are any number of ways this could end.)

  13. #373
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    Episode: Art. Ask For More!
    Era: Any
    Setting: Any

    The characters are confronted by a bizarre series of emotional outbursts ... any emotion, any individual. They start with NPCs, but soon even the characters themselves are affected. The effects become more severe, and persons in the grips of these emotions begin to act irrationally, perhaps even harming themselves or others... What's going on, and how can it be stopped?

    An incorporeal alien is responsible. He is an artist -- or what, among his people, would be called that. His chosen medium is emotion, which he can capture, preserve, mingle, and texture. The only thing he can't do is generate emotions his people haven't experienced before! But he CAN stimulate the brains of "corporeals" to produce emotions. Just as a painter must often mix the precise colors he wants in order to get the effects he wants, so does he provide the stimuli -- thoughts and concepts -- in the hopes of coaxing out the emotions he wants.

    His people are very hard to kill; they die so infrequently that it doesn't even occur to him that he's causing problems when he sees someone dead. He will stop as soon as it can be made clear that he's causing harm (and will, remorsefully, do what he can to make things right). The trick is to contact him and explain to him how he's causing problems.

  14. #374
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    Episode: Plague Ship
    Era: Any
    Type: Exploration/Medical

    (A'La Cassandra Crossing, Outbreak etc)

    The crew's ship is running a routing away mission to explore an uninhabited planet. While down there, one crew member is stung/bit by some local bug without even realising it. (The bugs venom contains the virus, it won't show up on the biofilters (damn, gotta get better biofilters) Once back on board, the crew does the usual post mission briefings etc, then, after a few hours the bitten crew member collapses.

    Cue Sickbay.

    When the crew member (Patient Zero) wakes up, s/he finds themselves in a sickbay surrounded by a host of medics running around looking worried. Turns out the bugs venom has a very nasty virus in it, and it's highly contagious. It is resisting the doctors attempts to find a cure, as when it is transmitted from one host to another, it mutates slightly, and when it is transmitted from one SPECIES to another, it mutates even more. So everyone on board now has the virus, but they are being reinfected every few hours/days, and the effects are getting worse each time.

    (How long the players have is up to the narrator, if you want to use this as an episode, then just a few hours/day or so between reinfections, if you want to run something a little longer, then several days minimum between reinfections.)

    By now the captain should have informed Starfleet command of their situation, but depending on how far out they are, it could take a while for help to arrive. If any is sent at all.

    Some ideas for what to do while they're infected.

    1/. Depending on how far out they are, it's possible they're beyond federation borders, so there could be a species nearby who are only to aware of the virus, and how deadly it is. They could be watching nearby, and once they know the PC's ship is infected, they strike. They'll disable the ships engines while most everyone is incapacitated with the initial infection, and tow the ship to a graveyard of such ships. They're hoping someone will one day find a cure so they can colonise the planet.
    2/. The PC's ship could well be denied entry to the sovereign space of many species, preventing them from getting help from a starbase (if you let them back to the federation) Serious diplomacy could be required.
    3/. A little psychosis. Some crew could go a little schitso. After disabling a few systems, they'd steal a runabout or a shuttle and make a run for a nearby planet. The PC's would have to give chase before a whole planet is infected.
    4/. Someone like the Romulans has heard of the plight of the ship, and demands it's immediate destruction before the plague is loosed upon the quadrant. When Starfleet declines, the Roms send a couple of cloaked ships to chase it down.

    Just a few ideas.

    Sundowner.
    Sundowner

    "Sure, it will probably explode. But at least I won't be in it, on it, or near it."

  15. #375
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    For anyone who's interested, i've compiled a PDF of all the posts here & on the Series Seeds thread.

    http://forum.trek-rpg.net/showthread.php?threadid=10020

    Enjoy

    Sundowner
    Sundowner

    "Sure, it will probably explode. But at least I won't be in it, on it, or near it."

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