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MISSION BRIEFS

TRADE LEDGERS
TALES FROM THE NEXT GENERATION ERA

MICHAEL DISMUKE
LCARS TERMINAL

CREDITS

2D20 SYSTEM DESIGNER MODIPHIUS DESIGN AND DEVELOPMENT TEAM SENIOR 3D DESIGNERS PRODUCTION OPERATIVES
NATHAN DOWDELL ENTERTAINMENT LTD. NATHAN DOWDELL, JONO GREEN, CHRIS PEACEY & THOMAS BULL, JOSHUA FROUD-
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STAR TREK ADVENTURES CHIEF CREATIVE OFFICER PEREGRINE HEXTALL, ANTHONY MORRIS,
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MICHAL E. CROSS, STEPHANIE TORO WEBSTORE MANAGER
TRACY ALAN GURUMENDI, TOM HUTCHINGS,
DEVELOPMENT COORDINATOR APINYA RAMAKOMUD WITH THANKS TO
JASON ENOS MARK WHITTINGTON & CHRIS WEBB GENE RODDENBERRY, JOHN
PROOFREADER
204266 JIM JOHNSON FACTORY MANAGER VAN CITTERS, MARIAN CORDRY,
LEAD 3D DESIGNER MARTIN JONES AND TO THE MANY FANS WHO
JONNY LA TROBE-LEWIS
SUPPORT THIS GAME
SENIOR PRODUCTION OPERATIVE
DREW COX

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b STAR TREK ADVENTURES


MISSION
BRIEFS
TRADE LEDGERS
TALES FROM THE NEXT GENERATION ERA

082397
050670081302030806

01.00 INTRODUCTION 002


01.10 DILITHIUM DIRGE 003
01.20 THE FUNERAL OF CAPTAIN MANDOLINI 004
01.30 THE GEMULON RUN 005
01.40 BEDLAM ON BAHAM 006
01.50 SQUIRK’S SCHEME 007
01.60 S.S. TRANQUIL 008
01.70 DADDY’S LITTLE GIRL 009
01.80 LIFE’S GAMBLE 010
01.90 BANDITS OF ZANTHICA 011
01.100 DEAD MEN CLOSE NO DEALS 012

TRADE LEDGERS 001


CHAPTER
01.00 TRADE LEDGERS
INTRODUCTION
Starfleet isn’t the only organization exploring the cosmos This packet presents ten detailed mission briefs oriented
and warping from system to system. The Galaxy is full of around encountering independent merchants and smugglers,
independent trader crews, smuggling rings, mercenary each of which you can modify for use in your Star Trek
groups, and more, most of which do not share Starfleet Adventures campaigns set during The Next Generation
values or Federation ethos. During their tours of duty, era (approximately 2360–2379) or any other era of play with
Starfleet crews must be prepared to encounter any number minor modifications. Each mission brief is designed to stand
of ruthless and cunning adversaries. alone, though they could be strung together into a story arc
or added to an existing campaign.

ELEMENTS OF A MISSION BRIEF


A mission brief contains several elements that collectively create a high-level outline for a Star Trek Adventures
mission. Each element may be modified as needed to suit the needs of your particular game and group of players. The
elements of a mission brief include:

§ Title: An evocative title for the mission.

§ Suggested Era of Play: The Star Trek time period in which the mission is recommended to be set (Enterprise era,
original series era, The Next Generation era, etc.).

§ Suggested Spotlight Role: The suggested focus player character role. This can be used to help you and your
players plan milestones and character arcs.

§ Synopsis: High-level summary, detailing key points such as location, antagonists, the plot, etc. The synopsis
generally explains how the story might relate to the player characters and provides the essential details needed to
start developing the story.

§ Opening Log Entry: A captain’s log or a personal log, usually written with the suggested spotlight role in mind.

§ Major Beats: Key scenes or encounters to include, leaving room for you to bridge them as needed with material
unique to your cast of player characters and campaign events.

§ Minor Beats: Secondary plot elements or suggested subplots that you could weave into the mission as a side
scene or subplot.

§ Key Non-Player Characters: Brief descriptions of key NPCs, including the main antagonist(s). This element may
also suggest specific NPCs from the core rulebook to use or adapt. Note that any page references listed in this
document refer to the Starfleet-oriented Star Trek Adventures core rulebook.

§ Conclusion: The intended ending of the mission, with suggestions on how to adjust the conclusion if the players
move the story in unanticipated directions.

§ Adding This Mission to Your Campaign: Advice on how you might fit the mission into your ongoing campaign.

002 STAR TREK ADVENTURES


CHAPTER
01.10 DILITHIUM DIRGE
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Engineering Officer

SYNOPSIS scan Febernod’s vessel, assess any potential weaknesses, or


have the away team prepare for an attack.
The crew is asked by the chief engineer’s cousin, Jolene, to
assist in the affairs of her deceased mother who owned a RECOVERY
dilithium mine in the Rhomboid Dronegar Sector 007. Jolene Febernod cares little about intergalactic law. He will take
negotiated Starfleet’s assistance to get the mine up and violent action with powerful weapons and technology if he
running. In exchange, half of the first year’s mining yield will feels that the crew is a threat (though he wants to preserve
go to Starfleet. The crew must transport supplies to restore the miners since “they are smart” and he needs them to
the mine’s operations. Standing in their way is a greedy run the operations). He might take hostages, even beaming
Pakled captain. Jolene onto his ship. The goal is to repair the mining dome,
recover the stolen equipment, and rescue any abductees
OPENING LOG ENTRY from the avaricious Pakleds.

My eccentric, yet business savvy, aunt has passed.


My cousin inherited her dilithium mine. She’s asked
for assistance in retrofitting the mine to Federation
MINOR BEATS
standards. Jolene astutely solidified an agreement Some Pakleds might beam into the dome to interrupt repair
with Starfleet. Coincidentally, our crew has been operations, allowing security officers to act.

asked by Starbase 186 to pick up a supply of alluvial


separators, tritanium roof bolters, and magnetic
draglines, and deliver them to the mining colony. KEY NON-PLAYER CHARACTERS
Adapt D7 Battle Cruiser on page 259 for the Pakled’s ship.
CHIEF ENGINEER’S LOG Use Ferengi Salesman on page 326 for any Pakleds but
reduce Reason by 2 and increase Daring by 3.

MAJOR BEATS
CONCLUSION
BREACH This is an opportunity for players to develop a strategy to
The crew may scan the Class-K mining moon and win the day so that Starfleet’s contractual obligations can be
communicate with Jolene. Upon arrival, they learn that one fulfilled. This might involve negotiation or new trade options
of the mining domes has a structural breach that will prevent with the Pakleds. If the mining colony is severely damaged in
the transport of supplies. The workers are safe but trapped this encounter, Jolene’s business could be ruined. She and
within an interior part of the facility. Some might be injured. the colonists might need to be evacuated. Febernod might
The player characters must form an away team to fix the become a recurring villain.
breach before transporting supplies into the dome.

FEBERNOD ADDING THIS MISSION TO YOUR CAMPAIGN


Suddenly, a vessel comprised of a mishmash of technology
decloaks. It is a Pakled vessel controlled by Captain This mission can be easily adapted to fit any solar system the
Febernod. He claims that the dilithium mine is now in his players are already going to for other reasons, in any era of play. The
possession since the original owner has passed. The Pakled Federation science team can be swapped for a team of any species
ship uses a sophisticated transport system to bypass shields from a local planet who ask the players for assistance in recovering
and steal the supplies from the mining colony. He commands their people.
the players’ ship to leave the sector. Players may want to

TRADE LEDGERS 003


CHAPTER
01.20 THE FUNERAL OF CAPTAIN MANDOLINI
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Captain

SYNOPSIS them to take action against Vekkor. However, a Gorn vessel


attacked the kaJama. Mandolini was killed in action. Issik took
The crew arrive at Hemzor Station to pay respects to command and ordered them to withdraw to Federation space.
a comrade who died on a secret mission. Vekkor, the Any sensor data their vessel collected would be inadmissible
commander of Hemzor Station, is an Orion Syndicate as evidence due to the border violation. Player characters
member who allows Starfleet vessels to dock at the station should convene to review the data, which verifies Mandolini’s
per a non-aggression pact. The crew learns that the Orions suspicions of illegal trafficking.
have discovered a pre-warp civilization tucked away in a
nearby nebula from which they have been kidnapping people THE CALL
to supply slave labor to the Gorn. The crew must make an A distress call comes in from the pre-warp civilization wanting
ethical decision with the Prime Directive in play. liberation from the Orions. Characters must track down the
signal and decide on a course of action. The distress might
OPENING LOG ENTRY come from a native located on the home planet or they may be
trapped on a transport ship. Entering the treacherous nebula
Captain Mandolini must have had good reason to to locate and rescue abductees will come into play.
stage his funeral on this unaligned space station
so close to Gorn territory. I always thought he
wanted to be buried on Earth, his home planet.
MINOR BEATS
The fact that his will requested to have his
ceremony on this backwater station sounds more Characters will be treated inhospitably while on the station
but may find new friends among the kaJama crew. Players
like a first clue than a last wish.
well-versed in law or first contacts might find space to
explore these themes.
CAPTAIN’S LOG
MAJOR BEATS KEY NON-PLAYER CHARACTERS
Adapt Vekkor from Major Verohk on page 321. Use the
A TIME OF MOURNING Romulan bird-of-prey on page 262 for the Orion ship. Omit
Mandolini’s funeral is only attended by the tight-lipped crew the cloaking device.
of his ship, the kaJama, and the player characters. Characters
may interview standoffish members of the station’s community
who claim to be unfamiliar with Starfleet personnel. If players
think to review Mandolini’s logs, they learn the kaJama
CONCLUSION
frequented the station while on surveillance missions along the The crew may receive permission from Starfleet to disrupt
border of Gorn territory. Vekkor wants Starfleet off the station. the trafficking operations or might take matters into their own
The characters must intervene to stop a bar fight between hands. This mission may have political ramifications leading
the crew of the kaJama and Vekkor’s people, perhaps using to all-out war with the Gorn. On the other hand, the crew’s
nonviolent means to do so. Wishing to end the violence, actions could garner acclaim from Starfleet and create new
the kaJama’s Vulcan first officer, Commander Issik, quietly allies with the pre-warp civilization.
approaches the player characters’ commanding officer.

DATA ADDING THIS MISSION TO YOUR CAMPAIGN


Issik informs the officer that he covertly installed beacons This adventure can be dropped into most campaigns and could be a
on Orion vessels to track their movement in the dark nebula. springboard into a campaign featuring the Gorn.
Mandolini had ordered the kaJama into Gorn territory to obtain
scans of illegal activities figuring that Starfleet would authorize

004 STAR TREK ADVENTURES


CHAPTER
01.30 THE GEMULON RUN
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Medical Officer

SYNOPSIS Nausicaans’ small transport ship nearby. Flight logs show


that it came from Rog, a rainy planet in Ferengi space.
The crew is called in to settle disputes between Federation Michelle says that Bloog’s mansion is on Rog.
members and the Ferengi Alliance regarding trade routes
between Volchok Prime and the Gemulon system. A Ferengi NO MORE MEDIATION
named Bloog has been purchasing shipping contracts in the After learning of the incident on Clarius II, the crew may
name of several wealthy people who have fallen victim to decide to continue their investigation on Rog. They will
a coma-inducing virus. The player characters can turn the need to negotiate with the Ferengi Alliance for the right
tables on Bloog by reviving one of the neurovirus victims to to pass through their space, survive an attack from
expose the Ferengi as a crook or using medical forensics to Nausicaan vessels, access Bloog’s huge residence, and
determine Bloog’s guilt. locate a hidden lab in his home. Once there, they can
uncover clues connecting Bloog to the virus.

OPENING LOG ENTRY


I smell a rat. And we are still one light-year from the MINOR BEATS
mediation hearing on Gemulon V. It is more than
All roles should be able to take part in various tasks including
coincidence that each contractee who sold their
shuttling through Ferengi space, engaging in space battles,
interest to the Ferengi Bloog is now in a coma. Bloog
diplomacy with the Ferengi Alliance, research into the
claims that they all caught the Zartoolian neurovirus neurovirus, and the opportunity for security officers to bypass
at the celebratory gala in his honor and that Ferengi Bloog’s residential security systems.
are immune to the plague. I am suspicious.

CHIEF MEDICAL OFFICER’S LOG KEY NON-PLAYER CHARACTERS


Use stats for Ferengi Saleman on page 326 for Bloog,

MAJOR BEATS Klingon Warrior on page 317 for Nausicaans, and Maquis
Fighter on page 269 for Nausicaan attack ships.

MEDIATION AND MOTIVE


While some officers meet with Bloog to learn more about
the trade deal, the chief medical officer receives permission
CONCLUSION
to take a shuttle and visit Michelle Johnson, the Human Medical officers need to create a cure that can be
daughter of a comatose contractee who owns a palatial transmitted to medical institutions to save victims. They
residence on the forest moon of Clarius II. Michelle had get three intervals to do this, each taking one day. Any
alerted Starfleet to shady business after her mother, Livia, fell complications could mean the death of a victim. Computers
comatose following Bloog’s gala. Livia is being cared for in indicate that the virus was introduced to the victims via a
Michelle’s home. Medical or science officers may want to run rigged transporter system when they departed the gala. Once
tests on Livia. Tests rule out inhalants, consumption, or an Michelle’s mother is revived, she will testify against Bloog.
injection as to how she contracted the virus.

NAUSICAANS ADDING THIS MISSION TO YOUR CAMPAIGN


While the medical officer is studying the virus, two
Nausicaans enter Michelle’s home and try to murder This game should highlight the forensic capabilities of your starship
the Starfleet officers. They will fight to the death or until crew. For earlier eras, replace Ferengi and Nausicaans with Orions.
incapacitated. An investigation of the area reveals the

TRADE LEDGERS 005


CHAPTER
01.40 BEDLAM ON BAHAM
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Science Officer

SYNOPSIS SCANS
Sensor sweeps indicate that the alien vessel has been
The crew receives a distress call from the Bazhool. They need actively scanning the city. Scans of the central city will detect
help defending against an alien ship out to destroy them for Tzenkethi DNA located 500 meters beneath the surface but
no apparent reason. The perpetrator is an alien whose father no life-signs. Upon investigation, the characters discover a
decades before robbed a Tzenkethi gene bank and buried the vault with an interface that reports that it contains a Tzenkethi
biorepository beneath Bazhool’s central city. The alien wants to gene bank. The contents of the vault are shielded from
use the biorepository to concoct a bioweapon to kill Tzenkethi. transport or more detailed scans. Once the biorepository is
Players need to help the Bazhool evacuate the city, confront the located by the characters, the alien transports to the surface
attacker, uncover his motives, and find a diplomatic solution. to acquire the biorepository.

OPENING LOG ENTRY


Our vessel has arrived in the Baham system
MINOR BEATS
in response to a distress call from the Bazhool Characters may research Bazhool culture. Conn and
people, a civilization of sentient fungal life-forms. command officers may engage in ship-to-ship battle.
They claim to be victims of an unprovoked attack. Science and medical officers might be eager to learn about
The Federation is considering the Bazhool for Tzenkethi genetics.

Federation membership so we have been ordered


to intercede on their behalf.
KEY NON-PLAYER CHARACTERS
CHIEF SCIENCE OFFICER’S LOG Adapt Borg Sphere on page 266 for the attacking alien vessel
and Moq’Var on page 319 for the alien.

MAJOR BEATS
THE BAZHOOL CONCLUSION
There is no sign of the attacker when the characters arrive at If the alien is subdued, he will reveal how, a century ago, the
Baham Prime. An away team can visit the fog-enshrouded, Tzenkethi committed genocide against his people. His father
coastal city to learn more about the nature of the attacks. was a survivor who later infiltrated the Tzenkethi Coalition’s
The Bazhool explain that a triangle-shaped, ebony ship borders and stole the biorepository to create a bioweapon
appeared in the sky and with no warning, destroyed their only with which to exact his revenge. Coalition agents tracked
two starships, fired on the city from orbit, and sent a single his father down and killed him, but not before he could hide
message telling them to evacuate in seven days. That was the repository on Baham and send an encrypted message
six days ago. Characters must study the Bazhool’s sensor to his son to continue his quest. The mission ends when it
logs to learn as much about the attacking ship as possible. is discovered that the vault failed to properly refrigerate the
Security officers may assist with evacuation planning. DNA and 99.8% of the genetic material contained therein
was rendered useless.
TRIANGLE SHIP
The characters have one day to prepare for the return of the
alien ship. When the vessel arrives, it will ignore hails, instead ADDING THIS MISSION TO YOUR CAMPAIGN
broadcasting a message that the city will be eradicated if
Use this story to delve into the themes and complications of
not evacuated by the end of the day. Characters may try to
genocide, justice, revenge, and the secretive Tzenkethi Coalition.
establish contact with the ship and to scan it. Attempts to
transport aboard the ship will fail. The ship will only attack
the characters’ starship if provoked.

006 STAR TREK ADVENTURES


CHAPTER
01.50 SQUIRK’S SCHEME
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: First Officer or Security Officer

SYNOPSIS Ferengi has plenty of crafty tricks to fool ship sensors, so the
crew will need to work through sensor-related complications.
Orion Trader Tezek seeks aid from the security officer while
the crew is on shore leave on Fellebia, a popular Federation SHOOT OUT IN SPACE
vacation spot. Tezek asks the officer to help rescue one of The players must find a way to keep track of Squirk’s ship
her fellow traders, Nissaassaa, who has been abducted by as she tries to evade their vessel in a network of violent and
Squirk, a Ferengi drug cultivator and criminal gang leader. erratic gravitational distortions. Squirk will not give up without
Squirk demands that Tezek signs over her controlling interest a fight, so players can expect ship-to-ship battle if they are
of the business to secure her business partner’s return. to rescue Nissaassaa. Squirk will surrender before her own
The crew must destroy the drugs and battle Squirk’s forces vessel is destroyed.
to drive them from the area. Unbeknownst to Tezek or the
Starfleet officers, Nissaassaa made an underhanded deal
with Squirk to share drug profits.
MINOR BEATS
OPENING LOG ENTRY This is an opportunity to flesh out the security officer’s
background. How did they meet Tezek? Under what
It’s been years since I’ve seen Tezek. She still circumstances? Other player characters may enjoy downtime
comes off as strong-willed, but for a flaw in the on Fellebia before being called to action. Players can work
company she keeps. As an Orion trader, she is with local authorities to provide information that might lead to
forced to align herself with questionable associates the dismantling of Squirk’s drug operations.
and she is embroiled in another odd dilemma. Her
business partner, Nissaassa, has been abducted
by a Ferengi gangster who works in the illegal KEY NON-PLAYER CHARACTERS
psilocybin drug trade. Tezek has asked our crew for
Use the stats for Ferengi Saleman on page 326 for Squirk,
help. I guess shore leave is over.
Klingon Warrior on page 317 for Orions, and D’Kora-class
Marauder on page 267 for Squirk’s ship.
FIRST OFFICER’S LOG
MAJOR BEATS CONCLUSION
The story takes a twist when Nissaassaa, who is a
PSILOCYBIN co-conspirator in the plot, is “rescued.” Once on the
Starfleet approves of a rescue operation since the drug characters’ ship, Nissaassaa will try to sabotage their vessel,
trade has been wreaking havoc in this part of space. The free Squirk from captivity, and return to the Ferengi vessel
crew needs to interview underworld contacts to try and find to make her escape. This will reveal that Nissaassaa was
Squirk’s hideout on Fellebia. Investigation will lead to Squirk’s conspiring with Squirk the entire time to gain a controlling
well-guarded facility, a garment factory that is a front for her interest in Tezek’s business.
psilocybin production lab.

SHOOT OUT ON THE SURFACE ADDING THIS MISSION TO YOUR CAMPAIGN


Squirk will not take kindly to Starfleet intervention. A shootout This mission provides an opportunity for players to explore their
ensues as the player characters join Tezek in trying to bypass characters’ backgrounds and personalities as they engage in
security lockouts while fighting Squirk’s Orion henchmen. Squirk recreational activities on Fellebia. If your campaign setting is in an
will evade capture, keeping hold of Nissaassaa, transporting earlier era, swap the Ferengi for Humans or Orions.
them to her starship in orbit, and fleeing at warp speed. The

TRADE LEDGERS 007


CHAPTER
01.60 S.S. TRANQUIL
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Flight Controller

SYNOPSIS INTERROGATION
Once evidence is found of the illegal operations, the
Starfleet Command has ordered the crew to board a Tranquil’s captain, Evsei Agron, orders that the ship be
Federation pleasure ship suspected of transporting explosive rerouted into a nebula. He argues that they have a private
compounds to rebels on Iza V. The crew must board the S.S. deal with rebels on Iza V, a non-Federation world, and
Tranquil as tourists and collect incriminating evidence that Starfleet is out of its jurisdiction. Characters can argue that it
is held in a cargo bay shielded from scans. When the player is Federation property that has been stolen and a Federation
characters’ cover is blown, they must escape the brig, take ship is transporting the contraband, which gives Starfleet
control of the cruise liner, and bring the crew to justice. authority. Though some on his crew might be swayed by
arguments, Evsei will be relentless. He switches his goal to

OPENING LOG ENTRY disposing of the evidence and the witnesses.

When I enrolled in the Academy, I hardly thought I


would be going undercover with my fellow officers to MINOR BEATS
stop smugglers from trafficking contraband through
Players need an opportunity to get to know the people on
Federation space. We’ve been on board for five
board the Tranquil and engage in pleasure activities onboard
days now and we still haven’t managed to locate the
the luxury liner. Characters’ true identities might be exposed
explosive compounds. But I do as duty calls…not
as they meet a person from their past who comes on board
that life on a luxury cruise liner is all that bad.
sometime during the mission.

FLIGHT CONTROLLER’S LOG


KEY NON-PLAYER CHARACTERS
MAJOR BEATS Use the stats for various Starfleet officers on page 314–315
for Tranquil crew members. Use Maquis Raider on page 268
for the luxury liner but keep only one energy weapon.
LIFE ON A CRUISE SHIP
The insertion team has been ordered to maintain radio
silence with their starship except under the most extreme
circumstances. They each have a cover story and will
CONCLUSION
want to mill about the ship to convince the crew and other This adventure could end with characters escaping the brig,
passengers of the legitimacy of their cover story, discern who keeping Argon from sabotaging the vessel, rescuing hostages,
might be in on the illegal operation, and gather any evidence or taking control of the ship and remanding the criminals to
of illegal activities. Starfleet. If things look bleak for the player characters, you
may allow their starship to arrive and effect a rescue. Perhaps
COMPLICATIONS Agron will escape to exact revenge in the future.
Any complications should be directed toward the insertion
team being discovered and apprehended. But this should
not occur before the conn officer has a chance to download ADDING THIS MISSION TO YOUR CAMPAIGN
a copy of trade routes from the flight computer, evidence
Take care to work with the players to build the conditions in which the
that logs have been falsified. Once this has been completed,
characters were inserted on the Tranquil, their cover stories, and the
some of the player characters (especially those who have
type of criminal activity they are out to uncover.
complications) are exposed and detained in the brig. Other
player characters might manage to maintain their cover.

008 STAR TREK ADVENTURES


CHAPTER
01.70 DADDY’S LITTLE GIRL
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Medical Officer

SYNOPSIS neural suggestions. Lindame is excited to see the holodeck.


Once there, he locks down the holodeck, infiltrates the ships’
The crew is asked to rescue Lindame, the son of a Pakled systems, and creates a dangerous labyrinth in which to hide.
Big Boss. The child was abducted by a rival Boss who is
demanding ransom be paid. The crew rescues Lindame CONTROL
but is caught off guard by a cybernetic trap that threatens After commandeering the computers, Lindame transports
their vessel. The bridge crew is transported off their ship the bridge crew to the volcanic planet, locking the rest of the
and left stranded on a deserted planet. The father comes to ship’s crew out of the bridge and key systems. The crew will
their rescue. The crew must recover their vessel before the not be able to survive on the planet for long. In addition to
villainous Pakled can escape with their ship. fighting off hungry arachnids, they will need to locate shelter,
find a water source, and endure super-heated hurricane winds.

OPENING LOG ENTRY


Starfleet has authorized us to assist a Pakled Big MINOR BEATS
Boss whose son was abducted by another Boss.
Pakleds often concoct elaborate plans to steal technology.
We are to help return the child safely to their family.
Allow science and engineering player characters to explore
Starfleet feels it in the Federation’s interest to render
the station where they will see a jumbled conglomeration of
aid in hopes of fostering peaceful relations between technology stolen from known and unknown civilizations.
our societies. Amazingly, we have been invited to
Grebnesie Station, the heavily-armed citadel from
which the Pakleds direct their missions.
KEY NON-PLAYER CHARACTERS
CHIEF MEDICAL OFFICER’S LOG Adapt the D7 Battle Cruiser on page 259 for the Pakled
ships. Use Ferengi Salesman on page 326 for Pakleds but
reduce Reason by 2 and increase Daring by 3. Use Talarian

MAJOR BEATS Hook Spider, page 341, for the hungry arachnids.

GREBNESIE STATION CONCLUSION


Allow the player characters to tour the large, cobbled-together
station before the victim’s father, Hobtort, describes his plight. Success for this mission means player characters will find a
He explains that, though his ship’s armaments are “very way to survive on the planet until Hobtort arrives to transport
powerful,” the long-range sensors are not. He promises to talk them onto his ship. The characters must take back their ship,
to the other Bosses about ceasing hostility with the Federation perhaps by creating a way to distract Lindame or discovering
if they help him get his son back. (Note: Hobtort should not and deactivating the neural link. Characters may try and
join the player characters on their vessel as he plays an detain Pubabab and provide medical assistance to Lindame
important role later in the story.) Players will need to perform a to remove the cybernetic control unit.
series of sensor sweeps to locate the other Pakled, Pubabab,
and his ship. They will find the vessel hiding in the rings of a
volcanic planet a day’s distance from Grebnesie Station. ADDING THIS MISSION TO YOUR CAMPAIGN
RESCUE Use this adventure to explore the Pakled’s culture, political
A short ship-to-ship battle will encourage Pubabab to configuration, and family structure. For earlier eras, the Pakleds can
surrender Lindame, at which point he can be transported to be swapped for another species looking to join the Federation.
the player characters’ vessel. Pubabab has secretly implanted
a cybernetic control unit in the child that allows him to send

TRADE LEDGERS 009


CHAPTER
01.80 LIFE’S GAMBLE
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Any role

SYNOPSIS the characters play PUGS while he retires to his quarters.


They play until the wee hours of the morning until an outcry
The crew are called to Ferenginar by Trader Mota to help summons the characters to Lorpax’s quarters where they find
search for her mentor, Professor Lorpax, the developer of the Ferengi dead.
the perfect gambling system. The crew must rescue him
from Stosh, an unprincipled entrepreneur. However, the TRIAL
crew’s success is cut short when Lorpax is found dead. The FCA arrives. PUGS was to be the next big gambling
The characters become prime suspects when the Ferengi revolution, making the owner of the system inestimably
Commerce Authority (FCA) accuses them of orchestrating wealthy. The FCA accuses the characters of murder and theft
Lorpax’s death to steal his technology. With a bounty on their of Lorpax’s intellectual property, since “they who own the
heads, the crew must figure out who killed the professor. rights to PUGS could bring the Ferengi Alliance to its knees.”
The FCA places a bounty on any officers who try to escape

OPENING LOG ENTRY the trial. The characters must attempt to prove their innocence
and uncover the facts around Lorpox’s untimely demise.
We were about to depart Ferenginar after
transferring the Ming delegation to the U.S.S.
Axel Mark when one of my old colleagues, Mota, MINOR BEATS
reached out for my assistance. Since our next
Building a legal defense in the trial should prove an
mission doesn’t begin for a week, I have decided
interesting challenge for player characters adept at forensics,
to assist her. I have always held Mota in high
conflict resolution, or law. The night spent gambling could
regard. Not many Ferengi females have done as
allow players to discuss career events.
well in business as she has.

FIRST OFFICER’S LOG KEY NON-PLAYER CHARACTERS


Adapt the Ferengi Salesman stats from page 326 for Mota,

MAJOR BEATS Stosh, and cantina goons.

STOSH CONCLUSION
Underworld contacts inform Mota that Stosh is holding
the professor somewhere near his dingy cantina in the Mota’s motive is to acquire rights to PUGS for herself. She
rainy, coastal suburb of Yank. Characters need to travel arranged the murder months in advance, having paid Stosh
to the cantina and search the area. Goons in the cantina to abduct Lorpox. While Lorpox was imprisoned, Stosh’s
will try to stop the characters while Stosh makes a run technicians swapped out Lorpox’s emerald brooch (which
for it. Once captured, he will give up Lorpax. He explains would be Lorpox’s payment) with a replica brooch outfitted
that his dimwitted technicians couldn’t understand the with a deadly, close-range sonic emitter. Mota could then
tech specifications for Lorpax’s gambling tech. Research work with Starfleet to stage a rescue knowing her murder
reveals that the program uses a tachyon-infused processing weapon was in place.
system that can predict probabilities with a 99.9% accuracy,
therefore allowing the house to adjust its bets accordingly.
ADDING THIS MISSION TO YOUR CAMPAIGN
FALLEN This campaign can give insights into the Ferengi legal system,
Lorpax invites Mota and the characters to his residence to which might allow for bribery or deal making. If your campaign is set
celebrate his rescue and prepare for the unveiling of PUGS, in an earlier era, feel free to replace the Ferengi with Orions.
the Pre-eminent Universal Gambling System. Lorpax lets

010 STAR TREK ADVENTURES


CHAPTER
01.90 BANDITS OF ZANTHICA
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: First Officer or Security Officer

SYNOPSIS plan to enter a village where medical supplies are available.


Gamemasters might spend Threat to have the away team
A member of the away team is critically injured while pursuing split up. After speaking with some townsfolk, the characters
Orions who have been using a pre-warp planet as a place to learn that Zanthicans believe the smugglers to be forest-
hide stolen Starfleet weapons. Bereft of their equipment and dwelling bandits who raid the town for food and supplies.
without a starship in orbit, the crew seeks help in a pre-warp The away team locates a doctor, Tyd, willing to render aid.
town. The local doctor, assuming that they belong to a group
of bandits that have been pillaging the village, calls the local THE CONSTABLE
constable to interrogate the uninjured crew members. The Tyd grows suspicious of the strangers as the crew tries to
player characters must find a way to save their injured team uphold the Prime Directive. Assuming them to be bandits,
member, recover Starfleet weapons, and uphold the Prime the doctor summons Constable Jym to question them. They
Directive until rescue arrives. Apprehending the Orions and characters must convince Jym that they are not smugglers,
extraditing them off Zanthica would be a plus. find a way to contact their ship, and survive another attack
from the bandits who have come to finish off the job.

OPENING LOG ENTRY


Shortly after our base camp was set up, we were MINOR BEATS
informed that our vessel was ordered by Starfleet
One of the characters might form a connection with
to pursue the Orion command vessel responsible
Doctor Tyd.
for weapons trafficking in this region. Apparently,
Starfleet intercepted a communique in which the
Orion vessel is planning to rendezvous with a
Romulan warbird intent on purchasing a load of KEY NON-PLAYER CHARACTERS
quantum torpedoes. I am confident that we will be Use the stats for Starfleet security officers on page 314 for
able to complete our objective of tracking down the Orions, Starfleet Science Officer on page 315 for Dr. Tyd, and
Orion smugglers still on this planet and securing the Romulan Centurion on page 320 for Constable Jym.
cache of stolen Starfleet weapons by the time our
ship returns.
CONCLUSION
FIRST OFFICER’S LOG The goal is to get off the planet with the stolen weapons and
as little cultural contamination as possible. The characters

MAJOR BEATS might use different types of social conflict to convince


Dr. Tyd and Constable Jym that they are not bandits.
Characters may need to acquire weapons, set booby traps,
BASE CAMP rally the townspeople to defend themselves, or jury-rig
The story opens at the planet of Zanthica, home to a pre-warp, communications with their starship.
green-skinned, humanoid civilization, where team has disguised
themselves as natives to track down the stolen weapons. The
Orions, however, attack the characters’ base camp. During the ADDING THIS MISSION TO YOUR CAMPAIGN
firefight, a member of the away team is injured and much of their
equipment is destroyed by an EM grenade. This adventure can be dropped into any era campaign as an
opportunity for testing your player characters’ survival skills.
EMERGENCY MEDICINE
The characters must stabilize the injured officer, utilize
survival skills, travel along a treacherous cliff, and concoct a

TRADE LEDGERS 011


CHAPTER
01.100 DEAD MEN CLOSE NO DEALS
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Medical Officer

SYNOPSIS can engage in social conflict with Pehava or the crew of


the Ferbok, who also show decreasing traces of chroniton
The medical officer meets Pehava, a Ferengi female, who particles in their system. Jigar, however, seems unaffected
is in a contract dispute with Jigar, her late father’s Orion by the condition. If pressed, the pilot will admit that he was
business partner. After the medical officer finds a temporal bribed by Jigar to make a deviation in their flight path.
anomaly in Pehava’s physiology, the crew must track
down the cause of the oddity. This leads them to uncover HICCUP IN TIME
an elaborate plan by Jigar to take control of the business Players must concoct theories and investigate this hiccup in
through nefariously ingenious means. time. This could include examining the Ferbok, though Jigar
will protest since he now claims to own it. Characters with
OPENING LOG ENTRY focuses in business, law, or negotiation might find a way to
procure a search warrant. Examining the Ferbok’s sensor
The medical conference on Starbase 718 is coming logs will indicate five minutes of missing data in addition to a
to an end. My presentation on Immune Activation deviation from the plotted flight plan.
Syndromes in Antedean Pediatrics was well received.
While the starbase awaits the return of its CMO, I
have agreed to step in to help the short-handed team MINOR BEATS
before our starship departs for our next mission.
Player characters can explore Starbase 718, perhaps running

CHIEF MEDICAL OFFICER’S LOG into old friends or romantic interests.

MAJOR BEATS KEY NON-PLAYER CHARACTERS


Adapt Pehava from Ferengi Menial on page 325 and Jigar
PEHAVA from Major Verohk on page 321.
The medical officer meets Pehava, the daughter of Ploom,
when she comes in complaining about having difficulty
swallowing. Pehava speaks openly about Ploom’s death and
the contract dispute between her and Jigar. Pehava claims that
CONCLUSION
the contract giving her controlling interest was electronically Jigar knows the location of a chroniton pocket in space, which
signed by her father aboard his ship, the Ferbok, shortly before the characters’ starship can confirm. He times his contract
he died of a heart attack and before the ship was docked at negotiations with business partners for when the ship passes
the station. However, when she went to produce the document through the pocket. As time freezes for five minutes and right
the timestamp had been altered to appear like it was signed before contracts are signed, Jigar uses a temporal wristband to
after his death. Research reveals that she is suffering from remain unaffected by the anomaly and makes key alterations to
stress-related symptoms along with temporal dysphagia. This the contracts giving him an advantage. His greed got the best of
anomaly should intrigue the crew and, if they contact Starfleet, him this time; he murdered Ploom with an injection of steroids
they will be ordered to investigate the matter. to the old Ferengi’s heart and, therefore, gave himself controlling
interest in a business worth billions in latinum.
INVESTIGATION
Characters may investigate. Pehava claims the contract was
signed at 1032 hours, Ploom died of a sudden heart attack at ADDING THIS MISSION TO YOUR CAMPAIGN
1034 hours, but the contract indicates it was signed at 1037
Use this mission to explore the intricacies of Ferengi law. For earlier
hours, which would make it invalid. Jigar cites Ferengi Rule
eras, make all relevant NPCs Orion.
of Acquisition #15, “Dead men close no deals.” Characters

012 STAR TREK ADVENTURES


GET STARTED ROLEPLAYING
IN THE STAR TREK GALAXY

The Star Trek Adventures Starter Set contains everything you need to begin
your journey to the final frontier:
Starter rules booklet: Gives you an overview of the 2d20 game system from
Modiphius Entertainment adapted for Star Trek Adventures , also used in
Dune, Mutant Chronicles, Conan: Adventures in an Age Undreamed Of, John
Carter of Mars, and the Infinity RPG.
A three-mission campaign booklet: Guides you through the rules as you
play, so you can begin exploring the Galaxy straight out of the box.
Character sheets: Provides 5 player characters and the crew»s starship for
the campaign, with rules references on the back.
Dice: 2 twenty-sided dice (d20s) and 4 custom six-sided dice (d6s).
Tokens for Momentum, Threat, and characters.
Two poster maps of encounter locations for the campaign.
TM & © 2022 CBS Studios Inc. © 2022 Paramount
Pictures Corp. STAR TREK and related marks and logos
are trademarks of CBS Studios Inc. All Rights Reserved.
A FULL RANGE OF BOOKS & ACCESSORIES
Starfleet Edition core rulebook These Are The Voyages: Missions Vol.1
The Klingon Empire core rulebook Strange New Worlds: Missions Vol. 2
Starter Set Shackleton Expanse Campaign Guide
Tricorder Collector's Edition Box Set Starfleet Edition Gamemaster Screen
Command Division Supplement The Klingon Empire Gamemaster Toolkit
Operations Division Supplement Command, Operations & Sciences Dice Sets
Sciences Division Supplement The Klingon Empire Dice Set
Alpha Quadrant Sourcebook Range of Miniatures Sets
Beta Quadrant Sourcebook Starfleet Geomorphic Deck Tiles
Gamma Quadrant Sourcebook Klingon Geomorphic Deck Tiles
Delta Quadrant Sourcebook ... and more to come!

AVAILABLE FROM MODIPHIUS.NET OR MODIPHIUS.US


OR VISIT YOUR FRIENDLY LOCAL GAME STORE

TM & © 2022 CBS Studios Inc. © 2022 Paramount Pictures Corp.


STAR TREK and related marks and logos are trademarks of
CBS Studios Inc. All Rights Reserved.

INDEX 311

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