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STA - Andromeda Mission Compendium
STA - Andromeda Mission Compendium
ELH
COVER ART
Martin Sobr
This content is available free of charge and licensed under a Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International License
Neither the author (ELH) nor the content within is endorsed, sponsored, or
affiliated with CBS Studios Inc., Paramount Pictures, Modiphius Entertainment,
or any STAR TREK franchise. The Star Trek® franchise and related logos are
owned and a registered trademark of Paramount Pictures & CBS Studios Inc.
Any trademarked names are used in a fictional manner; no infringement is
intended. This is a work of fiction. Any similarity with actual people and events,
past or present, is purely coincidental and unintentional except for those people
and events described in an historical context.
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Table of Contents
Introduction .................................................................................................................................................. 4
Andromeda ................................................................................................................................................... 6
Heart of Steel ................................................................................................................................................ 9
New Neighborhood ..................................................................................................................................... 16
Paradox ....................................................................................................................................................... 23
Muuat.......................................................................................................................................................... 28
Afterword .................................................................................................................................................... 35
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Introduction
Hello there! My name is ELH (or EGMH if you prefer) and I’m excited to bring you another mission
compendium. This particular set of missions has been designed specifically around a unique alien,
Andromeda, in the year 2381 and beyond. They were initially written and run for the Adiona group
which I was the Gamemaster (GM) for. It is my hope that by providing these missions to you that you
and your group will have just as much fun as ours did.
To explore strange new worlds, to seek out new life, and new civilization, to boldly go where no man has
gone before... These words have been uttered by some of the most influential Captains that Starfleet
has ever yielded. They embody Starfleet’s guiding principles, regardless of era. That’s why, when a
mysterious alien is discovered that claims to come from a place no one in the Alpha/Beta Quadrants has
gone before, Starfleet makes it a top priority to send a ship in that direction. It is a mission of
exploration as well as one of mercy, for the alien wishes to return home. Starfleet is all but happy to
oblige.
This book provides you, the GM or Player of Star Trek Adventures, the means to explore the journey to
take Andromeda home. Andromeda contains four full-length missions for use with the Star Trek
Adventures roleplaying game. Each mission has been designed to provide at least 3-4 hours of gameplay
for the average group of GM and Players. They are perfect for brand new campaigns, especially those
set in the Star Trek Online (STO) era.
How to use this book to know about the alien known as Andromeda.
This section is intended for Gamemasters Only,
Each mission is designed to follow from one but it’s not like I can stop you if you’re a Player.
another, meaning it’s highly recommended that
you play them in sequential order (though not Heart of Steel
necessarily back to back, save the last two) to
The Player Characters take on their new mission
fully appreciate and understand the storyline
to deliver Andromeda to her home. They’ll need
behind them. None of the missions require an
to transit through a portal before undertaking a
encyclopedic understanding of the Star Trek
voyage that would make the crew of the USS
universe, and all of them have been designed to
Voyager balk. Given the distances involved, the
stand independent of any episode or movie in
Players’ ship is outfitted with top of the line
the Star Trek canon. While these missions were
propulsion technology. Along the way to this
written for a specific era and location in mind,
portal, they test their newly-fitted Drive and
they can be adapted for other eras and other
help a planet experiencing a plague that’s
locations with a little work on the GM’s side of
turning people into machine-like husks.
things. GMs are also encouraged to modify any
of the contents within if they believe it would New Neighborhood
better suit their table experience.
Now that they are in an entirely new area of
Andromeda space, the Player Characters will need a local
guide. To that end, they must seek out the
Before beginning any mission briefing, this
services of the Frila. The Frila are the first
particular section details everything you’ll need
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friendly species the Federation has made Player Characters must weave their way
contact with on this side of the portal and are through this precarious situation before all hell
more than happy to provide a guide. However, breaks loose.
in the process of taking on a new crewmember,
the first hostile species encountered on this
side appears. The Toth, as they are known,
make it clear that they will not tolerate further
use of the portal. The Player Characters must
manage this diplomatic situation or else risk
losing their only way home!
Paradox
Muuat
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Andromeda Other Origins...
This section gives Gamemasters an overview of The Andromeda Galaxy might be out of
the alien known as Andromeda. Taking reach if you are not playing in the STO era
descriptions and data presented here can be a and/or using Pandora’s Gate. Or it could
great way to spruce up technobabble and (GM) simply be the case that you feel an entirely
monologues alike. As with all content provided new galaxy is a bit much. The Milky Way
in this book, you are encouraged to modify Galaxy is a big place, so Andromeda can
elements to better suit your own game. easily hail from some far-flung part of the
Gamma or Delta Quadrant. The key is to
First Contact pick a location that hasn’t been touched by
anyone in Starfleet and is far enough from
Andromeda was first discovered by the USS
other known species that it’s an entirely
Arcadia on Stardate 48579.4 (“Foundling”).
novel experience. You could even choose to
They were caught within the Arcadia’s warp
have her hail from something like a
bubble, caught in the wake after two millennia
subspace manifold!
of being adrift in space. It was discovered on
Stardate 48612.1 (“Conspi-Q-S”) that they were
not of the Milky Way Galaxy, partially because
Q showed up to make sure “’It’ did not slip Biographical Data
through.” Rather, Andromeda was from the
galaxy of the same name. With no memory to Andromeda stands approximately 2.2 meters
call her own, Andromeda took their name and tall (7’2”) with a lithe body to match it. Her
remained aboard the Arcadia until the ship was form is feminine in nature, every single inch of
called to assist with the Dominion War. She it covered by a second skin that is her biosuit.
then became a guest of the Daystrom Institute Every so often there’s a series of purplish, bio-
until such a time as it became possible to take luminescent lights across her suit. The suit itself
her home. is bonded with Andromeda on a molecular
level. It’s unclear whether it, her specifically, or
both are biomechanical in nature.
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languages simply by observing them in use for a
Andromeda (Major NPC)
long enough period of time.
Traits: Dohrnii
Beneath her helmet is a human-like head. She
has two pupils per eye rather than the usual Values:
one. Both glow with the same bio-luminescent • My future is unwritten
energy as her suit. Her jaw is split into four • The hazy memory of my past may provide
guidance
parts, though normally the only external • I am not along anymore
indication of this are prominent, sharp teeth
that line where cheeks normally would be. Attributes
Finally, she has ear-length, jet-black hair with
Control Fitness Presence
two bangs in the front that fall to her shoulders.
10 10 8
She does not reveal her face to anyone unless Daring Insight Reason
she chooses to court them. As is covered in the 9 10 11
next section, that isn’t something that is
Disciplines
undertaken lightly.
Command Security Science
The Dohrnii
1 4 4
Andromeda has little to no memory of her Conn Engineering Medicine
people. She does not even know their proper 1 1 5
name (i.e. “Dohrnii”). What she does know is
that her people are healers. Their medical Focuses: Xenobiology, Regenerative Medicine,
Bioengineering, Agronomy, Survival, Empathy
technology is known throughout the
Stress: 14 Resistance: 2*
Andromeda Galaxy as being able to cure any
Attacks:
disease, plague, or mutation. Even a farmer like * Unarmed Strike (Melee, 5A, Knockdown)
her knows enough about biology to show up * Shining Finger (Melee, 7A ,Intense, Debilitating)
Starfleet’s finest with a minimal level of study.
Yes you read that right: Andromeda believes Talents:
ADAPTIVE SKIN
her past life was that of a simple farmer. And 2 Resistance to all energy weapons (Applied above)
yet her knowledge is so far beyond the
FAST RECOVERY 2
Federation’s in the realm of medicine that she
Andromeda recovers from stress and injury quickly. At
could perform surgery with her eyes closed. the start of each of her turns, she can roll 2 CD. If she
rolls an effect, she regains 1 Stress per effect up to her
Background normal maximum. Also, if she's injured at the star of
her turn, she may spend two Momentum to remove
SPOILER WARNING: If you’re a Player and
that injury.
reading this, skip ahead. Otherwise you will
QUICK STUDY
receive spoilers for the Muuat and Of Gods and
When attempting a Task that will involve an
Men missions. This information is provided here unfamiliar medical procedure, or which is to treat an
rather than later so as to help Gamemasters unfamiliar species, ignore any difficulty increase
better roleplay Andromeda. stemming from Andromeda's unfamiliarity
I KNOW MY SUIT
The Dohrnii were one of two creator races
Whenever Andromeda attempts a task to determine
produced by the Andromeda Galaxy. These two the source of a technical problem with her suit, add
races were radically different – one being one bonus d20
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traditional humanoid and the other energoid. To show one’s true self beneath the suit is to be
The latter thrived on radiation and viewed the utterly vulnerable. Thus, the only other
former, the Dohrnii, as dangerous and in the individual a Dohrnii shows themselves to is
way. At first, the two races seeded the galaxy someone they trust without any reservation.
until they could no longer ignore one another.
The Dohrnii do not exist among any particular
They could not co-exist peacefully, leading to a
stars or worlds. Instead, they travel about in
galactic war. The Dohrnii won, driving the
great flotillas throughout the Andromeda
energoids out to the fringes of the galaxy. The
galaxy. They have learned many tricks in dealing
energoids languished with the lower rad count
with the increasing radiation from the
of the cold outer stars.
energoids, one of which masks their ships to be
In their anger and bitterness, the energoids almost entirely undetectable. One must have
conceived a great and terrible revenge. They the proper frequency to unmask their ships or
secretly began to use advanced technology to otherwise send out a beacon to draw them in.
slowly increase the radiation throughout the
entire galaxy. The goal being to either kill or Playing as Andromeda
drive out the Dohrnii and leave it open for the Andromeda is best thought of as a cultural
energoids alone. Much to their annoyance, outsider with amnesia. While she has learned
though, the Dohrnii adapted. So the energoids some things about the Federation, there’s still
continued to pump the galaxy full of radiation quite a large amount of things she doesn’t
to this very day. know. It’s not uncommon for her to miss certain
Useful tidbits social cues or references. And to make matters
worse, she doesn’t know but a few things about
Much like a certain species of jellyfish found on herself.
Earth, the Dohrnii can live indefinitely. They
accomplish this by reverting back to polyp-like All that said, Andromeda is a kind, if bold,
phase and regrowing to maturity. They can still individual. They act on gut instinct sometimes,
die from injury or disease, meaning they took especially when the situation calls for drastic
great measures to prevent either. That led to action, medically or otherwise. Her peers view
the same technology that sheathes her as quiet and mysterious. The reality is she
Andromeda’s body. All Dohrnii possess such a can be quite inquisitive and open if approached.
suit, each unique in design. Given her outward appearance, though, that
doesn’t happen often. To put it another way,
Each suit is capable of sustaining a Dohrnii she’s a loner by happenstance, not because she
indefinitely throughout any stage of their life. It chose to be one.
also comes equipped with baseline defensive
traits such as energy dissipation and the means For the duration of the mission to take her
to channel energy into one’s hands. Once home, Andromeda is considered to be an
charged, a strike from a single finger is enough Ambassador with all the rights and treatment
to knock out most humanoids. This draw upon that come with it. However, she is more than
the Dohrnii’s energy reserves, though, meaning eager to aid on any Away Mission, to assist in
they cannot perform this action for forever. Sickbay, or to provide input during Senior Staff
meetings.
Interpersonal relationships between the Dohrnii
are a rarity. At best, a Dohrnii has 1-2 close
friends and a handful of other acquaintances.
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•
Heart of Respond to any distress call and provide
assistance
Steel • Do not allow the outbreak on Ollarth II
to spread beyond the planet
Synopsis
Adapting this mission
The Player Characters are waiting for the final to other eras
modifications needed for their vessel to support
Key to this mission and those moving forward is
Quantum Slipstream Drive (QSD). As they wait,
the Quantum Slipstream Drive. QSD was first
they receive a briefing from Admiral Astier
deployed by the Federation in 2381, and by the
about their new mission. This mission is to take
STO-era most ships possessed the ability.
Andromeda home, wherever that might be in
Without it, the distances involved with the
the Andromeda Galaxy.
journey to take Andromeda home are simply
Once introduced to Andromeda, the Players’ too great. In earlier eras you will need to
ship is ready to launch. Their destination is a provide some sort of warp engine upgrade and
portal that links both galaxies. Along the way reduce the distances between key points.
the Player Characters will need to work out any Though like most things Trek, travel time goes
kinks with QSD. However, before they can finish at the speed of plot!
the preliminary leg of their journey, a medical
GM Sidebar
emergency arises on Ollarth II. Between QSD
and how Starfleet has deployed ships in the The initial part of this mission introduces the
area, the Players’ ship is the closest and thus Player Characters to Andromeda and sets the
must respond. stage for their mission moving forward. The
Once at Ollarth II, the Player Characters learn briefing the Players receive assumes they will
that a mysterious plague has broken out. Those be using Pandora’s Gate as was mentioned
affected have their biological components earlier in this book. If you have a different
slowly converted to mechanical ones. This starts method of travel to the Andromeda Galaxy (or
with extremities and moves up limbs until it you’re sending the Players elsewhere) you will
reaches the brain. Once the brain is converted, need to substitute such for the Gate during the
the now-machine husk crumples and dies on briefing.
the spot. For the moment this plague has been You may wish to introduce additional “learn-by-
contained to the southern peninsula, but no doing” type tasks for beginner groups before
one knows how it spreads or how to begin they arrive at Ollarth II.
treating it.
As for the outbreak on Ollarth II, it is designed
Engineers and Doctors alike must work together to test Engineers and Doctors alike. It may be
in order to stop this outbreak before it wipes tempting to simply throw Andromeda at the
out the entire colony. If they’re not careful, this problem and wait, but that doesn’t make for
phenomenon could very well transfer to their good roleplay. This is covered later on in Act 1
ship and beyond! Scene 2.
Directives
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Act 1: A Fresh Start Traits: Advanced Deflector, Prototype
Departments
Command Security Science
1 1 2
Conn Engineering Medicine
CAPTAIN’S LOG 3 3 2
Captain’s Log, Stardate 58101.2 Talents:
Quantum Slipstream Drive
The crew and I are waiting for the This vessel is outfitted with QSD technology. To
final touches to be put on the ship’s initiate slipstream, whichever character is
operating the Helm must spend Power equal to
refit. Once finished, we will be one of
the ship’s scale, and attempt a Control + Conn
the first Starfleet vessels to employ Task with a Difficulty equal to the ship’s scale,
Quantum Slipstream Drive. The assisted by the ship’s Engines + Conn. One other
opportunities presented by this character may assist with Control + Engineering or
propulsion technology are Control + Science. Finally, the ship must maintain
numerous, and the crew is eager to a Power level equal to or above twice the ship’s
Scale, otherwise the slipstream collapses.
go where no one has gone before.
QSD can only be used for a maximum of 60
Before we go anywhere, though, the
minutes at a time (about 300 lightyears).
senior staff and I have a meeting Following its use, the ship must restore its power
with Admiral Astier. She will be reserves and check the hull for micro-fractures
briefing us on our mission as well as (e.g. a fancy way of saying it has a cooldown).
introducing us to an Ambassador This downtime is at the GM's discretion.
we’ll be ferrying along the way.
QSD and You
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Scene 1: The Briefing but even something like using her as the
Comms Officer would suffice.
The scene starts off with the Player Characters
waiting aboard Starbase 61 for the refits to This scene ends with Astier bringing the
their ship to be finalized. This is a good meeting to close by handing the Commanding
opportunity for them to handle any affairs that Officer a text copy of their official orders.
may be affected by their long absence. They’re fairly straight to the point:
Alternatively, if this is the start of a fresh
• Return Andromeda to her people
campaign, the time could be used to introduce
• Make peaceful First Contact with
the crew to one another.
species of the Andromeda Galaxy
When it feels thematically appropriate, the • Do not start any wars or conflicts that
Player Characters receive a summons from will bleed back to the Milky Way Galaxy
Admiral Astier to report for their mission • Uphold the Prime Directive and
briefing. Astier is a fairly well-built Human Starfleet General Orders
woman with clear Nordic blood in her heritage.
She commands a room not just by words and Scene 2: Distress Call
rank, but by her imposing physical presence. It’s not long after this meeting that the Players’
This fact can be used to further outline ship is ready for departure. They’re free to
Andromeda when she steps into the room. head towards Pandora’s Gate at their leisure.
Astier begins the briefing by outlining QSD would get them there in less than 15
Andromeda’s history as Starfleet knows it (See minutes, so it’s really just a matter of whether
p. 6). Starfleet has decided that with recent the Players feel like testing out.
technological developments (i.e. QSD) that the Regardless of how the ship is traveling, it picks
attempt can be made to take Andromeda up a distress call coming from Ollarth II. Ollarth
home. From what little Andromeda knows of II is a Class-M world with a colony of about
her kind, it’s projected that they are near the 100,000 individuals. Its chief export is
center of the Andromeda Galaxy. As Pandora’s Tritanium, a widely-used construction material.
Gate (or whatever you’re using to transplant This Tritanium is vital to the operation of nearby
the ship) is on the edge of the galaxy, this is a starbases and shipyards, including Starbase 61.
significant distance. It will likely be a multi-year
mission, requiring the crew to find ways to A middle-aged Human male appears on screen
resupply on their own. once the distress call has been answered. He
identifies himself as Dr. Tomias Jefferson, Chief
It is at this point that Astier calls in Andromeda. Administrator of Medicine for the Ollarth II
Andromeda has about a foot on the Admiral, colony. He looks like he’s been up a few days
but stands out mostly due to her alien straight and confirms as such. Jefferson is
appearance. She politely introduces herself to sending out a distress call because of a
all present and thanks them all for making the mysterious plague that is affecting the southern
effort to take her home. She also makes it clear peninsula of the main continent.
that she does not want to be treated as an
Ambassador. Instead, Andromeda would like to In short, people are being slowly turned into
help out with ship functions in whatever way metal. It begins with their extremities (fingers,
the Player Characters see fit. She would best fit toes, etc.) and progresses inwards towards the
in Sickbay given her innate knowledge and skill, rest of the boy. The process is strangely not
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painful, and those affected report that they’re GM Sidebar
still able to feel and otherwise control affected
limbs. However, once this process reaches the This aggressive timeline is meant to pressure
brain, the now completely metal husk dies on the Players. It can be adjusted, but in general
the spot. this pandemic spreads quickly. For all Extended
Tasks in this adventure, the recommended
For now the colony has been able to quarantine time-per-interval is 30 minutes, meaning that a
the southern peninsula. But with no knowledge single attempt at the Task takes 1 hour (2
of how this phenomenon spreads or how to intervals)
treat it, Jefferson believes it’s only a matter of
time before the entire colony is affected. He As this timeline suggests, the Quarantine does
implores the Player Characters to get there as fail at T+14 hours, but only for the colony. It’s
fast as possible. not until T+22 hours that people start to try and
escape the planet. It is at that point that
How the Players decide to traverse the distance General Order 24 must take place. General
to Ollarth II colors the adventure moving Order 24 is an order to destroy all life on an
forward. In fact, the distress call begins a entire planet, given only if a commanding
hidden timer for this plague to consume the officer deems that a society poses a clear and
entire planet. Refer the following timeline for present danger to the Federation. This infection
guidance as needed: cannot be allowed to leave the planet.
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Act Two: The Plague normal biological matter and turning it into
Chromium-54. Normally, Tetryons occur only in
Scene 1: Research subspace environments. Yet the microbe
Scenes 1 and 2 can effectively occur at the same appears to be otherwise stable. Something is
time as one another. GMs may wish to bounce allowing it to exist in normal space.
back and forth between locations/parts of the It is at this point that both Science and
Party to keep the tension high and everyone Engineering oriented characters can begin to
involved. flourish. The Science Team will have to begin to
The Player Characters are going to need several look for whatever is keeping the microbes
things if they want to start making headway on anchored in reality, while the Engineers figure
identifying and curing this pandemic: out a way to rig up a way to disrupt the
microbes using exotic radiation. The former is
1. Scans of the infected prior to when covered first.
symptoms developed
2. Scans of the infected after symptoms Someone using the Science or Ops station on
developed the bridge can run a sensor sweep of Ollarth II
3. Samples of the metal the infected are and the surrounding system to check for any
being turned into anomalies. This is another Extended Task, with
4. Samples of the planet’s air and water a Work Track of 8, a Magnitude of 2, and a Base
5. Samples of the colony’s food supply Difficulty of 2. The default Task is Reason +
Science, assisted by the ship’s Sensors +
Given how Starfleet Quarantine Procedure Science. Success reveals that the planet is stuck
works, this means that Medical personnel must in what’s known as a Subspace Sandbar. In
work either in isolated shuttlecraft or on the short, the area between space and subspace
surface itself. Actually beaming the samples into has become unstable, allowing a subspace layer
Sickbay will cause a ship-wide outbreak to extrude into normal space. This is likely the
eventually, regardless of how many force fields source of the strange microbes and why they
are put in place. Information can be fed back to are able to exist in realspace.
Sickbay so that ships with the Advanced Sickbay
talent can provide assistance. With this new knowledge in hand, the Engineers
can work hand in hand with the Scientists to
Once the above is within arm’s reach of the begin breaking up this subspace sandbar. This
Medical personnel, call for an Extended Task. It Extended Task has a Work Track of 12, a
has a Work Track of 12, a Magnitude of 3, a Magnitude of 4, a Base Difficulty of 4, and a
Base Difficulty of 4, and a Resistance of 1. The default Task of Reason or Daring + Science or
default Task is Insight or Reason + Medicine. If Engineering. This is to represent the Player
the Players have not succeeded after 5 hours, Characters crunching numbers and coming up
then this Difficulty goes down by -1 and the with innovative ways to affect subspace.
Resistance vanishes. This is represented by Alternatively, if the Players come up with a
more data, samples, and scans being available particularly good-sounding technobabble
of the infected. method, skip this Extended Task and move on.
Success on this Extended Task successfully A potential solution to the above that may be
identifies the cause of the plague: A Tetryon- used is initiating an Inverse Warp Cascade. This
based microbe. This microbe is consuming will disrupt the sandbar and hopefully send the
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microbes back where they belong. However, to out some ground-level style conflict for a key
cover an entire planet with the effect, the ship’s area. It’s recommended that GMs use the stats
engines must be pushed far past the red line. for a Starfleet Science Officer (CRB p. 315) for
This is represented by a Daring + Engineering the colonists, and to field double the normal
Task, assisted by the ship’s Engines + amount of Minor NPCs usually advised for their
Engineering, at a base Difficulty of 5. It also Players (CRB p. 300).
consumes 5 power from the ship per attempt.
The second method is by doing an Extended
Unlike normal, where a Player could perform a
Task with a Work Track of 10, a Base Difficulty
Power Management Task, it takes two intervals
of 3, a Magnitude of 3, and a Default Task of
of time to recharge power fully. This time
Presence + Security. Narratively, this means the
should be modified by GMs to suit the Players’
Player Character in charge of security is
ship and any ongoing circumstances.
coordinating security teams and directing
Passing this Task effectively breaks up the resources where needed to contain the riots.
Subspace Sandbar and sends the microbes
Just remember: At this point in the timeline, the
causing this plague back to subspace. This has
entire planet is infected, meaning anyone who
the effect of instantly killing any metallic
goes down to the surface cannot return to the
zombies that may be out, as well as stopping
ship until cured.
the infection at whatever stage it happens to be
at in the populace. Scene Three: Zombies
Scene Two: The Riots At 17 hours past the distress call, the dead
begin to rise. The first colonists that were
If the spread of the plague has not been
infected and then perished return to life in a
stopped by 14 hours after the initial Distress
purely metallic state. They speak a language
Call, riots break out across the colony. The
that does not work via the Universal Translator,
Player Characters cannot be everywhere at
and are otherwise aggressively violent. They do
once, and must pick and choose what areas of
seem to possess intelligence, though, as they
the colony to protect. This could mean they
coordinate efforts to topple any safe houses,
focus purely on the research labs where Dr.
controlled areas, etc. If need be, use the stats
Jefferson is working, on the colony’s
for a Starfleet Security Officer (CRB p. 314) plus
governmental staff, on the spaceport, and so
a Resistance of 1 to represent these metallic
on. GMs are encouraged to make up locales as
zombies in combat.
seems thematically appropriate to the situation.
Anyone injured in melee by these beings must
Dispersing the riots should be somewhat of a
test a Fitness + Security at Difficulty 2. Failure
morale quandary. These are Federation citizens,
means that they are now in the process of
but if they are not stopped they will destroy the
turning into a metallic being themselves.
colony. It’s the same kind of difficult situation
Police and/or the Military in the real world face GM Sidebar
when confronted with riots. If the response is
not appropriate then there will be inquiries and How you enforce the fact that the zombies are
possible court martials. to be feared and otherwise eradicated depends
on you. Classic zombie movies may prove a
The actual act of disrupting the riots can be good source of inspiration.
handled one of two ways. The first is by playing
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Scene Four: Escapees Debugging
At 22 hours past the distress call, the metallic No adventure runs smoothly when Players are
populace attempts to break the planet-wide involved. Some common pitfalls and potential
quarantine via shuttlecraft. Their ship must be solutions are presented here:
destroyed to prevent the spread of the plague.
One of the Player Characters got infected and
Mechanically, this ship is represented by a
they are running out of time before General
Danube-class Runabout (CRB p. 235) with the
Order 24 has to be carried out!
Passenger Transport module.
This could be a good source of drama and
Act Three: Conclusion
tension if played right. Will those in Command
How events resolve themselves in this act break protocol to save their fellow crew? Or will
depends on how successful (or not) the Players they be resigned to their fate? However, it may
have been. not be fun for a Player to lose their character to
something that may have been out of their
The Sandbar is Gone control. In such an event, the Deus Ex Machina
If the Subspace Sandbar has been disrupted, of Andromeda that was mentioned in Act 1
then the infection has stopped. However, the Scene 2 could be used.
symptoms (i.e. conversion to metal) is not The Players succeeded, but one (or more) of
reversed. This could be the jumping point for them is now partially metal!
further medical endeavors, or the Players may
decide to simply send a request to Starfleet for Another good source of potential RP and drama.
a proper medical research team to come to This also gives the Medical Characters
Ollarth II. It is possible for those characters on something to work on. If nothing else,
the surface to return to the ship without worry Andromeda will be able to fix them in time,
of infecting their fellow crew. whether that be between sessions or
somewhere down the line.
The Clock Strikes
The metal zombies escaped into space!
Midnight
Though the Players do not know it, any zombies
If the Players do not resolve the situation within
that get more than half of lightyear away from
22.5 hours of the initial distress call, then
Ollarth II die on the spot. Without the subspace
General Order 24 must be enacted. Otherwise,
sandbar to sustain them, they cannot survive.
the metallic beings will eventually break free of
This could be a source of worry for the Players
the planet-wide quarantine and spread this
and should be encouraged.
phenomenon to other worlds. How General
Order 24 is carried out depends on the ship, but
usually a barrage of torpedoes would do the
trick. A gross loss of life to be sure, but a
necessary one to protect the greater
Federation. No negative reputation should be
imposed for this act unless the GM is feeling
particularly vindictive.
15 | P a g e
New this mission can be easily adapted to other eras
by modifying the Toth stats in Act 2.
Neighborhood GM Sidebar
16 | P a g e
Act 1: The Plunge Scene 2: Zaix’s
17 | P a g e
(pronounced Fry-la) and the Toth. Both • If the Player Characters would like a
species are capable of faster than light guide or simply a pleasant first port of
travel. call, they will want to take their ship to
• The Frila are the descendants of the Fril, the homeworld of the Frila. There
Friequa, the species that built Pandora’s they will want to talk to Samisia, the
Gate and were behind most of the Consulate General.
wonders found in the Sabine Expanse.
Finally, there is the “unofficial order.” This order
The Frila are therefore very much like
is the destruction of Pandora’s Gate should
Milky Way species in their mannerisms,
there be an overwhelming threat to the Milky
i.e. open, trusting, and cooperative.
Way Galaxy from whatever the Andromeda
They were more than happy to interact
Galaxy has in store. That includes the Planet
with the Lysithea’s crew and provide
Killers on the other side. If they are reactivated
whatever aid was needed.
then the Gate must be brought down.
• The Toth, however, are like Klingons
prior to the Khitomer Accords. That is to GM Sidebar
say they are rather confrontational and
territorial. The very first encounter with Whether or not you have Beckett reveal the
them nearly ended in a firefight. Their fact there are Planet Killers is entirely up to you.
weapons and defenses were on par It may prove more interesting from a
with the Lysithea’s. roleplaying perspective to simply hint at their
• Though the Lysithea never encountered existence without actually saying what they are.
them, there were indications that the If you want more information on Planet Killers
Kelvan Empire still existed in in general, reference CRB p. 339.
Andromeda. The Kelvans were first Scene 3: The Gate
encountered by Starfleet in the days of
Captain Kirk and his legendary five-year It takes about 5 days at maximum warp (or a
mission. They believe in their innate quick QSD jump) to reach Pandora’s Gate from
superiority and deem it that the fate of DSD. Upon arrival, the Players find a Subspace
lesser species is to be conquered and Node. This node is a “bubble” of curved space-
ruled. The Kirk-encounter indicated that time that results in an area of space devoid of
the Kelvans were attempting to flee stars or stellar bodies. Such nodes have been
Andromeda due to growing radiation encountered before by both the original NX-91
levels, though all signs in Andromeda and Voyager. Were it not for a series of
seemed to indicate that the Kelvans navigational buoys set up by Starfleet, it would
were expanding their empire towards be very easy to get lost in there.
the fringes of the galaxy.
The Players must enter this Subspace Node in
• Communication back to Starfleet is not
order to reach Pandora’s Gate. After a
possible from the other side of
subsequent 3.5 days of traveling, they arrive at
Pandora’s Gate. This is similar to how
the outer-rim of the Gate’s defenses. Read or
the Bajoran Wormhole did not initially
paraphrase the following:
allow real-time communication
between the Alpha and Gamma Sensors begin to detect a strange structure
quadrants. surrounded by all manner of Starfleet turrets
and other defensive platforms. The structure
18 | P a g e
itself is composed of eight components that single Planet Killer in the Milky Way is quite
interlock with great circular motions. These infamous. Some characters may take issue with
motions generate what could be best described the fact Starfleet is taking a risk by leaving
as a subspace portal at the center of the Pandora’s Gate open.
structure. This portal is what connects this
Once the decision to proceed out into open
Subspace Node to a similar one in the
space has been made, read or paraphrase the
Andromeda Galaxy.
following:
The Starfleet defenses query the Players’ ship
Like lights flickering into existence, the
for the proper access codes, which they have in
viewscreen begins to fill with stars as you leave
their possession. Once provided they are
the Subspace Node behind. The stars here a
cleared to go through the portal. Read or
drastically different. So much so, in fact, that
paraphrase the following once they are on the
the computer has to be switched from “Milky
other side of the gate:
Way mode” to “Andromeda mode” in order to
Unlike the Subspace Node you just left, this one properly navigate. Once recalibrated, the
is only about a lightyear across. The portal you sensors report increased ambient delta
just came through, Pandora’s Gate, and its radiation. It’s nothing the deflector can’t
defenses are all sensors report at first. However, handle, but if it ever fails then the crew will have
the longer you scan, the more you come to to start worrying about exposure.
realize there are husks of neutronium floating in
the void. It doesn’t take long for the computer GM Sidebar
to identify them as Planet Killers. They’re This ambient radiation is kept at bay so long as
gathered together and surrounded by a the Players’ ship has at least 1 point of Power
minefield, though given their broken state it and the deflector is undamaged. This extends to
does not seem that their reactivation is likely. shuttlecraft as well. Planets with an atmosphere
It may be interesting to see how each Player can also provide protection.
Character reacts to this revelation. After all, the
The Frila
The Frila are a lithe humanoid species that stand anywhere between six and eight feet tall.
They possess large, elven ears, a long, slender tail, black sclera, and digitigrade feet that end
in three claws. Their skin tends to be ashen in color and their hair dark. Traditionally they
wear a bodysuit with a traveling cloak laid over top.
The Toth
The Toth are also humanoid, though their frames are much more muscular. They also
possess the same style of digitigrade feet, though they do not have a tail or any visible ears.
Instead, their raptor-like heads have six tendrils (three to a side) with a tuft of wiry hair
usually kept short. Their hands only have three fingers, and their skin is a muted blue.
19 | P a g e
Exposure to the radiation is not instantly
Iha (Major NPC)
troublesome. It can be handled with traditional
medical treatments such as hyronalin for the Traits: Frila
first twelve hours. After that arithrazine must
Values:
be used. How specific you track this sort of
• Always know where the exit is
thing depends on what sort of feeling you want • Never let your guard down
the Players to get from the Andromeda Galaxy.
It’s meant to be inhospitable to a point, but not Attributes
so much so that the Players start to feel Control Fitness Presence
constantly “under attack.” 9 9 8
Daring Insight Reason
12 9 9
Act 2: Meeting the
Neighbors Disciplines
20 | P a g e
given the potential time save, it’s worth at least If the Player Characters do not succeed on this
meeting the Toth and seeing where things may Task then the Toth fire a warning shot across
lie. the bow of the Players’ ship. Another attempt
can be made at diplomacy, but now at a
Scene 2: The Toth Difficulty of 4. Failure on this Task means that
Reaching the border of Toth space is fairly quick Starship Combat breaks out. The Toth aim to
all things considered. It only takes about half an disable the Players’ ship rather than destroy
hour of waiting before the Toth show up. If the outright. As such they focus on Engines and
Players’ ship is Scale 4 or lower, only one Weapons. Once these two are disabled, the
Seraph Scout arrives. Otherwise, two or more Toth tractor beam the ship and start towing it
Scouts show up with weapons charged. back towards Pandora’s Gate. The Scout(s)
attempt to flee the battlefield at warp if the
Seraph Scout Players are able to cause two or more breaches
Systems to them.
Comms Engines Structure
If the Player Characters do succeed at
7 8 7
diplomacy then this becomes a social conflict
Computers Sensors Weapons
7 8 9 instead. The goal here is to convince the Toth
Departments that Starfleet is not here to fight or start any
Command Security Science wars. There’s two ways to go about this social
1 2 1 conflict. The first is simply playing out the
Conn Engineering Medicine conversation via pure roleplaying. The second
2 3 1 option is to do an Extended Task with a Work
Scale: Resistance: Power: Shields: Track of 12, a Magnitude of 3, a Base Difficulty
3 3 8 9 of 4, a Resistance of 1, and a Default Task of
Disruptor Banks (Energy, Medium, 6 CD, Reason + Command.
Vicious 1)
Spatial Torpedo (Long, 5 CD, High-Yield) GM Sidebar
21 | P a g e
withdraw. They do not grant the Players access
to their space.
Debugging
22 | P a g e
GM Sidebar
Paradox
Time travel can be a tricky subject to handle
Synopsis with even the best group of Players. Both this
mission and the next touch upon it in some way
The Player Characters detect a recently-formed
so you will need to be prepared for the Players
neutron star along their route and divert to
to start wondering about paradoxes and other
investigate. In the process of scanning the star,
effects of time travel. The “easiest” approach is
they find a derelict Federation shuttlecraft
to take a page from Doctor Who and handwave
slowly falling towards it. After recovering this
any problems by saying time is a bunch of
shuttlecraft and running some scans, it’s
wibbly-wobbly, timey whimey stuff.
determined that this shuttle comes from the
Players’ ship, albeit from the future. It contains That said, this adventure can be on the shorter
a warning about a Toth ship that will be trapped side if the Players do not spend the time to
by the neutron star’s gravity well in the near roleplay and debate how best to proceed. You
future. In the process it will signal distress and may want to have a B Plot ready in such an
include the fact that the Players’ ship was there. event.
The Toth will then use this as an excuse to
mount an attack on the portal that leads back Connecting to other
to the Milky Way. Adventures
The Players must navigate the Temporal Prime If you are running the adventures in this book in
Directive and weigh whether violating it is in sequential order, then the Players may have a
their best interests. complication from the New Neighborhood
mission when it comes to dealing with the Toth.
Directives Alternatively, they may be on better terms with
In addition to the Prime Directive and the the Toth, making this mission even easier.
Temporal Prime Directive, the Directives for this
mission are:
23 | P a g e
Act 1: Starbound the Impulse Engines may take on
additional strain during any exit
maneuvers.
24 | P a g e
engines are all but running on empty. But Daring + Engineering. There is only enough
what’s really important is the fact that this very power left to attempt this Extended Task six
same shuttle is currently sitting in the Players’ times before all data is lost. If the Players try to
ship! hook up a backup power supply, roll a single
Challenge Die. On an effect, the consoles spark
Scene 3: Recovery and burn out as the power surges. All other
Recovering the shuttle can be accomplished results buy the Players another two attempts.
multiple ways. The simplest method is to Success of this Extended Task yields a complex
tractor it into the shuttlebay. Wary Players equation and set of modifications to normal
might prefer to transport someone over in an Quantum Slipstream Drive. The purpose of
EVA suit before bringing it aboard. Beaming these modifications is unclear and requires
inside skips this scene for the most part, further research. Specifically, an Insight +
whether the shuttle is floating in space or in the Science Task, assisted by the ship’s Computers +
shuttlebay. Science, at Difficulty 4. Success here reveals
Otherwise, the Player Characters find that the that these changes could theoretically turn QSD
shuttle’s access way is jammed closed. It takes a into an unstable time travel corridor.
Control + Engineering Task at Difficulty 2 to Activating the holoemitter activates the
bypass the door’s controls and free it up. This “Emergency Science Hologram,” complete with
Succeeds at Cost, with complications meaning the phrase “Please state the nature of the
that the power loss associated with opening the scientific emergency.” The hologram identifies
door causes some sectors of the shuttle’s themselves as Lieutenant Connery. They come
computer to be wiped. from the future, but that’s all they’re able to
Alternatively, forcing the door open manually remember. They know there’s something very
involves a simple Fitness + Security or important they need to tell the Player
Engineering at Difficulty 1. Characters, but they cannot remember what.
Self-diagnostics report that their matrix has
Act 2: Message in a been corrupted due to age.
Bottle
Fixing Connery’s matrix is rather involved, and
Scene 1: The Bottle would give Players not involved with the task
time to do other things. The actual act of repair
The interior of the shuttle looks about as bad as is an Extended Task with a Work Track of 12, a
the exterior does. Wires and panels are strewn Magnitude of 4, a Default Difficulty of 4, and a
about, the air is stale, and the consoles flicker Resistance of 1. The Default Task is Control +
with what limited power remains. A careful Engineering, assisted by the ship’s Computers +
inspection reveals that there is a holographic Engineering. Each attempt takes about an hour.
mobile emitter in the pilot’s chair. Complications mean that part of Connery’s data
Attempting to pull data off the shuttle’s is lost, which could make things worse for the
computer core is made difficult by the advanced Players!
age, low power, and corrupted sectors. Thus, a
Scene 2: The Message
Timed Extended Task is in order, with a Work
Track of 14, a Magnitude of 4, a Base Difficulty With Connery repaired, they are able to tell the
of 5, a Resistance of 1, and a Default Task of Player Characters what their purpose was and
25 | P a g e
how they came to be in the shuttle to begin Directive, but not acting on it means possibly
with. In short, the Players’ ship was returning condemning an entire species and opening up
from the center of the Andromeda Galaxy the Alpha Quadrant to attack. Additionally, the
several years into the future. They came upon Prime Directive itself means that interfering
the edge of what used to be Frila space; with the “natural” development of a species
however, the Frila had all but been wiped out isn’t allowed, even if that means the death of
by the Toth. Their territory had been annexed another species. Without an actual plea from
and blockaded against incursion on all sides. the Frila, Starfleet’s hands are tied. This isn’t
And to make matters worse: The Toth were Federation space so the Players do not have
preparing to mount an assault on the Alpha jurisdiction here.
Quadrant via Pandora’s Gate.
This should lead to interesting discussions and
Connery is very specific not to reveal any names roleplay about how to proceed. At some point
as they state that the senior staff considered all during this conversation, Connery informs the
of their options carefully. It was decided that Player Characters that their matrix will be wiped
they would try and pinpoint if there was any in one hour’s time in accordance with the
specific event in history that led to the Toth Temporal Prime Directive. This cannot be
expansion or if it was simply an inevitability. delayed except by turning Connery off. Even
Without revealing the method by which this then, the countdown timer resumes once they
information was obtained, Connery says that are reactivated.
the crew was able to narrow it down to one
event with a 96.3% probability of being correct. Scene 2: The Kutsun
The event is the disappearance of the Toth ship At a dramatically appropriate time, sensors
Kutsun in 2381 (or whatever the current year detect that a vessel has just dropped out of
is). It was listed as missing about a month after warp on the edge of the system. They’ve
the Players’ ship left QSD range of Pandora’s scanned the area and are moving towards the
Gate. Its previous location happened to be the Players’ ship at a rapid pace. A Reason or Insight
very same system the current Adiona is in. + Conn Task at Difficulty 1 confirms that this is
Though they could not be 100% sure, the future indeed the Kutsun.
crew surmised that the Kutsun might have Those who are paying attention may realize
gotten ensnared by the Neutron Star. that this is the beginning of a paradox. The
Unforunately, a Toth attack necessitated Kutsun is being drawn in by the Players’ ship,
moving up plans to send someone back in time. which is only there due to the shuttle from the
The last thing Connery saw was the Players’ ship future, thus leading to its disappearance. If
valiantly fending off three Toth cruisers while Connery is still active, they have no data about
their shuttle went into the Temporal Vortex. this event.
Act 3: Decisions If the Player Characters are in good standing
with the Toth, then a simple message to the
Scene 1: The Prime
Kutsun’s commander, Ababai, is all it takes to
Directives divert the Toth away before they’re trapped by
The above information should give the Players the gravitational well of the Neutron Star.
something to deliberate about. Acting on this Ababai is here to investigate the system for
information would violate the Temporal Prime possible Toth annexation.
26 | P a g e
Otherwise, this could lead to open conflict. Modifying the ship’s QSD (or outfitting a shuttle
Destruction of the Kutsun would be the same as with such) would take more time than the
letting it get trapped, so any starship combat Players have before the Kutsun arrives.
that results must be focused on luring the Toth
The Kutsun is beating the crap out of the
away from the Neutron Star, by force or
Players!
otherwise.
Commander Ababai’s goal is to cripple the
Kutsun Players’ ship, not outright destroy it.
Systems
Comms Engines Structure
9 9 8
Computers Sensors Weapons
8 8 11
Departments
Command Security Science
2 3 1
Conn Engineering Medicine
2 1 1
Scale: Resistance: Power: Shields:
5 5 9 11
Disruptor Banks (Energy, Medium, 8 CD,
Vicious 1)
Spatial Torpedo (Long, 6 CD, High-Yield)
Scene 3: Aftermath
Debugging
27 | P a g e
Muuat order to drive home the Muuat’s level of
advancement.
Synopsis GM Sidebar
The Player Characters come upon an This is “the big one” in terms of adventures. It
abandoned vessel over a kilometer long, made was the series finale for the Adiona group that
out of neutronium, and bleeding radiation. Due spanned three sessions worth of content. With
to neutronium’s rarity resulting from how time travel involved, things can get complicated
difficult it is to obtain, this makes the ship a quickly. Otherwise this should be a classic Prime
small wonder. The Player Characters brave Directive conundrum.
intense radiation and work to recover what
data they can. In doing so, they learn of a Connecting to other
species known as the Muuat, and a means of Adventures
contacting them. It involves constructing a
If you are running the adventures in this book in
Graviton Catapult to enter an area of space
sequential order, then the Players may have
known as “The Garden.”
acquired a set of modifications to QSD in
When they get there, though, the Player Paradox that would permit time travel. This
Characters suddenly find themselves way in may come into play during Act 2/3.
over their heads. They learn that their VIP,
Andromeda, belongs to a species the Muuat
revere as gods. And to make matters worse, the
Muuat view her arrival as a blessing, and the
Player Characters as her envoys. They urge
Andromeda to visit their homeworld, where a
trove left by her people awaits. The Player
Characters must weave their way through this
precarious situation before all hell breaks loose.
Directives
28 | P a g e
Act 1: Catapult wide, and 75 meters tall. The configuration
matches none on record.
29 | P a g e
Scene 2: It’s Quiet... an extremely unusual concentration of
neutron stars. While they managed to
The Away Team is able to find their way onto figure out how to mine raw neutronium
the derelict via one of the shuttlebays. It’s open and colonize local planets, they were
to vacuum, making it easy to swoop inside and essentially stuck. They could not
land. The shuttlebay doors can be closed by venture further out thanks to the way
interfacing with a control panel inside the bay, neutron stars play havoc with subspace.
and after they seal a Class-M environment is • The Muuat built this ship, the
produced. Alternatively, the Players can pass Ralmamaven, in order to “pierce
through an airlock to the rest of the derelict. beyond the veil.” It was to be used in
Read or paraphrase the following as they enter conjunction with a Graviton catapult.
the derelict proper: Since they had no idea how much stress
this would put on a ship, they opted for
You find yourselves in a well-lit corridor with a the neutronium construction instead of
high ceiling. The walls are not smooth. Rather, traditional designs.
they’re broken up by equipment and crates of • Once leaving null space (i.e. using the
unknown contents. Illumination comes from catapult), the Ralmamaven was
small spotlights set every so often into the originally supposed to deploy its own
ceiling. You are no longer able to get a stable catapult in order to get back where it
connection back to the ship, though it seems came from. However, the loss of the
you have no issue communicating within this crew made that impossible.
derelict. • The crew seemed to be wiped out when
Thus begins the exploration of the derelict. a surge of radiation passed through the
There is no other life to be found, and all whole ship as it was flung past actual
systems appear to be self-regulating. This pulsars. Thanks to the unique
means a whole lot of empty hallways and combination of the catapult and the
unnerving silence. The reason for that is hinted neutronium hull, the Ralmamaven
at by chunks of metal which litter the halls absorbed so much radiation it’s a
every so often. They’re made out of a lighter wonder it’s still functional.
neutronium alloy than the hull of the vessel and Most important of all is that Andromeda
have also absorbed quite a bit of radiation. recognizes the name “Muuat.” She cannot say
Though the Player Characters do not know it why, though, as her memories have yet to
yet, these chunks of metal are what remains of return to her. This potential link to the reason
the crew. why the Player Characters are here should be
Eventually the Away Team should find their way plenty of motivation for them to try and contact
to a terminal where they can access the the Muuat.
derelict’s computer bank. Logs contained within
Scene 3: What Now?
reveal the following information, which you can
spruce up by providing them in log format if you Functionally, the Ralmamaven is operational
so wish: and fully capable of deploying the Graviton
Catapult stored on board. All it takes to deploy
• The Muuat, as they call themselves,
and align it is to run the pre-programmed
come from a far-off system 3,000
subroutine from the bridge. Judging by
lightyears away that is surrounded by
30 | P a g e
need doing is installing deflector shielding. This
is made difficult by the hull being nigh
The Muuat impenetrable, but is possible.
The Muuat are a silicon-based Call for an Extended Task, with a Work Track of
lifeform that resembles molten lava 13, a Magnitude of 4, a Base Difficulty of 4, and
in humanoid form. They traditionally a Resistance of 1. The Default Task for this is
armor themselves with neutronium either a Fitness or Control + Engineering. Just so
across their entire body. Parts of this this doesn’t turn into a dice roll of attrition, the
armor allow their natural bio- work automatically completes after two weeks’
luminescence to “peek out.” Their time.
voice tends to be gravelly and deep.
Act 2: Muuat
31 | P a g e
Ralmamaven A standard Sensors Sweep (Reason + Science
Systems assisted by the ship’s Sensors + Science) Task at
Comms Engines Structure Difficulty 1 yields that the Ralmamaven has
8 10 15 arrived in a system with two Class Y Demon
Computers Sensors Weapons planets and a red giant star. The Class Y’s are
9 8 10 both volcanic in nature, atmospheres caustic. In
Departments orbit of the farthest planet are two Muuat ships
Command Security Science and what looks like another Graviton catapult.
2 3 2
Regardless of who hails whom, the end result is
Conn Engineering Medicine
2 3 1 the same. The Muuat are not prepared for the
Scale: Resistance: Power: Shields: return of their long-thought-lost vessel, nor the
5 Special 10 15 fact it is carrying aliens. Both feed into what
Anti-Proton Turrets (Energy, Close, 8 CD, fares for Muuat religion. In essence, travel
Devastating, High Yield) “beyond the veil” has been deemed to be
Invulnerable reserved for gods only. Mortals like the Muuat
Unless attacked by a Muuat weapon or are unworthy to leave their “garden.” Thus, the
exposed to extreme stellar conditions (i.e. a Muuat firmly believe that these strange
black hole), the vessel is immune to damage. creatures are literal gods.
Muuat weaponry is resisted as normal
against the ship’s scale. The perceived loss of the Ralmamaven 50 years
Impulse Only ago is what really solidified religion in Muuat
This vessel may only travel at Impulse speeds society. Prior to it going missing, the Muuat
except when using a Graviton Catapult were a peaceful species of explorers. Now,
though, they are religious zealots akin to
Warhammer 40k’s Imperium of Man. This is
When ready, the command to launch the
made further apparent if/when a Muuat sees
catapult is given. It deploys like a sail unfurling
Andromeda for the first time. All Muuat present
and begins charging. Moments later the
begin praying and bowing to Andromeda as
Ralmamaven is sent hurtling through null space.
their leader welcomes “the Dohrnii and her
Scene 2: Within the Viel emissaries.”
32 | P a g e
Genvolla. It is said to contain “a treasure of the she and the Player Characters are alone, she flat
Dohrnii.” The Muuat firmly believe Andromeda out says:
has come to reclaim this treasure.
“You’re not going to like this. Any of this.”
Scene 3: Playing God
While she does now know a great deal about
How the Player Characters handle this situation her people (everything in the Andromeda
is difficult to predict. They could simply play section earlier in this book), Andromeda starts
along and travel to Genvolla for Andromeda’s with the most pressing concern. That being that
sake, or they might commandeer the catapult the loss of the Ralmamaven utterly changed
where they landed and return to their own ship how Muuat society functioned. Until it was
to prevent further cultural contamination. This launched, the Muuat were an extremely secular
adventure assumes the former moving forward. culture. They thrived on exploration and
learning. And while they did recognize the
Getting to Genvolla is a simple trip through the Dohrnii had brought them to “the garden” in
catapult. A multitude of Muuat ships swarm the the past, the Muuat merely treated them as a
Ralmamaven on arrival, all clamoring to meet benevolent species long gone.
the Dohrnii’s “Emissaries.” The Muuat obey any
orders without question, especially if they come That all changed when the Ralmamaven
from Andromeda. If left to their own devices, vanished. The Muuat held out hope for several
they will respectfully ask to guide Andromeda years, but soon a highly zealous and religious
to the “treasure.” sect consumed Muuat culture. This led them to
their current state, where it is heresy to even
The temple where this “treasure” is located consider passing beyond the veil. Of course,
happens to be in the middle of a great desert. Andromeda, the Player Characters, and other
Muuat from across the planet have gathered to Dorhnii can come and go as they please, but not
provide a literally glowing path into the temple the Muuat. If nothing is done, Muuat society
for Andromeda. Many cry out in joy and will collapse and regress to an almost medieval
prostrate themselves before her no matter state within a century.
what Andromeda does.
Act 3: A Choice
Eventually Andromeda and the Player
Characters reach the center of the temple. There are three main ways this adventure can
There lies a pillar of brilliant purple light come to a close.
covered in alien script. It’s beyond the universal
translator but Andromeda can read it just fine: Option 1: Departure
May these children escape the fate of this With knowledge of her people and how to
doomed galaxy. contact them in hand, Andromeda and the
Player Characters take the Ralmamaven back to
Interfacing with the pillar of light causes their own ship while limiting how much further
Andromeda to hover off the group for about they violate the Prime Directive. The effects of
thirty seconds as all the Muuat present begin this decision will not be evident immediately,
whispering in awe. When she lands, Andromeda but it is worth telling the Players anyways. In
very quietly asks for a private room and/or a set short, this visit from their “goddess” will prompt
of chambers so that she may discuss matters in the Muuat to one day risk heresy to travel out
private with her “emissaries.” The very second
33 | P a g e
into the Andromeda Galaxy and conquer it in Should the Players opt for this course of action,
the Dohrnii’s name. both they and Andromeda will be the only ones
that remember how events “really played out.”
Option 2: Remaining The timeline resets to the start of this mission.
Though the Player Characters may not wish to Instead of the derelict Ralmamaven, sensors
stay, Andromeda does feel it is her duty to help detect a network of catapults and several
guide the Muuat back on the right path. She is Muuat ships in the area. First Contact must be
willing to remain behind and release the Player made again, but this time the Muuat don’t start
Characters from their duty of ferrying her to her acting like zealots when they see Andromeda.
people. She hopes that she can be a They are as they should have been.
“benevolent” goddess and maybe one day
Debugging
return the favor to Starfleet. The Player
Characters may rightly see this as a supreme No adventure runs smoothly when Players are
violation of the Prime Directive. How that involved. Some common pitfalls and potential
conversation plays out is up to them. solutions are presented here:
Proceeding with this option means the Players My Players want to use the Ralmamaven’s
return on the Ralmamaven to their ship and catapult to get closer to where Andromeda’s
then return home. Again it is worth telling the people might be!
Players out of character what the result of this
There’s nothing stopping them from doing so,
decision is. That being that it takes Andromeda
other than the fact they may not learn why the
about two hundred years to fully bring the
Muuat seem familiar to Andromeda. Remind
Muuat around, but under her guidance they
them why they’re in the Andromeda Galaxy to
return to the once peaceful explorers they once
begin with.
were.
My Players actually want to stay with
Option 3: Time Travel
Andromeda as her “emissaries!”
If the Ralmamaven were to return from its
This would be a gross violation of the Prime
journey before it was declared lost, then all of
Directive and totally unbecoming of a Starfleet
the cultural problems that arose from it may be
Officer. Plus they would be abandoning their
prevented. This would be a major violation of
crew back on their ship. Remind them of these
the Temporal Prime Directive, though, and
facts clearly so they realize what they’re doing.
would mean outfitting the Ralmamaven with
QSD.
GM Sidebar
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Afterword
Thanks so much for reading this Mission Compendium! I hope that my mad ramblings made enough
sense that you’re able to run and enjoy these missions as much as I did with the Adiona group.
If you are interested in seeing how I run my own games before trying to run your own campaign, I invite
you to check out my Youtube Channel where all my Star Trek Adventures sessions are uploaded. There is
also my Twitch and my Patreon if you wish to subscribe or otherwise provide a tip. Every little bit of
support I get motivates me that much more to make content!
Legal
Neither the author (ELH) nor the content within is endorsed, sponsored, or affiliated with CBS Studios
Inc., Paramount Pictures, Modiphius Entertainment, or the STAR TREK franchise. The Star Trek®
franchise and related logos are owned and a registered trademark of Paramount Pictures & CBS Studios
Inc.
Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of
fiction. Any similarity with actual people and events, past or present, is purely coincidental and
unintentional except for those people and events described in an historical context.
This content is available free of charge and licensed under a Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International License.
Questions/Comments/Concerns?
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