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MISSION BRIEFS

DANGERS IN SPACE
TALES FROM ACROSS THE STAR TREK TIMELINE

ERIN MACDONALD, PHD


LCARS TERMINAL MUH0142321-PDF

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MUH0142321-PDF

STAR TREK ADVENTURES


DANGERS IN SPACE
MISSION
BRIEFS

TALES FROM ACROSS THE STAR TREK TIMELINE

082397
050670081302030806

01.00 INTRODUCTION 002


01.10 “THE STAR BURP” 003
01.20 “ION STORM” 004
01.30 “MASS EXTINCTION” 005
01.40 “TRANSPORT BURST” 006
01.50 “GRAVITATIONAL WAVES” 007
01.60 “SOLAR FLARE” 008
01.70 “BLACK HOLE TEAR” 009
01.80 “PULSAR NAVIGATION” 010
01.90 “TIMEY-WIMEY MICRO-WORMHOLE” 011
01.100 “WARP CORE CAUSALITY” 012

DANGERS IN SPACE 001


CHAPTER
01.00 STARFLEET ACADEMY
INTRODUCTION
Space, being the final frontier, has an endless supply of new This packet presents ten detailed mission briefs focused
discoveries and adventures. It also, however, is disease on some of the potential dangers to be found in space,
and danger wrapped in darkness and silence. As a crew, it each of which you can modify for use as adventures in your
is just as important to investigate and analyze the dangers Star Trek Adventures campaigns set primarily during The
that space presents for the safety and future of the unique Next Generation era or any other era of play with minor
species across the Galaxy. These events, in particular, give modifications. Each mission brief is designed to stand alone,
the science and engineering departments opportunities to though they could easily be strung together into a story arc
grow and shine. 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: A high-level summary detailing key points such as location, antagonists, the overall 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, with room left for you to bridge them as needed with material
unique to your cast of player characters and campaign events.

§ Minor Beats: Secondary plot elements 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 “THE STAR BURP”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Engineer

SYNOPSIS contact with the Head of State and offer to help rebuild the
communication system.
The crew receives a distress signal from a nearby star
system, Venichi, which is showing increased solar activity. REPAIRING THE SYSTEMS
Upon arriving, the crew needs to investigate the cause (a While encountering some initial reticence from the central
coronal mass ejection) and help the isolationist society government, your crew either convinces them to let you help
re-establish technological capabilities like communication or you find alternate ways. The engineering and science
and transporters. departments will review the significant damage done to the
electrical grid and subsequent systems. The main goal is to
OPENING LOG ENTRY repair the local transporter capabilities as well as the external
communication buoys that are orbiting the planet.
“On a routine data-gathering mission, the crew
received an automated distress signal from a
nearby star system. Previous contact had been
established with this system, but minimal contact
MINOR BEATS
with the Federation since then. Our crew will be On arrival to the planet, the players need to locate and
the first Federation vessel to approach this planet establish relations with the Head of State. They will find
in nearly a decade.” that this particular planetary system is isolationist in nature,
and while it knows of the Federation, it tends not to want
CAPTAIN’S LOG involvement or help from outside. This is an opportunity for
diplomacy or negotiation.

MAJOR BEATS
STAR SCAN KEY NON-PLAYER CHARACTERS
The crew arrives at the star system, Venichi, and upon a The Head of State is difficult to negotiate with but doesn’t
general scan of the area, they discover a higher-than-average have a strong technical (science or engineering) background.
density of radiation particles and an increased magnetic They are wary of the Federation and its allies.
field around this fairly typical G-type Star (similar to the Sol
System). This indicates a high amount of recent solar activity.
Further scans establish a recent Coronal Mass Ejection
(“CME”). Tracing the path of this event from residual radiation
CONCLUSION
particles and an analysis of the orbits shows that the primary Grateful for your assistance and recognizing this could not
Class-M planet in the system was hit with a direct blast when have been achieved without the assistance and capabilities
the CME occurred. of Federation technology, the Venichi System has grown an
appreciation for collaboration.
ANALYSIS OF THE CME EFFECTS
The crew reviews Federation records and discovers that this
planet has indeed reached warp capability and experienced
ADDING THIS MISSION TO YOUR CAMPAIGN
first contact. While they chose to remain isolated from the Depending on how long you want to run this mission, residual effects
Federation, they have developed technological capabilities of the CME impacting the ship’s scanning systems could affect how
such as local transport and a sophisticated system of long it takes to figure out what happened in Part 1. If your crew has
communication. Unfortunately, this CME effectively acted made past contact with an isolationist but warp-capable species,
as an Electromagnetic Pulse and took out nearly 90% of substitute the Venichi system for this one. This could also be used
all electronics and technology. The crew beams down to to revisit them and aid, potentially growing a relationship with the
what the records state was the central government for Federation and this system.
the planet and finds it in disarray. They eventually make

DANGERS IN SPACE 003


CHAPTER
01.20 “ION STORM”
Suggested Era of Play: Enterprise Era
Suggested Spotlight Role: Science Officer

SYNOPSIS (Class IV) Ion Storm and pull out the science vessel before
it is destroyed.
The birth of a star in a nearby nebula has ignited a
nearby gas cloud and created a perilous electrical storm.
Unfortunately, the crew discovers that a science vessel
investigating the stellar nursery has been disabled and
MINOR BEATS
trapped within the storm. If successful, communication may be established with the
science vessel, and more information may be gathered

OPENING LOG ENTRY leading up to and including the rescue. This was the first
mission for this captain, and the unforeseen events have
“We have been conducting routine scans of the left them shaken. The captain or conn officer may attempt
local sector. Of particular interest is a nearby to calm the situation and aid the captain, so the rescue is a
star-forming nebula. Within the region lies a high mutual effort.

concentration of volatile gasses.”

CAPTAIN’S LOG KEY NON-PLAYER CHARACTERS


The captain of the science vessel is a notable NPC whose

MAJOR BEATS actions may or may not affect the success of the rescue.
Their skills can contribute to trying to stave off further
damage to the ship while the crew attempts their rescue.
A STAR IS BORN They have high Science and moderate Command, and their
During a routine review of data, the Chief Science Officer Control and Presence attributes are at a disadvantage due to
detects a surge of activity in a nearby nebula. Upon further the high stress of the situation.
analysis, it appears this surge indicates the birth of a new
A-type white star. However, it appears that this star birth
has ignited the surrounding gas in the nebula creating a
dangerous electrical storm. While data on this star could
CONCLUSION
be useful to Starfleet records, the crew must approach The crew successfully rescues the science vessel, either
with caution. by rescuing the crew or the entire ship. Grateful for the
assistance, the untrained captain has a deeper appreciation
THE DISTRESS SIGNAL for the risks of space. Your science officer has a slew of
While deciding the best approach, the crew isolates a data from the ion storm and how the birth of an A-type star
Starfleet signature from within the nebula. It’s a small science can affect a nebula in this manner. It will take a few days to
vessel set out to gather up-close data from star-forming process all the data, but Starfleet will be grateful for the new
regions. While insulated from the burst of energy when the scientific information.
star formed, the subsequent electromagnetic storm and ion
radiation have left them stranded. The crew must find a way
to establish communications and attempt a rescue mission.
ADDING THIS MISSION TO YOUR CAMPAIGN
The Class II Nebula and Class IV Ion Storm (core rulebook page 154)
THE RESCUE reference the level of difficulty and specific systems that are targeted
The rescue plan must find a way to stabilize necessary during the rescue. The NPC science vessel is considered severely
systems in the ship to overcome the electrical surges from Damaged (core rulebook page 292) upon arrival and will continue
the ion storm. This could be from boosting shields, diverting taking damage. You may consider the number of turns the crew has
power, or just hoping the ship can make it. The crew must before the ship progresses to Disabled and eventually Destroyed if
overcome the entry and exit from the (relatively tame nebula) not rescued in time.
but especially find a way to survive encountering this severe

004 STAR TREK ADVENTURES


CHAPTER
01.30 “MASS EXTINCTION”
Suggested Era of Play: The Original Series
Suggested Spotlight Role: Medical or Science Officer

SYNOPSIS planet. While on the surface, a violent and unpredicted


storm requires the crew to find shelter in a deep cave. In
the cave, the crew notes there is some small life that has
The crew investigates a Class-M planet that is emitting survived, particularly under the surface of deep cave pools.
unique radiation signatures. They discover a mass This confirms that the event was a naturally occurring and
extinction event that has seemingly wiped out all life. Upon unfortunate gamma-ray burst.
investigation, the crew is able to piece together the few
remaining species, indicating a nearby gamma-ray burst was
the likely cause for this near-total extinction event.
MINOR BEATS
OPENING LOG ENTRY Transporting to the surface has the potential to cause
“On our journey, the crew has discovered a difficulties in engineering and possible damage to the crew
new Class-M star system resembling the early trying to transport.

Paleozoic Era on Earth. No risk of first contact,


but we must be careful to not intervene with the
natural progression of life.” KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG None.

MAJOR BEATS
CONCLUSION
CLASS-M RADIATION
Upon arrival in the star system, the crew is tasked with Realizing that this was a naturally occurring catastrophic
gathering data on this Class-M world. While early in its space event, the crew must decide that this is simply the
evolution, its inclusion in the Starfleet database will be course of evolution on a Class-M world and depart the
important for future expeditions and study. The science planet, noting the event and possible other star systems
officer notes high levels of radiation emitting from the that could have been caught in the beam. Reflecting on the
atmosphere and the surface. fragility of life and the randomness of space, the crew sets
out on the next adventure.
POSSIBLE THREAT
While in orbit around the planet, the crew notes high levels
of radiation in the atmosphere. It appears that this planet ADDING THIS MISSION TO YOUR CAMPAIGN
was hit with a dose of lethal energy. Was it intentional or a This is a straightforward away mission to slot into a crew’s
random event? It’s difficult to get surface scans to determine adventures. Key scientific notes include high levels of ultraviolet
what occurred, so an away mission is required. Beaming to radiation on the surface, so the crew will need some protection from
the surface is the best option to not run the risk of ionization that to prevent burns, or the medical officer will need to intervene to
damage to a shuttlecraft, but the transporter process runs at prevent long-lasting damage. What may be of interest to the players
a much higher risk. is that this is nearly identical to what happened to Earth at the end of
the Ordovician-Silurian period.
SURFACE STUDY
Once on the surface, the science and/or medical team
perform scans on the dead and dying flora and fauna
baked from radiation burns. Results indicate widespread
high-energy electromagnetic radiation across the entire

DANGERS IN SPACE 005


CHAPTER
01.40 “TRANSPORT BURST”
Suggested Era of Play: The Original Series
Suggested Spotlight Role: Engineer

SYNOPSIS Alternatively, they may find prior data stored from when the
crew beamed to the surface initially and combine that with
A nearby X-Ray Flare hits the ship at the exact moment one what pattern exists to rescue them.
of the crew is in the middle of transporting. The crew must
work together to analyze the effects of the supernova and
figure out how their crew member can be rescued.
MINOR BEATS
OPENING LOG ENTRY Damage to the ship systems can be as severe as needed
to add additional complications to the mission. These could
“I have just been alerted by the Chief Science include taking down all internal comms to the ship, injured
Officer that we are at risk of an imminent X-Ray crewmembers who were near systems that fried during the
flare from a nearby white dwarf and red giant flare or making systems necessary to rescue the transported
crewmember offline.
binary star system. Emergency preparations are
made as we prematurely end the away team’s
survey mission and attempt to beam them back to
the ship as soon as possible.” KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG The crewmember at risk of dematerialization is a minor NPC
but who could have emotional connections or relationships
with other members of the crew to add additional beats.

MAJOR BEATS Their area of expertise would depend on how you structured
the prior away mission (exploratory, medical, geological).

SUPERNOVA
A nearby white dwarf/red giant binary star system has been
detected by the science department. The science team
CONCLUSION
observes pulsations from the white dwarf are beginning to The engineering officer breathes a sigh of relief at the
increase. The engineering department is making preparations successful re-materialization of the crewmember. They
for a massive x-ray flare to hit the ship. While beaming the resume duties of repair to any additional systems before the
last of the away mission crew back to the ship, the white ship carries on to the next mission.
dwarf goes supernova, and the ship is blasted with x-ray
radiation.

DISARRAY
ADDING THIS MISSION TO YOUR CAMPAIGN
The final crewmember was in the midst of materializing on This mission is particularly useful for adding on as a cliffhanger to
the transport pad when the x-ray flare hit. Additionally, flare one that has a set of crew members on an away mission. Once their
has damaged the ship sensors and caused a surge of energy duties are done, the alert of an imminent x-ray flare can set this
to take down ancillary systems that were not hardened in mission in motion. Reference the effects from Flares from the core
time. Priority for the crew is assessing damage to the ship rulebook page 154 for additional damage you may want to inflict on
and if this crewmember can be rescued. the ship to add additional challenges.

RECOVERY If a player is missing this session, you may choose to make them the
Thankfully the majority of the crewmember has recombined crewmember that is affected by the transporter as they will largely
within the pattern buffer. The chief engineer must review not be present and ups the stakes for the rest of the players to
the database and isolate their specific biopattern. With rescue them.
the assistance of the medical officer to isolate the DNA
signatures, they are able to recombine the crewmember.

006 STAR TREK ADVENTURES


CHAPTER
01.50 “GRAVITATIONAL WAVES”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Science Officer

SYNOPSIS MINOR BEATS


Subspace communications have been knocked out in a While traveling to the offline buoy, any simmering
nearby sector. Once arriving at the scene, the crew discovers interpersonal relationships or unresolved issues may be
that gravitational waves from a nearby binary black hole addressed and explored by the players.
collision have disrupted the fabric of spacetime.

OPENING LOG ENTRY KEY NON-PLAYER CHARACTERS


“Starfleet has informed us that communications
within a nearby sector were suddenly cut off. As None.
the nearest ship, we are tasked with investigating
the cause and hopefully restoring subspace
communication.” CONCLUSION
CAPTAIN’S LOG Once the ship has carried the subspace buoy to a stable
region of space time, it is redeployed, and communications

MAJOR BEATS are established with Starfleet. The damaged sector map
is sent to Starfleet to be marked as a region unsuitable
for warp.
WARP DROP
While traveling to the nearest subspace buoy that has gone
offline, the ship suddenly drops out of warp. Attempts to re- ADDING THIS MISSION TO YOUR CAMPAIGN
engage are unsuccessful, and the science officer reports that
While this mission is fairly straightforward to initiate, it’s
scans indicate a disruption to the fabric of spacetime. Travel
recommended for a crew who needs some downtime, close out
to the nearest buoy will take a few days at impulse.
emotional beats, or to focus on personal growth during the time it
takes to travel to the knocked-out buoy.
QUIET TIME
While the ship travels to the offline buoy at impulse speed,
the crew is able to take some downtime on the ship. The
science officer continues investigating and discovers a
nearby intermediate-mass black hole that is emanating low-
frequency gravitational waves. This indicates its existence is
due to a recent merger of smaller black holes.

REPAIR SCAN
When the recent binary black hole collision and resulting
gravitational waves encountered the subspace buoy, it tore a 98383 9022 3422 2232 53232 3242
hole in the local spacetime. This is what caused the ship to 6444 4938 34 43672 4344
drop from warp, and currently, all warp travel is unavailable 28033 67 56777 6433 45
in the sector. The crew surveys and maps the local damage 79597 45432 5977
based on the location of the black hole merger. The buoy is 90038 29844 2432 3234 42412
67 4542 3432 343 530 56332
acquired and tractor-beamed to a stable region of spacetime.
78505 56 67 7900 34545 54353
5653 7890 3322 33222 56443 865
34344 300 78 4322 3532

DANGERS IN SPACE 007


CHAPTER
01.60 “SOLAR FLARE”
Suggested Era of Play: Enterprise
Suggested Spotlight Role: Engineer or Science Officer

SYNOPSIS MINOR BEATS


The crew comes upon a rare Type O Star. Upon investigation, The science officer will want to gather the following data
the crew sends a shuttle for a closer look. A flare from the from the star: thermal distribution patterns, high-resolution
star disables the electrical systems on the shuttle, and the magnetic fields, mass distribution, and atmospheric layers.
crew must be rescued. This data can be gathered until the flare occurs.

OPENING LOG ENTRY The flare may also affect the main starship’s systems, further
adding complications to the rescue, particularly depending
“We have found ourselves in the vicinity of a on where the engineering crew is.
nearby Type O star. These short-lived, bright,
and high-mass stars are of particular interest,
or so my science officer informs me. We are KEY NON-PLAYER CHARACTERS
currently on approach to gather more data for
Starfleet records.”
None.

CAPTAIN’S LOG
CONCLUSION
MAJOR BEATS
Upon the successful rescue of the crew from the star’s
THE APPROACH gravitational well, whatever data was gathered in time is
The high luminosity and temperatures begin affecting the transmitted to Starfleet. Your crew and the science officer’s
starship as it approaches this unique star. The opportunity reputation for scientific exploration increases.
to gather close-up data from this star is great and a huge
motivation for the science officer. Instead of risking the entire
crew, a more practical approach is to send in a small shuttle ADDING THIS MISSION TO YOUR CAMPAIGN
with a science and engineering team (the latter to handle any
This mission has the fun potential to be driven by random events and
effects from the star).
counters. Each turn can gather different amounts of data (see Minor
Beats) as well as determine when the flare occurs.
THE SHUTTLE
The away crew take off on the shuttle and park in a stable
orbit around the star. The sensors begin degrading from
radiation from the star, and suddenly a flare knocks out
the entire ship’s systems. The ship begins falling towards
the star!

THE RESCUE
The main bridge notes all communication from the shuttle 98383 34344 7890 67 343 3234
have been cut off save for a standard distress beacon. 6444 9022 300 3322 7900 530
28033 4938 3422 78 33222 34545 42412
Leaping into action, the crew must now rescue the shuttle
79597 67 34 2232 4322 56443
from falling into the star. This could be a tractor beam or 56332
90038 56777 53232 3532
transporting the crew at the risk of losing the data. 67 29844 45432 43672 3242 54353
78505 4542 6433 4344
5653 56 3432 2432 5977 45 865

008 STAR TREK ADVENTURES


CHAPTER
01.70 “BLACK HOLE TEAR”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Science Officer

SYNOPSIS spacetime. Depending on how much data was gathered


and actions taken, the ship has two paths: If they did not
Sensor readings are picking up a unique signature from begin leaving the black hole from the initial location, the
a nearby stellar-mass black hole. While investigating, the ship is thrown back a full day. Due to their isolation from the
instability increases, and the black hole explodes, tearing a spacetime anomaly, the crew remembers their actions and
hole in spacetime. can decide to repeat the events, at risk of damaging the ship
or getting stuck in a loop. If the ship was able to increase

OPENING LOG ENTRY the distance, then they are only thrown back mere hours and
have sufficient data to transmit to Starfleet.
“Sensor readings have picked up a rare signature
from a nearby stellar-mass black hole. On the
upper range of the mass scale, this is worth further MINOR BEATS
exploration as few objects like this have been
The crew can choose their level of involvement in the analysis
logged by Starfleet.”
of the black hole by boosting ship capabilities or supporting

CAPTAIN’S LOG the science officer as needed. Additionally, the science


officer may come into conflict with the captain on whether to
stay in proximity to the black hole for the sake of data at the

MAJOR BEATS risk of damaging the ship.

SINVESTIGATION KEY NON-PLAYER CHARACTERS


A sensor sweep detects a rare gravitational anomaly within
this sector. Further examination by the science officer None.
indicates that this is a black hole and is on the upper
scale of the mass range for stellar-mass black holes.
These rare objects are worthy of further study, so the ship
approaches cautiously until sensors have the precision
CONCLUSION
capability for detailed work. Taking care to not get closer Depending on how the crew decides to handle the anomaly,
than three times the radius of the event horizon, the ship their isolation from the spacetime anomaly and the
parks in a stable location and boosts power to sensors and subsequent fact that the memories are not reset means they
scientific instruments. can gather as much data as comfortable before departing
the location. The crew performs final readings of the residual
THE EXPLOSION explosion and includes them in their report to Starfleet.
The science officer reports that the black hole is
demonstrating unusual readings. Further data analysis
reveals that this black hole is experiencing gravitational ADDING THIS MISSION TO YOUR CAMPAIGN
instability and that the instability is increasing. Reports There is great opportunity for temporal shenanigans in this mission.
indicate that the instability will reach a breaking point within First, it needs to be determined how much data the science officer
the next three hours, and the ship is recommended to can gather and the number of turns before the black hole explodes.
increase distance as much as possible before the explosion. Once that occurs, depending on how far you want the temporal
Due to the risk of instigating any further anomalous action, it effects to occur, this can affect how the crew handles the rest of
is not recommended that the ship attempt warp. the gathering of data. It is also worth ensuring the crew does not
antagonize the Department of Temporal Investigations in how they
TEMPORAL ANOMALY handle the temporal anomaly.
Regardless of ship and crew actions, the black hole
“explodes” at the three-hour mark, leaving a tear in

DANGERS IN SPACE 009


CHAPTER
01.80 “PULSAR NAVIGATION”
Suggested Era of Play: Enterprise
Suggested Spotlight Role: Engineer

SYNOPSIS are on high alert and reticent for any conversation. After
alerting Starfleet to the situation, the crew gets to work on
the subspace comm buoy that is currently disrupted due to
A nearby supernova has resulted in a newly formed being in the path of the pulsar. They may choose to establish
pulsar. The signal from this pulsar is interfering with the a different frequency channel or simply tow and redeploy the
ability to communicate with a nearby star system. The buoy to a new location.
crew must find a way to account for this new effect
and re-establish a stable communication network.

MINOR BEATS
OPENING LOG ENTRY
“Newly established communications with a nearby On arrival to the Avils system, the captain may choose to
star system have suddenly ceased. It appears to attempt a direct negotiation and diffusion of the situation.
Due to their high alert status, the likelihood of success is
be due to a supernova in the proximate sector that
small but not impossible.
continues to give off interfering radiation.”

CAPTAIN’S LOG
KEY NON-PLAYER CHARACTERS
MAJOR BEATS The primary negotiator of Avils V is a notable character with a
high rank, Attributes low in Control but high in Presence with
THE SUPERNOVA a current high level of Stress.
Once entering the sector, the crew is able to analyze the
residual radiation left behind from the recent supernova. This
supernova was due to the death of a massive star, and no
star systems were in the proximity or at risk of permanent
CONCLUSION
damage. The resulting object from the death of this star is
a pulsating neutron star, otherwise known as a pulsar. This Once the subspace comms buoy has re-established a
pulsar is radiating high amounts of energy like a lighthouse, link between the Avils system and Starfleet, the planet
and it appears the star system in question lies directly in the Avils V realizes what had occurred and stands down their
path of this pulsar beam. The crew needs to travel to this offensive systems.
system and find a way to re-establish communications.

THE PULSAR
Upon arrival to the Avils system, the crew realizes that the
civilization living on the Class-M world thought that the
ADDING THIS MISSION TO YOUR CAMPAIGN
supernova was the beginning of a hostile attack on their Essentially the pulsar resulting from the supernova is radiating like
planet and is preparing for interstellar war. The lack of a lighthouse whose beam directly impacts the communications
ongoing communication with Starfleet (due to the pulsar’s channel of a neighborhood subspace comms buoy. The crew
radiation) has made them suspicious of the starship’s has many options for how to approach repairs and re-establish
approach and attempt at communication. communications while dealing with a star system on high alert. See
core rulebook page 154 “Effects on Ships” for general impacts to
THE SYSTEM systems from pulsars.
Upon arrival, the captain may attempt to re-establish
communications with this planet, bearing in mind they

010 STAR TREK ADVENTURES


CHAPTER
01.90 “TIMEY-WIMEY MICRO-WORMHOLE”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Science Officer

SYNOPSIS help identify the source. The crew discovers the cause of this
tachyon loop is a tiny captured moon that is orbiting in low
orbit and radiating high amounts of tachyons.
The crew discovers a Class-M planet that is emitting an
anomalous number of tachyons. On further investigation,
they discover that there is a looping wormhole that is
connecting the past to the future and disrupting causality.
MINOR BEATS

OPENING LOG ENTRY If the crew is in need of supplies or interested in further


study of languages and culture, the away mission is a good
“My science officer informs me that sensors opportunity to gain these. There is also an opportunity for
extended NPC interaction if desired.
have detected a higher-than-average amount of
tachyons in the proximity of a nearby Class-M
planet. First contact has not been established with
this civilization yet. Will proceed with caution.” KEY NON-PLAYER CHARACTERS
CAPTAIN’S LOG Minor or Notable NPCs may be developed for the away
mission encounters. As a pre-warp civilization, they may

MAJOR BEATS be scientifically curious but naïve to advanced technology.


It’s recommended to target an early 20th-century Earth-
like culture.
RTACHYON PRESENCE
The presence of these tachyons surrounding a pre-warp
Class-M civilization is cause for concern and may indicate
a temporal anomaly is occurring. Tachyons are notoriously
CONCLUSION
difficult to analyze due to their faster-than-light travel speed,
but on arrival to the planet, the sensors are able to map out a Once the crew discovers the source of the tachyons is a
Möbius-strip-like pattern surrounding the planet. small moon in low orbit, it’s recommended that they remove
it from the atmosphere. Kinetic attack (blowing it up) is
AWAY MISSION not recommended, as the spray of tachyons could have
The crew must go on a covert away mission to investigate unpredictable time effects. If dragged away and then safely
what is happening on the planet. Simple surveillance from detonated, any temporal impacts should be minimal. The
orbit indicates appropriate attire and facial modifications away mission crew should have no residual effects from the
necessary to blend in as much as possible. On arrival, the time loops they experienced.
crew queries locals and discovers that they don’t realize they
are stuck in a time loop. The time loop resets, and the crew
on the away mission doesn’t realize they are reliving their ADDING THIS MISSION TO YOUR CAMPAIGN
actions from only hours earlier.
It’s up to the gamemaster to decide how many time loops the away
FINDING THE SOURCE mission experiences before they establish communication with the
The crew on the starship establishes communications with starship, but only one or two is recommended to avoid repetition.
the away mission for a status update. Realizing they have It’s not intended that there are any residual effects on the crew from
been experiencing a time loop, they beam up to the ship and the time loops.
review their unaffected logs to try and gather data that may

DANGERS IN SPACE 011


CHAPTER
01.100 “WARP CORE CAUSALITY”
Suggested Era of Play: The Next Generation Era
Suggested Spotlight Role: Engineer

SYNOPSIS MINOR BEATS


A flare from a nearby white dwarf system hits the ship just as This unique and unexpected flare could additionally be of
it is about to go to warp. The surge from the warp core wipes value to the science team so, if interested, the crew can try to
out electrical systems throughout the ship. The crew must get data (from the repaired sensors).
make repairs and exit the system before another flare hits.

OPENING LOG ENTRY KEY NON-PLAYER CHARACTERS


“We find ourselves in orbit around a binary white
None.
dwarf/red giant star system. The white dwarf
is actively accreting the outer layers of the red
giant, and we are collecting data before the next
supernova occurs from the white dwarf.” CONCLUSION
CAPTAIN’S LOG Once the crew is able to make repairs and fend off any
further damage from unexpected flares, they depart the

MAJOR BEATS system. This unique event is of great interest to Starfleet


scientists, and the data collected increases the notability of
the science crew and the vessel as a whole.
A NON-FLARE FLARE
Sensor readings indicate that a burst of radiation is imminent.
The crew quickly prepares for warp, and just as soon as ADDING THIS MISSION TO YOUR CAMPAIGN
it’s engaged, a flare from the white dwarf hits. While not as There may be a random counter to establish if and when further
catastrophic as a Type 1A supernova would have been, the flares hit the ship. If so, it will inflict additional Stress to the ship
majority of the ship’s internal systems are down. The ship and may reset repairs to what was needed after the initial hit. An
is disabled, and it is uncertain if and when another flare will example would be the gamemaster rolling a d20 every turn, and 1-3
occur. The crew gets to work repairing systems. would indicate another flare hitting. Another option could be utilizing
complications (core rulebook pages 279-280) as the crew works to
REPAIRS make repairs.
Priority goes to repairing the warp core so the ship can
escape before another flare hits. Second priority would be
getting the sensors online so the crew is able to have some
advanced warning. Additional systems that require repair
are the shields and ancillary electrical systems such as
replicators and internal comms.

ANOTHER INCOMING
If the crew is able to repair sensors in time, they may get a
warning from the science officer that another flare will occur
before they are able to go to warp. If so, the engineering crew
can redirect efforts towards hardening/isolating the warp core
so impacts are minimal.

012 STAR TREK ADVENTURES


ADD YEAR FIVE TO YOUR
ONGOING CAMPAIGN

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Celebrate the final year of Star Trek s original five-year
mission and enhance your game with all-new content.

Available now in digital format at www.MODIPHIUS.net.

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All Rights Reserved.
MODIPHIUS.NET
STARTREK.COM
A FULL RANGE OF BOOKS AND ACCESSORIES
Starfleet edition core rulebook These are the Voyages, Missions Vol 1
The Klingon Empire core rulebook Strange New Worlds, Missions Vol 2
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Tricorder Collector´s Edition Boxed Set The Klingon Empire Gamemaster Toolkit
The Command Division Supplement Starfleet Edition Gamemaster Screen
The Operations Division Supplement Command, Operations, & Sciences Dice Sets
The Sciences Division Supplement The Klingon Empire Dice Set
Alpha Quadrant Supplement Kirk´s Tunic Dice Set
Beta Quadrant Supplement Range of Miniature STLs
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Player´s Guide Star Trek: Discovery (2256-2258) Campaign Guide
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