Adventure - "Echoes
of Faded Glory"
by Dave Biggins
In the year 2170, the Romulans war with Earth was winding down and the Romulans found themselves on the losing end. They were fast running out of ships and with reports that the humans were getting aid from the Vulcans and the Andorians reached their ears, they knew that unless things changed drastically, they wouldnt last a year. They had a tool to make that change. They had an experimental object called a cloaking device.
The
first test bed for this cloaking device was the DDeridex, a Tellus-
class Warbird located in a secluded sector of Romulan space known today as the
Arteline Sector. The test of the
cloaking device went without a hitch. The
device activated and the DDeridex "vanished."
The outpouring of energy, however, was so huge that it attracted the
attention of a mechanism of ancient manufacture.
Who
created it is unknown (perhaps the Tkoni or Iconians).
It was a cloud programmed to absorb energy, with a preference to the
plasmatic energy generated by starships. Included
in its programming was a dictate to preserve life. Preserving life to the cloud meant absorbing the
psyches of the ships inhabitants.
Thats just what happened to the crew of the DDeridex. They have been living for the past two hundred years in a conscious stasis: aware but lacking all sensation.
The
cloud settled in the upper atmosphere of Valer VI to hibernate for two hundred
years. Now it has awakened and it is
hungry. Lucky for the cloud, there
is a Federation starship and colony readily available.
The
characters will initially encounter the cloud during their investigation of
Valer VI. The probes will rouse it
from its hibernation and it will looks for something to eat: namely the energy
output by the starship. After a
game of cat and mouse, it will turn its attention to a bigger (and substantially
slower) fish: the Valer IV colony.
Now
the characters must find a way to stop the march of the creature while at the
same time dealing with ghosts from the past, Romulans from the present, and a
mystery to the nature of this gaseous beast.
This
adventure has been designed for Star Trek: The Next Generation Role-Playing
Game in the Arteline Sector.
Although the only book necessary is the Core Rules, access to the Way
of Dera Boxed Set and A Fragile Peace: The Nuetral Zone Campaign Vol.
1 Adventure would be helpful.
If any of these are not on hand, any references to the above have
substitutions standing ready.
Although the adventure is designed for a Federation crew in the Next
Generation Era, it can be adapted for other campaigns.
Players
running a Romulan campaign described in to the Way of Dera Boxed Set
could be in a cloaked ship in Federation space.
When the gain the attention of the cloud, they find themselves dealing
with a creature who is not only not deceived by a cloak but actually attracted
by it.
Those
playing in the Original Series Era would find this adventure even easier to
adapt. In
this instance, the cloud has been hibernating for one hundred years instead of
two hundred.
"Captains
Log, Stardate 46041.1: The Colony on Valer IV has detected strange energy
emissions coming from Valer VI: an inert gas giant.
We have agreed to investigate this situation and possibly gain new
insight to the lives of these large planets."
Provide
the telepathic character with Handout #1. Once he or she is done reading, take the Handout back and
tell him or her that he or she wakes up in his or her quarters soaked with
sweat.
The
character who had the dream described in Handout
#1 might decide to do some research. Before
any of this can be done the character will need to make a Culture or History
(Romulan) Test at Routine (5) Difficulty. If
successful, the character realizes that the uniforms and technology dated back
at least two hundred years ago. Details
on Romulan history are sketchy at best. A
character can take one of three options. If
the character fails to specify the time era, increase the difficulties of these
options by three.
The
character can go through old intelligence reports.
Despite the fact that this may raise a few eyebrows in Starfleet
Intelligence, this is the best option. The
test will be in Espionage (Traffic Analysis) at Moderate (7) Difficulty.
It will also require authorization from the Captain.
Analysis will take at least an hour.
Another
option is to go through old unclassified message traffic.
This would require a Computer (Research) Test at Challenging (11)
Difficulty. This does not require
authorization from the captain, but it does take a great deal of time (at least
two hours). Some people might be
wondering what he or she is doing while on duty
Finally,
a character might go over her memories of history.
This is a History (Romulan) Test made at Difficult (13) Difficulty. On the bright side, this takes no time at all: either she
knows it or she doesnt.
Success
will indicate that there was a DDeridex
that was a platform for the first Romulan experiments in cloaking technology. It was a catastrophic failure.
In the unlikely event of a Dramatic Success, the character will know or
learn that there are theories that this system was a host to those first
experiments.
If
(and only if) the character was successful in this test, he or she can try to
get a picture of the crewmembers with a successful Computer (Research) Test at
Moderate (7) Difficulty. If
successful, the character will recognize the faces of the crew to include
Commander Kadius and Subcommander Vasauk.
The
character can also search by the names of the crewmembers suing the same three
options above reducing the difficulties by one level.
If
successful, he or she will learn that Commander Kadius had a rather spotty
political history before entering the naval arena.
His distaste for Romulan politics was overshadowed by his skill as a
Commander.
All
that is said of Subcommander Vasauk was that he served as Commander Kadius
executive officer. There is also a conjecture that the two of them planned on
defecting to Vulcan (this is an incorrect speculation from an intelligence
report over fifty years ago).
Initial
Investigation
Once
the characters are within range of Valer VI, the captain will order the Conn to
assume standard parking orbit. Although
a Routine task, assuming an orbit around a gas giant is slightly more difficult
that that of a Class-M world. The
Conn will have to make a Shipboard Systems (Flight Control) Test at Routine (5)
Difficulty.
With
that done, the captain will hand the mission over to the science officer.
He or she states that all the ships facilities are at his or her
disposal. The Captain will request
an initial analysis of the atmosphere followed by a look at the planets core.
Describe the planet to the characters as a vast ball roiling in blueness.
Analyzing
the atmosphere will require a Shipboard Systems (Sensors) Test at Moderate (8)
Difficulty. An analysis of the Core
will require the same test at Challenging (10) Difficulty.
Both
rolls are modified by the types of sensors your characters ship has.
The bonus can be found under Lateral Sensors.
For every additional five points of power allocated to the Lateral
Sensors by the Operations Manager, The science Officer gets an additional +1
modifier to his or her roll.
Probes
can be of assistance here too. Below
is a chart showing the different types of probes and where they could be
applicable during the investigation.
Probe
Class |
Applicability |
Bonus |
I |
Atmosphere |
+2 |
II |
Atmosphere |
+2 |
III |
Core |
+2 |
IV |
Atmosphere |
+2 |
V |
Core |
+3 |
Probes
are fired from the Tactical station. Firing
a probe correctly will be a Shipboard Systems (Tactical) Test made at Routine
(5) Difficulty. In the event that
the Tactical Officer scores a Dramatic Success (rolling an eleven or more),
double the bonus to the Science Officers Shipboard Systems Test.
Depending
on the number of science stations that the character has available to him or
her, the character might decide to put together a science team and make the
tests combined.
Each
sensor sweep, probe preparation, and firing takes five minutes of time.
Successfully
scanning the atmosphere of Valer VI will reveal the following information on the
planets atmosphere:
Element/Compound |
Percentage |
Hydrogen |
48.6% |
Helium |
48.475% |
Nitrogen |
1.68% |
Methane |
1% |
Oxygen |
.115% |
Ozone |
.115% |
Argon |
.015% |
In
the event of a Dramatic Success (fourteen or more), the science officer will
note that the Nitrogen, Oxygen, Ozone, and Argon seems to be concentrated in an
approximately 1.5 cubic kilometer area in the upper atmosphere along the
planets equator.
Whether
the science officer scored a dramatic success or not, he might note that any
oxygen in the atmosphere should be in the form of water.
Oxygen is far too reactive of an element to be isolated.
This is realized in a Physical Science (Chemistry) Test at Routine (4)
difficulty.
A
successful analysis of the planets core will reveal it to be composed of
liquid Hydrogen and Helium with trace amounts of solid methane islands,
all tightly compressed. If the character makes a successful Planetary Science (Planetology)
or Physical Science (Chemistry) Test at Routine (4) Difficulty, they will note
that although the core is non-ignited, the planet is putting out three times the
energy it should; mostly in long-wave radiation.
Analyzing the data will take five minutes of time.
Twenty
minutes into their work, have the tactical officer make a Shipboard Systems
(Tactical) Test at Moderate (7) Difficulty.
If successful, he or she will learn that the ship was bathed in an energy
pulse lasting less than a nanosecond. In
the event of a dramatic success (thirteen or more), the character will pin point
the source coming from the gas giant below from the upper atmosphere along the
equator. If they previously scored
a dramatic success on the sensor sweep of the atmosphere, they will learn that
it came from the same area where the high concentration Nitrogen, Oxygen, Ozone,
and Argon is located.
Have
anyone running a comparison of the energy burst make a Physical Science
(Physics) Test at Routine (4) Difficulty. A
success will indicate that the energy burst was not dissimilar to the energy
emitted by their sensors. A
character making a successful Systems Engineering (Sensors) Test at Routine (4)
Difficulty will note that at the Federations current level of technology such
a short burst would give no real information.
In the event of a Dramatic Success (ten or more), the character will
conclude that the only thing that could possibly be gained is the existence of a
type of energy or matter. Even
then, it would only determine a grossly general direction.
If
any of this is reported to the captain, He will order the conn to break orbit
but keep the planet within range of lateral sensors.
He will order the Communications or Tactical Officer to hail the planet (Saying
hello is part of our job
). Neither
of these requires a roll.
In
response will be a second energy burst. Pinpointing the source of the burst will
require another Shipboard Systems (Tactical or Sensors) at Challenging (10)
Difficulty. If the character attempts to continue scanning for subsequent
bursts, have him or her make a Shipboard Systems (Tactical or Sensors) Test at
Moderate (7) Difficulty. If
successful the character will again pinpoint the exact source: this time in the
ship (see Ghost in the Machine).
If
the tactical officer doesnt order a security team to that point, the captain
certainly will. Regardless, the Captain also orders the Tactical Officer to
run a Level Five Diagnostic on his or her systems.
The diagnostic will reveal that nothing is wrong with the Tactical
Station or Sensors.
If
a Betazoid (or any other long-range telepath) is present on the bridge, the
Captain will ask him or her to telepathically scan the area, filtering out the
crew. This is a Receptive Telepathy
or Empathy Test made at Moderate (6) Difficulty.
If successful, the character will detect a profound sense of misery
around him or her including on the bridge!
If the character scored a Dramatic Success, the character will notice
that the misery has a particularly Romulan flavor to it.
Whether
the character was successful or not, a profound chill will overcome the bridge.
Unlike the encounter in Ghost in
the Machine, there will be no visible specters.
Seeing these specters will require the characters to put the bridge on
the main viewer. Furthermore, the
main viewer will have to be altered to show only the narrowband wavelengths of
blue in the invisible spectrum. This
is reflected in an Extended Test using the Systems Engineering (Sensors) skill.
The character must reach a total of twelve before getting the focus
right.
If
a character pulls this off, they will see not only distorted views of them but
of the specters: over ten humanoid shapes lacking in definition surrounded by an
eerie yellow nimbus. Have each
character roll his or her Intellect augmented by Perception.
Whoever scores the highest will notice that two of the shapes are
approaching the Captain: one from the front and one from behind!
If the character intervenes or even shouts a warning, the figures will
again vanish. If the beings touch
the Captain, he or she will take 1D6 points of damage as he or she is
overwhelmed by feelings of depression, pain, and a desire for release as
described in Sympathetic Misery.
Resistance, in this instance, is determined by Presence augmented by
Willpower vice Fitness and Vitality. Like
the section below, the captain may begin to babble in Romulan.
Ghost
in the Machine
The
first character to leave the bridge (the doctor going to sickbay or the chief
engineer to main engineering, perhaps) will become subject to a haunting.
At
first, the air will become very chilly.
Following that the character will see a large Romulan staring at him or
her. If
the character makes a successful Culture (Romulan) Test at Routine (5)
difficulty, he or she will note that the uniform worn by the Romulan dates back
at least two hundred years ago.
The
Romulan will seem to speak but no noise will come from his lips.
Following that he will beckon the character to come closer.
Following that, his eyebrows will furrow and he will vanish.
If a security team was dispatched to the area, they will appear just as
the ghost vanishes (see Initial Investigation).
Characters
choosing analyze the data accumulated during any of the phantasmal visitations
should make a Physical Sciences (Physics) Test at Moderate (7) difficulty.
If successful, he or she will conclude that the ghosts seem to exist in
pulses of unstable proto-energy. At
times they have some properties of energy and matter; sometimes neither.
Comparing
the readings from the cloud after the initial attack to the past readings taken
from the ghostly visitation will reveal some similarity in the readings.
The same multiphasic energy will be detected. A prolonged scan of the cloud will reveal that the energy
accumulated from the clouds attack on the ship (if such a thing did occur) is
dissipating. Where the energy is
going is inconclusive. Once thing
for certain is that the energy is not being emanated or dissipated in known
space.
A
Physical Science (Physics) Test made at Routine (5) difficulty could lead to the
theory that the energy does to some other dimension.
A Systems Engineering (Sensors) Test at the same difficulty would confirm
that by the difficulty that the sensors were having in detecting the cloud. An observant character making a successful Material
Engineering (Mechanics) Test at Moderate (7) Difficulty will note that the cloud
is exhibiting some mechanical behavior. A
character making a Life Science (Biology) Test at the same difficulty will note
that the cloud is exhibiting some biological behavior.
A character making a dramatic success in either of these two tests will
come to the revelation that this cloud is a mechanism so advanced, that it has
evolved a limited intelligence of its own.
The
Planet Lives!
After
the visitation, the Science officer will note that there seems to be unusual
activity on the planet below. A
successful Shipboard Systems (Sensors) Test made at Moderate (7) difficulty will
reveal that some of the gasses from the planet below are congealing and leaving
the atmosphere. Getting an exact
analysis of the gaseous composition requires the same test made at Challenging
(10) difficulty. If the character
scored a dramatic success during his initial scans of the planet detailed in
Initial Investigation, reduce the difficulty to Moderate (7).
If successful, the character will learn that the cloud is composed
primarily of Nitrogen, Oxygen, Ozone, and Argon. If the character makes a successful Systems Engineering
(Sensors) or Physical Science (Physics or Chemistry) at Moderate (7) Difficulty,
he or she will realize that the cloud is absorbing the energy emitted for the
sensor scans.
If
the science officer was successful, in any of the above tests, the Tactical
Officer will realize that the cloud is heading directly to the ship with a
successful Shipboard Systems (Tactical) Test at Routine (5) Difficulty.
If the Science Officer made no such scans or failed at them, raise the
Tactical Officers Difficulty to Moderate (8).
The cloud will reach the ship in just over a minute.
The
characters will have an opportunity to do something before the cloud arrives.
Do they let it reach the ship? Do
they try to evade? Do they attack? Do
they do any combination of the above?
Evading
the cloud will require a Shipboard Systems (Flight Control) Test at Challenging
(10) Difficulty. If they conducted
a scan after they detected the cloud moving toward them, raise the difficulty
number to 11. If they fired phasers
at it, the Difficulty will be Difficult (12).
If they fired photon torpedoes at it, reduce the difficulty number by one
for every torpedo fired (a clue!). If
the players dont realize this, have the Tactical Officer make a Shipboard
Systems (Weapons) Test at Challenging (9) Difficulty.
If he or she makes this test, he or she will note that tidbit.
If
the cloud reaches the ship, it will absorb the shields in the first round!
After that it begins working on the saucer section. Characters making a successful Shipboard Systems
(Tactical or Operations) Test at Moderate (8) Difficulty will note that cloud
seems to stay away from both the sections carrying photon torpedoes and the star
drive section entirely. Before he
or she can share this observation, however, every character and nonplayer
character in the saucer section will take 7 +1D6 points of damage as what
appears to be St. Elmos Fire streaks through the ship.
Damage can be avoided entirely with a successful Coordination Test made
at Moderate (7) Difficulty augmented by Reaction. This continues until the Conn gets the ship away from the
cloud (see above). Psionic
characters have an additional problem detailed in Sympathetic
Misery below.
The
cloud will continue to attack the ship absorbing any energy that it emits.
If the ships energy output dips to 20 or below, the cloud will back
off considering the ship to have vanished."
This could be a way to get the characters out of a bad situation if the
Flight Control Officer just cant get the ship away. The captain (if he or she is a non-player character) might in
fact order that all systems be shut down. An
enterprising player may arrive at the same conclusion.
Shutting everything down in the midst of the chaos will require a
Shipboard Systems (Operations or Command) Test be made at Moderate (8)
Difficulty.
Once
the ship is free of the cloud (by stealth, smarts, or subversion), repairs will
probably have to be made. Assessing
the damage will require a Material Engineering (Structural/Space frame) Test at
Routine (5) Difficulty. In the
event that a character scores a dramatic success, he or she will note that both
the warp engines and the torpedo room remained untouched (hint, hint).
Whatever
the characters do to effect repairs and figure a way out of this mess, it is
important that the ship not use more than twenty points of energy.
If the characters use more than that proscribed twenty points of energy,
give them a warning. Perhaps the
cloud starts to move toward the characters ship.
If they dont get the hint, zap them again.
The
ships shield generators and phaser array will be blown after the initial
attack. Repairing them will require
an extended Systems Engineering (Shields) Test at Moderate (7) Difficulty.
Total up the successful numbers rolled.
The total equals the maximum amount of strength the shields can emit.
Once the total reaches the actual maximum, the shields are repaired
completely. Each turn represents
five minutes.
The
same applies to the phaser array.
If
characters use part of their scant energy resources to track the cloud, have the
tactical officer make a Shipboard Systems (Tactical) or Computer (Modeling) Test
at Moderate (7) Difficulty. If
successful, he or she will note that the cloud is on a slow but steady course to
Valer IV tacking by way of solar winds. It
will reach the planet in ten hours and forty-five minutes.
A World Knowledge (Valer IV) Test made at Routine (3) Difficulty will
tell the characters that there is a joint Federation-Haralian Colony on that
world. Specific information on the
planet is provided in Handout #2 at the players request.
Valer IV brings up several questions. What threat is it to the colony? Do they have a right to destroy the cloud? Is the cloud a living entity? What is the connection between the cloud and the ghosts?
A
character checking over the past movements of the creature should making a
Physical Science (Mathematics) Test at Moderate (7) Difficulty will note that
its movements follow a pattern with some randomness involved.
If the character makes a Life Science (Biology) Test at the same
difficulty, he or she will note that the patterns indicate some rudimentary
intelligence: it reacts to everything on a simple set if instructions much
like an Earth insect. Someone
following this logic might determine that it may be possible to lead the cloud
away from the colony with the proper bait.
It
will take some level of prodding to get the clouds attention.
Phasers alone will not do the trick.
A character conducting a repeat performance of a Life Science (Biology)
Test might liken the cloud to a shark focusing in on the slower prey. One way to slow its advance on the colony is to have the
colony shut down operations on the planet below, cutting all but the most
essential power grids. Getting the
planet to agree with this is no mean task.
A character making an Administration (Logistics Test at Moderate (8)
Difficulty will note that such an operation will take 3 hours. A character making a Culture (Haralian) Test at Moderate (7)
Difficulty will note that due to the bureaucratic structure of the colonys
government, it will probably take a lot longer than that.
The
colony Governor, a Haralian named Stellis, can be reached immediately.
Convincing him to do this will require the character to brief the
Governor on the entire situation from start to finish followed by a Contested
Persuasion (Debate) Test augmented by the characters Empathy.
If successful, the colony will have all power shut off in six hours.
If a Dramatic Success is scored, the colony will be shut down in three
hours. A failure means that Stellis
refuses to believe the crew. A
dramatic failure means that the Governor flies into an outright panic (and thus
the colony) calling for an immediate evacuation and demanding that the crews
ship assist in this effort. Statistics
for Governor Stellis can be found on page 24 of A Fragile Peace ? The
Neutral Zone Campaign Vol. 1. If
you do not have that adventure, use the Haralian template found on page 209 of
the Core Rules. Give him a
persuasion skill of two.
Sympathetic
Misery
If
the cloud reaches the ship, psionic characters will take additional 1d6 points
of damage from a crush of psychic emanations of pain, depression, and a desire
for release coming from a confusion jumble of over one thousand minds.
The damage can be avoided with a successful Mind Shield Test at Moderate
(8) Difficulty. Resistance, as
depicted in Initial Investigation, is
determined by Presence augmented by Willpower vice Fitness and Vitality.
The
character, whether damaged or not, will experience the two tiered psyche of the
cloud. Analyzing this will require
two tests conducted in one action. Analyzing
the first tier psyche will require an Empathy or Telepathy Test at Moderate (6)
Difficulty. The second tier will
require the same test at Moderate (8) difficulty.
If the character attempts to analyze both tiers, add a +1 Difficulty to
both tests. If the character
concentrates only on one, he or she will not have a chance at the other.
A
successful analysis of the first tier will dictate that the cloud has two
parameters to its programming:
If the character scored a dramatic success he or she will realize that preserving life to the cloud means absorbing the psyches of life forms that it encounters.
An
analysis of the second tier indicates that there are hundred of minds preserved
by the cloud. All of them are nearly insane with despair.
All of them wish for release. A
dramatic success will indicate that the psyches are Romulan.
Those taking damage will also find words that are not theirs coming from their mouths. A character that speaks Romulan will understand them as they say, you can end this with a successful Language Test at Moderate (7) Difficulty due to the archaic dialect.
The
crew might consider contacting the Romulan Empire concerning this incident.
A character making a Law (Starfleet Regulations Test at Routine (4)
Difficulty will note that this would be highly irregular, requiring that this
would require the characters to go through proper diplomatic channels.
An Administration (Starfleet) Test at the same difficulty will tell them
that this could take days if not weeks.
Contacting the Romulans will require a Shipboard Systems (Communication) Test at Routine (5) difficulty to get through the channels. Commander Modex of the Dvairin will intercept the call. He will refuse to forward the hail anywhere else. If the characters are going to convince any Romulan, it will have to be him. The characters must describe the situation to him completely. This is followed by a Opposed Persuasion (Oratory) Test. Commander Modex will simply roll his Presence. Regardless, a Receptive Empathy Test made at Challenging (9) Difficulty will confirm that the Commander knows something.
In
the event of a failure, Commander Modex will confess ignorance to any past
Romulan activities in the Valer System. In
the event of a Dramatic Failure (scoring six points below Commander Modex), he
will angrily denounce this Federation propaganda and cut off all
communication.
In
the event that the character scores a success, he will state that he knows
nothing of the past Romulan activities in that sector.
He will, however, offer to bring his ship to the system (with the
Captains permission) and assist in any way he can.
If the captain has any semblance of higher sentience, he or she will
politely decline.
A dramatic success means that the Commander was moved by their words. He will confirm that there was a Romulan scientific study that occurred five years ago but will refuse to go into any detail.
Statistics
for Commander Modex can be found on pages 23-24 of A Fragile Peace ?
The Neutral Zone Campaign Vol. 1. If
you do not have that adventure, use the Romulan Template from page 270 of the
Core Rulebook.
As
the planet continues its march toward Valer IV, the GM needs to take into
account whether the colonys government shut down."
If so, the cloud will halt once most of the planets power is shut down
and take a half hour to readjust its bearing.
Its next target will be the corona of the red main sequence star that
Valer IV orbits.
This change in direction can be noted with a Shipboard Systems (Tactical)
Test at Moderate (8) Difficulty.
To estimate the time required for the cloud to reach the corona, add ten
hours to the time remaining for the cloud to reach Valer IV.
The
data on the clouds consumption rate can be described charitably as limited.
A character observing this can make a Space Science (Astrophysics) Test
at Challenging (9) Difficulty.
If successful, the character will note that the cloud can sustain itself
for centuries off the corona.
This is only a stopgap measure.
The minute the colony powers up again, the cloud will return on its
trajectory for the planet.
Likewise, if the characters ship closes in on the cloud closer to it
than the cloud is to the sun, it will turn to the ship for a snack.
Theoretically,
this will provide ample time for the characters to evacuate the colony.
This will make both governments very unhappy, but for the time being, it
is the call of the crew.
A Strategic Operations (Arteline Sector) Test at Moderate (8) Difficulty
will indicate to the character that this action could give the Romulans some
ground. A
character making a Social Science Test with the specialization of his or her
choice at Challenging (9) Difficulty will note that the ramifications of
uprooting 2.4 billion colonists could be severe.
In
the event that the characters accepted Commander Modexs offer of help, a Dderidex
class Warbird will decloak.
Commander Modex will state that he has arrived to provide what assistance
he may. The
bottom line is that the Captain invited him in so he is in no way in violation
of the Treaty of Algeron.
A character making a Diplomacy (Intergalactic Law) at Routine (5)
Difficulty will realize it.
Any character making a Culture (Romulan) Test at the same difficulty will
get a nagging feeling that theyve made a big mistake.
He
is willing to discuss the situation by way of viewscreen or on the characters
chip but not on the Dvairin.
If he discusses the situation on the characters ship, he will bring
his diplomatic staff with him consisting of six Romulan soldiers armed
with disruptors.
Use the Romulan Template from page 270 of the Core Rulebook giving them
the following skills:
Romulan
Navy Martial Arts are described on pages 28-29 in the Romulan Characters
Book in The Way of Dera boxed set.
If you do not have this, replace Naval Martial Arts with Starfleet
Martial Arts. Commander
Modex has no plans to take the characters ship.
He is just taking precautions.
The
character that had contact in Sympathetic Misery might gain some insight from
the psyches he or she encountered in Sympathetic Misery.
This insight may be gained by way of meditation or by describing the
experiences to a ships counselor. This
is reflected in a Medical Science (Psychology) Test at Challenging (10)
difficulty. If the character or
counselor is successful, the experiences can be likened to the emotions of a
terminally ill patient in the last stages of dying.
The only difference is that the dying has been going on for the past 100
years.
Some
player having seen Star Trek: The Motion Picture might decide to go EVA
and make contact with the cloud. This
is a bad idea but let the player find out for himself.
The first round of contact with the cloud will destroy the Environment
Suit exposing the character to damage from the vacuum described on page 131 of
the core rulebook. The second round
results in the characters psyche being absorbed by the cloud.
An
emergency transport, due to the clouds propensity for absorbing damage is
dicey at best. It will require a Shipboard Systems (Transporter) Test at
Challenging (10) Difficulty to pull this off; otherwise the character is
consigned to oblivion.
The
cloud's weakness is antimatter. A
sufficient amount of antimatter could conceivably destroy it if the cloud tried
ingesting it. Back in The Planet
Lives! the characters might have noticed that star drive section not the
torpedo room was attacked by the creature.
If they havent, have them make a Material Engineering
(Structural/Space Frame) Test at Moderate (8) Difficulty.
Reduce the difficulty to Routine (5) if they previously fired photon
torpedoes at it. If successful they
get this fact. Let the players try
to figure out what those areas have in common.
If they have, have them make the same test at the same difficulty. A success will indicate that the key is antimatter.
Character
making a Combined Shipboard Systems (Weapons) and Physical Science (Physics)
Tests at Challenging (10) Difficulty can estimate that the antimatter contained
in two hundred photon torpedoes exploded in the belly of the creature should be
sufficient. A Planetary Science
(Ecology) Test made at the same difficulty will forewarn the character that the
explosion must be at least 270 thousand kilometers away from the planet or it
could have adverse affects on the environment.
Thats about one hour away from the planet.
If
the Dvairin is present, they will be of little help other than to pick
up survivors if things go wrong. Although
he will refuse to go into detail, he will note that Romulan weaponry is
primarily plasma based.
Unfortunately,
the cloud is not so cooperative to ingest the torpedoes for the characters.
It knows antimatter when it senses it and stays away from it on
principle. The trick will be to
hide it in something that the cloud finds much to its liking: namely energy.
While
the players will undoubtedly come up with some workable plan, what follows is a
textbook solution to the problem. Have
the crew manually align the torpedoes close to one another in a tight bunch.
After that, the ship will vent plasma surrounding the torpedoes.
A Combined Systems Engineering (Weapons) and Physical Science (Physics)
at Challenging (10) Difficulty will be required to correctly gage the closest
the plasma can come to the torpedoes without setting them off.
Whether the characters succeeded in the test or not, some formula will be
arrived at. The GM should
keep track of this.
Venting
the plasma is reflected in a Shipboard Systems (Flight Control) Test at the same
difficulty. Again, the GM
needs to log the result.
Once
the two results are logged, the GM needs to compare them on the two tables
below. The numbers reflect the
amount of power that is drained from the ship.
Add the two results together to get the total power drain.
If the total is greater than the entire energy output of the ship, they
will have to pause and start again one the warp core gets a chance to
catch up. Depending how close the
cloud is to the characters; this could be anything from an inconvenience to an
actual problem.
Systems
Engineering (Weapons)/ Physical Science (Physics) |
Shipboard
Systems (Flight Control) |
||
Dramatic
Failure |
KA-BOOM |
Dramatic
Failure |
KA-BOOM |
Failure |
80 |
Failure |
40 |
Success |
40 |
Success |
20 |
Dramatic
Success |
20 |
Dramatic
Success |
10 |
Ka-boom
is pretty self-explanatory. The
ship will take 119 points of damage. This
could mean the destruction of the ship. You
pay your money and you take your chances. Depending
how much power is left over, two or three actions can occur before the explosion
overtakes the ship.
No
matter what, the Operations Manager needs to get involved with power allocation
and he or she needs to do it quickly. To
allocate the correct amount of energy to propulsion and shields, the character
needs to make a Shipboard Systems (Operations) Test at Challenging (10)
Difficulty.
Getting
the shields up require with same test and difficulty with the specialization of
Tactical. The same applies to
propulsion with the specialty being in flight control.
The shields would absorb what damage they can.
If a character successfully got the ship into warp before the explosion
overtakes the ship, then it suffers no damage whatsoever (except burning out a
warp coil or two).
Pending
the correct creation of the poison pill, the next question will be to
placement. If the colony was
shut down, the concentrated plasma is much more attractive to the cloud
vice the corona of the star. It
will move directly toward the ejected plasma.
On
the other hand, if the colony is still active it will continue toward the
colony. The characters will have to
place the plasma-torpedo surprise directly along the clouds trajectory
path.
Once
the cloud has absorbed the antimatter, the characters will need to get their
ship out of the way tout de suite or suffer damage as if their initial
placement got a ka-boom result described above.
The cloud absorbs the bulk of the damage so the ship risks only 60 points
of damage
If
the characters managed to destroy the cloud before it was within 270 thousand
kilometers of the colony, the characters are hailed as heroes.
If it was done in closer proximity, the atmosphere will be irradiated and
weather patters on the planet will be chaotic for the next thirty years.
Although a solution is possible, it is out of the context of this
adventure leaving the GM to create an adventure of his own.
Depending
how things went, the characters might have a great deal of injuries to heal and
repairs to conduct.
This can be carried out at the nearest starbase.
If they are incapable of movement, Starfleet will send another vessel to
give the characters a tow.
Of
course, if the characters foolishly accepted Commander Modexs offer of help,
he will decide to stay around for awhile citing that further investigation needs
to be conducted into the past incident.
Unless the characters attack the Dvairin, it is out of their
hands and under the purview of Starfleets Diplomatic Corp.
The characters will be recalled to Starbase 39-Sierra and have a lot of
explaining to do
Once
the cloud is destroyed, a phantasm of the original Romulan crew will manifest on
the ship. Commander
Kadius will silently salute the ships captain and they will fade to the Great
Beyond.
Each
player will receive at least one experience point for participation, two if he
or she role-played the character well. Award
an additional experience point for saving the planet but subtract one if they
got the (breathing) Romulans involved.
Below
is a chart showing recommended Renown Awards.
Action |
Renown |
Attacking
the cloud at first sight before making any attempt to contact it |
Aggression
+1 Openness
1 |
Attempting
to make peaceful contact with the cloud |
Aggression
1 Openness
+1 |
Contacting
the Romulans without going through proper channels |
Discipline
1 Initiative
+1 |
Inviting
the Romulans to enter the system |
Discipline
4* Openness
+1 |
Successfully
convincing Governor Stellis to shut down operations on Valer IV |
Skill
+1 |
Valer
IV becomes the clouds lunch |
Skill
3 |
Letting
the cloud reach the suns corona and quietly evacuating the planet |
Skill
2 |
Saving
the colony and destroying the cloud |
Skill
+2 |
Saving
the colony and destroying the cloud with the ship undamaged** |
Skill
+3 |
* This is cumulative with the award before it.
** Meaning ship structure, not mere damage to the shields.
If
any character gets a skill award of +4 or more, he or she will get a
Commendation (Grankite Order of Tactics).
Today,
the eyes of the Proconsul are on your ship.
You
are proud of this Tellus-class DDeridex.
She is big and your people like big.
And she carries a device that was first and only of its kind.
Your pride and joy. Something
that even the Humans don't have.
You
inflate your chest with a deep breath. Your
ship. Well, you can pretend it is
yours.
Approaching
the maneuver area, Commander, says Vasauk, his voice carrying more lilt than
those words requires.
Have
the probes go out one thousand kilometers and come in on various unannounced
attack runs at the ship. Prepare
for demonstration of sensors to show we could knock out each of the probes as
they appear. And advise the Tal Shiar to get the Senators out of
their beds. Theyll want to be
green instead of red today for a change.
Vasauk
puts up a valiant fight as he dictates these orders to the appropriate stations,
but despite himself, his cheeks turn cyan and his shoulders shake.
They have been red, havent they, Commander? he mutters toward
you, keeping his voice low and his eye on the other bridge officers.
You
smile.
You
lean toward him in a manner so natural it has almost become unnoticeable after
your years together. They should
execute the bureaucrats. Then
things might get done.
Vasauk
smirks at you and gives you a delicate glance.
You used to be one of those.
Yes,
you say, and they should have gagged me.
Perhaps by now youd be Commander and Id be in the Senate.
I
dont want to be Commander. When
all the shooting starts, I like somebody to hide behind.
You
turn up one corner of your mouth. Thats
all right. Its my secret desire never to sit in the Senate.
Does the Romulus have its
sensors aligned? Have they been
checked?
They
reported that they were prepared an hour ago.
Prepare
demonstration of the cloaking device. Signal
the Romulus to begin their sensor sweep.
And Vasauk, you add quickly raising a finger, do it slowly and by
the book.
Inbound,
comes the dry announcement a few moments later, Romulus,
heading four zero true.
Visual
range?
In
six seconds, sir.
When
it becomes visible, well cloak on my order.
Yes,
Commander. Visibility in
three
two
one
mark.
Engage
the cloaking device.
You
all flinch when the cloaking device is engaged -
There
is a near simultaneous snap and a
white flash across the view screen. At
first, it seems the snap comes first
but now you arent sure.
The
Romulus reports that the DDeridex
has vanished from their sensors.
The
bridge breaks into cheers.
You
pump a sigh of relief from your lungs. Disengage
the cloak, Subcommander Vasauk.
Decloaking
now, Commander.
Good
boy, good boy
you inhale deeply and try to make the sensation of trouble
go away. You arent really
nervous, but for some reason your hands are cold.
Commander
Maruk bent over his tactical station.
Maruk?
you prod, your hands dropping to your sides.
We
have another ship and its not one of ours.
Vasauk
dives for the communications station as you bark, Contact the Romulus.
Sir,
Commander Pallax confirms that the ship is not Romulan
Then
what is it?
I
dont know.
What
is it? Is it Human?
Sir,
theres no log of this
Im not even certain that it is a ship, Vasauk
says, snapping his fingers to other manned positions in silent orders.
You
press up against Maruks shoulder. Some
of the greatest tactical minds and you cant tell me what it is.
I want to know whose it is. Whats
coming in?
Its
headed directly toward us!
Engage
the cloak. When its in range, disengage the cloak and fire.
It
should work. It should make the DDeridex
vanish from the sensors of any ship, any kind at all.
Its
homing in on us...accelerating now! Maruks voice clatters against
his throat.
Vasauk
whispers, Even the humans dont have anything like that
You
twist around and plow through the bridge crew to the view screen.
You stare out over the field of stars.
There
is something out there. It isnt
a ship.
Skimming
over the gas giant, making childs play of the distance between itself and the
DDeridex, is a cloud.
An
electrical cloud. It sizzles and crackles, makes colors against the stars,
shapeless and ugly-the phenomenon looks, more than anything, like an infrared
false-color image. Colors inside
colors. But there is no basic
shape. It is crawling across the
atmosphere, larger than your ship.
Behind
you, Maruk chokes, Sensors are out. Communications
out now...were getting feedback...
You
gasp twice before you can speak. Full
about! Red alert! Red
-
Your
voice goes away. Around you, every every piece of instrumentation goes dead.
There isnt even the reassuring sound of a malfunction.
In fact, there is no sound at all.
Then
a sound comes: an electrical scream swallowing the whole ship as the false-color
cloud roars up to the starboard bow and sucks the ship into itself.
It is three times the size of the ship itself.
Three times.
Your
last move as a Romulan is to turn to the communications station.
You look at Vasauk, who straightens up to stare at his Commander, both
hands clasped over his ears, and you two are locked in a gaze, frozen, held.
It feels as though all your blood is clotting at once.
Your
last perception is of Vasauks eyebrows drawing slightly together as you two
share the wholeness of that final moment before obliteration.
Then Vasauks face is covered with the false-color image, and your mind, mercifully, stops operating.
Planet
Name:
Valer IV
Class:
M
System Data: Valer IV has
two moons.
Gravity: 1 G.
Valer IVs gravity is Earth-like.
Year/Day: 486/32
Atmosphere: Nitrogen-Oxygen
Hydrospere: 50% surface
water
Climate: Temperate: Dry and
windy.
Sapient Species: Haralian
(approximately 1.2 billion), Human (approximately .9 billion), Vulcan
(approximately 0.3 billion)
Tech Level:
Six
Government:
Corporate bureaucracy based on Haralian law
Culture:
Mix of Haralian-Federation ideals dominated by Haralian corporate policy
Resources:
Valer IV provides large quantities of vionium shared by Haralian corporations
and the United Federation of Planets
Places of Note:
The entire surface of the planet is dotted with Haralian and Federation mining
colonies
Ship Facilities:
several small orbital facilities designed for tramp freighters
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