Often, when I read a Star Trek novel I think to myself, "This would make a good Star Trek Adventures scenario." Novels that have made me think this include John Vornholt's The Next Generation: Masks (1989), Jeffrey Lang's Deep Space Nine: Force and Motion (2016), John Jackson Miller's Prey: Hell's Heart (2016), and especially many of the Next Generation works of Dayton Ward: Armageddon's Arrow (2015), Hearts and Minds (2017), and Available Light (2019). (It's probably not a coincidence that Dayton himself has written a lot for STA.)
That last one I thought would not just make a good STA adventure in general, but would make a good fit for my campaign. The premise of the novel is that the Enterprise finds a derelict ship in deep space. It seems abandoned, but the crew eventually discovers that it's carrying 60,000 refugees from an alien planet, they're just suspended in the ship's transporter buffer—where they can actually live until the ship arrives at its destination. Things are complicated, though, when a group of scavengers turn up.
This would work well for a couple reasons. One, I wanted to make the scavengers into Ferengi instead of an original race. One of my player characters is a Ferengi woman, and she has a brother who works as a successful businessman. If her brother was among the scavengers, it could lead to some good character conflict for her. (Additionally, one of my players requested more familiar races from the show.) Second, way back in our fourth episode, the players acquired an alien superintelligence living in their computer system, the "Engineer" named "Mercury." Unlike most of their people, Mercury wanted to explore the universe; they had briefly done so in an android body (which the players found way back in episodes 1 and 2). However, Mercury had honestly not done a lot since coming aboard, aside when the players briefly consulted them in episode 6. I had the idea that Mercury might complicate things here by uploading themself into the derelict's transporter buffer, which would then let them materialize themself as a living being.
I also did a B-plot, as I've been doing more of this season. The players have been dealing a lot with the Haradin and the ways their nativist movement is disrupting the entire Ekumene sector. I wanted them to help shape Starfleet's response to this, so my subplot for this episode was a conference on the player ship's home base of Deep Space 10, where Rukot and Mooria would be summoned to participate.
Also, at the beginning of the summer, one of my players, Cari, had been torn whether to continue playing her regular character of Jor, the Diversitas's security officer, or a new one-off character she'd played in our ninth episode, Rina K'var, the blue Orion pickpocket, who'd ended up exiled by her aunt. I suggested she could play Rina once, an idea she went for, because I had a good idea how to fit the character into the B-plot of this episode.
“Captain’s Personal Log, Stardate 55020.9. Consul Vrossaan has invited Mooria and me to a conference on Deep Space 10 to discuss growing Haradin tensions in the Ekumene sector. Professor Orven Jadrel’s understanding of Haradin history, trade, and the meanings of Harad will be essential. The Haradin are not simply facing piracy. They are facing a crisis of identity....”
This is who I had per session:
- Ryan as Rukot, captain (sessions 1-3)
- Debi as T'Cant, first officer/science officer (1, 3)
- Kenyon as Nevan Jones, engineer (2-3)
- Claire as Mooria Salmang, pilot (1, 3)
- Austin as Frector, Intelligence analyst (1-3)
- Andy as Gurg bim Vurg, medical officer (1-3)
...with special guest stars:
- Cari as Rina K'var, freelance Orion (1, 3)
- Hayley as Charley Lee, DS10 science officer (2)
Act I: Available Light
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| Mercury appears to Gurg (image generated by ChatGPT) |
It took a bit of persuasion for Gurg to convince T'Cant, who was acting captain with Rukot away at the conference, to go there, but he eventually did. There the players discovered the derelict. The three scenes were basically 1) examining the derelict from the outside, 2) beaming over and exploring it, and 3) discovering the Ferengi were aboard. (Kenyon, who plays Nevan the chief engineer, was away for this session, so we just said they left him in command when the players beamed over.) I had to come up with a bunch of Tasks for the players, of course, but I very much benefited from being able to take a bunch of description and such right out of Dayton's novel!
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| Nejamri derelict (adapted from the Available Light cover by Doug Drexler) |
In Available Light, a fight breaks out between the scavengers and the Enterprise crew, and a mysterious emitter seemingly evaporates the character of T'Ryssa Chen; if there had been a fight, I would have done something like this, but this didn't happen, so I had an emitter evaporate T'Cant seemingly at random—because Debi would be out of town next week!
In the B-plot, my goal for this act was mostly to establish the NPCs and the parameters. There were a lot, since I wanted a bunch of different possibilities represented for the conference, but most of them were returning. These were:
- Captain Akul, Klingon (episodes 3, 5, 8)
- Professor Orven Jadrel, Haradin academic (episodes 7, 8)
- Lt. Commander Mazio Sanna, Starfleet Intelligence (episodes 5, 8, 10)
- Subcommander Taleria, Romulan (episode 10)
- Consul Vrossaan, Federation diplomat (episodes 5, 6, 8, 10)
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| conference attendees |
My other goal was to get Rina K'var involved. Since being kicked out of her aunt's pirate guild, she'd been playing Orion tambourine in Gregin's bar; he asked her to sneak into the conference and get him some information. With some judicious use of Threat, I got the players to intersect, and Rina even overheard some of Taleria's subordinates plotting. The act ended with Professor Jadrel giving a keynote at the conference... and then a bomb going off, injuring Jadrel, Mooria, and Rina. (Mooria's and Rina's players would be out of town the next week, so this worked well with my preexisting idea for a bombing subplot.)
Act II: Hand over Fist
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| Assistant DaiMon Tozal (Tog from TNG: "Ménage à Troi") |
In the second scene, the players investigated the derelict with some technical Tasks, alternating with social Tasks to deal with the Ferengi—they got up to shenanigans that the crew would have to deal with to proceed. The players were able to pretty quickly put together the clues to figure out that the Nejamri was carrying 60,000 people in transporter buffers, but they were suitably impressed at the concept.
In the third scene, I had an Extended Task planned. I didn't know exactly what it would be, just that it would be Magnitude 5, Work 30, Resistance 1, Intervals 12. I was going to play it by ear based on what was happening: they wanted to open up a communication channel to T'Cant, so I had this cause the derelict computer to recognize she didn't belong and attempt to purge her. Nevan and Gurg took care of this, while I occasionally spent Threat to have the Ferengi do stuff Frector would have to deal with.
At the end of the act, Mercury used their connection to upload themself into the derelict computer, which also shut off the power. Commercial break!
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| Lt. Commander Charley Lee (image by ChatGPT) |
She decided to build a science officer with a Focus in chemistry, a human with a cybernetic hand that gave them an enhanced sense of touch. Kid One designed the visual appearance using an online Star Trek token generator, and Kid Two came up with the name: Charley Lee. A family undertaking!
When it came time to plan the mystery, I thought the only two real possible culprits were either the Romulans or the Haradin agitators. But how to make this not obvious... yet not so complicated the players would struggle to solve it? The idea I came up with was that Ashrevi had planted the bomb, but she had been given it by Romulans posing as Haradin. So the players would find some clues incriminating the Haradin, and some incriminating the Romulans, and some absolving each group: footage of Ashrevi carrying in a package she didn't carry out... but strong evidence she couldn't have brought an explosive on the station. They did a good job making their way through the clues and figuring it out.
I made the third scene an Extended Task as well, a chase where Ashrevi ran away and they had to catch her. Something interesting I did was to play both scenes at the same time, going back and forth. As Kenyon pointed out, this mean the players had to be thoughtful about using Momentum, because they needed to save some for the other group!
Act III: Presto
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| DaiMon Plen (Lurin from TNG: "Rascals") |
Scene two then set the stage for the finale: The DaiMon of the Ferengi ship ordered Frector's brother to disconnect the Starfleet connection to the computer core of the derelict, so Frector had to stand up for herself. Austin killed it, rolling something like 11 successes, some of which he spent to establish an Advantage countering the Disadvantage I'd set up. They also made contact with Mercury and communicated with T'Cant inside the derelict computer.
I wanted the final scene to be all about transferring power to the Nejamri derelict, but I didn't want to do yet another Extended Task. So I adapted the Extended Task mechanic:
- Every round, the players could attempt a Daring + Engineering Task to transfer power to the derelict.
- On a success, they could roll Challenge Dice like an Extended Task, and the power flow would increase by that amount, on a scale of 0 to 20.
- The difficulty would start at 5, but every time they succeeded it would go down by one.
- But also every round, I would roll Challenge Dice, and the power flow would go down this amount, representing the Ferengi doing things to interfere.
- I could spend Threat to do things like increase the difficulty of the main Task or add to my Challenge Dice rolls.
- But the players could also undertake Tasks to either create Resistance on my rolls or stop me from rolling altogether.
If the power flow went back down to 0, the materialization process would begin without enough power to sustain it. If it went up beyond 20, then there would be enough power to sustain the process.
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| the Trickledown Economics (image from Star Trek Online) |
In the end, the players saved the Nejamri, had some exciting showdowns, and convinced the Ferengi to lay low. My adaptation got looser as it went, but I think overall it worked well.
I'd like to make the A-plot a publicly available mission, but my notes are mostly written for my own benefit and have a lot of stuff specific to my players and campaign, so I would need to do a lot of cleanup first. Maybe someday!
The first scene of the B-plot was mostly to wrap up dangling thread from the investigation: the players got to question Ashrevi, and hear Taleria's side of the story. (The latter told them she'd already sent her subordinates home to Romulus... on a shuttle she feared wouldn't make it!) Then in the second scene, I had them hear each NPC's take and then come up with their own plan. They very much wanted to amplify Professor Jadrel's anti-nativist message... but how?
This was sort of the crux of the episode for me. I could think of a lot of ways to do this, but didn't want Starfleet to just tell them—hence the conference idea. They came up with the plan of hacking into the Haradin transmitter network, and transmitting Jadrel's message through that.
Scene three, then, was convincing other people to go along with the plan. If they could convince four of the six NPCs, they then could convince the Admiral. They worked their way from easiest sell to hardest, making good use of Talents and information to lay out their argument... and then they convinced the admiral. So now I know what to base the season finale around!
Star Trek: Ekumene:
- "Patagon in Parallax"
- "A Terrible Autonomy"
- "Stinks of Slumber and Disaster"
- "Angels in Your Angles"
- "A Thousand Miles from Day or Night"
- "When I Get through This Part…"
- "Only Trying to Do Right in This Wicked World"
- "No Place in the Processional"
- "Legend Grew about Their Daring"
- "On the Edge of Nobody's Empire"
- "No One in Here"
- "Your Enemies at Your Side"






































