As I did last winter break, I decided to run a three-week Star Trek Adventures one-off. I wanted it to be a fun one-off (as opposed to the very grim war storyline we ran last winter!), and an idea bubbled up that I've long had for a story. Apparently (I'm sure I heard this on NPR over a decade ago), getting your cargo freighter hijacked by pirates isn't a big deal, in that cargo companies have insurance that cover their losses. So you don't battle the pirates these days, you just hand over the cargo so no one gets hurt. I've always thought there was the kernel of a good action-adventure story in here: what if some character was travelling via a cargo ship and thought they were helping when they put up resistance to the pirates when in fact the cargo ship's captain would have much rather they remained calm and cooperated!
So that was the basic idea. Where would the players be travelling, and why on a cargo ship? Well, my campaign has a recurring group of aliens, the Ithik, who are obsessed with games because they live forever and are bored; these alien appeared first in episode 2 (based on the published adventure "Abyss Station" by Jacob Ross) and then returned in episode 6 (based on the published adventure "Game Night" by Alison Cybe). At the end of episode 6, the players had helped the Ithik resettle on a new homeworld. When one of my players, Ryan, wrote his character's personal log about the events of episode 6, he'd suggested that the Ithik channel their enthusiasm for games into hosting a galaxy-wide competition, the Ithika. That seemed like a good hook: the players could be travelling to the new Ithik homeworld to play in and/or observe the Ithika, on a freighter carrying colony supplies.
The other upshot of that was that it would make it easy for players to play someone different if they wanted, apart from their regular characters; they would just need a reason to be participating in the Ithika as either player or observer.
“Acting Captain’s Log, Stardate 54463.6, Lieutenant Jor Lena reporting. The senior staff of the Diversitas has been invited to participate in a competition on the new Ithik homeworld, Psi Erandi X. The Ithika is a massive competition with participants from across the quadrant, attempting to leverage the Ithik obsession with games to good end. Unfortunately, I will not be able to participate as, with Captain Rucot visiting his parents on Cardassia Prime, I will be commanding the Diversitas on anti-piracy patrol. The Diversitas is scheduled to rendezvous with a freighter charted by the Ithik to bring the other senior staff members to the games.”
Planning the Mission
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| Breen freighter Urney, Klingon surplus (image generated by ChatGPT) |
- Debi as T'Cant, first officer/science officer
- Kenyon as Nevan Jones, engineer (1-2)
- Claire as Mooria Salmang, pilot
- Austin as Frector, Intelligence analyst
- Andy as Gurg bim Vurg, medical officer
- Ryan as Phalnox Drin, MMA coach
- Cari as Rina K'var, Orion pickpocket
Back when I started GMing STA (which was also my first time GMing anything at all), I would plan out episodes in exhaustive detail—which was easily done, since I was always working with published missions. I had fifteen pages of outline for our first episode, "Patagon in Parallax," for example, covering all three acts. But 1) having written my own episodes several times now, and 2) having a strong group of players who really grok the game, I find I no longer do this. I went into our first session with 3½ pages, just covering the first act.
I knew I wanted the pirates to be Haradin, our recurring alien species; following the events of episode 8, the pirates would be followers of General Zotabia, my players' recurring Haradin nemesis (see episodes 1, 3, 5, and 8). He had tried to go legit as a nationalist demagogue, but would now turn back to piracy following his defeat in episode 8's election. Zotabia himself wouldn't feature in this episode, but a couple other recurring Haradin characters were, especially Esha Vortan, an earnest true believer of Zotabia. For a moment I thought about making the freighter crew Haradin too, but decided this was probably too much Haradin lore! I used to use the Haradin as my generic filler species, but I've developed them so much I can't do that anymore. I made the actual freighter a surplus Klingon ship so I could use my Klingon ship tiles, but had it been purchased by the Breen, whose weird standoffishness seemed like it might add a nice complicating factor to the proceedings.
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| Thot Udd (screen capture from Deep Space Nine) |
Basically, all I planned out was the broad setting, a couple characters (the Ithik mayor, three pirates, the Breen thot, some other Ithika participants), and the beats of the first act:
- Teaser: Rendezvous with the freighter, meet the other participants, end with the freighter being attacked while the players sleep
- Scene 1: Haradin pirates enter the corridor the players are in and lock it down, taking two players as hostages to the bridge.
- Scene 2: The players on the bridge learn what the pirates are up to. (In order to keep costs down, the pirates wouldn't staff the freighter or hold its entire crew hostage or anything like that; instead, they'd physically link their ship to the freighter and establish control over its systems.)
- Scene 3: The players in their quarters would do something—presumably attempt to escape.
- End of Act: Someone, probably the pirate captain, would recognize a member of the Diversitas crew and realize they had something even more valuable than colony supplies—the senior staff of the Diversitas, who had foiled their boss many times over.
Also, once the pirates turned up, I planned to give Austin a slip of paper indicating what Frector knew:
Thanks to your Intelligence briefings, you are aware that in the months following Zotabia’s defeat in the Ship-Clan Marvek referendum, there has been a resumption of Haradin pirate activity in the Ekumene sector. However, the Haradin pirates have thus far been careful to avoid preying on ships belonging to the Federations or its allies, and there is also no clear indication that these pirates are allied with Zotabia.
Lieutenant Commander Mazio Sanna [Frector's superior] on Deep Space 10 would particularly like to find either 1) hard proof that these pirates are affiliated with Zotabia (which could help turn some of the undecided ship-clans against Zotabia), or 2) the location of the pirate base.
Playing the Mission
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| Tazrevi Korash, first officer of the Haradin pirates (image generated by ChatGPT) |
Nevan tried to write up a booby trap using a console in his quarters, and succeeded in accessing it... but also rolled a Complication, so I had him shocked and knocked unconscious; Gurg succeeded at a Task to argue he should be able to help Nevan, so they ended up in the same room adjacent to Rina. But when Rina tried to talk to Gurg through the walls, he rebuffed her! She ended up using her Orion smarts to claim to the pirates that she wanted to join them, and they let her out. On the bridge, Phalnox and Frector were able to sneak a look at some consoles and realize that part of the pirate plan was to do two things:
- Align the pirate ship's subspace carrier to the freighter's internal clock cycle. If the two ships were out of sync by more than a microsecond, the freighter would reject remote inputs.
- Install a "deadman echo" in the freighter computer core; if the link between the two ships was severed, the freighter's power grid would automatically go into standby mode.
The first act did indeed end with the pirate captain, Beshlor, coming onto the freighter bridge and recognizing Frector and thus putting out an order for the rest of the Diversitas crew to be brought in.
Between sessions, I wrote up about 1½ pages of ideas of what could happen in Act II. One idea I came up with was that, if we use quartz crystals for timekeeping in the real world, maybe in the Star Trek world, they use dilithium crystals; thus the players would need to make their way to the freighter's dilithium crystal chamber.
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| Haradin pirate ship (Orion surplus, I guess?) (image generated by ChatGPT) |
On the bridge, Frector and Phalnox came up with a plan for Phalnox to pretend there was something wrong with Frector's (made up) heart implant and thus utter some dialogue about adjusting the timing, so that the other players could hear this and know to sabotage the freighter's clock. I made it a D5 Task to send the message and D4 one to comprehend it. The players succeeded, but Frector rolled a Complication when assisting Drin; I made the Complication that the pirates bought it so much they had Frector taken to the sickbay on their ship! Meanwhile, Rina befriended Esha Vortan, who really does like the Diversitas crew, and thus persuaded him to let her send a message to her people so the Diversitas could come and help. I had thought he would interact directly with the Diversitas crew, but that never ended up happening.
Meanwhile meanwhile, the other characters did an Extended Task to sneak around the freighter. Frector stunned the pirate escorting her... but then asked Gurg to join her in sneaking on board the pirate ship after all! Frector likes to keep secrets, so they were kind of vague about why, but a grumbling Gurg came along.
When the other players made it to the chamber, I gave them a Timed Extended Task to adjust the freighter's computer clock. I made it Initial Difficulty 5, Magnitude 4, Work 30, Resistance 1, Intervals 4. Difficult but doable... but the players didn't always roll great, and I used Threat to keep the Difficulty up and the Work low even as they got Breakthroughs. For the first time ever, my players failed at an Extended Task! It was a good bad ending to the session. I felt almost apologetic, telling them you need to have a failure in Act II to make the victory in Act III even sweeter.
(Them: "What if we fail in this episode?" Me: "Then I guess season three will be escaping from Haradin prison!")
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| Aunt Thevi (image generated by ChatGPT) |
The beginning of the act went a bit better for them: the players in the dilithium chamber were able to hide when the Haradin pirates came by, then knock out a guard and finish their sabotage; Drin used his MMA skills to fake falling onto a console and mess up the pirates' work; Frector and Gurg were able to download the pirates' comm data and send a distress signal to the Diversitas, though they ended up jumping into an escape pod to get away.
Then Aunt Thevi turned up. She had not passed on Rina's message to the Diveristas but wanted the freighter for herself. Things got a bit goofy as I played up the incompetence of the Blue Orions; she did beam Rina and Phalnox off the freighter. The players decided to let the pirates slug it out, but this seemed undramatic, so I spent 2 Threat to have the Haradin pirate captain offer Aunt Thevi the Ithik freighter if she would just give the Haradin the Diversitas crew. The players decided to convince Aunt Thevi they could help take both the Haradin pirate ship and the freighter; I made this take three D4 Tasks, and they did succeed... only Rina rolled a Complication.
The Diversitas then turned up; Aunt Thevi decided to flee (technically she hadn't done anything wrong... yet), but when she beamed Drin to the Diversitas, she sent Rina too, the Complication being Rina was now in exile for causing her family to yet again fail at piracy. The Haradin tried to go despite their linkup not being totally in place, but the computer clock sabotage caused it to fail; at that point, the pirates disconnected and flew off... leaving some of their people behind on the freighter!
So overall, it was fun even if it got a bit goofy in the last act... but then goofy made a nice contrast to our previous winter adventure! And there are some good hooks for stuff to come. Poor Esha Vortan has been taking prisoner twice! Will Rina ever come back? And will Phalnox Drin ever stop talking about the one time he kayoed a Jem'Hadar?
Star Trek: Ekumene:
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