Star Trek Rpg - Decipher - Adventure - Perdition's Flames, Star Trek RPG

[ Pobierz całość w formacie PDF ]
Perdition’s Flames
by Doug Burke & Don Mappin
INTRODUCTION
“Perdition’s Flames” is an adventure for use with the
Star Trek: Roleplaying Game
by Decipher. It is suitable
for a crew of 2-6 players playing a Starl eet crew. With
some alteration this adventure could be adapted to serve
other crews. Narrators will require the use of the
Star Trek:
Player’s Guide
and
Star Trek: Narrator’s Guide
in running
this adventure. A number of pre-generated characters are
included for use in the Appendix. Alternately players may
substitute their own characters with the approval of the
Narrator.
The adventure takes place in 2374 in the Alpha Quad-
rant but with some modii cation can be transplanted to any
location and timeframe of the Narrator’s choosing.
Players that plan to take part in this adventure are ad-
vised to not read any further.
by its trapped victims, in the hope of i nding a way to trig-
ger the reproduction process. In that time it has since left
the two factions to their own devices, who, after decades of
war, continue their violent and bloody accord.
A
DVENTURE
S
YNOPSIS
The adventure deals with the discovery of the rogue
planet Perdition, charted decades ago as well as the
discovery of the missing
Constitution
-class
U.S.S. Potem-
kin
—missing for over 60 years. Equally disturbing is the
presence of a
K’t’inga
Klingon battlecrusier, the
Krotahl
,
also in orbit. Both ships are powered down and have no life
signs onboard. Scanning will quickly reveal the presence of
two large encampments on the inhospitable planet below,
one comprised of almost exclusively Humans and Vulcans,
and the other entirely of Klingons. A number of ancient
structures of advanced design also exist on the planet,
weathered by years of radiation, high winds, and excessive
temperatures—a wasteland.
A search of the two vessels will reveal them to be, for
the most part, in good working order. However, the total
lack of dilithium crystals on board, and unusual presence
of neutronium on board will be a cause for concern. Why
were the vessels abandoned?
Meanwhile, on the moon, the crew will indeed learn
that the two encampments are in fact the crews of the
Po-
temkin
and
Krotahl
. They have been locked in a bloody
conl ict for the past 60 years, with neither gaining the up-
per hand—and neither succumbing to the release of death.
The crew must discover what alien force is manipulating
events on the planet Perdition and what plans it has in store
for the crew of the
Blackthorne
as well.
The entity actually requires the crew to initiate the
reproductive process by using the same equipment that
originally spawned the creature. To this end the crew is
unwittingly manipulated into performing the creature’s
wishes. The crew of the
Blackthorne
will have to deal with
the alien entity, i nd a way to free their vessel, and rescue
the stranded Starl eet and Klingon crews.
BACKGROUND
Over a 10,000 years ago two warring factions of a
strongly empathic species joined forces to create an energy
construct that would absorb their hate and aggression, al-
lowing them to live in peace. The resulting creature instead
turned against its creators and used its abilities to control
the two species, siphoning their hate to sustain itself and
fueling an even greater hatred of one another. The creature
grew until it i lled the sky and drew the planet from its sun.
As the original creators of the creature eventually died,
having bombed themselves out of existence and turning
their world into a barren and i ery wasteland, the energy
creature began to wander the universe.
In 2268 the entity encountered the
U.S.S. Enterprise
and a Klingon battlecruiser commanded by Kang. The crea-
ture succeeded in fanning the two starship’s aggressions for
a time but the two crews eventually came to realize that
positive emotions would drive off the creature. The two
vessels, working together, caused the Beta XII-A entity to
depart.
Weakened, the creature returned to its rogue home-
world, located in the Styx rift, seeking to spawn a second
version of itself. Years later the moon RZ2-II was discovered
by the Federation starship,
U.S.S. Potemkin
and the Klingon
Krotahl
. The entity decided to repeat its previous gambit in
hopes of generating enough hatred and violence to sus-
tain a reproductive i ssion process. Unfortunately, much
to the distress of both crews, this proved impossible. The
only way the creature could reproduce was through the
same process that originally spawned it. Both Starl eet and
Klingon factions were embroiled in decades-long conl ict
that was artii cially sustained and fueled by the entity. Even
death offered no release.
Two years ago the entity withdrew to one of the last
remaining structures on the planet, now dubbed Perdition
THE ROAD TO PERDITION
Captain’s Log, Stardate 51905.4
As part of Starl eet’s continuing efforts to liberate the
Betazed system and the rest of the Kalandra Sector from
Dominion occupation, the
Blackthorne
has been assigned
to lead Task Force 901 in a patrol of the Style Rift. The
strategic positioning of the Rift along the coreward border
of the Kalandra Sector makes it an excellent place for the
Dominion and their Cardassian allies to stage an ambush
of any Starl eet forces entering the sector. Our mission is
to seek out any Dominion forces and prevent just such an
ambush.
PERDITION’S FLAMES - 1
The players are onboard the
U.S.S. Blackthorne
, an
Intrepid-class starship (
NG
, page 149), currently on de-
ployment as an area of space known as the Styx Rift, part of
Task Force 901. Task Force 901 is patrolling the Rift search-
ing for Dominion activity as part of the larger operation
to retake Betazed. The
Blackthorne
is operating in concert
with the
Saber
-class
U.S.S. Bozeman
, the
Nebula
-class
U.S.S. Sutherland
, and the
Intrepid
-class
U.S.S. Nelson
.
Prior to entering the Rift the captains of the four vessels
will meet on the
Blackthorne
, plot their search itinerary,
and coordinate their efforts within the Rift. The Styx Rift
presents a number of technical and tactical problems that
the crew will need to overcome, as outlined in the follow-
ing sections.
S
ENSORS
:
Recalibrating the sensors requires an
extended Systems Engineering (Sensors) or System Opera-
tions (Sensors) test. The total TN required is 45 with a turn
length of 30 minutes. A +1 afi nity bonus can be gained
from Space Science (Astrophysics). Success will boost sen-
sor range from a mere one light-year to i ve light-years.
C
OMMUNICATIONS
:
Modulating the subspace replays
requires an extended Systems Engineering (Communica-
tions) or System Operations (Communications) Test with a
total TN of 45. Each attempt requires 30 minutes. A char-
acter gains a +1 afi nity from Space Science (Astrophysics).
Success doubles communication range from one light-year
to two.
F
LIGHT
C
ONTROL
:
Determining a proper and com-
prehensive search pattern four the Task Force’s four ships
though an area as cluttered and dangerous as the Styx Rift
is no easy task. A TN 15 System Operation (Flight Control)
test is required. Failure of any sort resorts in a route that
can be traveled no faster than warp 5, taking 39 days. A
Marginal or Complete Success will allow warp 6 travel (24
days), a Superior Success warp 7 (14 days), and an Extraor-
dinary Success warp 8 (9 days). This test may be performed
as a Combined Test (
PG
, page 106).
The success or failure of this adventure does not rest
on these rolls—in fact they merely provide an opportunity
for the players to make some rolls to familiarize themselves
with making skill Tests. Should the Narrator decide to later
continue the adventures of the
Blackthorne
further, such
tests would be important should the crew stumble upon the
Dominion, for example.
B
OAT
ON
THE
R
IVER
When the other Starl eet vessels arrive, the captains
and senior staff of the
Blackthorne
meet to discuss the mis-
sion plan. In the event the
Blackthorne
’s captain is played
by a player character, allow the player to oversee the brief-
ing. The other characters should be encouraged to pose
questions, clarify the mission’s goals, and offer suggestions
on how to best proceed.
The
Blackthorne
’s science ofi cer (or other relevant
character) can make a TN 10 Space Science (Astrophys-
ics) to outline the hazards of the Styx Rift. Provide them
with the data as outlined in the next section, including the
limitations that will be posed to all shipboard systems. The
characters will be instructed, if they don’t think of it them-
selves, to see about overcoming the interference of the Styx
Rift. As the
Blackthorne
is the l agship of the Task Force,
this duty falls to her crew. This includes enhancing sensor
and communication ranges and charting a course through
the Rift that maximizes speed and sensor coverage while
minimizing risk to the ships themselves.
Because time is of the essence the Task Force must split
up to patrol the rift in a timely fashion. Otherwise Domin-
ion forces may be able to launch a strike against Starl eet
operations in neighboring sectors without any warning. (If
necessary, this order comes from the Admiral himself.)
U
NTO
THE
B
REACH
Once the crew has made preparations (and the neces-
sary skill Tests), the Task Force is ready to begin its patrol.
The vessels split up and enter the Rift under their assigned
patrol patterns. Vessels that will be out of range have sched-
uled rendezvous points at which to stay in communication,
relaying communications onto the next starship. Several
days after entering the Rift the
Blackthorne
i nds herself
emerging from a Class E nebula to receive a faint distress
call. A TN 10 System Operations (Communications) Test
will boost the gain enough that the message is intelligible.
A Superior or Extraordinary Success will reveal that the
signal uses a Starl eet encryption but is approximately 60
years out of date.
“Mayday! Mayday! This is the Federation Starship
U.S.S. Potemkin calling any Starl eet vessel in range. Imme-
diate assistance is required. Our dilithium supply has been
destroyed and we are stranded within the Rift. Any Federa-
tion starship in range, please respond!”
The message repeats continuously. Determining the
source of the distress
call will lead the
Black-
thorne
to the second
moon of Rogue Zeta
2, otherwise known as
Perdition.
T
HE
G
RAND
I
LLUSION
The Styx Rift is an area of space roughly 20 light-years
by 12 light-years in size, noted for the presence of a “Laza-
rus Star”—a recurring nova—along with high concentra-
tions of nebulae, ion storms, and subspace and gravimetric
distortion. Under normal circumstances the Styx Rift limits
communications and sensors to a one light-year range
inside the Rift, however the crew of the Blackthorne can
attempt to overcome these limitations.
TASK FORCE 901
Ship Registry Class Captain
U.S.S. Bozeman NCC-75032 Saber-class Captain Gabriel Bush (Human Male)
U.S.S. Nelson NCC-74981 Intrepid-class Captain Shrelin Athrun (Andorian Female)
U.S.S. Sutherland NCC-72015 Nebula-class Captain Christopher Hobson (Human Male)
2 - PERDITION’S FLAMES
2 - PERDITION’S FLAMES
THE STYX RIFT
Alpha Cerberus: Binary star system (F9 V & M7 V), 3 planets (Class-F, 2
Class-T), Otherwise unremarkable.
Beta Cerberus: Lazarus Star. Explodes every 205.03 years. Four planets
(All class-F). All the planets are ripe with radioactive elements and dil-
ithium. Radiates a zone of subspace distortion that inhibits sensors and
prevents subspace communication from taking place in or through the
zone. Also responsible for the presence of the massive subspace eddy that
surrounds and l anks it (see below).
Gamma Cerberus: Quaternary star system (M5 V, M6 V, K9 V, B3 Ib), 0
planets.
Delta Cerberus: Single star system (F3 V), 9 planets (Class-F, Class-K,
Class-L, Class-H, Asteroid Belt, Class-T, Class-J, Asteroid Belt, Class-G,
Class-J, Asteroid Belt, Class-G).
Epsilon Cerberus: Single star system (A6 V), 5 planets (Class-K, Class-
L, Asteroid Belt, Class-J, Class-G, Class-F). All the planets are relatively
unremarkable.
Rogue Zeta 2: Rogue planet (arrow indicates approximate course). Class
J Superjovian, “hot jovian.” Ten moons (Class F, Class M, Class D, Class D,
Class G, Class D, Class G, Class F, Class D, Class G). RZ2-II is orbited by the
Potemkin and the Krotahl (see proi le below).
Nebulae:
Class C Nebula: Mutara-class planetary nebula. See NG p. 232.
Class E Nebula: Gamma Iridani-class nebula. See NG p. 232.
Class G Nebula: Dichromic-type nebula. See NG p. 232.
Class R Nebula: Rolor-class nebula. See NG p. 233.
Ion Storms:
Level 5 (Epsilon Cerberus): +5 TN Reliability on Transporters/
Communications, +3 TN Reliability on Flight Control and Sensors.
Level 7 Ion Storm (Alpha Cerberus): +7 TN Reliability on
Transporters/Communications, +5 TN Reliability on Flight Control
and Sensors, 2d6 damage per minute.
Subspace Eddy (Beta Cerberus): Warp travel impossible.
PERDITION
Name: Perdition (RZ2-II)
Class: Class M
Moons or Rings: None. Moon of Rogue Zeta 2.
Gravity: 1.1 G
Diameter: 14,000 km
Density: Earth-normal
Climate:
Atmosphere: Thin
Hydrosphere: 20%
Temperature: Arid Hot (32 C degrees average)
Demographics: 1,645 total population. 1,000 Klingons, 600 Humans,
45 Vulcans.
Civilization: Divided into two factions. The Klingons vs. everybody else.
A state of extended war has been waged for 65 years, and is not likely to
change any time soon.
Energy: 2 (some 8)
Information: 8
Transport: 1 (some 8)
Weapons: 2 (some 3)
Materials: 2 (some 8)
Environment: 4 (some 8)
Leaders: Captain Heather Davis and Commander Korris (Hoplocracy)
Resources:
Agricultural: None
Dilithium: Rare
Latinum: Rare
Medicines: Rare
Metals & Minerals: Common
C
ASTLE
W
ALLS
For the past 60 years both the Federation and Klingon
factions have been locked in an epic struggle against one
another, their anger fueled by some unknown source, but
neither party has been given an opportunity to try to rea-
son their new existence. To this end of perpetual war each
faction has set up a settlement that serves as their base of
operations and command post. From there they organize
food and war parties and form a defensive perimeter. The
two factions are located some 15 km apart, between them
a desolate and ruined cityscape that in ages past served
as a testament to the civilization that once stood. Now a
hot and barren wasteland, marked by crumbling structures
and high velocity winds, the Federation and Klingon forces
battle almost mindlessly over the ruins.
Food is sparse and difi cult to come by. The radiation-
soaked soil offers little chance for growing anything but
simple vegetation. Water is equally difi cult to come by but
somehow both forces are able to i nd enough to survive
upon, in the form of a long-lost well or polluted rain that
is scavenged.
Within this ruined cityscape are a number of choke
points controlled by each side, manned by faction forces.
These check points serve as forward scouting bases,
monitoring enemy movement and reporting on imminent
FLAMES OF PERDITION
Upon approach to Perdition, supply the crew with
the details of the moon as they scan the body. No roll is
required to detect the two vessels in orbit over the moon:
a
Constitution
-class starship and a Klingon
K’t’inga
-class
battlecruiser.
Scanning the moon will also reveal life signs below.
Two large encampments, one comprised of Humans and
Vulcans (for the most part) and another made up entirely
of Klingons.
At this point the characters have two immediate
avenues open to them: investigate the encampments on
Perdition and make contact or investigate the two derelict
vessels in orbit for more information. The captain of the
Blackthorne
may decide to do both, sending on Away Team
to the planet and another to the vessels. He might also elect
to attend to one at a time. Players that investigate Perdition
are detailed under “Castle Walls,” while Away Teams sent
to the vessels are covered under “Ghost Ships.”
PERDITION’S FLAMES - 3
attacks.
Strangely, where these two forces meet time and time
again there is no battleield littered with bodies. No graves
mark their fallen comrades. No shrines to those that laid
down their lives for the cause.
This is because, for all the horrors of war and the
universe, the denizens of Perdition do not know Death’s
touch.
differently. After a few moments of recognition the sentries
will gladly escort the Away Team to Fort Hope. Along the
way word will spread of the player’s arrival and hundreds
of people will line up, dirty and in tattered clothing, to
observe the procession. Their mutterings of “they’re here to
save us” and “at last, victory is ours!” will be heard. Beam-
ing down into the center of Fort Hope will receive much
the same reaction.
Irregardless of how the Away Team is discovered if
there are any Klingons among them (for whatever reason),
the Away Team will be savagely attacked on site by the
Po-
temkin
personnel.
Fort Hope
The Federation settlement is a large and strewn out
structure, haphazard in appearance. Housing consists of
ramshackle huts and a network of dusty trails lead from
encampment to encampment. In some cases old structures
from the destroyed civilization before them have been dug
out and put to use. Each of the trails into Fort Hope are
guarded by pairs of sentries set every 50 meters with a total
of three.
Fort Hope is the most impressive structure of them
all, a massive walled structure comprised of any pieces
of metal, technology, or natural objects that provide a de-
fensive perimeter. Sentries on top of stacked and worked
pieces of stone man Fort Hope constantly looking out for
Klingon raiding parties. Inside are where the settlement
food and water stores are kept, as well as the headquarters
for Captain Davis and her command staff. Fort Hope is the
last vestige of civilization that many have known in the past
60 years.
The people are dressed in the tatters of old Starleet
uniforms and homespun clothes. Most are armed with me-
dieval weapons of various types, but all the weapons are of
excellent manufacture and in superior condition. Perhaps
the most notable absence in Fort Hope is that of any el-
derly people. Examining the weapons is a TN 15 Material
Engineering Test, with a success revealing that the weapons
are too perfect to have been forged. They have been manu-
factured, similar to that of replicator technology. (Use of a
tricorder provides a +5 bonus to this test.)
The rank structure of the
Potemkin
has been retained,
with each person well-versed in their assignment and du-
ties. Most personnel, regardless of their original training,
have received some form of combat training. Security
personnel hold the higher positions of authority, such as
watch commanders and leaders of war and reconnaissance
parties.
Captain Davis
Eventually the Away Team will make contact with
Captain Davis, either by force (if captured) or by escort
(if identiied as Starleet personnel). Captain Davis is en-
sconced in the second largest building in Fort Hope, the
largest serving as the storehouse and town hall. She will
greet the new arrivals as comrades in arms before releasing
their escorts to their duties. Her manner will be brusque
as she is suspicious of the motivations of the Away Team
and she does not look a day older than her personnel ile
showed. She will demand help against the Klingons in an
effort to inish this war once and for all, but will not be too
surprised if the crew refuses. She hasn’t completely forgot-
ten Starleet’s mission, but knows that the Away Team has
not experienced what she has.
If the captain of the
Blackthorne
is among the Away
Team then Captain Davis will answer all questions to the
best of her ability. Preferably the most senior player-char-
acter is among the Away Team to interact with the Captain.
Otherwise, arrangements will be made to beam Captain
Davis to the
Blackthorne
to speak with the captain. Alter-
nately, the First Oficer can simply serve as an middleman.
After any discussion, Davis will inform the Away Team
that there is to be a banquet held partially in their honor. If
asked what the other reason for the banquet is, Davis will
inform them that a force of more than half their population
will be departing on a daring raid on the Klingon village on
the coming day. Obviously their success would be greatly
heightened with the
Blackthorne
’s help.
The banquet will be a riotous feat (by Perdition’s stan-
dards), reminiscent of a Viking debauch prior to a raid.
Through it all Captain Davis will observe the Away Team,
waiting to engage them in any chance to convince them to
help her. She will look at the spokesperson for the Away
Team at some point and declare, “On Earth there’s an old
saying that ‘one death is a tragedy, and a million deaths is
a statistic.’ Everyone you see here is a statistic. I need your
help to keep those statistics from increasing.”
If the crew decides to take Captain David into custody
(or return with her to the
Blackthorne
), the goes willingly
and will plead her case with the captain when she has a
chance. Even if she doesn’t succeed she will maintain her
position that the Klingons must be destroyed at all costs,
regardless of the logic used to dissuade her.
Making Contact
An Away Team that monitors Fort Hope from a distance
and then approaches will not make it very far until being
spotted by sentries. The lack of any real cover (unless the
Away Team uses the buildings, which are populated) makes
moving during the day dificult at best. Use an opposed
Stealth (Sneak) test for every 25 meters crossed with a pen-
alty of -5 to the Test against an Observe (Spot) test against
the sentries. This penalty is not applied at night.
If the Away Team has disguised themselves they may
be treated harshly, their weapons removed, and forcibly
taken to Fort Hope, restrained. In a Starleet uniform—even
a 24
th
century one—their welcome will be handled much
4 - PERDITION’S FLAMES
TOUCHED BY FLAME
By now the player-characters will likely have a number of questions
behind the events on Perdition. Captain Davis, unless speaking with the
captain or a senior ofi cer, will dance around and avoid most of the is-
sues. When at last confronted, Captain Davis will at last reveal what she
knows.
The people of Perdition can not die. No matter how many times they are
struck down by Klingon or ill fate, the person rises again, whole. On a few
occasions crew have gone missing, but it was presumed they fell into an
underground cavern or wandered aimlessly into the desert.
While food and water are in short supply, there always seems to be
enough for their needs. When one well dries up, another is found. Food
stocks always remain plentiful, even during the hardest seasons. Captain
Davis gave up trying to explain this long ago.
The weapons appear to have been left behind by the previous civilization
before them. There is no shortage of weapons for either side, although,
despite their best efforts, they have been unable to make any more ad-
vanced weapons on their own.
On the topic of Klingons, Captain Davis’ feelings are quite obvious.
She hates Klingons with a near-fanatical passion, and will counter any
argument to sway her into being reasonable. She characterizes them as
“barbaric animals that deserve to be butchered where they stand.” When
pressed she will explain that the Klingons murdered her survey team, dis-
abled the Potemkin, and trapped her crew on Perdition in countless years
of mindless war, pain, and suffering. Counselors present at this point need
only make a TN 5 Empathy Test to feel the overwhelming hate that ema-
nates from the Captain. The empath should also make a TN 10 Willpower
Test or otherwise i nd their own emotions involuntarily shifted one step
towards the Rage column on page 126 of the Player’s Guide.
If the Blackthorne refuses to help Captain Davis i nish off the Klingons
she will immediately call the meeting to an end and, if on the Blackthorne,
demand to be immediately returned to Perdition and her crew. No amount
of convincing can sway her from her course.
A medical examination, a TN 10 Medicine Test, will reveal that Captain
Davis is in perfect health. Aside from elevated adrenaline levels and activ-
ity in her hypothalamus, she seems perfectly normal. A full psychiatric
evaluation would take a considerable amount of time, however.
PERDITION’S FURY
While on Perdition, the characters are subject to some rather usual condi-
tions. First of all, no matter how well their weapons appear to be func-
tioning, when actually used (regardless of setting), they do not work. No
amount of tinkering can i x them (they’re not broken) and the characters
are unable to i nd a suitable explanation. (Allow a series of false Repair
rolls should the characters wish to try anyway.)
The more frightening aspect is that should any character be injured or
even killed, they will rise again within 10 rounds, their wounds healed as
if by magic. Only something truly destructive, such as a phaser on setting
16, can prevent a character from rising again.
This is more of a curse on Perdition, rather than a blessing. Should the
Away Team be captured by the Klingons, for example, the Klingons have
no qualms about killing the Away Team over, and over, and over until they
relent to the Klingon’s demands.
Klingon culture has done nothing to diminish the structure
they once enjoyed aboard the
Krotahl
.
If approached by Starl eet ofi cers, the sentries will at-
tack, but only to disable or capture. They are each armed
with
bat’leth
and
d’k tahg
. If the battle goes badly for them,
one or both will use one of their actions to sound a hunting
horn with will draw the rest of the sentries to their position
in two rounds.
Should the Away Team be captured they will be
brought before Commander Korris in the Klingon camp.
He will insult them for awhile, pointing out the weakness
of the Earthers and their lapdogs before getting down to
basics. He will tell the players that if their ship doesn’t as-
sist him in wiping out the Potemkin survivors the lives of
the Away Team will be forfeit and they will be summarily
executed as enemies of the Klingon Empire. Korris will also
tell them that, regardless of what they do, a massive force
of Klingon warriors will leave in the morning to destroy the
Federation invaders.
No logic or proof of alliance with the Klingons will ap-
pease Korris, on the smoking destruction of Fort Hope and
its inhabitants. Any attempts to do otherwise will result in
the execution of the Away Team.
Sto-Vo-Kor
In contract to Fort Hope, the Klingon settlement is
well-planned and laid out in a manner similar to those
used by the Roman legions on Earth. The approaches are
well-guarded by four pairs of sentries at staggered watch
posts separated by about 20 meters on either side. The
Klingons seem to have regressed less than the crew of the
Potemkin
, but then, they were much closer to their feudal
past than their enemies. For all intents and purposes, they
are simply modern Klingons without disruptors or other
technological items. A large segment of the Klingon popu-
lation actually believes that they have died and now exist
in Sto-Vo-Kor—the Klingon afterlife—where they live in
perpetual combat. (For a Klingon, this is a good thing!)
Rank structure has remained and Commander Korris
rules with an iron i st. The preponderance of warriors in the
Good Plan, Poor Execution
If captured by Korris, the Away Team should make es-
cape a priority. Their communicators and non-functioning
weapons removed. The Away Team will be lightly guarded
as the Klingons are overconi dent in their enemies’ inher-
ent weakness and only place two guards. It will require
three series of opposed Stealth (Sneak) and Observe (Spot)
to get away from the Klingon encampment. If things go par-
ticularly badly for the Away Team you can even intercede
on their behalf and have a Fort Hope scouting party come
to their rescue.
If the Away Team does not try to escape, or fails and is
captured again, Korris makes good on his word. Knowing
how weak Humans are, Korris grabs one member of the
Away Team (preferably female) and slowly kills her with
his
d’k tang
. The character will, of course, not actually die
as indicated on the sidebar above. Instead they will rise
PERDITION’S FLAMES - 5
[ Pobierz całość w formacie PDF ]

  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • monka.htw.pl