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INTRODUCTION The Bandi, desiring to become members of the Federation, offered Starfleet the use of a newly constructed Starbase called Farpoint Station. It was later discovered that the station was actually a shape-shifting space-borne life-form. The creature was eventually allowed to return to space. An agreement with the Bandi for the use of a rebuilt Farpoint Station was concluded shortly after the departure of the creature. A year later, rumors began to spread of the return of the space-borne life-form. They became known as the "Providers." Cults centering around "The Provider" began to spread all over Deneb IV. The message that they spoke was against the presence of the Federation and the Bandi spokesperson, Gropler Zorn. Zorn became very concerned about this development and brought it up with the Commander of New Farpoint Station, CDR. MacDugall. There was nothing that CDR. MacDugall could really do while maintaining the principles of the Prime Directive. She attempted to win the heats and minds of the people through various charity events and open forums but it had a marginal effect at best. Frustrated, Gropler Zorn turned to securing the undercity, the suspected heart of antigovernment activities. He was approached by a group of Ferengi merchants who offered him the technology he needed and at a substantially discounted price, too. The Gropler agreed to this and fell into the Ferengi trap hook, line, and sinker. The Ferengi, it turns out, have been behind the antigovernment activities in the first place. Learning of the incident with the original Farpoint Station, they played on the peoples hopes and fears of the Providers. With the proper hologram technology, they had people believe that the Providers were communicating with them. The Ferengi hope that the Federation will be ousted from New Farpoint Station and that the Ferengi Alliance will be able to move right in. With the sale of the monitors, the Gropler got images of a quiet undercity and provided the Ferengi with added security. That is when the players begin. "Return to Farpoint" is based on the three part episode illustrated in the rule book with some additions. First is the Prelude: a method of introducing the players to the story and their characters. Next are Interludes: story events that occur in accordance with the time table below.
Characters arrive on the planet at H-Hour. From there, it is the Narrators responsibility to keep track of time and what occurs at each time. To assist the Narrator, a time approximation is given at each scene. PRELUDE This will be the Hoods first mission after a year-long refit subsequent to the Battle of Wolf 359. She is an old ship with an old captain and a young crew; perfect for the mission on hand. Give players time to familiarize themselves with their characters. The Narrator should explain each character to the players including their position and their duties aboard the ship. Once players are indoctrinated, inform the player playing the Tactical Officer or Operations Manager that they are being hailed by New Farpoint Station. Once CAPT. DeSoto is informed of this, he will order the hail to be put on screen. This is a Routine (3) Ship Systems (Communications) Test. Once on screen, they will see a haggard looking Commander on the screen:
Captain DeSoto will then turn to his First Officer, LCDR Manuel Torres, and inform him that he wants all senior officers to report to his ready room in one hour. He will then depart from the bridge. All of the characters will be told to attend the meeting. Captain DeSoto will begin the meeting with an apology for not having time to familiarize himself with the new crew. Unfortunately, the mission really leaves them pressed for time. That said, he will go into the scope of his plan Captain DeSotos Briefing He plans on sending out two Away Teams. The first will be led by LCDR Torres (Team 1) while the second team (Team 2) will be lead by the senior player character. The mission of Team 1 will be to coordinate with CDR. MacDugall the evacuation. The mission of Team 2 will be to investigate the origins of the coup and, if possible, put a stop to it. Captain DeSoto will warn the characters that the Prime Directive is in effect. If the coup is found to be purely Bandi in origin, they are not to interfere. If the coup is found to be due to outside influence, they are to do everything in their power to stop it. From that point, he will go into the time table. At H-Hour, Team 2 will beam onto the planet followed by Team 1 at H+0.5. Team 2 will have transporter priority until H+1 when the evacuation begins. Once the evacuation is completed, both Teams will return to the Hood. Each character will then receive a PADD with the Planetary and Species Templates (Handouts 1 & 2). Give the players time to read over the information provided and to formulate a plan. Once that is completed they will be each issued a Type II Phaser and a Tricorder (Medical Tricorder if the character is a Doctor). That done, the adventure begins! NEW FARPOINT STATION The tension in the area is thick. In the distance, you can hear angry voices of protest. Black plumes of smoke can be seen from the Bandi Old City. In the station, Federation citizens and personnel can be seen talking quietly to one another while Bandi, in their shops and booths scan over the area in apparent disinterest. The only interaction between the two groups are polite nods and quick transactions. Talking to CDR. MacDugall She states that after New Farpoint Station was constructed, a vocal minority in the Bandi Government began to protest a Federation presence on Deneb IV citing that they represent a threat to the homeworld culture. MacDugall will add that she worked hand-in-hand with the Bandi leader, Gropler Zorn, to allay these fears. Despite those efforts, the protests continued to grow and now they have reached a critical point. She goes further to say that the Gropler suspects that these protests have been sparked by their neighbors, the Neo-Bandi, on Deneb IX in order to destabilize the current Bandi government. To conclude, she will recommend to the characters that they go talk to Gropler Zorn themselves for a better insight to the internal politics. She will warn them, however, that the Groplers office is the Old City and the Away Team might now be welcome in that part of the city.
Betazoid characters might try scanning her to verify her truthfulness. Treat this as a Challenging (9) Receptive Telepathy Test. The scan will reveal an overwhelming sense of concern for her people. She also exudes a sense of failure due to the situation degenerating to this point. She is being truthful. In the event that the characters fail to make an appointment with the station commander, her secretary will recommend that they see Gropler Zorn in the Old City. If players dont think of talking to the station commander and begin to move elsewhere, play out the scenario below. The Andorian and the Bandi If the Away Team does not intervene, that is exactly what will happen. If a character asks the Andorian why the merchant is being moved, getting an answer out of him will require a Command (Starfleet) Test. If the character outranks the Andorian, the test will be Routine (4). If the character is the same rank, increase the difficulty to Moderate (7); Challenging (10) if the Andorian outranks the character. A failure will result in the Andorian coldly recommending that the character take it up with the Station Commander. A success will result in the players learning that Station Security is concerned with terrorists entering the station through underground conduits connecting to the Bandi Old City. He feels that sealing the access ports is the most logical solution and that the merchants stand is on one of those said conduits. Talking the Andorian out of this will be a Challenging (10) Persuasion Test. A character who outranks him might try ordering him to back off. This will be a Moderate (7) Command (Starfleet) Test. Once again, failure will result in the Andorian telling the character to take it up with CDR. MacDugall. Talking the Bandi merchant into moving will be a Difficult (13) Persuasion Test. Reduce the test to Challenging (10) if the character offers to find the Bandi a new spot and help him move. This encounter will take fifteen minutes if the characters intervene; forty five if they find the Bandi a new spot and assist the merchant in setting up shop. The only two time blocks when this encounter can take place is from H-Hour or H+0.5. THE OLD CITY The surrounding Bandi move past you. The expressions on their faces are those of barely restrained hostility. To your benefit, there are signs in Federation Standard directing you to the office of Gropler Zorn. There is also graffiti cover some of those same signs: "The Providers Forgive". Talking to Gropler Zorn When the Away Team first meets the Gropler, he asks them if they have heard anything from CDR. MacDugall. Remember the penalty for bringing up the evacuation! If characters make any inquiries to how the situation reached this state, read the following:
Characters who made a Moderate (6) History (Bandi or Neo-Bandi) Test recognize the Neo-Bandi as a group that broke away from the Bandi and resettled on Deneb IX when the Bandi make overtures to the Federation. Characters can get this information also simply by asking Gropler Zorn. If asked where he think the Neo-Bandis base of operations are, he will tell them that he doesnt know. He states that the undercity is the most logical place but with the arrangement that he made, that should be impossible. He will then stop short as if he said too much already. A Betazoid using Receptive Telepathy must make a Challenging (9) test. Success indicates that he made a deal with the Ferengi. If the Away Team lacks a telepath, this information can be gotten through a Moderate (8) Negotiation (Debate) test by inquiring about what specific measurements. Reduce the difficulty to Routine (5) if they bring up the Ferengi. If characters fail this test, he will waffle about various jobs done by Deneb IV security. Success means that he will also tell them that he bought surveillance equipment from the Ferengi to track activities in the undercity. He will proudly show them the monitors showing no activity whatsoever in the undercity. He even proudly states that he haggled with them enough that they agreed to install it themselves at no extra charge. He was, of course, taken for a ride. The undercity is detailed its own section. If asked to give the location of the monitoring equipment, he will hem and haw about "planetary security" but eventually hand it over. Asking him about the "Providers" is a real sore subject for the Gropler. He knows that the Providers are in reference to a space-borne life form that they captured four years ago that could convert energy into matter. It was later freed by the U.S.S. Enterprise (NCC-1701-D) and politically left him with a lot of egg on his face. Getting him to explain this will require a successful Negotiation (Debate) test at Challenging (11) difficulty. Reduce the difficulty to Moderate (8) if the characters know about the Providers and are merely looking for confirmation. Again, a Betazoid using Receptive Telepathy must make a Challenging (9) test. Success indicates that the Providers refer to the once captured life form. NOTE: At H+3, they will have to get in line behind a group of Bandi trying to batter the Groplers door down. There will be two Bandi for each Away Team member. A character might try to order the Bandi to back away. This would be reflected in a Challenging (10) Command (Bandi) Test. Reduce the difficulty to Moderate (7) if they are threatened with force. If they fail this test or simply attempt to physically intervene, the Bandi will attack the away team unarmed. Use the Bandi Template provided at the end of this module. Each Bandi has the Unarmed Combat skill at one. Each will fight until Stunned, then run off. Once half of them have been stunned, the rest will flee in different directions. If any of the Bandi are captured and interrogated, they will babble about being the enforcement arm of the new Bandi government and that the Away Team is interfering with the apprehension of a traitor to the Bandi People (that being Zorn). The door to the Groplers office is locked and he will not open it (hes two busy cowering beneath his desk). The lock can be overridden from the outside by a Material Engineering (Mechanical) test at Moderate difficulty. Another option would be to simply blow down the door with phasers. The door will take eight points of damage. The characters will come in just in time to see the Gropler whisked away by a transporter beam. A Routine (4) Personal Equipment (Tricorder) test will reveal that it was a Ferengi transporter beam. If characters dont think to scan with their tricorders, CAPT. DeSoto will call them and inform them that the Ferengi Marauder just conducted a site to site transport. He will then have the coordinates downloaded. The point is located in the undercity. Reaching that point by foot will take forty five minutes. This can be reduced to thirty minutes with an Athletics (Running) test at Moderate (7) difficulty. Transport is instantaneous, but there will be a fifteen minute wait due to the fact that the Hood is currently in the middle of transporting some 350 Federation citizens aboard. Below are the time blocks in accordance with this encounter.
Six Angry Bandi If they investigate, they will see the six Bandi shooting at the buildings randomly with Starfleet issue phasers! Upon seeing the Away Team, they will turn and flee. Following any of the fleeing Bandi will require an Athletics (Running) Test at Routine (4) difficulty. If successful, they will lead the Away Team members to the undercity and enter. Following them through the twisted catacombs of the undercity will require both a successful Athletics (Running) test at the previous difficulty and a Routine (4) Search test to keep track of them. If any of these two tests fail, they will lose them. Details of the Undercity are provided in the Undercity chapter. If a Bandi is captured and questioned, he claims to be doing as the Providers. A Betazoid using Receptive Telepathy must make a Challenging (9) test. A successful attempt puts an image into his or her mind of a hologram of two jelly-fish like creatures providing very specific instructions to a group of Bandi. UNDERCITY It is in the undercity where the conclusion of the episode takes place (hopefully with a happy ending). The writer presents three possible routes the characters took to get there.
Investigating the Groplers Monitors Finding a monitor will require a successful Search Test at Routine (4) difficulty. Once they investigate it, have them make a Systems Engineering Test at Routine (4) Difficulty. This will show that the system is fully operational and transmitting somewhere. Using the tricorders, the Away Team can find the direction to where the signal is being transmitted. This is solved by a Personal Equipment (Tricorder) Test made at Moderate (7) Difficulty. Following the signal will lead them to a chamber where they will see three Ferengi and a lot of electronics. While two of them are watching over various monitors while another is speaking into a microphone telling someone else that as soon as the Federation is gone, they will return and the Bandi will again know a golden age. One of the monitors show a hologram of a jelly fish like creature. The words of the Ferengi are coming from the jelly fish. All Bandi present address the jelly fish as "Provider". Use the Ferengi statistics provided in the ST:TNG RPG Core Rule Book. They have no combat skills whatsoever and if attacked outright, the only thing they will do is run around and scream a lot. If simply held at phaser point, they will try to bribe their way out (fat chance) or (if they must) plea bargain. The node that they set up is quite impressive. It is here that the signal from the monitors is received and another signal is sent to the Groplers office showing empty passages. This can be discerned with a successful Systems Engineering Test (Sensors) at Moderate (7) Difficulty. It is also possible to use the microphones and the hologram to call off the invasion. This can be done through a successful Computer (Hacking) Test made at Moderate Difficulty. Not doing this or simply turning the computer off will make the Bandi insurrectionists worry. They will spread out in an attempt to discover why things are suddenly amiss. A few of them, by dumb luck, stumble into the chamber with the Ferengi and the Away Team. They will be confused at first then furious upon learning of the Ferengi manipulation. They will demand that the Ferengi be handed over to them for trial. A Routine Law (Starfleet Regulations) Test will tell the characters that they are required to hand the Ferengi over to the legitimate Bandi government. Convincing them of that might be difficult. A successful Command (Bandi) or Fast Talk Test made at Challenging (9) Difficulty would work. If its done with the implication of force, decrease the Difficulty to Moderate (6). If that fails, things could get very ugly. Following the Bandi Insurrectionists The number of Bandi present and their activities will depend on the time block that the characters arrive.
Getting them to surrender peacefully will require a Challenging (11) Command (Bandi) test. Increase this Difficulty to Difficult (14) if the Bandi outnumber the characters. Use the standard Bandi statistics provided at the end of this episode. For the insurrectionists. Add the skills Unarmed Combat and Primitive Weapons. Both skills are ranked at level 1. The Bandi carry knives. Anyone using a tricorder to determine where the hologram feed is coming from will discover its origins to be in an adjoining chamber blocked by a wall. This will be discovered with a successful Personal Equipment (Tricorder) Test at Moderate (7) Difficulty. The chamber can be reached by taking a few turns in the maze like corridors or (for a dramatic flair)blowing away the wall. The wall can take 80 points of damage. Once Ferengi involvement is revealed, the insurrectionists will be out for their blood (see Investigating the Groplers Monitors) Dumb Luck Run the encounter in accordance with the Time Blocks provided in Following the Insurrectionists. If the Narrator feels that they will conclude the episode too early, have them wander about for some time and find nothing. The undercity is big, after all. INTERLUDE 1: GUARDS IN PERIL (H+2) Phasers were held out at the ready, but he hoped that they wouldnt be necessary. They were four Starfleet officers surrounded by an entire potentially hostile people. There were no Bandi on the streets but he could feel their eyes from the buildings and back alleys bore into him. "Lets pick up the pace," said Torres feeling uncomfortable. From an alley to their left, they heard a loud crash. Instinctively, all four turned in that direction, phasers pointed at the source of the noise. Too late, Torres realized that was a distraction. From behind, the Bandi fell upon Away Team 2. One of the Security Officers got off a shot before being pelted on the side of the head by a large rock. Torres tapped on his communicator. "Hood! This is Away Team One! We are under attack! Request-" Something large and heavy hit him on the back and he fell. The characters will receive a hail from Captain DeSoto. He informs them that Team One has been attacked one block to their east and orders them to come to their aid. There will be a total of eight Bandi attackers. They are armed with clubs of metal scrap. If it seems like the Characters might loose, have LCDR Torres come to and give them assistance. Once four of them are unconscious, the remaining Bandi will flee. Following any of the fleeing Bandi will require an Athletics (Running) Test at Routine (4) difficulty. If successful, they will lead the Away Team members to the undercity and enter. Following them through the twisted catacombs of the undercity will require both a successful Athletics (Running) test at the previous difficulty and a Routine (4) Search test to keep track of them. If any of these two tests fail, they will lose them. Details of the Undercity are provided in the Undercity chapter. If a Bandi is captured and questioned, he claims to be doing as the Providers. A Betazoid using Receptive Telepathy must make a Challenging (9) test. A successful attempt puts an image into his or her mind of a hologram of two jelly-fish like creatures providing very specific instructions to a group of Bandi. INTERLUDE 2: ENTER FERENGI (H+2.5) "Captain," announced the Tactical Officer, "we have a Ferengi Dkora-class Marauder approaching the planet at Warp factor 5." "Conn," queried Captain DeSoto, how soon will the ship reach orbit?" The Flight Control Officer entered a few calculation, "I estimate contact in three minutes." "Sir," piped in the Assistant Tactical Officer, "Our shields are just as strong as theirs and our weapons are stronger. Toe to toe, we can take them out." "We are in the middle of an evacuation," countered the Operations Manager, "and with the amount of refugees we will be taking I will have to cut down on shield and weapons strength to provide adequate life support." "Everyone relax," said Captain DeSoto in a soothing tone, "The last time I checked we not at war with the Ferengi." "But we are in the Tkon sector, sir," commented the Tactical Officer, "and there are many systems in this sector that are contested between us and the Ferengi." "Noted," said Captain DeSoto, "Hail them." "Hailing frequencies open, sir." "Ferengi vessel, this is Captain Robert DeSoto of U.S.S. Hood. We are transmitting visually." The screen was filled with the image of an obese Ferengi. "This is Daimon Pazu of the Ferengi Vessel Kreisher. What can we do for you?" "I was about to ask the same thing of you," noted the Captain dryly, "You are bringing a Ferengi war vessel that, by treaty, is considered Federation space." "I suggest," countered the Daimon, "that you concentrate your efforts on the evacuation and less on the treaty which, by my calculations, will soon be null and void." "The vultures are beginning to gather," mused the conn. "The must have informants planetside," theorized the Operations Manager. Captain DeSoto sat back in his chair and pondered the situation. "The Ferengi are only concerned with commerce. After most coups, the economy collapses. The Ferengi should have no interest in this world unless " Captain DeSoto sprang to his feet. "Ops, get me Team Two."
The characters, at H+2.5, will be contacted by Captain DeSoto. He will tell them that a Ferengi Vessel has just entered into orbit of the planet. He will inform them that he is certain that the Ferengi are somehow behind the coup. AFTERWARD Award each character one experience point for surviving the adventure. Award them two is they survived and succeeded. Renown Points are awarded based on the actions of the characters.
Characters should end the adventure with no more than 2 Experience points and +3 Renown. NON-PLAYER CHARACTERS Image: Starfleet captain with sad eyes and a receding hairline.
His voice is that of a harsh whisper. ATTRIBUTES SKILLS ADVANTAGES/DISADVANTAGES Courage: 5 Lieutenant Commander Manuel Torres Image: An unassuming Hispanic male of average height and
indeterminate age. NOTE: For a better picture of Torres, see ST:TNG Episode 1:
"Encounter at Farpoint (Part 1)." ATTRIBUTES SKILLS ADVANTAGES/DISADVANTAGES Courage: 5 Commander Patricia MacDugall Image: Woman with weathered face and hair worn up. There is a
large mole on her right cheek. ATTRIBUTES SKILLS ADVANTAGES/DISADVANTAGES Courage: 5 Gropler Zorn Image: A well weathered Bandi in his mid-fifties with long
stringy hail and a perpetually worried look on his face. ATTRIBUTES SKILLS ADVANTAGES/DISADVANTAGES Courage: 3 U.S.S. HOOD (NCC-42296) Class & Type: Excelsior-Class Cruiser HANDOUT #1 BANDI SUGGESTED ATTRIBUTE & EDGE RATINGS SKILLS SIZE TRAITS COMMON TO THE SPECIES The Bandi have a tendency to subterfuge and a well-developed sense of shame. STORY NOTES DESCRIPTION HANDOUT #2 PLANETARY TEMPLATE Planet Name: Deneb IV The Bandi are united by their fear of the unknown. The conservative factions of the government are isolationists. The liberal faction prefers dealing with only one foreign group; that currently being the Federation. When the original Farpoint Station was "constructed", one of the liberal factions proposed leasing it to the Federation. This caused such a furor that some of the radical factions not only seceded from the government, but the planet as well. They migrated to Deneb IX to become the Neo-Bandi.
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