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Home » Star Trek » Adventures » Series 2 » Initiation

Initiation

Conventions used in all adventure scripts: Normal text can safely be told to your players. Bold text is explanatory notes which only the GM / Narrator should see. To read more about the planets, races and tech involved in this adventure, follow the links throughout the script. Names are mostly left open to be described at the GM's discretion.

Introduction

This is the Crew's first mission aboard their new ship, the USS Indiana. They will have to adapt quickly if they are to survive in the uncharted expanses of the Beta Quadrant. In this adventure, they have their first encounter with the Oklai, a new race which will re-appear throughout this series. The adventure begins with the Crew plugging in to the subspace emitters on their Mars base.

[as the Crew gets to grips with their new roles, they recieve a distress call from a small planet nearby. The race on the planet are being terrorised by the warlike Oklai, and plead for help from the Crew. Soon, the Oklai appear in a huge mothership, asking politely what is wrong, welcoming the Crew to their space - though really they are just evaluating the new threat. The Oklai invite the Crew to one of their planets - never on their ships, because they would see their odd practices going on - where they assure the Crew they are a peacable race, and convince them to join their alliance. Soon after, though, the Crew discover evidence of slavery and torture, prompting them to flee the alliance... but the Oklai will be back].

Arrival

The Indiana materializes in space. The nearest planet is in a small system 1 light-year away. Considering their mission of exploration, they should set a course for the system, to see what is there.
The system is uninhabitable with the exception of one planet, Veridian III, a small M-class planet similar to Earth. It is unusual in that while large patches of the planet are lush and green, others are grey and baren [from the Oklai's mining of the plannet].
The Crew recieve a distress call from the planet. It is a very weak signal [because it's sent with stolen Oklai technology], but asks for urgent help evacuating a village on the Southern-most continent which has been hit by flooding. If they agree, let them beam down to the village. If not... make sure they do anyway.

In the Village

The people in the village are quite backward, apart from a religious leader who is quite enlightened in comparison to the rest. His name is Yot, and he thanks them for coming. He says a sudden flood hit the village in the night, washing away many homes and livestock. He quickly gets angry if asked what caused the flood - he curses the Oklai scum for overusing the land. He explains that the Oklai came to the planet one generation ago, and since then have devastated parts of the planet, taking advantage of his weak and non-violent people.

More in the Village

It is quite easy to prevent further flooding, by flooding the damaged land in the nearby hills with omacron particles which will greatly help in binding it together in the future. Yot thanks them, then tentatively asks what they think of the Oklai... it is clear he is mooting out support for a strike against them. When they say they do not know the Oklai, he is disappointed, but warns them to be wary in future of their threat.
The Away Team is hailed from the Indiana, reporting a ship entering the system, not matching any known configuration. By the time they beam up, the Oklai mothership is in orbit. It is gigantic, at least 50 times the size of the Indiana, and with its dark grey colour looks pretty intimidating.

The Oklai

The Oklai hail the ship, where they get their first sight of a member of the race - they are tall, ugly, and generally not in the same league as the Risan's when it comes to appeal. The Oklai Captain, Gor Dttrell, greets them and asks how they entered the system without being noticed. Any answer satisfies his formalities. Next, he formally welcomes them to the Oklai MXXV sector, under the rule of the High Protectorate Gyvenni Arxis VII.
Gor invites the Crew to meet with him in the planet's capital city, MXXV 1. They should accept. Any blunt questioning of his races role on the planet below, will provoke a shocked but amused response from Gor. He says that the people of the planet are simple religious folk who blame natural disasters on the 'sky-devils'. Confirm that this is a feasible response.

In MXXV 1

The capital is an attractive place, populated lightly with academics and religious men. In the centre is the palace of the High Protectorate Gyvenni Arxis VII, where they are taken. Waiting girls offer them exotic foods as they sit in the palace hall with Gor, awaiting Gyvenni's arrival.

Gyvenni finally arrives. He is different to Gor, having paler skin and a more appealing face [make-up designed by the Okrai to match human facial complexions, in an attempt to please them]. He greets them and takes the Crew to his residence on the third floor, by way of a curious anti-grav lift in the middle of the room. In his home, he offers them a Firos GreenPunch, an exotic drink which he assures them they will enjoy [spiked with a drug which will affect all races except half-breeds]. If they drink it, they will suffer similar conditions to those induced by Quark's drink, ie. compulsed to tell the truth and come back for more.

Welcome to our planet

Gyvenni asks them what alliance their ship is in. When they explain (truthfully, of course) that not just their ship is part of the Federation,. he is shocked, and explains that for the Oklai, each mothership is part of an alliance, made up of many similar ships.
He then gets straight to the point, and invites they and their ship to join his alliance. They would be offered protection in his space (expansive, he assures them), in return for their assistance in conflicts the alliance may face.
Convince the Crew that joining is an entirely feasible option, given their distance from Federation space and the total lack of back-up they currently have. If they refuse, Gyvenni laughs, and says he understands, though they will change their minds once they see the Gardens of Arethemus.

The Gardens

If they have refused, take them to the Gardens to be convinced by the Singing Women of the Water, who will basically drug them further until they will agree to anything.
If they have agreed, Gyvenni takes them there anyway, showing the Singing Women as proof of the glory of his alliance.
Either way, by the time they leave the Palace, the Indiana will be part of the Gyvenni Alliance.

Hangover

Gyvenni informs them that their assistance is required in a nearcy operation. This will prove their commitment to doubters in the alliance, he says.
Unfortunately, the mission is to wipe out the population of the Southern Continent in preparation for further mining. Either they will protest now, or wait until later for a better opportunity to flee. Make it clear that they would be annihilated in a straight face-off with the Oklai mothership, so escape is the best option.
The mothership fires the first few shots at the planet, when they have their chance to act. Either they will flee now using their superior engines, or take a shot at the mothership in an attempt to halt the decimation of the planet. If they fight, they can get off one surprise shot which might take out the weapons array, before the mothership raises its sheilds and turns on the Indiana.

Leg it!

Running is the only option, and the best one given their speed advantage. After their escape, they are safe for the moment, but the Oklai do not let their enemies betray them and live...

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