Strange New Worlds: Mission Compendium Volume 2 presents nine ready-to-play missions for Star Trek Adventures. Within this book Gamemasters will find the means to test their Starfleet officers while encountering a variety of strange new worlds and the lifeforms they contain.
Solve the mystery of a viral plague among a population of aliens who attempted to remove the virus by constructing a mammoth artificial ring around their planet Explore an ancient doomsday seed vault on a barren, ice-covered world Investigate strange events occurring in and around a massive ancient ‘skyhook’ gathering resources from a Jupiter-like gas giant Determine how two separate species might have been caught together in an extinction-level event Visit a strange disk made of hyperdense matter and attempt to survive the wholesome and lethal diversions it offers Defuse a potentially violent situation on a neutral pilgrimage worPDFDld Encounter a renegade Ferengi on a planet with a sentient living ocean Respond to a distress signal from a doomed Vulcan expeditionary team Determine why a research facility in the Cardassian demilitarized zone has suddenly fallen silent This book requires the Star Trek Adventures core rulebook to use.
Jim Johnson was born about the same time Apollo XII landed on the moon (and has always been kinda spacy) and shares a birthday with the Kindle. He is the author of the Pistols and Pyramids weird western series and the Potomac Shadows urban fantasy series. He's also written a bunch of other stuff in and around the SFF genres and pen and paper RPGs. He's currently the project manager and line editor for Modiphius's Star Trek Adventures RPG and project manager for the Fallout RPG.
In rare moments when he's not writing or publishing, Jim plays board games and card games, and makes a brilliant bowl of popcorn. You can learn more about him and his writing at www.SCRIBEINETI.com.
I'm not sure how many of these adventures I'll actually use at the gaming table, but that said, the structure, the examples of challenges, and the various NPCs, ships, and crunch of the books make for a handy resource for running adventures for your own, frankly.
Currently, I'm planning to drop "A Cure Worse than the Disease" and "Drawing Deeply from the Well" into my Shackleton Expanse Campaign, and "A Cry From the Void" into my almost-entirely-crewed-by-Trill ship's series. That's three out of ten, but there are components of others I can see importing into other episodes piecemeal.
I like the ideas of "No Good Deed," and "Plato's Cave," but can't imagine running "Footfall" (that one in particular feels like a minefield of issues waiting to happen with contemporary players even though the setting is the far-future).
Star Trek X's Second Nine—A review of Strange New Worlds: Mission Compendium Vol. 2, the second Star Trek Adventures anthology published by Modiphius Entertainment.