Bubbie, wait!
Listening in on the downstairs neighbors…
Sharky on the run…
Sharky and the elusive treat…
Sharky for mayor…
Sharky’s “walk”…
Amalgaverse Second Mission: The Delivery, Part 3.1 – The Stakeout!
Captain’s Log , supplemental: Mr. Scott has repaired the warp coils, and the Enterprise is back at full warp. We’re behind schedule but still within the window for delivery. Our passengers have been told we’re out of danger. That isn’t entirely true. Logs recovered from the cruiser’s utility drone confirm that its engines were deliberately sabotaged, and whoever did it is now a guest aboard my ship. Tonight we’ve set a trap, with the drone as bait. If our saboteur wants to keep their secret, they’ll have to come for him. And we’ll be waiting.
Kirk has reassured his guests that the repairs are complete and the delivery is on schedule. He adds, in passing, that Carter and Data are working on Dunsel. Curiously, the drone’s memory stores were wiped, but they’re confident they can fully restore them by morning.
Dunsel is parked in the science lab for the night, apparently unguarded. In reality, crew members are lying in wait while others monitor the lab on a hidden feed.
Hours pass. Nobody comes. Internal sensors show all four guests in their quarters the entire night.
Then, the warp core goes offline. The Enterprise drops out of warp and the ship goes dark except for emergency lighting and life support.
Scotty reports that the core is intact, but something has knocked it out, and he can’t tell what. On the bridge, Data picks up a subspace signal coming from somewhere inside the ship: a beacon, broadcasting the Enterprise’s position. Then long-range sensors show a ship approaching at high warp.
The trap was set for the mole, but the mole had other plans.
The mystery ship will arrive in minutes, and there aren’t enough hands to do everything.
What do you do?
A) Locate the beacon. Silence it before the mystery ship can lock on to the Enterprise’s position. It’s somewhere aboard, and the search will pull crew away from defending the ship.
B) Prepare to repel boarders. Place armed teams at key points and a guard on Zax. The ship will be ready for a fight, but the beacon keeps transmitting its signal.
C) Hit them first. Load a strike team onto the puddle jumper and board the mystery ship before its crew can board yours. It could end the threat before it starts, but it sends your best fighters off the Enterprise, leaving you at a clear disadvantage if you are boarded.
Choose!
Previously On Amalgaverse…
You and 19 others have been stranded in an amalgam universe of myriad SF realities. All 19 are sci-fi’s Best of the Best. And then there’s you, uniquely qualified given your encyclopedic knowledge garnered from your world where these characters, their technologies, and their stories are fiction, beloved t.v. shows you have watched time and again. Together, all 20 of you have set off on the Enterprise-D, tasked with finding a way home. On its first mission, the crew answered a distress call from a dead ship and found it was far from empty. Aboard, the away team awoke an android named Maia, discovered a “survivor” named Rhea who turned out to be something else entirely, and fought their way off as scavengers closed in. They came home to the Enterprise with two things: a new crewmember in Maia, and a fragment of the signature an entity left behind when it crossed into this reality. Colonel Carter believes it’s one piece of a much larger puzzle, and that the rest of it is still out there waiting.
For your second mission, you have elected to follow a Starfleet directive, traveling to pick up and transport Harven Zax, a dangerous intelligence broker, to a rendezvous point at the edge of the Expanse. Upon arrival, you discover his cruiser inoperable, drifting towards a black hole, the ship’s automated defense systems preventing Scotty from using the Enterprise’s transporter to simply beam them aboard.
O’Neill and Data take the jumper to the cruiser where they encounter four stranded passengers: the annoyingly flamboyant Harven Zax, his silent bodyguard Lucinda Shockley, his mild-mannered protege Milo, a Starfleet official named Robespierre, and the ship’s utility bot, Dunsel. Everyone piles into the jumper and launch, only to be caught by the black hole’s gravitational pull. The Enterprise uses its tractor in an attempt to reel in the jumper while, on the bridge, the crew must decide what to do about the two life signs in the mercenary shuttle headed for the event horizon.
The Enterprise escapes the black hole’s gravitational pull by using the deflector array to project a counter-field ahead of the ship and then jumping to warp.
You set off for the rendezvous point and your guests settle in: no-nonsense Lucinda, meek Milo, officious Robespierre and, of course, the bombastic Harven Zax.
While Data works on repairing Dunsel the robot, you check in on the mercenaries you beamed off the doomed shuttle headed towards the black hole’s event horizon. They offer to talk in exchange for their freedom. Instead, you have Garak chat with the alien mercenary, Algernon. In his own incomparable fashion, the simple Cardassian tailor convinces the merc to talk and reveal he and his partner were in the employ of a Klingon Great House who want Harven Zax for a secret he carries. Algernon also reveals that he and Mira were given coordinates to the damaged cruiser transporting Zax. But Garak finds this mysterious. The cruisers engines failed without warning. So how did anyone know where to find it?
Suddenly, the Enterprise shudders and slows. Data reveals the ship’s nacelles are encrusted with glittering green growth that turns out to be a subspace organism that feeds on warp fields. Everyone retreats to a shielded section of the ship as a baryon sweep clears the organisms, then the crew directs focus to their passengers, engaging them in conversation to learn more about their mission. Harven Zax simply talks about himself while Robespierre laments the fact he has been passed over for promotion three times. Milo demonstrates impressive understanding of the Ancients in his conversation with Daniel Jackson, and Aeryn Sun identifies Lucinda as a fellow ex-military. But the most notable piece of information comes from Dunsel who, it turns out, had his memory stores deleted after discovering that someone had sabotaged the cruiser, forcing the ship out of warp and into the hands of the waiting mercs. One of their passengers is a mole, and the crew must decide how to proceed.
Get caught up on our series, crew, and past missions at the AMALGAVERSE site.




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