The cruiser breaks away from the Enterprise and runs for open space, leaving its soldiers behind.
It doesn’t get far. Behind it, space ripples and a Klingon Bird-of-Prey shimmers out of cloak, its wings lowering into attack position. Two torpedoes, two direct hits, and the cruiser is gone, leaving behind a spreading cloud of wreckage.
The Bird-of-Prey comes about, bringing its weapons to bear on the Enterprise. Then it hails.
A Klingon captain appears on the viewscreen, scarred, grey-bearded and entirely at ease.
“This is Captain James T. Kirk, of the U.S.S. Enterprise.”
“I am Captain Kordath, of the warship Vor’nak. You are welcome, Captain. The vermin who attacked your ship will trouble no one again.”
“I don’t recall asking for your help,”says Kirk.
“A Klingon never waits to be asked.”
Then he gets down to business. Harven Zax is wanted by the Klingon Empire for crimes against it, and the Enterprise is in Klingon space. Kordath demands that Zax be handed over to them.
What do you do?
A) Refuse. Zax is under Federation protection, and Kirk has his orders. But the Enterprise has only now come back to life, and a Bird-of-Prey that just destroyed a cruiser may not take no for an answer.
B) Stall. Demand to see the warrant. Bring in Councilor Robespierre to argue jurisdiction and drag out the talks while Scotty brings the ship back to full strength. But Klingon patience runs notoriously short, and Robespierre may make things worse.
C) Run. Go to warp and leave the Klingons behind. But it’s a long way out of Klingon space, and a Bird-of-Prey is built for the chase.
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.
The crew attempts to lure the mole into a trap by revealing they will successfully restore Dunsel’s memory stores by morning. But, rather than taking the bait, the mole springs their own trap. The Enterprise drops out of warp and goes dark. A beacon onboard the ship is broadcasting their position and a mysterious vessel fast-approaches dropping out of warp and hovering over the Enterprise.
Armored strike teams are beamed down the Enterprise. The crew is split into four person teams to meet them.
Kirk leads a team to Engineering where they discover an automated device that was used to disrupt the Enterprise. Once turned off, power is restored. As Kirk and co. head out, they are pinned down by enemy fire. Things look grim until – rescue comes from an unexpected source: Maia the android, Algernon and Mira the mercs, and little Dunsel.
Data and Rommie hack into the strike teams’ comms and direct them to the guest deck where they expect to find Harven Zax. Instead, they find Odo impersonating Zax – and then a horrific alien creature. Before they can react, our crew turns the tables on them and ends their threat. Their transport cruiser, meanwhile, attempts to make good its escape.




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