Season 1 - Fringe Gambits

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Season 1

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Included Missions

Treasure Alcoves

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The crew in search of their first bounty opts to buy a few tokens containing coordinates collected by other ships that detected possible derelict craft but didn’t have time to investigate. Deciding to take the risk for a minimal investment for the possibility of a huge payday, the crew soon finds themselves face to face with a terrifying threat that no one expected to encounter. One well known in years past that threatened to consume everything they deemed distinctive enough. However the technology they could harvest alone is worth more than what they could make in the next 5 years…that is…if they are willing to risk their lives boarding the Borg ship they find….

Raiding Party

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While taking a few extra days to offload their latest haul and bask in the recent payday, some of the crew take note of a large cargo ship and manage to get a copy of the cargo manifest. With a number of items at an all time high for sale on the black market, word spreads like wildfire amongst the crew. Pressure quickly mounts for the Captain to authorize and lead their first pirate raid, or risk members taking the opportunity and their allegiances elsewhere…

As Thick as Thieves

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The Dutchman and her crew head to DS9 in search of work and find an opportunity to run supplies to a newly formed Federation colony in the Gamma quadrant, close to Dominion territory, settled under a joint cultural exchange agreement between the 2 organizations. The ship is loaded with standard equipment and supplies, as well as possible contraband individual crew members may be looking to sell to the colonists for an extra bar or two of latinum.

They are met with a warm reception by the colonists and even solicited to train some of them in their known skills in exchange for money. All seems well until they are approached by the very pro Federation colony leader and asked to smuggle a Vorta defector back to the Federation to provide them with valuable information on the Dominion under requested asylum.

The crew must decide if they are going to do as asked and risk smuggling their passenger back through the wormhole for possible Federation favors in the future, or to seek the same from the Dominion by returning their defected Comrade to them.

Ghost in the Nebula

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While laying low after their last score to avoid patrols, the crew picks up a faint, repeating distress signal from deep inside a volatile nebula known for swallowing ships whole. Scans reveal it's coming from what appears to be a lost Federation Miranda-class starship, highly experimental, adrift and heavily damaged—rumored to have vanished during a classified mission during the Dominion war, carrying experimental cloaking tech and a cargo of rare, unstable dilithium isotopes. The isotopes alone could fetch a fortune on the black market, and the cloak (if salvageable) would make the Dutchman untouchable....

Double-Crossed Cargo

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A shady Ferengi broker on Sampalo offers the crew a seemingly straightforward job: intercept and "relocate" a high-value shipment of medical replicators bound for a New Bajor outpost on Meridian. The payout is massive, and the cargo is hot enough on the black market to set the crew up for months.

The plan goes smoothly until the contact they try to sell the equipment to turns out to be a Dominion operative with an agenda of their own that the crew has unknowingly become a part of....