The second adventure of our TOS era Taurus Reach campaign using the Star Trek Adventures Captain’s Log Solo RPG from Modiphius, played cooperatively with five players and no GM.

Mission Rolled in Captain’s Log

  • Mission Type: Espionage + Fall off the grid to perform mission
  • Inciting Incident: Destroy
  • Theme: Relic
  • Advantage: Redundant Systems (backup serum)

Captain’s Log: Stardate 1374.2. We’ve arrived at Xinor, an alien world whose people follow a complex centarian religion—believing in 100 aspects of the divine—and worship a Shedai relic as their god. Our mission is to infiltrate the priesthood, recover or destroy the artifact, and prevent its misuse, especially by the encroaching Tholians. Complicating matters, we’re operating under disguise using a temporary biochemical serum to mimic Xinori appearance. The artifact is sacred to them. To us, it’s a weapon that must not remain in play.

Act I

Scene 1

Posing as pilgrims, our team descends by shuttle to avoid ionospheric interference. The Xinori subterranean complex is sprawling and alien. We are met by J’Narra, a priestess clad in flowing orange robes, who—convinced by Captain Nelson’s persuasive words—grants us a rare private audience with the sacred relic.

Scene 2

In the complex’s trading post we find Verlis, an undisguised Kelpian selling figurines representing each of the 100 aspects of god. He recognizes Lt. Kostya’s disguise as fading and agrees not to expose us—for now—hoping to leverage our presence to his own ends.

Scene 3

J’Narra brings us to the shrine. But the artifact is missing. Her poor eyesight—she may not use corrective lenses for religious reasons—prevents her from immediately noticing. Lt. Kostya finds an unconscious priest nearby. Someone has stolen the sacred object.

Scene 4

Captain Nelson spins a narrative of divine vision, and as his disguise fails, he kisses J’Narra to buy time. Her near-blindness and emotional turmoil keep our cover intact long enough for Kostya to re-administer the serum.

J’Narra, a devout Xinori priestess,

J’Narra, a devout Xinori priestess,

Scene 5

The revived priest reveals the culprit: a rogue cleric named Charpa, who believes in a forbidden 101st aspect and wears prohibited metal. We pursue him through a hidden tunnel and reach the surface as his shuttle departs to rendezvous with a warp-capable vessel.

Captain’s Log: Supplemental. Our situation has grown perilous. The artifact is in enemy hands—belonging to a radical heretic. Worse, he appears to be leaving Xinor entirely. Our mission is no longer a covert extraction—it’s become a pursuit. I’ve persuaded J’Narra that we are agents of the 67th Aspect—Trickery. It may be our only way to preserve cover and continue the mission.

Act II

Scene 6

We maintain the theological ruse, and J’Narra accepts our bizarre reasoning—for now. Verlis joins us aboard the Lexington as we pursue the fleeing vessel.

Scene 7

Lt. Vok’rel’s masterful piloting puts us in range. We hail Charpa, who proposes a trade: our conversion in exchange for the artifact. Mr. Sevek lures him into a meeting aboard our ship, citing scholarly interest.

Scene 8

Charpa arrives with the relic—a chalice containing a liquid we recognize as Shedai mind-control serum. Kostya convinces him to drink it under religious pretenses. As Charpa enters a docile trance, J’Narra—now horrified—slips away and takes Mr. Sevek hostage with a ceremonial bone knife.

Scene 9

Mr. Sevek escapes with a parry and disables J’Narra with a Vulcan nerve pinch. She is taken into custody. Her beliefs—and her heart—shattered.

Scene 10

During the struggle, the artifact is dropped. Its Shedai systems activate, seizing control of Charpa’s ship. It crashes into us. Our shields hold—but barely. The artifact escapes, now piloting the heretic vessel.

Captain’s Log: Supplemental. The artifact is no longer just an object—it is an enemy. Sentient. Hostile. We’ve contained its influence before, but never like this. Our hand is forced. The mission has escalated from infiltration, to pursuit, to full confrontation. We must end this, no matter the cost.

Act III

Scene 11

The heretic ship, animated by the artifact, attacks. A violent exchange of phaser fire and torpedoes disables it, though not without strain.

Scene 12

We launch a shuttle mission to board the vessel. Inside, we find a crew enthralled by the artifact. Our ace: a cryo-gun designed to disable the elixir.

Scene 13

A desperate battle unfolds. Nelson is wounded but stabilized by Kostya. We push through.

Scene 14

Reaching the bridge, we face the artifact’s last line of defense—its mental influence. We resist. Kostya fires the cryo-gun. The elixir freezes. The artifact shuts down. Its hold broken.

Scene 15

We load the frozen relic into a photon torpedo and launch it into Xinor’s sun. A flare engulfs the torpedo. The relic is gone—forever.

Closing Log. The artifact is destroyed, but the aftermath lingers. Verlis, frustrated, sets his sights on new relics. J’Narra returns home publicly hailed, having “recovered” the god (a replica created aboard our ship). Yet, only she knows the truth—that the divine chalice is gone, her god extinguished, and the man she once trusted was its executioner.

The Shedai are defeated—for now. But the lines between faith, deception, and survival have blurred. And in the Taurus Reach, even victory carries the bitter taste of sacrifice.