Mission Name
|
1st Crew |
2nd Crew |
3rd Crew |
4th Crew |
5th Crew
|
Mission Text
|
Success
|
Failed
|
Deeds Worthy of Legend
|
AND
|
|
AND
|
|
|
Famed opera singer Barak-Kadan is composing a song to lift the Klingons' spirits, but he has not seen most of the tournament play out. Recount the warriors' deeds to him so he can write a worthy ballad.
|
The away team reenacts the tournament for Barak-Kadan, showing him every near-miss and glorious victory. Their wind performance inspires him to write a whole trilogy of ballads about his fellow Klingons’ exploits.
|
The away team gives Barak-Kadan a dry, factural account of the tournament so far, nearly putting him to sleep. He is so bored by the end of it that he decides to return to Qo'noS instead of completing his ballad.
|
Endurance
|
AND
|
OR
|
|
|
|
General Stex has been badly wounded in a melee round of the tournament. He insists he can carry on to the next round, but if he's going to survive it, he'll need serious medical treatment, and quickly.
|
The away team staunches the worst of Strex’s wounds, and restores mobility to his one hand so he can hold a sword. He vows to make their efforts worth it as he marches off to fight in the next melee.
|
Strex's one arm is so badly wounded that he cannot hold a sword, and the away team cannot get him back on his feet before the next round of the melee begins. Strex remains on the sidelines, injured and ashamed.
|
An Honest Fight
|
AND
|
OR
|
|
AND
|
|
Advocate Ch'Pok is arguing that one of the Providers' knights cheated when he unseated a Klingon in a joust, but he'll need evidence to prove his claim. Send an away team to recover the Black Knight's lance.
|
The away team waits until the Black Knight is called for another joust before sneaking into his tent. They find that his lance has been unfairly weighted, evidence Ch’Pok can use to get his Klingon opponent a rematch.
|
The away team steps inside the Black Knight's tent only to run into the knight himself. When one of them tries to snatch his lance from its stand, the Black Knight draws his sword and chases them out.
|
Into the Saddle
|
AND
|
AND
|
|
|
|
For the Klingons to stand a chance in a joust, they'll need to learn to ride horses. Neither the horses nor the Klingons are excited about the prospect, and it will take a patient trainer to get them working together.
|
The away team covers the reluctant Klingons in pheromones that, unlike their natural scent, are soothing to the horses. Though the Klingons say they’d rather ride sarks, they soon get used to riding horses in the lists.
|
No matter how the away team coaxes the horses, they cannot convince the animals to let Klingons--beings they see as predators--get close to them. It will be hard for the Klingons to joust on their own two feet.
|
Polished Steel
|
AND
|
AND
|
|
|
|
Warriors need weapons as well as courage, and the Providers have given the Klingons feeble blades. The Minosians typically sell modern weaponry, but perhaps an away team can acquire something more medieval.
|
The away team challenges the Minosians, daring them to find the finest swords in the quadrant. The Minosians return a few days later with an array of longswords that any Klingon would be proud to wield.
|
The Minosians do not have any weapons in the style of Earth's Middle Ages, and no matter how politely the away team asks if they can find some, the Minosians say that they'd be better off purchasing phasers.
|
The Proper Attire
|
|
OR
|
|
AND
|
|
Most Klingon armor is designed for phaser fights or hand-to-hand combat, not the mounted combat of a joust. See if you can adapt a suit of armor to better protect the warriors in the tournament.
|
The away team casts light but durable breastplates and helms for the Klingons from a diburnium alloy. They’ll need to get used to wearing thicker armor, but it should protect them from stray lances in the jousts.
|
In their efforts to keep the Klingons safe, the away team outfits them with full-body armor so heavy that even Klingons can barely move in it. The warriors insist on taking their chances with their own, lighter armor.
|
Rallying Cry
|
AND
|
|
AND
|
|
|
General K'Vagh was leading the Klingons in the tournament's melees, but he is too wounded to continue. They need new allies to lead them to victory as the Providers call for a battle royale!
|
The away team keeps the Klingons at the edges of the battle, striking quickly without being drawn into the thick of it. When the dust settles, they are the last ones standing!
|
The away team leads the Klingons in a bold charge into the melee, but soon they're in the thick of the fighting with no way out. Surrounded and outnumbered, they lose this round of the tournament.
|
Steady Hands
|
OR
|
|
AND
|
|
|
Though many Klingon warriors are skilled hunters, they are uncomfortable with medieval Terran-style bows. Convince them to accept the archery lessons Tuvok has offered before the Providers' archery contest begins.
|
The away team convinces the Klingons to watch Tuvok at work, and once they see him hit the bullseye three times in a row, they eagerly accept his archery lessons. All of Tuvok’s pupils perform well in the archery contest.
|
The away team's insistence that the Klingons take archery lessons only makes them determined to win the contest on their own. To their great shame, only one of them even manages to hit the target.
|
Too Much to Lose
|
OR
|
AND
|
|
|
OR
|
There are rumors that Duras, unwilling to accept that the Providers might win the tournament, is planning to cheat in his upcoming fight. Confront Duras before the contest and make sure it will be a fair fight.
|
Though Duras swears he has no plans to cheat, a scan with the away team’s tricorders reveals a hidden blade inside his boot. They disarm him just as he is sent to the dueling ground, forced to fight his opponent honestly.
|
When the away team confronts Duras, he swears to fight with honor, but when it is time for him to face one of the Providers' knights, he uses a hidden blade to slay his opponent. His deception lands him in a cell.
|
A Warrior's Drink
|
|
AND
|
OR
|
AND
|
|
Kor swears he can drink any of the Providers' robotic warriors under the table, but someone will have to convince the Providers that a drinking contest is worth adding to their tournament.
|
The Providers allow Kor’s drinking contest after the away team portrays it as a new experience. Kor is on his second barrel of bloodwine by the time the robot knight across from him slumps, sputtering, to the floor.
|
The away team argues with the Providers, but they take one look at Kor and scoff that they have no interest in seeing an old man drink himself into a stupor. Kor's drinking contest will not be added to the tournament.
|