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NEW PAGE CAMPAIGN RESOURCE Lost in the 32nd Century: A D6 Space Temporal Crisis Adventure! (2026 Guide)

 UPDATED PRO VERSION 



Campaign Resource: Lost in the 32nd Century (A D6 Space Adventure)

Campaign Setting: The USS Urland Campaign (The 29th-Century Temporal Timeship)

Era / Timeline: The 32nd Century (Specifically, Circa Year 3189 or Later)

Location: Starfleet Headquarters (Earth Orbit)

Rules System: Open D6 / D6 Space (OGL)

The Chronology & Setting the Scene

This adventure is set in the 32nd Century (specifically, around the year 3189 or slightly later), the incredibly distant future where the crew of the USS Discovery ended up after their massive jump forward in time! Since the USS Urland (NCC 27011-J) is a 29th-century temporal ship, she has just time-jumped another 300 years forward into the future to meet them at Starfleet Headquarters.

However, arriving in this era is a shock. The Federation is recovering from "The Burn" and rebuilding itself, utilizing vastly advanced, unrecognizable technology like programmable matter and detached warp nacelles. On the Urland, the crew must face a dark reality: to survive here without triggering a massive timeline collapse, the ship’s experimental Temporal and Quantum Slipstream Engines must remain entirely inactive and powered down, leaving her vulnerable alongside the towering, organic spiral trellis of the futuristic Starfleet Headquarters.

PRO LOG 

The adventure begins with the giant Universe-class USS Urland quietly moored to the colossal, organic spiral trellis of the 32nd-century Starfleet Headquarters (IMAGE BELOW). 


Act I: The Silent Giant

The adventure begins with the giant Universe-class USS Urland quietly moored to the colossal, organic spiral trellis of the 32nd-century Starfleet Headquarters (image_15.png). She sits silently, her external lights dimmed and her powerful engines powered down, resting next to the legendary, retrofitted USS Discovery.

Earl's GM Notes

  • The Sensation of the Future: Play up the massive tech gap. Captain Hedges and his crew are allowed onto the station, but their 29th-century gear is treated like historical curiosities. Future Starfleet officers use "programmable matter" that shifts shape on command, and the massive space station itself has a shifting, organic structure that can feel disorienting.

  • The Incident: While Captain Hedges is in a briefing with Starfleet command, a strange, localized power drain and a series of micro-chroniton pulses ripple through the docking bay.

  • Investigating the Surge: Characters must inspect the inactive Urland.

    • Sensors/Tricorder (or Search) check: Difficulty 15. Success reveals that someone has tapped into the Urland’s offline Temporal Drive from the exterior docking Umbilical. They aren't trying to steal the ship—they are attempting to leech 29th-century chronal particles, which are incredibly rare and valuable in this resource-scarce future.

[ENCOUNTER INSERT] Encounter I-B: The Vance Confrontation (Overriding the Future)

The Setup: When Rank Fails

Following the strange chroniton surge from the docked USS Urland (NCC 27011-J), Captain Hedges is summoned to Admiral Vance’s high-tech, holographic briefing office aboard Starfleet Headquarters (image_15.png). Vance—protecting a fragile, post-Burn Federation—is suspicious of a 29th-century time ship and tries to ground the Urland, take its temporal technology "for safeguarding," and restrict Hedges’ crew to their berths.

Vance attempts to pull 32nd-century Admiral’s rank to seize control. But Captain Hedges knows the timeline is too fragile for future bureaucracy—and he has a secret, ancient card to play.

Hedges was the 2nd-in-command of Section 39, Starfleet Intelligence’s most covert, multiverse-spanning temporal espionage division, granted emergency override power to activate all agents across all timelines and universes. In this era, that authorization doesn't just call on past ghost codes; it acts as an absolute key that forcefully activates the current 32nd-century Section 39 protocols active on the station, proving his power applies to whatever timeline he occupies.

"You think your stars and bars give you the final say in this room, Admiral? In this era, maybe. But I don’t answer to the 32nd century. I answer to the timeline. Computer: Activate Sierra 39 Command Codes. Authorization: Captain Hedges. Override and replace all current command structures."

— Captain Hedges

The station’s holographic systems flicker, the 32nd-century UI shifts from Admiral Vance's blue interfaces to the active 32nd-century Section 39 security overrides (image_19.png), and Vance’s own desk locks him out—proving who is truly in command of this crisis.

The Encounter (RPG Mechanics)

This is a high-tension social and technical confrontation. The players must navigate Vance’s initial hostility and support Hedges as he enacts the ultimate override.

Stage 1: Navigating the Bureaucracy

  • The Situation: Admiral Vance demands the Urland surrender its security encryption and accept future "supervision" teams.

  • The Challenges:

    • Con or Persuasion Check: Difficulty 15. The crew can attempt to de-escalate the situation, buy Hedges time, or gather intelligence on what Vance's security forces are planning.

    • Investigation Check: Difficulty 15. Realizing Vance is running a secret diagnostic on their powered-down drive from his office terminal.

Stage 2: Activating Sierra 39

  • The Action: Hedges delivers his override verbal authorization. The GM should play this as a cinematic, jaw-dropping moment for the future officers.

  • Open D6 Mechanics:

    • Hedges' Command / Temporal Theory Check: Difficulty 12. Because these are deep-rooted Section 39 emergency protocols hardwired into the foundational architecture of the Federation's computer networks, designed to dynamically activate whichever era-appropriate Section 39 exists in his current timeline, the roll is relatively easy, but the environmental reaction is massive.

    • On a success, the computers on Starfleet HQ acknowledge the priority override, instantly booting up the current 32nd-Century Section 39 framework. Vance is locked out of his own station’s local command grid, and Section 39 security protocols verify Captain Hedges as the active Operational Commander for this timeline.

Stage 3: The Aftermath

  • The Fallout: Vance is stunned, but pragmatic. He realizes Hedges possesses authority that supersedes his own, backed by the deep, classified history of Starfleet itself.

  • Result: Hedges restores Vance’s local administrative access as a gesture of goodwill, but the power dynamic is permanently changed. Vance is forced to cooperate as an equal—or subordinate—during the crisis, allowing the Urland crew full access to the Romulan border scans (Act II).

New NPC Stat Block

Admiral Charles Vance (32nd-Century Starfleet Commander-in-Chief)

A tired, protective, and pragmatic leader of a rebuilding Federation

  • DEXTERITY: 2D+2 (Dodge: 3D+2, Phaser: 3D+1)

  • KNOWLEDGE: 4D (Bureaucracy: 6D, Command: Starfleet HQ: 6D+2, Federation History: 5D)

  • MECHANICAL: 2D (Starship Piloting: 3D)

  • PERCEPTION: 4D (Bargain: 5D, Command: 5D+2, Insight: 5D+1, Investigation: 4D+2)

  • STRENGTH: 2D

  • TECHNICAL: 3D (Computer Programming/Interface: 4D, Security Systems: 4D)

  • Features: Will try to use Starfleet legal frameworks, security protocols, and sheer presence to dominate a room. He is completely unprepared for Section 39’s deep-historical overrides, now active and locking down his console (SEE THE IMAGE BELOW).



Act II: The Romulan Connection (Intra-Station Chase)

The chronal thief’s trail leads through the sprawling, shifting interior of Starfleet HQ. Characters must follow the energy signature before the stolen chronal particles destabilize or are sold on the black market.

  • The Target: The trace leads toward the docking berths of visiting diplomatic ships—specifically, a cloaked or heavily shielded Romulan vessel that has been secretly trading in black-market tech to aid their own regional interests in the post-Burn era.

  • Navigation Hazards: The station is a labyrinth.

    • Streetwise or Investigation check: Difficulty 15. Success helps them navigate the crowd and locate the Romulan berth.

    • Sneak or Influence (Con) check: Difficulty 15 to bypass internal security checkpoints or talk their way into restricted diplomatic sectors without causing an international incident.

  • Interfacing Old and New: Once the characters locate the siphon hub, they need to shut it down. The Romulans have rigged 32nd-century tech to bypass the Urland’s ancient safety lockouts.

    • Technical / Repair (or Computer Transports) check: Difficulty 18 to safely disable the siphon without triggering a feedback loop. If failed, the temporal energy threatens to violently discharge.

Act III: Deactivating the Cascade

The thief realizes they’ve been caught and attempts to forcibly activate the stolen power, threatening to trigger a localized temporal distortion that could rip both ships and the docking bay out of the timeline.

  • The Fight: In the cramped, heavily modified Engineering access bays, the characters must confront the scavenger team. Romulan and rogue agents will use the environment (and light phaser fire) to hold the crew back while the siphon reaches critical capacity.

  • Combat Environment: Describe the hum of the deactivated engine beginning to "howl" as unnatural, glowing temporal energy begins to bleed through the systems.

  • Defusing the Drive:

    • Demolition or Technical (Temporal Physics) check: Difficulty 18. A character must manually disconnect the siphon cables directly from the Urland's temporal housing while under fire.

    • Consequence of Failure: Failing by 5 or more points triggers a "Time-Loop" hazard: everyone in the room has to re-play the last round of combat, but remembers exactly what happened, while the strain on the Urland's hull increases.

Game Master Resource: Stats and Rules

Characters

Captain Hedges

The rugged, forward-thinking 29th-Century Captain

  • DEXTERITY: 3D (Blaster: 4D+1, Dodge: 3D+2)

  • KNOWLEDGE: 4D (Command: 5D+2, Stellar Navigation: 5D, Temporal Theory: 6D)

  • MECHANICAL: 3D (Space Transports: 4D+1, Starship Gunnery: 3D+2)

  • PERCEPTION: 3D (Bargain: 4D, Command: 5D+1, Investigation: 4D)

  • STRENGTH: 2D+1

  • TECHNICAL: 2D+2 (Temporal Drive Repair: 4D)

  • Gear: 29th-Century Phaser (4D), Temporal Scanner (+1D to sensor checks), Starfleet Captain's Uniform.

Temporal Scavenger (Romulan/Rogue Agent)

Desperate, cybernetically enhanced future smugglers

  • DEXTERITY: 3D+1 (Blaster: 4D, Dodge: 3D+2)

  • KNOWLEDGE: 2D+2 (Streetwise: 3D+2)

  • MECHANICAL: 2D (Starship Piloting: 3D)

  • PERCEPTION: 3D (Sneak: 4D)

  • STRENGTH: 3D

  • TECHNICAL: 2D (Demolitions: 3D+1, Repair: 3D)

  • Gear: Advanced Disrupter (4D+2), 32nd-century Portable Scanner, shifting temporal cloaking device.

The USS Urland NCC 27011-J (Dormant)

  • Scale: Capital

  • Hull: 8D

  • Shields: 4D (Back-up Auxiliary Only)

  • Power State: Inactive / "Dark"

  • Special Penalty: Because the Urland is entirely powered down to prevent timeline contamination, she cannot use her weapons, shields, or maneuver thrusters. If the siphon succeeds, the ship will suffer a Chronal Bleed result (permanently lowering the Temporal Engine's reliability until repaired).

Product Identity & Legal

The following items are designated Product Identity of Captain Hedges / The Adventures of Captain Hedges Blog: The characters Captain Hedges and his specific visual identity, the temporal time ship the USS Urland (NCC 27011-J), the Universe-class hybrid specifications, the ship's 29th-century Temporal and Quantum Slipstream Time Drive mechanics, and all specific timeline-jumping narrative elements, lore, and original ship histories created for this campaign setting.

This is a non-commercial, fan-made scenario. Open D6 / D6 Space mechanics are utilized under the Open Game License (OGL). All recognized Star Trek related names, ship designs (including the USS Discovery and Starfleet Headquarters), and universe lore remain the intellectual property of Paramount Global and CBS Studios. No infringement is intended. © 2026 Captain Hedges. All rights reserved.

ARCHIVE: Original 1st Rough Draft Ideas

(For archival, behind-the-scenes, or design-evolution reference)

Adventure Outline (Original Pitch)

  • Incident: While docked at Starfleet Headquarters next to the USS Discovery, the USS Urland is forced to entirely power down its temporal drive to keep the timeline stable. Suddenly, localized chronal anomalies crop up.

  • Encounter 1: Inspecting the USS Urland to trace the power drop. Characters use Perception or Sensors (Difficulty 15) to uncover the pulse starting at the powered-down engine.

  • Encounter 2: A hunt across the sprawling, unfamiliar 32nd-century Starfleet HQ station to catch black-market thieves using visiting Romulan vessels to siphon temporal energy. Bypass Security with Sneaking/Influence (Difficulty 15) and disable the siphon with Tech/Repair (Difficulty 18).

  • Encounter 3: A fight in the Engineering bay to stop thieves from triggering an uncontrolled temporal cascade. Unplug the gear with a Tech/Repair or Demolition check (Difficulty 18) while holding off intruders.

  • Draft Game Balance & Tone: Ensure GMs emphasize how primitive 29th-century gear feels to the 32nd-century folks, while focusing on a boots-on-the-ground station search. Reward player efforts with 3–5 Character Points and weird future-tech.

ROUGH 1ST DRAFT VERSION BELOW 

Setting the Scene: This adventure is set in the 32nd Century (specifically, around the year 3189 or slightly later), which is the incredibly distant future where the crew of the USS Discovery ended up after their massive jump forward in time! Since the USS Urland is a 29th-century temporal ship, she has just time-jumped another 300 years forward into the future to meet them at Starfleet Headquarters; (SEE THE IMAGE BELOW)



Have you ever wondered what happens when your 29th-century temporal starship is thrust into a post-Burn 32nd century where even the legendary USS Discovery is considered a relic? It's a massive "fish-out-of-water" (or ship-out-of-time) shock that pushes any crew to their absolute limit. Today, we're diving into a quick, high-stakes Open D6 / D6 Space RPG adventure idea that drops your players straight into the heart of future Starfleet Headquarters, where even a powered-down ship can trigger a timeline-fracturing crisis!

The Problem: Stranded, Powered Down, and Out of Time

The USS Urland (NCC 27011-J) has made an unscheduled, desperate temporal jump, leaving her docked alongside the towering, organic spiral trellis of Starfleet's distant-future headquarters. With the experimental Temporal Engine entirely inactive and powered down, the crew is stuck on the sidelines, waiting for answers while a localized, silent chronal threat ticks away inside the very heart of the station.

The players are out of their era, low on resources, and surrounded by detached nacelles, programmable matter, and a future they barely recognize. Can your crew trace the rogue chronal signatures before the Urland's deactivated drive is turned into an unstable, history-shattering weapon?

The Solution: ADVENTURE IDEA: LOST IN THE 32ND CENTURY

Here’s a breakdown of this quick, 3-act Open Game License (OGL) adventure to run for your D6 Space/Open D6 campaign.

Act I: The Silent Giant (Finding Your Footing)

  • The Hook: The Urland powers down to prevent temporal contamination. While meeting with Starfleet Command and the Discovery crew, a weird chroniton surge pulses through the docking bay.

  • Open D6 Check: Perception or Sensors (Difficulty 15) to realize the pulse originates from the Urland's deactivated Time Drive.

  • The Problem: Someone has attempted to illicitly trigger the temporal drive from outside the ship to siphon 29th-century chronal energy.

Act II: Intra-Station Hunt (The Romulan Connection)

  • The Situation: To bypass the temporal lockouts, the thieves must use a relay located on a visiting Romulan diplomatic vessel moored on the other side of the organic trellis.

  • The Mission: Characters must navigate the complex, sprawling organic structure of the 32nd Century HQ.

  • Challenges:

    • Sneaking / Influence (Difficulty 15) to bypass future Starfleet Security.

    • Tech / Repair (Difficulty 18) to interface 29th-century tech with the 32nd-century detached-component systems.

Act III: The Clock Is Ticking (Drive Confrontation)

  • The Situation: The thieves (temporal scavengers hoping to rebuild lost drive designs) have started an uncontrolled siphon sequence.

  • The Action: Brawling and phaser fire inside the heavily modified Urland engineering bays while the drive builds dangerously.

  • Goal: Defuse the temporal siphon before it causes a localized time loop, or worse, snaps the Urland into an unstable jump.

NPC & Ship Stats (Open D6)

Captain Hedges (29th-Century Commander)

  • DEXTERITY 3D: Blaster 4D+1, Dodge 3D+2

  • KNOWLEDGE 4D: Command 5D+2, Stellar Navigation 5D, Temporal Theory 6D

  • MECHANICAL 3D: Space Transports 4D+1, Starship Gunnery 3D+2

  • PERCEPTION 3D: Bargain 4D, Command 5D+1, Investigation 4D

  • STRENGTH 2D+1

  • TECHNICAL 2D+2: Temporal Drive Repair 4D

  • Equipment: Future hand phaser (4D), 29th-Century temporal scanner, Starfleet Captain's uniform.

The USS Urland NCC 27011-J (Dormant Universe-Class Hybrid)

  • Scale: Capital

  • Space Speed: 0 (Power Down) / Temporal Engine: Inactive

  • Hull: 8D

  • Shields: 4D (Emergency auxiliary backup)

  • Special Note: Inactive temporal drive prevents time-jump mechanics, making the ship purely a base of operations and target for scavengers.

Actionable Tips for the Game Master

  1. Highlight the Tech Shock: Describe how "out of date" the players' 29th-century gear feels compared to 32nd-century programmable matter.

  2. Emphasize the scale: Describe the massive spiral lattice of the future HQ.

  3. Pace the Danger: Make sure the temporal anomalies feel unstable, using visual "glitches" in time to build suspense.

Summary & CTA

A time ship in the 32nd century offers the perfect blend of future technology and history-shattering risk. Run this Open D6 adventure for your crew and let them try to salvage their engine while navigating a fractured future!

Have your players ever faced a time jump that went completely off the rails? Let us know in the comments below, or share this adventure idea with your gaming group!

Meta Description: Jump to the 32nd Century with this quick D6 Space adventure! Help Captain Hedges and the dormant USS Urland survive a temporal crisis at Starfleet HQ.

THIS GUIDE MAYBE UPDATED AS I FLESH THIS TIMELINE OUT MORE! 

YOURS FOR NOW CPATIN HEDGES!



Product Identity & Legal

The following items are designated Product Identity of Captain Hedges / The Adventures of Captain Hedges Blog: The characters Captain Hedges and his specific visual identity, the temporal time ship the USS Urland (NCC 27011-J), the Universe-class hybrid specifications, the ship's 29th-century Temporal and Quantum Slipstream Time Drive mechanics, and all specific timeline-jumping narrative elements, lore, and original ship histories created for this campaign setting.

This is a non-commercial, fan-made scenario. Open D6 / D6 Space mechanics are utilized under the Open Game License (OGL). All recognized Star Trek related names, ship designs (including the USS Discovery and Starfleet Headquarters), and universe lore remain the intellectual property of Paramount Global and CBS Studios. No infringement is intended. © 2026 Captain Hedges. All rights reserved.

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