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Best Adventure Hooks!!

Discussion in 'Archive: Games: RPG & Miniatures' started by LottDodd, Jan 26, 2004.

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  1. LottDodd

    LottDodd Jedi Master star 4

    Registered:
    Oct 4, 2002
    I would Like this thread to be a Starting off Point for Gamemasters. If we Could Collect Just the Best Begginings, or Opening scenes to Adventures and Campaigns. These Could Just Be Outlines or Full Written Little Jump Off Points so that We as Gamemasters could have a Database of Hooks to throw at our Unsuspecting Charectors.


    Example:

    The Jedi Archives ar Nigh Impregnible, and The Collected Lightsabers of Past Jedi Are Stored there.
    After the Battle of Geonossis Many Jedi Had fallen and their lightsabers were collected and catalouged for return trip to Coruscant. But somehow, two cases, each containing Eight Lightsabers did not make it back to the Temple. Imediatly Bids for Black Market Lightsabers begin to pop up in Private Auction Rooms on the Holonet.
    Turns Out A High Level Slicer (at least 10th level... were talking about ripping off Dead Jedi) Managed to Infect a Virus amongst the Catalouging Droids for the Archives and had the Crates Delivered to Him while posing as an honest (If there is Such a thing) Scavenger and Scrapper... the sort of People who Decended upon Geonossis In Droves in the Days and Weeks Following the Battle in an Attempt to Salvage the Wreckage of the Battle.
    The Slicer Has Long since Left Geonossis By the Time Our Charectors Arrive to Investigate... but when they Find the Terminal that the Slicer Used on Geonossis they make a Gruesome Discovery. The Shells of Three Geonossins that Have Been Cooked Cleaned and Eaten as if they were Lobsters!
    More Investigations Reveal that the Slicer is a Rich and Succesful Kubaz... an Incectavore... It seems this Kubaz Purchased From a Disreputable Junk Dealer and Part Time Slaver a Half Dozen Captured Geonossins Before He Left Planet. The Slicer has Crossed a Cultural Tabboo and has begun to Feed upon Sentinent Insects... He Feels he's to Rich and Clever, to ever be Caught... Besides no one in the Galaxy cares about Bugs Anyway. Evidence Points that the Slicers Next Target May be the Verpine Shipyards... ANd the Mantis-like Verpines themselves.



    A Lot Of Jump Off Points their I Hope, and Your Charectors could probably Take it into any Direction... Are they Just Interested in Finding The Lightsabers (Which the Slicer is to smart to carry on him or with his ship), Or Does his Praying on Sentinents bother them. If the Charectors get to Close to His trail. The Slicer will begin to Transmit Viruses to their Ship... Wipe Out their Credit Accounts, and other non lethal ways to make their lives miserable. He Doesn't see himself as a Killer. He's Just Hungry.

     
  2. MatevKenas

    MatevKenas Jedi Youngling star 1

    Registered:
    Dec 10, 2003
    I've been working on a few adventures with generic ideas that could be used in any era.


    1. The villains (Empire, Federation, etc.) are working on a ship the utlizes massive tractor beam projectors stong enough to rip land from planets

    2. A biological mutagen disguised as a species care product (facial cream, shampoo...)

    See what you can do with these little tidbits I tossed out. If I think of some real doozies, I'll be back.
     
  3. LottDodd

    LottDodd Jedi Master star 4

    Registered:
    Oct 4, 2002
    I have A Vision of A Planet that is Covered by an Ocean of A Bio-Organic Material... Basicly an Ocean Of Snot... the Mucas Ebbs And Flows with the Tide, and Leaves Strange Twisting Coral Reefs of Dried Material Behind. The Substance Is the Primary Ingrediant for A Bacta-Like Medicine that is Used By Alien Species who Cannot Use Bacta.

    The Seperatists, Or the Empire, Release A Contaminent into this Living Ocean, which begins a Purplish, Bloody Disease in The Mucas... It Rapidly Spreads, Looking Like the Great Red Spot on Jupiter From Space. A Bloody Storm in A Sea of Luminescent Green.

    Three Ithorian Herdships Surround the Texas Sized Disease, trying to slow it's spread... The Heroes Can Either Defend these Herdships from the Next Wave of Speratist/Imperial Attacks... Or Be Part of the Strike Team Inflitrating the Bio-Weapons Division of the Bad Guys Desperatly Searching for a Cure.
     
  4. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    The empire has set up a new garrison and supply depot on a remote planet to help continue it's expansion into rim territories. Normally, the garrison is a prefab structure build in the Star Destroyer transporting it and dropped into place, but this time the Destroyer was called away. The captain decided to drop the matterials and prefab kits, 100 stormtroopers, 20 scout troopers, 700 technicians, and a contingent of 30 officers to assemble the base by the time the ship gets back. 10 FLR logging Droids are allocated to clear a 1KM radius around the garrison, and a large number of R4 droids are helping with construction.
    The Garrison Commandant was given the job because he was a senior Lieutanant, and the captain didn't like him. The commandant is a politician and bureaucrat, not a tactician, warrior, or leader. While arrogant, he is not stupid. After the first losses reach his ears, he will put the base on alert and arm the technicial staff with pistols and carbines (it's not like he's short on supplies!).


    The rebellion has heard about this new expansion of Imperial power and wants to set up a base, but they're short on supplies and equipment. Solution: sent a strike team to the depot to steal as much at they can.

    The garrison is only partially complete, and not well organized. The landing platform is completed, as is the underground generator. 3 watchtoweres (30M tall) have been set up. The communications array is only partially completed, and the sensor system is also not functional beyond Line-of-sight Atmospheric. Most of the information on this planet is old and out of date, and the base is relying on bikerscout patrols to watch for intruders, gather specimens for analysis, and recon.

    There is a very sparce population of humans on the planet: about 6000, but there is no starport, no satelite communication, and very little technology.

    The party is sent in on a scout vessel, and given 24 hours to scout, harrass, and steal from the base, as well as verify that it can't call for help. Then the personnel for the new base are due to arrive, set up shop, and the freighters carrying them can transport some of the stollen supplies back to the rebellion.
     
  5. JoinTheSchwarz

    JoinTheSchwarz Former Head Admin star 9 VIP - Former Mod/RSA

    Registered:
    Nov 21, 2002
    Okay. The next plot is from maybe the best SW adventure I've ever GMed. I'd love to hear your opinions:

    First, a brief look at the adventurer group: we have Con the Smuggler (great pilot and con artist), Saecsen the Merc (walking arsenal) and Rayman the Bounty Hunter (cold-hearted bastard); they're a special cell of the Rebel Alliance and, after many perfect missions, they feel undefeatable.

    I started the adventure in media res, with our heroes fighting their way through a swarm of TIE Fighters. During the combat rounds, I explained that they had come to the system following orders from the Rebel Fleet and, whatever their mission was, they were now trying to escape: a plain old "Hoth situation". After the battle, our heroes pilot their YT-1300 towards a nearby system, and then they receive a help petition: "(static)... re Rayman Pitusa, captain of the Quasar. We've been shot down by pirates and they're circling...(static)". I repeated the message three times before Rayman's player muttered: "Hey, wait a minute: Roark Pitusa? That's my character's father!".

    In a nutshell: the heroes rescued Roark and killed a few pirates, but Roark's carrier was a wreck: the old smuggler had a shipment of glitterstim and no starship to carry it. Of course, our heroes decide to help Rayman's father and they carry him and the glitterstim towards Nao Station, the place where Roark's contact is waiting for the spice. And, of course, they want a part.

    The twist? Everything is a trap; Nao Station is full with stormtroopers and Roark is working with the Sector Moff: he has promised to spare Rayman's life if Roark helps the Empire in bringing down "that insidious Rebel cell".

    The duel between Roark and Rayman (who set his pistol on stun for the first time in his career) was epic stuff. :)
     
  6. LottDodd

    LottDodd Jedi Master star 4

    Registered:
    Oct 4, 2002
    Oooooh! Koohi... I Liked that one!
     
  7. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Thank you.

    Breaking people out of local detention cells. Not a full imp garrison, just a local prison the the empire seized control of. THis allows for quirky architecture and layout.
     
  8. dp4m

    dp4m Mr. Bandwagon star 10

    Registered:
    Nov 8, 2001
    I've always wanted to run a complicated "break-out" scenario -- like breaking Madine out in the original Dark Forces.

    That was a honey of an escape...
     
  9. JoinTheSchwarz

    JoinTheSchwarz Former Head Admin star 9 VIP - Former Mod/RSA

    Registered:
    Nov 21, 2002
    Yeah, it was probably the best mission in the game. Those elevators...
     
  10. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    I made one group rescue Ackbar from ISD Avenger.
     
  11. LottDodd

    LottDodd Jedi Master star 4

    Registered:
    Oct 4, 2002
    The Prison Break in Bounty Hunter was Cool As Well... But How to Account for the Multitude of Enemies?


    AN Idea Might be Instead of when Your Charectors get Busted... and then they just wait around in the holding cell 'till there buddies break them out... You could set up a Couple of Prison Adventures. Make it Look like that's the Way the Campaign is Heading.

    First You have the Arrest. Then the Trial. Then the Incarceration...

    Make the Prison a Truly Memorable Place, Exotic... Set up Several Rival Gangs and Pollitical Faction amongst the Prison Population. Set up Good Gaurds... And the Worst Prison Gaurds Imaginable, Corupt and Cruel. Set up Routines in Activities... Caffeteria Meals, Hard Labor, Excercise Grounds. Set A Rhythem So they Have to Go to the Same Locations At The Same Time With The Same People Every Day. If You Make Enemies One Day... They Will Be Back in the Same room with you the next day, and the day after that, and the day after that.

    You Need To Streatch this into several adventures so that it feels like the charectors might never get out. They Need to Make Alliances in the Prison Quick or they will be Chewed up and spit out quickly by another faction... Show what happens to memorable NPC charectors who do not chose sides early... as gruesomely as possible. Let the charectors know there turns will be next.

    Later the Charectors can meet an inmate planning a break... or Perhaps a Riot Breaks out Affording them an escape, but remember all old scores are settled in a Prison Riot!

     
  12. netpadawan

    netpadawan Jedi Master star 4

    Registered:
    Nov 10, 2001
    i like your plot very much Join .

    Roark Pitusa, nice name , LOL 8-}
     
  13. JoinTheSchwarz

    JoinTheSchwarz Former Head Admin star 9 VIP - Former Mod/RSA

    Registered:
    Nov 21, 2002
    Hey, net!

    I'm glad you liked it. :)
     
  14. MatevKenas

    MatevKenas Jedi Youngling star 1

    Registered:
    Dec 10, 2003
    Lott, your idea for a prison camapign is intriguing. I have samll Dungeon magazine at my house that outlines a whole penal colony that people could use for it. I could post some the vital things about it if anyone's interested.
     
  15. LottDodd

    LottDodd Jedi Master star 4

    Registered:
    Oct 4, 2002
    That would Be Great...I'd love some stats and hooks. Charectors always get captured... and for once I'd like to make them pay the price...
     
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