ADVENTURE LIST #3

by Miller

01 June 1998

The following list is a functional springboard to get the creativeness flowing if the GM is stuck with a "writer’s block". Feel free to contact me to help you flesh these out, or I can even do it myself given adequate time. Have fun!

WHAT DO WE DO NOW? (QUESTS)

Object Objective: The home base of the PCs is running out of some type of fuel/medicine/luxury and it’s up to them to wander to neighboring bases in order to strike a bargain for more. This can be the underlying theme of an entire series of adventures. One base might require too high of a payment, one might require a certain task (find and destroy that pesky hive of Cal Thens that have plagued the base year after year), or a base might require something just as valuable in return which will require special negotiations testing the PC’s Charisma's.

Admitting Defeat: In a very recent purchase (necessarily designed specifically by the GM), a PC finds a note inside a semi-hidden pocket. The note reads something like the following:

"Mardag the Bull,

We are hoping that this messenger finds you at (the PCs base). We of the southern faction of Healers are admitting defeat. Your last attack has crippled our power structure beyond repair and we have no where else to hide. By using the hulking raider (Warbot) you have successfully cut off our provisions and our hope. Please stop the attacks, there are so few of us left. We regret having to succumb to your Zoopremists, but we have no remaining means to protect ourselves. Thank you for giving us time to respond without killing us off completely. We will power down what is left of our defense robots as of (date less than six days from the day the PCs find the note). All we ask is to allow us to live in order to be of further service to mankind. We regretfully turn our medicines and all other medical resources over to you. Since we are at the mercy of your Warbot, we have no other choice than to wait for your response.

- Alkeen James, leader of the Hook Valley Healers"

What happens next is up to the PCs. The original owner of the article may still be alive and searching for that very item, if the PCs find him at the base alive, he may be of much service in terms of plotting a rescue.

Nine Out Of Ten: Nine out of ten of the base’s most heinous outlaws have been caught recently by a real slick NPC bounty hunter. This bounty hunter gets into some altercation with a particular PC and questions their ruggedness (drunk maybe). A challenge is set after appropriate words are exchanged by this bounty hunter. He makes a formal ceremony of it and puts the deal in writing in order to make the whole town question the PC’s effectiveness. If the PC and his/her "deputies" can find the suspect and bring him or her in alive, the bounty hunter will allow each member of the party to personally pick one of the bounty hunter’s prized possessions. He has a lot of great stuff and make sure he flaunts enough of it to make the PC’s drool. The bounty hunter may get involved if the PCs get too close to capturing the fugative. He may get on the case himself in order to find and execute the outlaw before the PCs get a chance to bring him in alive. Make the outlaw tough and within reach (he can even be another race such as Carrin, Lil or Ark).

Return of the Enterprise: The leader of the PC's base gets a request from a (nearby) coastal base requesting "brave men" to assist in investigating a large metal barge that has floated within seeing distance of the ocean front base. The base making the request has already sent a party of six of their bravest warriors out to investigate it, but they never returned. The "barge" is actually an ancient air craft carrier (USS Enterprise) that has roamed the seas since the Cataclysm. It is too far out to get to easily and seems to be moored somehow in one spot. No response has come back via the signaling techniques taught to the lost adventurers. This adventure is into a distant "floating" installation that will be occupied by air creatures, amphibians and sea creatures. Being a military ship, it will be easy to stock it with goodies if the GM desires, but rust will have claimed much of the metal aboard. The skeletons of the original crew will ultimately be discovered. What happened to the ocean-base adventure party is up to the GM (hmmm, sounds like a recent movie plot). The question is whether the PCs will try to dislodge the carrier to steer it home (or drift out to sea and ultimate doom) or try to arrange for an airlift mission taking what they can. Fens might be used here as the new occupants, and they will be forced to protect their stronghold, and don't forget the Fleshins (flying fish) for a good time.

Who Do Voodoo? A power hungry (mutant?) is threatening to lay waste to the PC’s base if they don’t hand control over to him immediately. Each campaign may have a culprit of it’s own, or an entirely new "mystery man" may be generated. The culprit has the ability to completely shut down technology or manipulate technology (telekinetically?) any way he wishes (haywire, turn against the owner, self-destruct at just the right time, etc.). He possesses a means that allows him to project a large and menacing image of himself over the base so as to make it look like he’s constantly watching the base. The PCs have to find a way to get to him (probably by acting as "ambassadors") and shut him down. If the PCs carry any advanced technology (especially battery operated) then they will be sorry. This is a good one to bring mutant characters back to the point of relying solely on their mutations and human characters to use their knowledge of 20th century artifacts in order to uncover the villain’s lair (no, I don’t know how, but humans have to be good for something without their advanced technology). The villain can be a sham, like in the Wizard of Oz, who uses holograms and movie sets in order to make others believe that he is omnipotent, but if he is weak, make sure he puts on a very good show and have him covered by many menacing henchmen (badders work). He doesn’t want to occupy the base, per se, he just wants access to all of its resources in order to further his mysterious objectives.

AN ALLIANCE FOR ALL SEASONS.

- The Brotherhood of Thought stands for benevolence. They may be just what a PC party (or NPC party) needs in order to hide from pursuers. If the PCs are pursuing (like in "Nine out of Ten" above), the BoT can be a major obstacle if they are harboring the fugitive(s). The BoT are generally non-violent, but that doesn’t mean that they won’t train creatures in order to defend them. They will let "nature take it’s course in defending them. Anybody can gain enterance into their culture, but they will most assuredly have means in order to test the loyalty of a candidate, so that they don’t cause trouble by allowing just anyone in, especially if they find out that they are in danger of being used as a shield by a particularly nonbenevolent character.

DID SOMEONE SAY "INTELLIGENT" RACES?

 - Menarls and Orlens can use their many arms to do many things. Take advantage of this by allowing these alternative races access to such things as multiple two-handed swords (one per each side for a deadly one-two attack) or grenades (ever have a Menarl lob a dozen different grenades at you? Go ahead, try to tell which ones are duds). Orlens can fully operate a vehicle (like a motorcycle maybe) while getting no penalties for using a shotgun at the same time, there are many possibilities.

JUST TO BE MEAN...

- During the night, a prankster NPC in the party spray paints a derogatory remark about one of the PCs on that PC’s armor. The message could be on the back, so the other PCs and NPCs have the option of either telling the victim or not. (Make sure there is more than one NPC that can be blamed for the "crime").

- Have the local drinking water polluted with some virus that gives the party the runs if they don’t purify it before drinking it, then have them come across a grove of hostile Kai Lins, or whatever. That’ll make it interesting.

- A PC’s Geiger counter may go off the scale when they step into a Blood Bird habitat. The birds don’t have to be an encounter, but they can fly around the PC’s randomly in wide circles causing the Geiger counter to oscillate wildly as the birds come into and leave the selected range. This is a good nighttime encounter, or under conditions of low visibility like fog. They won’t know what the heck’s going on, and the Blood Birds won’t leave until the PC’s distract them with something to eat.

- The PCs can step into a field of special mushrooms that explode when crushed. The mushroom erupts in a thick cloud of spores which not only covers the PCs with a clinging layer of neon coloring (there goes any surprise), but the spores also act as a hallucinogen making the PCs very paranoid and causing them to be jumpy (maybe even wasting ammo on nothing).

MORE TO COME!

 

Now GIVE ME YOUR INPUT!