Adventure Ideas

The following are not full adventures, but ideas that may help you making up an adventure if you get stuck and can't think of anything. Personally the biggest problem i have when gamemastering is trying to think of new things for my players to do.

Adventure ideas for a group of:

Bounty Hunter's
Rebels
Smugglers
Jedi










Bounty Hunter's

A few days ago there was a small nuclear meltdown at the Nucleus Gower Plant on planet Iquead, and if the Imperials find out they would close down the whole organisation because the meltdown has left the planet unusable for life except in the research facility buildings, which have special radiation protective walls.
The directors of the company are going to pay you $20 000 credits to destroy ALL evidence that there was ever an incident at the plant. This means eliminating all staff and records of the incident.
The idea of this mission is that the players fly to the planet kill everyone and destroy the main computers.

You are given a mission by Jabba the hut. He wants you to fly on his luxury liner from Coruscant to Tatooine and protect his cargo. The cargo turns out to be 7 new erotic dancers for Jabbas palace.
The girls try and chat up the players characters and try to get one of the players to go into a private room for some fun. The girls keep chatting up the players until one of them goes with one of the girls.
Once they get to Jabbas palace Jabba has the girls checked out to make sure that they have not been touched. Jabba finds out that one of the players has done something with one of the girls. Jabba orders his guards to arrest the players.
Now the players must escape without getting killed...

Rebels

You are secretly dropped off about 2km from an Imperial fighter base on Endor. Your mission is to put a homing beacon onto every one of the new Tie Defender prototypes, without being seen.
There are 8 prototypes and to make it interesting say that the players will only be given knifes to defend themselves with. The players should be spotted by a 4 man patrol as they are putting the last beacon on a Tie Defender.
Now they have to escape and get back to their ship but let them be captured and put in a jail cell. Escaping from that should be alot more entertaining.

Whilst traveling though hyperspace you are pulled back into realspace as your computer picks up somethings hyperspace shadow. This means that something traveling through space has come too close to your ship. As you come back into realspace you see a planet dead in front of you and you are entering its atmosphere.
Let the players survive the crash landing but now their hyperdrive generator and landing pads are broken. As the air is breathable let the players venture outside. When they do they see another crashed shuttle about 200m from them.
The hatch on the other shuttle opens and out step some stormtroopers (make it an equal number as characters in this mission). Both groups have ships that don't work and no way to get off this desolate planet. So now the players have to work out some sort of agreement so that they can get off the planet. Or they can murder the stormtroopers and steal the parts from their ship.

Smugglers

Whilst sitting in a cantina an old man comes up to you and asks you if you will pick up some spice for him. The spice is in a docking bay on the other side of the planet.
When the players get to the docking bay they find the cargo boxes, with the spice in it, have already been opened and some of the spice is gone. They also find a custom official badge in the box.
The players must now either find the official who stole the spice and get it back or make him pay for it. Or they must go back to the old man with some of the spice missing.

Whilst on a mission have the players go to a cantina for a drink and a relax. When they are full of Corellian ale and they decide to go back to the ship they find a note on the door of their ship.

If you don't work it out you'll die. But to make it fair you have 20 minutes!!
When the players go inside they should do use the sensors to do a scan on the ship. The ship prints out a diagram and they find out that there are 7 thermal detonators placed around the ship, connected in an electrical circuit. They find out that the circuit is set up so that if one of the connections is broken or the circuit loses power the detonators will all explode. The only catch is that the players can only find 14 suitable wires that they can use to bypass the detonators.
THEY HAVE 20 MINUTES TO STOP IT!!
The circuit diagram for this mission is quite detailed and to put it on the page and keep the size down would make it blurry. But if you want it click here and tell me you want it.

The players are drinking in a cantina when a tall man comes up to them and offers to buy them all a drink. He brings the players each a drink, but doesn't tell them what it is. The players who drink it must take a strength or stamina roll, to take the alcohol, and if they do not beat 25 then they suffer a -2D to all skills.
The man then asks the players if they would like to take a bet. Because the players are drunk their brains say yeah we'll take the bet. The bet is that the players have to break into Kion Fye's house and steal his latest weapon building trophy and make it back to the cantina. What the players don't know is that Kion won the trophy by building booby traps, which he has all throughout his house.
You as the gamemaster can have a lot of fun with this one, try to make your traps original.

Jedi

Whilst on your travels you are pulled out of hyperspace by a Star Destroyer that is blocking your path. The Star Destroyer hails your ship and orders you to dock with the Destroyer.
The Imperials do not find out that you are Jedi, but they do see that you are friendly to the Rebels. You are captured and sent to the nearest planet Anosc. On the planet you find that the only settlement is a small native tribe, that has been taken over by the Imperials.
The natives are ready to fight the Empire so your mission will be to raise there spirits and help them defeat the Imperial troops on the planet.
There is about 4000 natives against 8000 Imperials with a star destroyer. The one thing in your favour is that the nearest Imperial assistance is 47 days away by hyperspace.

Just outside of the planets atmosphere there is an Imperial Super Star Destroyer and a fleet of frigates. You have been asked by the Rebels to get onto the frigate Kenol by smuggling yourself onto one of the transport shuttles in the nearest Imperial ground base, and then copy the reactor designs from the main computers.
Let the jedi find a shuttle and have them get aboard the frigate without any Imperial interference. Once they have been running around for a while they find out that they are on the frigate Thasar, not Kenol.
Now the jedi must get off this frigate and onto the correct one. Once they do this they should find the main computer terminal by either using jedi mind tricks or a Very Difficult computer programming/repair roll.
Anywhere along the way, before they manage to get the data, the jedis come around a courner face to face with a 10 man patrol. They must deal with the 10 man patrol and then they must get to the main computer.
The copying takes 6 real time minutes (use a stopwatch). At 3mins a single officer comes into the room. And at 5mins another 10 man patrol comes into the room. The jedi must now steal a ship and escape.
If you want you can add in some tie fighters to make it a bit harder when they fly out of the frigate.

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