Kaywin IV Naruni Enterprises has a problem. They have lost contact with one of their clients in the Three Galaxies. They normally wouldn't make such a fuss, but the product their clients are using to pay Naruni is just so valuable....
It seems like an easy operation: go in, do a little recon, get out, open some brews, no problem. But when the characters are shot down by a massive alien space vessel and crash land on a planet where the only living things are an alien menace the Three Galaxies have never seen before... well, maybe things are just a little more complicated than Naruni let on....
This is an adventure is designed to bring Rifts Earth characters into Phase World, and it involves the Mechanoids. Ah, yes. The Mechanoids. Every GM's favorite. Many a PC wakes up screaming in the middle of the night over these buggers. To best use this adventure you will need Sakerson's updated Mechanoid file, found here.
Gm Note: This adventure is for the supernatural players.
Hook: They come across Mutant human who asks them to do a favor for him, of course the players will be paid. The job sounds like a cake-walk; just deliver a message to a dear friend in The Magic Zone without reading the message.
Line: The man that hired them is actually one of Alistair Dunscon's lackeys who is trying to start a war between Dweomer and the Coalition States so that Alistair can come in and mop up the remaining troops at Dweomer or the Coalition which ever is weakend the most.
Sinker: The players unwittingly take forged documents to the Dweomer Defense Force supposedly from one of the sojourning members that the Coalition is planning to attack them the next day with tons of power armor and plenty of firepower so they prepare for the attack or launch their own offensive it's up to you but the Coalition does have the the coordinates to Dweomer and will attack on the day specified in the letter so the characters must either fight or run most likely they will fight so make it a good one.
The person submitting this adventure did not wish to be named, he/she just wanted to help out the Gm's.
This is not so much a Hook, Line, and Sinker so much as an often overlooked fact about most of the games I have seen or played in.
Most players will not realize the importance of coding communications. A lot of players I have seen just take it for granted that who they are talking to on the radio is actually who they are supposed to be speaking with. Something as simple as someone eavesdropping on a transmitted conversation can have dire consequences. Someone listening in could send incorrect information, lead the players into an ambush, and similar nasty surprises. Imagine getting to your designated meeting place and finding a Coalition ambush, or Splugorth Slaver detachment, Pecos Bandits, vampires, hostile (or not) D-Bee's, and any other number of possibilites. Let your imagination go wild for this one.
If you have an adventure that you would like posted, you can submit it HERE I will give you full credit for it.
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