Hook, Line, and Sinkers


A simple job

Hook: The party is hired by a wealthy looking individual for "a simple job": as bodyguards. It seems that there is some sort of psychopath running around killing all of his friends and business partners.

Line: The man offers a rather large reward (it's up to you on exactly how large) to protect him and capture or kill (preferably kill) the "murderous scum". It's up to the characters how they want to get the guy, but no matter what the characters do: the 'psychopath' makes no move to kill them. Even in a direct confrontation. If pressed, he might just run away and try again some other night.

Sinker: The 'psychopath' is the victim of the hirees 'business', which is actually criminal and underworld work. He is merely wanting revenge for the murder of his family. Thus the reason for killing all the people, he's eliminating the persons that were directly involved in his family's death. If the characters capture the guy they might find this out and decide to help him.

Note: A fun twist could be to make the psycopath like Brandon Lee from "The Crow": returned from the dead to avenge a crime against him.


Never Deal with a Dragon

Hook: Party comes across a woman who looks like the victim of attack. (Bruises, bleeding, etc.) She says she was part of a vehicle train that was attacked by bandits as they camped for the night. Her child was kidnapped during the raid, and she is desperate to get it back. She could hire the party, or they might help her out of goodwill or character's natural impulses.

Line: The woman is actually an adult fire dragon! The story about bandits kidnapping her child was true, but the 'wagon train' story was made up. She is really hurt, but adopted the human guise in order to better approach the party. She won't tell the party about her true identity until after/if they help her out.

Sinker: What kind of bandits could hurt an adult dragon to that extent? Obviously very well supplied and/or magic using. When the party tries to rescue the child and finds an egg or hatchling, do they make a friend with the mother? Or a potentially dangerous enemy?


Kaywin IV

Ok, this isn't a Hook, Line, and Sinker. But it's one of the best adventure ideas I've run across on my many travels throughout the net. It was created by Sakerson to whom I give all the credit. His web site can be reached HERE. This is completely his creation and I take no credit for any of it. I just liked it so much I wanted to post it on my site.

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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