ADVENTURE SEEDS FOR GAMMA WORLD #2

By Miller

May 18, 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)

- Machine Head: A night time attack on the PC’s base comes from the very skies itself. The first night, there are wild energy bolts that strafe the outer crop fields. The second night, some storage barns (or similar structures close to the base’s perimeter) gets fried. Every night, the attacks are more precise and getting closer to the inner base. It’s as if the attacker is getting more and more accurate every night. A killer satellite has been reactivated by remote control by an enemy Alliance. The base’s leaders may be dumb-founded until an older, wiser Human steps up and tells the legend of the Ancient’s sky-assassin which played a large part in the Cataclysm. Suddenly the attacks stop, only to return a (month?) later. If the PCs can figure out who’s behind it they can stop them before it’s too late and the base is wiped out. Common enemies should come into possible culprits, and transient merchants can mention stories related to "such-and-such Alliance’s incredible finding" that has come through the rumor mill. The brunt is that now the PCs have a very good reason to attack a major enemy head and little time to do it. Base response should be immense and the militia should be put under the PC’s command. This is most effective if the villain’s base is less than a few days away.

- Guesswork: Have the PCs or a third party find a transporter/teleportation pad in an an appropriate setting. It’s unmovable and it’s function and desitination is unknown. Get the base’s leader(s) involved so they can send out a science staff that the PCs can escort (for a second adventure in itself). After a while the scientists figure out how it works (while the PCs are maintaining the security of the area). Then have volunteers (probably a PC or the party) be drawn at random to "test it out". First a prisoner/slave is nominated, but they commit suicide the night before, ultimately it’s up to the PC(s) to check it out. Where does it go? It’s up to the GM. Suggestions: a lunar base, a satellite (Alberquerque Spaceport?), an ocean base, (Japan? Spain?) best if somewhere off "dry land" that the PCs couldn’t possibly find "by chance". Don’t give away the location right away, let them gradually discover what they’ve gotten themselves into. (The assumption is made that the remote location is fully powered, and thus may be protected by robots and the like, it’s also a good excuse to come up with new and strange creatures.)

 

AN ALLIANCE FOR ALL SEASONS.

- More Than Meets The Eye: The Seekers can provide a lot of interesting plot seeds since they are trying to produce their own brand of technology - organotechnology. The basis is to let nature provide competitive weaponry, armor and equipment. This can be useful as a plot seed since much of their stuff can be undetectable, hiding well in a natural setting. An example of such technology could be as follows: an odd, stubby, very thick bush whose spiky leaves collect swamp gas and sends it to the trunk. The gas is metabolized into microvibrations which travel through the roots and into a mat of fungi. The fungi then gives off both heat (for residential purposes) and a residual voltage powerful enough to make certain gems glow. This would be an example of an organotechnological lamp! All parts are organic, disposable and free to whoever harvests the "parts". Although the technology doesn’t really make much sense, it’s perfect for "Gamma World unpredicatbility logic". Needless to say, if you run across an angry Seeker, watch out! He could have the very ground your walking on do you in.

- The Shrine Of Gates: This movement of the Followers of the Voice has aspirations of putting New America back on-line. They have been known to populate Ancient cities and play with the power supplies in certain buildings, thus drawing adventurers to certain locations with lights and sounds, playing on the PCs curiosity. Once in their Temple, the adventurers will be monitored. The members of the Shrine of Gates are mostly effeminate weaklings who are very intelligent, but basically harmless when encountered face-to-face (they won’t even carry melee weapons other than stun rods). Since they rarely leave the protective holding of the AI they serve, any encounter the PCs have with them will end up being against the local weaponry of the AI. In rather frequent cases, the worst thing that can be thrown at them is a Maintenance Droid or Security Bot, but more likely the AI will use it’s Programmers to lead the PCs into a trap and deal with them more indirectly (like locking them in a room and pumping it full of cyanide gas). The motivations of the AI vary, but the Programmers are usually very similar and they are usually required by the AI to wear "uniforms" which are immaculate (silver jumpsuits come to mind, or any B-movie garb would be the best way to picture them). AIs don’t like intruders, and they guard their Programmers with all that they have. (This will usually try to be circumvented by PCs in the classic "knock-a-Programmer-out-and-steal-their-uniform-in-order-to-get-by-security fashion.)

DID SOMEONE SAY "INTELLIGENT" RACES?

- Wardents can be known to be susceptable to a certain kind of rabies that makes them unpredictably hostile, even when acting normally. Exploit this with the next Wardent encounter.

- There is a rumor that very old Sleeth called Shaay’lan (shamen) can create a wide field of power drainage that goes beyond the typical Sleeth ability to disrupt force fields. With this ability, all technology is not only non-functional, but also the batteries are made totally useless (yes, even back-up batteries - everything electrical). The sleeth Shaay’lan therefore like lead scavenger parties to pick around mechlands and installations, and would be an excellent non-mechanical random encounter in such a setting. Note that the drain is permanent on batteries, but only temporary for machinery powered by broadcast or similar power sources. The Sleeth shamen can thus withdraw his "men" to safety and pull down the field in order to let the mechanicals deal with hostile forces relatively quickly.

- A pack of arks will just as soon take a "bunch" of humanoid fingers as any other bribe in certain circumstances (they regard them as a delicacy). If the PCs are ever in a dismal situation when dealing with arks, and surrender or death seem inevitable, remind them of this fact and see if they sacrifice a pinky or two by means of "ransom" for their lives. This will only work, of course, if bargaining is a rational alternative to capture.

- Dabbers can have a reputation as thieves, so they will generally attempt a distraction in preference to a direct encounter. If one dabber can cast an illusion of the PCs belongings while another disguises the PCs stuff as something different (and useless to the PCs) then they can steal the real items. The PCs won’t likely be any wiser, even if the dabbers are within plain sight.

JUST TO BE MEAN...

- Have a stray bullet/lazer beam/arrow/whatever graze a character, then have the character realize that the missle/beam has activated a grenade on his/her person (just start counting backwards slowly from 10...)

- Speaking of explosives, if mines have been very underused in your past campaigns, why not plot out a mine field for the next installation/stronghold of interest? Mine fields can be very fun when air borne preditors are endogenous to the area (talk about keeping track of player location on the old hex map!).

- Give a PC some time to get into a minor "solo" adventure in which he/she comes out with a new major resposibility (like being entrusted with a dying friend’s child, being elected as the official guardian of some remote out of the way town, etc.). Then every time he/she wants to cut loose and do something dangerous, remind him/her of their "new responsibility" and the risks of never getting a chance to living up to their promise if they should become incapacitated or die.

- Have the PCs find a rare treasure, like a bubble car, at the bottom of a lake (like in LoG). When they go to retrieve it, throw some fish encounters at them. Once they make it to the treasure, tell them everything inside is intact except that it would be useless as a vehicle due to extensive hull and external locomotive damage. If they get to a point where they want to look inside, either by opening it underwater or by somehow hoisting it out of the water, have the thing implode into a ragged waste (the decompression unit’s safety gauge failed upon impact, but it kept pulling air until a vacuum was complete inside). Everything of value will have crushed in upon itself.

MORE TO COME!

 

Now GIVE ME YOUR INPUT!

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