ADVENTURE LIST #4
by Miller
03 JUN 98
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)
Time Thieves: The leader of the local Restorationists is quietly looking for a few good men to quietly raid the local Archivist outpost for a very special object. It has been reported that they have procured an active atomic clock, to which they have dubbed it the "Master Ticker" (who knows what information they believe they can glean from a clock, but they may be more interested in how it runs than what it actually does). This is the truth, and the Restorationists will pay a high price to get it away from them with the minimum amount of fuss (after all the Restorationists are not thieves!) The atomic clock is a bulky piece of technology and due to it’s fragile nature, it is a total mystery how the Archivists got it in their possession to begin with. Armed with special tools and several (nonmagnetic) anti-grav pods, the PCs must not only locate the outpost (the Restorationist’s can help here), but sneak in, steal and return the atomic clock intact. Since the Archivists horde all technology in order to worhsip it, it will be well worth the PC’s while to help themselves to some of the Archivist’s "gods". Of course the Archivists won’t let their "Master Ticker" go unguarded so a stand up fight might be inevitable. The Restorationists will, of course, deny any dealings with any PC who is caught and who claims to be acting on their behalf.
Seeing Double: A special assassin is out to do in one of the PCs. The reason must be campaign specific, but good enough to justify hiring an assassin. The assassin is a mutant with both Invisibility and Temperal Fugue, that is he can make a double of himself in order to "be seen in public" while turning himself invisible to do his dirty work. Good thing one of the PC’s friends has the enhanced smell mutation (an NPC if none of the other party members have it), which will allow them to know that they’re not alone. They might come to a false conclusion (after an attempt or two on the said PC’s life) that "spirits" are after them. Since the assassin has a double, it might be impossible to find out who’s behind it without some way to dispel the invisibility. If discoverd, one double might betray the other as a "shapeshifter" in order to keep his secret occupation a secret. Confused yet? The gist is simple, violent attacks from seemingly out of nowhere seems to follow this PC around, if the assassin isn’t successful the first time! Fair warning is fair play, so allow some ways to help the PC out, and remember invisibility affects sight, it doesn’t make the beholder silent.
Dangerous Delicacy: A particularly obese, but rich, noble/merchant/diplomat who is visiting the PC’s base has heard tales of the uniquely delicious taste of Kamodo eggs. He is willing to post a high price and grant the position of great honor (as well as a favor) to any local who could persue such an item before he has to return to his home base. What the heck, it’s very direct, and the PCs will think there’s more to it than this, and there might be since the Kamodo mating season has started. A Kamodo shouldn’t be hard to find, but the nearest ones are currently staying in a herd of twelve or more. Ever try to kill one Kamodo, let alone a dozen? The reward should be big enough to keep the players motivated, and the demand is so questionable that they can wimp out at any time prior to stepping into Kamodo territory. Kamodo eggs are huge, and a party of four might be able to steal one since it will take two to carry and the rest of the party to cause a distraction or cover the escape of the precious cargo, oh yeah and if the egg(s) break the odor might just attract trouble.
Literary Nightmare: Have the PCs find a book with a picture of something awesome (the nuclear symbol, a space station, a certain weapon, the medical symbol, a man flying unassisted, etc.) on the cover and enough vague pictures to make them aware of their finding a how to manual of making [fill in the blank]. By arriving at the conclusion that they’ve come across a truly rare find, have them realize they don’t recognize the language the book is in. Neither does anyone they come across since it’s in a foreign language that nobody but the Ancients may understand. Their quest is to find someone or some robot who might be able to interpret it to them (this has so many possiblities it’s dizzying - a reluctant Ancient who doesn’t want that particular subject reinjected into society, a robot who only regurgitates highly technical data which is more puzzling than the illustrations, a Restorationist who will only interpret it if they "donate" the book into the hands of his base, etc.).
AN ALLIANCE FOR ALL SEASONS.
- Healers haven’t survived for so long by reputation alone. They should be wise to all medications and pharmaceuticals. If threatened, they may use this to their advantage. They can use powders, (non-fatal) toxins, gels, mild acids, and drugs to help them get the offensive. The effects can vary from intoxicants, allergy focusing, mood adjusters, depressants, hair loss, skin irritants, mace, muscle and digestive cramps, vomiting, gas buildup, hallucinogens, sleep-inducing, nervous shock, and the like. As long as they have a vector (darts, contact drugs, needles, sprays, etc.) they can use any drug they wish. It’s also important to remember that they know sentient anatomy, so why not let them use a form of the "Vulcan nerve pinch" as well as other defensive maneuvers? After all, they’re against violence, not self-preservation!
DID SOMEONE SAY "INTELLIGENT" RACES?
- If you follow the suggestion that each humanoid race should have it’s own language, then you can be sure that misunderstandings exist between bilingual conversationalists. This is an oldie but a goodie to keep in mind when casual conversation might erupt into a volatile situation between two parties. (The Wardent turns to the large Sleeth and says what sounds like "why can’t you jerks do something about your nasty smell", since you don’t know Sleeth all that well, you watch as the hulking lizard wraps one hand around the Wardent’s neck and lifts him off the ground. In terror, the hapless Wardent screams to you "Tell him what I said!" "What did you try to say?" "It’s good to know the Sleeths are protecting the local swamps!". You get the picture.)
- Carrins might make the perfect candidate for some "shadow religeon" that requires human sacrifice. They appear to be intelligent enough to have spawned an advanced quasi-mystic view of nature, like "the force" (Obi-Wan Carrin?). Being brilliant economically their practices might be allowed due to their contributions to society.
- Grens live peacable with nature and will be masters in their element. I’ve always pictured them as the American Indian of Gamma Terra. They don’t use "advanced technology" per se, but they will exploit the natural by products of the plants and animals around them. In my campaign, they work closely with the Seekers and are responsible for their unique "organotechnology" (see Adventure List #2).
- All GMs at one time or another have used the typical ambush for an encounter, but what about traps? In ancient ruins, the environment can be a trap in itself. For example, a dabber can lure a bigger character to chase him over an area of loose boards. The PC, being heavier, will cause the floor to collapse where the lighter dabber passed easily over it. The fall can go on through several floors, especially if they are water damaged and have been rotting for centuries. Another tough trap is a common one used by Serfs in my campaigns, they wait for the PCs to take shelter in an abandoned building and then place damage packs at key spots to make the building or structure to collapse on them.
JUST TO BE MEAN...
- While being shot at, have characters roll seperately for each piece of equipment that might get destroyed by the passing projectile. This might be beneficial for the character since a carried item may block a fatal shot, but bad for their stuff. For examle: if the character wears a backpack, have them make a structureal integrety roll for each individual item (after combat). Say they’re carrying adhesive, or oil in their pack - if it gets hit by a bullet or such, it may explode and ruin everything else in the pack. Realism stinks, no?
MORE TO COME!