ADVENTURE LIST #5

by Miller

06 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)

 

Iron Maiden: It came from the sea. A large amphibious robot with bizzare (Japanese/Arabic/Russian/Martain?) markings. Terrorizing villages, this large serpentine mechanoid has it all, roughly the capability of two death machines in one - and it can split off into up to ten separate units in order to cover more ground with fast and deadly accuracy. The robot is a pre-Cataclysm late issue death machine upgrade. It has only recently come back on line after being shut down by remote while crossing the Pacific under water (in order to avoid the advanced warning sensors of the U.S.). Who cares why they sent it, or who is responsible! Proper justification can be the beginning of a new quest if the GM desires. More importantly, the players may deduce the existence of a land beyond the Americas and make a real effort to go exploring overseas. Since there are separate parts, the PCs can take it upon themselves to hunt each section down. This may take the form of different circumstances per section, or even different environments. The PCs will definately get well known throughout Gamma Terra if they take this one on.

 

Serious Running: A deviant mutant (possibly a long lost nemesis of the party) with Mind Control and a mighty grudge has gotten a hold on the most influential leader of the PC’s home base. The hold is so thourough that not even the leader’s closest circle of friends can tell that he’s been invaded. Through a series of false accusations, questionable evidence and good old trickery, the controlled leader has convinced the town to turn against the PC’s. This may be done as a frame job (a separate adventure where the PC’s unintentionally kill someone or steal something or destroy something, etc.) but whatever the case is against the PC’s, it is strong. The controlled leader then assembles the militia and the townspeople to rise up against the PC’s during the night. The PC’s should be able to escape, but barely (and hastily, they may not even have time to grab all their belongings!). The chase relentlessly ensues through the base, and eventually outside the base. This might be a continuing underlying theme for the rest of the PC’s lives, where they have to be paranoid and disguise themselves in every town they enter. Allies can be carefully made so as to make some safe havens for the PC’s to run to (like the Brotherhood of Thought - See Adventure Seeds #4). If the mutant can be stopped early enough, the PCs still have to prove their innocence (by then it’ll probably be too late since they may have actually done what they’re accused of). The mutant may never be caught, and once the PC’s lives are ruined, he may disappear content, having gotten his revenge.

 

White Elephant Hunt: The PCs can be recruited by an eccentric rich human NPC who wishes for them to accompany him "on a safari". He recently read an adventure book based around this kind of action activity and thought it was a good idea, even his destiny. Of course he picks a spot where the locals will only name in a whisper, like radioactive ruins, dangerous mountains or a distant island, but the players may see this as an opportunity to just follow instead of making all the decisions for a change. He may suggest that the PCs kill nothing unless totally necessary, or he may be bloodthirsty and want to waste everything in sight with all of his toys. The NPC must be a workman’s nightmare, as he has the players cater to his every need and watch as he flaunts awesome technology in his wasteful little hands, but he pays good.

 

Lost Horizon: The base has been trying to establish an outpost on the border of it’s territory. The PCs can take an early role in establishing the outpost and maybe even be elected to be the base’s defenders while goods are transported to the base and back. The outpost, called "Horizon" might be the source of much controversy within the home base since some see it as a waste of time, manpower and resources. The PCs will eventually leave on some errand for the home base, but when they return, they find something’s amiss. Recently, communication has been cut off from Horizon. No messangers have been coming in, no signals, no information and no scouts have returned. What is happening at the outpost? Has it been taken over? The PCs are sent out to discover "Horizon" and what is going on there, what they find will be up to the GM. Will they find Horizon thriving under a new leader? Will Horizon try to claim independance from the base? Will it be a smouldering scar on the land? Will it be completely devoid of life and yet structurally intact? Has it been politically sabotaged by a sinister insider? Will the PCs be blamed for any of the above? Stay tuned.

 

AN ALLIANCE FOR ALL SEASONS.

 

- There’s nothing that remains of the "old" world that the Restorationists wouldn’t at least consider taking a look at. Should the players come across anything bizarre, impressive or otherwise noteworthy, they should keep in mind the location and the potential hazards of the local territory in order to make a possible trade with the Restorationists. With the Restorationists, information is as valuable as a good Mark VII rifle. There is a nice chance that the Restrorationists will employ the characters as a scouting party (for the obvious reasons) to return and either gain information or bring back the item(s) in question (if possible).

 

- The Friends of Entropy (FoE) have an obvious reputation for being downright evil. Since this is common knowledge, imposters will often "act up the part" in order to get out of a bad deal or situation. For example, a PC is trading with a stranger in a rural town. They agree to trade the PC’s fusion rifle for a six energy grenades, a medikit (half capacity) and a ride to the nearest city. Depending on if the PC’s end is kosher, he/she may feel cheated when the medi-kit is nothing but a half-empty first aid box, the grenades are caked with clay, and the ride is on the roof of the NPC’s vehicle. If the PC tries to break the swindler, have that NPC take out a red rag and start cleaning his dagger with it (universal sign of the Red Death). Should the PC recognize this, he may think twice and call off the retribution completely. If the PC doesn’t recognize this gesture, the NPC picked the wrong guy to screw with.

 

DID SOMEONE SAY "INTELLIGENT" RACES?

 

- Menarls. Two words: avid hunters. One more word: patient. These giants are not at all like the stereotypical giant who solves everything with club and boulder. The Menarl race should be respected, they should be sought out as bodyguards for particularly hard adventures and it would be a good idea to befriend a band of Menarls rather than kill them for their weapons. Their average intelligence is above the average for even the humans. The one drawback: birds. They go into a frenzy over birds. They are aware of this and while they are hunting they will lie in wait with their heads to the ground using their smell and hearing rather than risk seeing a bird. They have been known to wear visors to also avoid such a distraction.

 

- When a race of creatures have evolved from natural prey, such as in the case of the Hoops, some of the natural timidness should be carried over and even amplified as a severe case of paranoia. The races themselves might even maintain their proportional strengths in certain areas. For the Hoops, their great leg strength and running ability would be good to retain. The physical strength in their lower body could be of more use than their upper body strength, so they might fight hand-to-hand with blindingly fast kicks and powerful leg sweeps (as in the French art of savate). Other things to consider are the natural speed and movement practices. A running Hoop might be harder to target because of the evasive maneuvering inhereted from their predecessors. Hoops may run from side to side even as they move forward, which wouldn’t increase the net forward ground movement, per se, but would decrease the probability of being hit by missle attack. Explosions, of course, cannot be dodged as easily.

 

- I have always seen Badders in GW like the Orcs in D&D. They are a numerous nuicance and always can be found in groups. They may be the favorite recruits of NPC villian types because of their aggresiveness, stupidity and overall unpleasentness. In short, where there’s an adventure to be had, it should involve Badders somewhere along the way. They’re excellent for young adventurers to "cut their teeth on" and they’re even better for the seasoned veteran to try out some "new stuff" on due to their predicability. Don’t pity the Badders, just be happy that there are so many of them and they go down easily.

 

- Arks can create an atmosphere of terror by calling upon their Weather Prediction mutation. They could raise up a thick fog, and then toy with their prey by chasing them by scent alone, or they can cause thunder and lightning to fill the skies just prior to a raid in order to drive the hapless villagers indoors. This mutation should be exploited to it’s fullest in order to "create the mood" for a good Ark encounter.

 

JUST TO BE MEAN...

 

- Before one session, ask the players what they would like their characters to have. When they reply, write it down and put it with your notes. Later, when the game is done, privately throw the paper away. They’ll spend the next few sessions expecting to come across their character’s desire, and it will probably wake them up to being more perceptive and even more brave. (Of course you could give them what they want...)

 

- When the characters are out in the open, have them trigger an ancient alarm. It should be very loud, like an air raid horn only a quarter mile away. See how long they wait before they start moving again. They may want to find the thing just to shut the darn thing off, or they could even use it as a reference point to give them a sense of direction. This is best if no real encounter follows.

 

- If a party comes across a town where they have never been, let them know right off that there are no "free rides" concerning relaxing in that town. Tell them that there is no outsider trading, but instead of tenure, they must work for their food and lodging. Watch those latent skills and talents come alive as the PCs become entertainers, builders, farmers or anything else that they may be good at. A few good leads to adventures can come from these new assignments, but they will definately begin to suffer the effects of a typical "sunrise to sunset" job. Heck, they may even get fired and suffer a bad rep (hint).

 

MORE TO COME!

 

 

Now GIVE ME YOUR INPUT!

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