ADVENTURE LIST #6

by Miller

28 Oct. 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)

Cave In! A major storm blows over the PCs base while they are there. Afterwards, a caravan from the PC's base is late in their getting back. The leaders have requested that the PCs go out looking for them. This shouldn't be too difficult because the trade route is well established and the drivers are strongly cautioned against going off the path. The caravan had to hole up in a nearby cave during the storm. For one reason or another a cave-in occurred. The PCs will eventually make it to the caravan, discover that they're trapped (clues, shouts for help, etc.) Instead of tunneling through the rocks, they can gain access by a natural chimney in the rock. The chimney is too small to fit anything but people, and the traders are adamant about not leaving without their cargo. The cave does go inward however, thus leading to an adventure in a cavernous surrounding with nocturnal creatures. Ultimately an exit is found - but not until after all the evils have been vanquished.

The Clan of Ravens: In the deepest part of a local forest a new tribe has been found. The layout of the area is very Aztec-like, stone images, brick temples, etc. This commune consists of exactly one male and one female of each subspecies in the Gamma World creature's book. The young are also one male and one female. This odd society calls itself the Clan of Ravens, having heard the story of Noah and his ark (who knows how, make something up) and they know that the dove came back to the ark, but the raven didn't. Their philosophy is that the raven started a new life away from the one that the failed society had established. Newcomers will be treated with caution (naturally). The PCs ultimately find out that the members of the COR make a game of destroying anybody that enters the camp that is a "double" of what they already have. The newcomers will get a chance to replace the "current" representative in combat if desired. No humans and no human mutants are among the races there, as they will want to keep their society secret from the destructive humans. This results in a) the capturing of the PCs, b) the chasing of the PCs through the thick wild forest, or c) the PC's negotiating their freedom in one way or another.

The Stormport Incident: On the banks of the nearest polluted large body of water is a trade hub known as Stormport. The PCs eventually stumble upon it in their travels. Once they ingratiate the local tavern with their presence, they discover an odd rumor on everyone's lips. "The time of the Slime" echoes in the conversations of all the patrons. Once the PCs inquire about this mysterious phrase, the locals take turns in telling of how, at this time of year, a large carpet of living ooze emerges from it's murky deeps and takes any and all those who are on or near the large body of water. Local merchants will reward those courageous enough to seek out and destroy this entity (of which nobody alive has concrete evidence of what it looks like or where it strikes). The rumor is true enough, and this year is special. The ooze will seek to overtake Stormport by invading it's streets with it's slick black gelatinous existence. The PCs however find this out ahead of time since the ooze monster has telepathic empathy (allowing the PCs to "feel" it's hunger). If the PCs can't destroy the ooze creature (energy weapons work best) while it's still relatively in one controlled area, say, on the beachhead, then they don't need to bother going back into town. However, if the GM prefers, it can break up into smaller "oozites" and wreak a more controlled havoc on the town in this way.

Ranger in a Badland: The leader of a local faction is looking for new recruits to do some long range scouting into unmapped territory. This can be the theme of an entire campaign. If you are looking for something new, try detailing an entire terrain type like mountains, swampland, desert, arctic lands, coastal, ancient city, etc. and have the players map it, tame it and secure it. No external help can be offered, but they will be given a way to "keep in touch" with their progress reports to the faction leader. This is an excellent excuse to develop and use terrain-specific critters (and races) and come up with your own. Every once in a while a messenger can come and check up on the PC's progress. They may have to work by an agenda dictated in successes per week/month.

 AN ALLIANCE FOR ALL SEASONS.

The Archivists should have access to just about any "magical totem" at their disposal to help them defend their shrines. Just imagine, they're under attack so the Technomancer leader distributes the "death staves" (read fusion rifles) to his higher underlings while protecting the temple's treasures with The Shield of the Ancient Ones (a force field). The foot soldiers can be teleported into the foray on the "Wind Of Turmoil" brandishing "Fire Blades" (vibro swords), etc…

The Created will be determined to liberate or destroy any artificial life form subjected to the "fleshy ones" slavery. The Created in my campaigns all have "stealth modes" to help them effect this end with more precision. Always striking at night, where the "fleshy ones" are at a disadvantage due to lack of light, they strike swiftly leaving any robotic artifacts either a smoldering husk or reprogrammed to fight those it once served. (This could be a plot line where the base's robot(s) are being destroyed one by one during mysterious night raiders, etc.)

DID SOMEONE SAY "INTELLIGENT" RACES?

Any race (if "intelligent") can make pets out of the myriad of creatures indigenous to their territory. Hissers can use Gators and Cren Tosh, Lil can use almost any semi-intelligent plant life, in fact, the weaker the individuals in a race, the more likely they'll have some other creature to defend them and keep them company. There's no real reason to hit the PCs with a band of 20 Badders and not allow them to have a Blackun or two to sic on the hapless invaders…

JUST TO BE MEAN...

Use some of the players "deceased" character(s) to make a comeback of vengeance! You see, somehow that PC was left for dead, but wasn't really (heh heh). Maybe he or she actually was and somehow revived by a party nemesis as the perfect revenge machine… you get the picture. This could continue on or be a one-shot ordeal.

In my campaign I have incorporated "ion storms". These are natural occurrences that not only do electrical damage, they drain any artificial energy from powered equipment and batteries. Metal shelter will half the effects, but in order to come out of it alive, the PCs better stay away from the metal barriers or else be severely electrocuted (this goes for metal armor and metal items worn as well).

If the PCs ever laughed at those who have wasted skill choices on Reading/Writing, have them fall into a situation where this would be the only way out. For example, they find themselves about to be blown to smithereens, but the disarm instructions on the Matter Bomb are sitting there in plain English for anyone to read. (As GM, you better have at least one person there who can interpret). They can run, but they're bound to be caught in the explosion, even if it is in the "minimum safe distance". Another example is the "WARNING" sign found at some industrial site where one stray bullet can cause a steam explosion or a ruptured gas main or a chemical spill, or a large object to fall, or a….

 

MORE TO COME!

Now GIVE ME YOUR INPUT!

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