ADVENTURE LIST #7

by Miller

05 November 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)

Speaking with the Dead: For years now, a small artifact has been on display in the base's "Curious Antiquities" museum. It's a small flat platform about 25 cm in diameter with a glassy black surface. The keeper of the antiquities was shocked recently by a strange vision that came from the device. It sprung to life and a "ghost" erupted out of it and started talking to him in a language he could actually understand. The "ghost" said that his name was "Dynamo Jo" and he would like to invite "you and your family to explore the rich secrets awaiting you at the "Wild Amerika Amoozement Parck." Or something like that. The glassy thing switched the image from "Dynamo Jo" to a map, which the caretaker carefully wrote down. The image showed fierce beasts threatening rows of humans on a train-boat of some kind. "Dynamo Jo" sounded urgent saying, "You must come soon, the season is ending…" And quit the transmission. The caretaker talked to Dynamo Jo, but he got no response. Obsessed with helping DJ out before the tragically phrased "season ends", the caretaker is sponsoring an adventure to the fabled "Wild Amerika Amoozement Park" since it's location is not so far away, according to ancient maps. You really don't need more inspiration from here, but a goal for the adventure could be to find Dynamo Jo, who is a robot that has been laying in wait for reactivation since before the Dark Years. Other good stuff to find would be Go-Carts, Fireworks, Stage Props and other things of amusement, but the Wild Amerika grounds are infested mostly with every mutated plant known on Gamma Terra, not to mention the mutated predators inside.

GlitterMan: There is a suspicious peace throughout the area. None of the normal noises of violent nature can be heard. The weather has been beautiful. The locals are whispering about the return of the GlitterMan. The GlitterMan is a mutated human with perfect looks and the ability to 1) Control Weather, 2) Control Plants and 3) Control Animals. He comes and goes as a wanderer and plays up a god-like act. The locals are selling their possessions and The Brotherhood of Thought has never been happier (they are hosting him as their guest). Now the twist. The GlitterMan feeds off of the common man's psyche. He is a siphon of mental energy, draining the souls of people away (special mutation). One of the PCs or NPCs with "detection" mental powers can catch onto this. (Like trying to find out from passersby what is going on and feeling that person's lack of will). The GlitterMan has an agenda of personal whim, playing with the people who worship him. This isn't classic GW, it's a mystery solving role-playing change for the GM who is tired of hack-and-slash and wants something different for a session. Can the players stop him or will they become mindless "worshippers" of the GlitterMan?

The Vault of Knoxx: The PC's base leaders send them out to rid the countryside of a particularly nasty hive of Herps. They find the mound, kill the Herps and get their experience. Fine. Then, as they're walking the man-sized tunnels making sure their duty is complete, one PC notices a smooth glass surface revealed on one of the walls. If they break the glass, they find that they are in a United States Department of Treasury Vault. They are actually on one of the top floors and the entire building has been buried. This is a fairly straightforward "dungeon" adventure, if they can get to the bottom they can find the large vault door. They cannot access it, so they might need to go back to the base and return with some explosives. They might cause the entire building to cave in on themselves if they're not careful, but they should be able to breach the vault. The vast majority of the paper money is useless, but there are plenty of gold and silver bars that will make this worth all the hassle.

Mindeye: Somewhere along the PC's adventures they run by a medium sized hamlet where only children play (no, this isn't "Children of the Corn"). The kids are all psychically gifted with various powers. There is a war going on in town, however, and this aggressive behavior is oddly a mix of play and destruction. The kids are distributed into two camps, the "users" and the "pure". The "users" enhance their psychic powers by inhaling the scent of the "Mindeye". The "Mindeye" is a local plant that increases mental abilities, but also increases aggression and paranoia. The "users" are often warring among themselves. The PCs can get dragged into this war, and they will have to deal not only with lethal kids, but with the morality of possibly hurting young ones. Their motivation could be to keep the "pure" getting destroyed. When they arrive on the scene, they could get thrown into the action by possibly saving some kids from a burning building (lit by a pyrokinetic).

Warrior's Quest: This is more of a campaign theme. Why not let the elder's of the PC's base find an old sporting encyclopedia with the trophies of each major sport laid out in full color? The PCs can be given a quest to obtain each of these ancient prizes, but first they have to decipher the riddle of each one's location. There would be (of course) the Stanley Cup, the World Series Pennant, The World Cup, The Heissman Trophy, etc. Since this is the future, it's up to you where each one ended up, and the PCs can use the informational "hints" from the encyclopedia to find out where each one is. It's a post-apocalypse "Search for the Holy Grail(s)".

AN ALLIANCE FOR ALL SEASONS.

The Zoopremists will probably always have major bases in Ancient Zoological Parks. Makes sense, no? Their spin on the humans is: Cage them! Very "Planet Of The Ape" like encounters should be geared for involving the Zoopremists in your campaign. Did I mention that they are terrorists? Snakes fit in drain pipes, birds can fly, every place is easily accessible to the Zoopremists army, and this is any terrorist's dream come true!

The Iron Society hates humans. They hate all things human. Therefore, they hate Ancient Cities. If something destructive is going on in Ancient Cities, then the IS is probably to blame. At least one encounter with the IS should be programmed for each ruin a PC wanders into. (The IC is also fond of the background radiation from such places giving them so much more reason to be there).

DID SOMEONE SAY "INTELLIGENT" RACES?

Is it just me, or aren't Wardents supposed to be treated like Ewoks? I say they are, so why not make them experts at jungle warfare? Boulders, logs, pits, nets, simple pendulums, etc. will keep those nasty ravagers.

JUST TO BE MEAN...

-If the party is raiding an installation, once they've got the object of the quest and everyone's ready to go home, lock the doors and seal them tight so that there's no way of getting out until they find the well hidden access codes to the guard station's control box. Then they have to figure out how to use the code, meanwhile some of those creatures that got by them start creeping in, and, well the adventure isn't quite over yet, is it?

-Let the party run to shelter from some meteor storm or something like that, they find a cave, they quickly run into it only to find that the ground inside is nothing but quicksand.

-Catch the party unawares by letting a legion of Dabbers sneak up on them under the guise of a mass illusion (those shrubs look closer than they were last night, BLAM!)

-If the PCs haven't bathed recently let the local critters be attracted to their stench. There goes any surprise as well. "You sneak up behind the disgruntled Ark, but stop short as he raises his super-sensitive snout into the air. Quickly he turns and starts peppering you with automatic gun fire!"

-If the PCs play with NPCs regularly, let an NPC dig through the pile of "junk" that the PCs didn't want. Then the NPC can accidentally find an inobvious gem of technology like a packet of tablets that gives hyper-awareness or a multi-purpose mini-toolkit, or a mini-infrared laser scope, etc.

 

MORE TO COME!

 

Now GIVE ME YOUR INPUT!

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