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Kas'ir Faywind
9 August 2002, 08:38 AM
Just include a number and era if it is era specific.

1. A man approaches the PC's and offers them some credits if they were to go to his homeworld and investigate some murders. Upon getting to the planet however no one knows of any murders but insists that they should stick around for the Festival of Fire the following day. If they look for a graveyard they dont find one but instead find a deep firepit with ashes and a semi melted ring on a piece of bone.

2. Upon reaching a city known for being on the wrong side of the law most of the citizens ignore the players citing that they wish not to know someone who is going to be "purged form life". Unknown to the pc's the only way to get accepted into this society is to defeat a member of the assassin's guild that is assigned to each new entry to the city.

Zanus
9 August 2002, 10:19 AM
Those are intersting, but...I have to ask...

What is a Plook? And why would they have a hook? :P

blaznee
9 August 2002, 12:47 PM
3. (Any Jedi era).. Standard-Dark-Jedi [TM] messes about on a planet of GM's choosing.. PCs go to investigate, showdown ensues.

4. (Best in Rebellion era).. The Empire/evil coorperation has something shady going on in system X.. PC's are charged with the task of investigating. They figure out that new devastating weapon/starship/tech is being developed and they must steal plans/capture prototype/destroy reseatch facility

5. Random high level character has been captured by some evil forces (pirates/empire/coorperation), PC's are tasked with freeing said prisoner..

6. (pre-empire is best) A little more non-fighting hook.. Players are charged with being the "First Contact" for a non-spacefaring planet. They arrive and find that the planet is inhibited by two very different cultures. One is highly developed and peacefull, the other is not that developed and is very aggressive. Point is that the latter race holds all the valuable resources, but the peacefull ones are the most civilised. The players are charged with trying to get the cultures to speak together and decide on a common voice towards the rest of the galaxy..


I'll have more later - must sleep now!

/Blaznee

Kas'ir Faywind
9 August 2002, 03:32 PM
Originally posted by Zanus
Those are intersting, but...I have to ask...

What is a Plook? And why would they have a hook? :P

That would be me thinking too fast for my hands, thnx i fixed it

btw i like number 6 :)

Kas'ir Faywind
9 August 2002, 08:48 PM
7.(Best if non rebellion) Important Military/Political leader gets assasinated and there are worries of a cover-up. PC's are then assigned to guard the recently dead's brother, who happens to have a deep boston accent, who is going ot try to succeed his brother.

8. PC's ship breaks down on some random planet. When they dock in the city they find half the parts they need to take off in one city and the rest are in a rival city(parts are marked with city manufactuer). They must arrange peace amoung the cities if they ever want to leave.

LiquidSaber
9 August 2002, 10:20 PM
Hmmm...good Star Wars generic plot hooks. I prefer to use NPCs alot more than situation, as I prefer NPCs and PCs to "generate" sitautions more often than having me plan them all out. It's this "interaction" that fascinates me most about RPGing.

9. "Scamble for the Creds" PCs are in a cantina, public seedy place, anywhere there's halfway greedy folk. A dyig Patron enters the room and imparts his final words of a fortune to the on-looking crowd. (Try to do this at a time the PCs are hard up for cash and they happen to pretty capable of getting to said treasure) While the PCs make a bee-line, so do several other greedy patrons...fights, chases, and other debauchery ensues.

10. "Creep-Fest" A cargo-shipment of microbes, soil, and plants turns out to be infested with bone worms. The PCs don't find out till much later when the little beasties have infested the ship. Run the game creepy, there's is an internal power shortage as a couple of the worms chewed through conduit, so lights are dim eevrywhere. Have fun with them, lot's of spot checks, unseen bits and noises that scramble away when they chase. Corner/ cealing/floor atacks, discovery of the things as one or two are killed, then a swarm eventually attacks the only "food" left on the ship...

Tony J Case, Super Genius
10 August 2002, 11:30 AM
Well, I've always prefered the:
11. "Man stumbles out of the bushes, clutching a datapad with a big blaster burn on his back. 'You must keep this from . . . Them!' he stammers with his last breath. Thats when the army of Stormtroopers/Battle Droids/Bounty Hunters show up and start shooting at the characters.

What's in the datapad? Who knows - letters of transit, death star plans, list of rebel contacts, the local Hutt's recient gambling history. By the time the shooting stops, the GM will have had time to think of something.

Kas'ir Faywind
10 August 2002, 11:52 AM
12. Planet is struck with a plague and the only known cure was on a shipment to the planet was hijacked (make it rare enough that payment is too much to get enough for second shipment) People who hijacked it are asking for high ransom.

Krad-edis
10 August 2002, 02:36 PM
13. (Rote Era) Players are given the opportunity to become body guards for an Ambassador to a planet where the populace is very weary of weapons and war. They are all pacifists, however still, there is rumor that the Ambassador may face assassination by an agent (offworlder) of a government (past diplomatic mission) which has anti-Republic sentiments. Players will fork over their specialized armor and blasters for blue cloaks and hold-out blasters to make the pacifists more at ease. This also goes for Jedi, who would make excellent bodyguards in this era. A Jedi will not have a lightsaber present, for it upsets the Regent and his people. They are sitting ducks with almost no way to retaliate from a ranged attack......this will force them to think critically if they opt to take this rather difficult and dangerous mission.

14. (Any Era where a Hutt can call upon butt kickers) This mission can be done by the biggest-baddest-blaster-toting-nunchuch-swinging type, or by the poorly armed and highly skilled techno geek......I think it would appeal to just about anyone, for a Hutt has called for Mercenaries and Bounty Hunters to hear his grievances about being double crossed by a certain Etti. This Etti has rather large mansion on Rodia on the outskirts of Equator City. The sweltering hot grounds of the mansion are guarded by battle droids while the inside of the complex is guarded by the wealthy Etti's hired Rodian goons. The mission is to sneak in or blast in (or both up to a certain point) and retreive a casche of disks which are very...very....very important to the Hutt. The Hutt has ordered that this Etti not be killed, so players will have the task of just trying to get in and get the disks by sneaking and blasting their way through the droids and goons. This might not be that much of a challenge for the veteran war dog, but with a techno-geek slicer in the party, one can take a peek at these mysterious disks and a very important new plot hook appears before the mercenaries' eyes: The Hutt is a Rebel Sympathizer! Yes way! The characters can either complete this mission for the Hutt, or go looking for a local Moff, Inquisitor, ISB agent or whatever and try and claim their reward......I think it might be a better idea for the mission to go the way for the Hutt though..;)

I can think of more, I will share them later.

Jetic
11 August 2002, 02:59 PM
10. "Creep-Fest" A cargo-shipment of microbes, soil, and plants turns out to be infested with bone worms. The PCs don't find out till much later when the little beasties have infested the ship. Run the game creepy, there's is an internal power shortage as a couple of the worms chewed through conduit, so lights are dim eevrywhere. Have fun with them, lot's of spot checks, unseen bits and noises that scramble away when they chase. Corner/ cealing/floor atacks, discovery of the things as one or two are killed, then a swarm eventually attacks the only "food" left on the ship...

Liquidsaber, this idea is awesome. It reminds me of some of my days playing and running Call of Cuthulu.B)
This could freak a group out if done properly. To get the players in the mood add some simple props. This will highten their feelings of paranoia quickly and add tension to the game.
1) Play mood music in the background. Hit the library for some classic instrumentals with sounds that set a lonely tone. You might have to burn a CD of a group of tunes you want to use and have them keep repeating throughout the game.
2) Dim the room lights for effect, provide little flashlights if people are not able to see their papers, this adds to their helplessness.

blaznee
12 August 2002, 12:45 PM
I've run some pretty creepy adventures that my PC's actually quite enjoyed.. I guess some of them could be written up here as plot hooks..


One had some homemade vampire types which were the result of genetic engeneering. They had like 3 stages, with the first being cannon fodder, and the last being pretty damn scary.. The thing that really made it scary for the PC's were the settings ofcourse, and then the small fact that the bastards couldn't be shot unless you hit them in the head and at least mortally wounded them (this was back in the D6 days).. Freaked the PC's out mucho..

Another one was inspired by the Space Hulk tabletop game.. The characters got a bodged set coordinates and end up in deep space where they have a sensor contact with a huge derelict spaceship.. Or seemingly derelict.. The sensors show lifereadings.. Going on board the ship to try and figure out what's going on they find themselves trapped by "Genestealers".. Big monsters with ferocious melee attacks come from everywhere and the PC's have to fight their way out..

/Blaznee

Admiral_Atredies
14 August 2002, 05:11 PM
This idea could also work very well for a campaign or super adventure

15. The player characters somehow inherit/steal/discover a very, very old scroll on which is inscripted the location of an infamous pirate's (or looting smuggler, jedi, or even a warlord like Xim the Despot) stronghold, which also happens to be full of a huge amount of treasure. This could be the big break for the heroes if they are down on credits.But, another organization/Black Sun/Empire/bounty hunters know about the map and will track down the heroes to get it. Now, a single adventure can be a grand, cross- galaxy trek campaign. It's fun to make the map encyrpted or a find-the-clues-as-you-go sorta thing. Or have the enemy steal the map and have the characters steal it back again.Or once they get to the location, they have to fight off ancient war droids, sith machinations, or find an unsuspected reward other than treasure at the stronghold. Lots of possibilities with this one.

NilAdmirari
16 August 2002, 12:56 PM
Originally posted by LiquidSaber
10. "Creep-Fest" A cargo-shipment of microbes, soil, and plants turns out to be infested with bone worms. The PCs don't find out till much later when the little beasties have infested the ship. Run the game creepy, there's is an internal power shortage as a couple of the worms chewed through conduit, so lights are dim eevrywhere. Have fun with them, lot's of spot checks, unseen bits and noises that scramble away when they chase. Corner/ cealing/floor atacks, discovery of the things as one or two are killed, then a swarm eventually attacks the only "food" left on the ship...

Yeps...I'm using this...thanks this is great. My PC's actually just ecountered bone worms not too long ago. One worm actually began burrowing itself into a PC's leg. The PC cut the thing out of his leg before failing his fortitude save and passing out. It was a hoot to watch as the PC's partner attempted dragging him out of the sewers and away from the pursuing boneworms.

NilAdmirari
16 August 2002, 01:03 PM
This is best for a NJO campaign with Jedi PC's...

16. The PC's lured by the promise of fancy jedi artifacts attempt to sneak into an abandoned temple, cave, etc...thing is the locals consider the place a holy burial site. Be it beasties or angry locals the PC's manage to get away only to have the whole ordeal used against them by Borsk Fey'la as a prime example of Jedi grave robbers and why the Order is out of hand. Provides a mission and shows the PC's that perhaps those that condemn the Jedi Order aren't completely wrong. Might even have them brought before the Senate by Fey'la and questioned. Way to get them to hate the "man".

NilAdmirari
16 August 2002, 01:07 PM
BTW this is a great idea for a thread. It'd be great if we could get SWRPG to have Submitted plot hooks. Have them organized by type. Could be a one stop place for GM's looking for a session.

Kas'ir Faywind
16 August 2002, 04:44 PM
Thats the idea. Im setting up a zip file for download with the two things i have so far (ways to be evil, and this)

17. (post rebellion) Character must help retrive numerous artifacts lost from the jedi Archives years ago. When they start their search however they find a greedy art collecting Hutt and Pirates are looking for the same things. Could get interesting with 3 way battles and such....or very confused players ;)

Krad-edis
16 August 2002, 10:40 PM
This hook should work well with any era.....

18. Have your PCs get attacked by bandits, thugs, and other low level junky types. They should be no trouble at all to defeat, but the most interesting part about these thugs is what one of them is carrying. After searching the remains of the thugs, one of them should find a very cool looking gold plated and highly modified heavy blaster pistol. It has an unknown insignia on it, and who it belonged to must have been very important.....

Only give them a few seconds to react for the local authorities are coming. As the PCs are getting ready to leave the area in a very discreet manner, a group of men come around the corner (5), two of them carrying blasters much like one that one of the PCs has picked up.

"There they are. Erdrick, that must be the ones who killed your brother! You will all pay for killing my son!"

"Father, they robbed and killed those men with Sandrick's blaster."

"Kill them all!"

The bada$$ brother and father of the owner of the blaster pistol are now getting ready to play hardball, and the PCs are in a pincer attack between the authorities and the unknown bada$$es. It will take some very quick explaining (that they just happened upon it, yeah right), or some very quick and fancy shooting to get out of this one. The best they can hope for is getting arrested if more police show up.

This may sound like a tactic of an evil GM, but this may cut back on the players who insist on looting everything they stun, injure or kill.

Jetic
19 August 2002, 07:04 PM
19. For this plot the players must be in control of a ship. The hook is a delivery run. The era is any. One of the players contacts has a request of that character to deliver a package to an important family in a populated system, Coruscant, Corellia, etc. As long as that system is a hyper jump away from where they need to go. The package is only a .25 of a meter and weights about 1 kilo. The contact says the gift is personal and needs to be delivered in person. The recipientís description, name and title are given along with a hologram image for identification. This is followed by a 5-10,000-credit down payment for delivery with the other half to be paid on return. The contact is known for fair deals and has always been straight with the character in the past. This could also be a mission from their superiors.
The package is not to be opened, if they do open it what they find is an encrypted data cylinder. Without special resources and outside help they will not be able to decipher what is on the cylinder. Should they go to the extremes, the message should basically be a thank you letter for all their help and support to the person the cylinder was meant to be delivered too. Once the message is deciphered the cylinder is destroyed. It is not the message that is important, but the person sending it to the person receiving it. These two persons must be know as opposite and/or adversaries of power in the senate or rebellion cause or new republic. But behind all the political and power facades they are close friends, but can not show it to the public or their enemies.
What you have with this delivery is a group trying to expose these two power brokers so someone they want can grab the power they wield. In the Rebellion era this is touchy because this would be in house fighting and not good for the cause.
The characters are to be followed and jumped for the item. If they lose it, it is now a chase. If the hold onto it they are now curious as to what is going on. If they have it deciphered they know more than they want to and they have blown their mission. Either way they will be caught up in some political intrigue.

LiquidSaber
20 August 2002, 11:52 AM
Not sure if I've mentioned this one before or not but this is the very first SW d20 (unrevised *chuckle*) edition, game I ever ran. I enjoy running many episodic games that last one, the max, two game sessions. So here's my first: (I swear I put this up once before but for the life of me I don't remember where or when lol.

20. "The Infernal Message"; The PCs are first provided with a corteous message for their company. This is followed by a second, immediate message ( a few minutes later, if the PCs show lackluster itnerest), with an enticement of lots of credits if they pay heed, a sinister waiter fellow delivers the message. In orbit the PCs ship (if they have one) is later met with a number of modified Z-95s that are there to "escort" them. They are taken to a smuggler's paradise, a moon full of scum and villainy, that harbors the base of a famous Pirate by the name of Pakoo "Death Dealer". Of course, he is retired now, aged and wizend.

Escorted to his throne room, cold, musty, and delapitated, sits Pakoo the pirate, rows of armed guardsmen line the hall, and behind him sits a four-armed bodyguard with four pistols. Hmmmm, Pakoo is a little crazy and senile. He's a bit spacy, though he seems 100% clear about what he wants the PCs to do. If the PCs ask silly questions and detial just have the old coot go off on a tangent, talking about inter-galactic space bunnies...The message is an alabster, gleaming white cylinder (reminiscent of a rolling pin) that hums with an inner glow. The message is encrypted ; ) , if hit hard enough against another object script glows with golden light written in an archaic huttese. Only a specialist can decipher it and the PCs will probably need outside help if they want to decipher. The PCs are instructed to deliver the message within the week to a nearby system (5 days normal travel time), if they can get there in four days (nigh impossible, Astrogate check 30, though uncharted, dangerous area of space) he will double they pay (10k credits x2 = 20k).

The message cylinder is in fact to be delivered to Sorrat the Hutt, an equally retired and senile old Hutt. The message is a series of game moves for the Pirates next turn in a strategy game called "Stars and Quasars". The two retirees have found this a much more amusing game to play if they can intercept the message before it reaches them they won't have to pay the sum and if it does reach them the antics of the PCs is well worth the cost!

Throw in other twists for fun, I had a Lieutenant of Pakoo looking to intercept this message (this on top of Sorrat's men also trying to get it) thinking it was of high importance because of the pay and Pakoo insisted on outsiders. He doesn't know about the deal between Sorrat and Pakoo. He wants to gain leverage and power over the old coot but runs after a red herring.

This will all add up to the PCs thinking this message is very, very important, lol, when in fact it isn't at all.

NilAdmirari
20 August 2002, 05:13 PM
Yeps...Liquid you got some great quests ideas. If I was running a bit more free from campaign I'd definitely pull that in to my sessions. Running an all Jedi group in the Vong era that doesn't leave much room...even before the invasion...though maybe I'll be able to work it in somewhat...it'd be funny to see a bunch of Jedi realize they've been sent on a long, high intense...completely pointless mission. Heh. Again...great idea...would love to play in one of your campaigns thats for sure.

Mad Tech
21 August 2002, 11:43 AM
I have been running a RotE campaign for a while now (21 games so far). My website has a basic summary of each of the games. I doubt any of my ideas are truly original, but some of you might find something of value there. My Star Wars campaign website is at http://webpages.charter.net/cwheeler/starwars/sw-index.htm

Mad Tech

AxiustheDark
21 August 2002, 12:03 PM
21.) "The Hunt Sabatuer" - The players are contacted by "toady" who has pissed off bad guys (stolen money, taken secret, etc..). Now "toady" must get away from the hired Bounty Hunters of Empire/Hutts/etc and will pay the characters in money/info etc.

hisham
22 August 2002, 01:03 AM
22.) "Imperial Rebels" for Rebellion Era - beginning a new campaign.

PCs are ex-Imperials- stormtroopers, pilots, accountants, etc. and they are put on a traning scenario where they have to capture and neutralize a Planet Defender Ion Cannon.

But the Rebels try to test them by faking an Imperial assault because of their past affiliation. If PCs go to the false Imperials, they get fried by the Rebels.

Suddenly, as all sort of crap is getting churned up, a real ISD drops out of hyperspace, wipes out the Rebel leaders at the command post, leaving the PCs to save the scattered Rebel troopers on the planet, saving the day...

... if they don't get vaped, that is.

AxiustheDark
22 August 2002, 04:33 AM
23.) "Bespin is Falling": PCs arrive at gas giant world in which Tibanna gas is mined from atmospheric stations (I.E. Bespin, Tibannopolis). Upon landing the ship, alarms sound, station shakes, etc. Upon further inspection, it seems that someone, or something, is disabling the repulsolifts one-by-one. It is up to the PCs to get them back online, and capture sabatuer......or evacuate the station. The chaos and panic on the station, as well as station guards, should make this a slighty sticky situation. Unbeknowst ot the PCs, the sabatuer is actually the station's computer, which is disabling the repulsorlifts itself for various reasons (for a single shot, 'puter is crazy...for a campaign, bad guys have set this up). This can be found out by setting a trap for a sabatuer who never shows up....and by very thoroughly inspecting the "sabatuer's" handiwork. If the PCs choose to locate the sabatuer with the computer it will lie, cheat, etc......

Grimace
22 August 2002, 05:32 PM
Seeing as how this is a real good thread for people to get adventure ideas, and to add more in as interesting plot hooks come to them, I'm going to stick this thread up at the top with "Important" on it.

Don't think that just because it's there you can't add to it, though! Keep posting your ideas!!

Great thread idea, Kas'ir!

AxiustheDark
23 August 2002, 05:30 AM
24) "The Continuing Vendetta": A few years ago, a prototype Imperial ECM (Electronic Counter Measures) Frigate (coincidently named "The Continuing Vendetta) was lost during its initial test run. While this frigrate design is a good one, it seemed to have malfunctioned and exploded during space trials. In the the last few months there have been disparagate reports of the appearance of a ship matching the same identifier code as "TCV". No matter what the players association (Alliance/Pirate/Imperial/NR), the bosses up above want this ship found right now. This quest could expand into a full fledged series, with the encounter of pirate bands such as Talon Karrde's people, imperial/rebel entanglements, and the tracking of the ship down from place to place. Tracking of "TCV" won't be easy as it is an ECM ship. Depending on your style, you can have "TCV" dissapearing becuase of it's computer going haywire; or it's captain just wanted to retire in style from the Empire; or it's destruction faked very convincingly by a group of pirates who are now using this ship's unique abilities to help them rob the space lanes. If anyone wants the stats on "TCV" just shoot me a message.

AxiustheDark
23 August 2002, 06:35 AM
25) "The Day of Ash": The citizens of Alravia Station (A small sized, modern day spaceport) are experiencing tragedy. Recently, in a catastrophy they are now referring to as The Day of Ash, their neighboring ancient community of Fental was detroyed in a volcanic eruption. Luckily, the Alravians were spared from death. However, since that time violent crimes have gripped Alravia Station. Murder, multilation and sacrifice have become commenplace, and yet the local police force cannot find a connection between the assailants in these cases. All claim to have no recollection of the incidents, and most were good people before their "outbreaks."

Unbeknowest to the police force and all but a reclusive character in Alravia, Fental was formerly the home of a Dark Side character (Jedi/Maruader/Sith..etc.) who was trapped into his own crumbling temple by a band of Jedi Knights. The volcanic eruption has reexposed his temple, and destroyed the very stones his essence was encased in. Now he travels from person to person, infecting and causing as much harm as his bitterness can muster.

Clues to this can be found by locating Alravia's recluse, or diligently searching the destruction site and finding some still surviving Dark Side items. Our heroes can be assigned to the planet by their government if they work for one, or stop there to deliver a package to the constable, or just get involved becuase of the off-world rumors.

AxiustheDark
23 August 2002, 07:21 AM
26) "The Day of Ash: Revisited": The players get a call from the constable from "The Day of Ash" (see above) requesting their assistance once again. He says he has seen murders just like the same pattern before (3months/6months/1year/whatever), and he suspects the vanquished criminals have returned.

In reality, the vanquished Dark Side character has not returned. Instead, a Dark Side cult has sprung up in his wake, first being trained through one of the DS characters incarnations, then using artifacts and training found at the DS characters old haunts. This cult has a unique set of goals, all aimed at honoring their master. The most sickening of these goals is to cause the mountain which swallowed Fental in "The Day of Ash" to erupt again, destroying Alravia in the process.

To these evil ends, they have smuggled in Seismic Generators, which they are, even now, setting up around the base of the mountain. When operable, these generators will set up a resonating effect, causing an eruption much larger than that of "The Day of Ash". It is up to the PCs to investigate the murders, find the new cult, and stop the contruction of the Generators before the mountain explodes.

NilAdmirari
23 August 2002, 10:23 AM
Good plot ideas Axius...I like the way the quest is revisited. Do to my dislike for Dark Jedi however I think I'd personally the second quest slightly so that the new "cult" is little more than some clever criminals set to profit from the mayhem they've been causing. Maybe the city governor has a rival or something. But anyhow...good job.

AxiustheDark
24 August 2002, 09:04 PM
Thanks for the vote of confidence, NilAdmirari. I can keep these going for quite a while if ya'll would like. And now, for something on the lighter side (A nice couple hour diversion from the plots of a long campaign.)

27) "That New Jiz Sound": Players get an encrypted call from a man named Zorbin. It seems this Zorbin needs some things done, and he has heard the players "get things done." In fact, Zorbin needs a political rival assignated in the worse way. The only place that Zorbin can pinpoint this rival is between 2100-0030 in "The Green Dance Players Club." Security at this club is very, very tight due to the rivals high political connections.

However, it just so happens that the PCs resemble a popular Jiz band named "The Wailing Sunrise." So, anticipating that the PCs and him can make a deal, for the last week he has arranged for the advertising campaign stating that the band will be appearing for one night only in "TGDPlayersClub."

How much fun can the PCs have impersonating a set of "rock stars?" Well, roll out the big red carpet. Have dying fans there. Make them hire bouncers. All leading up to that backstage meeting with the rival.

For an added twist, who said "The Wailing Sunrise" can't show up indignatly right in the middle of the "sneak-fest"?

Kas'ir Faywind
24 August 2002, 10:09 PM
That is a nice one i like that a lot. Keep them coming all you want.

AxiustheDark
27 August 2002, 09:27 AM
28.) "The Darkest Night": This plot revolves around the cold, dead world of Cygeas 5, a super computer, and the mysteries of a virus that seems to be infecting outer rim stations. It is meant to be dark, and players should be kept on the edge of their seat. It works best with a Medic (SWGAMER 10), or any characters with Treat Injury; although it will fit well with any party.

Well, this was just going to be a normal plot hook...but I started typing and just didn't stop until a while later. So, here it is as an attachment.

I would appreciate any comments you might have on this one. I think it's not too horribly bad....although I kept it kind of open-ended, so it could actually see use within a campaign.

Kas'ir Faywind
27 August 2002, 10:29 AM
Originally posted by AxiustheDark
Well, this was just going to be a normal plot hook...but I started typing and just didn't stop until a while later. So, here it is as an attachment.

Actually its more of a cliffhanger now ;)

After reading a little bit of it I like this situation a lot it will probably help fill this lvl 7-10 gap i currently have in my campaign.

AxiustheDark
27 August 2002, 11:18 AM
Don't worry about the cliffhanger......"The Darkness Spreads" should take care of that. If you want that one, too. Oh, and I know, there is never enough mid-level stuff out there.

Jetic
7 September 2002, 10:07 AM
29) The EGG:
After the last adventure the party finds itself relaxing at one of their haunts, a pub, a hanger, a library, etc, someplace with access by others. A weak out of breath NPC of some kind, comes barreling into the place and than through or into the party at a run trying to get away from what ever is chasing him/her. The NPC is polite, apologizes, gets up and moves on quickly through the group to the exit at the other end of the place. As the players ready themselves for the pursuers of the NPC they wait, but no one comes barging in after this NPC. When things settle down the group now sees an egg shaped item on the floor. It is silver and about the size of a large chicken egg and is hard as a rock.
The adventure begins. What will they do with this egg thing? Return it by trying to find the NPC who dropped it? See what it is worth on the market? See if they can find out what it is? See if they can find who was chasing the NPC? Leave it where they found it for others to find?
The NPC who dropped it can be a thief, a fugitive, a rebel spy trying to evade capture, an imperial plant, a double crossing henchmen, a regular citizen thrown into the world of adventure by circumstance, etc. The egg thing could be a trick, a trap, nothing special, or the whole enchilada to this adventure. The egg it self can be anything you want an exotic creatures egg, as special seed, a special message container, a valuable gem or mineral, a special homing device, a bomb, a key or just a lucky rock. There can be no one chasing the NPC, they only are using the chase effect as a ploy, or there is local security looking for them or organized crime is after them or the Empire or the Rebellion or anyone you think will move your story.
:raised:

NilAdmirari
8 September 2002, 08:59 AM
30. An interesting idea might be to make the NPC delusional...say the PC's catch up to him, he tells them this crazy story about how so and so is after him, how this "egg" might just be the ingredient needed for a cure to one of the Empires (or whoevers) viral weapons. After several instances of the NPC darting away because he "saw" something the PC's should get the idea. This man they've been protecting carries a worthless egg from an animal native to a planet less than an hr away by hyperspeed. Nobody is chasing him, and he's not part of any conspiracy...a lovely red herring.

X-ray Crossbow
9 September 2002, 07:18 AM
15. The player characters somehow inherit/steal/discover a very, very old scroll on which is inscripted the location of an infamous pirate's (or looting smuggler, jedi, or even a warlord like Xim the Despot) stronghold, which also happens to be full of a huge amount of treasure. This could be the big break for the heroes if they are down on credits.But, another organization/Black Sun/Empire/bounty hunters know about the map and will track down the heroes to get it. Now, a single adventure can be a grand, cross- galaxy trek campaign. It's fun to make the map encyrpted or a find-the-clues-as-you-go sorta thing. Or have the enemy steal the map and have the characters steal it back again.Or once they get to the location, they have to fight off ancient war droids, sith machinations, or find an unsuspected reward other than treasure at the stronghold. Lots of possibilities with this one.


Han actually did this, in his adventures in the Corporate Sector. Went after Xim the Despot's "ancient treasure vault". Fought these giant robot things, went through a whole lot of rigmarole.
Treasure turned out to be a whole load of obselete armor plating material. There were other things, artwork, etc. but mostly it was these metal chips that were mass produced currently, but apparently the metal made the best ship armor to be had in Xim's time.
Have to remember that for D&D: The PC's go after an ancient treasure...from millenia ago...that turns out to be worthless.

wolverine
22 September 2002, 01:24 AM
AxiustheDark, that was a damn good read. If i was to change anything, i would make it spookier, and instead of droids attacking, have zombies/skeletons. And to make things interesting, a fluctuating ion field around the planet, that fries electronics, disrupts them or does jack to then (every time the ship/item encounters the field, roll 2d. 2-5 fried. 6-10 disrupted, 11 and 12, nothing).

AxiustheDark
23 September 2002, 03:45 AM
Thanks, Wolverine. I promised you guys that the second installment of that was coming, and it is. I have just been busy with the NRESB Preview. But, "The Darkness Spreads" is coming.


And to make things interesting, a fluctuating ion field around the planet, that fries electronics, disrupts them or does jack to then (every time the ship/item encounters the field, roll 2d. 2-5 fried. 6-10 disrupted, 11 and 12, nothing).

That is a really good idea. The computers and planet itself would have to be immune to this, so that they would still be operational. The ion field would also have to keep communications from going out. It would make the game seem a lot more tense. The players would have to will their way out of there.

wolverine
23 September 2002, 05:50 AM
Have the ion field be tied into the atmosphere, so it does block out going comms, incoming sensor sweeps and ships passing through it, but as it is up there, the droids and computer are unaffected...

NilAdmirari
23 September 2002, 06:29 AM
I have just been busy with the NRESB Preview.

Could we get a possible date on when the preview might be out? I'm so friggin hyped for this thing. The most impressive undertaking by the SWRPG community? Anyone know how I might be able to get in? Even if its just art work or something? I'm a pretty decent artist myself.

JediMasterMaya
23 September 2002, 11:41 PM
Adventure hooks and plots... Hmmm... First, I'll start with this here (http://membres.lycos.fr/jedimastermaya/adventures.html) Only the 1st 3 are up and running...

;)

Kas'ir Faywind
24 September 2002, 10:39 AM
Originally posted by NilAdmirari


Could we get a possible date on when the preview might be out? I'm so friggin hyped for this thing. The most impressive undertaking by the SWRPG community? Anyone know how I might be able to get in? Even if its just art work or something? I'm a pretty decent artist myself.

Can i please ask you not to hijack this thread :) espeacially one that is sticky.

as for another plot hook.

32. Have a diner where they need to go to gather some info on tasks that they are doing or need a job to do in general. However after they get paid and return back that person is missing. Have this keep happening until they start catching on and then have the last person(not nessisarly in the bar but that you will use for plot hooks) give them a task thats a trap. It seems he has been kidnapping these people to figure out the best job to "float their boat" and is actually envious/wants a bounty for them. This could be better if they do not catch on :)

Jetic
24 September 2002, 06:20 PM
33) This is the correct number according to the copies of each plot idea I have added to my GM journal. Of course this takes into account that the added ideas to a main idea are a sub number under the original plot. Enough said.
My plot idea is really just a group of events in a game I ran a few years back. The group was all members of a fighter group of the Alliance in the rebellion era after the Battle of Endor (like Rogue Squadron; yeah thatís where I got the idea). I setup a special offer to gear characters to an Ace Fighter level to begin play. A couple of players chose not to gear up and became members of the fighter groups supply and rescue team. They are in control a stock freighter and the rescue gear. The supply element turned into a good side adventure and hook starter. Everyone should play a supply sergeant once. The other players became members of the fighter group and each had an X-wing and Astromech droid. The fighter group structure was a good way for me to handle this group and it helped setup missions on nights I was not ready for a main plot element. And like Rogue Squadron this group also did some covert operations. They rescued an informant captured on an Imperial friendly planet by the locals. They arrived and infiltrated the locals lock up before the Imperial Special Interrogation Unit arrived to get their hands on him. He than dropped a good deal of info into their lap, some useless to them, but a few tidbits about a cloning attempt of the Emperor and a possible location for one of the secret labs working on the project. This was the main plot line for the rest of this campaign. Find and destroy the secret labs and try and stop the project. The main villain was a Moff and he had two scientists in control of the project and they became my main antagonists for the characters. They always had plenty of stormtroopers or droids to throw at the player characters and managed to escape capture. Both were useless at fighting anyway, but as leaders of the project and the units assigned to protect them they were formidable. Also they liked to leave scientific booby traps and multi meaning clue puzzles for their rebel hunters to deal with.
Also as a side adventure during this campaign I had two of the fighter pilot characters as sisters since they were sisters in real life it made the role-playing easier. I work with them on their backgrounds and used it as a sub-plot to the main adventure. They both left their home world at different times. The older sister ran away at a young age to find adventure and learn to pilot. She hitched with a friendly freighter pilot who showed her the ropes. After a decade of running cargo she hitched up the Alliance and succeeded at becoming a fighter pilot. Her younger sister stayed home and help the family run their mining business. Soon the sector became important to the empire and so did the family mine. The mine was claimed for imperial use and the family was left to help manage the mine in conjunction with their overseer assigned by the planet governor. It became a life of toil and burden for the family. Seeing their workers abused and put in danger as production quotas increased without the additional investment to upgrade and man the additional requirements. The father had heard the older daughter had join the Alliance and hoped to get her a message to see if she can somehow get the Alliance to help them. The remaining daughter understood this and planned her escape. She managed to get off planet in a regular passage shuttle. Some pirates captured the shuttle and she ended up joining their cause. She worked her way up to a respected pilot in the group. They had been directing their efforts toward the Empire, but know that the rebels were entering the sector they also started to prey on their shipping. They needed to be stopped so, you guessed it, and the player characters squadron was sent out to stop them. They had a starship fight and most of the pirates were captured including the sister. She was given a reprieve if she join her sisterís squadron and was overseen by her. So this led to the info on the family mine situation. The fact that the Alliance was heading in that direction and the main Admiral of the area was a mean SOB. He had burned several planets already in his retreat. So the group planned a rescue of the people at the mines and get Admiral at the same time.
It was a great game. We still talk about it sometimes.B)

KenobiJim
7 October 2002, 10:08 PM
34. In one game I ran I had an abandonned starship orbiting a black hole. It was a safe, stable orbit but still close enough to go through the eddies and space/temporal turbulence that exists around black holes. What happened was that the ship's computer had been affected by these space/time ripples and made it SENTIENT (Why Not?). There was no clear evidence as to how the crew died - but they were all dead. What was fun about the adventure was I had the entire party flinching at every shadow. Also I restarted it intentionally because the ship slipped through an eddy and shunted the group back about six hours. They had to reboard the ship... IT WAS SO COOL! Also I changed how the crew died just to really mess with their minds. Eventually the ship contacted the group through a monitor screen and was asking them to be freed into another ship - the one they were on was too damaged to do anything with. The group refused then the ship got upset and started doing things. Channelling the group by locking out hatches, activating interior defenses, playing with life support systems and wotnot. It was really fun!

Bubbalin
8 October 2002, 10:11 AM
35. PC's arrive in a town and see dirt poor villagers being taxed by empire/local government/warlord, perhaps even have people selling off their property/spouses/children to pay debts... The PC's either have to help them because of the goodness in their hearts, or because they want something.

So you could have Robin hood type adventures.

Or even more complicated, you can have them find out the reason for the unreasonably high taxes, which can lead to a whole new story arc...

Gulor
18 October 2002, 11:26 AM
36. The PCs work special missions for their sector command. Since the rebellion doesn't have secure access to the Holonet, most important orders are delivered by hand. Since the PC's have a reasonably fast ship, they usually deliver the code cylinders.

Sector Command is planning a big combined operation which utilizes one of their navy strike lines. For everything to work, the navy force has to be at the right planet at the exact right time. The PCs take off with the orders, but when they reach the rendezvous, they find an Imperial task force. The PCs must escape the Imperials, keep their info safe, and locate the strike line before the rebel offensive starts.

37. The PCs are tasked with finding an abandoned military base for the rebels to take over and use as a training center. Everything is going fine until the local Moff decides to reactivate the base for Imperial training. The adventure has three acts:

1. Scouting the rim to find a suitable base.
2. Setting up the camp and beginning the training of new recruits.
3. Defending the base from the returning Imperials until the new recruits can escape.

I find that in my group, a lot of our coolest adventures revolve around the nitty gritty of making the Alliance military operations work.

Gulor.

taylorm
19 October 2002, 08:06 AM
Here is the list of plots so far with some speling and gramar corrections
38. A man approaches the PC's and offers them some credits if they were to go to his homeworld and investigate some murders. Upon getting to the planet however no one knows of any murders but insists that they should stick around for the Festival of Fire the following day. If they look for a graveyard them donít find one but instead find a deep fire pit with ashes and a semi melted ring on a piece of bone.
39. Upon reaching a city known for being on the wrong side of the law most of the citizens ignore the players citing that they wish not to know someone who is going to be "purged form life". Unknown to the pc's the only way to get accepted into this society is to defeat a member of the assassin's guild that is assigned to each new entry to the city.
40. (Any Jedi era).. Standard-Dark-Jedi [TM] messes about on a planet of GM's choosing.. PCs go to investigate, showdown ensues.
41. (Best in Rebellion era).. The Empire/evil cooperation has something shady going on in system X.. PC's are charged with the task of investigating. They figure out that new devastating weapon/starship/tech is being developed and they must steal plans/capture prototype/destroy research facility.
42. Random high level character has been captured by some evil forces (pirates/empire/cooperation), PC's are tasked with freeing said prisoner..
43. (pre-empire is best) A little more non-fighting hook.. Players are charged with being the "First Contact" for a non-space faring planet. They arrive and find that the planet is inhibited by two very different cultures. One is highly developed and peaceful; the other is not that developed and is very aggressive. Point is that the latter race holds all the valuable resources, but the peacefull ones are the most civilized. The players are charged with trying to get the cultures to speak together and decide on a common voice towards the rest of the galaxyÖ
44. (Best if non rebellion) Important Military/Political leader gets assassinated and there are worries of a cover-up. PC's are then assigned to guard the recently dead manís brother, who happens to have a deep Boston accent, who is going to try to succeed his brother.
45. PC's ship breaks down on some random planet. When they dock in the city they find half the parts they need to take off in one city and the rest are in a rival city (parts are marked with city manufacture). They must arrange peace among the cities if they ever want to leave.
46. "Scramble for the Credits" PCs are in a cantina, public seedy place, anywhere there's halfway greedy folk. A dying Patron enters the room and imparts his final words of a fortune to the on-looking crowd. (Try to do this at a time the PCs are hard up for cash and they happen to pretty capable of getting to said treasure) While the PCs make a bee-line, so do several other greedy patrons...fights, chases, and other debauchery ensues.
47. "Creep-Fest" A cargo-shipment of microbes, soil, and plants turns out to be infested with bone worms. The PCs don't find out till much later when the little beasties have infested the ship. Run the game creepy, there's is an internal power shortage as a couple of the worms chewed through conduit, so lights are dim everywhere. Have fun with them, lots of spot checks, unseen bits and noises that scramble away when they chase. Corner/ ceiling/floor attacks, discovery of the things as one or two are killed, then a swarm eventually attacks the only "food" left on the ship...
48. Planet is struck with a plague and the only known cure was on a shipment to the planet was hijacked (make it rare enough that payment is too much to get enough for second shipment) People who hijacked it are asking for high ransom.
49. (Rote Era) Players are given the opportunity to become body guards for an Ambassador to a planet where the populace is very weary of weapons and war. They are all pacifists; however still, there is rumor that the Ambassador may face assassination by an agent (offworlder) of a government (past diplomatic mission) which has anti-Republic sentiments. Players will fork over their specialized armor and blasters for blue cloaks and hold-out blasters to make the pacifists more at ease. This also goes for Jedi, who would make excellent bodyguards in this era. A Jedi will not have a lightsaber present, for it upsets the Regent and his people. They are sitting ducks with almost no way to retaliate from a ranged attack......this will force them to think critically if they opt to take this rather difficult and dangerous mission.
50. (Any Era where a Hutt can call upon butt kickers) This mission can be done by the biggest, baddest, blaster toting swinging type, or by the poorly armed and highly skilled techno geek......I think it would appeal to just about anyone, for a Hutt has called for Mercenaries and Bounty Hunters to hear his grievances about being double crossed by a certain Etti. This Etti has rather large mansion on Rodia on the outskirts of Equator City. The sweltering hot grounds of the mansion are guarded by battle droids while the inside of the complex is guarded by the wealthy Etti's hired Rodian goons. The mission is to sneak in or blast in (or both up to a certain point) and retrieve a cache of disks which are very...very....very important to the Hutt. The Hutt has ordered that this Etti not be killed, so players will have the task of just trying to get in and get the disks by sneaking and blasting their way through the droids and goons. This might not be that much of a challenge for the veteran war dog, but with a techno-geek slicer in the party, one can take a peek at these mysterious disks and a very important new plot hook appears before the mercenaries' eyes: The Hutt is a Rebel Sympathizer! Yes way! The characters can either complete this mission for the Hutt, or go looking for a local Moff, Inquisitor, ISB agent or whatever and try and claim their reward......I think it might be a better idea for the mission to go the way for the Hutt thoughÖ
51. The player characters somehow inherit/steal/discover a very, very old scroll on which is written the location of an infamous pirate's stronghold (or looting smuggler, Jedi, or even a warlord like Xim the Despot), which also happens to be full of a huge amount of treasure. This could be the big break for the heroes if they are down on credits; but another organization/Black Sun/Empire/bounty hunters know about the map and will track down the heroes to get it. Now, a single adventure can be a grand, cross- galaxy trek campaign. It's fun to make the map encrypted or a find-the-clues-as-you-go sort thing. Or have the enemy steal the map and have the characters steal it back again. Or once they get to the location, they have to fight off ancient war droids, Sith machinations, or find an unsuspected reward other than treasure at the stronghold. Lots of possibilities with this one.
52. The PC's lured by the promise of fancy Jedi artifacts attempt to sneak into an abandoned Jedi location. The locals consider the place a holy burial site. Be it beasties or angry locals the PC's manage to get away only to have the whole ordeal used against them by Borsk Fey'la as a prime example of Jedi grave robbers and why the Order is out of hand. Provides a mission and shows the PC's that perhaps those that condemn the Jedi Order aren't completely wrong. Might even have them brought before the Senate by Fey'la and questioned. Way to get them to hate the "man".
53. (post rebellion) Character must help retrieve numerous artifacts lost from the Jedi Archives years ago. When they start their search however they find a greedy art collecting Hutt and Pirates are looking for the same things. Could get interesting with 3 way battles and such....or very confused players.
54. Have your PCs get attacked by bandits, thugs, and other low level junky types. They should be no trouble at all to defeat, but the most interesting part about these thugs is what one of them is carrying. After searching the remains of the thugs, one of them should find a very cool looking gold plated and highly modified heavy blaster pistol. It has an unknown insignia on it, and who it belonged to must have been very important. Only give them a few seconds to react for the local authorities are coming. As the PCs are getting ready to leave the area in a very discreet manner, a group of men come around the corner (5), two of them carrying blasters much like one that one of the PCs has picked up. "There they are. Erdrick, which must be the ones who killed your brother! You will all pay for killing my son! Father, they robbed and killed those men with Sandrick's blaster. Kill them all!" The brother and father of the owner of the blaster pistol are now getting ready to play hardball, and the PCs are in a pincer attack between the authorities and the unknown men. It will take some very quick explaining (that they just happened upon it, yeah right), or some very quick and fancy shooting to get out of this one. The best they can hope for is getting arrested if more police show up.
55. For this plot the players must be in control of a ship. The hook is a delivery run. The era is any. One of the playersí contacts has a request of that character to deliver a package to an important family in a populated system, Coruscant, Corellia, etc. As long as that system is a hyper jump away from where they need to go. The package is only a .25 of a meter and weights about 1 kilo. The contact says the gift is personal and needs to be delivered in person. The recipientís description, name and title are given along with a hologram image for identification. This is followed by a 5-10,000-credit down payment for delivery with the other half to be paid on return. The contact is known for fair deals and has always been straight with the character in the past. This could also be a mission from their superiors.
The package is not to be opened; if they do open it what they find is an encrypted data cylinder. Without special resources and outside help they will not be able to decipher what is on the cylinder. Should they go to the extremes, the message should basically be a thank you letter for all their help and support to the person the cylinder was meant to be delivered too. Once the message is deciphered the cylinder is destroyed. It is not the message that is important, but the person sending it to the person receiving it. These two persons must be know as opposite and/or adversaries of power in the senate or rebellion cause or new republic. But behind all the political and power facades they are close friends, but can not show it to the public or their enemies.
What you have with this delivery is a group trying to expose these two power brokers so someone they want can grab the power they wield. In the Rebellion era this is touchy because this would be in house fighting and not good for the cause. The characters are to be followed and jumped for the item. If they lose it, it is now a chase. If the hold onto it they are now curious as to what is going on. If they have it deciphered they know more than they want to and they have blown their mission. Either way they will be caught up in some political intrigue.
56. "The Infernal Message"; The PCs are first provided with a corteous message for their company. This is followed by a second, immediate message ( a few minutes later, if the PCs show lackluster interest), with an enticement of lots of credits if they pay heed, a sinister waiter fellow delivers the message. In orbit the PCs ship (if they have one) is later met with a number of modified Z-95s that are there to "escort" them. They are taken to a smuggler's paradise, a moon full of scum and villainy that harbors the base of a famous Pirate by the name of Pakoo "Death Dealer". Of course, he is retired now, aged and wizened. Escorted to his throne room, cold, musty, and delapitated, sits Pakoo the pirate, rows of armed guardsmen line the hall, and behind him sits a four-armed bodyguard with four pistols. Hmm, Pakoo is a little crazy and senile. He's a bit spacy, though he seems 100% clear about what he wants the PCs to do. If the PCs ask silly questions and detial just have the old coot go off on a tangent, talking about inter-galactic space bunnies...The message is an alabaster, gleaming white cylinder (reminiscent of a rolling pin) that hums with an inner glow. The message is encrypted; ) , if hit hard enough against another object script glows with golden light written in an archaic Huttese. Only a specialist can decipher it and the PCs will probably need outside help if they want to decipher. The PCs are instructed to deliver the message within the week to a nearby system (5 days normal travel time), if they can get there in four days (nigh impossible, Astrogate check 30, though uncharted, dangerous area of space) he will double they pay (10k credits x2 = 20k). The message cylinder is in fact to be delivered to Sorrat the Hutt, an equally retired and senile old Hutt. The message is a series of game moves for the Pirates next turn in a strategy game called "Stars and Quasars". The two retirees have found this a much more amusing game to play if they can intercept the message before it reaches them they won't have to pay the sum and if it does reach them the antics of the PCs is well worth the cost! Throw in other twists for fun, I had a Lieutenant of Pakoo looking to intercept this message (this on top of Sorrat's men also trying to get it) thinking it was of high importance because of the pay and Pakoo insisted on outsiders. He doesn't know about the deal between Sorrat and Pakoo. He wants to gain leverage and power over the old coot but runs after a red herring.
57. "The Hunt Saboteur" - The players are contacted by "toady" who has pissed off bad guys (stolen money, taken secret, etc...). Now "toady" must get away from the hired Bounty Hunters of Empire/Hutts/etc and will pay the characters in money/info etc.
58. "Imperial Rebels" for Rebellion Era - beginning a new campaign. PCs are ex-Imperial storm troopers, pilots, accountants, etc. and they are put on a training scenario where they have to capture and neutralize a Planet Defender Ion Cannon. But the Rebels try to test them by faking an Imperial assault because of their past affiliation. If PCs go to the false Imperials, they get fried by the Rebels. Suddenly, as all sort of crap is getting churned up, a real ISD drops out of hyperspace, wipes out the Rebel leaders at the command post, leaving the PCs to save the scattered Rebel troopers on the planet, saving the day...
59. "Bespin is Falling": PCs arrive at gas giant world in which Tibanna gas is mined from atmospheric stations (I.E. Bespin, Tibannopolis). Upon landing the ship, alarms sound, station shakes, etc. Upon further inspection, it seems that someone, or something, is disabling the repulsor lifts one-by-one. It is up to the PCs to get them back online, and capture saboteur...or evacuate the station. The chaos and panic on the station, as well as station guards, should make this a slightly sticky situation. Unbeknownst to the PCs, the saboteur is actually the station's computer, which is disabling the repulsor lifts itself for various reasons (for a single shot, computer is crazy...for a campaign; bad guys have set this up). This can be found out by setting a trap for a saboteur who never shows up....and by very thoroughly inspecting the "saboteurís" handiwork. If the PCs choose to locate the saboteur with the computer it will lie, cheat, etc...
60. "The Continuing Vendetta": A few years ago, a prototype Imperial ECM (Electronic Counter Measures) Frigate (coincidently named "The Continuing Vendetta) was lost during its initial test run. While this frigate design is a good one, it seemed to have malfunctioned and exploded during space trials. In the last few months there have been reports of the appearance of a ship matching the same identifier code as "TCV". No matter what the players association (Alliance/Pirate/Imperial/NR), the bosses up above want this ship found right now. This quest could expand into a full fledged series, with the encounter of pirate bands such as Talon Karrde's people, imperial/rebel entanglements, and the tracking of the ship down from place to place. Tracking of "TCV" won't be easy as it is an ECM ship. Depending on your style, you can have "TCV" disappearing because of its computer going haywire; or its captain just wanted to retire in style from the Empire; or its destruction faked very convincingly by a group of pirates who are now using this ship's unique abilities to help them rob the space lanes. If anyone wants the stats on "TCV" just shoot me a message.
61. "The Day of Ash": The citizens of Alravia Station (A small sized, modern day spaceport) are experiencing tragedy. Recently, in a catastrophe they are now referring to as The Day of Ash, their neighboring ancient community of Fental was destroyed in a volcanic eruption. Luckily, the Alravians were spared from death. However, since that time violent crimes have gripped Alravia Station. Murder, mutilation and sacrifice have become commonplace, and yet the local police force cannot find a connection between the assailants in these cases. All claim to have no recollection of the incidents, and most were good people before their "outbreaks." Unbeknownst to the police force and all but a reclusive character in Alravia, Fental was formerly the home of a Dark Side character (Jedi Marauder Sith) who was trapped into his own crumbling temple by a band of Jedi Knights. The volcanic eruption has exposed his temple, and destroyed the very stones his essence was encased in. Now he travels from person to person, infecting and causing as much harm as his bitterness can muster. Clues to this can be found by locating Alravia's recluse, or diligently searching the destruction site and finding some still surviving Dark Side items. Our heroes can be assigned to the planet by their government if they work for one, or stop there to deliver a package to the constable, or just get involved because of the off-world rumors.
62. "The Day of Ash: Revisited": The players get a call from the constable from "The Day of Ash" (see above) requesting their assistance once again. He says he has seen murders just like the same pattern before (3months/6months/1year/whatever), and he suspects the vanquished criminals have returned. In reality, the vanquished Dark Side character has not returned. Instead, a Dark Side cult has sprung up in his wake, first being trained through one of the DS characters incarnations, then using artifacts and training found at the DS characters old haunts. This cult has a unique set of goals, all aimed at honoring their master. The most sickening of these goals is to cause the mountain which swallowed Fental in "The Day of Ash" to erupt again, destroying Alravia in the process. To these evil ends, they have smuggled in Seismic Generators, which they are, even now, setting up around the base of the mountain. When operable, these generators will set up a resonating effect, causing an eruption much larger than that of "The Day of Ash". It is up to the PCs to investigate the murders, find the new cult, and stop the construction of the Generators before the mountain explodes.
63. "That New Jiz Sound": Players get an encrypted call from a man named Zorbin. It seems this Zorbin needs some things done, and he has heard the players "get things done." In fact, Zorbin needs a political rival assignated in the worse way. The only place that Zorbin can pinpoint this rival is between 2100-0030 in "The Green Dance Players Club." Security at this club is very, very tight due to the rivalís high political connections. However, it just so happens that the PCs resemble a popular Jiz band named "The Wailing Sunrise." So, anticipating that the PCs and him can make a deal, for the last week he has arranged for the advertising campaign stating that the band will be appearing for one night only in "TGD Players Club." How much fun can the PCs have impersonating a set of "rock stars?" Well, roll out the big red carpet. Have dying fans there. Make them hire bouncers. All leading up to that backstage meeting with the rival. For an added twist, who said "The Wailing Sunrise" can't show up indignantly right in the middle of the "sneak-fest"?

KreGoete
23 October 2002, 07:25 AM
64. GM to players (at start of session) : You wake up, naked, shackled to the wall. your body is a totem of pain. in front of you, you can see a robed figure standing outside of the cell you are apparantly imprisoned in.
------------------------

The robed figure is a Dark Jedi, and the PCs are imprisoned onboard whatever the appropriate starship of the era is (ISD, Sith Destroyer, etc...). Questions about : How did the PCs get there? How long have they been there? What do their captors want with them? etc...

My players loved this, and ended up stealing the ISD mk II I had them on... damn Affect Mind :D

cherry al
31 October 2002, 05:14 AM
65. This one works any time and any place, and is bound to have players screaming at anyone they can get their hands on....

The players are docked at spaceport X for repairs, fueling etc. Any reason really.

Have a collection agency turn up and impound their ship. Showing documents that clearly show the players ship was used as a credit line for a loan made by;

an uncle
a parent
a brother
past owner

you get the picture.

Now the the pcs are left with a huge debt to pay to recover the ship, or they are stranded wherever they are. This gets even better if they already have an urgent mission, now they have to make a choice over what they do.

By the way, this is my first post. But I have been running stuff for a long time :) Not that I am old or anything :) Hope to have some good threads here.

Cheers,

Al

It could get worse if the players blast off (steal the ship back), then they become listed as wanted. Plus they could later receive a message from their brother etc, that they are being held captive because the credit company couldn't get the ship to clear his debt with X crime lord!! "You guys have to come rescue me, I barely managed to smuggle this message out, I have like 3 days left!!"

Talon Razor 'GM'
4 November 2002, 12:04 AM
This one will have the players trying to figure what is happening next.

Slaves R' Us

66. This can work for any era. The players somehow find out that such-and-such government ships out it prisoners offworld. We will say Sullust. Have the players track down where the prisoners go, say cuz they gotta rescue someone. A little invesagation shows that a company is paid to collect them. The prisoners are put in Cryo-tubes amd stored in big frieghters. The Frieghters are sent to a distant planet, which the PCs have to find. The planet has HUGE storage chambers that hold millions of cryo-tubes storing a being. Why? Have the PCs wondering a bit and reveal tidbits of infomation. The Company the owns the planet actually runs an illegal deal. Have the PCs find out that the planet is EXPORTING people. The Company has a deal where anyone can place an order for beings. They then sell the flash-frozen people to whoever, from providing gladiators to slaves to Colicoid dietart supplement. It is really one big slave market useing prisoners from all over the galaxy that planets have sold. Now the PCs have to scramble to find the person they are looking for before he gets sold. If you really want to be mean, have the person already sold, requeiring them to find out where and the trek starts all over again.

Sabre
6 November 2002, 03:32 PM
67: (More or less any era) The players stumble across the end result of a pirate attack. There are many corpses, but only one survivor who tells the players where they can find the pirates that did this to his crew and asks them to make sure it doesn't happen again. If your players are the mercenary types, have him tell them that the captain of the pirates stole a treasure map from him that will lead them to a small fortune (whether this is true or not and if they can find it is up to you, could even lead to a whole campaign searching for this treasure). The players valliantly (or not so much) accept and go to the pirate lair -- a depleted mining town. The descendants of the minors are still there, barely surviving. The pirates, it seems, have converted their old mining equipment into fighting craft and are the town's last chance for survival, but will continue to raid passing ships until they're destroyed or their people have enough to live by. No easy solution, particularly if the players are moral types. Possbile resolutions include the destruction of the pirates (which may be the worst possible solution) the players calling on Imperial, Rebel, or Republic connections to render aid to or relocate the miner's descendants, or if you gave them the treasure map have the players tell the miners what it is, so the miners get the treasure and can live happily ever after.

68: (Rebellion era or later) This was a BESM campaign I ran that could be adapted to Star Wars. I'll give you the Star Wars version of it, since it is more appropriate to these boards. It is intended to be a short campaign (6-12 sessions). The player (or players) are somewhere out in Space taking a lesser-known route to somewhere. At some point on the journey, something they haven't maintained on their ship for a long while (probably something to do with the power systems or hyperdrive) blows out. Life support failing, they spot a small planet when they drop out of hyperspace. There's no time to see which planet it is, but it scans as habitable before the sensors go offline. At some point on the way down they pass out.

When the players awaken, they find that they are on a primitive world. There are creatures there, some of whom use a mysterious Force-like power and some of whom have the occasional trinket of Imperial technology (a blaster, a comlink, a stormtrooper helmet, etc.). They tell a legend of the White Shells who came to the planet many phases ago, and basically describe storm troopers. They left many "sacred relics" in the Holy Mountain and then left the planet. Have one of the players (or an NPC that was with them) bring up the rumors about the Emperor's hidden stashes of technology. Everything they need to get off of this planet should be there in the Holy Mountain. The Holy Mountain is many days voyage away from the crash site, though. Any vehicles should have been crippled in the crash or this will be over too quicly. Getting there is half the fun.

What happens during the trek are details that you'll fill in as you go. The next important piece is the ending. When they do reach the Holy Mountain, they find more or less what they expect, plus a very old human known as the Keeper. The Keeper of the Holy Mountain tells them that he can't let them into the mountain, but will obviously be incapable of fighting them and won't attempt it. Finally, the Keeper will tell them what's really going on. Their ship crashed. Some of them are dead (or if you don't like that at least say MAY be dead). He can't say which ones. The rest are in a coma. They are in an intermediate place between becoming one with the Force and the real world in which they are all sharing a dream. They can fix their ship, and return to reality, but if they do the dream ends for all of them (and again some of them may be dead). A vision of the outside world will reveal that the planet they crashed on was inhabited (but won't give any information as to who is alive). So they have a choice. Stay in a world they know isn't real, or return to one where they might already be dead. The one player who played this game chose the fantasy world, but if they do choose to return a conclusion episode might be in order. It would make a good excuse for them to become Force Sensitive if they aren't already and would like to be, which also makes a good reward if they want to continue to play the character. All up to you. Have fun with it.

KenobiJim
10 November 2002, 05:36 PM
69: The PCs have to escort a bunch of celebrities (preferably rock stars) during their magical mystical tour. The rowdier and more egotistical the better. The PCs may want to shoot them, but they are secret Alliance operatives tranferring information in their songs....

Arcome
19 November 2002, 05:45 AM
#70: Search for Yoda's Holocron.

If you play in a time when Yoda is alive, this is a good one. Yoda has asked the party to go find his lost Holocron, he names some different places that that he thinks it might be. The first place they go there here about a dark jedi. Then they meet a weird "Jedi Master" they have never heard of. He is also looking for a Holocron. He said that he is looking for his own holocron though. He also said that there is no other holocron here besides his, and for them to search for Yoda's else were.

What is the party to believe, is this the dark jedi the town was talking about acting like he is a jedi master just so he can find Yoda's holocron?Is he really a master and yoda was mistaken about his holocron being here. It's for the gm to decide.--Arcome

Arcome
28 November 2002, 10:29 AM
71: I mean the three jedi knights. I have an idea that there would be a young force senitive ki who wants to become a jedi really bad. He searchs for jedi and comes across 3 retired knights. They are pretty reluctant to teach him, but in the end one of the knights talks the other two into it. Saying he could bring balance, he could be our last hope, and so forth and so on. I think it's a pretty good idea.

DuoKaiser
28 November 2002, 09:05 PM
lol hey guys i'm new here
i just started game mastering and it's great

anyways, awesome plot hooks but my PCs aren't that scared easily
do u guys have any more hooks for jedi based campaigns?

Admiral_Atredies
1 December 2002, 10:52 AM
72: The characters (rebels or mercs on the rebel side) have been given an assignment for a raid on a core-world factory plant. This place could make anything, stormtrooper armor, walkers, shuttles, ties, you name it. It is a very important research and development also, and the top imperial scientists work there. The characters would have to land in desrectely at the staport, and make there way through underground facilities, top secret silos, walls, and the like. The tricky part about this one is figuring out a way to transport 2 dozen squealling scientists without getting found out. Also, I would run this in a very Bond/Goldfinger manner, just to make it cooler :D.

Arcome
9 December 2002, 07:08 AM
73. This is mainly for characters that have become knight already since you can't become a knight without a master.

Ok, the jedi academy on Yavin 4(the fourth moon of Yavin) has been destroyed by sith droids. The the jedi knights find no trace of any remaining life form. So other jedi could have escaped. The PCs are suppose to now set a new academy to train. The sith droids and the sith controling them are on an astroid that has hyperspace engines. The sith are also in the senate. It is almost Emperor Palpatine all over again. The is suppose to be a sith master stronger than him though. He goes by the name of Darth Bane. It is actually Jacen Solo. He has gone on crazed mission to destroy everyone. His sister recently died on one of there adventures. Everyone thought they were at the now destroyed temple though. If the PCs catch on, then they will think that Jacen is the master leading the droids, that's just because that's the only one they see. He is actually just the padawan. If they ever defeat Jacen his master will show up. Your PCs have might even have gotten Jacen to go back to the lightside, that means that tey will have another knight to help fight the sith master.

Jett Darkstar
9 December 2002, 03:47 PM
These are some great campaign ideas. I'm going to use some of these for my next games. Keep them coming, friends. :)

Pheonix Dace
21 December 2002, 07:10 PM
I was planning to use this one in an adventure.

74. The characters work for the New Republic after the peace treaty with the Empire. Possibly NRI, but they should probably be spread out over different branches. There is one bar on their planet that caters to all off-duty NR people. Right now, the only people in it are the PCs and one man who looks a lot like Senator/Couselor Brooks, a respected member of the <fill in the blank>. A group of military-looking people walk in and pull out blasters, going after Brooks. The catch is, when they go to fight the leader he says "You can't hope to win against the New Republic!" and opens fire. If the players try to reason he gets a modifier to hit (because they weren't dodging :D ). The thing is, these people work for NRSA (New Republic Security Agency), a new SECRET branch of the NR. They are willing to do whatever it takess to get their job done, including innocents. This squad is all ex-stormtrooper, and found out the truth - Brooks is an Imperial informer!

He asks the PCs to take him to Coruscant, where he meets up with a small faction of the Empire that believes it was wrong to sign peace with the NR. He leads the PCs into a trap.


This could work well if you want a jump-start into a campaign. If Brooks survives, he could loathe the heroes for giving him away, and get this Imperial faction to hunt them down. If he died during the adventure, the faction could hate the characters for exposing and then disposing of their chief informant (maybe they were planning to assassinate Mon Mothma or some one, and Brooks was giving them information. They could be REALLY mad for blowing the whole gig). And remember, the NRSA will probably hate them for killing some chief operatives and possibly exposing a secret organization, as well as for 'bungling up' a NRSA operation. Who knows, they could have made some high-up enemies there. Yup, there's a campaign there, all right.

burrie
28 December 2002, 02:01 PM
75: Here's an adventure that I ran a few months ago which I would like to call "Hidden Shadows". It's not quite a standard Star Wars adventure, more of a spooky horror-like puzzle-ridden adventure. Plus, it deals with long-dead (jedi?) ghosts, so it might turn some players off...

Although I had it play in a rebel era, you can have it virtually in any era. The game starts with the Empire being in pursuit of the players. There's an interdictor nearby, so the players are chased into a nebula. Due to interference from the nebula, the players are unable to enter hyperspace, nor do their sensors work. At some point, they nearly collide with a space station. For repair purposes, the players dock at the space station.

Upon arrival, the station itself seems to be abandoned. As the players begin to repair the ships, they might want to explore the station. And this is where things will get interesting. The station itself seems to be in perfect working order, but it's very old... in fact, about 2000 years old. However, after only a few minutes of exploration, the players will realize that things are not as they seem. Players feel a rather odd draft as they open a door, there'll be some unexplained cold spots, people will hear footsteps where there isn't anyone, and someone seems to be calling the names of the characters.

You see, the station itself existed 2000 years ago, but was destroyed when a Jedi went mad when the girl he loved turned him down, because she loved another Jedi Knight. Only the girl and the Dark Jedi Knight still live in a way, and now they have invited the players to end their old conflict. The girl knows that there is a way to defeat the Dark Jedi Spirit, and so the Dark Jedi will do anything within his path to murder the players.

The girl will be trying to communicate with the players. Old datapads with hints about their predicament will appear when someone isn't looking. The library computer may suddenly share information about the Dark Jedi Knight. An alarm will go off which leads the player to engineering where they find out

On the other hand, the Dark Jedi will try to scare away the characters. If that doesn't work, he will try to wound them to scare them away... if that doesn't work, he'll do anything within his power to kill them. Players will start having nightmares, an awful scream can be heard, a door will close which might seperate the players, pictures will suddenly fall, players might hear a lightsaber activate, ALL the doors suddenly close, messages saying "You are not welcome" might appear on terminals, they might hear an actual lightsaber duel, until the Dark Jedi has enough of it, and might start exploding the space station anew or try to lead the player into stepping into vacuum.

Of course, how to defeat the Dark Jedi is up to you... I m'self had the players find two lightsabers, one green, one red. The remains of the Dark Jedi, a skeleton, would appear near the reactor at a late point in the adventure, when the Dark Jedi began to start the destruction of the space station. In order to kill the Dark Jedi, the players had to slice the skeleton using the lightsaber from the Light Jedi Knight. They had received several hints, with the key hint being an old datapad from the Dark Jedi Knight which said that he could only be killed at the end of the Light Jedi Knight...

This is pretty much a hook which you can use. The most important part of this adventure is atmosphere. Dim the light where possible, and arrange for some good music, and especially important, try to get some great sounds. I had prepared a dozen or so sound files. I'm not sure if anyone is familiar with Final Fantasy 8, but the PC Version has 5 versions of a lyric. To picture the Dark Jedi and the girl literally battling for supremacy, I used these sounds. (as a background story, I had the girl as an opera singer, and the lyrics were part of the opera she was going to perform at the night of space station's destruction). From time to time, the players would hear her sing. It would start out rather innocently, a single soft voice. However, the voice would slowly turn into an entire group singing it. Later on, a second male could be heard singing along, and in the end, the song sounded totally warped... it gave a rather creepy atmosphere.

However, you can use far more sounds... when all the doors close, play a sound of multiple doors closing. When the players can hear a lightsaber battle, let them hear it. When there's an applause, make them hear it faintly. When there's an explosion, make it really loud.

And equally important, try to hide that you're going to play a sound file. I used an MP3 player, and was able to start a sound without the players noticing. Thus they would be surprised when the voices began to sing again.

Heh, the players were starting to converse a bit too casually at a point to suit my tastes. I wanted them to be a bit more tense. So as they were discussing away, I cranked up the volume somewhat, and then played an explosion sound REAL LOUD. Suffice to say, the looks on their faces was priceless, and I had their undivided attention :p

It even worked in the end. As they were flying away from the space station, they said to look back. One of the players asked me "Heh, it probably dissapearing, right?". In a most casual tone, I said "No, actually, it doesn't at all. As your ship is slowly flying away, the space station becomes smaller from your viewport. Now, as I was thinking..." and then I played the explosion once more to tell them what happened to the space station. That last scare was a perfect way to end this adventure.

I know that this might not sound as exciting as it does on paper, but believe me, it was the best adventure I had ever GMed :D

Levistus
6 January 2003, 01:55 PM
76: Local terrorists have captured the leader of a small city and secretly planted bombs at random locations throughtout town. The ransom that is being asked is either too high or the local officials are unable to get their hands on the item in question. The head athourity of the town asks th PC's for help by acting as renegotiators. There is however, one simple problem- by the time th PC's arrive, if the terrorists dont have their hands on the ransom in under 2 hours, they kill the leader and set off the bombs, causing the deaths of thousands of people.

Darth Fury
12 January 2003, 02:51 PM
77: The players are to investigate a lead of possible sabotage, on a space station. The sation is in high orbit over an inhabited planet. Shortly after the players arrive (i.e. less than 2days) the sabatouer(s) strikes! The station is now in a decaying orbit and will crash into the planet in 2+d4 days the players are now responsable for the capture of the sabatouer(s), as well as finding who is sponsoring the plot, and saving the station, its inhabitants and the inhabitants of the planet. I suggest that the sabotage is done in such a way that the stations inhabitants are not alerted to it. Unless of course you wish to really load up your players plates. This hook plays out well in any era and with any alignment.

aradona
16 January 2003, 05:23 AM
.78: A great general plot hook that I've half developed: Have the players retrieve a recording stick with a message to some high military official from a criminal cronie to (insert your criminal organization here). This will force players to ultimately decide how to handle the cronie: kill him outright or talk him into giving the rec stic up, and perhaps why he stole it. Then it can sort of branch: If they killed him, they will not get any info (talking to him would reveal his boss's hideout place and {depending on how well the diplomacy/bluff check went} the passwords to get in to all the places they need). After they return the rec stic, the captain asks them to kill the boss, as he's now wanted for murder, as ordered by the general (in the message). Your on your own from there.

Doran
16 January 2003, 08:47 AM
79: Have your players be on Coruscant (if reasonably suitable) or another important city. They get a message to report to their superior/chancellor/Jedi Council and they are to give them their next mission (that next mission can actually be played out later). Suddenly, they are given a message (decide how on your own) from terrorists that the building they are in will blow up in 1d6 hours. All entrances and exits are locked from the outside and the heroes must help any civilians and millitary personnel evacuate. They can also attempt to disable the bombs, if they find them that is. People can escape from high floor windows (with transports on the outside, of course) before the bombs destroy the building. If the building blows up with everybody outside, then the building could be repaired later or just eliminated from the city itself. If people (or worse, actual civilians) are left inside the building when it blows, the city can have reasonable doubt towards the heroes later (and vice versa if they save everybody). You can have the terrorists even threaten the heroes later by blowing up strategic parts of the building.

(NOTE: I have no idea if the 1d6 idea is too much or too little time to save everybody since I have never tested this mission myself)

TheExecutor
20 January 2003, 01:55 PM
80: PCís come across and are infected by a virus created by a Mad Scientist (He is unknown or is he the Doctor/ Mad Scientist?) who wants to take over the galaxy. This all happens on a Transport Train that is dropping the PCís off to there ships in the spaceport. The PCís are infected with the super nano virus that starts to change them into humans. :D :raised:

TheExecutor
22 January 2003, 01:20 AM
This is a game I just started with my players tell me what you think?
#81:

1) PCís come across and are infected by a virus created by a Mad Scientist (He is unknown or is he the Dh Doctor?) who wants to take over the galaxy. This all happens on a Transport Train that is dropping the PCís off to there ships in the spaceport. The PCís are infected with the super nano virus that starts to change them into humans.
2) The Players wake up in the quarantine area of the Spaceport authority. There they find out they are infected with the virus. Players who are human become younger and more vibrant and start to forget who they are. They have days or maybe even hours to find out a cure. At the quarantine area of the Spaceport authority they speak to a Bio Droid who tells them to see Dh Doctor who can help them with the virus.
3) The PCís are then arrested by the planets security force and suspected of being the ones who are spreading this new nano virus. There they are interrogated by a Security Chief each of Players is interrogated one at a time. The Security Chief believes them that they know nothing but he tells them He will keep an eye on them.
4) The NPC Thaddeus J Ross suggests that they make a stop at his ship and load up on some weapons and start a data search of this doctor Guy. Braun tells the Players were they can find Dh Doctor and his lab and Braun tells them he will do a data search for more information.
5) They must find the NPC Dh Doctor to help them find a cure or become slaves to the verse. The Dh Doctor gives them a shot that he thinks may stop the nano virus, but is killed (is he dead?) by the NPC Captain Kill but before he is killed he tells the Players about the NPC So Vetsha and were they may find him. The Players find out that Dh Doctor & So Vetsha were good friends and that So Vetsha is a scientist of sorts and maybe able to help them find a cure and find out who created the virus.
6) The Players give chase to Captain Kill. The Players must capture Captain Kill to uncover the disc he cares of the Mad Scientistís backer a Hutt named Nal-Dulnatta. Nal-Dulnatta will stop at nothing to turn the Players in to his puppets. Nal-Dulnatta has hired a Mercenary Group to snuff out the PCís. Before the Players have a chance to kill Captain Kill, Nal-Dulnattaís Mercenary Group saves Captain Kill. Now Captain Kill will stop at nothing to kill the Players. At this point a firefight starts with the Mercenary Group and Captain Kill.
7) The Players high tail it out of the street and make a run for the Dh Doctorís Lab. There they read whatís on the disc and find the body of the Dh Doctor missing. They read the disc and find out the information about the Mad Scientistís backer a Hutt named Nal-Dulnatta. At this point the Security Chief shows up with his goon squad. The Players have a choice: to fight, run or surrender to the Security Chief.
8) If the Players fight they must make a run for the Spaceport. If they run the Security Chief does not know itís them and they are looking over their shoulder. If they surrender the Security Chief will give them the opportunity to explain them selves and let them go this gives the players a opportunity to take it easy or start looking for So Vetsha.
9) Finding out from the Dh Doctor about the super-sly NPC So Vetsha a Wandering/ Honorary Jedi Counselor. Who is a patriot of the Old Republic posing as a salvage expert/space bum. Who is like Q from the James Bond Movies. The PCís find him around the fringes of the galaxy near the unknown regions of space. He is hiding from the Imperial purge. He is protecting a most unusual treasure trove of hibernating (Cryogenics) Force Initiate Children, young Padawans and Jedi. This is a tie in to Mikes NPC So Vetsha was in on Mikes NPC hibernation.
10) Guess who shows up? Dh Doctor with his Imperial ďPurgeĒ Squad. The Dh Doctor finds them by using the super nano virus as a homing device. The Dh Doctor is working for The Emperor and Nal-Dulnatta the Hutt knows nothing. On the space monitor So Vetsha and Dh Doctor start a dialog about long a go in the time long past etcÖ. The talk is mostly about racial purification and The Emperorís new order and how he will use this new nano virus to reed the universe of the alien scum and how all-living humanoids will be perfect and pure and be truly human.

Arcome
22 January 2003, 05:12 AM
82: This is for any time after the destruction of the second death star. Have your characters hear that Darth Vader's glove has great power. This is for mainly non jedi PCS. They hear how Vader could chock ppl every time he lifted his hand, so ppl think it is the glove, not the force. So they must go in search of the glove at the battle site, they won't find the glove, not like it would do them any good. If you wanted to you could have them find the glove for s***s and giggles.

NilAdmirari
2 February 2003, 01:48 PM
I just ran a session using LiquidSaber's excellent "Creep Fest" as a basis. Between arriving at the scummiest supply station imaginable, meeting its equally disgusting shop keeps, and hesitantly buying food from the sketchiest Mon Cal around just GETTING to the creep fest was a blast. I don't imagine my PC's will be buying rations from such shady npc's any longer however.

I basically went with the initial plot line, altered the boneworms slightly so that I removed their burrowing capability but added an acid spit attack. My characters had already dealt with Boneworms before so I wanted something a lil new. All in all the session was a blast, with the pc's R2 unit getting damaged during the encounter, the ships main computer going haywire, and then losing gravity.

I made the creatures susceptible to low temperatures, which a PC discovered as he jury rigged the main computer back online and researched the lil beasties on the holonet. Crowding into the cockpit they basically lowered the temperature for awhile...after they figured every creature was dead they came out to find hundreds of lil centipede/worms lying dead about the ship with small acid burns beside them as a result of the creature vomiting up their innards upon dying.

Anyhow it was a lovely session and I just wanted to thank LiquidSaber for the great idea.

Kindchen
3 February 2003, 12:07 PM
Greetings Star Wars Gamers,

this is an adventure I ran inspired by the movie "Running Man". Here we go.....

83: The PC are approached by a very well dressed high-level (very experienced) Noble. He is accompanied by two Coynite bodyguards wearing Coynite battle armor, blaster rifles and coynite blades as well as fancy cloaks (make them good enough to blast the PCs to bits if they try anything fancy). He is very friendly and introduces himself as Baron Whatshisname and introduces the Coynites as his "security advisors". He asks politely if he may sit and invites the PCs to lunch. He states that he wants to make a business proposal:

He has "heard" of the heroes and he needs somebody to accompany him on a dangerous mission......he has bought a planet (yes, bought...it's possible, reference "The Courtship of Princess Leia") which was once home to an ancient civilization which lived underground in a vast cave system. He hired an archeologist and a couple of other scientists to explore the caves and retrieve valuable artifacts...unfortunately he lost contact with his team and he want's to mount a rescue mission as quickly as possible...he offers 10,000 Credits per person +1000 Credits for every day spend underground...he and a couple of his "security advisors" will also accompany the heroes. He offers transportation but he will also agree if the PCs fly by themselves....

Here is the catch: There is a planet allright, and it is owned by the Baron (a couple of Gather Information/Streetwise/Computer Use Checks will reveal that) but there has never been an expedition or an ancient civilization (this information is not available to the players, no matter what they roll). Instead it is the Barons "playground" for one of his exotic games: He intends to ferry the PCs down to the planet from an Orbital Station which is also owned by him, they should wait for him at the campsite while he has to attend some "urgent business matters" that have "just come up"...he will be down shortly with the next shuttle and the rest of the team. Of course he will not arrive but instead contact the PCs by comlink....they are the new stars in a game for his amusement: They have to get from point A the camp to point B, which is a couple of days away through challenging wilderness where they can board a shuttle and leave....they can keep the shuttle as a reward. He tries to prevent the PCs from reaching the shuttle by using goons, genetically engineered creatures, droids, or other hunters (NPC)...he monitors it all with remote probe droids....and enjoys himself...

Who exactly the Baron is is up to you...in my adventure he was the ruling member of an aristocrat family which had to "leave" their home planet because the population decided they are better of implementing a democracy....he had no political power but still a vast amount of personal wealth. Some Background Checks revealed, that he had done some exotic games in the past (gladiatorial games, races etc...) but never forced anyone to take part (but he will force the PCs if he has to, but if you play him nice you can probably con the pcs in believing his story...it worked for me).

To make things interesting the Baron transferred map data to the PCs datapads where he even outlined two checkpoints...one checkpoint had repulsor vehicles and supplies, the other (which was further away) had a bacta tank and a medical droid for the PCs to use....it was up to the PCs to try to "aquire" these items....the Baron stated, that these checkpoints are "well guarded"....you can also make it on foot :)

Well, play around with this idea as you like....my group had a lot of fun...after all the Baron was a gentleman and kept his end of the deal, as long as the PCs played by the rules....

KenobiJim
23 February 2003, 02:04 PM
Let's see, two ideas come to mind...

84. Your starship is in Hyperspace and you discover a bomb linked to the hyperdrive. When you transit to realspace - BOOM! (a la Speed...)

85. You must transport a sniper to a mission to take out a military target, which turns out to be a 12 year old girl... (who is actually an innocent...)

Arcome
7 March 2003, 04:34 PM
86: Have the characters fighting on top of a large building, that is very high up. The bad guys will be trying to leave the building via their transport on top of the building. This is best if the good guys are already on the top when the bad guys arrive. While they are in the middle of the battle, right when they are kicking butt, and about to beat the bad guys...they feel a rumble beneath them, and then the building starts to calapse from the explosive the bad guys planted. How will the characters survive this?

Arcome
7 March 2003, 04:41 PM
Have the Predator, like from the movie. I did it, it went REALLY well.

Arcome
8 March 2003, 07:58 PM
I just got through watching Lord of the Rings and thought about how well it could be made into a star wars game. Have the swords man be jedi, have the elf bowman use a blaster. Have the ring be a sith holocron. Have it all take place on a forest planet, with no way off. They will have to take the holocron back to where the sith made and destroy it in the volcano where it was forged. This could go for a VERY long game. Just follow the movies if you want to. To bad the third isn't out yet. Although capable GMs won't have a problem with filling in the end to suit his/her own needs.

Have fun.

Darth Fury
9 March 2003, 07:46 AM
Originally posted by Arcome
I just got through watching Lord of the Rings and thought about how well it could be made into a star wars game. Have the swords man be jedi, have the elf bowman use a blaster. Have the ring be a sith holocron. Have it all take place on a forest planet, with no way off. They will have to take the holocron back to where the sith made and destroy it in the volcano where it was forged. This could go for a VERY long game. Just follow the movies if you want to. To bad the third isn't out yet. Although capable GMs won't have a problem with filling in the end to suit his/her own needs.

Have fun.

UMM......you do realize that the LotR trilogy of films are based on a trilogy of books written by J.R.R. Tolkien? So just read the third book book!

XavierDrgn
16 March 2003, 03:31 PM
Originally posted by Darth Fury


UMM......you do realize that the LotR trilogy of films are based on a trilogy of books written by J.R.R. Tolkien? So just read the third book book!

i dare not say this as the language has not been uttered in many ages in these parts(to use a line from the movie)...the books, IMO ONLY!!, were very dry. i waited til the movie came out to read the books which i tried to for years. others were telling me how great a series it is and i agree...but the battle scenes are very lackluster. he(JRR) is very descriptive in his writing. maybe too descriptive??

Newayz, thats just my rebellious opinion and does not reflect the views of the staff and/or Mgmt of the Holonet and its subsidiaries.

Challenging the Council
Xavier D'rgn:raised:

XavierDrgn
16 March 2003, 03:54 PM
87: This would be set in the RotE era(possibly NJO era but not familiar with that era yet so use if you think it will fit). very good starting adventure as well.

Your PCs get an invitation to a Senatorial Fund-raising dinner or party. while there, have them mingle with other people. these people could be from the movie or one of your/their favorite book. sort of a way to let them have fun with their PCs and hobknob with the upper echelon of the galaxy. make a NPC(or if youre going to be playing at a later date and not GMing...make a GMC) to show the PCs around. introduce them to people that are there.

at some point during the party/dinner have the NPC request that the PCs take him/her to a shadier sorta party in the bowels of Coruscant. once there you can let them mingle with the patrons of that place and maybe make some contacts for later adventures. when your done, award them 100 XP for a great nite out.

Of course if you(or your PCs) prefer a fight then by all means throw one at them. a little freindly wager gets outta hand, bar brawl? i like to keep this one non-combat just to see their faces when theyre trying to figure out when im gonna drop the other shoe so to speak.

Relaxing within the Temple
Xavier D'rgn:raised:

Tocath
10 April 2003, 12:53 PM
Been running this one with my players:

88: - Run right after the destruction of Alderaan. A professor at an interstellar university has seen the tapes of the destruction of Alderaan. He analyzes them and reverse engineers the Death Star weapon. He then researches how to make the weapon more efficient, mount it on a capital ship. He publishes a paper with his preliminary findings. Now, the hunt is on to get ahold of the professor as fast as possible. Everyone is racing to get him. Alliance, Imperial and Crime Syndicates all want the professor, for different reasons. The Alliance doesn't want anybody else constructing a DS, the crime bosses want to make their own. Best if you run the professor as an egghead type who doesn't realize his research kills.

This generated some very fun 3 and even 4 way firefights, as the Rebels fight Imps and more than one Crime syndicate.

KenobiJim
13 April 2003, 05:37 PM
I have no idea what number we're up to, so here we go...

89: A great chef commissions the player characters to find some exotic ingredients for a recipe he has, and it turns out that the ingredients are sentient!:sabersml:

Figureman2
20 April 2003, 06:28 PM
I ran this scenario with my players recently and it went fairly well. You might like it:

90: (Works best with Rebels): While in transit to (insert planet here), a small Rebel ship is dragged out of hyperspace and shot down by an Interdictor cruiser. They land on a planet that is supposedly uninhabited, but after establishing an audio signal (listening only), they detect the language of (obscure alien race) being spoken at a location about a day's journey from the base. They must get into the alien's base and find a way either through negotiation or battle to acquire their small transport ship, disable the gravity well generators on the Interdictor, and escape the system.

If you're wondering, my Rebels were in transit to Yavin IV and the obscure alien race was the Ssi-ruuk.

KenobiJim
22 April 2003, 03:51 PM
91: The PC party performs an act of bravery or heroism (probably from a previous adventure...) and are followed to the nth degree by media or press reporters looking for a story. The reporters seem to know where the PCs are before they decide to go there. This could be the result of a hyperspace tracker or even a Force sensitive...

michaleg
26 April 2003, 12:06 PM
Hmmm,

92: (Rebellion Era) Players on a remote planet discover an Empirial presence in the form of a research team (with military team) artifacts. The Emperor has commissioned a teams to research and locate Sith artefacts to increase his power. The Players have come across such a team, just when the team discovers...

93: (Any Era) Basically an idea for tying a campaign together. Not necessary a crime lord, but a major player. A force sensitive star dragon has been secretly ruling an area of the galaxy for over a 1000 years. Carefully arranging matters to suit itself. It has destroyed both Jedi and Sith to ensure its area is as it should be. Opponents have never discovered that their demise has been from this creature as all the events have happened because of careful plays against remote powers or accidents. The players stumble into this area of control and find themselves manipulated by the creature to do its bidding, little do they know.

e.g. players are leaked info about a Moff, enough info to dispose of him. But the star dragon wants the Moff gone, because a more pliable human will be promote, who has been accepting bribes from one of the creatures many sources.

e.g. players stop a major slave cartel (one that has been affecting the moral of one of the creatures manufacturing worlds).

If a force user meets the dragon, they find the dragon is a grey force user and believes the force is simply a tool, neither good nor evil, and suggests they "Come now, dark side?, ha, what a curious thought, but surely you realise your arguement has little weight?, the force is energy, a power, nothing more, it is no more light or dark, then the power that radiates from a star." The creature is always on the look out for recuits and will happily spend the time convincing the players to work for it, rather than pursue their noble goals.

Michael G

KenobiJim
30 April 2003, 07:17 AM
94: The archaeological dig...

Scientists, while searching for evidence of a lost culture on a forgotten planet, discover Something Bad in the dig. But in their ignorance, the Bad is unrecognized. They hire the PCs to ship the artifacts to Coruscant (or some other world with universities) to study the items further. Then the Badness awakens and hunts the PCs down while in Hyperspace!

DrakeRunner
15 May 2003, 05:22 PM
Originally posted by Tocath
Been running this one with my players:

??? - Run right after the destruction of Alderaan. A professor at an interstellar university has seen the tapes of the destruction of Alderaan. He analyzes them and reverse engineers the Death Star weapon. He then researches how to make the weapon more efficient, mount it on a capital ship. He publishes a paper with his preliminary findings. Now, the hunt is on to get ahold of the professor as fast as possible. Everyone is racing to get him. Alliance, Imperial and Crime Syndicates all want the professor, for different reasons. The Alliance doesn't want anybody else constructing a DS, the crime bosses want to make their own. Best if you run the professor as an egghead type who doesn't realize his research kills.

This generated some very fun 3 and even 4 way firefights, as the Rebels fight Imps and more than one Crime syndicate.

I dont' think he realizes his own research period. Reverse engineering the plans for the laser by watching it over and over? Criminey, he could probably create a gravity well generator from 2 banana peels, a cup of stool and a paper clip.

I had an idea for a real horror stressed game where "Hyperspace demons" started attacking the ship while in hyperspace, eventually dragging them into another phase of reality. I suppose thats a tad like Otherspace from WEG, but oh well.

JediChild
19 May 2003, 10:55 AM
First, let me begin by saying that this is my first time posting. Also that I have read each and every hook in the thread. All are very good and each with thier own merits. In fact, I hope to use a couple in a game I'm running currently.

I ran a game a couple of years ago, and had an idea fall into my lap, so here goes:

95: We were initially set in the New Republic era, before teh Yuuzhan Vong were even really heard of....I had heard from my players that in truth, there was little to do in this era. After some consideration on this, we played one night and during a meeting with the newly formed Jedi Council, there was a massive upheaval in the Force.

They found themselves facing a Sith Council....as members. One of the PCs was indeed the padawan of Emperor C'boath, who had replaced Palpatine after his death.

What had happened was an NPC of mine had created and activated a very powerful Sith artifact, thereby allowing him to travel back in time to the climactic redemption of Vader. This NPC had somehow managed to prevent the collapse of the Empire at that time, thereby continuing the Rebellion farther into the future.
The heroes were then, once all had regained thier memories of the true timeline, and returned to the light side, tasked themselves with finding this artifact and destroying it. This led to a number of intense battles as well as a fierce additional contest aboard the Death Star II between the NPC and the heroes, all while the more familiar battle of wills was going on in the background.
The heroes activated the artifact enough to get back home and then destroyed it....it was a great deal of fun, and proved to them that sometimes, there's no place like home :D

JediJester
7 June 2003, 11:31 AM
96) Enemy of the State? - Any era

An idea I've used before (not in Starwars, but it works anywhere) is to have the party run into an extremely frightened NPC who consequently gets gunned down right in front of them (btw - make sure the party doesn't have enough time to get organized after running into the NPC or they might actually pull a houdini and save him/her). Unbeknowest to the party, the NPC planted something on them before they died (I usually go with an encrypted data file of some sort).

The party gets drawn in when suddenly (usually after a bit of time), strangers start coming out of the woodwork gunning for them and demanding that they hand over the data/package. The party then has to figure out what data/package people are talking about (encrypted file of DC infinity works really well) and who they can trust to give it to or how they can use it for themselves all the while, surviving the untold factions trying to get it.

97) Who Framed Roger Party - Any era (this one is a good way to relieve some money-laden PC's of extranious resources/cash/equipment)

For some reason I like planting stuff on my PC's cause this one takes a similar hook. Unbeknownst to the PC's, something has been planted on their ship as some point. Upon landing at spaceport/station X, the authorities custom inspection turns it up. The PC's are then charged with smuggling.

The first part of the adventure is the PC's avoiding or getting out of "jail". This is a good one for those diplomatic PC's to shine in as they work their magic, pull strings, and such to prove their innocence.

The second part is the crime lord who's goods the PC's got comfiscated, is now gunning for them. I usually have the guy not buy their story because he made a deal with their face-man, who he's already taken care of. This part of the plot can happen while the PC's are still on planet (assuming they proved their innocence or talked their way out of the stockade) or it can be a recuring problem later on as bounty hunters and the crime lord's thugs come gunning for them.

Albert_Rally
11 June 2003, 09:27 AM
Well LoTR asside, you can use an obvious rip of a movie with any character hook. James Bond hooks work for any mercs. Then if they are smugglers, Have them caught at the begining of the session then begin an Escape from New York plot. Only leave out the decicive colar use an implant. Or go for a video game hook. Or actually the generic girl getting kidnapped by a thug group. You can make it a matter of a bounty hounter's guild. The generic and always fun always start up in the Cantinas.:rodian:

Sirch Akoras
31 July 2003, 09:08 AM
The players are to investigate a lead of possible sabotage, on a space station. The sation is in high orbit over an inhabited planet. Shortly after the players arrive (i.e. less than 2days) the sabatouer(s) strikes! The station is now in a decaying orbit and will crash into the planet in 2+d4 days the players are now responsable for the capture of the sabatouer(s), as well as finding who is sponsoring the plot, and saving the station, its inhabitants and the inhabitants of the planet. I suggest that the sabotage is done in such a way that the stations inhabitants are not alerted to it. Unless of course you wish to really load up your players plates. This hook plays out well in any era and with any alignment.

You should run this in a very noticable way, and make the sabotage happen in many places (spread out over a couple of hours) and have the PCs and some NPCs with good memory in all of the places. Have the NPCs (not in the PCs party) tell all of the inhabitants that they think the PCs are the saboteurs. Now, on top of capturing the REAL saboteur(s), finding who is sponsoring the plot, and saving the station and the planet's inhabitants, they have to deal with the station's inhabitants trying to stop them.

Even make the saboteur like the planet's leader or something, corrupt- no one will believe the PCs when they try to point it out. Perhaps make the planet's leader recently elected but still well-liked, while he is really the PC's arch-nemesis (or soon to be arch-nemesis). The whole ploy was that the leader of the planet was an imperial pretending to be on the Republic's side or vice versa and thus fed the NR (or Empire, or Rebels, whatever) false info. The leader was trying to eliminate the PCs who would be a major threat if they still existed.

Hmm.... maybe I should run that, I'm liking the idea. Someday...

Poiuyt
5 August 2003, 08:23 PM
Here's a thought:
98: have the PC's start in the Rebellion Era they are attempting to defend some cargo. Unbeknownst to the players, the Empire is testing a new cloak on a Star Destroyer. Said ex[eriment fails and Cloaking device acidently sends Star Destroyer to an earlier era...and drags the PC's with it...

Now the Captian of Star Destroyer is in a new time...in the Best thing to have.

Players must first realize they are back in time, and then stop the Commander from altering the past...or help him.

Just a thought...:raised:

Dax Freeman
8 August 2003, 10:31 AM
99: This can be used in most any time, but I have used (am using) it in the Republic Era (circa 4000 BBY). Our PC's are contacted by a known local governor of a planet (or mayor of major city) because there have been a rash of murders and no explanation to them.

After beginning thier investigation, they soon find out that it is the local droids who have been becoming unstable and started to kill thier masters. The PC's then run into alot of city maintenance droids who want them dead. If they keep one functioning or take out its CPU, they can figure out what's wrong with them.

They find a local droid expert who can tell them that there is another extra chip inside the droids head. He speculates that it has corrupted the droids brain. He also knows more than he's letting on. Pressed by the PC's he'll tell them that he knows who might be behind this.

The PC's go to the mastermind's hideout and find its well guarded. Once they get inside, they find themselves confronted by several thugs and one massive Sith Battle Droid.

If they manage to survive and keep one of the thugs alive, they find that the mastermind has slipped the planet and is on the run and making more and more droids run amok and destroy thier masters.

The villain is a high level tech specialist who had found a Sith Holocron detailing the construction of these massive Sith Battle Droids and it has corrupted him toward the dark side. GM's might want to add a few more details pertinent to thier PC's situation and time reference.

Its a fun campaign where any droid could be out to kill them. Keeps the PC's on thier toes.

Poiuyt
27 August 2003, 11:10 PM
This one thread was such a hit, it's been on for longer than one year. Looking forward to more.

Spicemonger3
31 August 2003, 05:42 PM
100) Era RotE/ At least one Jedi in the party.

An idea I am planning to use.
The party is brought before the party before the Jedi Counsel. The counsel has recieved a sending of sorts through the Force of a being that has information on an event of galactic importance that has yet to occur. They are to go to Tatooine and find this sentient. Once they on Tatooine, they are approached by a Gamorrean in the space port that knows why they are on the planet. Fearing he is being watched by some of Jabba's other thugs, he gives them a datapad that shows them a hidden access to Jabba's Fortress. The person they are looking for is unable to leave Jabbas Palace. How the PC's choose to get into Jabba's palace is up to you. Imagine their suprise though when they find out the counsel has sent them to retrieve a B'omarr Monk that has developed a deep connection to the force.

Sarge
1 September 2003, 04:31 PM
B'omarr monks... Those are the spider droids with brains in jars, right? Maybe the brain belongs to somebody the PCs used to know, or maybe to a powerful ally, like a good senator. So who's brain is in the body of the senator, and what kind of votes has he been casting lately?

Spicemonger, this definitely has the potential to lead into something really big. Any suggestions from all the conspiracy theorists out there?

Jedi Wrestler
4 September 2003, 07:59 AM
101: Your characters are minding their own business (or maybe not) when....

One guy is jumped by several assassins (of appropriate skill). The rest of the party is only rounds away and gets the word of their buddy being in trouble. Make it a race to save his life or he must escape to them, but the hook is... one (or two or five) of the assassins "rolls" a crit with a poison dart that gun. Poisoning the character, but no fear he will only die in a few hours, days, weeks...you decide.

Now the party must:

A) race to find the cure

B) figure out who arranged the hit (old nemesis - new nemesis)

C) hunt down the villain

I made the most powerful character the target of the hit and suffer a -2 to Str, Dex and Con until cured. Talked about building a hatred for an NPC.

Ronin
15 September 2003, 12:16 AM
Well...Im sure most of you have seen "Crouching Tiger, Hidden Dragon"...
I love the idea of a Jedi Master who uses a Sith Sword, he or she being the only one who can resist it constantly temping them.
Throw that into an adventure...particularly if, like the movie, the Master retires and gives the sword to a trusted friend,...but some young upstart steals it...

KenobiJim
26 October 2003, 09:36 PM
The Characters are hired as extras in the latest action holovid...

Or better, a holo advertisement for some product commonly associated with them, such as Lum, Blaster Gas or some kind of hydrospanner....

Jedi Wrestler
28 October 2003, 07:18 AM
102: The party is sitting around in casual game of sabac when your message board flashes "incoming call." Casually you reach over and hit display message. And to your surprise it is Gasdin from back in your youth. He has a look of fear on his face. Listen (insert character name), they are back. I know we thought we killed them all in the mission but a few escaped and we didn't know about it. Now they replicated into the dozens and their first object is revenge. Sam is dead, Kimzon hasn't bean seen or heard from in days, that leaves only you and me. Just run and hide man, just run and hide!

Gasdin looks off screen and chokes out a "wait!" as he steps back. The flurry of black and green fur that comes across screen confirms your worst fears. It is the (insert creature-alien name). As Gasdin's bloody body slumps down and the message screen displays "call terminated" comes up, the party looks at you with a mix of accusation, bewilderment and confusion.

How do you explain your involvement with that secret Imperial project before you left the Empire? Should you tell themthe truth at what you and the guys did to that poor small village of aliens? And what will you tell them to help protect you now that your life is on the line?

END WRITE UP

I love having "secret" parts of PCs lives pop up in embarassing ways, that puts the party in awkward positions.

Lucein Solo
11 November 2003, 01:12 PM
103: (best on a ship)Have the entire group have beans for the meal. Everyone developes gas. While trying to get fresh air, one of the insignificant NPC's opens the airlock only to be sucked out into space and the group struggles for fresh air and to get the airlock closed. Crude-yes. Funny-for readers-yes.

Kyle Pantrakahs
21 November 2003, 12:10 PM
What number are we at now? Oh well...

104: The PCs are at a table in the local cantina happily downing their drinks and food and minding their own business when a little commotion starts up to one side.
An attractive Twi'lek waitress tends a group of toughs at another table, quietly enduring their catcalls and leering. Suddenly the gang's leader, a tall, powerfully built fellow with dishelved black hair, tries to make a pass at her. She pulls away and says "no", causing him to jump to his feet and yell "No one says no to Big [Insert name here]!" He grabs her arm and the gang stands up and surrounds her.

Kyle Pantrakahs
5 December 2003, 07:39 AM
C'mon, ppl, I know you got s'more...

:)

Vash Knives
7 December 2003, 11:44 AM
-the group is attacked by womprats that just finished eating black olives and drinking peach juice and are riding hoverboards (the womprats that is )
-The ship of the group is infected with Replicators (from Stargate SG-1)

MikeLynch
12 December 2003, 11:52 AM
Here's one I'm contemplating trying out. My PCs: get your snoopin' eyes off this post! And, really, this whole thread! Now!!

105:
Setting:
Any era or region would work, though having the Empire around might complicate things.

Brief:
The characters are assigned/hired to represent the Galactic Senate (or some other governing body of your choice) on a search for a missing Senator and his entourage. Their search leads them to an alien species that is clearly hiding something...

Backstory:
The Senator, a Human, was traveling to the Outer Rim on official business, but somewhere around the Mid Rim his vessel (a biggish luxury transport) experienced an unknown malfunction. The Senator, his aides, and the ship's crew (totalling between 8-15 beings, many Human but not all) used the ship's escape pods. They were last detected being pulled into the atmosphere of the planet Wooz {insert your own non-silly name}.

Wooz is home to a reclusive, pre-space-age sentient species known as Woozles. {They should be humanoid and human-like but clearly exotic and non-human, like Falleen or Twi'leks.} They do not engage in interstellar trade on any significant scale, nor do they desire representation in the Galactic Senate. Little is known about them except that they like to be left alone and have given no one any cause to be suspicious of them -- except that their communication satellites (given to them by the Republic) must be malfunctioning, because the many requests for information on the Senator's ship have elicited no response.

Adventure Capsule:
The PCs are given a full holographic roster of the ship's crew and passengers. They are also issued a protocol droid if they do not have one of their own, or if theirs is too idiosyncratic for what may prove to be a delicate diplomatic mission. They must hurry to Wooz, for if the escape pod landed in any of its wild regions, time is of the essence. When they arrive, they track the emergency signal to a marshy zone not far from a major population center. The pod is still there, but empty of supplies and personnel. Days of rain have eroded any sign of the Senator and his companions.

The characters' obvious next step will be to investigate the city nearby. The locals have encountered interstellar traders before and are politely awed by their visitors. None of them speak or understand Basic, but the droid can translate. The Woozles are clearly a peaceable, gentle species; no obvious signs of a martial culture can be seen. Woozle food appears to consist largely of boiled or cooked native plants. Gifts and esteem (not Woozle food) are offered to the characters, even though on a Very Difficult Perception roll, some PCs might notice the natives giving them odd looks that can best be described as "completely enthralled" (more like "desirous or hungry" on a Heroic roll).

With the help of the locals, the PCs learn that the Senator and his party have been here. They were found by locals and taken to the Woozle capital, to which the ever-accomodating Woozles will gladly guide the PCs.

In the capital, the near-obsequiousness of the Woozles reaches even greater proportions, as the Ruling Council of Wooz itself plays fawning host to the PCs. At this stage, the suspicion should be mounting in certain characters (especially Jedi). An ideal exchange:

PC 1: I have a bad feeling about this.
PC 2: Oh, c'mon! They're falling all over themselves to be polite! You're too suspicious.
PC 3: Yeah! The way things usually go for us, you should be grateful.

The Ruling Council leads the PCs on a winding tour through their Palace, which is unimpressive to jaded travelers but in which they take great pride. Next is a huge feast, consisting not of native foods but more general Galactic cuisine, of the sort that appeals to most species (especially Humans). This must have been imported at great expense, but the Council is coy and encourages the PCs to eat. The hosts do not eat, but maintain that odd sense of often wordless fascination with the PCs (all the while eluding questions about the Senator or his party).

By now the suspicion should be spreading among the PCs, with some possibly theorizing that the Woozles are cannibalistic. The GM should do nothing to dissuade that suspicion, but the PCs must also remember that they represent the Senate and thus cannot make brazen, undiplomatic accusations.

Eventually, if pressed, the Woozles will admit that the Senator and his companions were brought to them, and will only say that "they are safe." The PCs are encouraged to rest for the night in specially prepared quarters. If the PCs refuse to be led away until they can see the delegation, the Woozles will begrudgingly cooperate (never losing their patience or getting angry).

They lead the PCs through the Palace and into a pleasant-looking rec room, in which they find the delegation, enjoying various leisure activities. A Moderate Perception check reveals that these beings have gained weight since they got here. The Woozles leave them alone with the PCs, which will probably seem odd to the PCs. On a Very Difficult Perception check, PCs may notice that the delegation seems to not want the Woozles around.

It soon becomes apparent that a couple of members of the group are missing -- including the Senator. The rest make it clear that they have not been mistreated, but that the Woozles will not allow them to leave. When asked what happened to the missing individuals, the response is vague -- "they wouldn't cooperate, so they tried to escape." No one knows whether that escape attempt succeeded.

When asked if they want to be freed, the reaction is mixed. Some of the prisoners emphatically refuse, demanding that the PCs just go back to Coruscant and tell them to get themselves a new Senator. Other prisoners look hesitantly at one another, apparently fearful to speak. One approaches the characters and silently indicates that the room is bugged for audio, then hands a PC a datapad asking that the letters contained therein be delivered to the families of some of the prisoners. (Astute characters will realize that the prisoners who did not write any letters are the ones who loudly rebuffed the offer to be freed.)

Eventually, the conversation is interrupted by an electronic "bling!" sound, which heralds the arrival (via Woozle servants) of another massive meal, this one apparently intended just for the prisoners, who demand that the PCs leave. When they exit the chamber, they are greeted by a Woozle guard who escorts them back to the Ruling Council, who are gathered in a ballroom talking. At this point they are politely insistent that the PCs stay the night.

{Meanwhile, a party of Woozles has been dispatched to destroy the PCs ship. The PCs will not become aware of this unless they think to send one of their party back to the ship to keep an eye on it. Woozles are lousy combatants, but in a group they might have a better shot against 1 or 2 PCs.}

Presumably, some PCs will choose to sneak around the Palace at night and try to figure out what's going on. Cue the big Soylent Green scene everyone is expecting -- only it's not quite that.

The Climax:
A few hours after their meeting with the prisoners, the characters are sneaking around the Palace's labyrinthine hallways when they hear the "bling!" sound again, somewhere nearby. A moment later they must hide as several Woozle servants head in a specific direction with a feast again. They will flee and alert the Palace guard if they see the PCs, but it should not be too difficult for the PCs to tail the rather oblivious Woozles. Guards pop out of nowhere, though, forcing the PCs to hide behind a potted plant (or something). The guards have not seen them, but have chosen to camp out right in front of the PCs and gab for a while in their native tongue.

The PCs are stuck for what seems like forever, but eventually the guards are called away, and the PCs head for some nearby doorways, hearing Human voices. The doors are locked, but an air vent nearby is easily crawled into. The air is being sucked in, not blown out, of this vent.

They find themselves watching four or five of the prisoners sitting on toilets that are lined up in a row. Their biological waste, rather than going through plumbing, flops down into a trough and flows away into the darkness. The stench is difficult to bear, but not as bad as it could be, for the air-flow continues on ahead. The PCs follow through the air vent and discover what looks like a kitchen, where the biological waste of the prisoners is being processed into delicately-arranged dishes which -- in the next room down -- the Woozles are dining on, apparently with great enjoyment. This is their caviar, and the PCs will have to make some serious Willpower rolls to avoid going "AAAWW!" or yacking in the air vent.

Endgame:
Any PCs who went to the ship, if they survive the Woozle Attack, will be accosted again -- but this time by the missing Senator and a companion of his. They saw the ship land and made their way here, and are weathered and filthy with mud. They explain that they refused to be captives, even pampered ones, for the purpose of excreting Woozle delicacies, so they escaped into the wild. The companion, a botanist, has theorized that the Woozle digestive system has evolved to become so efficient that the waste products of other species hold serious nutritional value for them; additionally, the native plants are so peculiar (and minimal) in flavor that the Woozle tongue apparently does not care that this is biological waste -- it's yummy to them. The Senator and his companion will gladly assist in freeing the prisoners and getting off the planet.

If the Woozles are successful in destroying or disabling the ship, no repair facilities are available on the planet. However, the Wooz comsat array is perfectly functional -- but gaining access to its control panels inside the Palace could be difficult.

Any PCs who stayed in the rooms prepared for them by the Woozles will be gassed and transported to the same sleeping quarters as the prisoners (which are no less luxurious, but collective -- they all sleep in the same large, nicely-appointed room). If they awaken before the prisoners, they notice that these poor dopes are excessively flatulent in their sleep. When the prisoners awaken, they at last explain the terms of their imprisonment to their clueless new companions.

The PCs in the air vent will not be able to return fast enough to stop their fellow PCs in the guest rooms from being gassed and moved. Their challenge will be to reestablish contact with any of their companions.

If cornered, the Ruling Council will fess up. They only discovered this new delicacy after the Senator and his people arrived. Its delectable flavor (eeew) has so addled their normally peaceful minds that they would stop at almost nothing to ensure that the source of their "fix" be kept here. Ignorant of the grave digestive danger they're inflicting on the prisoners by making them eat, pee, and crap so much, the Woozles will apologize fiercely but some may forcibly resist the removal of the prisoners. The smart ones, though, will restrain themselves and thank the PCs for taking away that which they could not will themselves to surrender.

Optional Added Climactic Battle:
At the last minute, as the characters near their ship, bring in the Woozle Elite Combat Force. They defy any orders from the Ruling Council to allow the offworlders to leave, for they too have tasted the succulence of non-Woozle waste, and will fight to keep the secret on Wooz, where they feel it belongs. These Woozles are as tough as any highly-trained military force, because that's what they are, but enterprising PCs might think of the one thing that can distract them ...

Aftermath:
If the PCs are responsible (and successful in their mission, obviously), they will relay what they've learned and recommend that starcharts marking the planet Wooz be modified with some sort of addendum like "Wear your weapons obviously, or they might enslave you so they can harvest and consume your personal waste." However, this may lead to unintended economic consequences -- a new trade commodity for the surrounding systems to start dealing in?

Inspiration:
On Earth, dogs love to eat cat poo.

{My apologies to those of you who find this hook somewhat ... er ... distasteful.}

Kyle Pantrakahs
13 December 2003, 12:20 PM
*reads above post*

ROTFLMBO! :D

Grimace
13 December 2003, 04:57 PM
Okay, all, I've updated the numbers for all bonified plot hooks. Next number up....106!

Good going, all, you've made it over a hundred ideas...now only 896 more to go to finish up! ;) :D

Vash Knives
14 December 2003, 11:46 AM
-the group is assaulted by a massive army of ants armed with two longbows each.

Jedi Wrestler
16 December 2003, 05:55 AM
107. After defeating a Sith Lord in some past era the party is frozen in carbonite as part of a well designed trap. The characters will spend the next few eras being exotic art, to be defrosted in the NJO. There they awake disoriented and surprised at the course of historic events. They will develope a sense of duty to save the galaxy fromits own "softness" in the face of this new enemy. The Sith will become the saviors of this galaxy from the real evil...the Vong.

Of course there should be an early series of adventures where the flounder around with no supplies, money or allies to make due, until they grab hold of small Remnant or other Empire.

Kyle Pantrakahs
16 December 2003, 10:44 AM
108. No sooner have the Yuuzhan Vong been defeated when the beleagured galaxy is in peril yet again. A rebellious Jedi student of Luke Skywalker's, disappeared prior to the invasion, is back on the scene. She happened upon an ancient Sith cryogenically frozen on the remote forest world of Ginvara, and has released him and become his apprentice. The wearied Jedi wonder if they'll be able to stand against him, as he has now broken the rule of two and taken several more acolytes to his cause.

...somethin' like that. I'll work on it. B)

badjediguy
27 December 2003, 02:40 PM
Heres one I use to get my players together at the beginning:

This works in the rebellion era best. one of the PCs are going along in a transport, when out of nowhere, an interdictor cruiser comes out of space and captures them, then they meet the other players in the brig and escape together.

JediJester
28 December 2003, 04:00 AM
I come close to the same scenario a lot of times to get my group working together, except I usually have it a pirate ship that waylays them. Usually it's a small pirate band on a slightly modified, but dumpy, old freighter. This allows for them to gain access to a ship in the begining (if they're very smart about engineering their escape/defeat of the pirates).

Not only does it allow for them to get a ship, but it also inserts good plot hooks. They're gonna need money to fix up the ship (their original transport put up quite a fight and put many holes in it), the original owners of the ship might try to get it back (once they get back on their feet), past groups that the original owners pissed off might come hunting for the ship (hey, they don't know who owned it and can easily mistake the party for the pirates that attacked them/stole their stuff/ etc).

This allows for so many small sub plots to sprout up and give the players quick change of pace from the main theme of the campaign or even become the main theme.

Jedi Wrestler
28 January 2004, 06:29 AM
Don't forget to number these or we will never reach 1001.

110. Each member of the party is arrested for a crime (trivial/serious?) that they did (did not) commit. After a trial (which is unusually speedy?) they are sentenced (to an unusually long prison term?). After a few days (few weeks?) each member is met by a bothan (^%#$*^%! bothans) in a private meeting room where they are given the option of working for the government as payment to society for their crime.

Those who agree are all released from jail on what appears to be some legal technicality.

Was this a fix to force their participation? Or simply a second chance? You decide on the flavor you want in the campaign.

After each member (who agrees, let the stubborn ones rot in jail for the entire session, with maybe a cut away to a depressing soap in the shower scene) then receives a secret message with a location and date to go to. After touching the message it discintegrates in a few seconds.

They arrive at what appears to be a pawn shop with nothing of interest to buy. A strange looking alien who is both ambivalent and arrogant reveales a secret door that goes to an under ground complex. As each member arrives they are escorted to a meeting room where General Airen (Pash?) Cracken awaits them. There they are informed they are part of a new top secret government black ops program. They may leave if they wish but he cannot guarantee that the "higher ups" will not seak retribution.

This new organization is adrift in the recentyl formed (rebuilt?) New Republic (Galactic Federation?) government. Cracken is not even sure which agency they will answer to eventually. Cracken does not want the party being strong armed into service so he offers to let them go after the first mission is they do not desire to continue to work in this capacity. The campaign should be a struggle between Cracken (being a decent leader) and some higher up bureaucrat (^*%$&%%! bothans!!!)manipulating them unjustly. [You decide how much alienation to force on the party.]

Your first mission: There is a current terrorist who used to be a Rebel/NR agent tha has taken the war to a new violent extreme. He has recently assassinated two senators. We cannot public arrest and convict him because he was a gov't operative who still has very powerful friends, and it would be horribly embarassing to the new gov't. Yet at the same time we cannot let this violent rogue just kill and destroy at will. Your job is to bring him in quietly or permanently shut him up without this becoming a public issue. If you are caught in the commission of this assignment our gov't will deny all connections to you. It would be really good if you made this look like the Imperials (peace brigade?) were responsible for his demise.

Good luck.

Ktulu
17 February 2004, 12:41 AM
While not original, it did suffice for an enterance into our current SW game.

111."The crew hears of/ comes across/ locates an alien ship that just came out of hyperspace. It looks nothing like any capital ship they've ever seen. On board, they find that everything has a vaguely crystalline shape. There are no survivors. Each alien appears to have been half eaten, and their is a strange, gelatinous-pudding-like substance all over the ground. What killed the aliens? Where are they from? Why did they come out of Hyperspace here?

In my game, the ship was a Protoss Carrier from Star Craft. The Protoss had all been killed by a Zerg infestation in the lower decks. Because they had lost their ship, they were stuck on a dead ship looking for escape. It had a nasty horror feeling when the zerglings would burst out of the walls clawing at the party. They didn't even realize the creatures were Zerg until the last 20 minutes of the session.


Ktulu

badjediguy
18 February 2004, 03:38 PM
(works well in any era)

112.A man approaches the PCs and tells them that his daughter was abducted by some men then hands them a scrap of cloth with an insignia on it. They were all wearing it, and she is still alive but they want 10 million credits in ransom. I ran this and it worked pretty well. I had him pay my players 10k each because they saved her alive and all... anyway... hope this helps someone, because a whole bunch of these have already helped me.

badjediguy
18 February 2004, 03:41 PM
Originally posted by Jedi Wrestler
107. After defeating a Sith Lord in some past era the party is frozen in carbonite as part of a well designed trap. The characters will spend the next few eras being exotic art, to be defrosted in the NJO. There they awake disoriented and surprised at the course of historic events. They will develope a sense of duty to save the galaxy fromits own "softness" in the face of this new enemy. The Sith will become the saviors of this galaxy from the real evil...the Vong.

Of course there should be an early series of adventures where the flounder around with no supplies, money or allies to make due, until they grab hold of small Remnant or other Empire.

THANK YOU THANK YOU THANK YOU!!!!!!!!!!!!!!!!

This is a WONDERFUL idea, and just what I was looking for, thank you VERY much. AWESOME!!!! I literally just got up and jumped in my excitement.!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

badjediguy
18 February 2004, 03:43 PM
I just realized that I didnt put a number before my other post, sorry. I'll edit it.

badjediguy
28 February 2004, 10:00 AM
Originally posted by Kindchen
Greetings Star Wars Gamers,

this is an adventure I ran inspired by the movie "Running Man". Here we go.....

83: The PC are approached by a very well dressed high-level (very experienced) Noble. He is accompanied by two Coynite bodyguards wearing Coynite battle armor, blaster rifles and coynite blades as well as fancy cloaks (make them good enough to blast the PCs to bits if they try anything fancy). He is very friendly and introduces himself as Baron Whatshisname and introduces the Coynites as his "security advisors". He asks politely if he may sit and invites the PCs to lunch. He states that he wants to make a business proposal:

He has "heard" of the heroes and he needs somebody to accompany him on a dangerous mission......he has bought a planet (yes, bought...it's possible, reference "The Courtship of Princess Leia") which was once home to an ancient civilization which lived underground in a vast cave system. He hired an archeologist and a couple of other scientists to explore the caves and retrieve valuable artifacts...unfortunately he lost contact with his team and he want's to mount a rescue mission as quickly as possible...he offers 10,000 Credits per person +1000 Credits for every day spend underground...he and a couple of his "security advisors" will also accompany the heroes. He offers transportation but he will also agree if the PCs fly by themselves....

Here is the catch: There is a planet allright, and it is owned by the Baron (a couple of Gather Information/Streetwise/Computer Use Checks will reveal that) but there has never been an expedition or an ancient civilization (this information is not available to the players, no matter what they roll). Instead it is the Barons "playground" for one of his exotic games: He intends to ferry the PCs down to the planet from an Orbital Station which is also owned by him, they should wait for him at the campsite while he has to attend some "urgent business matters" that have "just come up"...he will be down shortly with the next shuttle and the rest of the team. Of course he will not arrive but instead contact the PCs by comlink....they are the new stars in a game for his amusement: They have to get from point A the camp to point B, which is a couple of days away through challenging wilderness where they can board a shuttle and leave....they can keep the shuttle as a reward. He tries to prevent the PCs from reaching the shuttle by using goons, genetically engineered creatures, droids, or other hunters (NPC)...he monitors it all with remote probe droids....and enjoys himself...

Who exactly the Baron is is up to you...in my adventure he was the ruling member of an aristocrat family which had to "leave" their home planet because the population decided they are better of implementing a democracy....he had no political power but still a vast amount of personal wealth. Some Background Checks revealed, that he had done some exotic games in the past (gladiatorial games, races etc...) but never forced anyone to take part (but he will force the PCs if he has to, but if you play him nice you can probably con the pcs in believing his story...it worked for me).

To make things interesting the Baron transferred map data to the PCs datapads where he even outlined two checkpoints...one checkpoint had repulsor vehicles and supplies, the other (which was further away) had a bacta tank and a medical droid for the PCs to use....it was up to the PCs to try to "aquire" these items....the Baron stated, that these checkpoints are "well guarded"....you can also make it on foot :)

Well, play around with this idea as you like....my group had a lot of fun...after all the Baron was a gentleman and kept his end of the deal, as long as the PCs played by the rules....

This is GREAT!, Thanks alot, Kindchen. This reminds me of a movie I once saw with Gary Busey. They took a man off the street (a homeless man) and fed him and all, then took him out to a hunting lodge and woke him up. Said if he could make it out of the woods alive, he was home free. There was one creepy scen where the "prey" opens the door to a cabin and finds himself in a dark room totally lined with shelves of glass jars of heads, "trophies" of other "prey" they have hunted in the past.
Thanks again for the great idea. I am GMing for one PC, so this is perfect.B)

KenobiJim
19 March 2004, 06:41 PM
A Sith spirit possesses a young child and escapes Jedi arrest. He goes into hiding at a local school and continues his havoc.

Kyle Pantrakahs
20 March 2004, 07:28 PM
I just read an awesome short story for my literature class. I tell ya, this (http://mbhs.bergtraum.k12.ny.us/cybereng/shorts/danger.html) has RPG inspiration written all over it! :emperor:

But first, you just gotta think of a way to disarm the PCs. That's the real killer. In addition, because of VP issues, I think their pursuer should have something like a light repeating blaster or ultra-ranged sniper rifle rather than a pistol. Bwahahahaha. Be sure the players get their nice knives, though. Maybe even make them +1 mastercrafted in you're in a really good mood. :P

PS: I would list General Zaroff's class levels at something like Noble 2/Scout 7/Big Game Hunter 6. B)

JediJester
21 March 2004, 03:00 AM
A fun one I always love to use (and is largely due to falling asleep while watching "Preditor") is to have the PC's find out that plans for a superweapon are being auctioned off by some secretive group. The PC's can either work their way into being members at the auction or find out where the auction is and sneak in to try to steal the plans. While they are there, they catch glimpses of dozens of different factions represented (Imperial, Republic, Trade Federation, Hutts, etc, etc).

In either case, the PC's are gassed (or stunned by the several dozen stun rifles that fill the room with stun beams). When they wake up, they find themselves in the middle of a lush jungle with no clue as to where they are. What's more, all of their weapons/equipment that requires electricity/power of any kind is drained.

After exploring, they find that all of the people that showed up for the auction are in the same boat that they are. What's more, some of the factions see this as the perfect opportunity to bump off some of the competition. And to top it all off, something is hunting them.

The story can take hundreds of different directions from here, but it's almost always a great way to get a group working together. Have the player's all show up as part of the different factions (that have the possibility for getting along) and then during this adventure, they are drawn together (hopefully) for survival.

badjediguy
22 March 2004, 04:54 PM
Anybody have any idea what number we are on? I think this is 119.

119. The PCs are walking down the street of some planet, when a speeder comes flying around a corner and buries itself into a building. Another speeder comes around the corner and stops, finding the road blocked. Then a skiff comes around the corner and it has two men on it with blasters. The men on the skiff jump down, and one of them shouts at the driver of the speeder that didnt crash: "Where's my sister?"
The man that gets out of the speeder that stopped, (not the skiff) points at the rubble and remains of the crashed speeder. The man jumps down and runs at the other man, just as he does, his sister climbs from the wreckage. She screams for help, because they have taken her captive. Just as all this happens, another speeder pulls up, and the man grabs the other guys sister, and dives into the speeder which takes off. The man yells, and asks the PCs for any help they can provide. Seems this guy and his sister are the children of a wealthy merchant and he will gladly pay them a reward.

carth_onasi
11 April 2004, 07:50 AM
The PCs are stuck on <<planet>> with no way off world, and they've got an important meeting with <<crime lord>> on <<another planet>> in a week. So they get some jobs and stuff, such as thwarting a rivals, from the planet's local crime lord in order to raise enough money for a ship. They get offworld and to their meet point, only to find that their contact was the said rival who was thwarted by them...

tacky I know :P

Maynard
27 April 2004, 02:36 PM
121: This is an adventure I'm currently working on.

While travelling through an uninhabited system the characters' ship recieve a weak SOS signal from a barren, rocky planet. The planet's atmosphere is ionized so the signal barely get through. When getting closer to the planet, or even approaching the surface, the scanners show the signal coming from a crashed 2 crew ship in a small, narrow valley. One of the crew is found, his skeletal remains anyhow, while tracks lead up a gravel slope up out of the valley. If the characters survey the area a little bit, they find a platau carved into the mountainside 350 meters from the crash. A narrow, carved out pathway leads 40 meters to a concrete entrance. The entrance leads to an old research facility. The facility worked on experimental combat droids. The prototype droid went rogue and slaughtered the scientists (in my campaign the droid is a spider/humanoid hybrid). The droid wasn't fully completed, it only had it's melee weapons mounted, but is still a hideous beast to meet in combat. I am going to have the players trapped within the complex and scare the shait out of them with dark gloomy halls and a "tick-tack" metallic sound approaching... Muhuhuhahaha

Bram Corolev
22 May 2004, 08:42 PM
122: Not so much an adventure but a cool scene...
I loved the opening sequence for The Two Towers. The falling/fighting sequence bw Gandolf and the Balrog was awesome. I`ve often thought that would make a nice battle in a SW game. Two Jedi falling through the layers of Coruscant, dodging aircars and slashing at each other with lightsabers.
Obviously they have to hit the bottom sometime. If they survive the fall just getting back to the "surface" could make a nice adventure.

Fingon
28 May 2004, 07:42 AM
122: Not so much an adventure but a cool scene...

Nice! How about...

123: (old republic, when the sith still exist. Jedi adventure). Civil war rages on Coruscant. The sith have covertely made a significant presenc in the senate. The Jedi, sensing danger, call on the Republic's army and recall all jedi to make the 'final' blow that will crush the sith. Unknown to the republic, the sith have gained favor of several worlds and corporations, as well as a battle fleet. They have also been training young, reckless jedi and failed initiates as sith. The corporations they corrupted always give faulty information to the republic.

As the fleet, including the sith ships, closes on the sith stronghold, the sith ships turn and fire on the unprepared fleet, shattering it. Even so, they are still out gunned.

At the same time, the dark jedi assault the the senate, factories, and even the jedi council. Dozens of jedi die, and thousands of citizens.

Your character(s) are 4th-ish level in a jedi class, and rush to Coruscant after the recall and distress calls. They sucessfully sneak into Coruscant, now a war zone. They must help win the war, doing convert missions, riot supression, political persuasion, etc. It should be that hard to through in Bram Corolev scene in there (the leader of the council and the sith lord's duel...)

joa01itp
10 July 2004, 02:05 AM
124: The daughter of a rich businessman is entering a local audition for "Galaxy Idol" tomorrow, which is also her birthday.

The businessman explains at a secret meeting with the PCs that he can't have his daughter eliminated in the first round - it will destroy her dream of becoming a pop star and he doesn't want that to happen on her day of celebration.

Unfortnately, his daughter is a terrible singer (language: singing 1D) and there's no way she would get through the audition normally.Even her father recognises how bad her voice is.

So, the businessman pays the PCs to "persuade" each of the four judges that his daughter ought to win through to the next round. The PCs are supplied with a datafile containing a picture of the girl so that they can show the judges what she looks like.

The four judges are:

* A record producer who can be found at his recording studio.

* An audio-analysing Droid which actually checks entrants' singing voices for pitch, harmony, range and strength. The Droid is already at the venue of the audition (perhaps a community hall or thearte).

* A mean artist manager who is living the high life at a local swanky hotel or at his villa in the mountains.

* A DJ or music journalist who "knows what people want to listen to".

On a roll of 1 (on a d6), that judge is being followed by a Holonet crew who must also be dealt with.

If the PCs successfully intimidate/bribe/persuade/con (or re-programming/disable, in the case of the Droid) a majority of the judges, then the daughter will win through to the next round of "Galaxy Idol" and the PCs will be paid handsomely.

Gamemaster
13 July 2004, 05:15 AM
Hey this is my first post and I hope it's helpful to some of the gamemasters running smuggler player charcters. The idea is pretty simple and can be done at the beginning of the game your players exit the cantina going to the starport "good to do it on tatooine mabye Mos Espa or Eisley. entering the port they fined two men running towards them from docking bay 2 You see blaster fire hit the wall next to them. Your players suddenly fined themselves in a cross fire. If they help or even if not the winning side offers them a job. One is working for a allready established smuggling company. The other would be smuggleing the cargo the pirates just took from the smugglers. To some far off world. In either case it provides a frinedship with a group and it will help do missions in the future instead of having to come up with somehting from scratch just have the charcters ask form more work. If you want to use it in a bigger plot say that the smugglers/pirates you killed are now chasing after you or the bounty hunters hired are. HAve them continusly looking over there shoulder like any good heroic charcater should have to do to stay alive in the hectic time period of STAR WARS! (any era is fine)

Fingon
13 July 2004, 10:34 AM
Well, Gamemaster, Welcome to the Holonet. Have a great time and please use paragrahs.

So-Var Leet
22 July 2004, 01:21 PM
Originally posted by MikeLynch
Wooz is home to a reclusive, pre-space-age sentient species known as Woozles. {They should be humanoid and human-like but clearly exotic and non-human, like Falleen or Twi'leks.} They do not engage in interstellar trade on any significant scale, nor do they desire representation in the Galactic Senate. Little is known about them except that they like to be left alone and have given no one any cause to be suspicious of them -- except that their communication satellites (given to them by the Republic) must be malfunctioning, because the many requests for information on the Senator's ship have elicited no response.

I'm going to run this one in my campaign... only I'm changing the Woozles so that they are a three-foot-tall rotund species of hair balls with arms. To make it even better, we have a Wookiee - so the Woozles are absolutely going to fawn over him, considering it basically looks like a giant one of them. THAT should be hilarious... MUAHAHAHAHA!

Newt Reagan
16 August 2004, 09:37 AM
Here's one that I'm working up for my players.

During the Purge...
The PCs are a delivery crew working a covert mission (possibly for the Hutts or some other slightly illegal dealer) to bring supplies to a small planet on the Outer Rim. They are supplying an Ithorian Jedi Master who is one of the Lost Twenty who has been training Force adepts in an isolated colony.

While the PCs are there, Vader and his Inquisitors show up and kill the Master and begin to slaughter everyone else in the colony. The PCs are forced to flee with the sole survivor, a young Force adept who has massive potential. They crew is now on the run from Vader and the Emperor.

The adept has seen his master murdered and begins to freak out uncontrollably. The PCs must now figure out what to do with him and keep the ship together.

For added enjoyment, the crew had not received payment for the supplies yet and must now explain to their boss why he is out lots of merchandise with no credits to show for it...

Cool McCool
31 January 2005, 10:24 AM
Here's a link to a page of mine that holds some "Stock Encounters".

Stock Encounters (http://www.houseoflucas.com/dave/starwars/stocks.htm)

It's all in text so there's nothing too fancy there.

Here's a sample (my favourite):

The Woman in Transit

The Set Up:

For the first time that you can remember, that orbiting Imperial Star Destroyer is NOT out to get you. Same goes for the squads of Stormtroopers scouring the streets. But they are after the beautiful woman you just met at the bar. The same beautiful woman sleeping serenely in your bed.
You're on thier black list already - they would just love to get their hands on you. It would be easier to walk away and keep out of trouble. But there is something about her, and this mystery surrounding her. What does the Empire want?

Twists:

1. The captain of the orbiting Star Destroyer has some previous relation to the PCs. He might not be hunting them today, but he'd sure love to get his hands on them - as well as the woman.
2. The woman is a Dark Jedi, running from the Emperor. Sure, she's evil, but that doesn't mean she wants to ally herself with the Empire. She might want to start up her own little empire, with the PCs as her most favoured subjects.
3. The beautiful woman is a famous entertainer allied with the rebels. She is terribly annoying and she must "please her fans" (often by bursting out in song in a crowded starport). She is spoiled and complains about the PCs accommodations ("Sonic showers? I've never in all my life bathed in less that the perfumed tears of the Egretian pleasure beast!"). And she has a drug problem.
4. The woman is valuable to the rebel alliance for a.) information on the Imperial war machine b.) her Jedi powers and knowledge c.) 12 secret herbs and spices that an Imperial Colonel uses in Elite trooper food to make them so effective.

Notes:
'The Woman' doesn't have to be a woman (or a man), but it might be easier to get drunk PCs (and players) to hit on a beautiful woman than a droid.

McCool

jtucker
17 February 2005, 08:15 PM
ever sit and work out a background for your players?

well in the CRB / RCRB there are commoner classes. What did your heros do before they were thrust into there new hero lives?

here's the catch. get with players during the character creation phase and see what they want to be. use the commoner classes to help create there characters. before there first level up to there respective "hero classes" ensure that situations arrise to help axplain how they aquired their new "class special abilites and feats". this can give a chance for both player and GM to figure out the characters and the way they are to be played before the "main campaigne" begins.

I did this with a few players of mine and they loved it. you just have to remember as a GM that they can be killed in one shot! so be careful not to bring too awful much at them. more roll playing and thinking should be involved before all the run and gun comes in.

well talk at you all later

Josh

JediJester
18 February 2005, 03:34 AM
here's the catch. get with players during the character creation phase and see what they want to be. use the commoner classes to help create there characters.
I just recently did this with some players, starting them off as average Joe Shmoes. I told them to use the commoner classes and create a character who lives and works on a space station out of the commoner classes. This campaing is set in the Rebellion Era and takes some liberties with the story from A New Hope.

The plot was, they worked on the space station, going about their plebian jobs, until one day a Star Destroyer appears. Before they know it, Stormtroopers are aboard the station blasting at everyone they come across. Our soon-to-be heros ended up fleeing the station along with a few other refugees aboard a transport owned by a smuggler (actually a rebel spy). Unbeknownst to the group, the smuggler/spy is in possession of a little blue R2 unit that happens to have blue prints for the Death Star, the whole reason the Imperials boarded the station.

The transport takes several significant hits and the smuggler is forced to land on a backwater planet for repairs. While there, some Imperial agents spot them and try to kill them. The smuggler gets killed (before telling them about the Death Star plans) and the party escapes aboard the transport. Now the Empire is hot on their tail, thinking that the group knows where the stolen plans are. Eventually, the group will find out about the plans, hook up with the Rebels, and get to participate in the historic Trench Run.

This adventure was a blast to run and play. The campaign actually took a twist that I didn't forsee, the party actually ditched the transport (R2 and all) they'd inherited from the smuggler/spy for a different transport trying to give the Imperials the slip. The Empire was after them, of course, and didn't stop just because they were in a different ship. They finally got smart and captured one of the Imperials to learn what the Imperials were looking for. Then it became a scramble to find out what happened to the transport and everything that had been aboard it.

DARTHMANX
1 June 2005, 09:59 PM
(131)
The group mess up a hyper space jump end up in an unknown part of the galaxy.
They land and are welcomed warmly by what apears to be a very civilized and tided socity. ... if there are force users this is the place for you very force strong here everyone seems to have it..... if not there are other things here to do.
The place (enter name of choice) was created by some lost jedi and padiwans from the very early era. like pre knights even. so some of the hardware has evolved differently. take this as a cue if your player wants to desighn there own lightsaber it will be easier to do here.

apon examination of the planet the locals offer you training and meditation to all and housing as long as you work your days tidings.

the force users are taking aside and offer trainf at the temple of (insert jedi master of choice or make up one) the temple has three roads and they are selected by the masters.

Masters: dark room robed figure big ball in the middle of room bright and shiney. when ever a charicter touches the ball the are thrown into a (taken them out of the room for this away from the rest of the group) place of dm's choice based on the background of the charicter. Make them make a choice and make it hard. give them enough time to make only a split answer. what ever the answer
may be multiplay the power by ten thousand .
make it joyius or really bad no matter what choice they make.
after ward depending on the choice (GM) decide three paths passive/ knightly, neutral/monk, aggresive/ fighter. just becouse they go aggresive doesnt mean dark side do tell them or pre lude to that. this will not be the ways of this planet.

give them time in the temple make it worth there while if they fallow your strict training. make it a strict town day night limit. work train then sleep and comerce.
the place should be qeinuine;y nice to them.

I had a back groud story of two twin brothers fighting tearing the planet into but the brothers never died they just kept fighting till they became spirts leaving two swords kinda in stone over there last batlle this will be the one off limit place to everyone.


If the group doesnt fall victom to curosity. have one of the young force users that are training with them touch one of the swords and be possed by the evil brother.


there was alot more to our story.. i dont want to detail it out unless you ask in a message.
expand take away it was generally one of the best games i played/ran ever. Me and the GM running it atthe time were switch hitting the campaign becouse of classes. eventually i was the one who picked up the sword and freed all of the dark side sould in the protected black obolisck. needless to say it was a great very long game that ended with a heroic death with redemtion and some fairly pwoerfull people all around.

Sanjuro
6 June 2005, 10:40 AM
132 set for the rise of the empire era

"You are escorting senator organa to the senate hall after his recent diplomacy talks on a mid-rim planet. Before reaching the senate though, a out of control air-speeder slams into your vessel causing both crafts to crash on various levels of the city. The unknown speeder pilot is now nothing more than street pizza, but his holoprojector is remarkably unscaved and flashing with a recent message. The image is that of a young woman being savagely murdered by a shady nohgri while a unidentifiable hutt watches on in enjoyment. When the grusome act is over, the hutt anounces that the pilots daughter will share the same fate his the cargo is not delivered within the next 12 hours."

B)

Malek
22 June 2005, 06:13 AM
133 use with force sensatives

your paying the dock fair when an lunatick comes flying into the hanger screeming "they took it they took the..." then a blaster bolt hits this poor guy in the back of the neck as he falls there are 3 figures standing at the entrance to the hanger a hamsome gun slinger human male a full figuer female zabrak Dark jedi and a very tall miraluka male Dark jedi as your charicters raise there weapons have the miraluka pull there weapons out of ther hands an if they try to do anything have the shela keep them
at bay with a lightwhip "2d8 20 Sm Exotic +2 on disarm and trip" "all of you have inter feared with our afairs for the last time" push them over to prone posistion and have one of the jedi use move object on a canister and have a gas pour over them no aparent affect use a D% 50
and over force works under dosn't and after 3 days there force scensitve feat is void for 2 years the person they ran into is a jedi master and help yourself to the rest of the plot
e.g the force blocking mist is one of the emporers crule experiments
e.g the mist drains the force and imbues it on an other
ect. ect.

JeanValjean
27 June 2005, 09:18 PM
i always try to insert things in my games that the players don't know about that could potentially divide them later. one example is one i thought up after seeing ep III, tho im not sure how well this would work over PbP or with a group you dont really know well.

i set the campaign a few years after order 66 was given and the players are jedis. somehow they had managed to escape and recongregate on some random planet. i make the players come up with two character sheets, one representing their character at the time of order 66 and another at the time of their meeting each other. the first sheet is what all the players know about each other, because that was how far their players had progressed when they knew each other in the story. the second character sheet shows how they have changed/grown since they originally knew each other. its up to the players to reveal how much they have grown since their dispersion.

usually when you tell this to your group one or two of your characters end up making stories that include their players going to the dark side after order 66. it makes for an interesting campaign because once this is realized (if you are a good gm this will happen once the characters have become deeply involved as a unit in some quest) they will face a decision on how to deal with this inward threat. of course you risk having your entire group kill each other, but it makes for a great story dynamic.

Ronin
8 July 2005, 06:08 AM
135) The heroes discover that the baddies are slowly stealing the pieces of an ancient Sith artefact (each theft and the eventually linking of these events can be an adventure in itself). When the heroes realise what the enemy are working towards, they too must hunt for the final piece.
The twist is that the enemy don't know where the final piece is located.
By this point they know the heroes are chasing them, and they've clashed a few times...so the enemy let the heroes lead them to the final piece.
The climactic scene: the heroes fight their way through (insert final location here, Sith Temple packed full of horrors etc) and just as they touch the final piece, clapping echoes through the room. The main baddie steps in, applauding the heroes for finding the missing piece for him/her.
And the final battle begins.
(even better if during this final battle the two sides are constantly stealing pieces of artefact back and forth like a football).

Magnus_Rexif
1 January 2006, 05:38 PM
136

ok this Idea is what I used and am using in my current campaign which is on hold
have players start out on large Imperial station where auction is takin place and I mean big auction seized ships cargoes parts etc.
lead char. is lookin to buy sml ship maybe pilot char. is too they accidentaly bid on lrg ship when mse bumps them and they drop their datapads used to bid
they are forced to pool money and hire ather PCs as crew
multiple sessions gettin ship ready for BoSS inspection and such
can also hide assted things on board for future adv.

Vash Knives
18 January 2006, 02:54 AM
137.
After defeating an enemy that was spouting on about something called the Deck, one of the NPCs searches the person and finds a sabaac deck with peoples names on each card. The twist is that the card that has the name of the enemy that was just defeated is a skifter. The players would have to hunt down all the people in the deck and meanwhile figure out who belongs to the last card. Perfect for Bounty Hunters.

Random Axe
3 February 2006, 09:30 AM
138. (Best done with a party of free-traders or independent characters not fully- or yet-aligned with the Rebellion)
A friendly mining colony is set on an ice world - not Hoth, but actually 1 or 2 sectors away. The colony recently has fallen victim to some recent raids. Generators, stores and supplies have gone missing. Guards have been posted but they have been discovered stunned unconscious and the stores again emptied.

Investigation reveals a strange ship landed far off. It is probable they have been using underwater (under-ice) transportation to move the stolen goods to their camp. Flying overhead or nearby the strangers' ship has been chased off by anti-aircraft fire, and they are using a heavy shield to prevent unfriendly bombardment. The pirates appear to be well organized, and the raids only take place during heavy snow-storms, to discourage pursuit.

Obviously the objective is to stop the raids and chase off the pirates, but here's the hook: the newly-encamped pirates are rebel privateers, refugees from the Hoth evacuation with no orders or coordinates to regroup elsewhere (having been lost or damaged in the battle and escape), and desperate without an experienced senior officer to lead or manage them.

Ronin
20 February 2006, 03:50 AM
139) (kinda stealing a plot from an episode of the new Saiyuki (Monkey/Monkey Magic) series)
A hidden darksider (or a very talented shapeshifte) kills the lightsider ruler/guardian of a planet secretly...but the lightsider survives as a Force spirit. The darksider seals the spirit within (insert D&D-esque amulet, etc here).

From here you could go a coupla ways:
i) the (ballsy) darksider, posing as the lightsider, summons the PCs (Jedi/goodies) to take the amulet (or whatever) to the Jedi temple to be sealed in the vaults, claiming that they managed to seal a darkside spirit within the amulet.
ii) or alternatively the PCs (perhaps visiting or crashed on the planet) find the amulet (perhaps the darksider hid it away in the wilderness) and either on purpose or accidentally release the lightsider...who gives the PCs the task of bringing down the darksider (whom the entire populace believes is the good ruler/guardian).

findsman GEM
12 March 2006, 01:57 PM
(RotE)While the party are having some R&R they meet up with a holidaying senator who recognises one of the party in some way (maybe just recognises they are a jedi or whatever). He is freindly to them and invites them over for lunch the next day at his private villa. When the party go over to the villa the door is answered by a servant (droid or organic) that has no idea they are expected. If asked to check they will say the senator is not expecting them. If they keep checking back on the villa eventually they will be informed the senator has returned to his duties on coruscant. Some time after this the party will become aware (either by watching the holonet or being called to a meeting with the jedi council) that the senators behaviour has changed a lot. While he was previously left wing, he is now right wing (or while he was previously interested in more independance for systems he is now in favor of more central control). His strange behaviour has provoked some concern in the government and electorate he represents and the party will be asked to look into things, to see if he is being influenced in some way (bribery, blackmail, mental breakdown etc). The truth is the senator has been replaced by a clone. Ideally this could be a case where he was going to vote against the military creation act, and the new version of the senator is all for it. The truth must be found before the important vote.

The clone senator thinks he is the real senator. He really believes it. He has knowledge of the real senators familiy and history but will seem oddly emotionally detatched from it.

The real senator has been kidnapped of course, and if the party can uncover the fact that the acting senator is a clone/fake they could try to convince the republic to help them find and rescue the real senator, if they cant prove it however then thier only hope is to find the real senator (being kept a prisoner on that original holiday planet in the dungeons of some local criminal bigshot) and bring him back to coruscant to unmask the fake.

Its up to you how much you delve into the background of who cloned the senator in the first place. It could go to the intricate Sith manipulations, or it could be linked to Dooku, or maybe someone else entirely.

There is plenty of oppertunity to incorporate combat if its obvious the party are poking around, then whoever is responsible will send minions of increasing potency to deal with the heroes.

good luck.

arget8
2 May 2006, 07:52 AM
what are the stats for bone worms

Ronin
11 May 2006, 05:54 PM
141. It's a little before Episode 3, and steadily more and more power is being voted to Palpatine, and less and less to the people of the Republic. In the senate the pro-Palpatine/war faction are about to vote further powers to the supreme chancellor, whilst senator Organa and his fellows are preparing to oppose it.
Knowing that Organa could possibly sway the vote Palpatine/Sidious, via many intermediaries gets a pro-war Alderaanian faction (no matter how anti-war a planet is, there's always some thirsty for blood) to make an attack on Queen Breha Organa: the senator's wife, who is currently pregnant with his heir.
The PCs are the ones hired by the faction to perform the attack. They are specifically told not to kill her, but to poison or injure her sufficient to send a message from the faction to senator Organa. Obviously, it also satisfies Sidious' goals since it sends Organa racing back from Coruscant to his wife's side...so he misses the vote and the bill is passed.
Things can take a nasty turn if the PCs accidentally kill Breha or her unborn child (since she does loose a child (canon), the PCs' attack could very well be the cause....and bring the Alderaanian security forces down on their heads hard).

Shiny_Man
23 June 2006, 05:10 AM
142. While the party are flying through the Core, either in their own ship or in a hired ship, they hit an asteroid and emergency land on the planet Selonia. The ship was only dented, though some of the wiring was messed up and they can't fly it without needing to take a long time repairing it. The only other working vehicle they see is a medium sized boat. As they go to it, or if they try to repair it, some high ranking crime boss walks through the forest close by, enraged that that the party crash landed on "his island." He questions them, somehow mentioning the neighboring rival crime boss on another island close by. He takes the party into his mansion and locks them in a jail cell in the basement. They must escape and either decide to capture the crime boss and turn him over to his rival on the close island with the boat, or just escape and repair the ship. It is not an overly long mission, and can be done in one session, but is still a lot of fun.

cynthia_slade
20 July 2006, 04:01 PM
143. While hired as a passenger transport the crew recieves an encrypted and hidden message after takeoff regarding their passengers. 2 are Rebels, 1 is Compnor ISB, 1 is Imperial Security and 1 is unknown.

Who is who? Is someone out to get the crew? Mystery abounds. Why can't the Jedi read one of the passengers mind or emotions?

MuffL0n
3 September 2006, 05:13 PM
144.

When playing my first adventure in a SWRPG environment a few years ago we encountered the most shaking cliffhanger ever during all our years playing rpgs.

Taking place during the first KOTOR game on planet Couruscant:

The scoundrel in the group has managed to get a hold of a ship looking like the Ebon Hawk. He also informs the group that he has aquired a mission to fill their lack of credits. He doesn't give any clear information on their employer, just letting them know that it's totally legit...
Their assignment is to deliver a package to someone orbiting the planet. Breaking athmosphere the group discoveres that their ship is on its way to a huge sith ship (don't recall what class). However the group docks with the sith ship and delivers the package. The sith, however, demands a bloodsample of each and everyone of the group before they can leave. Here the group begins to get suspicious... But no fuss ensues, the package is delivered, they get payed and leaves the sith ship.
Now the group feels very good, nothing bad happened, right. And they now got a lot of cash... :D

A sudden flash is followed by a deafening boom (much like the seismic charges in Ep II) and the group's ship doesn't show the sith ship on the radar anymore...

(About a minute or two of complete silence strikes the session then the group asks GM again if the sith ship is gone... A minute more goes by)

A lot of ship around Couruscant starts to navigate around and here and there ships enter hyperspace in several different directions getting away from the uprising chaos.

(Realising that the sith had their boodsample in the computer system, the group lets panic take control of the session for a few hours of some very entertaining gaming. Well, entertaing for the GM at least... :D)

The look on the players faces was hilarious... I've never seen such surprise followed by what would seem like sudden panic and even fear... :)
The players didn't take on any random assignments without looking it up thouroghly first after that incident and the scoundrel got some verbal asskicking from the rest of the group, however, it ended in a great adventure.

I should probably add that I was one of the suprised players struck by panic... :D The group and I wouldn't have been that scared of these events had it not been a game by the most sadistic GM among us...

wolverine
3 September 2006, 11:51 PM
So did you ever go back and use their blood sampling against them? Say to develop a clone, and have him or her commit evil, so it got pinned ont he pcs??

Ronin
4 September 2006, 07:24 AM
145. The PCs are tasked with rescuing captured rebel personnel (or replace it with Republic or other friendlies depending on your setting) from the Empire. Whereas usually the Alliance would use their spies to find out what penal facility was holding the personnel, in this case they have discovered that the prisoner(s) are being held aboard a prison ship. A prison ship that spends most of it's time in hyperspace jumping from one system to another far off system (or even performing random jumps and only comm'ing command when it decants to get updates/info etc). A star-galleon or Lictor-class dungeon ship would be suitable.
How the PCs actually track down the ship, get aboard and get their targets off...is left entirely up to the players.
Should they fail...they may find themselves inmates of the ship itself...(or perhaps that would actually be a good tactic;) )

(inspired by a Star Wars: Supremacy/Rebellion tactic of keeping captured enemy characters aboard a ship and continuously jumping them from one side of the galaxy to the other so that the enemy can't locate or rescue them.)

Ronin
8 September 2006, 06:12 AM
146. A Gungan darksider (perhaps a twisted beastwarden) summons the Sando Aqua Monster (http://www.starwars.com/databank/creature/sandoaquamonster/) from the ocean depths to wreak havoc on the Naboo!

(The Databank's EU section actually suggests that there are reports of Sandos surfacing to attack fambaa herds etc...)
#cough#Godzilla#cough#;)

Ravnor
8 September 2006, 06:55 AM
146. You are sent to rescue a captive, as you do so you are attacked by a mysterious person wearing an MGS-11 exoskeleton. After the fight the person says "It was good to fight you once again...dear brother/sister"
147. The starship's systems suddenly switch off, all lights go out and the bridge goes black. Then a red lightsaber ignights and you can see the outline of Jacen Solo standing there.

Ronin
18 November 2006, 06:56 PM
149. A rather hardline Rebel Alliance major gets intel on the Trade Federation droid control ship Opulence that was shut down way back at the end of the Clone Wars, but was never found. Despite warnings from his/her superiors he takes those troops loyal to him/her and seeks out the lost battleship and the army stored within it. His/her intention? To reactivate it and lead it on against the Empire.

Gulor
7 December 2006, 12:30 PM
150.

A good friend or associate is found dead inside his or her locked flat. Investigation indicates the person was killed by a rare and hard to administer poison. The PCs must now try to determine:

How was the murder perpetrated?
By whom?
Why?

Expansions/Complications: Others victims begin to appear.
The PCs' employer discourages the investigation for diplomatic reasons.
Poison from the crime scene has infiltrated one or more of the PC's, giving them a very small amount of time to find the cure.

[current events what?]

Gulor
7 December 2006, 12:34 PM
151.

Rebellion Era or after:

The group is tasked to explore the battlefields of Geonosis to find lost weapons/plans/hardware/lightsabers/whatever. The Geonosians themselves, much in decline, shun these locations, but the wildlife, does not.

A great excuse to get out your Reek, Acklay and Nexu miniatures that you've never had a use for.

wolverine
7 December 2006, 10:23 PM
Originally posted by Gulor
150.

A good friend or associate is found dead inside his or her locked flat. Investigation indicates the person was killed by a rare and hard to administer poison. The PCs must now try to determine:

How was the murder perpetrated?
By whom?
Why?

Expansions/Complications: Others victims begin to appear.
The PCs' employer discourages the investigation for diplomatic reasons.
Poison from the crime scene has infiltrated one or more of the PC's, giving them a very small amount of time to find the cure.

[current events what?]

I love this one... though the rarity of it might make the investigation a lot easier...

irchris5000
8 March 2007, 08:02 AM
this is more of a campaign idea than an adventure.

Era: NJO

the group is informed by a leader of new republic intelligence, that admiral thrawn is still alive. Moreover, unbeknownst to most of the republic he is secretly gathering the largest remnant fleet since the fall of the empire. he poses a distinct threat. the only way for thrawn to complete his diabolical plan however is to strike as a surgical point of weakness.

Republic intellegence has gotten wind that thrawn has seeded spy cells throughout the republic in order to help weaken the republic's defenses enough to create an opening for a swift invasion. the intellegence leader sends the group after a particular individual who is suspected to have been gather intellegence about republic defenses on key worlds.

When the group captures the spy, (who btw will die before being captured) all they find is a datachip. The datachip contains mostly defense information, but leads to another link in the remnent spy network. but in order to analyze it they must take it back to their boss (the republic intelligence officer)

eventually it is found out that several key senators have been quitely subverting the system from the inside, trying to bog down the senate with trivial bill, etc. But because there isn't sufficient proof to convict them, or they wouldn't be able to be convicted because of some technicallity or something, the group is sent to plant evidence that incriminates them. (this could take several adventures) finally, when that is all done, and the corrupt senators are put behind bars, the republic intellegence office manages to get some information about where the remnant fleet is amassing.

the intellegence officer who currently in the field helping scoping out the remnant fleet, informs them via holoscreen to infiltrate the flagship and sabotage the main engine core. The way the ships are arranged, should the capital ship explode, it would cause heavy losses to the rest of the fleet. (insert episode IV deathstar infiltration like mission.) when the heroes finally get the bombs planted they are suddenly caught by 5 dozen storm troopers. they are taken to the observation lounge, where they see none other than republic intellegence officer. really a darkside devotee/badd@ss boss guy. he informs them that admiral thrawn isnt alive, but he has been using his name to gather more remnants to his side. morevoer he has been using the heroes to sabatage the republic, by removing the 4 senators who were the most defense minded from office. now the republic has been sufficiently politically and physically weakened (by disarmament laws passed down by the senate that were able to make it through, due to the 4 senators' removal) that the time to attack is right.

the boss gloats, heroes must overcome boss, and still sabotage fleet, and get out of there in time to save the republic.
NOTE- this was done before episode III, so the plot seemed a bit more original at the time.

zappo inc
8 March 2007, 10:55 AM
i love this thread, but don't have the time to read the whole thing at the moment (so i don't post somethin already posted) - but i shall return...

Ronin
8 March 2007, 06:49 PM
Originally posted by irchris5000
this is more of a campaign idea than an adventure.

Era: NJO
....the boss gloats, heroes must overcome boss, and still sabotage fleet, and get out of there in time to save the republic.
NOTE- this was done before episode III, so the plot seemed a bit more original at the time.

I really like that one irchris5000!
The intel agent/BBG could have the PCs only contact him (rather than the normal chain of command), telling them that they can`t trust anyone, thus he is their sole point of contact (and ensuring that the whole scheme isn`t blow accidentally).
Very good indeed!

irchris5000
9 March 2007, 05:43 AM
yeah, thats the whole point, it makes the betrayal that much more satisfying.

chiefcaptin
9 March 2007, 06:45 PM
Ah.. You have to love it when the bad guy gets cocky and gives over the plan without a second thought. :D

rkik dnec
14 June 2007, 12:57 PM
First time posting here.

I'm working on getting a game going, and putting together an introductory adventure for the group that isn't as deep in the Star Wars lore. It could really work for any era and any allegiance of people, though I assume they'd be neutral/smuggler/mercenary types for this. This is what I've got so far...

#153.
The group is spending their time at a local cantina on some backwater world. They don't need to know each other at this point. As they look around they might notice that members of a local terrorist/violent cult group are spread about the place. Suddenly, a cultist leaps onto his table yelling some kind of battlecry/propaganda (I haven't worked out the details) and opens fire into the crowd. The rest of the cultists take cover and also open fire.

The doors of the club are locked and the party must neutralize the threat to themselves, and eventually kill the leader. Or they could try to escape, but a fight would be the more likely conclusion. Once the cultists are defeated, upon searching the remains, they find an object on the leader. Maybe a map or a note of some kind that will lead them to their next adventure.


Later in the campaign, I was thinking that they would need to hire transport off the planet, and during the trip the captain of the ship would get killed, thus providing the group with transport.

zappo inc
15 June 2007, 09:38 AM
Hi!
Welcome!
Thanx fer the contribution!
(oh, btw, what does 'utinni' mean?)

rkik dnec
15 June 2007, 12:32 PM
Originally posted by zappo inc
Hi!
Welcome!
Thanx fer the contribution!
(oh, btw, what does 'utinni' mean?)

Utinni - Jawa speak. A common cry of excitement or greetingl. From Wookieepedia Wow, battle cry, alert to other jawas (http://starwars.wikia.com/wiki/Jawa_(language)#Known_Phrases)

zappo inc
19 June 2007, 09:17 AM
thanx! i didn't emphasize it right when i thought it - now i can hear the jawa behind the words.

Dro Koon of Dorin
22 July 2007, 03:42 PM
Yes, welcome rkik dnec ! Nice idea, too.

irchris5000, that one is great as well.

#154 (i believe that's where we're at...). The PC's are given an assignment by their commander/liason/coordinator etc. Their group has intercepted communications between, say, Corellian Security Force units. They were investigating an individual who was into Sith artwork. The last unit sent to finally detain said artsy fellow was slaughtered. They investigated further and the artsy fellow was gone. The heroes' group has intel as to where this guy may be, and apparently he is expecting several guests to dinner. The Heroes have to intercept the original guests, disguise themselves (or hope the Art Guy has not met these people before) and go to his dinner party (with as little weaponry as possible). Which means that they also have to figure out exactly where he is, like what apartment room # he's staying in, etc. Then they arrive and have to decide how to proceed. Partway through dinner, Art Guy draws a blaster and says he senses the presence of a Sith amongst the heroes. Obviously there isn't one, but from the next room, in bursts a deadly Sith warrior/acolyte. A tremendous battle ensues, in which additional Sith and maybe even more CSF troopers show up. Do the CSF guys join the heroes or just get caught in the crossfire? What's going on w/ the Art Guy? How did the Sith infiltrate Art Guy's apartment? Lots of different tangents that this story could go off on. This was the first adventure in the campaign I started a while back, and I had the Art Guy, Temmus Boland, be a Sith hunter that used the info he found in Sith art to hunt them down and destroy them. Plus he just liked art too. He was a Force-Sensitive hunter that became a big helpful NPC aid to the heroes down the road, often accompanying/sending the heroes on missions. But his true motives may yet be veiled....

Wow that's long...this campaign is set in the Legacy era, just for some background. Could work in other eras, too...just thought it might be fun to try an adventure w/ a tame locale (in an apartment eating dinner). Worked quite well for me.

:plokoon:

Alis_Morningstar
14 August 2007, 02:17 PM
1. The party is approached by a man in a business suit and offered a contract.... to star in Real World: Coruscant.

2. The party is identified after their last victory celebration on Troops: Officers of [GM's system of choice].... they must find and destroy all footage before it airs.

3. The party is offered a large cash prize to do a cheap rip off of survivor.... but their will be only one survivor....

Thats all for now.

Ronin
18 October 2007, 06:27 AM
155.
Just an idea I had while rereading Dark Lord, about families who gave up their children to the Jedi Order being proud of their children and following their lost offspring`s careers from afar...and I had this idea for a vicious twist.

It`s post-Order 66, Vader and the Imperial Inquisitorium are hunting down the remaining Jedi. One of the Jedi PCs ends up turning to their blood family for aid (either out of the blue as a last resort, or perhaps they had had some minor contact previously and the family were proud of the work their child was doing as a Jedi).
The family help the Jedi (shelter, money, transport, whatever) over the next few gaming sessions but finally the Jedi (and comrades) find themselves trapped by the Empire. The cackling Inquisitor then reveals how they had tracked down the Jedi:
enter a family member.
Why? Well, they`d been proud of junior all along, watched him/her from a distance from padawan, through the trials to Knighthood (and to becoming a master perhaps)...until the Jedi had revolted and tried to overthrow the Supreme Chancellor...and then it was revealed that the Order had manipulated the entire war! While their son/daughter was a member of the Order, they`d also lost other family in the war. A war engineered by a child that they`d given up- no, had been taken from them- decades ago...
naturally the family did what they thought was right and reported their fugitive, treasonous child to the local COMPNOR office...

Ronin
23 October 2007, 06:06 PM
156.
Escape from Despayre
The PCs are all slaves who were transported to the remote Despayre system after or during the Clone Wars to work on the Secret Weapon: the Death Star.

Characters?
Suitable characters would be Wookiees (see Dark Lord), technically-minded CIS races, pirates and political (or other) enemies of the Galactic Empire. As for opposition: clone troopers/storm troopers, rivalry with other slaves, and a few appearances by Grand Moff Tarkin and Lord Vader...

The premise?
The Death Star is nearing completion and the slaves learn that the huge battle station`s super laser will be tested before the station leaves on it`s maiden voyage. The target is to be the planet Despayre itself! Thus the players must somehow get off-planet before the station is completed...steal a shuttle, stow away when the Imperials pull out...it would be amusing for PCs to manage to sneak aboard the Death Star, only to have to get off it again as the rebels attack it at Yavin IV!

wolverine
24 October 2007, 04:14 AM
Prlb there is how would said slaves learn that the DS is to use their facility to test their weapon on??

Ronin
24 October 2007, 06:07 AM
Well, the players'll have to be inventive, presumably they want to escape anyway, and in doing so they learn that the planet's scheduled to be destroyed. It might present an interesting dilemma: they're nearly away then find out that the planet is doomed: do they go back to warn the other prisoners?

....or perhaps they overhear some idle stormies chattering (we all know how those stormies love to chit-chat ;) ) or...if all else fails...have Vader or Tarkin announce it personally.

GM Kriim
3 December 2007, 08:30 PM
157. Heroes wake up in the prison of an enemy battle cruiser, where they have been for some time. The reason they wake up: cannon fire rocks the ship. The guard is thrown to the side, and hits the control panel, causing the doors to open/energy fields to die/whatever, and the heroes exit to battle the one guard unarmed. After beating him, they get their gear, and get to the escape pods (fighting) and escape just before the ship blows, and end up smack dab in the middle of an investigation.

This is the beginning I used, in the KOTOR era, where the heroes descended into Ahto City on Manaan, but you can have it be any planet where the law is well-respected. BTW, the trooper's falling sends him down the condition track (I picked -3 steps), and the squalid conditions of the cell reduce the heroes by fewer steps than the trooper (I went with -1). Made it up all by myself, what do you think? I sort of used the beginning of KOTOR (number one) for inspiration.

GM Kriim
3 December 2007, 08:31 PM
accidental repeat post

Ronin
21 February 2008, 06:21 AM
158. A bit of a cheesy idea I had for a post NJO or Legacy-era adventure.
Whether it`s public knowledge or not, a well-meaning scientist (who specializes in studying midichlorians) discovers that the Jedi were unable to sense or effect the Yuuzhan Vong via the Force since they had been somehow cut off from it. Since the Vong go to the Unknown Regions (along with Zonama Sekot) after peace is made, the scientist too sets out into the unknown to find them and continue his research.
He is eventually forgotten about by the majority of the galaxy.

Jump forward X years to the PCs (at least one of whom is a Jedi or Force-User) and, while going about their business (perhaps another mission) the Force-User is ambushed by individuals whom he/she cannot sense through the Force. The individuals are also almost mindless...like zombies.
(A hint as to their origin would be to have the attackers as races known to come from or near from the Unknown Regions....Chiss, etc)

The trail (or whatever course the GM chooses) eventually leads the PCs to the Unknown Regions...where they discover that the scientist discovered a way to sever living creatures from the Force. Unfortunately (since he cut corners, as mad scientists are wont to do) his experiments, rather than creating Force-immune beings like the Vong, created mindless Force-immune zombies.
Now...you could either have it that the scientist is the main villain, or he was captured and his work corrupted by [insert whatever baddies you want]...it could even be a rogue Vong group who didn`t agree with the peace their superiors had made.
Throw in a group of loyal Vong warrior who are also hunting the scientist (perhaps he had to abduct a Vong for his research...or otherwise gave them cause to be enraged when he visited Zonama Sekot). Have them secretive and uncooperative: they`soon become the PCs` number one suspects. ;)
Also throw in the fact that any Jedi PCs are going t have to eventually come to terms with the fact that if they kill any zombies, they`re killing unwilling slaves...

Ronin
20 September 2008, 01:48 AM
159. (been a while since anyone added to this...and I was the last one too!)

Just an idea that came to me on the train...

A Jedi master succeeds in vanquishing a Sith Lord and, to prevent it from falling into the wrong hands (and at the same time unwilling to destroy such a wealth of knowledge of the dark arts) he secures the Sith's blade, armour, amulets and holocrons within the vault of a Jedi Chapterhouse on [planet].
It is a relatively small outpost for the Order, he/she being the only master, a few Knights, padawans and corps workers. Perhaps some Antarian Rangers posted there too.
But [planet] is not entirely tectonically-stable. Nor is the Sith Lord quite gone, but rather his spirit fled his crude, material form upon its death, taking sanctuary in [an amulet, his Sith sword, holocron, whatever].
A quake at night causes a breach in the vault, breaking the seals and wards which held the Sith treasures...and liberating the Sith spirit.
Before dawn the Jedi master is dead, the shockwave of his death waking all within the temple.
But he had told no one of what it was he sealed in the vault.

Who killed the master, and how?
Is one of the Order possessed?
An opportunity for a GM to have some supernatural whodunnit fun.

Ronin
3 July 2009, 01:56 AM
160. SW-meets-Lovecraft

I`ve actually decided to write this one up as a fanfic (hence I`ve now put the idea as a spoiler), named ĀgUpon the Coast of the Bale SeaĀh in the FanFic section of the holonet. Don`t read the spoiler if you want to read the fanfic.

Republic (or Imperial) survey teams discover a verdant planet (naming it Sarnath might be too obvious) devoid of sapient life, but they do discover ruins of an ancient civilization on the shore of a sea. The carvings within buildings believed to be temples indicate the race possessed great technology and were able to wage wars (wiping a rival race from existence) and, harder to interpret, it appears the race evolved either beyond technology or, as some of the researchers believe, they obtained either immortality or moved beyond the physical form.
The team engrosses itself in studying the ruins, encamping themselves on the shore next to the ruins. Not having expected such rich findings they had not brought supplies for an extended expedition and soon have to forage, finding the large fish of the sea particularly tasty.
As they continue their investigations an illness begins to lay low the members of the expedition inexplicably. None are killed but rather bedridden. This continues over the months, less and less of the scientists and even the small contingent of troops are fit and healthy, but the remaining scientists are frantic, believing they are near to unlocking the fate of the planet`s former residents. Less foraging expeditions are sent out overland, contact off-world is forgotten, food comes only from the sea by the ruins and the camp.
And finally the truth is discovered. The inhabitants of the ruins did advance to a high level of technology, completely wiping out rival races on their own planet. The world now their own and with none to oppose them, their civilization stagnated and became mired in regret. They turned against their technology, believing that their evolution was wrong. Thus they engineered their own regression....back into sea creatures.

zappo inc
5 July 2009, 06:40 PM
that was an entire HPL tale in miniature! Bravo! i even liked the twist ending!

Ronin
20 July 2009, 10:01 PM
161. A spy (Bothan spynet if PCs are GAR or Rebels, ISB if Imperial, other if CIS) who has been undercover on an enemy world for months has gathered a wealth of intel and was about to leave when they were captured by security forces. The PCs are sent to recover the data the spy had compiled before the spy is compromised and rescue the spy if possible...or eliminate them before the enemy learn too much.

162. A plot years in the making, the Empire has succeeded in cloning a particularly troublesome rebel figurehead. Now the real one must be quietly eliminated and the clone impostor installed in their place.

163. Pirates attack a starliner and manage to board it but the crew and passengers put up surprisingly fierce resistance. The engines are damaged in the struggle and the liner veers into the planet`s asteroid belt (where the pirates had hidden and sprung from initially)...it`s a race against time to either repair the engines or get off the ship before the liner hits an asteroid too big for its shields or armour to take. As for the pirate vessel: it can try to re-dock with the liner, but with the big ship moving out of control and rocks flying everywhere it`s exceedingly difficult. Perhaps the passengers and pirates would do best to cooperate...?

164. The Empire have tracked down an element of the Alliance to a remote system and have initiated a blockade while probe droids sweep the four planets for the hidden rebel base. The PCs, as rebel blockade runners, are sent by other Alliance factions to break the blockade and rescue the rebels on the base before the Empire can find them. Things are complicated by the presence of an Imperial spy amongst the crew who tries to sabotage the mission and spread mistrust (sabotaging the engine baffles, broadcasting a signal to the blockade fleet, implicating one of the other crew as the spy, sabotaging the ship again once it lands, etc).

165. The Lutaren system lies on the border of the war but remains staunchly impartial in the conflict, refusing to aid either side or even allow passage through their space. Conquering the system would not prove difficult but would make your side look bad to the galactic populace. The Lutarens need to be brought into the war on your side but how?
A raid on an enemy supply convoy gets you weapons and armour distinctive to the other side, with which you carry out a false flag mission against the Lutarens (just make sure you choose your target carefully...and none of you are captured!).

166. Black Sun pirates are carrying out a hit on a rebel supply convoy when an Imperial customs patrol arrives. Do the criminals try to complete their raid before the Imperials reach firing range? And hand over the rebels for bounties afterwards? Do the rebels and criminals team up to deal with the Empire? If so, what happens after?

167. After Vader killed the Separatist council and shut down the droid armies every spacer with a tractor beam was scooping up deactivated droids and trying to sell them for a fistful of credits. Pah! Buncha schmucks! You`ve got your eyes set on the real loot: Daultay Dofine`s protocol droid I-3PO managed to embezzle millions of credits from the council and somehow made it off Mustafar. Find the scoundrel droid and you`ll be rich, rich, rich!

168. Infiltrate and destroy the arms factory. The problem is that we don`t know where it is. First you`ve got to get onto another enemy world and from there stow away on a transport bound for your target. Then either sabotage production (so that weapons still go out, but they`re faulty) or destroy it. We can`t send starship support since we don`t know where you`ll be (and the enemy have a fleet in orbit, which you discover when you arrive)...oh, then you need to get off-world unnoticed too.

169. His parents, patriotic Republic citizens from a long line of serving the great galactic body were overjoyed when their child was chosen to join the Order and served in the GAR...and come the end of the war the Jedi knight managed to escape the purge and get the Jedi Hunters off his trail. With nowhere else safe to go he sneaks back to his homeworld, his family and a warm welcome...only for to awake the next day to be confronted by a stormtrooper squad called by his father to arrest his traitorous son.

170. The Empire/CIS has a special prison ship which spends most of its time jumping from one side of the galaxy to the other via hyperspace. Surely there must be some pattern to its movements...how does it resupply? Find out all you can, then bust our people out of there!

Ronin
22 July 2009, 09:39 PM
171. Set either during the times of the Republic or the Empire while the senate still exists, for Black Sun, bounty hunter or other shady characters.
A good and loyal senator discovers dirt on a prominent figure on his homeworld (another politician or businessperson). Serious dirt that could bring the individual down and damage their world`s reputation. In addition this individual happens to be a member of the senator`s family. Wanting to save face and prevent any scandal the senator wants the individual removed in a way that will not attract attention. Not exactly being experienced in such matters they turn to Black Sun/bounty hunters (basically the players or the players` boss), hiring them to eliminate the individual in a way that will appear natural.
In addition to the difficulty of making the kill appear natural, the target (being dirty) is well protected and paranoid.
The players (or their employer) could twist things by choosing to keep evidence of the senator`s hiring them and of the kill (a bit of security for them in case the senator puts the authorities onto them as the killers of his kin)...or kidnap rather than kill the target and then blackmail the senator...or even present the evidence of their hiring (and the senator`s knowledge) to the target and join forces with the corrupt one to manipulate the senator!

172. Also set during an era where the senate exists, but for good characters. Pirates kidnap the illegitimate (but loved) child of a senator who is about to vote upon an important matter (be it galactic or local, it affects the pirates [such as new anti-piracy laws or the expansion of sector rangers/law enforcement] or those who are actually controlling the pirates [Trade Federation, CIS, Black Sun, Hutts]). The senator puts the players, hired for skills and discretion, on the case of finding and rescuing their offspring and keeping the matter quiet.

173. The above idea but from the other side: the players kidnap the illegitimate child of a senator to force their hand in an upcoming vote, and must keep their hostage as the senator sends agents to rescue them...and kill the players. In the Galactic Civil War era the characters could even be rebels, having kidnapped the offspring of a(n evil) Imperial senator (or Moff). They needn`t actually have the slightest intention of doing harm to their hostage...the senator`ll think they do though.

174. A ruthless pirate has been terrorizing the Outer Rim for the past few months, preying on merchant ships and vanishing quickly into neighbouring systems. He proves exceedingly difficult to track, confounding even the best bounty hunters and trackers. The players are hired to put a stop to this thief for once and for all.
The truth is that there are actually two identical pirates (either clones or twins) with ships made up to appear identical also. One always leads off hunters on a wild bantha chase while the other carries out hits (one may even lead pursuers into an ambush set by the other).

175. A plague has struck down an outlying agriworld and the populace is beginning to drop like flies. The one Jedi knight on the planet (in charge of agri-corps workers: failed younglings and padawans) is struggling to cope and trace the source of the mysterious disease.
A CIS biological weapon? Something accidentally released from a forgotten Sith temple? A resentful failed padawan has corrupted their agri-work?

176. Smuggler characters are caught by customs on a Republic world, their illegal cargo confiscated and they themselves are thrown into prison...only for the seppies to attack some time later. A stray blast takes out the prison`s generator and, if they can force their cell door open, they can escape...but with a seppie fleet in orbit, fleeing to space will be difficult. The Republic forces are hard pressed to fend off the attack, but perhaps the smugglers could tip the scales...
(or perhaps they choose to assist the seppies!)

Ronin
5 August 2009, 08:34 PM
177. A biggie...
Republic PCs are dispatched by the senate to the Outer Rim agriworld of Xeritasy to investigate the suspected murder of a Trade Federation representative there. The victim was the highest ranking member of the Federation`s small contingent on the planet: commissioner Fanegau. There are in fact only three (remaining) Federation staff, in addition to a larger number of droids (predominantly cargo, repair and administrative but also some security models). The remaining staff: acting-commissioner (formerly adjunct) Ganelle (Niemoidian), accountant Muthesica (Givin) and storemaster Lcera (Niemoidian) all accuse the locals of murdering Fanegau.
The Xeritasian governor: Caluson, is rather uncooperative and will explain that while it was he who invited the Federation to his homeworld in an effort to improve things, the Federation`s recent raising of handling fees and monopoly of the market on Xeritasy has made them unpopular. He has been doing what he can to mediate between his citizens and the alien traders, but tensions have been mounting for quite some time.
Investigating the body reveals that Fanegau was indeed murdered, and the murder weapon was a blaster. Xeritasy has a relatively low-level of technology in comparison to the galactic standard and blasters are not standard, rather slug-throwers are the most common firearm. Initially this may give the impression that one of Fanegau`s own staff killed him, but storemaster Lcera will reveal that a week before Fanegau`s murder there was a break-in at the Federation compound and a crate of ten BAW E5 blaster carbines were stolen. He did not reveal it to Fanegau or the others lest he be punished. Ganelle then points the finger at Xeritasian rebels.
Governor Caluson will reveal that there are indeed rebels who oppose the Federation`s presence, occasionally raiding speeder convoys, but they are as much a trouble to the Xeritasian farmers as the Federation since the Neimoidians come to the Xeritasian government for reparations after each attack.
Making contact with the rebels is difficult since they have seen the PCs in the close company of the Federation personnel and will immediately take them as enemies. A firefight is likely (during which they will use the stolen blasters). Though there are numerous rebel cells scattered across the planet, none will claim to have killed Fanegau, though all are pleased that he is dead (many will assume that another cell carried out the hit).
Investigating why the populace is being charged more and more for the Federation`s services exposes the Givin accountant Muthesica`s cooking of the trading station`s books: the profits being shared between him and Lcera. The two did so since their positions granted them salaries far lower than those of Fanegau or Ganelle and they wanted to make a little on the side.
Some may suspect Ganelle of arranging his superior`s death since it made him the trading station`s new commissioner, but it was he who called for the investigation and will aid the PCs in their investigation as much as possible.

The Truth:
Governor Caluson was the first to bring the Federation to his homeworld of Xeritasy. Too remote to be granted its own seat in the senate, the ambitious Caluson, wanting to better himself and his world, invited the Federation. Make Xeritasy rich, import modern technology, etc. But most of the populace were relatively happy with their quiet lives and the Federation were not made welcome, rather they were resented. Commissioner Fanegau promised to help Caluson as much as he could but things were moving too slowly. The younger Ganelle, an individual perhaps as ambitious as Caluson, once replaced his superior for a regular trade meeting with the governor (Fanegau was ill with food poisoning, inflicted by Ganelle) and approached him with a scheme that would benefit both:
Caluson would ensure that his efforts to quell the Xeritasian rebels were relatively ineffective, maintaining the group as patsies. Ganelle would ensure that they managed to slice plans of the Federation compound and were able to steal from Lcera`s warehouse.
Ganelle himself would assassinate Fanegau, the blame going on the Xeritasian rebels. With Caluson`s efforts proving fruitless, rebel activity on the rise and the Republic investigation (the PCs) mired in confusion, Ganelle`s Federation superiors off-world would insist that the Federation itself move in to protect its assets: seizing Xeritasy. Caluson would be kept on, appearing to be a puppet ruler though effectively sharing the planet with Ganelle and the Federation. Xeritasy would be forced to move with the times.

Ronin
23 February 2010, 02:02 AM
6 months after the last ones...
178. A mission for Republic Army characters.
The star system Usanolis is located in neutral territory between Republic and CIS space and the Usanolians have not responded to diplomatic attempts from either side. The PCs are part of a small convoy set to resupply and reinforce the front line, requiring a detour around Usanolian space when they pick up a distress call from the main planet of the system (or alternatively their ship misjumps into the system).
They discover that, with the war raging in the greater galaxy and the Usanolians trying to keep out of it all, a group of Trandoshan (or Thalassian) has taken the opportunity to terrorist the planet`s few occupants.
Some of those aboard the Republic ship (a cargo ship, not a front-line combat vessel: urging the players to approach the situation by thinking outside the box) are opposed to aiding the natives and want to press on to the front line (Āgwhere the real, important fighting is going on!Āh) while others (throw a PC Jedi in and this angle is covered ;) ) want to aid the natives.
And once the natives are safe and the slavers driven off...what if the natives don`t want to repay the Republic`s aid by joining? Perhaps they tell the Republic forces to go back the way they came, thank-you-very-much. And then those who had been opposed to helping the natives might decided that the planet should just be forced to join...

179. Continuing/expanding on 162, the Imperial PCs are transporting the clone to the Rebel planet when their starship crashes spectacularly...the crew are scattered (perhaps via escape pods) including the clone agent, who happens to land badly and end up with a case of amnesia.
Cue the Imperial characters trying to track down their lost double and take out the real one. Things get funny when the locals find the double and (of course) believe it to be the real one.

Ronin
5 October 2010, 08:45 AM
180. The Bantur system has decided to cede from the Republic and side with the CIS. The loss of this strategically placed and wealthy system is seen as a a hit the Republic cannot take and so Republic-aligned PCs are sent to deal with the situation...but the planet is protected by a substantial army (they took the term 'planetary defence force' to the extreme) and an all-out assault would likely be both time consuming and damaging to both sides.
However, all but the commanders of the Bantur PDF are in fact clones: Bantur having had a long-running contract with the kaminoans for centuries before Jedi master Syfo Dyas made his deal with them. The kaminoans, at the urging of the Senate (and no doubt lucrative deals made under the table) develop a biological agent that will spread exceedingly quickly and reduce the Bantur clone army to a vegetative state.

The question is: are the PCs willing to use such a weapon?
Even if some are not (Jedi, for example), shady-types from Republic Intelligence might order other PCs to make use of the weapon if all other means fail.

Ronin
21 March 2011, 05:42 AM
181. A Senex-Juvex (or Tapani) noble has contracted the kaminoans (or other cloners) to have a gene-modified bodyguard bred for them. Not merely a trained warrior but a hulking, living weapon.
You, an agent of the noble's foes, are tasked with infiltrating the cloning facility and sabotaging the `product`: be it tampering with the genetic sample so the warrior will be flawed (preferably a flaw that won't reveal itself until you are subsequently sent to take out the noble) or inserting some new, hidden hypnotic programming.

[An adventure designed more for stealth and problem-solving than going in guns-blazing]

Ronin
15 April 2011, 06:23 PM
182. Smuggler/trader PCs arrive at their target planet to find it has undergone a revolution (the former monarch deposed, a new government installed though rioting and protests are still rife) and in the ubiquitous cantina they are approached by a shift-looking individual, most of his/her face hidden. They try to charter the PCs to take them to , claiming that they keep their face hidden due to disease/disfigurement but try to reassure the PCs that their illness is not contagious. However, if pressed, the individual will (perhaps too easily/quickly) change their story and claim to be a fugitive criminal, increasing they amount of money they will pay for passage.
The truth is that the individual is the deposed monarch, desperate to get off-world and into exile.
Whether you choose to have it that the monarch was a tyrant and the new government a blessing or perhaps the reverse...is up to you as GM.

183. Smuggler/trader PCs, after having made a shipment to [relatively safe world] are approached by a unassuming, innocent-looking individual who wants to charter their ship for a one-way voyage to [planet]. The fact that such a nice-seeming customer would choose the PCs rather than a standard starliner should raise a few eyebrows, but they are offering enough credits to assuage any off-putting PC consciences.
[Planet] underwent a revolution some years ago and has been in a state of civil war ever since. However, recently the rebel forces have been losing ground to the government.
The individual is actually the planet's former monarch, deposed years earlier and since has been living in exile. Watching the situation on his/her former world in the intervening years they have realized that the forces (the rebels) loyal to them are losing and now is the time for their return (hoping that their return will rally the loyalists). Whether or not it is too late is unknown.
They also wish to bring along their `family` : in truth both their actual family, retinue and any other members of their government-in-exile.
Problems for the PCs include getting the party onto the planet without attracting official attention....perhaps getting caught up in government-rebel engagements....and of course once they party are successfully delivered to their destination (a rebel stronghold, for example. Somewhere where the individual's true identity should become blatantly obvious to the PCs) the monarch tries to get the PCs to aid them in restoring them to power.
[i]Of course ideas 182 and 183 can be linked nicely. Have the PCs get the monarch (and family) off world in 182 then, several or more adventures later in the campaign (enough to span a good few years) have them approached in 183 either by the monarch once more or - so the PCs don't immediately realize what's going on - have it that the monarch died in exile and their son/daughter is the individual wanting passage in 183. The PCs last saw them as a child/youth, and thus do not immediately recognize them now grown up.

Ronin
17 June 2011, 11:39 PM
184.Inspired by PoeĀfs The Purloined Letter
http://en.wikisource.org/wiki/The_Purloined_Letter

A [document] is stolen from [Senator] by [Agent], knowing that the contents of the [document] would damn [Senator] and perhaps cause damage throughout the [Republic/Empire] if it were revealed to [Rival].
[Agent] stole the [document] from [Senator] either overtly* or left clues sufficient for the [Senator] to identify them but not sufficient for the theft to be directly traced to them by law enforcement.
[Agent] then proceeds to blackmail [Senator], be it for money, influence or other.
[Senator] hires/orders the [PCs] to retrieve the [document].
[Agent], being the cunning fellow that they are, makes no attempt to block searches of their residence, business or their own person, as they have hidden it most craftily in plain sight.

Obviously, SW being SW, a handwritten letter as per the original story would be somewhat difficult to incorporate. The [document] could rather be an artifact or item of technology. How [Agent] manages to hide it in plain sight again requires GM ingenuity.

* for an idea of how something could be stolen in plain sight of the owner, please read the original story.

Ronin
20 September 2011, 07:42 PM
185. Set during the Clone Wars:
The Senex-Juvex Houses have remained neutral throughout the wars so far, but one House has Republic sympathies (and/or economic ties) and supplies pilots to the GAR in secret. While flying a mission in low-orbit over a planet within disputed territory one of the SJ pilots is shot down.
The PCs are GAR forces (or Intel agents, Rep Commandoes, etc) tasked with infiltrating the planet and rescuing the downed pilot (with one of them being given the additional top secret order that if the pilot cannot be rescued then there are to be killed. The HouseĀfs involvement in the war cannot be revealed).

Sarge
30 September 2011, 07:11 AM
186. Campaign Setting
The Old Republic is in its infancy, consisting of only a few systems in a mostly unexplored galaxy. The Jedi are a new concept, instituted as a law enforcement order common to all the member worlds of the Republic. They are not the only organization of Force users; the Republic military has an elite unit known as the Chancellor's Guard, and their first loyalty lies with the chancellor. He is a power-hungry man with hopes of turning himself into the dictator of a totalitarian regime. The Jedis' loyalty is to the Republic and the good members of the Senate. The campaign should focus on 3-4 swashbuckling Jedi friends who oppose the schemes of the chancellor and his Guardsmen. Characters and plots may be inspired by any of the "Three Musketeers" stories.

Ronin
16 March 2012, 12:14 AM
187. Inspired by the coming Vernal Equinox:
An ancient prophecy tells of [event] happening only when `The eye closes upon [planet]`. A search of [planet] turns up many ruins featuring eyes and other apotropaic symbols but nothing eye-like that could possibly close. However, the nearest neighbouring planet is a gas giant with a vast ring system, clearly visible from [planet]’s surface. As destiny would have it, the gas giant is approaching its once-in-a-squillion-year equinox, when the rings will align edge-on with the sun, appearing from the surface of [planet] to disappear...

Ronin
29 June 2012, 06:04 PM
I’ll throw this one into the thread. A plot hook I came up with a while ago but still can’t for the life of me figure out a `why` or a way to expand it into something useable :(

188. A detective/investigative adventure, a bit noir perhaps.
Two corpses are found in an alleyway, a man’s and a woman’s. The bodies are embracing each other, the woman’s head turned to kiss the man’s cheek, though an arrow/bolt shot pins her head to his: through the back of her head and out through her mouth, into his head. Identifying the bodies turns up absolutely no connections whatsoever between the two. They had never met in their lives...

Ronin
2 August 2013, 06:25 PM
189. [Rebel Alliance] PCs are called upon by senior Alliance officer AAAA (a vet of the Clone Wars) and tasked with swaying the allegiance of a planet toward supporting the Alliance. The planet itself is ruled by a council of noble houses, chief amongst them House BBBB.
AAAA fought alongside the late Lord CCCC during the Clone Wars, forging a strong bond between the two. House BBBB is now lead by CCCC’s son DDDD, who the PCs find out (only upon arrival on the planet) is something of a reckless, headstrong upstart.
The other houses are divided, some the PCs might be able to sway to the Alliance, some favour supporting the Empire... and no one house is as strong as House BBBB.
Do the PCs somehow manage to persuade DDDD (a potential liability and more trouble than he’s worth?) to lead the planet into the Alliance (as old AAA would wish them to)? Do they try to rally enough of the lesser houses (and if so how do they make sure DDDD does not oppose them)? Sabotage Imperial efforts to charm the other houses?