View Full Version : Help for a Bounty Hunter Campaign

17 August 2002, 06:17 PM
I just recently began a D20 campaign which features a group of 4 Bounty Hunters, and it is my first multi-player WoTC campaign ever run. The first adventure was great, but over all too soon (my players killed of the bad guty long before it should have ended), and my players are begging for me to run another game session soon. My only problem is that I have allready lost my bad guy whom I was planning on using for the next 3-4 adventures. So, I would like some good suggestions for adventures, plot hooks, or especially bad guys for my group. The're getting desperate and I don't know how long I can hold them off :D

Thanks in advance and please forgive any typos. It's late in mmy part of the world and I must sleep.

PS My group consists of a Kel Dor Tech Specialist, a Wookie Scout, a Bothan Scoundrel, and a Twi'lek Fringer.

Kas'ir Faywind
17 August 2002, 08:32 PM
First id point you to this thread http://holonet.swrpgnetwork.com/showthread.php?s=&threadid=8925
(shameless bump)

Well maybe the next set of adventures could be them trying out for a bounty hunter guild they come accross. Theres a number of things the guild could have them do to get entrance.

1. Deliver(sp?) stolen/illegal weapons to the base from a dealer
2. Take out some guy who hasn't paid up for the bounty performed.
3. Finish off some other Bounty Hunter's guild that has infringed on some of their business (this one could go for a long time ending with the destruction of a rival guild)

Hope this helps sure others can lend a hand as well

18 August 2002, 01:31 AM
If you want to have a recurring villian - perhaps the offed bad guy from your first adventure has a brother/father/significant other/son/daughter/old school chum who takes an interest in 'getting even' with your PCs?

18 August 2002, 07:28 AM
Well you could always be cheesy and throw a clone of the guy they killed at them... ;)

18 August 2002, 08:32 AM
if they complete your missions to easy perhaps you should do it a little bit harder. :) .. not by throwing in harder NPC's but make them tricker.. more tricks up their sleeves ... and traps .. lots of them :)

1. Deliver(sp?) stolen/illegal weapons to the base from a dealer
theyre bounty hunters, not smugglers :) .. even thou bounty hunters are known to sometimes do theese kind of missions.. it doesnt bring them .. "good points" so to call

2. Take out some guy who hasn't paid up for the bounty performed.
someone that have given them a job? or a bounty hunter that hasnt get paid .. in that case he asks the players to come with him.. not to do the job for him. for this the players would get half the money involved (not more, in other case they have to turn fown the offer)

3. Finish off some other Bounty Hunter's guild that has infringed on some of their business (this one could go for a long time ending with the destruction of a rival guild)
hmm .. bad idea :) even thou its one guild. they may have many connections.. but this could be the begining of a new adventure :) ..

ideas: the players gets contacted by a bounty hunter to take out "dude X" for... X credits. if they dont want to, he instead offer them to do it for X+Y credits untill they agree. they do the mission and discover that dude X had strong connections with guild Z.. the players gets guild Z after them and have several encounters until they discover that they can take out he guild. they think.

after a failer atempt to kill the guild leader they must escape and prepare a base somewhere to prepare for the next encounter.. since the guild have several bounty hunters looking for the players they have to do some hit and run missions against guild outposts.. supply depos etc. kidnapping of bounty hunters or their queries. hmm.

until the players have gained enough firepower and equipment (and probably some mercs?) to take out the guild once and for all.

18 August 2002, 08:33 AM
Here's one for the Rebellion era.

The characters pick up a bounty on a man or small group for "repeated offenses of theft, smuggling, and assault against the landowners of Caru" or whatever.

When they get there, they find that Caru is an agricultural world upon which the Empire has sanctioned the ownership and use of slaves! Their acquisition is extremely evasive, having lots of underground contacts, etc., but when they do finally catch up with him or her, it's just as the person is loading a ship with escaped slaves. Dilemma time, and a nice out is that these escapees, once freed, pool resources among themselves and their family members for bounties on the slavers that took them - and if the players don't mind some underground work, more bounties on their former owners and Imperial officers on Caru.

Another idea is a sector-wide serial killer. This is a very brain-based one, actually, as the characters will have to build a profile, develop patterns of movement, and eventually narrow the killer down to one person and place to confont them. On the way, they've been exposed to a variety of horrible scenes, as well as shady characters who have been selectively blind while (mostly) unwittingly aiding the killer. They will find themselves moving through the dark psychological underbelly of a variety of worlds as they confront an extremely deranged and dangerous psychopath.

Anyway, there's a couple of thoughts. Good luck developing your game! :)

18 August 2002, 09:54 AM
well, I have a few credits to add to this discussion. :-)

1. If you want a baddie to be reoccuring, then you'll have to make him slippery. If your gamers come in contact wiht him, give him an "out". be creative here so it will be "believable" to your gamers. something like :

Jedi Master Shindo burns through the security door with relative ease, and Padawan Qoi storms into the room. Two thugs jump out and engage Qoi as the evil Budo Bock hits a switch under his desk revealing a hidden passage. As Master Shindo shoots across the room, two more thugs step between him and Budi. while the fight ensues, Budo escapes. (I know these are Jedi and not bounty hunters)

O.K. maybe its a bit corny, but just an example. sure your gamers can wipe out the baddies, but your villian got away.

2. If you want some good ideas for bounty hunter missions you might do a web search (like on Ebay) to the WEG D6 book "No Disinigrations". Its a book of bounty hunter missions. Can easily be converted to D20 by replacing NPC's with D20 NPC's.

3. Another thing you might want to do is give a name to your group of hunters. since they all work together, their reputation will form fast. Some people will seek them out for heavy work, and others will fear them emensely.

I agree with the ideas of having your villians kin come after those who killed him. THis can lead to a colorful adventure or even long term campaign. His "brother" can come back anytime throughout your campaign, and even at times when they least expect it.

The whole idea here is to be creative with your reasons and descriptions. Try to come up with believable reasons for the baddie getting away... again, or why your characters are suddenly wanted by a crime boss for killing one of his stooges.

18 August 2002, 02:32 PM
Thanks alot for the ideas! These will keep me busy for months of gaming. I especially like the serial killer touch. Nice and creepy :). I also like what Jastor said about the tricks up their sleves. I'll need them. My original villian was killed by a charater with a bright idea to ram him into a wall with a landspeeder :).

Thanks again! I'll probably use a variation of all of these in my campaign. Except ,sorry, no clones :).

18 August 2002, 07:04 PM
LOL, Admiral I've had that happen before (and they did it to a high-level bounty hunter, pinning him against the wall). The NPC, though he was in a tight spot (literally) he talked his way out. Presenting himself as not interestd in the PCs after having thoroughly been tromped by them. Though he wasn't an *evil* NPC neccessarily and not exactly a villain. *chuckle* have fun with it, I am currently running a small band of bounty hunters during the rebellion era and they keep running into either undercover Rebel Operatives or Imperial Spies, criminal elements; be they Hutts or Black sun, and the occasional employer with semi-legitimate business practices...

25 August 2002, 08:16 AM

if the players work for the rebellion mayby theyre affected by all the horrors.. but hey, if they are they are in the wrong buisness :) a bounty hunter only sees the query and the cash rewarded for his capture..

if they got to much emotions .. well things could go very nasty :) .. we play bounty hunters cool, brute and ruthless ...

"you will tell me where you hid the data" - "never!!" - "then feel my wrath ... sharp things (check), drugs (check), neural enhancers (check).. ok, ready for a nice session of endless pain and suffering? sure i am"

25 August 2002, 07:02 PM
Originally posted by Jastor

if the players work for the rebellion mayby theyre affected by all the horrors.. but hey, if they are they are in the wrong buisness :) a bounty hunter only sees the query and the cash rewarded for his capture..

if they got to much emotions .. well things could go very nasty :) .. we play bounty hunters cool, brute and ruthless ...

Well, that's one way to play them, Jastor, but it's not the only way. (I sort of suspect your bounty hunters would struggle a bit in a game I ran. I usually like brain-based and roleplaying-oriented 'good guy' campaigns - they can be very rough good guys - and I employ the principle, "you reap what you sow".)

Perhaps the characters are driven by certain sense of justice - the 'Dirty Harry', beyond the law but for the law, approach. Heck, maybe they're even a little idealistic and, like Han Solo, have managed to cover it up with a veneer of cynicism.

Maybe they're new bounty hunters, not yet used to seeing the darkest depths of human depravity.

In any case, few people, no matter how hardened, would be entirely unaffected by the scene of a serial killer's handy work. In fact, if I'm running a game, and get no reaction whatever, I'm going to question the quality of the players' roleplay. These reactions could range from merely adding another layer of cynicism, to righteous outrage, to a parastoltic response from the team's rookie at his or her first sight of these sorts of crimes.

In short, I think Bounty Hunters should come in a wide variety of styles, attitudes, motivations, and modes of operation. Otherwise, you just end up playing the same character over and over again - and that gets boring for everybody.

Prof. Tricky
5 September 2002, 05:07 AM
Maybe I shouldn't be here since I'm a player,but all the PC's are bounty hunters in the game I'm playing,and one of the things we did was after hunting a supposedly easy payoff,ended up in a bizzare place that whenever we tryed to pick up anything,it dissipeared,and at the end of the journey found that the dark Jedi that we had earlier forsaken turn up,and found out that the maze had been an illusion created by the dark jedi,who wasfinally defeated by a wookie ronin knight in the party.Madness! Maze-Illusions make great one time stories but can cultivate distrust in your players if you use them to much.

5 September 2002, 08:18 AM
Simple. The bad guy they killed last time was just an upper-level henchman of the real bad guy. Make sure the real bad guy (if you want him or her to last for some time) is so many levels above the party and smart enough not to ever get caught with his or her pants down. You should be able to run the same bad guy for as many adventures as you want before they even meet.

Of course, if you make a bad guy too tough, it's easy to fudge a roll if and when you want him to lose. If you make him too easy to kill, it's a little harder to keep him alive if they start using tactics and some lucky rolls against him.

8 September 2002, 05:28 PM
A suggestion that could probably be used in any era, would be to get a fairly rich and/or notable Crime Lord, Vigo or similar to hire the PCs to do some bounty hunting or mercenary tasks for them.

What this would involve is something being killed/destroyed/taken/etc to the benefit of the cime lord character, but which puts the players in a precarious situation either with the local/galactic law or a powerful organisation (Black Sun, The Empire, etc).

The PCs would probably want some form of justice or revenge on the crime lord who stiffed them, and would have to fight through deceit, lies and probably armies of troops to prove themselves innocent and not be hunted down for the rest of their lives :D

Hope this helps somehow.

Tannik Tulo
16 September 2002, 10:55 AM
I had a similar problem in one of my first games, Major NPC died. The way that i solve this problem now is that major NPCs, more to the point major bosses/ crimelords never leave their bases, and never encounter the PC untill the end of the adventure (even then they may never meet, he got to his possition being smart, he knows that one stray blaster bolt could kill him).
Any person who they do meet gives off the appearence of being in total command but they are usualy a powerful right hand man/woman. their death although greatly felt by the boss hardly ever end the plans. One or two adventures down the line the PC hear that the plan they thought they had thwarted is now back on track, they now find that they are being chased by other employees of the "Upset" boss. Only this time two or three have been dispatched, a worrying prospect. they now know that the only way to sort this out is to try and find the boss and remove him and his organisation/ group. This in itself give you many possible plots even entire adventures.
Remember that plot dont always have to hinge on one character. The other point about this approach is that it helps creat a feel the when they finaly defeat him, they have beat an entire organisation and not just a "bad boy".
Hope this helps.