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Thread: 1001 Generic Plot hooks/Clifhangers

  1. #16

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    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
    Last edited by Grimace; 2 November 2002 at 11:41 AM.
    Ends don't justify the means.

    War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature, and has no chance of being free unless made or kept so by the exertions of better men than himself.
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  2. #17
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    Default Looters beware....

    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.
    Last edited by Grimace; 2 November 2002 at 11:47 AM.

  3. #18
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    Post Politics how needs it, you do...

    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 recipient’s 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.
    “Success does not occur through spontaneous combustion, to succeed you have to set yourself on fire.” –The Wise Old Jedi

  4. #19
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    Default Here's one, a bit long

    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.
    Last edited by LiquidSaber; 20 August 2002 at 12:26 PM.
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  5. #20

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    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.
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  6. #21
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    Exclamation

    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...s/sw-index.htm

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  7. #22
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    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.
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  8. #23
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    Talking Gee whiz! This is fun!

    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.

  9. #24
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    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......
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  10. #25
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    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!
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  11. #26
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    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.
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  12. #27
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    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.
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  13. #28
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    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.
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  14. #29

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    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.
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  15. #30
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    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"?
    Last edited by AxiustheDark; 24 August 2002 at 09:07 PM.
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