Just shy of 99 adventure plots

Anonymous's picture
Anonymous
October 6, 2011 - 7:17pm

1.

At Faire, things are not as they seem. The characters are hired by a Ifshnit administrator to travel to an ancient burial grounds in order to win a contest of wits and reflexes... but on the way they realize it's all a trap. The S'sessu entertainer that went along with them is a spy working for the disgruntled military commander and under orders to keep the heroes from learning the truth! When the players discover that a great hero has mysteriously vanished, they'll have to face the Zuraqqor to enlist the help of a band of bounty hunters to help them rescue a Ifshnit ambassador from the clutches of a greedy merchant in order to get the help they need.

2.

The players are hired by local priest to travel to an ancient burial grounds. A helpful princess is sent to accompany them. On their way, they encounter an emergency transmission from a nearby space station. They must face group of Mechanon agents to descend into an ancient tomb and retrieve a long-lost relic. The local priest turns out to double-cross the players, ordering his helpful princess to attack them on the way back so he won't have to pay.

3.

At Yast, things are not as they seem. The characters are hired by a Ringold princess to travel to an ancient temple in order to expose the connection between the villains and a corrupt senator... but on the way they realize it's all a trap. The retired pilot that went along with them is a spy working for the Mechanon assassin and under orders to keep the heroes from learning the truth! When the players discover that a Rim boss's henchmen have been making regular visits to the offices of the local drug manufacturers, they'll have to face the alien to battle a malcontented scientist in order to get the help they need.

4.


At Rupert's Hole, things are not as they seem. The characters are hired by a alien priest to travel to a distant forest in order to save the life of a greedy noble... but on the way they realize it's all a trap. The diplomatic explorer that went along with them is a spy working for the Rim boss and under orders to keep the heroes from learning the truth! When the players discover that a particularly dangerous predator has gotten loose from a private zoo and is preying on the locals, they'll have to face the Sathar to rescue a Vrusk bodyguard from the clutches of a outlaw band in order to get the help they need.
Comments:

Anonymous's picture
w00t (not verified)
October 8, 2011 - 1:06pm

5.

While travelling to Hum, the heroes encounter a previously unknown spacial anomaly. During the investigation they learn of a long-hidden superweapon about to wipe out the entire planet. The problem is a local warlord is raiding isolated settlements in the area for supplies. Conferring with a benevolent slicer, the heroes learn that responsibility may lie with a tyrannical military commander. The heroes must travel to an ocean to face the danger. The situation is complicated when they discover that an alien warlord is using one of the planet's satellites as a staging area for a violent invasion. To resolve the problem, the heroes must pilot a starship through an asteroid field.

Anonymous's picture
w00t (not verified)
October 26, 2011 - 6:16am

6.

While travelling to Pi'Ka'Nair, the heroes encounter trouble with their sensor array. During the investigation they discover that an alien warlord is using one of the planet's satellites as a staging area for a violent invasion. The problem is an ancient planetary defense system hidden in a temple has been plundered by thieves. Conferring with a Yazirian bodyguard, the heroes learn that responsibility may lie with a malcontented soldier. The heroes must travel to a moon base and reactive the temple while facing danger from every side. The situation is complicated when geological conditions create wracking tremors throughout the planet. To resolve the problem, the heroes must win a contest of wits and reflexes.

Captain Rags's picture
Captain Rags
October 26, 2011 - 9:49pm
7.

The player characters are hired for a covert mission; to steal a new type of scoutship rumored to be docked at a wealthy business tycoon's private moonbase. Star Law has enough evidence to be concerned that this individual is likely to sell his prototype to enemy agents, potentially placing the security of the entire frontier in jeopardy. Due to this tycoon's substantial political influence however, Star Law is unable to risk sending in their own agents to carry out the mission. The player characters must infiltrate the moonbase, steal the prototype, and return with the new ship intact.

My SF website izz: http://ragnarr.webs.com


rattraveller's picture
rattraveller
October 30, 2011 - 7:50pm

8. Trouble at Thanos Research Station

The player characters are a Pan Galactic troubleshooting team. They are sent to the lower continent of the planet because an earthquake as hit and heavily damaged a small city where a PGC has a research facility. The facility's AI has locked-down the base but team will be provided with access codes to enter. They need to go down a few levels and recover several prototype items in four of the labs. Mission is straightforward except for survivors needing help, looters, military units not allowing entry and lots of damage blocking team above ground and survivors needing help, mad robots, another mega-corp's team trying to get the prototypes first and lots of damage blocking team below ground.
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
October 31, 2011 - 5:13am
Re:8 & rattraveller- this is a good one. I could write this in a day if a city map was available. Obstacles, problems and random encounters all suggested in the paragraph. Also what's good with this that the players will keep themselves on the rails for this adventure. Always pushing for the secret lab. The GM can allow for sandbox play but the scope of the sandbox involved is the city, which has defined limits.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
November 1, 2011 - 7:46am
jedion357 wrote:
Re:8 & rattraveller- this is a good one. I could write this in a day if a city map was available. Obstacles, problems and random encounters all suggested in the paragraph. Also what's good with this that the players will keep themselves on the rails for this adventure. Always pushing for the secret lab. The GM can allow for sandbox play but the scope of the sandbox involved is the city, which has defined limits.

I'm in agreement. :-)
I've started a document to flesh this adventure out. A forum topic is linked from the document;
Rat, hope you don't mind I gave the location a name. Feel free to change. 

rattraveller's picture
rattraveller
January 6, 2012 - 7:18am
9. Here comes Grandpa
Here's the link
http://www.bbc.co.uk/nature/16424096

A Vrusk security company is working on a Captain Zik-Kit formula to further the war against the Sathar.
Choose your path:
1. It works but is destroyed and only one super soldier is created but he needs help and the PCs are called in.
2. It works but also regresses the Vrusk to a more primitive form and reduced mental capacity and the super soldier goes on a rampage.
3. It works but an extreme corporate (facist) elite are using it to create a utopia or at least thier version of one in which everyone is forced into thier role and genetically manipulated to perform it whether they want to or not.
4. It doesn't work and kills the subject but the nut job working on it knows he can perfect it with just a few more trials and horribly disfigured and contorted bodies.
5. It doesn't work on everyone but is actually used as a food additive and every one out of 1000 change into a rampaging super soldier.
6. It works on all races but the Sathar have created it and are using it as thier latest bio-weapons. Let loose the Krakens.
Sounds like a great job but where did you say we had to go?