Edited by ddbrown30
Career Adventure Seeds: The Explorer
Edited by ddbrown30
Specialization: Archeologist
The Hook: A mining company has stumbled upon some ruins while mining. They hire the PCs to investigate the ruins to identify anything of value within. While this doesn't need to be immediately communicated to the PCs, their definition of "value" is how much they can sell it for. The company plans to demolish the ruins after stripping it of everything they can sell.
The Meat: As the PCs scour the ruins, they should discover things of minor value and face subterranean inhabitants. By the end, they should discover at least one object of high value, but that value could be more academic or relative rather than simply it's worth in credits. If you want to include dark side artifacts in your campaign, this would be a great place to find them and having creatures that have been twisted by the dark side would work to great effect. If you want to keep it straight, finding old technology, precious metals, or old data repositories would be an interesting place to go. Creatures "corrupted" by old technology could work just as well (a machine that can imbue intelligence, for instance).
Depending on your group and their PC's motivations, the knowledge of the company's plan to destroy the ruins could be an interesting point of contention. If the PCs know ahead of time, they could attempt to lie about their findings in order to delay the ruins destruction while the devise a plan. Really, this is an adventure unto itself, and I encourage you to develop it if it fits your group.
The End: Regardless of what you chose to put in the ruins, you should do your best to seed further adventures from this; ancient ruins are a fantastic font of possibilities. If the PCs tried to pilfer anything from the ruins, they run the risk of being caught by the company, so make sure to consider this.
Edited by ddbrown30This is a take on an old Earth myth...
The Hook: The explorer is drawn to the agrarian world of [GM's choice] where the annual Greengrass Festival is set to take place. It's a wonderful opportunity to scout a new world or trade with the locals.
The Meat: Every year a may pole is raised, there is much song and dancing, and finally they crown a Greengrass bride. The maiden is paraded around the village before finally being thrown in the river that runs near the town. An elder disturbs the festivities with a stern warning that the meaning of the festival has been forgotten. Apparently the bride is crowned and thrown in the river as an offering to the fairy spirits to ensure a bountiful harvest. However, most people have no memory of the fay part of the story, it's just a festivity they're used to engaging in each year.
Well as luck would have it the fay king decides to show up this year. Worse, he turns out to be a mighty Gorax who brings along another Gorax friend. The lead Gorax is happy to scoop up the "bride" while his friend helps himself to tables full of pies or anything else the villagers have set up. Pleased with their prize, the Gorax retreat to their lair deep in the forbidding woods.
The End: The explorer will have to use his wits, his gift of negotiation, or his mastery of skullduggery to save the Greengrass bride. In this situation brute force would be fruitless, the explorer will have to formulate a plan to outwit the wicked Gorax.
Specialization: Scout
The Hook: The PCs are out scouting a planet - either by self-motivation or at the behest of someone else - scanning the surface, looking for signs of useful resources, civilization, or valuable flora and fauna. The planet seems to be mostly barren, but just as they're about to leave, they pick up an usual power signature from the planet.
The Meat: The PCs will investigate and discover a strange monolith in the middle of a barren landscape. They can see no way of interacting with the object and scans are unable to penetrate it. They are able to determine that the object is actually much larger than it looks, extending hundreds of metres into the ground. And, wouldn't you know it? There's a cave entrance right next to the monolith.
Exploring the cave system should reveal remnants of an ancient culture. The PCs should face vicious creatures and happen upon dangerous terrain. Eventually they should find their way to the base of the monolith, connected to an ancient computer. Accessing the computer should be of great difficulty, especially if the PCs didn't bring any special equipment.
The computer contains a repository of knowledge of either a long dead race or a race that moved planets at some point in the past. This was their original homeworld, but some global catastrophe turned it into the barren wasteland it is now. They were forced to abandon the planet (or simply died out), but they left this monolith as a marker to future visitors.
The End: The historical data here is a huge find. This will make the PCs very well known with those who care. You'll likely need to find a more tangible way of rewarding the PCs, as well, but that will depend on your group. I would suggest that the PCs should find valuable artifacts while exploring the caves. It would also be interesting if they found some schematics or other data that could be used to manufacture some long forgotten item.
Edited by ddbrown30Specialization: Driver
The Hook: The PC is hired to deliver a package to someone in a remote area of a planet where starships cannot land. The only method of delivery is a speeder run through a dangerous maze of canyons, where threats lurk around every corner.
The Meat:
The PC group is hired to deliver a package to a primitive planet, where the employer's contact lives in hiding. The hideout is not accessible by air, and the PC driver's talents are needed to successfully navigate the rocky landscape to reach the hideout. They are provided with speeders if they do not have them. The one who hires the PCs also says it is vital the package reach its destination quickly and without being opened.
Upon starting the journey, they could come across several threats, which could include local wildlife, tribal people native to the planet, rivals who are trying to intercept the package, etc. Give several opportunities for the PCs to grow extremely curious or worried about the package's contents. Maybe have threat or despair cause the package to fall from the speeder and break open. Make it possible but very difficult for the package to arrive at its destination unopened.
If the package comes open, make its contents extremely surprising or upsetting. Maybe the package contains a large bomb on a timer that will explode soon after delivery. The PCs must then decide whether to continue delivery, disarm the bomb, or even return to sender to have it explode in the sender's face. Maybe the package contains something extremely valuable or dangerous, such as a weapons shipment or the plans for an imperial or rebel base that in the wrong hands could sabotage one side of the war. Finally, the package could contain an actual person, a child of an important diplomat or even a key player in the war.
Regardless of the contents, the PCs must make the decision of whether to deliver or take an alternate course. The GM would have to be prepared for many decisions.
The End:
If the PCs deliver the package, they are rewarded handsomely by the sender, regardless of the outcome. Then again, maybe the sender wants to eliminate witnesses and tries to kill off the PC group. Depending on the results of the delivery (package explodes or prisoner delivered), then they may have someone come after them for revenge.
If the PCs turn against the sender, either by disarming the bomb, freeing the prisoner, or keeping the goods for themselves, then they will have to deal with the sender and his thugs.
Specialization : Driver
Hook : There is a major speeder race and show taking place. The prize for the top three slots can go a long way to pay off the party's debts/Obligation. Alternatively, the prize being offered is something that they need to progress in their main campaign.
Meat : the party needs to have an appropriate vehicle for the race. If they already have one, it might need to be suped up to compete. This could mean gambling and taking a loan from a benefactor or whoever they owe Obligation too. Then they'll to gain admitance into the show; this could be as simple as paying for a ticket to getting their vehicle inspected and getting a background check. Part of the show might be putting forth a sufficiently hot or pretty speeder. Once in the show, they find their nemesis (or one of his associates) is competing in the race.
Cheating is a problem, of course. The race may be rigged in favor of the nemesis or another competitor, or the party may want to rig it themselves. Undoing or perpetrating sabotage may be a major part of the adventure. Betting also may be a part, so if the party has a Gambler, they can add some to the adventure.
The End : losing the race or performing poorly may put the party in deeper debt then they were before, especially if they borrowed money to trick out their vehicle. Winning, of course, is the goal, and doing so might pay off Obligation or leave the party with some hard earned prizes. Another element to consider: the race may be legitimate, or it could be hosted and sponsored by any variety of criminals, such as the Black Sun or the Hutts. In the later case, winning (even honoestly) may catch the ire of a loser, a Hutt sponsor that was indirectly humilated, or a crime lord who lost big betting against the party. And if the party cheated or ran a scam, that could also bite them later.
(Although a muscle car show inspired me to write this, to keep with the Explorer theme you could easily make it an endurance race, or something similar.)
This one is inspired by the Clone Wars episode "Trespass."
Specializations: Scout, Big Game Hunter
The Hook: The players are hired to assist a person wishing to create a colony on an uninhabited planet that he or she discovered in the outer rim. You could tie in obligation to this.
The Meat: The players are taken to the planet by the employer. They are placed in charge of a group of 15-20 other scouts. (consider using the stats for the Sector Ranger, though perhaps not quite as good.) They are to set up a temporary campsite in the area, create maps, profiles of local wildlife, set up defenses against animals, etc. On the first night, their defenses are thwarted and supplies are stolen. The employer is enraged, and he demands that the party finds the raiders. He goes with them as they follow the tracks. The party reaches a place where their culprits await. The employer's assistant, a protocal droid, speaks their language. They are clearly a semi-primitive tribe, and lack technology. The tribe's leader demands them to leave, but the employer states that they have no claim to the land under Imperial law, and it is he who has legal rights to the land. The tribes leader says that if the PCs employer does not leave, they will go to war. The PCs employer agrees to go to war, and chaos breaks loose. Both sides possess comparable numbers and power per person, the tribe has home field. The tide turns to the native tribe, and the employer is killed. As he dies, he demands that the players contact Imperials, to have them colonize his planet, and kick out the tribe, so as to avenge his death.
The End: Either way, the players don't get paid. With the employer's death, the tribe gives the new leaders of the party (the PCs) another chance to choose. Leave, or go to war. The tribe should be at about 3/4 of its original strength, while nearly all of the scouts are dead. The PCs should choose to leave at that point. Once they have left the planet, though, they still have a choice: do they let the Empire come to the planet, and imperialize it, or let the native tribe be?