Adventure Ideas

By Guddizn, in Game Masters

I am running a party of players and I was wondering if you guys hade any ideas for where the next step for the players may go.

The situasjon is as follows.

The party have been stranded on a planet in the outer rim by the empire, they have encountered after several days in the wild a spaceport.

The spaceport is small, but big enough for 30-40 ships to dock.

The players on there way in manage to get the attention of the local sherriff office and not in a good way. After hidding away on a nearby vacancy, they meet a group of friendly spacers ho are willing to let them hitchhike with them back to The Wheel.

If they're heading to the Wheel, you might consider running Beyond the Rim, which starts at the Wheel.

They have already completed that storyline and I was thinking maybe somthing happended on the way to the wheel.

What kind of group are they? Kinda wide open to ask where to have them go from there without knowing their group and what they seem to gravitate towards.

The party is a well experienced and adapts very well to the most situations at hand. There main motivation is to survive and make a living as spacers.

They have been through difficult battles and hard challenges.

Its one colonist doctor, one hired gun mercenary soldier and one smuggler scoundrel.

Dunno if you've done Under a Black Sun with them but I thought that was fun.

I was thinking maybe that the spaceship they are hitchhikeing with was going to be attacked by slavers. The ship they are on is transporting refugges back to the wheel. But I am open for other ideas.

I just ran a slaver session. The PCs were captured by Zygerrians and put on a cargo ship. They had to leverage their mechanics, medicine, Xenology, and a lot of social skills to keep the other prisoners from rioting too soon or from ratting them out. I'll have to dig out my notes and post later

One module I just finished reading which was great was a Traveller module called Prison Planet, it's available as a PDF online. Really gets into prison life and has a very structured way of dealing with the passage of time and getting to know the important people and places. I haven't run it yet, but it has some great ideas.

Hutt Space is pretty close to the wheel. Hutts are always willing to help out a fella that's down on his luck....for a price.

Edited by themensch

The friendly spacers who let them tag along...aren't. They wish to kill the players in flight in order to take their stuff or perhaps just capture them since they are actually slavers.

During hyperflight, the players start coming done with some sort of sickness. Something was put in their food. One of the "friendly" spacers is acting as if he/she is sick also (Perception checks to see through this). The Doctor PC may be able to figure out the players are poisoned with hours to live (or fall unconscious if they are slavers). Perhaps the Docotor can administer something to hold off the worst symptoms so the players only suffer a setback to actions, due to their sickness, instead of a full downgrade. Once the players figure out the crew is responsible, Deception may be in order to conceal they know. The PC's weapons were locked in a ship's locker as a requirement for boarding so that is a task to overcome. Once the PCs have planned how to overthrow the crew (perhaps involving the Smuggler recovering their weapons), the Hired Gun and Soldier of course get in on the action.

A detailed map of the ship would be helpful.

This entire scenario may not be something you wish to do if you don't want your players to end up with a ship in the end. If you ARE looking to get them back to ship ownership, this throws an interesting tale behind it. Also, down the road the PCs may run into trouble explaining how they possess a ship they don't legally own, family of the crew demand their inheritance, the PCs find out the crew were actually part of a larger pirate ring that wants their ship back, etc.

Your players could arrive at the wheel and be contacted by a representative of the InStarSpec mining and exploitation company who needs to hire a crew to find out what happened to a science/exploitation expedition to the planet of Chamax (A planet teeming with ocean life, but only deserts on the sole southern continent. Until the recent discovery of ruins in the desert.)

The company who has contacts at the Wheel knows your colonist has some experience in Xenobiology and your crew as a group who can handle problems. They lost contact with their crew of 15 who were surveying the planet.......

This is a old Traveller adventure named the "Chamax Plague". I ran it for my group last week and it was a blast. Think bug-hunt, Aliens, and The Thing.

You can get it on ebay or for 3 bucks as a PDF on Rpgnow.

Hutt Space has the adventure in the GM Screen, "Debts to Pay." The players try and thwart a droid revolution on a mining planet. It was well done and my players enjoyed that as well.

Edited by iandimitri