The Plot Hooks Thread

By Cilionelle, in Star Wars: Edge of the Empire RPG

Hi guys,

Just wondering if you all had some plot hooks for GMs to, as Sam Witwer put it, 'riff off of'.

Personally, I like the idea of a former Jedi Initiate hiding in the Outer Rim employing our heroes to find the site of the Crucible crash, in order to finally build his lightsabre.

Or, inspired by the Transmissions from the Edge section of the Order 66 podcast and the random events of FTL, perhaps our heroes intercept a broadcast on the Holonet that makes no sense, and move to investigate, only to discover its gibberish and Lewis Carroll-esque poetry mask troop movements for the Rebellion.

Feel free to add your own hooks. Please keep them brief. They're here to inspire and spark…

Granted it's very SWTOR: but the Gree. Their representatives talk almost non-sensical, they have exotic technology and knows little of its use and creation. If there's a droid in the group - he could be of Gree make or have Gree components that makes him behave irratically; the droid in my group gave me much room to create and shape his background. The way he plays it, I think Gree is a good source. So I'm going with Gree as a plot hook.

Also; for those that want or have Force sensitives in the group: the Cu'unthor is always nice to throw in, plus some badass force witches - although I'd not go with the Clone Wars version, as those are pretty crazy compared to the ones that appear in the Courtship of Princess Leia. Or run with that and see how the group handles it.

Base the plot on the backgrounds on the characters - make them the center of the plot, their known (and unknown) past. Family relations (very Star Wars) that were unknown and brings crap down onto them. One of my players have the surname Mothma - she jsut realised last session… what does that mean? To me, a lot, to her and my players not so much, they don't know the name I think. Which is always good.

After being released from prison for armed robbery, the PCs visit the orphanage where they grew up. They discover it will be closed down unless it can pay 5000 credits in back taxes.

The adventure concerns the players attempts to earn this money by reforming their Jizz band.

Along the way they are repeatedly attacked by COMPNOR activists and by a mystery woman, who it turns out is Princess Leia, who was abandoned at the altar by one of the PCs.

ErikB said:

After being released from prison for armed robbery, the PCs visit the orphanage where they grew up. They discover it will be closed down unless it can pay 5000 credits in back taxes.

The adventure concerns the players attempts to earn this money by reforming their Jizz band.

Along the way they are repeatedly attacked by COMPNOR activists and by a mystery woman, who it turns out is Princess Leia, who was abandoned at the altar by one of the PCs.

Ah Blues Bros. Classic.

On the beta forums someone was planning a campaign more around recovering artifacts or something along those lines. Using movies for ideas the Indiana Jones movies or National Treasure movies could be used for inspiration for such a campaign. Or for some reading inspiration, tracking down the Han Solo books might be an idea. Obviously Firefly and the Serenity movie also fits. If you want to have a group more focused on grifting or cons, I would suggest watching Leverage. Or maybe your group comprises former agents and/or soldiers of the Empire either disavowed or left for dead and now they try to make amends or get by taking jobs of all sorts. Check out Burn Notice for some ideas.

mouthymerc said:

Ah Blues Bros. Classic.

[Jake and Elwood are flying in the new Jizzmobile]
Jake: What's this?
Elwood: What?
Jake: This ship. This stupid ship. Where's the YT-1300? [tries to use the ship's igniter, but it does not work; he flushes it out of an airlock] The 1300, where's the 1300?
Elwood: The what?
Jake: The YT-1300 we used to have. The Jizzmobile.
Elwood: I traded it.
Jake: You traded the Jizzmobile for this?
Elwood: No, for an audio pickup.
Jake: An audio pickup? Okay, I can see that. But what the hell is this?
Elwood: This was a bargain. I picked it up at the Mount Prospect Station military surplus auction last spring. It's an old Mount Prospect customs cutter. They were practically giving them away.
Jake: Well thank you, pal. The day I get out of prison, my own brother comes to pick me up in a Navy ship.
Elwood: You don't like it?
Jake: No, I don't like it.
[Elwood flies the ship through an asteroid field]
Jake: Ship's got a lot of pickup.
Elwood: It's got a Navy motor, a 440 KTU plant. It's got Navy compensators, Navy thrusters, Navy hyperdrives. It's a model made before catalytic recombiners, so it'll run good on regular fuel. What do you say? Is it the new Jizzmobile or what?
[Jake lights his cigarra using his igniter]
Jake: Fix the cigarra igniter.

Well, something along the lines of what I was going to use to start off my potential campaign is the following:

A crime lord hires the PCs to deliver a special perishable cargo, that must arrive at [X] before [Y] days.
The PCs have also been seperately hired by a passenger who has booked passage on their ship to the same location - easy run, easy money.

The adventure starts as the PCs are just about to finish loading the cargo when their passenger comes running into the docking bay, badly wounded and blaster blazing, and leading a full-on squad of angry stormtroopers firing away just as equally. The stormies don't care about the PCs and who they are - they're in a shoot-first-ask-questions-later mindset. Cue rapid exit…

After blasting off, the passenger reveals they are a rebel agent who stole a valueable item/information, and begs the PCs to divert course to a new location and deliver their item/info on their behalf, before succumbing to their wounds and dying. Trouble is, there isn't enough time to drop off the cargo AND meet the rebel agent's contact… In addition, now you have the Rebel Alliance, Empire, Bounty Hunters and possible other various ne'er-do-wells looking for what the agent stole, and they're all on the PCs tails…

[if the PCs leave the agent behind, things can still go awry… the agent manages to place whatever it is they stole into the PCs cargo, along with a transponder beacon, so they're STILL going to find themselves hunted].

A scam to try to pass Dewback meat off as prime Nerf might be the kind of thing that EotE characters would get up to.

But think of the scale of the hissyfit it would cause! #dewbackburgers

PT-Era:

Your group group works for the Republic Strategic Information Service (SIS) Xesh-Files Division which combs the galaxy to investigate strange happenings. Nearly everyone else in SIS believes the Sith to have been extinct for a thousand years, and dismissed these as bunk. It helps if there are is at least one in the group who is a firm believer in the Force and sorcerous ways and another on the opposite end who absolutely does not believe in hokey religions or supernatural powers. Your adventures can be a mix of science, super-science, and super-natural as they encounter ancient Gree, Rakata, and Force-based artifacts. Unbeknownest to everyone -- but perhaps speculated by members within Xesh-Files Division is that the entire Republic may be under the sway of a Sith Lord. The truth is out there.

Any era:
Your fringers begin to encounter strange cultists growing out at the borders of Wildpsace and the Outer Rim territories. First, it's simple harrassment. But, as they go on other random adventures, they find that more and more people respond to the cult's belief. After a few side interactions with cultist thugs, one of the group's Hutt contacts makes them an enticing offer. Infiltrate the cultist's headquarters, and steal a unique Force gem. What they find when they get there is more than they bargained for. A Sith-spawned worm monstrosity guards the gem. During the adventure, one of the PCs discovers that the high-priest murdered his parents.

Several adventures after they completed the Cult job, the Hutt's spread the word. Another patron has a proposition. His daughter has been kidnapped, and needs to hire the PCs to get her back. What starts out as a simple recovery in the seedy underworld quickly spreads to the unbelieveable as they discover she is a marked woman of prophecy. Another cult (the same one?) has kidnapped her, and is making their way to the once-prison-world of Belsavis so that on the quickly approaching day of prophecy, they can sacrifice her to their dark master, at the time they place their mysterious horn on their mysterious statue there. This dark ritual can reincarnate the Primal Destroyer itself; or rather… Primal: The Destroyer!

Any era after PT:

The Republic Scout Service needs to hire some heroes on the Edge of the Empire -- a hush, hush reclamation mission. Many people heard of the Outbound Flight Project, a ship full of Jedi sent beyond the galactic border. What people don't know is that wasn't the only mission. A sister vessel, smaller, faster, and more streamlined -- using a uniquely advanced hyperdrive system -- was tasked with an even more ambitious goal: penetrate the borders of whatever separates the fabric between hyperspace and realspace, and Otherspace. Like the Outbound Flight Project, this vessel was lost immediately after it jumped into hyperspace. Now, decades later, its signal has appeared, way at the edge of the Outer Rims. Its message is garbled, alien --- mixed with a strange hushed voice not known in this reality. One thing is clear, there's been no sign that the original pilots are still alive. Your job is to recover this ship and determine what happened. Additional hook: Before the Imperials / Sith do. The ship was successful; it jumped beyond… the galactic Event Horizon !

It's just a normal day in the center of the galaxy -- on the crown jewel of the Empire -- on the seedy side of Coruscant's invisible market, in the shadows of its skyscrapers. One of your group's runners/suppliers/contacts didn't show up for one of your scheduled meetings. Nearby, Czerka Corp along with its Hutt cartel partners are getting nervous because Holonet News is doing an investigative report on possible illegal dumping of Imperial byproducts, also following up on the alleged disappearance of its underclass. When the PC's arrive at their contact's shop, they find a bloody mess, tracking it down to a broken basement wall which leads to the Underground, a place of myth for most Coruscant citizens. While there, they get a first-hand look at the difference between the 1% and the 99%, as they discover an entire city of undesirables and refugees huddled in dark tunnels. But as terrible as this life is, there is something even more sinister lurking in the shadows, as the heroes come face to face with… Coruscant's Humanoid Underground Dwellers!

OT / New Republic era: Its time to welcome the PCs into the world of corporate espionage. Czerka Corp. comes to them with an urgent need. Their Czerka Amalgamated Foodstuffs division is losing market share in the growing yurgert market of creamy, protein-rich on-the-go snack industry to a new Outer Rim upstart, The Duwani-Odacer Organic Products (The D.O.O.P.) Corp. The D.O.O.P. Corp's signature product, "The Doop" -- their gooey but tasty treat -- has been exploding through the Outer Rim like spice. Czerka has made several attempts to copy the flavor or reverse-engineer the material, but to no avail. They also haven't been able to even determine where the Doop is made. In the process, they discover that the snack has an unfortunate side-effect, it rots teeth pretty quickly. Not content with just having to run a dental hygiene marketing blitz against a hated competitor, Czerka decides to step things up. The PCs must sneak into the Doop's regional headquarters to discover either of two things: 1) where the product is made; 2) the trade secrets. After completing the office run, they discover that the product has a production center near to the Stygian Caldera -- a region of space closed off by the Empire. They also discover a report that determines that the Doop has will-sapping and addictive properties. Not quite fulfilling their obligation, Czerka makes them an offer they can't refuse: sneak into the Stygian Caldera. The adventure takes a side trip as the PCs must prepare to evade Imperial authorities, create covers, etc. to slip into one of the Empire's most secure locations. Searching around, they get a location of the facility: Odacer-Faustin, a planet of seemingly no galactic significance (that is, unless the PCs are really suspicious and complete in their investigation). As the PCs prepare to go to Odacer-Faustin for a matter of simple corporate espionage, they quickly find the stakes have become much, much greater for the entire galaxy. In reality, Odacer-Faustin is not merely a planet of no significance. The planet was the site of an ancient horrible -- horrible -- catastrophy dating back to the time of The Old Republic. More recently, a mining company had won the rights to process material on the planet for the Imperial war machine. While digging, they pierced an ancient, underground bio-weapons facility long leftover by the Sith. The leaking substance was determined to be a tasty treat. And The Doop was born. In reality, This goo is edible, but was a Sith weapon, intended to turn its victims into mindless cannibalistic "zombies." About this time, the Doop has been around the Outer Rim about long enough for the more insidious side-effects to begin manifesting. Reports across several systems begin to emerge of unexplained cannibal attacks. The PCs realize that they are no longer just helping Czerka gain market share, but they must bring an end to The Doop!

OT-era after ANH. The heroes are going about their business over the course of 2-4 adventures when it becomes increasingly apparent that the Empire is quickly escalating their interest in the heroes and their activities. 1st instance: "Hey, a stormtrooper stopped by and was asking about you. Said you were going to be out near Anoat." 2nd instance: As they show up to wherever they're going, they see an ISB Team leaving. The team was looking for the group (How did they know? Why?). 3rd instance: stormtroopers actually show up at a random inopportune time (say in a firefight with crimelord henchman), to "take the heroes in;" the troopers should be defeated. It's now clear there will not be any rest and the adventure begins. When heroes press their contacts, they get verification that the Empire is after them "for something big! Really hush, hush, like. Hey man, you're bringing the heat on and I can't be seen with you any longer." One of their more loyal contacts tips them off to an ISB data center where they have a chance to get them in; too good to pass up, it's surveilance on the center to fab covers, fake IDs, divine entry codes. They get in and hack the center and come to a startling revelation: ISB has produced a draft report that [one of the heroes / the heroes ship] was responsible for the destruction of the Death Star -- if the hero, then they are identified as being strong in the Force and have been flagged for capture; if it's the ship, then the heroes have been tagged as criminal elements who have aided the Rebel Alliance to destroy the Empire's top-secret project: a moon-sized base able to destroy planets. The report, currently in its draft form, has been locked ultra-top-secret, FHIMEO (For His Imperial Majesty's Eyes Only). Fortunately, there is the routing information of the report, including its author and origin. This is a startling revelation to the heroes, since they're innocent. The simple truth is that this draft is the [simple result of a typo/mix-up / a bureauocrat under pressure fingered the wrong people]. If the report is finalized, then the heroes will never find any rest. There's only one solution: track down the Imperial bean-counter bureauocrat and confront him with the mistake, and get him to revise the report. The adventure's climax occurs when just as the they are successful and the bureauocrat hits "send" on the report to his superiors, their world explodes into chaos. Darth Vader, leading as many Storm Commandos as the eye can see blows onto the scene. As things look desperate for the heroes, Vader intervenes -- choking the [mis-identified hero / mis-identified pilot of ship] until even he quickly realizes there's been a horrible mix-up. Vader feels no sense of familiarity in that Rebel pilot who blew up the Death Star; nor even any sense of powerful force destiny. The heroes are allowed to give their side of the story. Vader accepts it, thanks them for helping the Empire's quality control policies identify and root out errors and gives them a datavoucher for their trouble. The last thing the heroes see as they are ushered out by the Imperial Storm Commandos is Vader accepting the apology of the bureauocrat. The voucher contains no credits, but a message "His Imperial Majesty Thanks You for Your Service. --DV" They take the message in stride, having learned that cases of mistaken identity do exist and to "Always Look On the Bright Side of Life."

ErikB said:

But think of the scale of the hissyfit it would cause! #dewbackburgers

Although eventually people would probably geckover it.

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Wow, tough crowd.

--

The PCs are playing a group of youths from the 'Moon Docks' region of their world. Their families are about to be evicted from their homes to make room for an expansion of a country club for imperial bigwigs.

The PCs find an ancient datapad that appears to be linked with the famous Space Pirate Cyclops Willum, who terrorised this region of space many centuries previously, and who was said to have stolen a great fortune from the trade ships of the Old Republic.

Following hints in the Datapad leads the PCs to a disussed cantina where, coincidentally, a gang of criminals are hiding out. While attempting to escape the criminals the PCs find their way in to Cyclops Willum's hidden pirate base, which is concealed in a vast network of caverns beneath the cantina.

Can the PCs survive both the criminals and the traps left by Willum to guard his treasure, and maybe even escape with what they need to save their neigbourhood?

While we are at it, I was planning on running the following as a beginning for my first campaign. The PCs are a bunch of vagrants, flotsam and jetson if you will. The drakes of society, working on a farm with other rival farmers on an agricultural world that has its major industry dealing foodstuffs to the rest of the sector. Their "beef outfit" is attacked by their highest competitor who has connections with the Imperial Governor, the Hutts, and other top officials. Seeing their employer killed, the "Young Guns" decide to help bring down the "Ring" in the sector.

Another idea was to bring back another lucasfilm favorite where the PCs are given a job to help locate an ancient Sith weapon that could bring complete devastation and power to anyone in control of it. Such a weapon is believed to house dark spirits of an entire legion of Sith Warriors sealed within this Unholy Ark. They are sent to Tanis II to help locate this weapon, only to find the Empire is currently in excavation of an ancient Sith city, buried in sand for over a thousand years on some backwater world. A rival of one of the PCs also is in charge of the Imperial excavation and the PCs have little time left, being the first to find the Sith Ark.

I'm currently writing a three-part campaign that I hope to make presentable enough to post online for people to use. I'm not going to get into a lot of specifics while I'm still working on it (also, my group reads the forums!), but it kicks off with a pretty exciting jailbreak on Kessel.

I am working on a fairly lengthy campaign that will leave plenty of room for offshoot adventures. It will also allow deviation from the main plot if the GM or players would like to get creative. Here is the initial hook:

The characters find themselves desperate for credits. They stake out a seedy cantina called the Burning Deck on Nar Shadda for a few days. Finally, they are approached by a ship captain named Berigal Windstryder (He goes by Ber (pronounced as bear)). He tells them that he has a load of cargo that needs to be delivered to a group of freedom fighters on Vo Dasha (an arid moon of the gas giant Taboon). What he doesn’t tell the players is that the cargo consists of black market weapons that he is actually supposed to deliver to Malastare. He found an alternate buyer on Vo Dasha who is willing to pay more for the cargo. That way he can deliver the credits that were due to the group that hired him and still have quite a bit more on the top to pad his own pocket. The problem is that his supplier had negotiated a discounted rate with the original buyer as a result of a longstanding relationship. When the cargo isn’t delivered as scheduled, there will be hell to pay. Not to mention that Vo Dasha is within the Inner Rim. That means there will be a high likelihood of Imperial contact.

Berigal’s ship is a YT-1930 Freighter called the “Carbon Osprey.”

I will most likely be putting together some maps for this, but it will probably take some time. When it's finished, I will post it here for the public.

The olderJames Bond movies are also good for adventure ideas but on a galactic level (instead of travelling to different countries the characters are travelling to different planets)

A Noble with connections deep within the Imperial Navy anxiously approaches the PCs. He is desperate to have his children rescued from his homeworld within the next two days, before disaster strikes. They have to be off-planet within the next 48 hours, or there will be no hope.

The name of the planet where they can fine his children? Alderran.

Ransom said:

A Noble with connections deep within the Imperial Navy anxiously approaches the PCs. He is desperate to have his children rescued from his homeworld within the next two days, before disaster strikes. They have to be off-planet within the next 48 hours, or there will be no hope.

The name of the planet where they can fine his children? Alderran.

It shouldn't be too hard to get those kids off world since there's unlikely to be much stiff opposition. After all, Alderaan is a peaceful world, they have no weapons…

I have a few plot hooks, the largest of which would pit the characters (potentially) against a villain as dangerous as either Vader or Palpatine. I can't say who - a few of the players I'm accepting for my upcoming game come from these boards - but I've gotten more than one "wow" from people I've run the story by. :)

Have people seen Django Unchained?

We start with a line of droids chained together being marched across a desert by Jawas. A bounty hunter frees one of the droids, as only said droid can identify the targets the hunter is after.

While hunting said bounty, the hunter and the droid bond. It transpires that the droid wants to find its counterpart, a 3po protocol droid with which it formed a strong bond while in service to its former master. Indeed, it was an attempt by the droid and its counterpart to run off together that led to the droid being in the possession of the Jawas we saw at the beginning.

So the hunter and the droid partner up for a while, tracking bounties while they attempt to locate the protocol droid.

Eventually, it transpires that the protocol droid was sold to a notorious owner on the underground droid fighting circuit. So droid and hunter go to get it back.

After being released from prison for armed robbery, the PCs visit the orphanage where they grew up. They discover it will be closed down unless it can pay 5000 credits in back taxes.

The adventure concerns the players attempts to earn this money by reforming their Jizz band.

Along the way they are repeatedly attacked by COMPNOR activists and by a mystery woman, who it turns out is Princess Leia, who was abandoned at the altar by one of the PCs.

Thread winner

:D

Episode 1: Bad Moon Rising

The PCs start off having a drink in Rancor's Tooth, a cantina in the Duros Sector of Nar Shaddaa when they hear loud screaming and what sounds like a firefight outside. When they go to investigate they find what appears to be a force sensitive Trandoshan going wild in the streets. A local Duros swoop gang tries to put him down, but he quickly dispatches them and turns his attention to the PCs, who are unwittingly drawn into a firefight. After they dispatch the Trando, they are approached by a fixer for Mero the Hutt, a young Hutt in charge of the Duros Sector.

Mero offers the PCs the job of tracking down any info on the Trando. So far Mero's sources have only led him to an abandoned Czerka facility in the Corporate Sector, but Juntao the Hutt (head of the Corporate Sector) isn't letting anyone near it. Consequently, Mero needs some assets who he can deny, and who can sneak into the facility. He's willing to pay somewhat handsomely (and help with Obligation).

What Mero doesn't tell the PCs is that he's been approached by a Dathomiri witch adept of the Singing Mountain Clan, who has some startling and revealing information regarding Czerka's abduction of several witches from Dathomir...

Edited by Sixgun387

The PCs realize that they are no longer just helping Czerka gain market share, but they must bring an end to The Doop!

That'd be from "The Stuff" --bad 80s horror movie. :)