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ddbrown30

Career Adventure Seeds: The Colonist

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And here we arrive at our final entry, the Colonist. You can check out the full list of seeds here.

 

The goal of the series is to offer GMs a bank of ideas they can use to create adventures that cater to specific careers.
 
Each seed should include the basic hook, an overview of how the adventure plays out (the meat), and how it ends. If the seed is aimed at a specific specialization, please include that as well.

 

And, one last time, here's a seed to get us started.

 

Specialization: Politico

 

The Hook: There are two crime families that have been fighting each other for years. For some reason (leadership change/especially brutal battle/whatever), they would like to end hostilities. They hire the PCs to help mediate the negotiations and keep everyone in line.

 

The Meat: Not everyone within the families is sold on this idea; there will be attempts from both sides to sabotage the meeting. The negotiations themselves should offer many opportunities for social challenges as the PCs try to keep both parties cool and focused. As tempers flare, some of the more "direct" of the PCs may need to step in to keep everyone under control. The PCs should also spend time investigating both sides to root out any potential saboteurs, but allow them to come to this idea on their own.

 

Unless the PCs are especially successful, I would suggest having at least one sabotage effort succeed. This should have a twofold effect on the adventure. First and most obvious, it will setback the negotiations and will require work from the PCs to mellow things out. The second, and most important, is it will give the non-social PCs something to do; tracking down and exposing the saboteur will help the negotiations immensely, especially when it's revealed that the saboteur was acting without consent from their leadership.

 

The End: Successful mediation should be rewarded with both monetary rewards as well as a few valuable and powerful contacts. Failure could lead to some bad blood, especially if any key players are killed.

Edited by ddbrown30

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You know, I'm really wracking my brain to come up with something for a Colonist. I can produce stories for the other careers but I can't seem to come up with a good hook. I don't want to go with the plague cliche with the doctor and I can't come up with anything for a Politico. For the scholar every idea I start to right down goes to the cliche of an artifact of great value or a temple/place of great power.

 

I challenge my fellow board members to come up with some plots for the Colonist and post them here. I bet you guys can come up with some great ideas.

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I think once the Far Horizons book comes out, this will be a bit easier. The Performer and especially the Marshal should provide some interesting hooks.

 

For now, though, I think the Doctor should be able to provide some good ground (it's where I'll probably go next). I agree that this is a tough one, which is why I left it for last. Politicos want to lead, which is tough to create adventures around. Scholars make for good employers (hiring protection for themselves, for instance) but as PCs, yeah, I find that it's difficult to create anything for them other than, "I examine this artifact," especially since the Archeologist is more of the field version of the Scholar.

Edited by ddbrown30

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Specialization: Doctor

 

The Hook: Before leaving his old life, the PC Doctor was known as the best splanch surgeon in the Core. He is contacted by a person one might consider evil, maybe even an enemy, who is suffering from MacGuffinitis of the splanch and offers the the PC a large sum to help them. First, they'll need to pick up the splanch. Second, the doctor will need to perform the splanch transplant.

 

If you can, selecting a patient with whom the PCs have obligation would be an excellent choice. Saving someone's life is a great way earn their favour.

 

The Meat: Unsurprisingly, the splanch the PCs are to acquire was not attained through legitimate channels. The PCs should have to deal with the authorities or whatever other person/organization that has an interest in retrieving the splanch (perhaps a much more deserving recipient).

 

If the PCs are successful in smuggling the splanch, the surgery can begin. It's important that the surgery takes place under duress. To set this up, have the Doctor start the surgery and then, after removing the old splanch, have something happen. My suggestion would be to either have an enemy of the patient, someone within his organization, or someone looking for the splanch start attacking. The attack should give the rest of the PCs something to do while the Doctor tries to keep focused on the surgery. Be sure to add setback dice liberally as the Doctor is disturbed.

 

The End: If the surgery is successful, the patient is grateful and rewards the PCs generously and becomes a valuable contact for the group. If the patient dies, there could be a very tense and dangerous situation for the PCs to escape.

 

It's possible that the PCs could betray the patient earlier in the adventure. It may even be possible that they kill the patient on purpose. In this case, they should earn rewards/contacts from whomever they helped. They may even earn some reputation as outlaws with golden hearts, which could be both a help and a hindrance in the future.

Edited by ddbrown30

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You know, I'm really wracking my brain to come up with something for a Colonist. I can produce stories for the other careers but I can't seem to come up with a good hook. I don't want to go with the plague cliche with the doctor and I can't come up with anything for a Politico. For the scholar every idea I start to right down goes to the cliche of an artifact of great value or a temple/place of great power.

 

I challenge my fellow board members to come up with some plots for the Colonist and post them here. I bet you guys can come up with some great ideas.

 

For Scholars, what about focusing on adversaries...either in institutions, or in other students?  You don't necessarily have to take the artifact route; perhaps another university steals valuable data/equipment that's critical to a study. 

 

The school's future depends on it, so they talk to one of their students/alumni who's connected, and has a knack for situations like this...

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For Scholars, what about focusing on adversaries...either in institutions, or in other students?  You don't necessarily have to take the artifact route; perhaps another university steals valuable data/equipment that's critical to a study. 

 

The school's future depends on it, so they talk to one of their students/alumni who's connected, and has a knack for situations like this...

 

 

While I don't disagree that your suggestion will make for some interesting adventures, those adventures wouldn't highlight the Scholar's abilities. Instead, we'd be looking more to either the Thief or Hired Gun to retrieve those stolen items. To put it another way, the Scholar is the entry point to the adventure, but he's not the focus or the star.

 

.....Hmm, with that said, if retrieving the item requires more of an Indiana Jones treasure hunt of following clues trying to catch up to the thief, that could maybe tie more into the Scholar.

Edited by ddbrown30

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Yes, if crafted a certain way, it wouldn't highlight the Scholar's abilities too much.  However, I was thinking of quests and skill checks that lay more along the lines of testing the Scholar's talents:

 

-Perhaps the technology has to be rebuilt, and new series of equations need to help accomplish that

-Maybe the Scholar has to approach seldom visited institutions and interact with other scholars that aren't seen much of

-The Scholar could even uncover long dead information on the subject, propelling all sorts of new storylines

 

We also want to remember that most GMs won't be playing games that exclusively have Scholar characters...so mixing in some traditional elements (thieves, hired guns), gives opportunities for all, despite the light shining on the Scholar. 

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We also want to remember that most GMs won't be playing games that exclusively have Scholar characters...so mixing in some traditional elements (thieves, hired guns), gives opportunities for all, despite the light shining on the Scholar. 

 

Oh, definitely. My goal with these seeds, though, is just to make sure to have a focus on those characters, even if the rest of the group is different. You'll notice in all (or at least most) of my seeds, I make a point of including activities for the rest of the characters in the party. The idea is to allow a certain character in the party the opportunity to shine, not to make it exclusive to them.

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This one loosely borrows an idea from Troy Denning's book "Tatooine Ghost"...

 

Specialization: Scholar

 

The Hook: The scholar is hired by a wealthy patron (Hutt crime lord, corporate executive, obligation holder, whatever) to represent him at an auction for a valuable piece of holo-art. The patron makes a near unlimited credit line available with the admonishment that the heroes had better make sure it's the real thing. If it is they had better come back with that art, no excuses will be tolerated!

 

The Meat: The scholar validates the artwork as the legitimate piece in question. The heroes learn that the previous owner died rather unexpectedly and his estate is being auctioned off to cover his numerous debts, most of which involved his insatiable habit of acquiring precious art. After a tense bidding war the heroes' massive credit line wins the day.

 

Now that the scholar and his friends have it the real problem becomes keeping it. The scholar must dodge thieves, thugs, and ISB agents all of whom want to get that holo-art. In one case the piece is stolen and mixed in with three expertly crafted duplicates; only by using his keen eyes can the scholar recover the real one.

 

Finally, after many harrowing experiences, the scholar is approached by a party indicating that they represent the Rebel Alliance. They claim that the holo-art contains a unique cipher that is to key to decrypting a code used by Rebel agents planted throughout the galaxy. The previous owner was Rebel cell leader in secret and how this holo-art could put countless agents in jeopardy! The Rebels admit that one of the theft attempts was by their doing; they simply must have that cipher back.

 

Using his scholarly ways, the scholar verifies the Rebel's claim. Now what to do? The Rebels aren't taking no for an answer and as a last resort they'll try to take the holo-art by force (too many lives are at stake). Note that the Rebels will try to use non-lethal means unless the players respond with deadly force.

 

The End: The scholar and the other heroes face a major dilemma. The ISB knows they have the holo-art, the Rebels need it, and their patron made it emphatic that he expects them to return with the goods. No matter what they chose the heroes will owe someone some obligation. The question is, will they still have their souls?

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Specialization: Doctor

 

The Hook: The PC is sought out by the leader of a powerful criminal organization.  The group travels to the criminal leader's homeworld to learn the terrible things this leader has done and continues to do to the people of his homeworld.  The group encounters residents who beg them to let the criminal die and help them gain freedom from his grasp.

 

The Meat: The adventure begins with a space encounter, in which the party is hailed by a ship of unknown origins.  The group then must choose whether to allow the ship's representative on board or to fight or flee.  Ultimately, the representative informs the party of a very lucrative opportunity to help a powerful leader of his organization.  This leader is presented as an important philanthropist and businessman of his homeworld.  He has a deadly disease that only a skilled doctor can cure.

Upon arrival at said homeworld, the players note the suffering of the common people who live just outside the extravagant palace of the man they intend to help.  While on their way, they are surrounded by a group of armed men who claim they mean no harm but have been instructed to take the PC group to their boss.  This boss turns out to be the leader of a resistance group who seeks the downfall of the businessman that the PC group has been hired to help.  The leader claims the businessman is a criminal and has gained his position through murder and oppression of commoners.

After meeting both the resistance leader and the businessman himself, the PC group must decide whether to help the businessman or help the resistance.  They could even pretend to help the resistance while truly intending to betray them to the businessman's goons.  Alternately, the doctor could pretend to do the surgery and secretly kill the businessman, claiming the surgery didn't work.  Whatever the case it should prove an interesting adventure.

 

The End: If the doctor saves the businessman successfully, then they are paid well and offered a position within the organization to help further their cause.  However, they create an enemy in the resistance leader and may incur obligation from them.  Then again, they could divulge all the information to the businessman and help him snuff out the resistance.

If the doctor refuses to help, then they could plot with the resistance to overthrow the businessman.  This would mean less monetary reward, but they would gain the favor of the common people and help to liberate a whole town from an oppressive regime.  If they leave anyone alive from the businessman's family, they could have obligation of that family member seeking revenge.

The ending could also vary if the doctor kills the businessman purposely during surgery or fails to successfully complete the surgery.  They may incur the wrath of both groups on the planet and have double obligation!

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This episode is an attempt to play to the strengths of a Politico acting as part of a non-combat oriented group. Battle is certainly possible but allow any non-violent plan a decent chance. Many specifics are glossed over to a GM can plug this into his campaign and fill in the specifics himself.

 

Note below where I refer to a senator and a senate it is that of a planet of the GM's choice (Xyquine II from "Suns of Fortune" would work). I am not referring to the Galactic Senate which has been disbanded by the time of Edge of the Empire.

 

Specialization: Politico

 

The Hook: The Politico PC receives a holovid from the chief of staff to an old friend (here named X) who achieved notoriety as a senator on planet [GM's choice]. Apparently the chief of staff is putting out a bounty for the safe return of the Senator X and chose to specifically beam this to the Politico as well as posting it.

 

The Meat: After conversing with the chief of staff the Politico learns that Senator X was in a tight electoral race with Dardon Black, a candidate from the relatively new and powerful Rising Dawn party. It is revealed that the Senator was head of the Ethics Committee and was prepared to launch an investigation into links between the Rising Dawn and a manufactured exports mega-firm named [GM's choice]. The mega-firm stands to reap mammoth financial gain when a tax exemption bill comes before the senate in two days, giving the firm a massive trade advantage. How the firm has managed to gain so much political support as to have such a bill brought to the floor is unknown to the chief of staff. Further, he suspects the Rising Dawn of corruption as they are supremely funded, came out of the nowhere, and Senator X disappeared within two days of the crucial vote which he led the opposition against.

 

The chief of staff recommends the Politico (& allies) sneak into Dardon Black’s Rising Dawn campaign office after hours and see what clues they can find. Oddly, the heroes will note three Aqualish (or thugs of choice) hanging around outside the campaign office during the evening. After much sneaking in the heroes will have an opportunity to slice the Rising Dawn's records. First, they uncover evidence that the Rising Dawn's financial benefactor, and strong arm, is none other than the dreaded Black Sun criminal syndicate! Also, they find in Dardon Black's itinerary three suspicious visits to the mega-firm's warehouse in the shipping district. The evidence points to looking there next.

 

The mega-firm's warehouse is patrolled by thugs but they should be easy to sneak around or deal with if the players are smart. Inside the warehouse they find crates marked for export that contain what their labels state. However, the crates marked as imports actually contain smuggled blasters. The Black Sun is using the shipping business as a front to run guns onto this peaceful planet!

 

There are three large bays in the warehouse with a small two-story office setup inside. The bottom floor offices contain a few thugs [minions] and one enforcer [rival NPC]. There is an exterior stairway to the second floor, allowing stealthy heroes access without disturbing the Black Sun goons. Through the window of the second floor office they see the trapped Senator X. The heroes can now either use skullduggery to bypass the door lock or break the glass if they don't care about attracting attention. Any subtle plan should be given a good chance of success without rousing the thugs.

 

Once Senator X is freed he tells the Politico that his wounds have left him too weak to visit the planetary senate floor. The senator grants the Politico emergency powers to represent his district in the senate. Now it's up to the politico to debate and defeat the Rising Dawn bill favoring the mega-firm while also presenting the evidence of their foul deeds. Have the Politico make opposed checks against the Rising Dawn's leading senator, who of course is outraged, in order to sway the senate to the side of the truth.

 

The End: If the Politico wins the day with his wordsmithing skills the Rising Dawn is done for. The senator and his chief of staff are thankful for the heroes good deeds and make good on paying the bounty promised at the beginning of the adventure. If the PCs refuse the bounty, thinking their heroics were justified, then consider an XP bonus instead.

Edited by Midnight_X2

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This one works for any group with a good Face that can handle themselves in senate situations; I developed this one based on a dramatic interaction of two of my PCs backgrounds (my PC happens to be a Trader with lots of good social skill, not a Politico).  Haven't run it yet, but I'm excited for it come up at some point.

 

Also, HUGE THANKS to ddbrown30 for heading this up; there are so many good adventure seeds now due to your efforts.  I just ran my first session yesterday and can't wait to run more.

 

Specialization: Politico (or any social-oriented Face)

 

The Hook: The PCs get word (by news, family, at a bar, etc) that a planet one of them is connected to is about to change it's citizenship laws to include only landowners; currently, only citizens are under the protection of the planetary army, and the Empire plans to round up the landless people (probably non-human) for slave labor.  It should be a sign of corruption/Imperial intervention that this law will strip people of their citizenship.  This hooks the PCs if they are actively anti-slavery, or if they have friends/family who could become enslaved.

 

The Meat: Many different ways for the PCs to approach this.  One of the simplest and shortest-reaching ones is to raise money to buy land for their friends/family in need; this should be expensive for some reason (landowner fees, high cost of land, etc), and make it clear that the rest of the people on the planet are still in trouble.  

 

The PCs can get political and team up with a senator on the planet's senate who opposes the bill.  Perhaps a businessman/politician has plans to get rich off of selling the slaves from the region he governs.  This political enemy should have criminal connections that the PCs can exploit; while the PCs' face handles the Senate (the senator is attacked or gets sick and the Face needs to step in for him, as he is the best choice due to his convictions), the other characters can search the local underworld for clues and connections.  Lots of places for Enforcers, Slicers, and Theives to get involved here.

 

When the bill comes up in court, the Face should have some resources and evidence to use against the Political Enemy that his buddies (other PCs) got for him in their efforts, gaining boost die/decreasing the difficulty of checks for different points he brings up, especially if he's able to cast a bad light on the Political Enemy with some evidence.  To simulate the winning over of Senators, you could build a light side/dark side pool of destiny points to represent the swaying over of lawmakers; it should start about 1/3 anti-slavery, 2/3 pro-slavery to represent the pressure the Empire is putting on them to make this happen.

 

The End: The Senate opposes the Empire-backed bill and it fails, saving the poor from slavery and rallying the planet's leaders against the Empire.  This could result in some Imperial obligation, as the PCs (especially the face) just set precedent and dealt a political blow to them.  The Rebellion could become interest in their services elsewhere, and they could obtain some powerful friends on the planet.  The Political Enemy could become a recurring Nemesis.

Edited by invictus_1693

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Specialization: Doctor

The Hook: Small camp of refugees from Alderaan seeking medical aid after being released from an Imperial interrogation facility.

The Meat: refugees are Rebel sympathizers, Imperials still tracking them and make you an offer of you hand them over.

The End: hand over sympathizers, refuse, leave them to their own fates, take them all out.

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Specialization: Doctor

The Hook: Bloodied man in the road in dire need of medical attention. Whether the medical check is successful or not, he tells them that more of his men are hurt and where they are. If he is healed, he joins the group as an NPC for this job. Group needs to find a swoop gang and rescue the man's pals.

The Meat: The gang knew you were coming and were prepared. Group is possibly captured and has to escape.

The End: Rescue men or not, take out gang or sneak out.

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This is more of a large story arc that could flow throughout an entire campaign, but it is something I'm using now and I really like it so I figured I'd share.


 


Specialization: Any, preferably not Doctor. If doctor, make sure they are more of a simple field medic or local doctor, not someone who would know how to do medical research. Family obligation or Cure motivation highly encouraged


 


The Hook: The colonist has a sick family member, with a rare disease that has left them bedridden. Coughing, fever, nosebleeds, partial paralysis. They require constant care, but if they get such care they won't die. However, this is a miserable way to live and there is no cure for this disease, so the colonist sets out to find one by any means necessary (queue reason for joining the other PCs, most likely).


 


The Meat: When in a less-than-scrupulous city, the colonist runs across a doctor that the locals swear is a miracle worker, and has helped them in numerous, almost miraculous ways. He tells the PC to bring him a vial of his family member's blood and that he'll take a look at it. This kicks off a series of 'errands' for the good doctor in which the PC isn't sure if he is getting things to help him develop a cure, or just being an errand boy played for a fool. I am using a messaging device to allow the two to communicate, and to assign appropriate tasks at the right time. For instance, upon landing on a jungle planet, he mentions he needs the adrenal gland of a jungle predator that secretes a substance which separates poisons from its blood. The only issue? Gotta get it to him alive or the gland will be useless for harvest. Later, he's going to need some advanced materials the PCs will have to steal from a storehouse. The possibilities go on, string him along as long as you feel like.


 


The End: Personally, this is my plan for the end of it. The doctor is a psychopathic mad scientist who was fired by the Tenloss Syndicate for being too extreme even for them, and he is constantly doing weapons research, trying to find something, anything that will make the Syndicate regret not doing things his way. He's only been doing good for the locals so they shield him from scrutiny. He absolutely plans on finding a cure for the PC, but only because he has first managed to weaponize the disease his family member suffers from. After delivering the cure at the end of the adventure arc, it works! His/her family member is totally cured. A few days later though, they begin to see news across the holonet of other people getting a similar sounding disease, terrorized by a madman who ransoms off a cure to the victims. So congratulations, the PC has accomplished their goals, only to accidentally unleash their family's special brand of hell upon the galaxy... in the hands of a terrorist. Perhaps someone learns that his family member was patient zero and their blood the source of the cure, and begins to look for them, triggering yet another adventure...


 


 


If anyone is interested, I've started writing a lot more detail (including dialogue!) to this one and am happy to share it, though it'll be pretty specific to my current campaign. Not sure if that's what people are looking for in this space, though.


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Specialization: Marshall

The Hook: On the rural farming/ranching colony where the PCs live, one of their neighbors, Randar Culler, travels to their homestead, and asks them for help to find his missing daughter. If there is no Marshall in the group, who, as sheriff,  would do it over contract, obligation or money could also be used. Randar takes them over to his house. Their discussions with Randar indicate that he has bad blood with another neighbor, Burt Hoglar.

The Meat: For whatever reason, the daughter traveled on an animal when she left for town. The tracks lead them into the territory of Burt Hoglar, who owns the land between the Cullers home and town. They should, logically, want to confront Burt. Burt explains that much of his land used to belong to the Cullers, but he won it in a game of Sabacc. The bad blood between the two farmers seems to be reciprocated, however. While the PCs can off on a wild bantha chase investigating Burt, they eventually discover that the daughter actually turned around, away from town. They again must follow the tracks. (A colonist can get survival as a career skill by having their homestead be a ranch.) Regardless, the tracks eventually stop, but at this point, in the wilderness. However, contacting someone allows them to know that a certain ship left from that area. This person can use their legal powers, or a PC can then slice their way into finding that that same ship is now docked at a nearby planet. Once they find the ship, it is fairly simple to track her down, and they find her at a bar with another person, who turns out to be the pilot of the ship. 

The End: They must charm, coerce, or negotiate with her to find out that she actually wanted to get offworld anyway, but her father arranged for her to get offworld stealthily, so that he could blame her "disappearance" on Burt Hoglar. They return to the original planet, only to find that Randar Culler and several others have formed a mob at the Hoglar homestead. Hoglar is badly wounded, and soon to be killed, so the PCs must calm down the crowd and reveal the truth.

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