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Adventure Hooks
A Sudden Squall, Misplaced Goods, and One Last Adventure
By Gavin Downing, Lee Hammock, Kelly Hill and Christina Kamnikar

A Sudden Squall
Set-up: While the characters are traveling between worlds, the ship is hit by an electromagnetic storm originating from the system’s star. These storms are common in this system and the ship is shielded to resist them, but this particular storm is unusually strong and knocks out the ship’s main engines and primary controls. Another storm is headed towards the ship, and with the shielding already damaged from the first storm it is unlikely the characters will survive the second storm unless they can move the ship to a safe location. There is an asteroid nearby that will provide shelter from the storm but there is no way the characters can make it there in time without main engines.

Action: Another ship was caught in the storm: a Zenetan pirate vessel that was preparing to attack the characters when the storm hit. The characters can try and use maneuvering thrusters to pull along side the pirate ship, but the pirates will not be inclined to help them with repairs: handing over the necessary parts will render their own ship inoperable. The characters can try and take the needed parts from the Zenetans by force, try to talk them into pooling their efforts on the characters’ ship or have everyone go to work on the pirate ship. Either ship can get them to the asteroid belt with parts from the other ship; it’s just a question of which one to sacrifice and if everyone will fit on one ship. The pirate ship is a moderate sized modified freighter and it has room for twenty people, in addition to its twelve-person crew.

If the characters are on someone else’s ship, like a luxury liner, the owners will not want to abandon their ship. Also any NPCs with the characters will not trust the pirates, and rightfully so because when the repairs are nearly over the pirates will attempt to kill the characters and claim what booty they can for themselves from the character’s ship.

The pirates will be predominantly Zenetan members of the Pirate class and of sufficient level to challenge the characters. Most will be armed with pulse pistols. Their ship will have some minor spoils within, but nothing spectacular.

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Misplaced Goods
Set-up: While walking through a marketplace, the characters are approached by a Hynerian in shabby clothes trying to sell a piece of jewelry covered in gems and precious metals. Anyone who appraises the item will find it to be worth at least five thousand credits, but the Hynerian is only asking one thousand. If any of the characters are particularly knowledgeable about Hynerian history or art they can recognize it as the Cap of Rygel IV, which covered the butt of Rygel IV’s scepter. If the characters refuse to buy the Cap, the Hynerian will try and hide it on them using Sleight of Hand. Unfortunately soon afterwards, a pack of Vorcarian blood trackers come looking for it.

Action: This Hynerian, former Legate Gyaus, stole the Cap after being ousted for incompetence from his position by the Peacekeeper backers of Dominar Bishan. The Dominar has since put a five thousand credit reward on the Cap, and this pack of Vorcarians has been on the trail for a few weeks now. Gyaus will try to flee the Vorcarians, but he will not succeed without the characters’ help. If he is captured without the Cap, he will finger the characters as the true masterminds of the theft and the Vorcarians will go after them. If the characters help him escape the Vorcarians, he will try to avoid answering the their questions and slip away, still leaving them to take the fall. In either case, the characters now have a pack of determined Vorcarians on their tail that will not be inclined to talk. The Vorcarians will dog the characters until they get the Cap or they take significant casualties.

There are six Vorcarians, all of the Warrior or Commando class. They should all be of sufficient level to challenge the characters in a straight fight and are equipped with a variety of weapons. They will mostly try to ambush the characters and will avoid fair fights.

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One Last Adventure
Set-up:
While hanging about in a starport (or some other suitable locale), the characters are approached by a grizzled Luxan warrior named Eri’os. Eri’os will first approach any Luxan or Ilanic members of the group, but failing that she will first speak to the most combative looking of the group. Eri’os has an offer for the characters; she’s looking for some help in reclaiming a treasure she buried on the surface of a nearby asteroid back in her mercenary days, but now she doesn’t have the ship or skills necessary to get the treasure. She’s willing to split the treasure with the characters, fifty-fifty, if they help her get to the treasure and unearth it. She’s itching to leave as soon as possible.

Action: Eri’os did indeed hide a treasure, but now a group of Peacekeepers have built a concealed observation post on the same asteroid. Eri’os tried to claim the treasure once, but the Peacekeepers chased her off, so now she’s looking for help in taking out the Peacekeeper outpost. Eri’os is getting on in years and has hopes of dying in battle, so she sees this mission as her last chance to do so. Basically, she plans to charge suicidally into the Peacekeeper outpost after telling the characters where the treasure is, leaving the characters to fend for themselves.

The Peacekeeper observation post is a small base within a hollowed out section of the asteroid. There are twelve Peacekeepers stationed at the base, half of which are techs, and they will not be expecting trouble initially. Unfortunately though they are expecting a personnel shuttle two arns after the characters arrive which will hold another twenty troops. The characters have to work fast to get the treasure, (a small chest of precious minerals and some antique weapons; the exact value is up to the GM), and get out.

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