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Adventure Hooks
The Unclean Masses

Set-up: Shortly after landing on an unfamiliar world, one of the characters accidentally bumps into a native cleaning up some garbage. Shortly thereafter none of the natives will speak to the character, referring to him as unclean. Soon the whole group is ostracized by the natives, making it difficult to get any trading done or even get launch clearance to leave the planet.

Eventually an offworld merchant tells them that the characters have been marked as unclean by the populace for touching one of the lowest members of society, the garbage handlers. The characters will have to undergo a pilgrimage to clean the taint from their spirit. Unfortunately the pilgrimage involves traveling several dozen metras north to drink at a holy spring.

Action: The spring is located atop a rather large mountain that it will take some time to climb. Also, the area between the city the characters begin in and the spring is filled with pilgrims and those who try to take advantage of the pilgrims; the characters could be beset by anything from merchants selling fake relics to bandits trying to relieve the pilgrims of their valuables. While the trip to the spring should probably not be remarkably dangerous, the characters should have a few obstacles thrown in their path.

Once they reach the spring, the characters will have to convince the guardian (an aging local monk) that they are worthy to drink. After making them jump through some moral quandary hoops the guardian will insist the characters remove some of the bandits from their hideout near the main road to the mountain so they will stop stealing from the pilgrims. Assuming the characters can complete this task they can drink from the spring and be cleansed.

The bandits should be a motley assortment of locals and other races of varied classes. Most will be armed with slug guns and a few pulse weapons, but they should not be of high enough level to be too much of a threat to the characters.

Wrong Place, Wrong Time:

Set-up: While the characters are minding their own business on a planet, they are suddenly attacked by a group of Peacekeeper commandos intent on capturing them. The attack can come at any time, but is not likely to be well planned, which is rare for Peacekeepers. After the characters scramble to escape they can start to try and figure out what is going on.

Action: The Peacekeeper commandos came to this world looking for a group of criminals wanted for drug running that, surprisingly enough, match the descriptions of the characters. After hunting for a few weeks without success, the Peacekeepers became frustrated and, upon seeing the characters, decided to capture them and claim they were the criminals, knowing that outright failure would mean trouble for them on their return to base. Unfortunately for the characters, these Peacekeepers are well trained and determined… but they are in something of a hurry. Once the characters get away from the initial attack, they can learn about the Peacekeepers’ unsuccessful hunt from asking around on the street.

The characters have two choices; fight off the Peacekeepers or try and track down the criminals on their own. Fighting off the Peacekeepers should be difficult: the unit is roughly equal to the characters in level and equipment. The characters will have to be very cunning to take them out. Looking for the criminals should be a bit easier because the characters do not scream law enforcement with their every move. With a bit of footwork and investigation the characters can find the criminals hard at work doing nefarious things in a warehouse in the bad end of town. The thugs should be from a variety of classes and a little weaker than the characters.

If the characters capture the criminals, they can use them to placate the Peacekeepers, assuming that no one in the party is wanted by the Peacekeepers.

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