Author Topic: 1001 D20 Modern Adventure Seeds  (Read 20153 times)

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Doctor Monocle

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1001 D20 Modern Adventure Seeds
« on: July 21, 2008, 07:11:16 PM »
Here is some chum for the waters.

How about brainstorming a D20 modern 1001 adventure seeds thread?
The adventure seeds can be any type of campaign.

Format:

Number:
Name of Adventure: (underlined)
Type of Adventure: (Military, Horror, Action, etc. … use all descriptors that apply)
Time period: (Distant past, WW2, Now,  Near future, etc)
Location: ( Antarctica, New York, Moscow, The Pacific Ocean, The Moon, etc)
FX level: (None, low, high, etc.)

Description: (of the adventure seed)

I’ll be glad to start:

#01
Rise of the Thuggee
Type: (Action, Dept. 7, Military, Dungeon Crawl)
Time Period: Now
Location: The Afghanistan / Pakistan border mountains
FX Level: Low-moderate

Description:
 The adventurers are members of a special team that investigates the supernatural. Afghan elders, Pakistani leaders and foreign diplomats are being strangled to death by what is described as “invisible” killers. The adventurers are sent to investigate.
The culprits are a re-emerged Cult of Kali (The Thuggee). Adventurers must find their lair and put an end to their deadly sacrifices and capture or destroy the FX items that let them become invisible. They are holed up in an ancient cave complex in the mountains (It’s deep enough to resist bombing).
Opponents might include: Thuggee stranglers (with the ability to be invisible), an animated statue of Kali and possible additional interference from Taliban fighters in the area.

--- Doc Monocle
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Tema69

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Re: 1001 D20 Modern Adventure Seeds
« Reply #1 on: July 21, 2008, 07:46:10 PM »
Great idea. I'll post some of my WW2 stuff from the General Pulp thread. But since it has mostly been other people who have contributed to the inspirations spurs there, I'll just hope they bring their stuff over too.
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Lonewolf the Hunter

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Re: 1001 D20 Modern Adventure Seeds
« Reply #2 on: July 22, 2008, 12:10:59 AM »
Here's the basics of something I'd like to run
#02
Mercenaries Russian mission
Type: Action, Military, Techno thriller
Time Period: Near Future
Location: Russia, Mongolia, Northern India and Northern China, North/South Korean DMZ
FX Level: Low mostly for WTF momments
Description:
An alliance of the North Korean, Mongolian and Chinese governments storms into Russia to capture the nation's oil and Titanium resources.  India and South Korea join the fight on the side of Russia and peace keepers are flown in to try and keep order.  The PC's are Mercenaries that can do jobs for the invading army, Peace Keepers, Chechen rebels, Russian government, Russian Mob or the South Korean forces.  FX is mostly reserved for one shot missions such as storming a Biological weapons facility and finding it full of viral Death Spawn, or investigating reports a secret weapon and encountering Grendel spawn grown by one of the factions.   
 
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Melblen_Cairn

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Re: 1001 D20 Modern Adventure Seeds
« Reply #3 on: July 22, 2008, 12:27:47 AM »
I have 100 in a list compiled from over the years.  :D Want me to copy them over here?
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Tema69

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Re: 1001 D20 Modern Adventure Seeds
« Reply #4 on: July 22, 2008, 07:40:31 PM »
Why not? We need to fill in 1001 :D
Tema69. 69 marks my affiliation to the ex-youth house on Jagtvej 69 in Copehagen, Denmark, a place where there used to be room for everyone until it was sold.

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Melblen_Cairn

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Re: 1001 D20 Modern Adventure Seeds
« Reply #5 on: July 22, 2008, 08:56:12 PM »
Will do but will take me some time to put them into the adventure seed format.
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Doctor Monocle

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Re: 1001 D20 Modern Adventure Seeds
« Reply #6 on: July 23, 2008, 01:59:58 AM »
Go for it Mel!
We can always use more d20 Modern Adventure Ideas!



I have 100 in a list compiled from over the years.  :D Want me to copy them over here?
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brokenoakleys

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Re: 1001 D20 Modern Adventure Seeds
« Reply #7 on: July 23, 2008, 03:00:44 AM »
NUMBER 3

Name:         'Something tells me calling AAA won't help much....'  :o
Type:          Sci Fi, Action, Dimension X
Time Period:  PL 0 to PL 9
Location:      Various Dimensions
FX lvl:          Varies

Description:  The worlds as we know them are connected by dimensional gates, and the riches that await those willing to cross the gates are vast.  The problem is that dimensional gates are not only rare, but are also highly unstable.  Very few beings can actually cross the gates at all, much less without suffering the ill effects of dimensional static.

Those beings that can cross the gates are highly prized.  Sometimes they are hired for vast sums of wealth.  Other times they are seized, and their minds are taken over by beings that wish to have a static resistant 'host' to help them cross the gates.

Gates are actually fixed, albeit unstable points that may lead to one or more dimensions.  Gates thus  become highly prized points to be defended at all costs.  Sometimes the gates are out in the middle of the ocean or even high up in the air, requiring boats or airships to access them.

The Players begin as inmates in an insane asylum, where they have been committed due to  being inflicted with odd hallucinations.  The hallucinations are actually the unmastered ability to see into other dimensions (does help to know if it is safe to step through the gate).

Unbeknownst to the players, they are being secretly tested to see if they have the 'gate gene'.  During their incarceration, somebody pops in to get them and drag them off to another place.  Are they rescuers or kidnappers?  Should the players go with the 'rescuers' or not?   

This is a good campaign to give players a 'tour' of the various types of d20 modern campaigns.  Want to play an apocylypse campaign?  Send them there via a dimensional gate.  Don't like it?  Go to an FX dimension.

It is also a mystery style campaign, where half the adventure is figuring out where you are, and even WHO you are and what your abilities are.   

I'll try to post rules and details as time permits, but RL work is rather demanding at the moment.  Suffice to say the dimensional ranger will need some modifying, and dimensional static rules will need expanding.

Okay, back to the dimension called 'RL', where I must do more 'work'.



« Last Edit: July 23, 2008, 03:04:03 AM by brokenoakleys »

Lonewolf the Hunter

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Re: 1001 D20 Modern Adventure Seeds
« Reply #8 on: July 23, 2008, 04:15:14 AM »
I have another one
#4
Name: Mini star Galactica
Type: Sci-Fi, Adventure, Survival
Time Period: PL7 or 8
Location: The other side of the Galaxy or possibly a different Galaxy
FX Level: Low to Medium

Description: As the name implies this campaign setting is based on Battle star Galactic However the ship the Pc's command or serve on is much smaller.  As with BSG's plot the PC's home world(s) are sneak attacked by an enemy power and in the chaos of the initial flight the PC's ship an ultra light vessel of some type capable of long range Travel and crowded with refugees (I'm thinking the escort type works best for this) gets seperated from the refugee fleet.  The PC's have to police problems between the military personnel and terrified civilian refugees, fight off pirates and roving enemy scouts, and of course beg borrow buy or steal the nessicary  parts to keep their ship flying from civilizations they come in contact with.   
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Hinthas

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Re: 1001 D20 Modern Adventure Seeds
« Reply #9 on: July 25, 2008, 06:40:12 AM »
#5
Name:"In Russia, Smokey the Bear comes to you..."
Type: Sci-Fi, Adventure, Survival
Time Period: NOW
Location: The wonderfully BRISK part of Siberian Russia
FX Level: Low to Medium

Description: http://www.foxnews.com/story/0,2933,390048,00.html
or you could make them spellcasters or have extreme regenerative health or psionics.

Just my :looloo idea....
Doug
« Last Edit: July 25, 2008, 06:56:48 AM by Hinthas »
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Lonewolf the Hunter

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Re: 1001 D20 Modern Adventure Seeds
« Reply #10 on: July 27, 2008, 12:09:58 PM »
#6
Name: "If I go Crazy Then Will you Still call me Superman?"
Type: Fantasy, Adventure, Globe trotting
Time Period: Present or maybe a decade into the future
Location: All across the world
FX Level: High
Description: A rift in the fabric of reality opens, granting your PC's, various NPC's and Villains incredible power, perhaps adding FX heavy class levels or converting the effected characters to classes from other d20's or just conveying mutations and or Special Qualities it's up to you, and unleashing great hordes of creatures (possibly from the world's the PC's powers are drawn from) but, now your PC's and the others must learn to control these powers and combat the transformed villains as well as the new creatures, and possibly their own governments.   
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FraserRonald

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Re: 1001 D20 Modern Adventure Seeds
« Reply #11 on: July 30, 2008, 04:47:16 PM »
Number: 7
Name of Adventure: (with apologies) Who Let The F#$%ing Dogs Out?
Type of Adventure: Military/Horror
Time period: Now/Near Future
Location: Chechnya
FX level: Low

Description: The PCs are part of an elite NATO "retrieval" unit that performs covert rescue operations--Detachment 7. A US military helicopter is shot down over Chechnya. Thing was, it wasn't supposed to be flying over Chechnya. The US wants the crew and their passenger--identified only as Subject Alpha--out fast, and so D7 is called into action.

The crew finds the wreckage of the helicopter, but someone got to the crew and Alpha first. D7 tracks the target to what appears to be an abandoned military facility. During their recon, they note lots of bodies. Fresh bodies. They've been ripped to shreds. Wild dogs? Worse.

Much worse.

Felix1459

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Re: 1001 D20 Modern Adventure Seeds
« Reply #12 on: July 31, 2008, 03:58:59 AM »
Number: 8
Name of Adventure:  Your wish is my command or is it all just an organized form of chaos??
Type of Adventure:  Fantasy, action, comedy.
Time period:  Now.
Location:  Downtown “Insert Major city here.”
FX level:  High.
 
Description:
The players “randomly” bump into a guy in his early twenties and he introduces himself to them simply as Pockets.  If they press any further he will state his name as Pockets McGee.  Pockets looks like a scruffy Elijah Woods wearing a grey windbreaker and pants.  The first encounter with Pockets can range anywhere from him standing next to the characters at a bus stop, him interfering with their dinner plans, the PC’s helping him from being mugged (or vice versa), you know, use your imagination.  Anyway Pockets as he calls himself gives the PC a coin as a gift for whatever it is they did for him or simply because he thinks they could use a little adventure in their life.  The coin is magical (and shiny to boot!!!) on one side the coin has a Spanish style sombrero and some lines underneath it as if it was an incomplete sketch, on the other side there is also lines that seem incomplete.  On one side the coin says: “The” on the top and “Fandango” on the bottom.  On the other side it says: “Grimm” on the top and “awaits” on the bottom. When the coin is flipped it reveals the message “The Grimm Fandango Awaits” and the mess of incomplete lines becomes the image of a skull wearing a Spanish style sombrero.  When the PC flips the coin and catches it they are instantly transported to a cave like structure with a grand archway in front of them that exudes light.  There are no other exits that can be seen other than the grand archway ahead.  The light from the archway is so bright that you cannot see clearly through it.  The PC’s can either wait for the others to appear or step through the archway.  No matter if the PC’s arrive at different times or from different places, once they step through the archway they all meet inside a castle like hall and can hear Jeopardy playing loudly and the feint glow of the TV outlining a gigantic Lay-Z-Boy chair.  Behind them is a solid wall and ahead they can see a doorway, just on the other side of the TV.  As they approach the chair they can see huge bat-like wings hanging over the chair and can hear the sound of something being eaten.  If they do not succeed with a move silently check, or don’t do one, the chair swivels around to reveal: a huge, blue, demonic looking creature holding a 64 oz double gulp from 7 Eleven in one hand and a hot wing bucket in his lap.  In his other hand he holds the remote for the TV and surrounding him on all sides are tons of pop culture magazines.  He looks down at the PC’s and says: “Uh…you know you’re not supposed to be here right??”  The creature, although appearing demonic, speaks plain old English and sounds like Patrick Warburton.  “Um I’m the ‘Epic guard’ in case you’re wondering…let me guess guy about yeah high gave you a coin and said something cliché like?? Yeah you’re not the first, or the last, damn punk, how many of those coins did he get a hold of?? Anyway sorry didn’t mean to bore you.  To get passed me all you have to do is answer three of my 24 epic questions:  You can pick 1-24 but you both can’t have the same question.  So decide an order, pick your numbers and let’s start shall we??”  The Creature, we’ll call him Blue, waits patiently as the PC’s decide their order.  If any of the PC’s successfully “sneak” past Blue he congratulates them as they pass through the doorway. 

You can use your own questions or the ones that follow:

Blue’s Epic questions:
[spoiler]1. Q: What is your name and your friends names?
A: Their real names.
2. Q: Who lives in a pineapple under the sea?
A: Spongebob Squarepants.
3. Q: Why did you leave the keys upon the table?
A: Because you wanted to.
4. Q: How long is a jiffy?
A: One one-hundreth of a second.
5. Q: What doesn’t Scotty now?
A: That Fiona and me to it in my van every Sunday.
6. Q: How long did it take you to find me?
A: The truth.
7. Q: Who is your daddy and what does he do?
A: The truth.
8. Q: Are you an f****** moron?
A: The truth.
9. Q: What do two trailer park girls do?
A: They go around the outside.
10. Q: Why did the chicken cross the road?
A: Any answer will do.
11. Q: What is the 500th digit of pie?
A: Eight.
12. Q: How far is Venus from earth and why do you know that?
A: 92 million miles and the truth.
13. Q: Would you say you were good in bed?
A: The truth.
14. Q: If your Uncle Jack was stuck on the roof would you help your Uncle Jack off?
A: Any answer.
15. Q: Choose: red or blue?
A: Any answer.
16. Q: What is, word for word, the pulse-quickening opening monologue of the A-Team?
A: In 1972 a crack commando unit was sent to prison by a military court for a crime they didn’t commit.  These men promptly escaped from a maximum security stockade to the Los Angeles underground.  Today, still wanted by the government, they survive as soldiers of fortune.  If you have a problem, and if you can find them, maybe you can hire the A-Team.
17. Q: What’s in a name?
A: Any answer.
18. Q: Do you really think you’re going to get away with it?
A: The truth.
19. Q: Do you really want to leave your friends behind?
A: The truth.
20. Q: Clever. How’s that working out for you, being clever?
A: Any answer.
21. Q: What are the rules of fight club?
A: 1. You don’t talk about fight club. 2. You don’t talk about fight club. 3. Someone yells stop, goes limp, taps out- the fight is over. 4. Only two guys to a fight. 5. One fight at a time. 6. No shirt, no shoes. 7. Fights will go on as long as they have to. 8. If this is your first night at fight club: you have to fight.
22. Q: What does “Annuit Coeptis” mean?
A: He [god] has favored our undertaking. 
23. Q: When is a door not a door?
A: When it’s ajar.
24. Q: What has a head but never talks, always runs but never walks and has a bed but never sleeps?
A: A river.[/spoiler]
Most of these are intelligence checks, or pop culture checks.

After the PC’s answer three of the questions Blue will allow them to pass.  The PC’s can attempt to fight Blue but he’ll just shrug of the damage and the doorway will disappear until the fighting ceases.  Once the PC’s step through the doorway they find themselves alone in a room where a Green creature awaits, sitting at a table with shelves behind him with board games.  There is a doorway behind him and a pile of skeletons and weapons to his right.  He looks up and says “Yeah, it used to be a whole fight to the death thing but I got tired of that so we do board games now, you game?” PC’s pick a random board game and a dice roll decides who wins.  After they defeat Green they are allowed to go through the doorway.

The PC’s are then all back in the same room which is 100 by 100 feet and a Yellow creature on the other side of a class window.  He tells them the doorway is on the other side and all they have to do is cross the room.  As soon as they step towards the doorway they look across and see themselves walking towards them.  To get to the doorway they have to fight themselves. 

[spoiler]The versions of themselves that they fight have the same BAB and AC but have their HP.  Once they “Defeat” themselves, either by TKO or by killing them they can make it to the doorway unobstructed.  [/spoiler]

Then the PC’s find themselves alone in a room with a Black creature.  Black tells them flat out that he is there to grant them three wishes.  If they ask him what the catch is he says “The exit is right there and points to the doorway behind him.

[spoiler]If the PC’s walk through the doorway they find themselves walking into the same room with the Black creature.  If they continue to walk through the doorway without making a wish then they’ll continue to walk through the same room.  After 10 times they’ll see an average looking man wearing a sombrero who says “I see you can’t be tempted” and disappears and they’ll find themselves outside of a Pawnshop where they’ll be joined by the other PC’s.  Regardless of how long it takes for the rest of the PC’s to decide whether they accept the wishes or not, they all end up in front of the pawnshop at the same time.[/spoiler]

If the PC’s accept the wishes then the following will occur. 
The first wish is granted. [spoiler]without any strings attached (limit it PC’s imagination).[/spoiler]
The second wish is granted. [spoiler]but is granted with even more than they expect (in a good way, I.E. if they wish for a van they’ll get the van of their dreams loaded with the latest weaponry and technology).[/spoiler]
The Third wish is granted. [spoiler]and cursed whatever the wish for will be twisted (I.E if they wish to be bullet proof, everyone who shoots at them will do so as if they have true strike cast on them and the PC will feel the pain but won’t take damage from the bullets themselves but will still be knocked back from the blast and affected by the force.)[/spoiler]

If they have at least one wish granted then they can leave and fine themselves outside a pawnshop with the other PC's. After their wishes are granted they're free to leave.

Now the PC's can begin their adventures from this point on armed with their new abilities or weapons. [spoiler]Albeit cursed or not.[/spoiler]
Just how greedy will your PC’s be?


Enjoy
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emissary666

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Re: 1001 D20 Modern Adventure Seeds
« Reply #13 on: August 04, 2008, 12:25:58 AM »
Number 9
Name: "Death's Not So Bad Once You Get Used To It"
Type: Comedy, Fantasy
Time Period: Varies
Location: Afterlife, Mortal World
FX Level: Low/None

The players are various versions of after-world beings (Angels, Demons, Devils, Valkaries, ect.) who are all work in "New Arrivals and Distribution".  They are in charge of getting the newly dead to their correct afterlife or reincarnation. One day, there is a clerical error and they have no files on a new arrival. After sorting out the glitch in the system, the players are demoted to Afterlifers, beings whose job is to arrange deaths, escort souls, and do what ever Grim tells them. They must now do various tasks from killing someone, killing troublesome mortals, and picking Grim's groceries.
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Lonewolf the Hunter

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Re: 1001 D20 Modern Adventure Seeds
« Reply #14 on: August 04, 2008, 01:30:34 AM »
#10
Name: Red vs.Red and Blue vs. Blue
Type: Action, Adventure, possibly comedy and Sci fi
Time Period: a decade or so in the past, present, near or Distant future (Pick one or use all as you see fit)
Location: An isolated battleground.
FX Level: None to Medium depending on your needs.

Description: This seed is based on what I think was supposed to be happening in Blood Gulch Canyon. Your PC's make up part of one or to teams stationed in a large but, fairly Isolated region.  They're government has convinced them that they are on opposite sides in a civil war, and is secretly putting them thru all sorts of insane tasks they have limited radio communication, only able to talk to each other, if necessary the opposing team and command.  In between fighting each other the PC's must deal with various hazards such as monsters, aliens or renegade humans.  If the PC's figure out that they are being manipulated, command will start sending mercenaries and assassins after them.  Feel free to give each side what ever vehicles and weapons you want.
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I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: 1001 D20 Modern Adventure Seeds
« Reply #15 on: August 04, 2008, 08:23:21 AM »
Number: 7
Name of Adventure: (with apologies) Who Let The F#$%ing Dogs Out?
Type of Adventure: Military/Horror
Time period: Now/Near Future
Location: Chechnya
FX level: Low

Description: The PCs are part of an elite NATO "retrieval" unit that performs covert rescue operations--Detachment 7. A US military helicopter is shot down over Chechnya. Thing was, it wasn't supposed to be flying over Chechnya. The US wants the crew and their passenger--identified only as Subject Alpha--out fast, and so D7 is called into action.

The crew finds the wreckage of the helicopter, but someone got to the crew and Alpha first. D7 tracks the target to what appears to be an abandoned military facility. During their recon, they note lots of bodies. Fresh bodies. They've been ripped to shreds. Wild dogs? Worse.

Much worse.


Saw this movie it was called Dog Soldiers and the Sci fi channel used to run it into the ground.  Like the idea though.

"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: 1001 D20 Modern Adventure Seeds
« Reply #16 on: August 05, 2008, 06:02:38 AM »
Keeping in the movie category two linked linked adventures and a stand alone 
                   *Warning Spoilers a head*
#11
Name: The PC's have landed
Type: Adventure, Military/ Intellegence
Time Period: Pick any war
Location: As above
FX Level: None
Description: Based on The Eagle has Landed, your PC's are part of an elite team (Should include NPC support) sent to capture an important enemy leader. This operation includes both soldiers and spies.  Obstacles should include but, are not necessarily limited to the population of the area, a military contingent that the PC's intelligence sources were unaware of, and possibly threats from within their own command. 

#12
Name: The PC's have Flown
Type: Adventure, Military/ Intellegence
Time Period: Pick any war
Location: As above
FX Level: None
Description: Based on The Eagle has Flown, (The sequel to the book The Eagle has Landed is based on). This adventure consist of two parts, a rescue and an assassination.  Part one this is easiest to run if one or more  of the PC's were killed during the previous adventure.  Turns out they didn't die (only the PC"s for any NPC's in the previous adventure, dead is dead), or alternately one of the NPC's if all the PC's made it out alive, and the enemy has he/she/them locked up in a military hospital.  The PC's are once again sent "behind the Lines" to rescue their imprisoned comrades.  The Assassination: With the band back together, the PC's now move to rescue the leader of their nation from a dangerous and highly positioned rebel, perhaps it could even be one of their superiors.   

#13
Name: A Limited Engagement
Type: Adventure, Military/ Intellegence
Time Period: Pick any war
Location: As above
FX Level: None
Description:Based on the move Were Eagles Dare.  The PC's are part of a team uncovering double agents.  The plan involved the capture of an important military figure (Actually an actor selected for his resemblance to the real person), The PC's are from various backgrounds, spec ops counter intelligence and so on.  The team should also include one or more traitors (PC or NPC's which ever you are comfortable with), the job of your PC's is to extract the decoy and learn the identities of the double agents in their own organization, including high ranking member of their own side running the double agents.  How much you let your PC's know before hand is up to you.           
"No Plan ever survives contact with the enemy"
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I like hiring Giff, they don't mind being paid in uzis.

Doctor Monocle

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Re: 1001 D20 Modern Adventure Seeds
« Reply #17 on: August 06, 2008, 01:40:56 AM »
#14
Out of the Frying Pan
Type: Horror, Survival
Time Period: 20th to 21st Centuries
Location: A Trans Dimensional Island
FX Level: Low
Description: While traveling from point A to Point B in an aircraft or watercraft, The adventurers vehicle encounters a freak storm with strange electromagnetic effects. The Adventurers are forced to bail out or run aground due to damage. They find themselves stranded on a strange island that is constanly surrounded by storms (like the eye of a hurricane). It is littered with wrecks of ships and aircraft from all eras (including future ones). It is populated by undead ghouls who are obviously from all eras as well). The adventurers must stay on the move to avoid being eaten and can find some weapons and resouces among the wrecks.
The source of the evil is a strange glowing orb that is the center of the island. It is worshipped as a god by the ghouls. If it is destroyed, then the ghouls will all die and a gate will open to some farmers field in midwest America.

« Last Edit: August 06, 2008, 01:43:41 PM by Doctor Monocle »
---Doctor Monocle

FraserRonald

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Re: 1001 D20 Modern Adventure Seeds
« Reply #18 on: August 07, 2008, 12:04:14 AM »
Number: 7
Name of Adventure: (with apologies) Who Let The F#$%ing Dogs Out?
Type of Adventure: Military/Horror
Time period: Now/Near Future
Location: Chechnya
FX level: Low

Description: The PCs are part of an elite NATO "retrieval" unit that performs covert rescue operations--Detachment 7. A US military helicopter is shot down over Chechnya. Thing was, it wasn't supposed to be flying over Chechnya. The US wants the crew and their passenger--identified only as Subject Alpha--out fast, and so D7 is called into action.

The crew finds the wreckage of the helicopter, but someone got to the crew and Alpha first. D7 tracks the target to what appears to be an abandoned military facility. During their recon, they note lots of bodies. Fresh bodies. They've been ripped to shreds. Wild dogs? Worse.

Much worse.


Saw this movie it was called Dog Soldiers and the Sci fi channel used to run it into the ground.  Like the idea though.
Bingo! I'm running this as a modified version of our "the Qalashar Device" adventure at GenCon. Calling it Qalashar Dogs.

I rip off with a smile on my face. My Korean one-shot is a not as noticeable riff of "Brotherhood of the Wolf."
« Last Edit: August 07, 2008, 12:07:01 AM by FraserRonald »

Lonewolf the Hunter

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Re: 1001 D20 Modern Adventure Seeds
« Reply #19 on: August 07, 2008, 05:51:27 AM »
 Nothing wrong with "borrowing" movie plots for your campaign, and as anyone who reads the bulk of my post on this thread will tell you, I do it a lot.

Well while I'm here I think I'll put this down so it will stop driving me crazy.

#15
Name: You live in a Space ship dear.
Type of Adventure: Sci fi/ Mystery
Time Period: Any were pilot is an available skill
Location: somewhere in deep space.
FX level: None to High depending on were you want the game to go

Description: Your PC's wake up to find themselves on board an ultralight star ship of some description (PL7 + recemended).  The ship is stocked with earth weapons (Assault rifles, Pistols, Shotties, ext, should be enough to equip a small army) and ammunition and includes translation guides and print out labels explaining the controls. Also the PC's should find a star chart detailing the section of space they are in with legend that includes: Type of star, friendly port, human planet, hostile territory ect.  What is happening why are the PC's in some far flung part of the universe and who did this? these are questions I leave up to you. This campaign works best if your PC's are already experienced pilots, leaving the only real problem being that the PC's have to gain the proper space ship proficiencies.   
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.