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Play Like You Have To! => The Kitchen Sink => Topic started by: Doctor Monocle on July 21, 2008, 03:11:16 PM

Title: 1001 D20 Modern Adventure Seeds
Post by: Doctor Monocle on July 21, 2008, 03:11:16 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
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Tema69 on July 21, 2008, 03:46:10 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.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on July 21, 2008, 08:10:59 PM
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.   
 
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Melblen_Cairn on July 21, 2008, 08:27:47 PM
I have 100 in a list compiled from over the years.  :D Want me to copy them over here?
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Tema69 on July 22, 2008, 03:40:31 PM
Why not? We need to fill in 1001 :D
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Melblen_Cairn on July 22, 2008, 04:56:12 PM
Will do but will take me some time to put them into the adventure seed format.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Doctor Monocle on July 22, 2008, 09:59:58 PM
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?
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: brokenoakleys on July 22, 2008, 11:00:44 PM
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'.



Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on July 23, 2008, 12:15:14 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.   
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Hinthas on July 25, 2008, 02:40:12 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
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on July 27, 2008, 08:09:58 AM
#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.   
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: FraserRonald on July 30, 2008, 12:47:16 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.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Felix1459 on July 30, 2008, 11:58:59 PM
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
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: emissary666 on August 03, 2008, 08:25:58 PM
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.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on August 03, 2008, 09:30:34 PM
#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.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on August 04, 2008, 04:23:21 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.

Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on August 05, 2008, 02:02:38 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.           
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Doctor Monocle on August 05, 2008, 09:40:56 PM
#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.

Title: Re: 1001 D20 Modern Adventure Seeds
Post by: FraserRonald on August 06, 2008, 08:04:14 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.


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."
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on August 07, 2008, 01:51:27 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.   
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Neema on August 21, 2008, 09:48:44 PM
I'm baaaack *evil laughter*

#16 :Who let the zombies in?!
Type of Adventure: Survival Horror
Time Period: A bit after the zombie outbreak. Prefeerabbly, PL5 and below technology or below, but can be done with higher PLs
Location: Any protection
FX level: Preferabbly none, for magic can make the zombie threat easier to deal with.
Note: This does not have to be the start of the game itself; could be mid-way through a game, or possibly even be its ending, depending on how you want it to play out. All that is required is that the players settle into a base, bunker, or some toher place where they plan on waiting out the zombies.

The players have survived the zombie outbreak in the area and have found shelter that can provide the basic needs of life, or atleast long enough until the zombies eventually die off.  Over time while being in the shelter, zombies accrued around the place, as if though waiting for their dinner. It seemed to be okay, for the place seemed safe, but then one night, there comes a scream from an NPC. The zombies have somehow got in! The players must try and escape somehow depending on their surroundings; Helicopter pad somewhere on the property? get to the roof and hop from roof to roof in the area? Go down the cliffside the place is atm o the river hundreds of feet below? Perhaps have it be the last bloody battle the characters see? Up to you

#17: From The Freezer To The Desert
Type of Adventure: Post-Apocalypse
Time Period: Far enough that new societies have formed and became their own nations. Preferabbly, Max PL5 technology
Location: Nevada Desert
FX level: Magic can ruin it some

Description: The players, whetehr willingful or not, were selected to be frozen just in case Russia, Iran, Pakistan, Korea, and other countries were to nuke the U.S. into nothingness. The players find themselves in a Rip Van Buren Bunker, with the place already robbed of goods and materials except for some items (depending on how the players roll) the Players then have to survive in the desert, dealing with the natives, finding out how the world ended (perhaops conventional warfare instead of nuclear if you want to avoid mutants), and figuring out who to join in the desertand who to help.

I can provide some groups if desired; I already got an idea for a tri-alligance thing of three settlements that help[ one another out
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on August 23, 2008, 12:44:39 AM
#18
Name: A Piece of the Action
Type of Adventure: Military, Bank heist, Action adventure.
Time Period: Any major war, hell you could even set it in the brewing Russia/NATO conflict.
Location: Any war zone appropriate to the chosen war.
FX Level: None to Low.

Description: The PC's and possibly several NPC allies have gotten hold of enemy documents detailing were a renegade commander has hidden a vast treasure of valuable knick knacks, Art objects, precious metals and gems.  Rather than turn this intelligence over to their CO, the PC's and possible NPC allies go AWOL to gain the wealth for themselves.  If the PC's get to keep the loot the final sale and laundering of the cash and treasures should increase their wealth DC's by 35 to 40 each (This works well for a campaign that is winding down any way, let the PC's retire rich) hazards to the PC's include first and foremost, being charged with looting and desertion, so they will definitely need a good cover story, as well as falling victim to the fog of war, ie being bombed by their own planes or shelled from friendly artillery positions, and of course fighting their way through the hordes of enemy positions between them and the prize, plus what ever guard the commander has left.  If you wish you can throw hard morale choices at your PC's, such as whether or not they should hope the farmer they passed won't blow the whistle or eliminate him, or if they should help fleeing refugees and political prisoners or abandon them to their own fates.     
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on August 23, 2008, 06:18:19 AM
#19
Name: Hell's Laboratory
Type: Survival Horror, Military thriller
Time Period: Now
Location: A self contained Lab and living compound
FX Level: Medium

Description: A mysterious research group has been making noise recently about being on the verge of unlocking the secrets of life and a break thru in military technology.  Long story short, recently all communication with the compound has been lost and several countries have dispatched teams to find out what has gone wrong.  Your PC's are one of these teams, however the government teams are not the only investigators, teams of corporate mercenaries, and terrorist gangs also roam the compound, and it is over run with all types of undead, and Flesh Golems, and other stranger things.  From this point on the PC's must evacuate survivors, fight off rival groups while allying with friendly ones and destroy or capture as much of the lab's research material as possible.     
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Doctor Monocle on August 25, 2008, 09:37:29 PM
   :)
Nice one...very DooM.
I like it.


#19
Name: Hell's Laboratory
Type: Survival Horror, Military thriller
Time Period: Now
Location: A self contained Lab and living compound
FX Level: Medium

Description: A mysterious research group has been making noise recently about being on the verge of unlocking the secrets of life and a break thru in military technology.  Long story short, recently all communication with the compound has been lost and several countries have dispatched teams to find out what has gone wrong.  Your PC's are one of these teams, however the government teams are not the only investigators, teams of corporate mercenaries, and terrorist gangs also roam the compound, and it is over run with all types of undead, and Flesh Golems, and other stranger things.  From this point on the PC's must evacuate survivors, fight off rival groups while allying with friendly ones and destroy or capture as much of the lab's research material as possible.     
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on September 10, 2008, 12:27:48 AM
thanx

#20
Name: A war torn lost world
Type: Adventure
Time Period: Any
Location: A concealed valley
FX Level: None to High depending on your needs

Description: Recently a handful of people have discovered a "Lost World"; Dinosaurs, Lost tribes, horrible mutants, the whole bit, and your PC's are in the middle of it, either because they were hired by one of the factions or because, they crashed in the middle.  The valley is filled with mercenaries, environmentalist, and various power company agents.  Your PC's must decide whose side they are on, weather to preserve the valley or exploit it.   
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on October 12, 2008, 01:54:29 AM
#21
Name: The Isle of Madness
Type: Survival, Horror
Time Period: Now or near future
Location: The Secret Island fortress of a very dead mad genius.  Should be far enough away from everything that people rarely go there but, close enough to civilization that people at least knew it was inhabited.
FX Level: none to high depending on GM discretion

Description: About a decade before the adventure, the island in question was the property of a mad geneticist, however he animals he had been experimenting on got loose, massacring most of the staff, a few survived, the government that technically owns the island sweeps the whole thing under the rug and quietly quarantines the island.  Fast forward to the present, A small private plane has gone down on the island, and the family of one of the passengers- having been stone walled by the above mentioned government- approaches the PC's with an offer, or one of the PC's could have been on board the plane, as they prepare to leave they learn of a living relative of mad doctor and the last living member doc's security team, offer to join the mission.  Do to the nature of the island, the PC's must land on the shore, fight their way inland thru  a horde of mutant animals, rescue the survivors and escape and get back to the beach, or they can land a helicopter at the mad Scientist lab and fight their way inland from there.  Feel free to throw any additional complications at them

Anyone care to guess what this is based on.   
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on October 12, 2008, 02:39:20 AM
#22
Name: "Did I miss something, When did we get to Tokyo?"
Type: Rainbow Six meets the Sci-fi channel
Time Period: Somewhere in the near future.
location: A large city, preferably one with a lot of land marks.
FX Level: Medium sounds good.

Description: A horrible monster is loose in a major metropolitan area, shedding little monsters, and flattening land marks.  In addition to monsters and destruction, looters run rampant, dodging beleaguered evacuation forces and monsters, also various cults have moved in to the area, claiming the creature is an avatar of their own dark deity come to cleanse the earth of those that will not worship it and terrorist, hoping to use the destruction all around them to gather their strength, for their own attacks.  In to this mix come the PC's an elite counter-terrorist team, with a three fold mission, gather intelligence on the creature (conventional tactics are having little effect) and the things it leaves in its wake, locate trapped civilians and get them to prearranged extraction points, and eliminate all cultist and terrorist that interfere.  You're PC's reconnaissance will decide whether the government will mount a full scale assault to rescue the city, or sacrifice it to nuclear fire in a last attempt to kill the creature.     
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on October 16, 2008, 09:49:28 PM
Will do but will take me some time to put them into the adventure seed format.

Hey Melblen, what happened? I'm all alone in here.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: emissary666 on October 17, 2008, 12:19:19 AM
#23
Name: "Conspiracy Agents"
Type: Conspiracy, 007, MIB
Time Period: Today
Location: Washington DC, Area 51, Agency Space Station
FX: None
PL: 6

Ever since the beginning of the Egyptian empire there has been a secret cult directing the flow of history. They go by many names but are currently known only as The Agency. Recently there was a leak in the US cell, in the DC area. With the leak already spread by the media, the PCs are the cleanup crew. They are dropped off at the Pentagon by Universal Flying Orbs, causing more of a disturbance after a high schooler posted a video of the orbs on youtube. The PCs mission is to clean up the mess by any means. They are to execute, mind wipe, and spread lies to keep the secret.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Lonewolf the Hunter on October 22, 2008, 07:53:39 PM
Wow, of 23 seeds on this thread 13 are mine ???
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: j0lt on December 19, 2009, 09:07:31 AM
I don't know why I never saw this thread before...

#24
The Serpent Kingdom - Uncovered
Type: action, department 7, dungeon crawl, mystery
Time Period: now
Location: mainly Peru
FX Level: low-none

Description: An archaeologist friend of one or more of the PCs sends a message that they have uncovered a new set of Inca ruins in the mountains of Peru.  He arranges to meet the PCs when he returns to the US, but doesn't show up.  The PCs learn from some news source that a number of disappearances have occurred since the discovery of the ruins.  Department 7 sends the PCs in to investigate...
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: ragincajun2288 on January 13, 2010, 02:58:50 PM
Yeah I have never seen this thread before either. It's awesome. Good job Lonewolf.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: Hinthas on January 16, 2010, 04:47:30 AM
#25 Quarentine RL or SCOOBY'S Revenge !!!!
Type: Survival / Horror
Time: Now
Location: New York
FX LVL:Low to none

Description: http://www.foxnews.com/story/0,2933,583136,00.html?test=latestnews

Enjoy,
Doug
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: AnimeSniper on January 26, 2010, 08:51:35 PM
Copy paste from my post on the Wizards boards

0026: Apocalypse Campaign {Idea WIP with houserulings}
PC Races: Humans, other races at GM's discretion
Party Members: ?
Level: Any
Year/PL:2573/PL7-8
Concept: Awakening to see only the frosted exterior of the cryostasis coffins the PC's  are part of the EVE {Exploration for Viable Environments} unit sent out in 2327 to find habitable planets for the emigration of Sol's residents due to the depletions/exhaustment of all resources within the galaxial arm and the increasing skirmishes for the remaining resources. 

The group, returning from escorting one faction of emigres in their charge to a habitable world find that the remaining residents of SOL have devastated each other with the arsenals built up over generations.  The group upon exiting the coffins find that most of the crew {NPC's} have died to failures within the sub-protocols of the coffins OS... a few coffins are empty while others show shattered armaglass with skeletal bones while the failed ones show mummified corpses.  After exiting the Crew cryo bay #3, they find the signs of interior damage caused by explosives and moderate weapons fire along with the skeletal remains of crew forces and enemy combatents. 
The ship is found to be in a stable geosynch orbit around Europa along with several of the ship shuttle bays destroyed and missing shuttles, while the research bunker on Europa is destroyed.

The ships C&C along with the secondary C&C bridge have either been destroyed or the doors welded shut with the ships AI fragmented and all systems except life support and rudimentary functions locked down.

The crew after working to repair the damage and unlock the systems they return to Earth to find out exactly what happened and why the ship was attacked.  while exploring the damaged ship they find evidence of the attackers being radical idealists of to them an unknown.
Title: Re: 1001 D20 Modern Adventure Seeds
Post by: ragincajun2288 on January 27, 2010, 06:14:41 AM
#27 (Campaign I wrote up and plan to run soon).
Name: "The Illusion of an Illusion".
Type: Conspiracy, Sci fi, action
Time Period: 4 years After Neo died to save humanity.
Location: In The Matrix.
FX: Low (But I house ruled to create bullet time powers for the players)

The PC's are Red Pills, people who have been rescued from The Matrix and are now part of the free humans living in the underground city Zion. The truce with the robots still hold true but lately many programs have been going awry, perhaps due to Neo's and Smith's clashing powers. The PC's are a crew that introduces humans in the matrix into the real world. One day a glitch in the matrix reveals a secondary wave length that is similar to the matrix coding. The PC's investigate and run into malicious programs and many un-answered questions. Recurring characters, such as The Oracle, Seraph, and The Key Maker make appearances. Eventually after many battles and investigating through the actual code of the matrix with a hacker programs help they discover the truth. In a huge twist on the movies, the PC's eventually discover that what they thought as the free world was actually another simulation and they have been jacking into another simulation from another. They were never really free at all. A program who is the God of the simulations appears and tells the players there are many simulations for all types of realities and the real world is actually uninhabitable for human life anymore, so the robots had actually been growing the humans and giving them a reality that was better than none. To apologize he offers to send the PC's to any reality they wish, having whatever they want, and their memory of their life before wiped.