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catalystgamelabs.com/poo
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BattleCorps
Posts: 1623
Are you monkey enough for this game?

A Time of War: The BattleTech RPG_Adventure Seed Submissions

To quote the "Beta Release PDF of A Time of War" announcement:

>>>
To help thank players for all they’ve done over the years—and for the help in ensuring the highest quality RPG for BattleTech—we’d like to invite all players to submit adventure seeds for potential publication. Once you’ve bought and downloaded the PDF, take a look at pages 347-348. You’ll notice two adventure seeds there and then most of a blank page waiting to be filled with two more dynamic adventure seeds. Anyone interested in getting an adventure seed published should generate a seed using the two in the PDF as a format guide and posting them to the thread we’ve started on the www.classicbattletech.com forums (when you post your seeds, please include your name as you wish it to potentially appear in the book if yours is accepted). Catalyst will review those adventure seeds they find most unique and fitting and will publish two in the book (tweaking and editing as appropriate to fit our publication style).

I hope you flood us with cool suggestions!
>>>

So take a look at the two adventure seeds in the PDF, and then drop your ideas here.

Good luck!
God of Nukes, Fire, and Death
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Writer
Posts: 8877

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

*listens to the crickets*

- Herb
The Special Inspector General for the Troubled Ass
*
Catalyst Demo Team
Posts: 16285
These terrible hardships of war.

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: The Birthright
Recommended Group Size: 3 to 6 players
Recommended Group Type: Mercenary, Covert Ops
Recommended Skill Levels: Regular-Veteran

A wealthy noble is on death's door, and already the jackals are beginning to gather. At stake are fabulous riches: maybe Star League-era technology, or money, or even land. Whatever it is, it's valuable enough that a lot of people are willing to do a lot of nasty things to get it. The legal heir hires the PCs to ensure it all goes where it's supposed to go, with the caveat that while there's nothing in the kitty now, once the noble passes, unimaginable riches are available for remunerating them.
A lot of other people have the same idea, though. Some of them may be willing to take direct action, while others may retain intermediaries of their own.

Complications:

All For The State: What's up for grabs is so valuable that the government gets involved. And then another one. Here's the problem: turns out the heir is being backed by the other team. Are the PCs willing to turn traitor or risk the emnity of the home team in exchange for unspecified favors from foreign intelligence agencies?

The Scarlet Letter: Forbidden love is excellent leverage for a blackmailer, and any heir worth his or her wild oats has probably indulged in it once or twice. Of course, things like that can get you disinherited. Perhaps the PCs should steal those holos, and that footage, and the baby...wait. A baby?

A Fist Full Of C-Bills: Sometimes the bad guys are so string, you've got to play them off against each other, rather than go head-to-head. The players may have to worm their way into the confidence of the other claimants, rather than trying to take them on. Of course, bad things can happen to turncoats caught in the act...

Riflemen At Twenty Paces: The problem with private armies is that people find themselves with a yen to use them. How will the PCs handle a lance of Battlemechs from one of the claimants? Can they handle it?

I Feel Fine, Actually: After all their hard work, and untold mayhem and murder, the ailing noble makes a full recovery. And maybe they aren't too pleased with everything that their heir's done in their name.

Tips: A cast of colorful would-be claimants should be sketched out beforehand, and attention should be payed to the local flavor. Every Great House or Periphery power has a slightly different attitude towards how nobles can and do behave. What might be resolved in the Federated Suns by private armies can be handled by a duel in the Draconis Combine. It's also important to tailor the scale of the inheritance to the status of the player characters. Three former bar buddies from Outreach probably shouldn't have access to a regiment of Star League Marauders, and a group of itinerant mechwarriors probably don't have much use for a working farm on Liao, complete with servitors.

Submitted by Edward McEneely
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Major
Posts: 5481
Your Master can kiss my...... <signal lost>

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions


<Begin Adventure Seed?

Adventure Seed: Watching the Sky Fall
Recommended Group Size: 3+
Recommended Group Type: Mercenary or Any Military Trained Personnel primarily, but can be tweeked for any character types/groups
Recommended Skill Level: Green (Can also be used as an intro to the BattleTech Universe for people that have played RPGs before, but have never played anything BattleTech on the past)

You've just arrived on Outreach. It's Friday, October 13th, 3067, and you hope to get some R&R before your next contract. But there's that odd feeling that something BIG is going to go down. It's the feeling you get right before the guano hits the air conditioner. Watch yourself, and you just might survive, not to mention have some serious stories to tell the Grandkids

This is a Game Seed to help players ease into the Jihad setting, primarily by having them participate in what can be the Jihad's "Prelude" on Outreach

Potential Complications and Hooks:

Where's Wayne Whacko?: The players are approached by Wolfnet to keep an eye on Wayne Waco. They're getting some chatter that's he's been way too quite lately, and they want the players to find him and keep an eye on him. The price seems right: Clantech upgrades for their vehicles. But, why watch a disgraced old coot, who's clearly nuts?

Contract Negotiations: The Word of Blake approaches the PCs with an offer of employment (or to deliver a package to Temptown, in the PCs are non-military). The C-bills offered are tempting, but the fine print leaves you wondering about your actually risking. Is getting in bed with the Word actually worth your soul?

Trapped!: When all hell breaks loose in Harlech, the PCs are across the city from their vehicles (or their tastiest weapons and equipment, if the PCs are non-military). Can the PCs make it back to their rides (or gear), and help put down the insurrection?

Star Struck: The PCs accidentally meet one of the more famous Dragoon on planet (Jamie Wolf, J. Elliot Jamison, & Elson Novacat are examples). These encounters are as quick or as long as the GM prefers, but must be made memorable for the PC, since this the swan song for some of the most famous Dragoons.

Notes: Since this is geared more toward the new BattleTech players and those not familiar with BattleTech, you might want to have a good number of physical copies of pages 21 & 30-32 available for your players to take with them. This is suggested because it will help the new players acclimate to BattleTech, and it will hopefully keep you (the GM) from repeating what an HPG is for the hundredth time.

It's also recommended that you be ready to repeatedly answer common BattleTech related question frequently, so bone up on BattleTech. 

Most importantly, keep things interesting and fun! Throw your PCs a few goofy curve balls. Work in some pop-culture references to see if they notice. In the middle of a major firefight have the 31st century version of  "Ooops, I did it again!" being played by the opposing force. Be goofy. Be creative!

<End Adventure Seed>

By Josh Ellis aka "Twycross"
God of Nukes, Fire, and Death
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Writer
Posts: 8877

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

A quick note on the Seeds:

Bear in mind these are intended to be "core concepts" for a BattleTech-themed adventure, and most ideally should NOT be era- or faction-specific. While we will entertain all suggestions, the best candidates will be open to enough interpretation that a GM playing in any era and any in-universe setting can make them work with minimal adaptation. (The sole exception: The Clan/Inner Sphere divide may prompt us to take adventures that clearly call for a group from one and not the other, simply because the cultural and military mindsets of the Clans vs the Inner Sphere afre so alien to each other.)

Thank you.

- Herb
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Sergeant
Posts: 178
McBride's Maulers- Affordable and Professional.

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Planet Without Joy
Recommended Group Size: 4-8 Players (with optional support)
Recommended Group Type: Military, Mercenary, Police, Special Forces, Covert Ops
Recommended Skill Levels: Green-Veteran

"Who did I tick off to be sent to this Blake-forsaken pit of branth manure?"

 The Players are sent to a recently captured world that was part of a rival state for some time. The planet fought the invasion hard and many of the military age males are dead, in the hills or behind barbed wire in POW enclosures. The new government is corrupt and ineffectual and it's militia is incompetent. They're only propped up by the point of your bayonets and the remaining locals seethe with barely suppressed anger towards you and everything your nation has to offer. Like the Civil War thread, hearts and minds is going to matter as much, if not more than simply shooting the enemy.

Complications:

- The Press: As part of a charm offensive to appeal to the locals and the folks back home, a member of the press, and his holocam team has been embedded with you to observe operations in the field. The reporter is nothing short of an obsequious idiot, and he's getting into more trouble than you can handle. He insults the locals, his team films things they aren't supposed to and go haring off and get themselves captured by the guerrillas, requiring you to rescue them. And if you screw up..he'll be there to record it for posterity.

- Not worth a bucket of warm spit: You are assigned a contingent of the local militia that is twice the size of your total force. They're mostly infantry, with some vehicles and all of their equipment was old when Man left Terra. Their officers are selected more for their political reliability and their NCOs are ineffective. The rank and file when they're not ready to join the guerrillas, are robbing the locals. Then again, the supply section NCOs are selling much of their ammo to the guerrillas too. Why shouldn't they, most of them reason? The guerrillas outgun us.

- Can't trust a soul: The planet's making everybody paranoid. The newsboy might be a bomb-thrower, the local you hired as an As-Tech might be sabotaging the unit's gear, the school kids you passed might be passing information to the guerrillas setting up an ambush down the road. The cycle of attack and reprisal is causing the desired effect amongst your troops and the government, with hostages being taken, nightly raids and executions.

- Outside help: To make matters worse, the guerrillas are getting outside help from their former nation. This help might be an SF team or a Merc company. This help is taking the shape of sophisticated weapons that outgun the local militia who has to eventually be willing to deal with the guerrillas.  Smashing this force might help break the back of the rebellion.

Tips: This is a bit grim, and it's an adult fairy tale in the sense that the dragon may eat the maiden and then have his way with the knight in shining armor. The locals are a contentious, nasty lot. So much so, your players may be left wondering why their country bothered with the world. The militia is made up of two-time losers and thugs happy to collect a paycheck, weapon and uniform to do what they would have done anyhow on the other side of the law. Winning in this sense is giving the government militia a sense of legitimacy, helping to clear out the dead wood, finding folks of all ranks who want to fight and giving them the tools to do so. Helping to win a few battles won't hurt either. Resistance will be met by the corrupt majority of the government, the players superiors who "aren't out to win the war on their watch" and fellow soldiers who "wanna just do their time and survive it.", not to mention the guerrillas who are seemingly everywhere. Their numbers should be smaller than actually believed, but their reputation and skill should outweigh that. Good movies for theme are just about any Vietnam war movie, Black Hawk Down (it's about soldiers trying to help folks who don't want it, and trying to survive that), and for books, the "Hammer's Slammers" books, especially if the players are 'Mercs ("Well, you see, your government hired us because you can't fight worth cop.")

by Jason "panzerfaust150" Weiser
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Sergeant
Posts: 178
McBride's Maulers- Affordable and Professional.

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Race for the Border
Recommended Group Size: 4-6 Players
Recommended Group Type: Mercenary, Special Forces, Covert Ops
Recommended Skill Levels: Regular-Elite

"Get the package, his family and his notes to the border by the 24th, and don't be late, or it's your own ride home"

 Your players are assigned to extract a reasonably prominent scientist from a rival nation and smuggle him, his family and his notes over the border into a neutral nation, where his passage then can be arranged back to your nation. There is, of course, a deadline to get him over the border as your nation is arranging a bit of a border incident to distract attention away from said scientist's defection. But, there is only so long the incident can be ratcheted up before this leads to an actual shooting war, something your superiors don't want right now.

Complications:

- Don't be Late; The jumpship that is meant to recover you in neutral space is working on a given time window and under false registry. Sticking around past the agreed upon window is going to arouse suspicion and blow the ship's cover. Needless to say, if you're late, you are SOL, but then again, you're perfectly free to make your arrangements...

- Family Ties: The scientists's young child is a typical well-meaning, if noisy toddler. She doesn't understand what's going on or why these big men are packing her family up in a rush. All she knows is what she's been taught in pre-school about "stranger danger" and if she sees cops..she's going to scream loudly.

- Herr Doktor: The good doctor in question is a learned, sheltered person who means well, and took a government scholarship in the theoretical sciences. He's horrified what his research is being turned into, hence his defection. He's not going to be real happy when he finds out your nation's interested in the same thing.

- Politics: A recent treaty has been signed between your nation and the nation the good doctor is defecting from. Needless to say, such a prominent defection is embarrassing for both sides. So, both agencies are now working along the lines of the old Russian proverb "When a man becomes a problem, remember, no man, no problem.", and guess who's in the middle?

- Popularity is a pain: The good doctor published an unclassified version of his research in a popular journal circulated throughout the Inner Sphere. Even a sanitized version of his work is enough to get a lot of folks interested in his work..people who are willing to grab him first, and kill you or anyone else in the way.

- Double the Guards: Somebody in the nation the scientist's defecting from has gotten nervous. He's noticed something is up with the scientist and his family. He's taken the initiative and doubled the usual guard force around the scientist's villa and included a four man SF team.

Tips: The players should feel harried and on the run at every turn, don't let them get comfy anywhere. Always have someone have a nagging feeling about them, have a counter-intelligence team dog their heels, have their fake credentials be not quite in order. The players should be a diverse skill set with more emphasis on talking a way out of a fight than shooting. Honestly, if they have to throw down, the mission's probably blown anyhow, and if the good doctor or any of his family are hit? Then things are about to get interesting in the chinese sense for everybody. Keep play tense and fast paced. Have detailed NPC writeups ready for the scientist, his family and the CI agent they're going to send after our players. Make the CI agent smart and capable, he's every bit as good as the players..sometimes, even smarter, and he likes his job. Some ideas for theme and pacing are movies like the Fugitive or Catch Me If You Can for inspiration, along with Hunt For Red October.  

by Jason "panzerfaust150" Weiser
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Major
Posts: 3495

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

ADVENTURE SEED: WHEELING AND DEALING
Recommended Group Size:
2 - 6 player characters
Recommended Group Type: Military, Mercenary, Special Forces, or Merchant
Recommended Skills Levels: Green-Elite

"Oh sure, I've got that, but it's gonna cost ya..."

   The player group must acquire a certain one-of-a-kind item and they know where to go.  Unfortunately, their source wants an esoteric and especially hard to get item in exchange.  The players will need to manage a long chain of trades and transactions in order to ultimately end up with the item their source desires.  These "trades" can take many forms from actual exchanges to purchases to traded favors and perhaps even things far more illicit. 


Complications
   The following are just a few of the complications possible in Wheeling and Dealing

•   Midnight Requisition:  An item(s) needed for a trade is currently in the possession of a third party that is unwilling to part with them.  The players must devise a plan to "liberate" the essential item(s).

•   Timing is Everything:  One of the items the players must acquire is the prized possession of a powerful NPC.  This item is being "loaned" by a functionary without their boss' knowledge.  The players must skillfully remove and then replace the item before the functionary’s boss realizes what is happening.

•   Feeling the Heat: The players' source has come under investigation for illicit activities.  The players must derail the investigation long enough to complete their mission.

•   Mi Amore!:   During one of the transactions one of the players manages to attract the romantic interest of the spouse or child of a powerful local noble.  Encouraging the romance could result in a powerful ally, but there's trouble if the noble finds out.

TIPS:   The gamemaster should tell the story in such a way that the player characters almost constantly feel like the whole plan is one step short from coming apart.  Brief respites from the impending catastrophe can be used to let the players catch their breath before shoving them off balance with a complication.  The gamemaster will need enough NPC's and different locations so that each leg of the trip feels unique.  Ultimately the players should succeed and if the gamemaster notices interest seriously waning, they can always have item the players are currently pursuing to be the final one needed to complete the ultimate trade.       

by Jack McCrary
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Sergeant
Posts: 122

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

ADVENTURE SEED: BASICS
Recommended Group Size: 4+ player-characters (with optional support)
Recommended Group Type: Military, Mercenary or Civilian
Recommended Skill Levels: Green-Veteran (Key Skill levels of 0-5)

 “The only equipment you’ll realy need, is your will!”

The player group have to pass through basic training and following training. May it in a local militia, major factory, private
or state run military, an medium sizes repair and gas downtown or a more socialize place like a bank.Anyway the players have
to sheer the following field of training. Like anywhere the players will face somebody of the instructors or trainers stuff who will
made it as difficult as possible to pass for various reasons. Not ever an barely made it or missed it only so much will come
out as an total bust, but anyway the players have to want to process further through the training to have a re-try.
Depending on the place and time the players maybe become part or side-events of minor or major nature. As well as the free
time ouside there job or military training will have plenty room for sideway to an good or more good end. Possible lone wolfs
by the players may never reward or treaded the way the rest will as also they will become chances to change behavior. During
each part of the trainings, players have to face minor testing, while at the end of basic and following further training they have to face
major tests as well as first field experience to master. May it a mug-battle with another unit, handling of customers new to the
buisness the players learned in or any other challenge that might came in place of.

Complications
The following are just a few of the complications possible in Basics:

• By the book, one or anotherway: The Instructors or Trainers may become pinky with any lesson or piece produced during the first days.
May it a workpiece produced with one millimeter more tolerance, a wrong battlefield dress or simply filling out an foam not totaly correct.

• Sugarbread or Whip: The master instructor or main trainer—an veteran or elite level NPC—may directly or indirectly help the players
or mess things further up. May it to harden them, gave them extra chances they my never had or because something of the players
behavior remind him or her to an good or bad.

• Dealers: The players may find one or more NPCs who will deal with special „equipment or items“ within or outside legal rules. This
can lead to trouble, debts, favors or special to rare encounter-for good as well as bad.

• Love and Pride: For some reason one or more of the players may fall in love with an minor NPC may from the postal office or the magazins
aid (those persons you never thought to be found in this places). May it stress with these person or an final fist fight with an rival
(PC or NPC) that made things not often easier but intresting.

• Bravery and Honor in and outside: May it a group of drunken thugs assaulting a friendly group of students or people in the nightly city,
an car or train excident while on a free weekend passage offside the training facility, an medium training excident in which you provide first aid
(trained or untrained) or simply helping by lifting up some heavy debris. Players may face such situations sooner or later and with not only for
the best outcome for the players.

Tips:
You have to come up with some kinds of plans, maps or that kind as well as some in-track and off-track locations. If the story wheels on a major world which have some major facilities, depending on the detailed track of the adventure you may use some of the material known about it to provide further level of detail for the group (Like Storybooks, Scenariobooks, Field Manuals, and that like), how peoples in the cities, special events, general or special environments,and so on.
May give, if some players may come up with, lone wolfs a few tips with, so they can rethink. You may take it for some reason to the edge to see if or if not the lone ones would leave the rest on there own, but with no deadly or major difficult ending for the groups others.
Encourage teamwork and teamplay as well as gave an helping hand by players to other groupmembers or minor/major NPCs placed in such
situations. Not to over reward them, but let them know that an honest and good try can bring you sometime further than an half-hearded but successful
action.
If you place your group on a capital world, they may suddenly face strangers who try to mole in to achief access to some facilities. Maybe corporational or state-run spies. Or only headhunters to pay away veteran or elite personal.
That all and further stuff can be used to spice the Adventure up or simply
building the base for the next one, Tour of Duty, turning Mercenary, running Own Buissness, a Civilian Job in a major City,....

by Jennifer Albrecht

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Corporal
Posts: 52

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed:   The Package

Recommended Group Size:   4+ player-characters
Recommended Group Type:   Military, Mercenary, Police, or Special Forces
Recommended Skill levels:   Green-Elite

The player group must locate and obtain a package requested by their employer or commander.  They are given information regarding the transportation method to be used for the package, and its destination, but planning the intercept and gathering more detailed intelligence is largely left up to them.  The defenses could be anything, from troops assigned to guard a shipment in transit to competitors seeking the same package, to security systems protecting an ancient Star League cache, or any combination thereof.

Complications:

•   I Don’t Want To Go!:  The “package” turns out to be a live human, and the characters have to keep him/her that way.  The characters must see to it that he or she is delivered safe and sound, but the package will do everything to call attention to him or herself and thwart the abduction effort.  Things become even more complicated when the package begins to attract the romantic interests of one or more of the PC's.
•   Conscience:  The package turns out to be supplies that are desperately needed at their intended destination, and the employer knows this but doesn’t care.  If they carry out the mission, innocent civilians will die.  If they change the mission, they will earn themselves a powerful enemy and forfeit their pay.  Do the player-characters carry out the mission as originally assigned, or do their consciences get the better of them? If so, how far will the PC’s go to ensure the supplies get to the proper person?  Deliver it themselves?  Protect the original transporter?  Turn on their master?
•   Greed is Bad:  The player’s group was too small to handle the job, and had to hire on some help; help whose greed outweighs their sense.  The players obtain the package, only to find that it has gone missing, along with one or more of the NPC’s.  They have to track them down before their employer loses patience with the delay.
•   The Amazing Race: The PC’s are not the only ones after the package, and rival teams are on the way.  Perhaps one of the PC’s enemies is leading the team, or the rival team is also serving the PC’s employer, seeking to curry favor with their employer.  And while the employer wants the package, he may not take too kindly to the PC’s handling his other forces too roughly; especially if his son or daughter is part of the competing team.

Tips:  When determining who or what the package is, play to the group’s strengths; after all, they’ve probably been chosen for their strengths at this point.  Or they could have been chosen for their gullibility, if they are relatively inexperienced.  If the package consists of supplies, they could be at a depot or in transit, hidden or in the open.  If they deliver the package as agreed upon, they will have pleased their employer, but will almost have guaranteed themselves to have made an enemy of the intended recipients; perhaps a young soldier who was stuck in the village makes note of who caused the deaths of his family, and decides to exact vengeance. .  . .

By John H. McCullough
*
Warrant Officer
Posts: 554
A.K.A. Blackstone

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Steal the Prototype
Recommended Group Size: 4 to 6 players (with optional support)
Recommended Group Type: Covert Ops, Military (Pilot), and Special Forces
Recommended Skill Levels: Veteran-Elite

“Steal the prototype”

 The player group is on a high-risk mission to steal the prototype of a brand new Aerospace Fighter from the Top Secret Laboratory where it has been created. The operation will be two fold, first step is to travel to a neutral planet and gather information about the network of agents that will be used to gain access to and from the prototypes Laboratory. Then the group has to “pick the locks” of the prototype development facility (Laboratory), to get the prototype, make it ready and pilot the Aerospace Fighter to a hidden jump ship. The members of the team left behind after the Fighter has taken off have to escape and evade. Money and resources are no object but it is imperative that the prototype be obtained undamaged and in good working order. As a secondary objective any critical data like schematics, data and related technologies are to be obtained.

Complications:
The following are just a few of the complications possible in Steal the Prototype


·   Betrayal: One of the members of the network of agents is a double agent.


·   Going Off-Mission: One of the team members learns from one of the agents that the opposing Faction has a secret prisoner detention facility located on the same planet as the Laboratory. The team learns that the brother/sister of one of the team members has been held prisoner there for the last few years and that there is a chance for a rescue.

·   We need what? In order to activate the prototype there is a biometric system that has to be bypassed, your team needs a particular body part of one of the Laboratory Security Personal in order to activate the prototype.

·   One Shot at this: One of the team members discovers that somewhere in the Laboratory is the complete list of all of the Factions current security ciphers and codes as well as the current disposition of all active agents in this sector, (including the double agent). Is this information worth scrapping the mission for the prototype? This information is only worthwhile having if the Faction Security Forces don’t know you have it.

Tips: The team needs to able to blend into different cultures and environments, so your team will need the ability to adapt and learn quickly.  The Team will also require someone with technical skills to bypass highly sophisticated computerized security systems as well as someone who can quickly reverse engineer the cockpit systems of the prototype.

By Dwin M. Craig  
*
Lieutenant
Posts: 1237
CAESAR VOS OBSERVAT

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

OK- going for something different:

ADVENTURE SEED: THE LOST HEIR
Recommended Group Size: 4 to 6 player-characters (with
optional support)
Recommended Group Type: Journalists, Mercanaries, Private Investigators, Police or Special Forces;

Recommended Skill Levels: Beginner to Regular (Key Skill
levels of 1-3)

“A new face in high society!”

The player group is hired by a local noble, who is concerned about
the sudden appearance of his half sister, who was thought to be dead for
several years. The family is on the rise to power but the matriarch is sick and may die soon.
Who is the new contender for power and wealth? Is she the lost child or just a pretender?
They players will have to find out, ask the right people the right questions, mingling with the noble born
on partys but also search for clues in shady alleys, meeting people of questionable reputation who might have
the information they need- for a price.

Complications
The following are just a few of the complications possible
in The Lost Heir:

• We dug to deep: The group stumbles upon a dirty secret and somebody hires a few thugs to intimidate them, get back some evidence or
just teach them a lesson.

• A second offer: The noble's half sister invites the PCs, offering them to work for her, fearing she might be the target of an assassination attempt.
Who is responsible for the threats? Perhaps the player's employer himself? Or is she just trying to misdirect the players?

• A powerful ally: A noble or powerful crimelord offers to help the players. But of course he wants something in return.
Are the players willing to pay that price?

Tips: Some preparations and planning is needed, NPCs to talk to, locales to visit, clues to be placed. Avoid planning too much however,
in the end it does not matter where the PCs get the clue from, be it a noble or a criminal.
Important is to let them choose where to get it. Combat orientated characters may try a forceful approach, forcing informations from the local underworld or trying to intimidate a noble. Other characters may sneak into a residance or just charm the right people at a social event.
The final truth is up to the GM and it does not really matter if the PCs are able to uncover it.
This adventure can be used as a filler between more combat intensive campaigns or as a starting adventure, to
introduce the players to the universe and to give their characters the chance to make friends and enemies.
Several clues can be placed, leading to later adventures or even tying up loose ends from earlier games. It also provides a way
for new characters to get some XPs without having to face potentially lethal combat too early in their careers.

Markus Jaklitsch (martius)
*
Recruit
Posts: 18

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Per your RPGNow description -

ADVENTURE SEED: LosTech
Recommended Group Size: 4 to 10 players
Recommended Group Type: Military, Mercenary, Covert Ops or Special Forces
Recommended Skill Levels: Green-Elite

"Man, look at all that stuff - it's gotta be CENTURIES old... and it's all OURS!"

It's big, it's unmanned and it's LOSTECH! The player characters are assigned to investigate a strange, abandoned outpost on a small planetoid floating in their local Oort Cloud. Unmanned probes have found it deserted and some indications are that the installation dates from the days of the Star League or maybe even the initial advance of mankind! The person/organization assigning this mission may have information on what they are looking for (a specific item or artifact or information) or they may be wanting to establish a research outpost to do ongoing excavations and assessments on what is found.

The player characters will need to interact with various non-player characters to set up their equipment and prepare for the journey. Once at the lost installation, depending on the type of mission they've been asked to perform, they'll need to execute a series of missions to complete their objectives. They may possibly face existing opposition from the base's security or herpahs from competing teams, claimjumpers or existing pirate squatters. If the installation is big enough, this could become a series of missions as more of the installation is uncovered. This base could be the basis of an ongoing series of battles, or even a horror based mystery to solve, with the opportunity to interact with puzzles of the leftover technology of ages gone by.

Complications:

COMPETITION: The players are in a race to find the specific item, as other organizations or competing teams, or even opposing Houses or Clans also have the same objective in mind. This could present as a series of ongoing battles, or even possibly a chance for role-playing and doublecrossing if the teams meet up with some obstacle that requires cooperation, not competition.

WHAT ARE THOSE THINGS: There's a reason this outpost was abandoned - for the first time, mankind faces a possible alien lifeform that is as nasty as an opposing Battlemech! Perhaps the item they've been sent to retrieve IS the xeno-lifeform. The players may need to use their wits as well as firepower to complete their mission, or just to survive!

WE'RE HERE TO HELP YOU: The outpost isn't abandoned - the inhabitants have segregated themselves here for centuries and don't want to be disturbed. In fact, they may even become warlike and strike back at the local planets! This provides the players with opportunities to interact and maybe gain powerful allies in future ongoing missions - or enemies who want revenge for their long-lost isolation being broken.

DID YOU HEAR THAT: Abandoned outposts on the edge of space make for very creepy, scary settings and the player characters find themselves involved in a mystery that seems paranormal. Maybe support personnel go missing or even a player character is kidnapped! Whether the source really is supernatural or a more mundane crazyman who doesn't want people finding his secret hideout, the characters have to navigate a series of puzzles and encounters that bring them to the belief that all is not what it seems.

TIPS: An outpost like this can serve as a fascinating mini-sandbox, so don't be afraid to make this outpost truly huge! You can even set up the outpost to have various areas that differ - perhaps the Mech facility is under your control, but a long-lost datacenter is being held by pirates, and the hydroponics domes are inhabited by "something" that nobody wants to talk about. You can make this as complex or simple as you like, and perhaps provide an opportunity for the players to establish a base of their own. You can also have the players revisit this location for subsequent missions, as "new information" is uncovered.

Name to attribute: Michael "Chgowiz" Shorten
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Per your RPGNow description -

ADVENTURE SEED: Disaster!
Recommended Group Size: 4 to 10 players
Recommended Group Type: Any character types
Recommended Skill Levels: Green-Elite

"Just when you think it's gotten as bad as can be... it gets worse!"

Mankind has made great strides in 30 centuries of progress, but sometimes the Universe reminds the human race of his/her place. Some sort of disaster has befallen a local system - an asteroid too big to destroy without a capital ship approaches the inhabited planet, the sun is about to go nova, a perturbation previously undetected is forcing the local satellite moon to collide with the planet, or a scientific experiment gone awry is threatening to make the environment uninhabitable. The main mission of the player characters is to survive, either during fulfilling their missions to prevent the disaster, survive the disaster or help the population evacuate.

Depending on the nature of the disaster, the team could be dealing with battles, with surviving environment encounters or simply outrunning the natural effects of a planet in chaos. Players may need to make use of survival, technical and medical skills, as well as deal with a wide range of scenarios and situations, from simple rescue missions, to surviving a planetary population in upheaval and the opportunities that provides to the unscrupulous!

Complications:

BOTTOMFEEDERS: Calamities are a fertile ground for con-artists or criminals and this disaster is no different. Pirates are using this opportunity to grab resources wholesale or lure unsuspecting citizens and local governments into bad choices. The players may need to use some diplomacy to persuade the locals, or they made need to jump into a full scale assault to get rid of the rabble.

BAD TIMING: The nearest House has noticed the chaos and decided it's a good time to kick a military force while it's down. That's a whole lot of Mech assault equipment heading your way, hope you've got your 'Mech repaired. The players may need to prioritize between their rescue/prevention missions and protect themselves and their brother-in-arms from a really cruel, callous attack by an opposing force.

IT DIDN'T WORK: So you think you managed to stuff the asteroid with enough nukes to blow it to the Periphery? It didn't work, now you have a ton of chunks headed your way. The best laid plans sometimes go awry and the players will have to come up with alternative strategies.

DAY AFTER TOMORROW: You've survived the disaster... now what? The players find themselves in a bad situation going worse - because the worst really did happen! It's up to the players to take the next steps to find a way out of this mess - whether it's arranging for help from other systems, or protecting incoming aid and assistance from those pesky pirates, with broken equipment and lack of supplies.

TIPS: This scenario may seem a bit tricky to pull off, but if you go watch any disaster type of movie, like "Day after Tomorrow", "Deep Impact" or "Armageddon", you'll see the opportunities for player characters to rise to the situation. You can also put the players on the periphery of the disaster, either with specific rescue missions using the disaster as a backdrop, or with dealing with the aftermath. It may also seem a little different from your typical Mechwarrior setting, but science-fiction is full of the disaster story where technology doesn't always provide the answer - this might serve as a nice "one-off" type of story to provide a quick break in an ongoing campaign.

Name to attribute: Michael "Chgowiz" Shorten
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Per your RPGNow description -

ADVENTURE SEED: A Day That Will Live in Infamy
Recommended Group Size: 4 to 10 players
Recommended Group Type: Military, Mercenary, Covert Ops or Special Forces
Recommended Skill Levels: Green-Elite

"We interrupt your holiday to bring you breaking news..."

It's a quiet day on your little rock of a local outpost. The players are at ease, things are looking pretty comfy in this cushy assignment. However, an opposing House or Faction doesn't see it that way - they see an opportunity for a sneak attack! Using Pirate Jump points and perhaps a well-timed betrayal within the Planetary Defense Forces, you know the enemy is here when the orbital bombardment begins and the Drop Ships start burning through the sky to drop their cargoes of Battlemechs!

The player characters will face a series of missions based on surviving the initial assault, protecting their base/city/world and attempting to repulse the enemy. The opportunity of war provides a great many mission scenarios - rescue, defense, recon and counterattack. Depending on the type of organization that the player characters are involved in, they may even offer to assist with the enemy - who's the highest bidder? Ultimately, the player characters  can have a big hand in determining the final outcome of the battle - a successful sneak attack, or a poorly-timed, poorly executed assault by the enemy on a prepared defensive position.

Complications:

BETRAYED: The player characters are directly involved with the person(s) who took down the Planetary Defenses - or did he/she? The player characters have to figure out in time who the betrayer is before they themselves are sold out! If the betrayal happens, can the characters survive?

RETREAT: A major portion of the planet has fallen and the local House's forces are pulling out. This may complicate the player characters' lives - if they were dependent on the local House's forces, what will they do now? The characters may be given rescue and/or escort missions to help assist the retreat.

TO THE TREES!: Defeat is all but certain, and the local forces have decided to resort to guerrilla warfare. Many missions and scenarios can arise from this complication - covert ops to raid enemy supplies and rear echelons, ambushes to force a war of attrition, rescues to regain key leaders from their imprisonment.

ITS PERSONAL: The player characters may have personal interests in the people of this planet - families, friends, loved ones. Missions can arise from those people and places being in jeopardy during or after a surprise attack.

TIPS: This adventure also provides a lot of opportunities to mix real Battletech action with roleplaying! There are many classic stories and scenarios about being behind enemy lines or about surviving an initial assault and repulsing the enemy. Whether you use this adventure as a small set of encounters, or the kick-off to a major campaign story arc, the surprise attack can serve as quite a wakeup call to the players themselves. Be sure to plan out a couple of  "paths" to allow the players to directly affect the final outcome - if the players successfully complete Missions 1,2 and 3, perhaps 4 and 5 will change in nature as the enemy falls back or is weakened.

Name to attribute: Michael "Chgowiz" Shorten
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

ADVENTURE SEED: Around the Inner Sphere in Eighty Weeks!
Recommended Group Size: 4 to 6 players
Recommended Group Type: Any character types
Recommended Skill Levels: Green-Elite

"In eighty weeks and with every luxury!"

The players are hired or sent by her government or company to join the last publicity campaing from a luxury-class travel agency. They trying to go around the Inner Sphere in eighty weeks with stops in different worlds from the states they’re crossing. There will be place for any character type, from the typical agency news member to the intelligence agent sent to recover a stolen information.

They will be in company of the crew and the passengers of the ship, so the interaction will be very important. There will be place for the weapons (from small weapons to ‘Mechs) in the ship, but something controlled –not an undercover RCT-. The adventures have to reflex the race against the clock and made the players feel the hurry. There will be people who don't want to the ship to complete the race: from a rival company, governments that don't like people from a enemy faction running free in their territory or a noble that has so much money placed in a bet against the ship success.

Complications:

THE GAME BEGINS... : A murder or theft claims the attention of the crew of the ship. With no place to hide or run the criminal has set some clues to point to one or more of the players. They have time till the next recharge station to discover who is behind and why they are linked to this crime. Maybe any enemy from the past? Or a new one?

MISJUMP: An error makes the ship jump in a system owned by government in war with a player character’s faction. Will they convince the agents sent to the ship that they aren’t spies sent to prepare an attack? And all that weapons carried onboard?

HELP!: That has to be a routine stop but the S.O.S message from the planet will make it a special one. A pirate band is attacking a peaceful planet that don’t have any military support at range. Will the players choice to travel to the planet to help this people? If they choice that will end in a battle and this will help the travel, because the government from that planet’s faction will post some jumpships to improve the speed of the ship.  

A GREAT PARTY: When one essential member of the crew (the Captain) or a player character disappears in a party to welcome the ship, the players will run against the clock to locate and return to the ship before leaves for the last stage in this race. After a call is received only hours before the ship jumps, it’s for money or to delay the ship?

Name to attribute: Bernardo "UTSU" Lopez-Cintrano
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

ADVENTURE SEED: THE SPEARHEAD
Recommended Group Size: 4 to 12 player-characters (with
optional support)
Recommended Group Type: Military, Mercenary, Covert Ops or
Special Forces
Recommended Skill Levels: Regular-Elite

“Lucky you, this time you be the first to go in!”
The players faction/employer is planning to invade/raid/occupy an enemy planet and their unit is assigned to go in ahead
of the rest of the team. Their mission is to destroy key enemy installments, distract local forces, gather further intel
and stack up possible supplies. Mission control has arranged a transport, which can be a trader who smuggle the player unit
on the planet or the use of a pirate jumppoint with sneaky approach of the planet. Once planetside players are very free
to pursuit the mission targets, but they only have a certain timeframe till the main forces will arrive  

Complications
The following are just a few of the complications possible
in The Spearhead:
• wrong Intel:       The information provided to the players about local situation, may it be strength of enemy forces, terrain, weather phenomenon,
         political situations or position of targets, turn out to be very vague or downright wrong. They must find a way to
         update their intel or find themselve blindfolded in a minefield
• loosing the transport: If the player stick to the dropship which brought them on the plant, this can be lost. It can be captured
         by the enemy, heavily damaged or completely destroyed. This will restrict the players mobility and there   
         alternative way home is also lost. Can they regain control of their transport or find an alternative.
• your enemy`s enemy:    The player find out that a third party is involved. This can be another raider from a different faction
         or pirates, or maybe a local guerrilla group. Depending on the size of the third party and the players
         diplomatic skills, this can be another thread or a important ally.
• strange bedfellow:   Some local group finds out about the players and offers help. This can be a corporation which hopes for better
         trade possibilities under a new ruling faction or it can be a religious group which is oppressed by the present
         planet government. At first the offer seems to good to be true, but then the sinister goals of this group come
         to light. Will the player find out before they are tricked or can they use the situation to their advantage?
• change of plans:   The timeframe for the whole operation changes and the main forces are delayed or the complete operation has been
         canceled. How long will the player wait? Will somebody inform them? Does the reinforcement come in-time to save
         them or are they able to find an alternative way home (with or without their gear).
Tips:
This can be run best as a sandbox game. Plan the major targets, factions, important NPC and interesting location beforehand and add
further during the game. The amount of detail depends if this should be a short raid like adventure or a mini campaign. Don't let your
players plan to much ahead, because most of this will be useless as soon as they hit the dirtball. Mobility is key in this scenario
as are outthinking the enemy more than outgunning him. The target for such a operation should not to densely populated, as the player will
need some room to move and avoid to be caught.

Name to attribute: Tobias "Toppe" Santl

btw: i like the "Planet Without Joy" seed
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed : Garrison Duty
Recommended Group Size : 4 to 12 player characters.
Recommended Group Type : Military, Mercenary
Recommended Skill Levels : Green - Veteran

"Horse cavalry?  I think I'm going to like this place..."

  The unit has been hired by, or ordered by their House to assist the government of a small world on the House border out near the periphery.  The planetary duke has just died, leaving two leaders vying for the ducal title.  One, the Caliph, favors the Great House across the border and has recently been gifted a small military force as a show of good faith.  The loyalist ruler, the Maharajah, has requested forces of his own both to prove his wealth and power, and to assert his claim over the world and remain loyal to the Great House currently in power.
  The players must not only bring their military might to the table here, but they must be able to look good on parade and display a good sense of diplomacy and military bearing, the better to sway the minor lords of the planet to the Maharajah's cause.  The Maharajah has a Royal Guard consisting of infantry, horsemen and a few motorized units with field guns, but revels in showing off his new BattleMechs to the populace.  The mission turns from parades and ceremonial guard duties to patrols running ever closer to the border- as if daring the Caliph's forces to fire the first shot.  All the while, spies from both sides are moving amongst the Royal Court as tensions build.  Will this soft stretch of Garrison Duty turn hot, or will diplomacy prevail?

 Complications
  The following are some of the complications possible in Garrison Duty
  • We don't need them! The Risaldar-Major of the Royal Cavalry feels slighted that the Maharajah has called in these offworlders to deal with the Caliph's military.  He believes that his elite horsemen can take down BattleMechs with lightning quick charges to plant satchel charges, after all, he's seen it in holovids.  Will the Risaldar-Major make things difficult for the unit around the palace, or will he take his cavalry on an ill-advised attack to prove their worth, possibly requiring a rescue?
  • The Jewel in the Crown: The Maharajah's daughter is a beautiful young woman, and entirely too interested in the business of making war than is proper for a woman in her culture.  As she spends more and more time with the members of the unit, the Royal Court begins to talk...  Will her father approve, losing the support of his conservative allies?  Will she attempt to join the unit when they leave planet?
  • Ballroom Blitz: ComStar (or the SLDF) offers to arbitrate the succession and the ultimate allegiance of the planet.  Surely it's an excellent idea to have representatives of both Houses involved, both local kingdoms, the MechWarriors assigned to both sides, and the 'neutral' arbitrators all sharing the same space for the talks, isn't it?  Can the players avoid making a diplomatic mess of negotiations as they are expected to attend the Maharajah as ceremonial guards at every dinner, reception and conference for days on end?  Will the constant needling from the MechWarrior commander on the other side eventually break their cool?
  • Epidemic: They unit has a grand time providing parades and ceremonial guards while enjoying the easy duties and adoring attentions of their hosts- until one by one they begin to fall ill with a strange malady that appears to only affect them.  Have they been poisoned?  Is this some strange local bug or allergy that they as offworlders have no immunity to?  Will the Caliph's forces attack while the unit is incapacitated?

Tips:  This is an opportunity for the players to use some of the skills besides their Piloting and Gunnery.  Career/Soldier can be used to show the impression and appearance the players are able to project, Protocol and Negotiation for working with and around the Royal Guard and local government.  Acting and Perception for interacting with the spies in and around the palace.  Use this scenario to show players that not every world in a Great House fits into the stereotypical mold, nor are they all ruled by one single planetary government.  Use detailed descriptions of architecture, food, dress and culture to show the players they aren't in Kansas anymore and remember - it's the thirty-first century!  The Maharajah does not need to represent Colonial India in Space.  The players expectations of an Earth culture transposed onto a far-flung world can be used for misdirection and plot twists...
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

ADVENTURE SEED: HUNT IN DARKNESS
Recommended Group Size: 4 to 8 player-characters (with
optional support)
Recommended Group Type: Military, Mercenary, Police
Recommended Skill Levels: Green-Elite

“I want their heads on a plate of Battlemech armor!”
The players mission is to hunt a notorious group of pirates or a unite gone rogue. After causing serious damage the target has run to the outer boundaries of the periphery. The hunt will lead the characters to the fringe of know space and maybe even further. They will see primitive planets where their Mechs will give them "godlike" status and pockets of civilization deep in the darkness of the periphery. Everywhere they see the signs of destruction left behind by their  prey. If the character can catch them or if the dangers of the unknown take its tool is up to you.


Complications
The following are just a few of the complications possible
in Hunt in Darkness:
• distraction:      While the characters gather information where the target could have moved next, they hear stories of a fabulous fault of Lostech nearby. If the stories are really true what kind of Lostech can be found or is still left. Maybe somebody else is defending this treasure or the whole story is a trap set up by the target.
• uninvited guest: During their pursuit the character discover a huge gathering of enemy forces. What the aim of this gathering is seems unclear, maybe even the faction the forces belong to is not obvious. Investigating the nature of this armament will delay their hunt or give the target a opportunity to escape. What is their real duty, warn their faction of a possible invasion or catch their prey?
• S.O.S.:   The target has seriously damaged a civilian vessel which needs help. But helping those innocent will further delay your hunt or even destroy the last chance to get the target. Maybe later it turns out that somebody of the rescued has vital information for the characters or wants to team up with them.
• limping pursuit: The characters dropship or jumpships gets damaged or is low on necessary supplies. Unfortunately the only one with the necessary spare parts is a slimy greedy underworld figure or local leader which has his own sinister plans for the characters.
• live or lets die:  Finally the target has no where to run, but predator and prey have moved themselves in a situation where they can either work together to live another day or fight it out with the perspective that the winner will die without help in the darkness of the periphery.

Tips:
This adventure gives very different player characters something to do, not only the Mech-Jocks. It can also be handled strayed forward as the characters find a clue which lead them to the next till they reach the final battle. The lack of certain technology out in the deep periphery can lead to interesting situation as can also the fact that C-bills are not always accepted and barter systems are in place.

Name to attribute: Tobias "Toppe" Santl
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Well, here's my attempt at throwing something together.

Adventure Seed: How the Other Half Lives
Recommended Group Size: 4 to 6 players
Recommended Group Type: Civilian
Recommended Skill Levels: Veteran to Elite

"Invasion!"

The players are locals on a world in turmoil. Two factions have laid claim to the planet, and the ensuing conflict has caused regular citizens to struggle for their own survival.
The adventure is set up to allow the players to move beyond those waging war and instead live as those caught in the middle of the conflict. Information is spotty at best, and the loyalties of those around them are now in question. The ultimate goal is to escape the conflict by using their wits and skills instead of brute strength.

Complications
I Knew Your Daddy: A patrol catches the players, and the squad leader recognizes (correctly or not) the child of his old war buddy. Do the players use the soldier as a source of weapons, info, and supplies? If they do, what repercussions will they face from the other side?

The Big Push: The invading force has organized a massive offensive that must pass by the players' current location. Local defenders have fortified a nearby canyon to act as a base, but are otherwise unaware of the coming assault. Getting word to the defenders means avoiding enemy patrols as well as local bandits who are taking advantage of the chaos.

Freedom Now: The players are approached by a local resistance group who are bent on claiming independence for their world by any means possible. Players joining the cause can expect to wage guerilla warfare against two superior forces. Those refusing the offer are seen as an 'enemy of freedom' and now have another opponent to avoid.

Jumping Ship: A local merchant has a grounded dropship that is perfectly functional and a jumpship sitting at the Nadir jump point waiting to flee. Players will have to either bribe, steal, or coerce their way into a position to escape aboard it. Once away, the invading army will try and interdict the ship before it can escape the system.

Tips: Locations for the adventure can be as varied as a rural farming town or a city towering with skyscrapers. The goal is surviving the invasion by whatever means, which could bring the player group to have individual loyalties. The tension of not knowing who to trust should be played upon, but it is not the focal point of the scenario. While the players should ideally be civilian characters, allowing a retired military figure or army deserter into the game is at the discretion of the GM.

name to attribute to: Aaron "WiseOldNovaCat" Kimball
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

ADVENTURE SEED:  SEARCH AND RESCUE
Recommended Group Size:  6 to 10 Player Characters
Recommended Group Type:  Military, Mercenary, Special Forces
Recommended Skill Levels:  Regular-Elite (Key Skill Levels of 5-8)
"Target must be rescued at all costs!"
The Player Group is ordered to extract a person from a hostile situation.  This person can be a renowned MechWarrior, a Noble, a spy, etc.  It is critical to that the target is retrieved alive to the relevant agencies.

The players will have to plan and execute the mission in a short amount of time due to the threats against the target, and accomplish the mission with minimal, if any, additional support.  There is no fixed movement of enemy troops, but there are high level enemy assets on station that might intercede in any combat operation.  The players will need to plan for acquiring vehicles on the scene as well as egress paths and rendezvous points for extraction.

Complications:
The following are just a few of the complications possible in Search and Rescue:
The target is in enemy hands:  The enemy has captured the target and is in process of moving him to a different location for interrogation.  NPCs should include lesser NPCs as well as an Elite NPC
The target is moving: The target has fled the designated rendezvous point and is moving from city to city to throw off pursuit.
Others are interested in the target:  The players is not the only team looking for the target.  Rivals have also begun preparing to extract the target.  NPCs should be of similar rank to the Players.
The target is in an active warzone: The target is stranded in the middle of a battle, leaving the player characters to infiltrate enemy lines to retrieve the target.  NPCs should cover a broad spectrum of skill levels with Armor and 'Mech support as possible threats.
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Okay, I've revised my Adventure Seed to be non Faction Specific, as well as adding a few tweeks to make it more friendly to Green players

<Begin Adventure Seed>

Adventure Seed: Watching the Sky Fall
Recommended Group Size: 3+
Recommended Group Type: Any, but some combat skills are recommended for better odds of character survival
Recommended Skill Level: Green (Can also be used as an intro to the BattleTech Universe for people that have played RPGs before, but have never played anything BattleTech on the past)

You've just arrived on Outreach. It's Friday, October 13th, 3067, and you have high hopes for a productive and interesting time on the planet at the heart of the Mercenary trade. Little do you know what's coming...

This is a Game Seed to help players ease into the Jihad setting, primarily by having them participate in what can be the Jihad's "Prelude" on Outreach. Characters can be of any type or affiliation.

Primary Complication:

TRAPPED!: The players are trapped on Outreach when all hell breaks loose, in the form of the Wayne Waco lead, Blakist sponsored, mercenary uprising occurs.

Other Potential Complications and Hooks:

Where's Wayne Whacko?: The players are approached by Wolfnet to keep an eye on Wayne Waco, the famous mercenary commander with a massive grudge against the Dragoons. They're getting some chatter that's he's been way too quite lately, and they want the players to find him and keep an eye on him. The price seems right: Clantech upgrades for their vehicles (or other equivalently exotic compensation). But, why watch a disgraced old coot, who's clearly nuts?

Speedy Delivery: The Word of Blake approaches the PCs with an offer of employment, in the form of delivering a package to Temptown. The C-bills offered are tempting, but the fact that they chose you leaves you wondering about your actually risking. Is getting in bed with the Word actually worth your soul?

Star Struck: The PCs accidentally meet one of the more famous Dragoon on planet (Jamie Wolf, J. Elliot Jamison, & Elson Novacat are examples). These encounters are as quick or as long as the GM prefers, but must be made memorable for the PC, since this the swan song for some of the most famous Dragoons.

The End Is Almost Nigh!: You are accosted by a "street preacher" (or some other person from the cultural margins), claiming that "Judgment Day" is coming to Outreach on October 15th, and that you need to listen to him, so as to save yourselves. Do you ignore this seemingly unbalanced person, or does this person know what their talking about?

Notes:

Since this is geared more toward the new BattleTech players and those not familiar with BattleTech, you might want to have a good number of physical copies of pages 21 & 30-32 available for your players to take with them. This is suggested because it will help the new players acclimate to BattleTech, and it will hopefully keep you (the GM) from repeating what an HPG is for the hundredth time.

It's also recommended that you be ready to repeatedly answer common BattleTech related question frequently, so bone up on BattleTech.  

Most importantly, keep things interesting and fun! Throw your PCs a few goofy curve balls. Work in some pop-culture references to see if they notice. In the middle of a major firefight have the 31st century version of  "Ooops, I did it again!" being played by the opposing force. Be goofy. Be creative!

<End Adventure Seed>

By Josh Ellis aka "Twycross"

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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Bring them back alive
Recommended group size: 3+
Recommended group type: Special forces/intel  Mercenary or State works equally well
Recommended skill level: Can be tailored to any skill level but recommend at least regular

You and your team just received instructions from a very influential and wealthy nobleman.  Seems his kid has been abducted and is being used as leverage.  It is your team's job to get his kid back.

Primary complication:

Go get them!  The heir is held on a planet in hostile territory.  It is up to the players to devise a cover story but the nobleman will furnish travel expenses.  The trick will be to get out in one piece.

Suggested complications:

Gilded cage.  The heir is locked up in a mansion.  It is moderately guarded but not so much so that a good covert ops team can't figure out a way in and out.

Romeo and Juliet.  The damn heir wasn't kidnapped in so much as they decided to do something stupid because they fell in love with the wrong side's heir!  Now they won't leave without their significant other and what's worse is that there is a baby on the way now too.

Paranoid  The mansion is watched by a pair of medium battlemechs as well as a handful of low grade guards.  Certainly not insurmountable but it'll make time more of a factor.

By Jim Poe
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Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Changing of the Guard

Recommended Group Size: 4+
Recommended Group Type: Military, Mercenary or Special Forces
Recommended Skill Levels: Green-Elite (Could be useful as a first mission or campaign idea)
Okay you rookies here's the deal...

The player group is comprised of veterans and new soldiers or support personnel fresh from camp.
Their first mission is to relieve the previous forces in the area because of anything from political machinations, scandal, or just sheer moral fatigue; it doesn't matter to the group because soldiers have their orders.
However their orders might be easier said than done.

Complications
  • Ride on clouds of fire:  Just getting to the planet turns problematic when the Dropship itself has engine trouble.  This could either have been an accident or caused by someone to ensure that the reinforcements don't make it.  This is a great moment to have everyone work together fixing or evacuating the ship.
  • That's one shiner ya got: Getting into that bar fight during off hours didn't help when one of the older soldiers got into the fray.  Either the players try to defend the character or learn of evidence that the character actually started the fight to give the player characters a bad reputation!
  • GUN! Assassins try to kill the player characters, if the players manage to keep one alive they can find out who hired them, if all of the assassins are dead there are other ways to find out who called the hit.
  • But..but you are a HERO!  WHY?! Turns out either some or all of the characters in the older unit are tied to some planetary crime.  They could be stealing and selling military surplus, running a protection racket, or something far worse.  What matters is they like staying in their personal kingdom and the player characters have to boot them out.

Notes:
This is meant to be an intro adventure or flexible enough to modify for a quick fun distraction.
The main purpose is to have the player characters establish themselves somewhere and be the big heroes.
Throw in some garrison encounters in between the complications to lengthen the game or just jump right into the complications to reflect how quick the opposing forces try to "handle" their relocation orders.
The player characters can interact and befriend some of the older guard to complicate things when the confrontation occurs or even help turn one of the characters to assist them; provided they get some plea barganing.

Submitted by: Tom "Atlas3060" Stanley
*
Lieutenant
Posts: 881

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Behind the Lines
Recommended Group Size: Any
Recommended Group Type: Any, Civilian groups must have reason to be fugitives.
Recommended Skill Level: Any

When the enemy force landed on-world, there was no warning. Within days, the planetary militia had been decimated, and the last vestiges of military defense have either fled, are in hiding, or have been eliminated. The Local Government has already surrendered and changed their flags, leaving you with nowhere to turn to, and nobody you can trust. All you can hope to do is find your way offworld, but the spaceport is so heavily defended that a fly couldn't hope to make it past the ferrosteel fence.

Potential Complications and Hooks:

Sold out: One of the locals who seemed willing to help has given up the players' location to the local forces, and they've just kicked down the player's door.


Deal with the Devil:
In order to get the help they need, player characters are forced to cut an unsavory deal with a local organized crime kingpin

Cellar Cell: Player characters end up running into a group of soldiers-in-hiding from the now-defunct militia, who have a plan to either strike at the occupying force, or to get off world. They have some of the equipment required, but could not pull it off without some of the party's skills or equipment.

Rock the Jailhouse: Some of the people the party will need on their journey are locked away in a prison facility. Getting in is only half the battle, it's getting back out that's the hard part.

Underground Railroad: Players must head from point to point though a series of safehouses in order to get to a secure location onworld.

Money Talks: Players run into a Free Merchant who needs some on-world goods, but due to the occupying force, can't get to them. If the players can get the goods to him, he might be able to send help, or possibly sneak the player characters offworld if the characters can convince him, and make it past the tight security of the starport.

Phone Home: Player Characters must find a way to break through the occupying force's perimeter around the HPG station in order to send off an SOS, and find someone willing to brave the on-world defenses.

It couldn't be that easy: Either the party has been contacted by an inbound dropship notifying them that rescue is on the way, or a hidden vessel located on-world is nearing preparation for launch. However, the Occupying force has caught wind of the party's plan, and has sent a significant force to stop them. Can the players protect the LZ long enough to make their escape and avoid blown out from under them?

<--end seed-->

Submitted by "Ice Trey" Michael Woods
*
Corporal
Posts: 52

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed:   Assassins!

Recommended Group Size:   4+ player-characters
Recommended Group Type:   Military, Mercenary, Police, or Special Forces
Recommended Skill levels:   Green-Elite

The player group is in transit via a civilian dropship, whether for cover purposes or due to some much needed rest and relaxation.  While en-route, dead body is discovered by the players.  A link exists to one or more of the player characters -  a link that suggests one of the player characters may be the next target.  Or perhaps the placement of the body casts suspicion on one of the PC’s themselves.

Complications:

•   Nothing to see here:  The captain finds out about the death, but the assassination was so skillful that the Captain believes the cause was natural.  The Captain will take a dim view of any arrogant outsiders making the journey uncomfortable for his passengers by questioning them.  Interrogations will have to be done very carefully to avoid complaints.
•   The Frame Job:  One of the player characters has been set up to appear to be at fault for the death.  Maybe one of them picked up a hot date the night before in front of several jealous rivals, and the next morning the paramour is found dead; or perhaps a long time nemesis happened to be on board the ship, and it is made to seem as if the PC’s were jealous.
•   Ghosts in the shell:  The assassin is not your garden variety killer; instead he or she is an operative working for one of the Successor State’s more infamous killers:  The Nekakami, Death Commandos, Loki, MIIO, ROM, or any of the others.  Perhaps one of the PC’s was a former operative as well, and was either a comfederate or rival of the assassin.
•   Running on Empty:  The assassin learns the PC’s are on to him or her, and decides to try and claim an advantage by disabling the life support systems aboard the dropship.  Passengers are confined to their cabins and only the crew is permitted to move from place to place within the ship, and then only with the use of proper protective gear.  Such gear and restrictions hamper the efforts to capture the killer(s).

Tips:  This adventure seed is best played for a group that has either current or former intelligence or law enforcement assets.  The mechwarriors and aerospace jocks in the group should be slightly out of their element, but not so much so that they feel they have no role to play.  The GM also has the opportunity to make space travel a bit more interesting and descriptive than might be typical during a standard campaign where most action takes place on-world.  If the characters aren’t careful, they might even find themselves outside the hull of the ship going EVA to catch the assassin!

Seed created by John H. McCullough
*
Recruit
Posts: 3

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Creature from the Black Lagoon.

Recommended Group Size: 4 to 8 player characters
Recommended Group Type: Military, Mercenary, Police, Special Forces, Scientist
Skill Level: Regular to Veteran (Key Skill Levels 3 to 5)

Something is big and it came from the Lagoon.”

For years the locals had a legend of a large creature living in the near by lagoon.  Recently odd things began to happen.  First, the fields started to be trampled.  Then strange tracks were discovered in the soft ground.  Then farm equipment and vehicles started being damaged, smashed and dented by something large.  People began seeing something huge moving in the fog late at night.  A few locals who went to investigate have disappeared.  Can the players get to the bottom of what's truly happening?

The players will have to solve the mystery of the creature and discover what it is.  Is it some previously unknown alien?  Perhaps it escaped from a circus and needs to be captured.

Complications
Dark and Stormy Night:  The area around the lagoon is plagued with fog, rain, sleet, snow, and electro magnetic interference.  This reduces the efficiency of scanners, radars, and visual detection.  How do the players find and perhaps fight something they can't see?

Feuding Neighbors:  Some of the locals have taken advantage of the confusion to sabotage their neighbors farms, hoping to get a competitive advantage.  If the players stumble across evidence of this, a group of thugs will try and prevent them from reporting it to the authorities.  Of course if the head of either family finds out what the other has been up to, the players may very well find themselves caught in crossfire between two groups of armed soldiers.  The names of the two families: Hatfield's and McCoy's.”

Lost at Sea: Something else is going on at the bottom of the lagoon.  Could it be a secret mining facility?  A hidden research facility?  Perhaps a lost cache of weapons?  No matter what it is, someone else wants it or wants it kept hidden.  The soldiers guarding or searching for the item aren't above using deadly force to keep people away.  Are the players prepared for combat underwater?

Friend or Foe?:  A stranger is inquiring about his lost exotic pet.   Is this truly someone who's lost their pet and need the players help, or are they a competitor trying to bag the big one?


Tips
Some planning of the various locals, creatures, and locations will be necessary for this adventure.   There should be a few local townspeople who are suspicious, such as bored teenagers, the strange old man (perhaps a mad scientist?), a greedy merchant or two, scared farmers, and an overworked sheriff.  Creating one or two new creatures will help with the mystery.  A few interesting underwater locations should also be prepared for exploration and encounters.

Remember to add a few red herrings, perhaps a stampede or a landslide at an inopportune moment.


Submitted by: Craig Tenhoff
*
Recruit
Posts: 4

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Wrong Place, Wrong Time
Recommended Group Size: 3-6
Recommended Group Type: Any
Recommended Skill Levels: Any

This short seed can be used at any time when characters are travelling from one place to the next.  It takes place entirely on a dropship on its burn from a jumpship to planetside.

You bought your tickets just like everyone else and expected a nice leisurely, boring journey from here to there. No such luck.  Someone just blew up the entire command crew of the dropship and launched every last escape pod.  Now your stuck trying to find out who and why and how to fix the damage before you burn up or crash.  That planet is starting to look awfully big in the view port.

Complications:
What the hell was that:  Several explosions rock the dropship destroying crew in their quarters and on the command deck.  Can the characters find out who planted the explosives and why?  Are they still on board or are they long gone?

From bad to worse:  Now with all the crew dead everyone is pointing fingers.  Deep seated loyalties break through the surface.  Fist fights and worse break out as terror sets in and not everyone is happy that the characters are taking charge.  As blame gets passed around, can the characters keep everyone from killing each other long enough to find out what’s really going on?

Out of the frying pan:  Great, not only are the crew dead but the command deck is open to space and there is not enough time to make such a large scale repair.  How can the characters figure out how to land this beast without getting burned up in the process.

Into the fire: Not only is time running short, but now someone else has turned up dead.  Additionally, while making hurried repairs one of the characters locates an unexploded bomb.  Is the new body just random violence brought on by fear and the blame game or did this person see or know something they shouldn’t have?  Is the unexploded bomb one that didn’t go off or a new one?

Burn baby burn:
With tensions building as every second ticks off the characters have to finish repairs, keep everyone from killing each other, look for more unexploded bombs, and try to determine if there is a killer still on board and whether or not the crew of the drop ship were the real targets or merely a way to ensure the destruction of the dropship.  If the latter is the case, what secrets still lie hidden in the dropship that someone is willing to die to keep them from getting out?

Tips:

This is a good scenario to throw in every red herring possible as each one takes time the characters don’t necessarily have.  Some of the crew may have information that survived in their quarters that sheds light on who the targets actually were and why the whole crew had to die. Sometimes the dead can say more than the living.  With that in mind, flesh out every single person on the drop ship, histories, loyalties, ties, skills, equipment, the works.  Flesh out the dropship, you’ll need a floor plan, cargo manifest, and cargo (if it differs from the manifest)…maybe people were not the targets.  Also some of the cargo may be useful in repairs. 

Submitted by JS Mullen
*
Major
Posts: 3495

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

ADVENTURE SEED: A NIGHT AT THE CIRCUS
Recommended Group Size:
2 - 6 player characters
Recommended Group Type: ANY
Recommended Skills Levels: Green-Elite

"Carnies are not supposed to be this hot, or clean."

   The player group has some down time and discovers that a travelling Canopian pleasure circus has just arrived in town.  Part carnival, part trade caravan and all hedonism; Canopian pleasure circuses roam the Periphery and Inner Sphere parting people from their money while reinforcing the stereotype that Canopians are nothing but sybarites.  A circus is much more than that though.  The circuses are always looking for those with "interesting" talents and even if the player characters aren't interested in work, the busy "crossroads" atmosphere of a circus is the perfect venue for conducting more covert activities.     

Complications
   The following are just a few of the complications possible in A Night at the Circus

•   But Wait, There's More!:  Besides entertaining, the circus also serves a vital role as a travelling marketplace where peddlers hawk products that are considered too small time to attract the attention of an interstellar manufacturing concern.  Most of these products are clever items that address a real need, but there are also many that are just a scam.  The players characters know this, but Canopian pitchwomen can be very "convincing", and one of the player characters ends up spending a significant amount of money on a large batch of "the latest, greatest thing!!!"  Unfortunately some of the money the character spent was supposed to go to pay off some debt, and the creditor will be very unhappy should the payment be late.  For the sake of their tibias, the character has to sell those things now!       

•   They say you're the fastest gun on planet; round here we just call that premature ej...:  One of the player characters has a reputation for being a quick draw, and the circus' advanced team has heard about it.  The character will find themselves called out of the crowd to a contestant in "Strip Quick Draw" versus the circus' shapely and lighting-fast shooter.  While the contest itself is harmless, but potentially humiliating, what's not so harmless is the rather large and jealous bouncer who considers themselves to be the shooter's "significant other."     

•   This is for you Mr. Smith: An intelligence or underworld organization is conducting a covert exchange under the cover of the circus.  An inept courier mistakes a player character for their contact and places the "package" in the character's hands before disappearing into the crowd.  It won't take long before the original parties realize the mistake, and they'll want to correct the error with extreme prejudice.

•   Love Potion #5:   A crackpot "scientist" is using the circus goers as test subjects for their new pheromone-based "love potion."  One (or more) player character(s) is unwittingly doused with the concoction.  It seems to have no affect on humans of either sex, but it drives the Circus' exotic (read strong, quick and very toothy) animals wild.   

TIPS:   A pleasure circus is all about larger than life characters and experiences.  Everything in a circus is big: the bouncers, the exotic animals and even the cup sizes!  Take every stereotype about circus folk, carnies and Canopians and then make them bigger and more colorful.  For characters who've faced the constant grind of a long stretch of combat. the circus can be a way to unwind; a safe place where the characters have to worry far more about getting bilked than killed.  Conversely for GM's of a darker bent, the "safe" atmosphere of the circus can become a facade where shadowy assailants appear only long enough for a quick strike before disappearing back into the shadows and the crowds.  A place where the player characters feel utterly isolated in a sea of humanity.   

by Jack McCrary
*
Catalyst Demo Team
Posts: 83
Goldbond: Easing cooling vest chaff for 400 years!

A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Explorer Corp Milk Run Gone Sour….
Recommended Group Size: 3-9
Recommended Group Type: Mercenary Mechwarrior,Aerospace Pilot, Scout, Technician, Clan Warriors, Clan Technician
Recommended Skill Levels: Any

This seed focuses on an interstellar exploration adventure during or after 3054. The Explorer Corps has been a funded planetary scouting service since 2959. The Corps has often hired mercenaries to protect their interests in the deep periphery. While nothing the Explorer Corps does could be considered “routine” there are standard paid runs into the periphery for adventurous souls seeking something a little less dangerous than combat missions. Sometimes even milk run missions can go very far south. The mission starts with the PC’s trying hard not to let the doldrums of VERY routine galactic travel drive them insane. A planet is located and identified as having an active set of electromagnetic signals emanating from it. The planet has a good atmosphere and a dropship is sent to investigate. From the planet a radio signal is sent asking the explorers “The mighty warriors of Clan Steel Viper demand to know with what forces do you send to take this world?”

Complications:
Thor’s Hammer takes a swing:  The dropship is hit from the surface by a capital class weapon. The dropship pilot is challenged to put the ship down in one piece. Depending on how well the pilot does, the PC’s may have to use the escape pods. While the dropship might land intact, it is grounded and can not take off without replacement hull plating. If the ship is destroyed then the PC’s have only the supplies they can pull out of the escape pods, or players with scrounge ability can pull out of the wreckage.

Everything is better with the Clans involved!:  As the PC’s try and get their feet under them, a small group of Clan Warriors approach the encampment. They should make it into the encampment relatively unmolested. They do not look as polished as Clanners usually look, and some seem like they have been living off the land for some time. They will challenge random PC’s to a trial by combat. Most of these will not be to the death. Some challenges will be for personal glory, but other challenges will be for ration bars, flashlights, or even for the dropship site itself. After the challenge is won or lost, the Clan members leave and are not seen for the rest of the day. This ritual will continue until the PC’s think of a way to make them stop.

Who is the bondsman, and who is in charge?: The thought that Clan Warriors would willingly pool their resources with “innersphere freebirth scum” is abhorrent. It is found out that the Clanners have some technicians and dropship parts as well that could get all the PC’s off the planet. The Clan members have been on planet for a few years. They possess little in the way of weapons aside from knives, hand lasers etc. However depending on whether the PC’s are playing the Explorer Corps or the lost Clanners one side must be triumphant and take the other side as bondsmen. Amongst the Clan Warriors are some lower caste members who will also help out if their side is captured. 

Loki steals the hammer: If the group is united then it will be revealed that the Clan warriors did not fire on the dropship. The dropship was hit by a Star League relic left to cover the trail of the original exodus armada. It is a single mission naval laser that taps into the geothermal energy of the planet. It was assumed that a following fleet would have to stop and pick up water necessary for extended interstellar operations. The laser would then shoot down, or damage incoming supply ships to dissuade them from landing thereby buying the flotilla time to get away. Before the PC’s can leave, they must take out the laser.

Up, up and away!: As the repaired dropship makes it’s way skyward, depending on who are the bondsmen, a trial may be issued for the jumpship. Or if the players go back on their Clan captors, they may stage an armed hostage assault against the Clan warriors. If the PC’s “bonded” they may drop the Clanners off in an escape pod near Clan territory.

Tips:
This is one of those dissimilar culture situations; think West Side Story with out all the lame dancing and singing!. This also offers a scenario that can be played from two different perspectives. The Clan members were stranded on planet a few years before in the same manner that the Explorers are now. The PC’s can play the Clan members seeking to escape, the Innersphere explorers, or possibly both. This seed really depends a great deal on pilots, technicians, scouts, and scroungers to save the day. Not all the trials the Clans may challenge the PC’s to have to be combat. A Clan scientist may challenge a technician or Explorer Corp scout to a game of chess for a tool kit or book. The cultural differences should lead to humorous situations, and give the PC’s a better understanding of how Clan culture works outside of mechwarriors and toad-jockeys.

Submitted by Todd “Highlanderburial” Wardwell
*
Sergeant
Posts: 177
Birthdays in the Inner Sphere

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: Liberté, Egalité, et Naivité.
Recommended Group Size: 3-9
Recommended Group Type: Mercenary, or "native" to the place in question (see below)
Recommended Skill Levels: Any

A local "noble" has taken it upon her/himself to free their particular world from the "tyranny" of a Great House, or even the Clan Occupiers.  The royal was building up forces in secret over the years, waiting for the right moment to secede from wherever it is they were from.  That moment came during the Word of Blake Jihad, when all the forces of the various Inner Sphere powers were stretched thin fighting the Blakist menace.  Now the players' company, helps to make this noble's visionary come true, by fighting against the House/Clan garrisons, converting the people to the "great idea", or even cleaning up the potential mess.

Complications:
Big Brother Really Is Watching:  Just because forces are stretched thin, doesn't mean that the leaders of the realm aren't watching.  The Great House may be trying to seed a covert campaign to reduce any support the noble may have.  Operatives may be paying off other mercenaries.  The Clans may try the same, or they may just a small group of mechwarriors to blow things up and throw a monkey wrench in the works.

No Real Lesser Evil:  While the PCs may be convinced that the noble or charismatic leader is genuine, it could just be that this noble is entirely in it for selfish reasons, and will only start oppressing the people far more than the Great Houses or Clans ever did.  Do the PCs decide to fight back, or do they cash in on this new, brutal regime?

Storming the Bastille:   A local prison houses many talented [mech]warriors and would gladly help the Grand Idea.  The PCs are in charge of freeing these fighters to help bolster the cause.

Submitted by Roy "Fever-Dream" La Vallee

Still thinking of more ideas on this.  Will edit in the future.  Smiley 
*
Corporal
Posts: 71

Re: A Time of War: The BattleTech RPG_Adventure Seed Submissions

Adventure Seed: It was a mission like any other...

Recommended group size: 4+
Recommended group type: Military, Mercenary, Special forces, or Covert Operations
Recommended skill level: Any

The players' employer has decided to intervene covertly in a local planetary political dispute to favour one planetary faction over another and in doing so gain more influence.  The players must infiltrate the planet using civilian transport so as not to raise alarm or suspicion. 

In a nutshell the players must destroy a key military supply dump belonging to one of the planetary factions.

Once the players arrive they are to contact a local operative who will point them to a weapon cache where weapons and equipment are stored for the players use.

Primary complication:

Murphy loves fanatics.

The players are directed to contact a member of a covert cell at a mining camp who has the location of their equipment.  The players are provided with transport, such as a truck or jeep, to take them to the mining camp.  On arrival at the mine the players find an empty mining camp.  A closer inspection reveals that a great deal of fighting has recently taken place.  A trail leads off towards the mine.  Should the players try to leave, they discover that there are engine problems with the vehicle.  Players with high perception or six sense will get the feeling that they are being watched.

The players eventually discover, either by following the trial, or by being attacked by a mysterious group of fanatics (the GM can choose who the fanatics are) what happened to the miners.  The players find that there are too many fanatics to deal with and that they must retreat.  There is a nearby town which offers some sanctuary for wounded players.

However, the fanatics intention is to attack the town for some perceived past wrong.  The fanatics have taken a huge mining dump truck and turned it into a chemical weapon bomb.  The fanatics also convert various trucks for the attack on the town, some with MG's others as suicide vehicles.  The players, trapped in the town must help defend the town from the fanatics and find some way to stop the fanatics from chemical bombing the town.  Mechwarriors will have access to industrialmechs such as the loggermech, copper security mech, mining mech, cattlemaster and so on with which to stop the attack.  The scenario can be scaled according to taste, for example if there are no mechwarriors, the players may decide to do a daring special forces boarding action on the mining dump truck etc.  Allow the players to be creative.

Once the players defeat the fanatics, they recover the information for the weapons cache.

Suggested minor complications:

Keeping the mind on the job.

The players are traveling for several weeks on an interstellar passenger dropship.  There are going to be distractions.  The players could find romance, gamble, get caught up in a dispute etc.  All these distractions could have the potential to blow the players cover.

Customs.

The players arrive at the drop port and they have to go through customs.  The customs agent will ask questions as to why the players are visiting the planet.  The players must each convince the customs agent that they have legitimate reasons to visit the planet.

The local gang.

The players first contact has a pawn shop in the bad part of town.  On the way to the shop, or outside the shop, the local gang notices and appraises the players before demanding a 'toll' for entering their territory.  The gang acts with belligerence and it is up to the players to work out how they can deal with the gang so they can access the pawn shop.

I never knew medical equipment could be used that way.

It is likely that one or more of the players will receive wounds at the mining camp.  Should the players go to the hospital for treatment, a small group of fanatics will try to assassinate them while they are in hospital.  The fanatics should be fairly inept to allow the players to survive, although the level of ineptness is up to the GM.

Notes:
The complication is the real adventure.  The players are facing converted civilian vehicles and can only fight with civilian equipment themselves.  it is an excuse to use industrial mechs (if the players are mechwarriors) or a roadchase scenario (Mad Max) with the players chasing down the truck as it hurtles towards the town. 

After the main event, the players can still carry out the mission to destroy the military supply dump.

Submitted by: Martin "Casper" Kern 
   
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