deathbymanga
2015-12-27, 01:36 PM
So, I'm running a Pseduo-Spelljammer campaign that's got a lot more science and advanced technology. Computers, AI, firearms, etc. The players just finished their last adventure and reached 5th level each. They're getting 2 more people joining next session, for a party of 5, and I'm lookin g for some ideas for this current adventure their in.
The Bounty Hunter member of the crew got a job notice sent by a King of a Fire Genasi planet named Sadem requesting help with Pirates blocking their trade. When they get there, they find the entire orbit being patrolled by pirate jammers and get hailed by one of them asking for a toll and that if they are a merchant vessel, they are required to do trade with them first. Their ship is a research ship they found abandoned in space, so they can't risk a fight, so they score a great Diplomacy roll to convince them that they wanted to join their crew and that they needed the work. They get allowed to bored the mother ship to meet the quartermaster for inspection. The Pirate fleet is a group of Blue Dragonborns.
They meet with the Quartermaster who tests out the Rogue's skills with the sword and tells the Wizard he'll be tested later. Then our Psion mentions that he's a Psion, and in this setting, Psionics is beyond rare. One of the rarest powers any non-Illithid could be born with. So he doesn't believe him, and has the Psion test his power on him. He rolls a rediculous Nat 20 (we use NAt 20s and 1s on everything, skills, spells, weapons, it's more fun that way) and blows the quartermaster's brains out, but this impresses the captain, so he hires them to do a job for him.
He's been using this blockade to try and convince the King to give in to his demands, which is to let him marry the eldest Princess and become legitimately the ruler of the Planet. Pretty standard evil villain plans. So he hires the party to go kidnap the Princess to force the King's hand.
They agree and head down to the planet, and are now meeting with the King, and the session ended there. They aren't 100% sure who they should help just yet. They aren't criminals, but don't know anything about the king or his daughter, so they are just going to wait out the situation for now.
So, what kind of things can I do here to make it a bit interesting. I want to add a little moral flexibility here by making either option a valid option. The players already know that if they help the Pirate they'll get a King's Ransom out of it, and I plan at the end of the quest to award the players Land and Title either way if they do a good job. The Pirate isn't a backstabber, he's just ruthless and power-hungry. He doesn't care if his crew dies if it means he gets some pretty good pawns to go kidnap a princess, however he'd have ripped the player's guts out any day of the week.
I'm not sure what to do for the Kingdom. I know there's a King and a Princess. could be a queen. could be other princesses or a prince. the Princess could agree to marry the pirate out of duty, desire, or refuse entirely.
The Bounty Hunter member of the crew got a job notice sent by a King of a Fire Genasi planet named Sadem requesting help with Pirates blocking their trade. When they get there, they find the entire orbit being patrolled by pirate jammers and get hailed by one of them asking for a toll and that if they are a merchant vessel, they are required to do trade with them first. Their ship is a research ship they found abandoned in space, so they can't risk a fight, so they score a great Diplomacy roll to convince them that they wanted to join their crew and that they needed the work. They get allowed to bored the mother ship to meet the quartermaster for inspection. The Pirate fleet is a group of Blue Dragonborns.
They meet with the Quartermaster who tests out the Rogue's skills with the sword and tells the Wizard he'll be tested later. Then our Psion mentions that he's a Psion, and in this setting, Psionics is beyond rare. One of the rarest powers any non-Illithid could be born with. So he doesn't believe him, and has the Psion test his power on him. He rolls a rediculous Nat 20 (we use NAt 20s and 1s on everything, skills, spells, weapons, it's more fun that way) and blows the quartermaster's brains out, but this impresses the captain, so he hires them to do a job for him.
He's been using this blockade to try and convince the King to give in to his demands, which is to let him marry the eldest Princess and become legitimately the ruler of the Planet. Pretty standard evil villain plans. So he hires the party to go kidnap the Princess to force the King's hand.
They agree and head down to the planet, and are now meeting with the King, and the session ended there. They aren't 100% sure who they should help just yet. They aren't criminals, but don't know anything about the king or his daughter, so they are just going to wait out the situation for now.
So, what kind of things can I do here to make it a bit interesting. I want to add a little moral flexibility here by making either option a valid option. The players already know that if they help the Pirate they'll get a King's Ransom out of it, and I plan at the end of the quest to award the players Land and Title either way if they do a good job. The Pirate isn't a backstabber, he's just ruthless and power-hungry. He doesn't care if his crew dies if it means he gets some pretty good pawns to go kidnap a princess, however he'd have ripped the player's guts out any day of the week.
I'm not sure what to do for the Kingdom. I know there's a King and a Princess. could be a queen. could be other princesses or a prince. the Princess could agree to marry the pirate out of duty, desire, or refuse entirely.