shotgunlo@hotmail.com
Franklin Pierce College
FPC Box 850 College Road
Rindge, NH 03461
United States
Preliminary Note: This works best if each player is roleplyed out individually first with the game master so the players can get a feel of their characters and a few times together as a group so the plyers can get to know the group as well. This also allows time to make one player the infiltrator. Also, never let the players see each others character sheets. It helps add to the mystery. Hook: Three new characters NPC's have been added to the group for whatever reason. The group is wandering through the wilderness. Small, almost unnoticeable items (like the everlasting rations) are disappearing from several if not all of the group's members. Attacks by organized "bandits" come around whenever the group is trying to rest or whenever else they least suspect it. Two of the NPC's keep wandering off into the woods for any number of reasons (bathroom, sex, conversation, whatever). No matter what, these NPC's always miss out on the fire fight between the party and the bandits. Line: The characters are probably thinking "espionage." That would be a correct assumption as there is some spying going on as one or more of the group seems to be a traitor to whomever the groups enemies might be. Should the two NPC's be confronted or killed, it will be discovered that it was not them who were the traitors. That only leaves one NPC or a fellow Player Character! Like it or not, most players are going to have a hard time to accept the fact that a fellow player and loyal group member could turn against them so the NPC or the most conniving PC is probably going to somehow be the most likely suspect. Throw in reasons for the players to suspect anybody, even themselves as the rogue. This can be explained away fairly easily actually, just watch a couple day-time soap operas to see how odd this can get. Sinker: It turns out that one of the PC's is the traitor. Will the group ever trust him or her again? Will the group kill the character or expel him/her from the group? Was the criminal actually the player or a robot/clone/id self etc.? Was the player being forced to do this (mind control/blackmail/psychotic fluke) or were they willingly selling out their compatriats for money or power or something else? Can they trust anybody anymore? Not only that, but now their enemy has a wealth of information on the group. This can be played out in further adventures.
Preliminary Note: This adventure works best with non-psychic humans principly making up the party. It shouldn't be too hard to adapt to other exclusive groups though. Hook: A group of D-Bees are found running through the forest directly at the player characters. The group will run past the party with the exception of one who will stop in front of the party and exclaim, "More humans!" right before fainting. Shortly afterwards a Coaltion psi-stalker and 4 of his Dog Pack crew will arrive on scene to take the D-Bee into his custody. He will thank the player characters for their bravery in stopping the rogue who just torched the town up the road. However, anyone with any eyes at all will notice that the D-Bee and everyone else from that D-Bee party was ill-equiped for such a raid on that magnitude. Something fishy is going on. If the players defends the fainted D-Bee, they will be enemies of the CS. If the characters just give the D-Bee over and follow the CS troops back to the base (covertly, of course) they will see the standard CS imprisonment of a D-Bee, interrogation, and execution unless the characters intercede. Line: Unless the characters rescue the D-Bee, this will be a fairly short- lived adventure. If the D-Bee is rescued, then he will say that the CS just torched the town to flush out all of the D-Bees. He claims that he would never burn his own home because that would be insanity, even if it were in running from the CS as his wife and daughter were both killed in the fire. Sinker: Eventually, evidence will mount against the D-Bee who vehemently denies any responsibility for the blaze. He will claim that any evidence at all is to frame him. Eventually the situation will grow to be highly likely that the D-Bee did, in fact, commit the crime. The players know that they have a psychotic criminal in their hands, but if the players did rescue him, then they too are wanted by the Coaltion States as traitors of humanity! If the party returns the D-Bee to the custody of the CS, they may be able to convince the authorities that the D-Bee used mind controlling powers on them which would likely work. However, that would clearly be a lie on the characters' consciences, that they sold out a D-Bee to save their own hides. Selfish and evil characters would have no problem with this, but good characters definitely will. If the CS suspects that the characters of their own free will commited acts of violence against CS, and in defense of a D-Bee no less, the punishment will be severe. It is time to put the characters' morals to the test.