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Random Asteroid Complications

AlHazred

SOC-12
Knight
I've got my group deep in Shadows right now, and am already planning on what they do next. They're probably going to travel to a system with an asteroid belt, and meet a contact of one PC, who's working in the system there. I've dropped a heavy lead-in to a 76 Patrons encounter, the one where the young man wants the PCs to help him locate "the dope" his grandfather stashed away during the Fourth Frontier War.

The adventure seed includes a couple of interesting ideas for foibles (the Navy uses the asteroid field for maneuvers), but concerns itself only with the lead-in and what is eventually found. I'm curious to know what complications people put into the scenario when they ran it for their own groups. Or, what people would think of as interesting complications to try out.
 
Micro meteor collision, dust / rock fragments distorting sensors, space junk or any other type of random collison/encounter...

How about when the group reaches the asteroid with the hidden drug cache, they discover they only have "x" amount of time before the asteroid with the cache is impacted by another asteroid (one thats a lot bigger).... Not only do they have to quickly recover the loot but they need to get clear or the debris from such a collision could severely damage their ship.... (Especially if the cache is "frozen" inside an "ice" asteroid... Any impact would shatter it into lots of pieces and make recovery impossible!!)
 
Throw them in jail for illegal activities, such as recovering 'dope',entering a naval weapon's range or breaking navigational laws, or even acting suspiciously like a smuggler or pirate. Low energy ship signature, sneaking around in the sensor shadows of the many and various asteroids. Seems like a hell of a lot of trouble to go to in order to recover some 'dope'. Unless were talking of a whole cargo container full worth several megacredits.
 
A secret asteroid base nearby (generate as a ship without drives) that is centre for -
- The Ine Gevar
- An IISS monitoring station
- A dangerous cult
- Smugglers
- Pirates
- Navy/Marine R&D

As they approach, the station -
- Sends a distress call
- Sends a warning call
- Scrambles fighters
- Opens fire
- Scans the ship with active sensors
- Remains ominously silent
 
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