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Help with a SW Imperial Adventure Hook...
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<blockquote data-quote="Pbartender" data-source="post: 373087" data-attributes="member: 7533"><p>So, I'm converting one of my old WEG SW adventures to D20, and I need a little help. I'd like to make a major modification by switching it from a Rebel mission to an Imperial one. Here's the details...</p><p></p><p><strong>The Old Adventure</strong></p><p></p><p>The Rebels are enlisted to go meet with a rebel Agent for any convenient reason. However, the Agent isn't at the checkpoint, and seems to be missing. Upon investigation, a local entrepreneur informs the characters that the Agent was unusually interested in some abandoned mines that he owns. The left towards the mines several days ago, and hasn't been seen since.</p><p></p><p>Unknown to the characters, the entrepreneur has captured the Agent and holding him prisoner. The entrepreneur has been waiting for the Agents contacts to show, so he could turn the whole lot of them in to the Empire for a reward. The Agent is locked in his basement, and the mine has been booby-trapped. When the characters leave to investigate the mine, the entrepreneur informs the local Imperial garrison.</p><p></p><p>The objects of the adventure are to:</p><ol> <li data-xf-list-type="ol">Survive.</li> <li data-xf-list-type="ol">Rescue the Agent.</li> <li data-xf-list-type="ol">Recover whatever they were sent to get in the first place.</li> </ol><p></p><p><strong>The New Adventure</strong></p><p></p><p>So, what I want to do is relace the Rebel Agent with an Imperial Agent, with the remainder of the basic structure of the advennture staying the same. That, and the players are independent smuggler-types, instead of Rebels. That means I need a few ideas to make it work...</p><ol> <li data-xf-list-type="ol">A good reason for the Imperial to be investigating the mines in the first place.</li> <li data-xf-list-type="ol">A good reason for the entrepreneur to take the <br /> Imperial prisoner.</li> <li data-xf-list-type="ol">A sympathetic means of getting the players hooked on the plot.</li> </ol><p></p><p>Give me a few suggestions, and Thanks, everyone.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 373087, member: 7533"] So, I'm converting one of my old WEG SW adventures to D20, and I need a little help. I'd like to make a major modification by switching it from a Rebel mission to an Imperial one. Here's the details... [b]The Old Adventure[/b] The Rebels are enlisted to go meet with a rebel Agent for any convenient reason. However, the Agent isn't at the checkpoint, and seems to be missing. Upon investigation, a local entrepreneur informs the characters that the Agent was unusually interested in some abandoned mines that he owns. The left towards the mines several days ago, and hasn't been seen since. Unknown to the characters, the entrepreneur has captured the Agent and holding him prisoner. The entrepreneur has been waiting for the Agents contacts to show, so he could turn the whole lot of them in to the Empire for a reward. The Agent is locked in his basement, and the mine has been booby-trapped. When the characters leave to investigate the mine, the entrepreneur informs the local Imperial garrison. The objects of the adventure are to: [list=1] [*]Survive. [*]Rescue the Agent. [*]Recover whatever they were sent to get in the first place. [/list] [b]The New Adventure[/b] So, what I want to do is relace the Rebel Agent with an Imperial Agent, with the remainder of the basic structure of the advennture staying the same. That, and the players are independent smuggler-types, instead of Rebels. That means I need a few ideas to make it work... [list=1] [*]A good reason for the Imperial to be investigating the mines in the first place. [*]A good reason for the entrepreneur to take the Imperial prisoner. [*]A sympathetic means of getting the players hooked on the plot. [/list] Give me a few suggestions, and Thanks, everyone. [/QUOTE]
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