As the PCs vessel approaches a chartered, but unexplored star system, instruments warn of a very large, Class IV space station on their way. After some investigation, the orbit of the station is seen to be very unorthodox. Instead of orbiting around the nearest planet, the station orbits around the local star.
Here, clever officers will probably look at and scan the entire orbital path, finding a very large multitude of similar stations. what they have found is not an isolated station, but is part of a dyson belt.
Approaching closer, Gargantuan solar energy collection sails radiate around the central axis. Easily dwarfing the station, the diameter is well over 50 km, creating a zone of complete darkness behind the station. The engineering officer, doing some back-of-the-napkin calculation, works out that the energy captured in a month is the equivalent to the output from your power core for an entire year. He speculates at length bout what could be done with it: collection for somehwere else, asteroid mining, or weapon systems...
As soon as within decent range, several things happen at once. Firstly, the PCs realise that this station is uninhabited, The usual signature from a life support system being absent, however, instruments will signal that signature for weapon systems are present and unrecognised. Secondly, The station begins to hail them on practically all frequencies with a simple message in a multitude of language:
YOU HAVE ENTERED A RESTRICTED AREA. YOUR VESSEL IS NOT AUTHORISED BEYOND THIS POINT. STOP AND TURN BACK. WEAPONS SYSTEMS ARE ONLINE AND WILL FIRE IF YOU PROCEED FURTHER. THERE IS NO NEGOTIATION.
And thirdly, the multitude of local asteroid which up to this point have been recognised as harmless pieces of rock will begin to illuminate the vessel with targeting beams.
At least now, you know what all the energy is for...
The Parties's choice at this point is theirs, but attacking a system-wide defense grid might not be conductive to a long life.
-A temporal anomaly is being protected for the exclusive use of one faction.
-The stations protect an extremely rare resource which occurs naturally in abundance in the system. (eg: palladium, iridium, osmium, deuteurium, tritium, gascloud dwelling microorganisms, naturally occuring carbon nanotubes, etc...)
-The system is protected for traveller's own good. It is there that new star-destroying weapons are being tested.
-Any other secret military or corporate research works too.
-The PCs have stumbled upon a very reclusive species of alien, who will do anything to keep themselves secluded.
-Beyond the defense grid lies a small and sparesely populated planet of desillusioned humans, who have decided to isolate themselves from the outside world(universe, rather).
-They have stumbled upon one of the biggest military exercise of the millenium, where a system-wide defense grid prototype is being tested by an invasive force, who will warp in within minutes, just behind the PCs. reactions up to GM. Go to Comment
Well, a sun is a big source of energy, and until you're Kardashev II and you're building a dyson sphere, you can share with everybody, as long as you dont start casting shadows on each other. The large solar sails are made so big because those sattelites are rather far from the star, as well as to hint at the mega-huge weapon systems in there. (will go back and change the post to make it more obvious)
If the sun radiates particle X, you can still grab it outside the control zone, since the stations dont cover every inch of space.
I like the idea of the system containing a very rare resource though, and I'll add that when I edit the post. Go to Comment
Awesome Sauce! I would see it woven into the fabric of the world, with people in bars talking about it. In terms of plots, you could always have to rescue the mechs from theft, or steal them yourself for a wealthy collector (the logistics involved would be so much fun!). Go to Comment
I like it! Its a nice plot, with lots of scope for depth and flexibility. (the journey to the island can be made into an adventure, as can the search, and Maxom's island.) The twist is nice, and allows the PC to use their brains to solve a situation. The addition of a second group can be a great source of roleplay, and the two groups could devlop a long term partnership or enemity, which would come back later during the campaign.
This does, however, strech the definition of 'dungeon' quite a bit!
I like it, although a bit more flesh would probably improve the post quite a bit. What this does is remind me of the imps in the dungeon keeper series of game (this is a good thing!) and it would be quite fun to walk into a dungeon filled with these guys running around on various errands.
The demonic name is ace by the way!
I could definitely see them being treated like slaves by the summoners. I Think this is why they are so rude and obnoxious. Perhaps defeating the summoner would grant the PCs a host of willing servants? (eg: Dobby in Harry Potter) who knows.
Kudos, even if it needs fleshing to tickle the top marks, a nice springboard for ideas. you've convinced me of including a modified version of these in a future game... Go to Comment
The scope of this piece is amazing, and is superbly executed. I would give the story of the apprentice and the master 5/5 on its own just for the tone and background. Used like this, your post is simply awesome. Go to Comment
"Yn these landes, theye do ryde upone greate flowtinge beastes alike as those thate ye fyshermen do calle nawtilus; Ande these beastes, callede 'pyky-pyky' because of ye noises thate the beastes make, are troubelsome ande beastlye mountes, withe fowle temperes." -Telliamed ap Ynris, "Ye Westerne Landes".
(A levitating giant nautilus that makes a noise like "piki-piki" and is thus called a Great Piki-piki.)