[plot description by original author]
The Hook, Line and Sinker format appeared in SHADIS magazine:Hook: The current location or situation of the party.
Line: The situation which introduces the side-adventure.
Sinker: The twist, or what is unknown to the party, and the result.
Station personnel consider these androids mere decoration (unlike in
a real zoo, these never stray or escape from their assigned park
sections), and are totally unprepared for the possibility of animals
roaming free about the station. This will make for a harrowing encounter
when the PCs start to investigate ventilation shafts and other cramped
accessways leading from the murder scenes back to the park, in a way
similar to scenes in the ALIEN movies. One character will be severely
attacked by one of these animals, but will not die if help arrives in
time, and will give a confused account of his assailant.
Because space-station inhabitants are totally unprepared for the
prospect of loose animals, not even other technicians will think of examining
the androids closely, which is something the tech counted on. If the PCs
inspect the androids or close in on the tech, he will act like even more of
a cornered animal than his androids, and activate a special defense routine
of the androids to assist him.
HOOK: The player-characters (PCs) are investigators or people working for
security aboard a large space-station, which must have a "garden", greenhouse
or other artificial park habitat.
LINE: The PCs are called in to investigate the mysterious death of a
trade factor aboard the station. He was found dead in his secured,
sound-proofed sleeping quarters, with bloody slash-marks over most of his
chest and back. Time of death can be estimated to be 0500 station time,
about the middle of his sleep cycle (he went to bars to gamble until well
past midnight and was a late riser). Hours later, while the PCs
are still analyzing forensic samples and questioning associates and suspects,
ANOTHER trader is found murdered in a rarely-accessed storage depot, but
this one has been poisoned and stuffed between two large crates.
SINKER: The murder methods are bizarre, but clues are found here and there,
such as strands of hair caught in a ventilation grill near the depot and,
much later, feathers found in a service hatchway near the trade factor's
quarters.
Eventually this will lead to the park habitat. The hair and feathers
match android animals which are programmed to scurry around in the underbrush
or make chirping bird-noises to enhance the atmosphere of the park. They
need no care and feeding apart from occasional maintenance and reprogramming
of the central computer control-module. A maintenance technician has
been tampering with these androids, refitting a larger bird with sharp
retractable claws and a wolflike animal with poison fangs. He then
reprogrammed these refitted androids for very special expeditions outside the
park. His motive was either political or part of an attempt by a corporation
to "ice" the independent traders.
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(layne@xmission.com)