D20 | Adventure Hook |
1 | A new, shadowy organization claims responsibility for an upswing in natural disasters in several enemy states. |
2 | A massive natural disaster hits a once-strong state whose enemies now pose a looming threat. |
3 | A high-ranking member of one faction’s military looks to defect. |
4 | An obscure, ignored state manages to acquire the most powerful super weapon in the system and wins a war it was doomed to lose. |
5 | A powerful offworld mercenary organization has offered its services to one faction, threatening to destabilize the entire geopolitical system. |
6 | A revolutionary but expensive biotechnology exacerbates tensions between the upper and lower classes. |
7 | A newly-appointed ambassador, utterly ignorant of local customs, needs help preparing for a major upcoming cultural event. |
8 | A diplomatic crisis causes a once-valuable export to become worthless, and merchants look to sell the goods elsewhere. |
9 | A seemingly unbreakable code gives one nation an advantage in matters of espionage. |
10 | The assassination of a political figure by regional separatists has triggered an international crisis. |
11 | A major, multilateral summit is being held offworld, making security and scrutiny in the area tighter than ever. |
12 | Two major states finally agree to peace talks, and a nervous third party hires help to sabotage them. |
13 | An offworld hacker threatens to destabilize global markets unless all nations agree to a unilateral disarmament treaty. |
14 | A nation’s senior intelligence official is a mole for an enemy state. |
15 | One state looks for help to discreetly salvage a wreck belonging to a rival state. |
16 | One nation attempts to disguise its espionage of an enemy state as much-needed humanitarian efforts. |
17 | A sudden invasion of outsiders from another plane of existence scrambles all the usual alliances and power blocs. |
18 | The sacred dead of a faction rise en masse as peaceful undead, but other states believe this event to prelude a war. |
19 | A major arms syndicate sells weapons to all factions at very low prices; the weapons are soon discovered to be faulty. |
20 | A long-running, massive conflict ends abruptly as each side realizes they can’t remember why they fought in the first place. |