GM (Unforgotten)

With nothing left to live for, the main character forms a rivalry when a long lost love returns, asking them for a favour that will eventually ruin someone's reputation. Driven by fear, the main character, unsure of what it all means, accidentally endangers others.

Living life on the edge, things don't go according to plan for the main character when they accidentally commit a minor crime that will eventually ruin someone else's life. Going into hiding, the main character, with the help of their friends, ends up putting their own personal needs before others.

Living their dream life, things don't go according to plan for the main character when a stranger enters their life with an intriguing proposal that could lead in a murder being prevented. Secretly, the main character, regretting their involvement, ends up putting their own personal needs before others.

Hook: The players are traveling through the region. The players are contacted by a wealthy merchant who needs some help.

Line: He has had an important caravan of cargo hijacked by a rival merchant and he needs the players to steal it back for him. This is very important to him and he will offer the players 5,000 gp (or GM's appropriate reward) each to do it. Though one thing they must not look at the cargo. The cargo is of a private nature and wishes it to remain that way.

Sinker: The caravan should be well guarded but not to the point where the players can capture it but make them work for it. It turns out the merchant was lying and this is not his caravan and he just duped the players into stealing it for him. What the cargo is up to the GM but it should be something of great value (money) or something to test the morals of the players (slaves). It's now up to the players to decide what to do with the caravan and the merchant who tricked them. Note the rightful owners should also be after the players and in a rather bad mood about the whole thing.

It's a bad day to be curious when your the cat

Hook: The players are traveling in deep space when they come across a derelict space ship. The ship looks like it has been drifting for some time.

Line: The players will probably want to board it. They will be able to open/force open an airlock with minor difficulties. Initial checking will show that the ship left port without a crew. Further checking will show the ship has been adrift for over 200 years. A check of the cargo holds will turn up the major surprise. The cargo area is full of stasis pods and they are all occupied.

If they wake up some of the people in stasis they will be told they are lost colonist and will ask the players for help in getting back home.

Sinker: They are not lost colonist but instead a group of people who had an incurable deadly plague. Their people could not cure them but did not want to see them die. The sick were rounded up and forced to enter stasis and then placed on a ship that was to be put in a far orbit around their system. If a cure was found the ship was to be brought back.

Something went wrong and the ship drifted off into deep space. If the players do take them home they run the risk of spreading a plague. It's up to the GM if the players should get the plague or not.