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Author
Topic:
Adventure Ideas go Here!
Magellan_the_Cat
Registered:
Jul '03
Date Posted:
11/22/04 1:04pm
Subject:
RE: Adventure Ideas go Here!
Party is on a commercial transport to meet a contact. All is going well--they are under cover and no one has blown it (too badly?) yet. (you can play this intro up as the players are trying to figure out which of the other passengers & crew is the contact. As they are getting near the appointed meeting time, the liner is attacked by pirates. Ther transport is totally outclassed and boarded. THe captain decides to resist, and orders his crew to draw weapons and report to the airlock/boarding tube. (Volunteers are welcome, but must follow orders of officers--all other passengers should return to their cabins for their own safety).
If the players do nothing, the bulk of the crew will be killed. If they participate, they risk being killed by pirates AND exposure of their IDs.
The pirates are after plunder. Mostly, they take the cargo from the ship's hold, but if any of the passengers participated in the fighting (none will unless rallied by the players), the pirates will loot their personal posessions and cabins.
As it happens, the contact is the pirate captain, who wants to offer her services to the Rebels. She knows one of the cabins they are using, but not who or what they look like. She set up the meeting anonymously through intermediaries, and is using the raid to show off her crew's skills & professionalism, as well as cover the possible future affiliations from the Empire.
She will have her doctor treat any injuries suffered by the party (or crew & passengers if the players insist), and set up another meeting at specific coordinates. The future meeting should be in the middle of nowhere, in 2 weeks. Negotiators to arrive in a small freightor, with fighter escourt if the party insists on protection.
Party may or may not be involved in 2nd set of negotiations.
Pirate ship should be well equipped. Maybe a NebulonB Frigate or a heavily upgraded medium-class freightor. The boarding party is highly skilled--1 level lower than the party (same dodge&blaster skills as the lowest in the party if D6), with 2 members for every PC. They also have Gunners with 6d, a medic with 7d, 21B droid, 8 astromech, 12 assorted other droids, and are trying to build up a squadron of hyperspace-capable fighters (currently only have 4).
Rebellion use of privateers & rules of conduct can be found in Pirates&Privateers by WEG.
----------
For added fun, the party can be present for 2nd round of negotiations, as either negotiators or bodyguards for them.
Campaign?
Maybe the party is assigned to make sure the pirates follow the Aliance code of conduct.
One of the pirates is actually an imperial agent working under cover. One adventure, the party discovers that there is a traitor on the ship, and they have to figure out who it is. Could it be the 1st officer who has made it perfectly clear that he resents the Rebels' interference in their operations, the eager young navigator who has been asking all kinds of questions about shifting his alligence, or is it simply one of the droids, who's backup personality didn't get wiped when it was stolen from the officer it was spying on?
-----signature-----
Does giving Prozac to a Psychic make a HappyMedium?
Caution: demented genius at play
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Vangarian
Registered:
Mar '03
Date Posted:
11/26/04 7:14pm
Subject:
RE: Adventure Ideas go Here!
Another adventure idea would be to have your heroes land on Dathomir and make contact with one of the clans either through an NPC Liasion or one of the PCs who have lived amongst the Clan for several years in the past, say a male who made an agreement for trading knowledge of technology for knowledge of the Force. In my campaign I used the Purple Plains Clan (any except the Night Sisters is doable)for this. It can make for an interesting can of worms as many of the Dathomirans would like to get off planet on their own terms, Force user or not.
-----signature-----
E/mc=c. Now think about=c for a while if you REALLY INCREASE E!!
Interests: The Moon, Mars, FTL, Field Propulsion, and SW too.
The Copenhagen Interpretation foolishly denies the existance of the Force!
RPG: Blood, guts and fire on Mars and Beyond!
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Magellan_the_Cat
Registered:
Jul '03
Date Posted:
11/27/04 3:28pm
Subject:
RE: Adventure Ideas go Here!
Either single adventure or whole campaign.
A hyperdrive mishap dumps the party's ship way outside the traveled spacelanes into a very remote backwater unheard of by the republic or empire.
The hyperdrive and backup are both blown, and the engines are going to go critical soon. Worse still, the ship is about to hit the upper atmosphere of a large, unknown planet.
The players (after some stressful rolls) manage to crashland on the planet. While not irreparable, the ship is severely damaged. Local vessels, spotting the smoke entry-trail have arrived. They deploy soldiers (~3-6 per party member) and arrest the party for trespassing and poaching in the imperial hunting grounds. The local emporer is going to be most displeased.
This area is so remote, it has no knowledge of the Republic or the Empire. It has a single absolute monarch and tyrant. He has an immediate dislike for the party (except for any attractive female character, who might be an entertaining plaything). Many lesser nobles hate and dispise the tyrant, but are kept fighting among each other and never have enough power to depose him. Also, this tyrant has some lovely dark-side toys. Now the party has to survive the initial encounter/audience with the emperor, and find allies and enemies who will help overthrow him. Worse still, with their ship captured, they have no means out of the system--there are no hyperdrives in the system--they are the only thing keeping this tyrant from swarming out of system, and his scientists are working on fixing the ship and using it as a prototype for an entire fleet.
If he ever gets out...
-----signature-----
Does giving Prozac to a Psychic make a HappyMedium?
Caution: demented genius at play
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Magellan_the_Cat
Registered:
Jul '03
Date Posted:
11/27/04 5:26pm
Subject:
RE: Adventure Ideas go Here!
for the previous, think the old Flash Gordon series.
-----signature-----
Does giving Prozac to a Psychic make a HappyMedium?
Caution: demented genius at play
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Koohii
Registered:
May '03
Date Posted:
12/27/04 10:13pm
Subject:
RE: Adventure Ideas go Here!
THe players' consciousnesses get transported into droid's bodies. Worse still, they are in body types least suited to their personalities! The strong character is in a MSE-6 Mouse droid. The technophobe is in the R2. The one with the most obnoxious personality is in the protocol unit.
And some how, they've got to find their way out of the warehouse, what happened to them, and where their real bodies are. Before they get sold, or worse still, stolen by some Squib merchant or Jawas!
-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
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Vangarian
Registered:
Mar '03
Date Posted:
1/4/05 5:50pm
Subject:
RE: Adventure Ideas go Here!
-
Date Edited:
1/4/05 5:52pm
(1 edits total)
Edited By:
Vangarian
Latest idea for a gaming scenario. Star Wars meets HalfLife. Let's say your party is hired to go to a research facility on a remote planet or moon in the expansion or even the rim area of the galaxy. You arrive and while the facility's research scientists are working on a high energy level test something goes horribly wrong. Alien creatures (even for Star Wars) pop in out of nowhere and start attacking the resident personnel and you have got to find a way to stop the slaughter or you're not getting paid. Because there won't be anybody available to sign the bill of lading papers. (heh, heh) Well fortunately some of the supplies are top of the line weapons at least. (originally intended for an upgrade of the facility's onsite security personnel) Happy shooting!
Vangarian out
-----signature-----
E/mc=c. Now think about=c for a while if you REALLY INCREASE E!!
Interests: The Moon, Mars, FTL, Field Propulsion, and SW too.
The Copenhagen Interpretation foolishly denies the existance of the Force!
RPG: Blood, guts and fire on Mars and Beyond!
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Clone-Of-Kenobi
Registered:
Jan '05
Date Posted:
1/4/05 7:42pm
Subject:
RE: Adventure Ideas go Here!
I am thinking about htis idea for a Star Wars campaign using the WEG D6 system.
The campaign takes place several years after the movies. The New Republic controls the Galaxy and the Characters are all Jedi or people working with Jedi.
The New Jedi Order's HQ is located very far from the most heavily travelled hyperspace lanes, but it is still just as advanced and well equiupped as the old Jedi Temple. The New Jedi Order HQ is Cloud City at Besbin.
Cloud City is now owned by The New Republic.
The Jedi use A-Wing starfighters as Jedi Starfighters and they use Lambda-Class starships when on official business.
There is still a lot of things to work on, but I would love to hear your input.
-----signature-----
Sock of Darth_Laudrup
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Vangarian
Registered:
Mar '03
Date Posted:
1/5/05 12:00pm
Subject:
RE: Adventure Ideas go Here!
I'm intrigued. How many years after RotJ/before New Jedi Order? What would be the explanation for not going to Yavin4 or say back to Corriscant as a location for Jedi HQ? Or would this be following more closely to "Film Canon" only. It sounds like a good start for something interesting.
-----signature-----
E/mc=c. Now think about=c for a while if you REALLY INCREASE E!!
Interests: The Moon, Mars, FTL, Field Propulsion, and SW too.
The Copenhagen Interpretation foolishly denies the existance of the Force!
RPG: Blood, guts and fire on Mars and Beyond!
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Clone-Of-Kenobi
Registered:
Jan '05
Date Posted:
1/5/05 2:57pm
Subject:
RE: Adventure Ideas go Here!
-
Date Edited:
1/5/05 2:59pm
(1 edits total)
Edited By:
Clone-Of-Kenobi
I have not read all of the New Jedi Order books and what else is out there, so I was actually thinking of creating my own future for the Galaxy Far Far Away.
I am aware that Luke establishes a Jedi Academy on Yavin IV and that the spirit of some old Sith Lord is on Yavin IV, making life a little hard for Luke Skywalker and his students. I once came across a site on the internet where someone proposed the idea of a Jedi Academy on Cloud City. I liked the Idea and took it from there.
I also feel that the Jedi should have a HQ as advanced as the one in the PT and that is more likely to happen on Cloud City than on Yavin IV.
Offcourse going back to Corruscant and rebuilding the Jedi Temple would be a good idea too.
-----signature-----
Sock of Darth_Laudrup
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Vangarian
Registered:
Mar '03
Date Posted:
1/6/05 11:47am
Subject:
RE: Adventure Ideas go Here!
That sounds excellent! For those who've heard of Chu'unthor,the space going academy this would be a very feasible alternative not to mention a security plus for the likes of Lando Calrisian if he were to have stayed on Cloud City after selling it to the New Republic after things got settled down with the Imperial takeover. With an entire space worthy city at one's desposal, one could have one's pick of any gas giant to choose from too.
-----signature-----
E/mc=c. Now think about=c for a while if you REALLY INCREASE E!!
Interests: The Moon, Mars, FTL, Field Propulsion, and SW too.
The Copenhagen Interpretation foolishly denies the existance of the Force!
RPG: Blood, guts and fire on Mars and Beyond!
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Koohii
Registered:
May '03
Date Posted:
1/17/05 5:54pm
Subject:
RE: Adventure Ideas go Here!
This weekend I sent the party to steal a bunch of x-wings since the Empire had been destroying so many that were escourting convoys of supplies. Only 1 party member had piloting experience. A CorSec base was "upgrading" its starfighters to meet imperial standards and was going to destroy the decommisioned fighters. The deputy commisioner had Rebel sypathies and sent them all the information. 4 squads of fighters, 2 of them fully flight ready (ok, some stuff was broken--parts scavenged by techs who knew the fighters were going to be destroyed). The rebels send their graduating class straight out of flight school. Most of them are only 16-18 years old. The party had to escort them into the base, past the security systems, with 24 assorted R# droids.
Unfortunately, the deputy commissioner was under suspicion and interrogated before the party arrived on planet. Since he didn't know the details of the rebels' plans, they only knew that the ships were going to be stolen. THe Imps set up an ambush keyed to an alarm to the main gate. The party used a side tunnel, so the ambush signal didn't go off on time. It wasn't until someone thought to check the side doors & noticed they'd been opened that the alarm went off. In a nearby hangers, 2 squads of TIE fighters scramble, along with 2 APC troop transport speeders.
Well, one of the characters had a thermal detonator that he tossed into one of the hangers, so 1 squad of TIEs got blown up. Lots of extreme die rolls (high & low) made the adventure very rediculous & silly.
-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
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Shadowen
Registered:
May '99
Date Posted:
1/23/05 7:06pm
Subject:
RE: Adventure Ideas go Here!
Campaign Idea
Justice League/Superfriends/X-Men/Masters of Evil: High-level characters of roughly the same moral type (all lightsiders or all darksiders or all "pragmatists", etc.) played by your players in different adventures or campaigns meet up, become fast allies if not fast friends, and decide to form a loose commando group to deal with "threats" as they see them.
-----signature-----
Misanthropy!
Just one of the many services we offer!
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Koohii
Registered:
May '03
Date Posted:
4/21/05 8:52am
Subject:
RE: Adventure Ideas go Here!
Party is safely at a rebel base when sensors pick up an imp scout ship. Pilots & gunners are sent out in Y-wings to capture/destroy it and the probe droids it's launching. (very close to the start of a "classic" WEG adventure)
It turns out to be a mining survey ship that stumbled into the area while trying to locate a new source of ore to exploit. The miners surrender, hoping the "pirates" will leave them alive if they don't put up a fight. THe miners themselves aren't interested in supporting the empire as they are making a living and are willing to help the rebellion by using their expertise and tech knowledge to mine the right areas, thus expandign the rebel base and even providing a cover for it's existance. (Think Bespin Mining facility). THey will be happy to even register an official claim under rebel supervision.
The party may be sent along to escourt the miners on the first few visits to other worlds, just to make sure they don't try a fast one.
Expand from there
-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
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Koohii
Registered:
May '03
Date Posted:
6/7/05 9:02am
Subject:
RE: Adventure Ideas go Here!
ReBoot!
THe players are at the end of a multi-session adventure (quest for the artifact type of thing would be good) when suddenly they get help from some mysterious figure. Their opponents are defeated and the mysterious figure grabs the item. Next thing that happens is a voice says "Game Over". There's a purple flash, and everyong is transformed. Figures that look like spheres and blocks are cheering "Sy-Mon", their guardian hero. He accepts the cheers humbly, see's that the party is still there, and demands "Format and Function". The characters look kind of like they used to, but different. (If you've seen the cartoon, you know how this works). Any droids assigned to them are now little pulsing yes/no crystals (like TRON).
They get escourted to the cental processor for interrogation. Once there, the central operative explains that they are AI game sprites from a game called "Stellar Conflict". Somehow, during the last fight, their icons were switched from GameSprite to regular sprite format. All the history of starwars was just background. You didn't really belief that stuff, right? people with the power to move objects just by thinking about it? An empire cabable of building a space-station the size of a planet would leave such a rediculous flaw in its struction that would allow one child to blow it up with a single shot, etc etc.
They are actually just sprites in a game, and now they will have to adjust. If they are willing, they can join the Guardian and help defeat the User in other games. (A search engine brought back an old readme file on how to convert AI game sprites to be able to reboot). The system is called Datanet. It has a virus named Haxxxxor, who will try to recruit the players to assist him.
The players can fight with or against Haxxxxor. Run them through a couple of Games (just for fun--see how they like throwing pies at each other in "FunHouse" or battling Rocky the Rabid Raccoon4. As time goes on, the other sprites will ask the party questions about the game they are from, what it was like, what type of missions they were on, where they were stationed, etc. The sprites will say things like "yeah, when I played that game, I was stationed on Yavin4. Got wiped out in the first wave. If it wasn't for SyMon, I'd have been nullified"
You can play this as a new twist on the campaign, and just keep the different games going. (might be fun for a while)
Or...
This whole thing is an Imperial/Separatist trap. The party was captured at the end of the last mission by an ionizing knockout gas with minor amnesiac qualities. They don't remember the minutes leading up to their capture. They are in advanced VR chambers (droids are plugged in). Various interigators take turns playing the sprites looking for information--the chattier ones. When the players get bored, have that one get accidentally disconnected or glitched for a few seconds--long enough to see arround. Then the players will have to work together to find a way out. (Season 8 of Red Dwarf)
-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
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Reinn
Registered:
May '05
Date Posted:
6/9/05 6:11am
Subject:
RE: Adventure Ideas go Here!
For mid-level heroes pre-TPM:
They've just completed another successful mission and are heading back to Coruscant for some well earned R&R. That is until they engage their hyperdrive and find that the time dialation inhibitor on the hyperdrive has been severely damaged. A couple of seconds from their perspective ages the galaxy 30 years and they disengage the hyperdrive right in the middle of of an Imperial attack. The heroes are forced to aide the Rebellion while finding out what happened and maybe even find a way to go back in time and stop it.
This adventure would require a hefty bit of roleplaying on the PCs part because in order for it to be fun, all of the characters would have to be genuinely dumbfounded about what has happened, even though the players know all too well.
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