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Author
Topic:
Adventure Ideas go Here!
Masterskippy
Registered:
May '05
Date Posted:
6/14/05 2:04am
Subject:
RE: Adventure Ideas go Here!
This is a great Rebellion-era campaing idea, one that was used by my GM, and heavily involving me. I also should state that it should be a semi-long term run scenario for maximum effect.
Basically, soon after Hoth, many Alliance Intelligence units are dying. AI believes the teams are being compromised by Imperial Security Bureau agents.
During the debriefing after Hoth, one of the PCs (preferably one who has either a shady past, or has something to hide) is more or less blackmailed to spy on his/her comrades for any suspicious activity. As a player, I kept this to myself for 6 RL months from my other PCs, and only the GM knew, since he was the one who set it up..:)
Play it how you will, but the culmination has to include something to the effect where some vital piece of information that the Empire would really like their hands on. The one my group was involved in having Mon Mothma visit the base we were 'vacationing' at for R&R. I'll use this example to flesh out the plot. Timelinewise, this adventure happens approximately two weeks before the preparation for the Battle of Endor, as seen in ROTJ.
One of the other PCs, during a prior interrogation by the Empire, was reprogrammed by ISB to give them any information that this person feels the Empire would love to get their hands on. This mole does NOT know he/she is a mole.
A murder happens (the evil mole, if you will, is the murderer), and the PCs are under house arrest, due to their relationship to the suspect. The victim was a communications officer, and it appears his terminal was accessed to send off a message.
The party is interviewed one at a time by Intelligence. Then, the 'good mole' is interviewed. The chief asks the planted agent if they want to help with the investigation. Concerns about the knowledge of Mon Mothma's visit is brought up.
Once the PCs are interviewed, an alarm sounds. Appearantly, the evil mole has escaped. The group knows that something bad is happening. With Mon Mothma's arrival, anything is possible.
Of course, the PCs must find a way out of their cell. This could be a good opportunity for the second mole to reveal themselves. I didn't, because we had Force Sensatives who managed to get us out.
The group encounters some guards, and the good mole can show their Alliance Intelligence ID for quick passage. By this time, through roleplay or skill checks, everyone feels Mon Mothma is in danger.
It's a race against time.
As the group gets to the hanger area, Mon Mothma's shuttle lands. If a perception check (going by the D6 rules; translate to D20 accordingly) is made, the party member who makes it sees the evil mole skulking about. The good mole needs to make a perception check. If successful, the good mole sees that the evil mole pulls out a thermal detonator.
Base guards, Alliance Intelligence agents, and pretty much everyone thinks the PCs are fugitives, so this should make their job much harder. The good mole (if they haven't declared their affiliation with Alliance Intelligence prior) should probably use this to their advantage.
The whole scene should be played out, where (if possible), the evil mole is captured, and not killed. Mon Mothma is saved, etc.
The debrief explains that the evil mole was programmed as a one-shot Imperial agent. For those who own the D6 Imperial Sourcebook, there's a small blurb early in the book that describes this.
If you run your campaign like we did, as a group (plus GM), we watched the latter half of RoTJ to find our characters. That took weeks, and it was fun. Besides the EXP and force points rewards, this makes a heck of a tie-in for the Battle of Endor.
-----signature-----
"Don't worry! She'll hold together!"
Han Solo
"Snakes, why did it have to be snakes!"
Indiana Jones
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Koohii
Registered:
May '03
Date Posted:
6/25/05 9:53pm
Subject:
RE: Adventure Ideas go Here!
Infestation.
The party has been forced by overwhelming numbers to flee a commercial planet on the first transport they could find: a bulk freightor.
One of the crates on the freightor is a group of kawlian lizard monkeys (salacious crumbs). They were being shipped along with some other exotic animals to a zoo. The captors underestimated the intelligence of the monkeys, who have escaped from their cages, released all the other animals, and run amok in the cargo hold. The monkeys and some of the smaller animals have made it into the ventilation systems, and into some of the inner workings. One of the animals accidentally shorts out the power (due to biological needs) to the hyperspace shield generator--the ship drops out of lightspeed in the middle of nowhere. The party has to find the cause, and more importantly, solve the problem with a minimum of casuaties to the valuable animals.
-----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:
7/17/05 8:58pm
Subject:
RE: Adventure Ideas go Here!
-
Date Edited:
7/17/05 9:28pm
(1 edits total)
Edited By:
Koohii
One of the high-ranking members of the Rebellion (or whatever) has a child in the hands of the Empire (or whatever opposition). As part of a political ploy, the child is been subjected to heavy indoctrination and is now a Sr. CompNOR Youth leader. The party has been assigned to extract the child. They have to replace the original chaperone squad for a field trip and extract the child at the last minute when they get to the 3rd or 4th starport on the return trip. In the meantime, they have to babysit a bunch of 8-13yo children, and not only listen to, but recite imperial propaganda as befitting the camping trip. Oh, by the way, while they get most of the original chaperones, the head of the detail escapes their attempts at removal.
So, summercamp, detention camp, and indoctrination, all at once. Imagine having the players have to retell a couple of their adventures with their actions against the benevolent empire villified. Or how about having to sing a campfire song about the heroism of Palpatine, the evil of the Jedi, and the dutiful Darth Vader, servant of the Empire.
Have fun with this one kids!
-----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:
7/27/05 5:14pm
Subject:
RE: Adventure Ideas go Here!
The Show Must Go On:
Over a series of adventures, the party notices people staring at them. Some bow, some silently applaud, some wink "knowingly". Any that are questioned act oddly, telling all about themselves or what they do and how important it is and how they "sincerely feel" about the situation. As time goes on, they might let slip that they know some odd detail about a previous mission.
Some computer slicer has hacked security records from various bases and for fun turned them into holovid entertainment and sold the show to a galactic network. Armed with a casting budget, he has instead built and bought a number of holovid recorder droids and outfitted them with high-quality stealth technology (but they can be found on a difficult search/perception check). The droids follow the party arround. Occasionally they get blown up. They also have hacking sensors that allow them to copy files from surveilance and security cameras in the vicinity (these provide background, alternate angles, and such). So far, no one has been able to out-slice the slicer or determine is location or identity. The opposition want him stopped for exposing their plans and bases. THe party wants him stopped for exposing their identities. The broadcaster wants him to continue supplying what has become the highest rated program in history.
-----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:
8/9/05 1:34am
Subject:
RE: Adventure Ideas go Here!
Are these ideas helping? Anyone use them? Results?
Suggestions for making them more useful?
Just wondering.
-----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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Yuul_Shamar
Registered:
Nov '04
Date Posted:
8/11/05 1:47pm
Subject:
RE: Adventure Ideas go Here!
I've used a couple and I'm planning on using that on where the hacker turns the player in Holo stars(I think it has potential)
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Most Eager Newbie - Spring RPF awards 2008
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Rogue_Thunder
Title:
FanForce CR, Edmonton, Alberta, Canada
Registered:
Jan '03
Date Posted:
8/11/05 2:48pm
Subject:
RE: Adventure Ideas go Here!
Yeah, some of them gave me ideas to build on.
I guess since we've done a few missions now I can share the details of the missions my PC's have already been on, since they come to this forum too.
Our first adventure was pretty much ripped right out of the pages of Shatterpoint, except that it didn't really delve as deep into the nature of man, the darkside or the issues in that book. It just had a jungle and Nick Rostu made a guest appearance.
It turns out the primitive backwater planet of Al'Kora is actually rich in precious metals and the ores necessary to build battle droids (my campaign is set during the Clone Wars, btw). The planet and it's government are loyal to the Republic, but the CIS has really been eyeing the planet. Instead of devoting a fleet to taking the planet, which the republic would defend, since they don't want the Seppies getting ahold of all that ore, they decide to send in supplies to the disaffected miners and fringer-types and incite a small rebellion against the local government (think of your typical banana republics).
The party's job is to find this camp, get evidence to the local government that they're being supplied by the Sep's so the locals have a viable excuse to wipe out the rebels (ironic that they're quashing a rebellion, when eventually they'll become part of one
).
-----signature-----
"You look so tiny down there... like a little mean pepper shaker"
- Palpatine to Darth Vader
"I gotta say Boba this is one beauty of a ship... not crazy about the name though"
- Lando to Boba Fett
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MagilofZeal
Registered:
Aug '05
Date Posted:
8/23/05 1:24pm
Subject:
RE: Adventure Ideas go Here!
i know this is an old topic...
but i saw some nice ideas here, although i didnt read them all...
i wanted to share some of my ideas as well...
Campaign:
(works best in the old republic era, that at least my opinion)
the group (if jedi, archeologists, bounty hunters or just normal adventurers) are ending up somehow on the demon moon of Dxun (or any other planet you can think of),and they discover a hidden underground pyramid.
once inside the pyramid they are joined by a jedi NPC (i chose to add a female miraluka, just for the fun of the futur thought...)than they all discover a Sith holocron (although they most likley dont know its a holocron, unless they are jedi), but what they dont know is that there is also a Dark Side Spirit inside the pyramid.
a DSS of an ancient Sith lord, known as the greates lightsaber duelist ever (i admit stealling the idea of the greatest lightsaber duelist stuff from KotOR 2, but thats not showing up in the game at all)...
then the DSS possesses the body of the jedi NPC, but the characters dont know that...
then they are returning to the jedi council on courascant (or summoned by the council in case they are not jedi at all), and the NPC is starting to act wierd, ignoring the jedi code and stuff.
once the characters tell the council the story about the pyramid the council members are gathering an important meeting, they are worried because they realize that the spirit of the sith lord is free once again...
the characters started this mess so they are to clean things up, they are to gather 5 jedi holocrons around the galaxy, 5 holocrons of the 5 greatest jedi duelists who defeated this sith lord...
what they dont know is that one member of this expedition IS THE SITH LORD HIMSELF!
thats right, the jedi NPC...
now the sith lords "accidently" ruins the holocrons one by one, before the characters can master the thecniques of the jedi masters (in case they are jedi) or can learn of a way to destroy the sith lord (in case there are no jedis at all)...
thats the general idea of the cmpaign, every planet they visit is different, in any means...
probably in some extreme terrain that the characters will fing hard to claim the holocron...
most likley according to the jedi master's specie...
i devided the game into 5 chapters...
every chapters is about another holocron, the final chapters is also about killing the threat of the sith lord...
hows that?
-----signature-----
I'm scared
Fear is the path to the dark side.
Fear leads to anger. Anger leads to hate. Hate leads to suffering.
Having said that, we're scared too.
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MercenaryAce
Registered:
Aug '05
Date Posted:
8/24/05 1:01pm
Subject:
RE: Adventure Ideas go Here!
Coold idea, but it would work better if it was a pc Jedi possed that you set up before hand.
Anyway, my idea is an Infinities universe that just throws everything out the window, using the characters, ships, planets and all that jaz but in a new storyline. But I don't have much worked out, but here I go
The galaxy is split up amongst 4 powers: Th Empire, The CIS, The Republic and The Yong. The Empire and Republic have always been freindly (hence the similer armor and ships and stuff). Despite that, they still fight a bit, even though not as much as droid loving CIS (who aren't Seps here, just a rival power) and droid hating Yong (still extragalatic invaders). The Jedi are a netural group dedicated to preserving peace, while the Sith exsist to sow choas. The Rebal Allaince opposes all four powers for various oppresion reasons (GE=general, GR=class, CIS=Business?, YV=religous). meanwhile, prites and criminals thrive amongst the choas while smaller governments (Hapans, CSA, Sssi-Ruuk, Chiss, etc..
To struggle to survive.
-----signature-----
"I am no man...I am a space station!"
Another star wars ships, droids and troops site:
http://armiesofstarwars.com/
It does have info found nowhere
Move all sig, for great justice
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MagilofZeal
Registered:
Aug '05
Date Posted:
8/25/05 8:17am
Subject:
RE: Adventure Ideas go Here!
it could work...
but i prefer an NPC, it gives me more room to plan things...
if its a PC then i need to relay on him too much...
and its going to be like this for the whole game, so the PC wont play his character at all, or he will have an extremly powerful character from the beginning...
-----signature-----
I'm scared
Fear is the path to the dark side.
Fear leads to anger. Anger leads to hate. Hate leads to suffering.
Having said that, we're scared too.
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MercenaryAce
Registered:
Aug '05
Date Posted:
8/25/05 8:54am
Subject:
RE: Adventure Ideas go Here!
I'm just saying it will be more of a surprise to the other players...
BTW I would love coments on my idea.
-----signature-----
"I am no man...I am a space station!"
Another star wars ships, droids and troops site:
http://armiesofstarwars.com/
It does have info found nowhere
Move all sig, for great justice
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Koohii
Registered:
May '03
Date Posted:
11/6/05 8:31pm
Subject:
RE: Adventure Ideas go Here!
Jedi players discovers that their lightsabers have been stolen. Tracking it down, the party discovers that there's a gray market for the sabers among snobs and collectors of antiques. A certain street urchin has been working to supply that market through a fence. He has other children provide distraction and then he filches the sabers while jedi are looking elsewhere. (give him 7d of pickpocketing or 15 ranks of skill)
Oh, the kid has force potential, but no skill or training. He's 12 years old and has 3 DSP but hasn't gone fully over.
-----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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Ashton_Fre-Nel
Registered:
Dec '05
Date Posted:
1/15/06 6:05pm
Subject:
RE: Adventure Ideas go Here!
I had one that focused on the ice planet Rhen Var (from Battlefront).
Rhen Var was actually a utopia and had many thriving cities, even a Jedi Temple -- unbeknownst to the Jedi a dark force was hidden away, not far from the Jedi Temple. A young padawan by chance came upon this dark sanctuary and began to delve into its mysteries. His sister, also a padawan, began to notice a change in her brother, and grew concerned; but never mentioned anything to her master.
One night a raging storm began to form over the dark sanctuary, which began to threaten the entire planet. Believing that she could still save her brother, the girl ventured into the sanctuary. She found her brother corrupted and knew that all hope was lost. The two engaged in battle while the storm swept over Rhen Var covering it in ice and snow.
The Jedi took with them as my inhabitants as possible, but many were stranded and froze to death while brother and sister fought.
Thousands (if not more) years later the Council or Senate or Alliance calls upon the heroes to venture to this planet once again to uncover the mystery of its fate.
Upon arrival the boy (now a force spirit) leads them to the temple (which somehow survived the storm).
From there the heroes have time to explore the temple, and the surrounding area (but most buildings are just shells of the past). After some time exploring, the girl (a force spirit as well) approaches the heroes, quite and meek, merely observing and only ask small questions. But should the heroes question her, she leaves (vanishing if the heroes give chase). This occurs for some time until you deem that the heores have searched long enough.
At this point the brother and sister begin to quarrel again, sometimes late at night waking the heroes. Once this occurs the girl begins to answer some questions, going as far as to enlighten the heroes of her past. The boy should also appear to the heroes, trying to persuade the heroes that his sister is crazy -- as well, the boy should coax (a jedi) to follow him into the dark sanctuary.
Eventually the brother and sister's quarrel should totally be the focus of the adventure; with the sister saying something about repeating history, and the brother saying she doesn't understand, etc. etc. (imbelish as you will). Soon the heroes should find their way to the dark sanctuary -- either by way of the sister showing them or the brother coaxing one to follow the darkside. Once inside the siblings will clash in battle (hint: this is where history begins to repeat itself) the weather outside should reflect this, as another storm begins to threaten the planet.
how you resolve the conflict from here is up to you. keep in mind the brother is a dark force spirit and the sister is only trying to save him.
does the sister finally succeed in saving her brother with the help of the heroes? do the heroes have to destroy the darkside spirit? is there a deeper, dark force behind this? what is the fate of Rhen Var, will it ever be an utopia again?
-----signature-----
Black Knight: "Just a scratch"
King Arthur: "A scratch? I cut your bleeding arm off!"
Black Knight: "No you didn't!"
King Arthur: "What's that then?"
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Koohii
Registered:
May '03
Date Posted:
1/25/06 3:06pm
Subject:
RE: Adventure Ideas go Here!
The rebel alliance has just learned that an Imperial scout ship has rediscovered the planet Lengand, formerly a member of the Republic, but lost to official records during the chaos of transition to Imperial rule. The Lengand government expressed no interest in rejoining either the republic or the empire. As a result, the empire is sending a Star Destroyer to both impress on them the futility of resistance (and punish any who do) and to update the bureaucrasy to modern standards once integration is in place.
The players' job:
1--scout out the planet for as much information as they can find. Most files on Lengand were lost, damaged, destroyed, or just vague & incomplete.
2--steal blank ID cards and forms from the Lengand government offices. This blanks will be used to create new fake IDs for rebel operatives. When the government gets uploaded into the empire, these new IDs will help safeguard agents and help others escape. This is actually a key victory point for the Rebellion. The information the players scout out will help forge the IDs used.
3--recruiting. Since the government wasn't interested in joining the Empire, maybe they will help the rebellion. If not as the government, maybe they can point the party toward individuals.
The Situation: Lengand senators saw what was coming and deliberately damaged records of their planet. They wanted out of the republic, but had no intention of joining the Separatists either. They just wanted to be left alone. And so they have been, for 40 years. Occasional trade with smaller merchant ships has kept their technology within galactic standard, but on the low end. Computer slicers will find the machines here to be painfully slow. Millitary relies on Z-95 headhunters and nothing else (see below). Blasters are extremely unusual.
The decendants of the senators are largely in agreement with their ancestors: they want nothing from ANY galactic government, and will politely decline any offer of membership, and snear at any gesture of force.
Government: The govenment is eccentric. Most matters are handled in towns by the local town magisters. More serious problems, conflicts of interest, and appeals are bumped up to city Magistrates. After then, matters are sent to the capital. There are 3 primary cities which rotate control: Talfager, Pidcully, and Thamptonor. Which city is capital is decided anually in a piloting competition. The best pilot with the best aerobatic display wins control for his/her city. Usually, there is some dispute as to who performed the best or put on the best show, or accusations of cheating. This usually led to war (see below). As a result, pilots, vehicles, and droids for the competition were randomly assigned. Each city would put forward their pilot, a blank astromech, and a stock fightercraft. This guarenteed quality ships (wouldn't want your pilot to draw your fighter and have it fall apart, but don't want to give some other city the edge--same with astromechs). These changes reduce wars from annual events to every 5-10 years. Oddly enough, once the matter of which city is Capital is decided, the society returns to a fairly egailitarian system with few hard feelings or grudges held.
Culture: In the Lengand society, Pilots rank as a priviledged class. It is what every child aspires to be--either a pilot or spouse to one. Most restraunts have a Pilots area with better food, service, and, of course, flight simulator. Pilots are highly thought of, fete'd, offered better credit & accomodations, and so forth. They are celebrities. Even those visiting from other cities are treated with great respect. Talent is talent, regardless of which city it represents.
Pilots themselves treat this priviledge differently. Some take shameless advantage and are snobbish and rude. Others are polite and sociable, "home town" types. With each other, there is the constant jockeying for position of better pilot, which varies from friendly rivalry to bitter hatred. Duels are not uncommon, and usually resolved with a match in a flight simulator or sometimes with a real dogfight using passive targeting lasers, but sometimes with active lasers and missiles.
Duels draw large crowds of spectators, regardless of the means.
Warfare: Lengand has large fleets of cloud cars, swoops, and z-95 headhunters. These are the only millitary forces used. The idea of troops and ground forces was phased out long ago as too likely to endanger civilians. There are, consequently, not only no troops of ground armies, the idea of using or incorporating them is beyond the ken of the armed forces. They have pilots. They rely on pilots. Even the highest ranking general/admiral is a pilot.
Species: There are a smattering of the more common races of non-human in the population, like squibs & Duros.
Notes:
This could be a prime oportunity for the players to recruit pilots to join the rebels, as they are fiercely independant, and highly skilled. Any pilot players in the party will be treated with the same defference as a local. They will, naturally, be expected to take their astromech with them wherever they go (what pilot wouldn't want their astromech on hand at all times, incase needed). Those wandering arround without them might have to prove themselves in a simulator before accepted or believed. Simulators are set to be challenging. Anyone without 6d (or d20 equiv) will be scorned as not a true pilot. Difficulty ranges from 20-30 or more, depending on the quality of the establishment.
There are no Jedi or jedi in training on the planet, though there may be force-sensatives. The museum may, however, have a lightsaber or two on display.
This should give the pilots in your party a chance to shine over jedi or combat beasts.
-----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:
1/27/06 11:48pm
Subject:
RE: Adventure Ideas go Here!
Oh, one more note for the above adventure: no blaster on the planet should be stronger than the stock blaster pistol (4d or the d20 equivenant). Their technology is older, and there isn't a demand for pistols much outside law-enforcement and criminals (who number fairly low).
Population of the planet is only about 1 billion on a world 1/3 the size of Earth.
-----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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