Author Topic: Adventure Ideas go Here!
Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 2/8/06 12:52am Subject: RE: Adventure Ideas go Here!
The party's ship is damaged and has to land on a remote backwater world. Worse, they are in one of the most isolated parts of the planet. There is a starport, but it's neary 200 km from where they landed, and the ship requires some replacement parts that the party just doesn't have. Not even the ship's repulsor lifts are working. Their only means of transport is their collective feet. Oh, communications are down too. Only line-of-sight is available on commlinks. (Told you it was a backwater world--no communications satelites).

But, they're in luck. A local nerf-herded needs to get his animals to market, and he needs people to help her get them there. She'll pay well (enough for the replacement parts and a mechanic if the party doesn't have one) if they can get the herd there intact. It's a long, hard trail with a bunch of stupid ornery animals. It will take nearly two weeks (10 days) to complete the trip. The party will be riding beasts (except the cook driving the wheeled transport).
There will be terrain hazards, weather hazards, spooked animals causing stampedes, and, of course, theives and russlers.

Yes, the Nerfherder's neighbor, another nerf-herder, wants the Herder's land and property, but she won't sell or marry him. So he and his employees are going to try their best to sabotage the convoy. Water supplies may dry up or be contaminated. Non-party members will be picked off in the night or sniped & killed while patrolling during the day. When all the experienced hands are gone, about 2 days from the starport, the russlers will make their play & try to take the herd by force.
What the Herder doesn't know, is that one of her employees is a spy for her neighbor, and has been providing information to help the theft the whole time (as well as other acts of sabotage like losing provisions and water and such like). During this fight, the spy turns on the party and joins in the fight. Round one: he shoots the herder on stun, then switches to kill to attack the party.
There should be 2-3 russlers per party member.

If the party succeeds in getting the herd to town, they are paid for their troubles, the best looking is given a hug & a kiss, and a mechanic with a repulsor lift will agree to take them back to their ship & fix it (or just take them to the ship with the parts they need if they have a technician.

This adventure will require non-standard skills from the party. Their mounts will require beast-riding checks daily, as well as during combat or other situations. The cook doesn't get out of this, as the wheeled supply truck & kitchen is not a standard vehicle that most players would have skill with. Additionally, many survival roles need to be made because of the environment. A goodly number of perception rolls during the trip will keep the party on their toes. THey also need to be able to handle animals to deal with the herd.

OK, so I've been watching a lot of John Wayne movies lately... whistling wink Watch any 2 and you'll have a good idea of what to put the party through.

 

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jasconsolojediknight 
Registered: Jan '06
40710_Jacen Solo
Date Posted: 2/8/06 12:50pm Subject: RE: Adventure Ideas go Here!
HELLFIRE

Ok there an eilte unit that was formed by the empire to help fight the rebels and
that went after rouge jedi any kind. The GM had us fight a buch of sith during rebellion era. The reson vader was't deal with it is bc he was looking for skywalker and did't have time to deal with minor threats. What made the Hellfire so unique was the core-tros-ore that was build in the armor.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 3/31/06 8:00pm Subject: RE: Adventure Ideas go Here!
bump

 

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Ender_Sai 
Title: Manager Emeritus
Registered: Feb '01
44324_Kyle Katarn
Date Posted: 3/31/06 11:35pm Subject: RE: Adventure Ideas go Here!
I'm trying to figure how I can bring Luo Guanzhong's "Three Kingdoms" into a Star Wars setting. Dong Zhou is just too cool a villain, and Lu Bu too kickass a fighter.

E_S

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 4/28/06 1:59pm Subject: RE: Adventure Ideas go Here!
Dark times for the noble families of House Pelagia:

25 years ago, a daughter of the noble family Degascoin, Duke of Cheltenhan of House Pelagia, married an entertainer of low status. Exiled from the family, she and her husband lived in modest lower-class circumstances. Apon the birth of their first son, the entertainer (a middling-quality singer of no social standing) died. The new mother made several attempts to reconcile with her family which were cruely rebuffed, including a terse letter written by a secretary suggesting that she not attempt communication again. The son has grown up in poverty, but fully versed in the histories and personalities of his more noble family and etiquette of higher station.
There is a peculiarity of the family title that allows the title to decend through both male and female lines of succession.
Younger members of the family have suddenly been plagued with a rash of unfortunate accidents. Repulsor-lift collisions, duels with strangers by midnight, disease, sabotage, exploding packages,...
The Second in line to the title, a weathy private banker and commerce magnate is looking for someone to investigate the sudden outbreak.
Current surviving members of the family: An Imperial Admiral, An Imperial ground-forces general (AT-AT division), the banker, the current Duke, a young artistic and his wife (no children), a political activist woman who is trying to rally charity support for the off-world survivors of Alderan, and a local priest. With the exception of the young artist, there are no official members of the family still young enough to produce heirs. An entire generation is gone.
Rebellion characters may find it odd to be worried about the survival of 2 imperial officers. The admiral will be killed partway through as a victim of a rebel trap. The General is due to retire shortly, however, and has not seen recent action against any rebel forces. Perhaps he can be recruited...


Inspiration: "Kind Hearts & Coronettes" starring Alec Guiness




Count Crengov is 31 years old. Every Count Crengov in the last 600 years has died within a week of turning 32. The ways of their deaths have varried from hunting accidents, poisonning, repulsor-lift crashes, falling rocks, and so forth. The Count wants to hire outsiders to find the cause before he succumbs to the family curse. He had hoped to end the curse by not marrying, but has fallen in love.
600 years ago, the Count had a "Jedi" and apprentice in his household. Children were disappearing in alarming numbers and rumors were flying about the reclusive "Jedi" and his deciple son. When the Count's child went missing, he flew into a rage, surprized the "Jedi" and strangled him to death. The Count's son was found hiding by his pet droid. The Deciple, angered at his own father's death, pronounced a curse that "none of the Count's line should live longer than he" and threw a vile of fluid at him, killing the count. The deciple then "Disappeared into a black cloud". The "Jedi" was found to actually be closer in his studies to the Sith. A Malcitte Poisoner's kit was found in his "laboratory", along with remains of a number of children. The Deciple was never seen again.
The old castle estate still exists, though it was abandoned 430 years ago by decision of the newly ordained Count of the time. It is disused, derilect, and unsafe. Walls are crumbling. Doors are falling off hinges. Tapestries and artwork are crumbling in ruin.

The Deciple, very much of Sith training, continued his father's research, and took part in the deaths of all of the counts during his own lifetime. Before he died, he built into the family computers and droid systems a program that would arrange a different accident or type of death for each and every Count. Sometimes, the program would arrange the hire of assassins or bounty-hunters or other outside agencies from the funds left behind in the deciple's bank. No one has ever found the program because of the nature of the design: it is scattered in subroutines in over 20 different files and systems. Purging one part, or should a virus otherwize disable the system was not enough, for the redundancy was built into it by the deciple (he had lots of time to plot his revenge). It is also written into various droids (and passed down among them). In fact, the Deciple wrote a second personality based on his own into a protocol/nanny droid that has been with the family for generations and still serves (with occasional upgrades and replacement parts).

Some of the more superstitious household staff and surrounding commoners mutter rumors of the Deciple and his curse. A few even hint that the Deciple may still live in the old estate house.

The rumors of ancient Sith and Jedi should interest any jedi party members. The Malcitte Poisoner's kit will certainly attract their attention, as well as anyone with underworld/invisible market connections. This is really the chance for the technical characters to shine, though their difficulty numbers are going to be exceptionally high, and they won't be able to use Droid assistance (the program will evade any artificial mind--bear in mind that Counts have used droids to check their security and computer systems for centuries and not found the program). Is the Deciple still alive? Is it just the droid personality emerging when needed to to "The Deed"? Is this just a Sith Virus? Did the Deciple have heirs of his own to carry on the vengence and fullfil the conditions of the Curse?

Inspiration: "The Alchemist" by H.P. Lovecraft

 

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Nktalloth 
Registered: Sep '05
39865_Darth Revan
Date Posted: 5/3/06 11:05pm Subject: RE: Adventure Ideas go Here!
Koohii posted:
Inspiration: "The Alchemist" by H.P. Lovecraft


Hell yes. Lovecraft rocks.

It'd also be interesting to convert "The Dunwich Horror" into a SW campaign.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/4/06 12:05am Subject: RE: Adventure Ideas go Here!
Been a while since I read that one, if I ever did. (been a while, and I hate to say it, but the stories overlap so much that they tend to blur--especially with the compilations I have that include work from other authors (some of them seem like outright rewrites by lesser scribbling dabblers that the smooth writings of a master wordsmith).

How about posting a brief adaptation/summary when you can?

Anyone else have inspirational starters they'd care to share? you can even post full out adventures with stats & everything if you like. I just don't because I figure the GM should have to do something--I'm providing the framework. Besides, you probablly have to talor it a bit to suit the party. And there's the d6/d20 factor. But don't let that stop you if you're thus inclined.

 

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Nktalloth 
Registered: Sep '05
39865_Darth Revan
Date Posted: 5/5/06 12:23am Subject: RE: Adventure Ideas go Here! - Date Edited: 5/5/06 12:32am (1 edits total) Edited By: Nktalloth
Brief summary of The Dunwich Horror:
(Note that I am telling this as events occur, not as they are revealed)

LAWL SPOILERS

Old Whately's albino daughter concieves two children by the Elder god Yog-Sothoth. One of these children, named Wilbur, is capable of passing himself off as human excepting when he is grievously injured or not trying to hide himself. DOgs immediatly dislike him and attack him. The other brother has no name, is invisible, and is described as having stumpy legs, being covered with tentacles topped with gaping maws, and half a face with the weak Whately chin. This more monstrous brother is invisible except when exposed to a paricular dust, discovered by doctor Armitage later. Wilbur grows and learns at an abnormal rate, and can walk upright in his first month. Old Whatley dies of old age, after renovating the house a few times to help hide the continuing growth of his monstrous child. Soon after, it is assumed that Wilbur kills his albino mother. Later, Wilbur attempts to obtain a copy of The Necronomicon from Arkham university, and resorts to breaking in. His death causes him to reveal his true form to Armitage and two others, who try to figure out what he was trying to do.

Meanwhile in Dunwich the monster, having been starved due to a lack of cows, rips it's way out of the house and lumbers into the countryside. It begins guerilla-style attacks on Dunwich, leaving shells of empty houses and no trace whatsoever of the occupants. Armitage comes to Dunwich where he lures it up to an altar, blasts it with the visibility dust (the sight of the monster can drive people insane, like all other Lovecraftian horrors), and banishes it using a rite from The Necronomicon.

 

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We learn that ninja can walk on water from Tactics Ogre.
The only other instance of walking on water is Jesus.
Therefore, Jesus is a ninja.
Look for me in Sunrunner, SWG and in Gaurdian, CoV
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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/19/06 1:13pm Subject: RE: Adventure Ideas go Here! - Date Edited: 5/19/06 1:22pm (1 edits total) Edited By: Koohii
Star Wars: Paranoia!
Anyone ever think of what would happen combining these two game universes? Both SW and Paranoia were made by WEG, so the mechanics would be dead easy. Everyone is a Jedi. Jedi are traitors who must be shot. Except registered Jedi, who are dangerous, but controlled. Everyone is a member of a Secret Society. All members of Secret Societies are traitors who must be shot. Everyone has 6 clones/lives.
The characters must work the missions assigned them by THE Computer.

What happens to Paduwans who fail their trials? Their minds are wiped and they are placed in a giant residential bunker. In hopes that they can redeam themselves, a program was set up to allow them to progress to higher and higher levels of control and competance. If they reach the top, they have the option of leaving the bunker and becoming full Jedi, or remaining to help monitor and administrate.
The inmates retain knowledge of their jedi training and abilities, but not of the galaxy at large. There are alien races in the compound, but there always have been, and they are productive citizens. Oh, no lightsabers either. Lightsabers are illegal. Only the elite, who have developed their force skills in private on the sly might be able to learn (through the Force) how to make one. They would have to be Violet or Ultra-violet clearance (rapidly approaching the point where they could pass their test and leave or administrators who chose to remain). Either way, the players would have no knowledge of these weapons, except that they are on the forbidden list. (Now, they have training, but they don't know that they do, or from where...)

This may have started out as a way to rehabilitate fallen Paduwan, but something has clearly gone wrong. Did the emporer corrupt the program for entertainment (and as a way of finding new Hands or other agents to do his bidding)? Did the graduates who chose to stay become mentally unhinged? Is the some faction of the Imperial Remnant seaking a new Jedi ruler the way Thrawn sought Joruus C'Boath? Are the Separatists (Dooku told them where the project was & deleted references to it from the Library) looking for counters to the Jedi leadership of the Clone Army of the Republic?

Remember, the rulebook is a classified document, and anyone quoting the rules is in violation of the official secrets act, and therefore a traitor, and all traitors must be shot!

All characters are Force-sensative, and start with either Control or Sense (or both) and 3 Force powers. There are no teachers, so Force abilities cost double to raise.

This is the sort of campaign that ought to confuse the Jedi-crazed members of any RPG group.

 

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Jedi_Xen 
Registered: Sep '01
14355_Qui-Gon Jinn
Date Posted: 5/22/06 2:06pm Subject: RE: Adventure Ideas go Here!
Depends on the group really. I personally like playing in the Imperial Era, especially between the events of Revenge of the Sith and the beginning of A New Hope.

Usually I dont start my players off as taking on the Empire either, it is large, powerful, and has nearly infinite resources for the players to want to dance with them. The campaign I am about to begin in a couple of weeks will begin roughly 10 years before Luke Skywalker left Tatooine with Obi-Wan Kenobi.

Contrary to what I mentioned above, my players get a taste of Imperial might from the very beginning. As the Empire begins to tighten its grip on the galaxy, especially in the Outer Rim, my players have joined forces with a smuggler/blockade runner who owns his own Corellian Corvette. After a couple of run-ins with the Empire, the smuggler is betrayed to the Empire. I allow the players to escape after a fight, they crash land in their escape pod on a swampy world below and must make their way quickly into a distant town before they are discovered by the Empire and arrested. They have to fight creatures, and less than civilized natives until they reach the town.

In town they meet an NPC who attempts to help them out, but the Empire is searching for any survivors from the ship they were on, so the planet is blockaded, with Imperial Stormtroopers marching through the streets of the city, and scout troopers are combing the swamps. They are discovered for what they are by less than scrupulous beings, a Trandoshan slaver, his human partner, and a Bothan who seems to be the brains of the outfit. There is a decent reward for any information leading to their arrest, so the slavers attempt to confront the heroes to prevent them from leaving before the Stormtroopers arrive, a firefight erupts which will be dumbed down for the players to win. Now they know the Empire is on their way they have to escape the planet, so they have to get a ship, Im thinking of having my NPC inform them of the slavers ship, but along the way they are confronted by the Imperial troopers and must fight their way to the starport. The NPC will be killed in the escape, but the heroes hopefully will survive until they can make it to the freighter so they can blast their way out of the blockade and into hyperspace.

They are safe, for now. Little do the heroes realize the ship they stole belongs to a powerful pirate whose building a fleet of freighters to rule his criminal Empire. At first he orders his lackeys to find the ship, take the thieves and sell them to the Hutts and return the freighter to him. The heroes will be pursued by low level thugs of various alien species, and if they continue to allude them, and as they gain levels higher ranking thugs, until the pirate commander uses all his resources to find the players, kill them, and if necessary destroy his ship to do so.

What happens from there depends on the players, they could eventually fight the Empire, or maybe run afoul of a rebel faction, or they could avoid the Galactic Civil War altogether as they deal with the power vaccum they created and fend themselves from bounty hunters, and other outlaws. But thats how I start.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/22/06 2:29pm Subject: RE: Adventure Ideas go Here!
Sounds like a good set up to me.
I prefer to have the characters at least be sympathetic to the rebellion, if not actually members, simply because it makes life so much easier.

On the other hand, there was a campaign I ran in which everyone was employed by one of the Houses of the Tapani Sector (Cadriaan I believe), which ended up with the players causing a great deal of trouble when they ran into the Rebelion.
skull

Hope your campaign works out.

 

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Jedi_Xen 
Registered: Sep '01
14355_Qui-Gon Jinn
Date Posted: 5/22/06 6:04pm Subject: RE: Adventure Ideas go Here!
Im going to let them have the ultimate decision but I can always, and very easily guide them towards the Rebels. A corrupt Imperial officer had dealings with the Pirate they just defeated, losing him a fortune. He trumps up some charges against them, bringing the might of the Empire upon the group, or atleast as much might as he could muster using Clone War vintage military equipment in the Outer Rim.

When it looks like the players number is up, a small Rebel task force saves the day, so to speak, and now in the eyes of the Empire makes the players part of the Rebellion. They will have little choice but be sympathetic to the Rebels.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/26/06 11:46am Subject: RE: Adventure Ideas go Here!
Not an actual adventure per say--more just an encounter that could prove interesting and complicate the players lives.

Got Jedi player looking for a master? This situation is a lot more common with the D6 game, especially in the "Classic" era.

A street beggar walks up to the party on their way to some mission, and tells the jedi player some nice strategic detail. "2 men in black followed by 20 men in white armor went into the building 3 minutes ago" "A star destroyer just entered the edge of the system" "security is checking everyone entering the spaceport" "_____ was murdered last night", or something like that. If the PCs blow past him or ignore him, or whatever, that's it. They screwed up.
He won't be able to give any more information beyond whatever he first said, even for credits.
In point of fact, he won't accept credits (a polite, "no, that's quite alright, but thank you"). If they ask what he'd like in exchange for his information, his reply will be "Warm beverage, small meal, transport off-planet, whatever you feel the information was worth. I'll be arround here whenever you're finished with what you're doing."

If they blow him off, they've screwed up. Likewise if they fail to come back and give him his reward.

What will happen depends how they treat him. Only if they treat him well and politely will he actually consider taking one as a student, and will only offer or accept after observing said individual for 3-4 adventures. During that time, he will always be arround the person he's considering teaching, but will say nothing unless asked, and will do nothing (abstaining from any combat except to dodge). He will not even turn on a lightsaber (he doesn't have one on him).

The master was only a knight when saw the the empire coming, tried to warn those who might be able to do something, but no one listened, so he left the order and hid. He married and had two children. When the Empire started consolidating power through terror, his children participated in an anti-imperial demonstration and were killed in the "restoration of civic order via Stormtroopers" under the command of the local governor. When his wife heard that troops were being sent in, she tried to get her children out of the crowd and was killed as well.
The Jedi master flew into a rage and killed the entire garrison. Realizing that he'd started to turn to the dark side, he buried his lightsaber in his "grave" on a remote garden planet. From then on, he has traveled as a beggar, living on the streets, rather than risk endangering the galaxy with yet another fallen Jedi.

"What possible reason could you have to want to be Jedi? I've seen what happens to knights who have tried to resurrect the order by training youngsters brought up under the Empire. And too many fall from the path. Heh. Arrogant hotheads or vapid children with fantasies and delusions of grandure. They think Jedi are nothing but combatative warmongers. They think anyone with a lightsaber, robes, and a mouthful of platitudes can be a Jedi. Arrogant, greeding, angry, murderous... better that the ways of the Jedi die out completely than to be so corrupted."
"You want to be Jedi. You will have to prove your devotion to peace. Dicipline your mind. Let your actions show that you are worth the risk. The damage of a single Jedi fallen to the darkness in greater than an entire Imperial fleet."

The master still has 2 DSP to repent. He has 7 levels in jedi (probablly consular), and 3 in fringer, or 8D control, 6D Sense, 3D Alter, 4D lightsaber and 7D streetwise. He will have 5D of alien races, languages, and cultures, as well as Bargain and Hide/Sneak. He does not have Affect Mind or other powers that afflict perceptions.
The trainee character will probablly gain 2 levels or 20-30 skill points before the master will be willing to begin teaching him/her.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 6/21/06 7:54pm Subject: RE: Adventure Ideas go Here!
UG! I typed up 2 nice, long, detailed adventure ideas, only to have TFN board crash & not put them up when I clicked on the "post reply" button.

Talk about annoying!

Well, here are the sources I based the ideas on:
early Columbo episode "Double Shock"
Blake's 7 episode "Mission to Destiny" by Terry Nation.

If you haven't seen B7, I highly recommend it. There are a lot of story ideas and background that I've adapted for use in SW campaigns in the past.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 6/28/06 2:44am Subject: RE: Adventure Ideas go Here!
Reputation
Reputation is a dangerous thing. Once your characters have been arround for a while, (gained 5-10 levels of WotC, about 50-100 skill points WEG) they tend to get a bit full of themselves. Certainly they'll have developed some skills that might get them a reputation, and they're in a business where reputations are likely to become exagerated and violent.
So, suppose you have two sides that are in hostile, violent dispute. One side hears that the other has hired the party to help them. What do you do? You could try to bribe or hire the party away, but if that doesn't work? Seems the best thing you could do would be to kill them before they could start working for the other side.
What if the empire or the separatists start spreading rumors about what horrible and evil people the party is. Some of what they say might even be true (from a certain point of view). What if some well-meaning civilians decided to take an active role in capturing or subduing the villainous party before they commit more attrocities.
What about the young hotshot out to make a name for him or her self? To be the one that brought down or took in ________? could be a good stepping stone for a career. Or a group of careers. Throw the party into the same sort of situations they were in at the beginning, only now they're on the other side.

Depending on the template, 1-1.5x opponents to the number of party members, even using just starting templates and stats, can seriously inconvenience if not overcome a seasoned party.
Instead of a big, lvl10 bounty hunter, throw 6 lvl5s or some Mercs with 50 skillpoints of development each, lead by an ex-imperial commando (2 Thermal detonators!) with 70 SP.

It could even be that these people can be turned into friends, or at least allies. They may even have once been, but because of rumors were affraid that their former chums had gone bad.

The more outlandish the situation, the better.
This is an especially fun way to reward players who are perhaps a touch over-exuberant or take too much pleasure in humiliating, torturing, or killing. Sure, the way the players say it, the tied the Imp Jr Lt to a tree and stripped him to his undies because they needed his uniform to sneak into the bunker. The way he tells it, they slaughtered the technicians, strapped him to a tree, whipped him and beat him bloody for information, and left him there to die. He was lucky to escape with his life. Those poor technicians...

It can be very humiliating to be brought down by people with 1/2 your hit-dice. Just ask the lvl5 paladin defeated by an ambush of kobolds...

 

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