Author Topic: Adventure Ideas go Here!
Nktalloth 
Registered: Sep '05
39865_Darth Revan
Date Posted: 6/30/06 12:37am Subject: RE: Adventure Ideas go Here!
Sounds interesting Koohi.

And I can vouch for him, having been a Paladin killed by kobolds.

But, in the murky depths (1/4th of an inch) of my mind, an idea forms. What about a party working to eliminate jedi during the purge under Lord Vader. No one meets Vader of course, if he requests your presence it most likely means you're about to get some hardcore choking. The party is assigned in particular to hunt a group of Jedi what're doing what most parties of the stereotypical Jedi'd do. Helping the weak, aiding the poor, saving lives from brutal imperial laws, that sort of thing. Pay extra attention to detail of the horrible conditions the Jedi are working to remedy. Now, have one Jedi get left behind and face the party. Do not have the jedi attack, but instead have them try to solve the situation without violence, and when he/she/it gets killed (at least one player will attack, after all), in it's final breath, have the Jedi forgive them for their crimes.

See how long the players can fight against a humane foe before their sense of mercy wins over their sense of duty.

 

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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.
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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/1/06 11:27pm Subject: RE: Adventure Ideas go Here!
Piracy of Reputation
The Rebel Alliance receives a complaint from one of their agents in the Sector Rangers: Unless the Rebels clean up their act in her sector, he will not only stop turning a blind eye to their activities, she will turn over detailed files on everything he knows to her superiors (under the cover story she was working on a few side projects, and an informant gave her the pieces to put everything together).
Specifically, she wants the purpetrators of several raids that not only stole the cargo, but killed almost all the crews of civilian freightors working for imperial contracts or subcontractors. One ship turned out to just be carrying 224 laborers, technicians, and construction personnel--they were all spaced (except the Givens, who were shot). Last entry in the ships' logs are communications transmitting Rebellion Letters of Marque issued to "Commodore Essedrin Ral-af", followed by jamming and combat orders. But there's no such person opperating under Rebel Alliand LoM. The party's job: find out what's going on, and who is stealing their name. The Sector Ranger gave the Alliance 1 month or one more serious attocity to deal with the problem.

Are the culprits common pirates who hope to invoke rebel sympathies and then killing the crew to prevent witnesses? Are they Imperial counter-intelligence or propaganda out villify the alliance and perhaps even fracture it?

A lot will depend on how the party chooses to investigate. They may try to act like a local freightor and hope to lure the pirates into attacking them (trolling as pirate bate). Or they may try following other ships and come to their rescue. (Don't let either of these work the first time--make the players work for their catch--besides, you might be able to slip in a side adventure or two.) They may try to hire on as poverty-stricken veteran spacers willing to do whatever work for anyone willing to hire them, especially if it involves combat to see if they can infiltrate the pirates. This can also lead to interesting side adventures and or contacts. They may come up with something else entirely and make you improvise. And just because the players try it doesn't mean it will ultimately work.

The pirates should have a small capital ship (frigate or corvette) and a squadron of 12 mixmatched uglies (fighters built by combining bits of other models together) with maybe a stray x-wing of y-wing. As to who they are and what they're working toward... You decide.

 

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Magellan_the_Cat 
Registered: Jul '03
13556_Count Dooku
Date Posted: 7/2/06 12:24pm Subject: RE: Adventure Ideas go Here!
Wow, a lots of ideas there.
Seems like koohiis doin most of the posting. What, every single idea that comes to mind?
might be good for inspiration. Doesn't help too much with the prep work though. Esp for d20

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/3/06 7:09pm Subject: RE: Adventure Ideas go Here!
I post adventure ideas that I've run or am about to, or that the other GM in the group runs us though. Don't see much point in posting stats, since the GMs reading will have to tailor to fit their players anyway. Besides, I don't have the D20 books to convert to. And setting up for D6 is an easy matter of checking templates and making the skill levels comperable to the characters for major NPCs, and somewhere under for minor NPCs, and whaterev is appropriate for background characters like Stormtroopers or whatever.

 

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Rogue_Thunder 
Registered: Jan '03
14369_Vader Concept
Date Posted: 7/4/06 2:53am Subject: RE: Adventure Ideas go Here!
I'd post more stuff, but the only ideas I have completely developed are for a campaign I run online and at least three of my players check this board.

I'll eventually get around to posting some of the missions they've already been through.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/8/06 5:49pm Subject: RE: Adventure Ideas go Here!
Oh well. Maybe you can still steal a couple of ideas and tweek them a bit.
Besides, some of those adventures have been up for a while--the players might not remember them (of course, if they read this, they'll probablly go back and reread all the old posts just to thwart my eeeeevil plans).





Evacuation of Narret 3
Narret 3 has been destroyed. The planet was a small one (500KM diameter) with a large atmospheric shell. It was used to anchor a space station by means of a beanstalk. The Beanstalk is a synthetic construction that started at the ground level (well, the foundations were actually a full KM underground for stability) and ascended into orbit. A series of flexible segements acted as an elevator for technicians and supplies (cheaper to use a turbo-lift than a bunch of freightors) as well as providing breathable atmosphere and water. The space station was a minor shipyard (small freightors only), trading post (docking for bulk transports and medium-to-large freightors), and R&D center as well as scientific research. But something went wrong.
The exact cause is unknown--some say solar flares, some say entropy, some say rebel sabatours. But the beanstalk was broken near the top. As it collapsed, the stalk wrapped arround the planet. The last segment landed with enough centrifical force on on of the tectonically weakest spots on the planet to create a chain reaction that actually broke the planet apart.
The loss atmosphere as the fragments drifted apart has killed all life on the planet. Maybe there are a few people who were in hermetically sealed compartments, but their supplies were limited. There are no other habitable worlds in the system. The next nearest is the one the party was on when they recieve the signal.

The party receives the distress signal (transport full of refugies?) and the rebel alliance (or whoever) wants to send the party and a Gallofee Medium Transport to evacuate the main station and the other orbital facilities. They also send a squadron of X-wings for security. The X-wings will obey the Party Leader's orders. If there are none, they will escourt the transport to the station, hang arround it, and follow it when it leaves. There are 3 days left, and it will take a nearly full day to get to the station. All the other freightors are in for repairs that make it impossible or impractical for them to assist in the rescue operation.

The personnel at the station are a very mixed theoretically neutral group. Some consider the Rebellion to be a much needed stirring. Others belive in the New Order religiously. The sr Administrator of the station just wants his people off to safety. Unfortunately, the Gallofee can only take about 20% of the personnel. The Alliance would, of course, like all the scientific and research data, as well as the scientists. The Administrator is reasonable, and will suggest things like take the youngest (the older ones have had their chance) or a lottery. He has no interest in politics. His secretary, on the otherhand, is ferrociously Imperial (Full CompNOR indoctrination and training), but hides it. He was conspiring with the Head Medical Researcher to turn in the Administrator to the CompNOR as a traitor. Several of the protocol droids are acting as his spies. These two may see this as an opportunity to infiltrate the rebellion, or a chance just to capture rebel agents.

Oh, there WILL be a riot when the transport tries to leave as "just a few" extra people try to pack onboard.

The head medical researcher is specializing in advanced cybernetics. He is very aloof and arrogant. He does not like to be touched, especially not his hands, which he prizes for their skill. (11D medicine, 13D surgery, 12D cybernetics)

Various researchers are going to insist on taking equipment, notes, sentimental bedstands, massive cases of personal effects, and that their projects are the most important. Others who think they will be left behind will riot to try to force their way onto any ship that will carry them or their loved ones.

Even with the reductions made by the Gallofee, the station will be uninhabitable within 2 days of the Gallofee's arrival.

Pirates are already scavenging and looking the remains of the planet and attacking & raiding some of the damaged orbital stations. There's a lancer frigate in the area with a wing of TIE fighters, but they aren't able to cover the entire system. They won't be enough to stop the party, and the captain is more interested in saving lives that political affiliation. He WILL be reported for this failure by the agents on the station. Neither he nor the party should be aware of this.

The party may want to spend a couple rounds shortening some pirate's careers. The pirates won't have much in the way of equipment--they're paracites. Give them a couple of light freightors and a couple rag-tag squadrons of uglies, Headhunters, and y-wings. Capturing the pirate freightors may be a way to transport more people off the stations or other rescue operations. They may decide to sacrifice a couple hours in the beginning to bring a ship full of supplies to help the station (the time it takes to load the Gallofee and their own ship (if they have one) won't actually have any effect beyond PR, but the supplies may buy the station another day.

The Empire does not have ships nearby capable of evacuating the station. They're busy hunting for Rebels!

This could easily turn into a very complicated mission. Rescue the survivors, deciding which to take, negotiations, attempting to make repairs to buy the station more time, searching for survivors on the other stations and planetary fragments, fighting pirates, playing politics with the Imperials, and so on. This IS a no-win situation. No matter what the party does, several thousand people will die.

Sources: A Traveler 2300 adventure and a Blake's 7 season 1 episode called "Breakdown."

Not sure I've explained this all very fully or all that well. Good luck. Hope your players enjoy this twisted setup my insomniac mind conjurred up last night.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/13/06 10:26am Subject: RE: Adventure Ideas go Here!
Counter Intelligence
A local informant contact the party's superiors (Jedi, Rebel Alliance, whatever) in need of help. A local swoop-bike gang has taken up harassing his business. One or two, he might be able to handle himself, but there are at least 20, and the group seems to be getting larger. He has complained to the local authorities (Imps, Separatists, whatever) but they refuse to act for some reason. He needs help either beating the gang to stuffing, or just getting them to leave him alone.
The gang doesn't always travel together, but they are never in groups smaller than 8. They have a variety of swoop-bikes, and one imp speeder-bike. They also have good armor (equivilent to bikerscout, but no helmets--they're for wussies), and a variety of weapons from vibro-blades to heavy blaster pistols & carbines (while usually the cheaper brands, some of their equipment is in better shape than usual). By the time the party arrives, they have 34 members of various races. They entertain themselves in all the usual ways: gambling, consuming fermented vegetable beverages, racing, shooting, and cantina brawls. About 2-3 new members join per day.

The swoop racers welcome all comers, but be prepared to loose your ride. They gamble using a variety of simpler games--not many of them are up for sabaac, but dice is another matter.

What the party and informant don't know is that the local merchant's cover has been blown. The other side knows exactly who he is and, once the party shows up, has confirmation about who he works for. One of the lieutenants of the gang is an imperial (or whatwever) undercover agent.
Under the lieutenant's influence, the gang will leave the merchant alone if the players start making trouble, but only for a week. If the party is still there, they may be present when the gang returns. If the leader is ever killed, the lieutenant will call off whatever the current activity is to negotiate a truce. He will also be using recorders hidden in his armor to get quality holo-recordings of the party ("What this, it's just a power sensor relay for the alarm on my ride" and it does function that way too...) to check their identities against records (and add to the list of crimes they've committed against ____ ). Update the wanted posters and bounties. This is a nice way for the _____ to get info on the party so they they can be arrested by authorities on any major civilized world or station as soon as they are recognized.

The gang members are actually going to be fairly low-powered. It's their numbers that make them dangerous. Give them 6d in Repulsorlift Op, 5D in dodge & blaster, and 4d gambling brawing, melee, brawling parry, and melee parry. Make the gang leader a little tougher--give him 2d more in each of those, and command of 6d. For d20, they shouldn't be more than 2nd or 3rd level. The leader shouldn't be more than 4th. The lieutenant uses the Imp Intelligence Agent template from Heros&Rogues. Give him enough interpersonal PER skills to make life interesting. Make him 2 levels higher than the party.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/15/06 2:55pm Subject: RE: Adventure Ideas go Here!
A group of beings approach the party begging for transport or a place to hide. They claim to be refugees from an Imperial massacre. The pressence of several small capital ships in-system and frequent stormtrooper patrols and annoyingly inquisistive officers backs up that possibility.
The group is a mix of races, sexes, and ages, but they are all wearing the same grey outfits with white markings and knotted fabric belts. If asked, the clothes are religious. They don't have much with which to pay--they are, after all, on the run, with no time to pack and their assets siezed by the Empire. They would love to join up with the rebellion to offer their support and technical assistance. Some of them are even good pilots. If the party needs cash, they will reluctantly come up with a modest number of gems and jewels (about 7000 credits) a few at a time.
They will be happy to simply hide on the ship and wait for the party to complete their main mission and return. If the party has to blast out of the spaceport without clearance, they refugees will be happy to crew any stations to assist.

What the party doesn't know, but may discover, is that there is a reason for the Empire to be tracking down these "refugees". They are actually the remnants of a local cult of assassins and pirates. They specialize in claiming to desperately need passage or security while traveling, they murder those they are traveling with. In point of fact, they just killed a local imperial bureaucrat and his family on their yacht while "fleeing retribution from the Rebellion for betraying their agents" two days before. If they are able to get to a rebel base, they will set about insinuating themselves into the organization for a couple days or weeks (depending on how much the party vouches for them), and then one night start murdering as many of the base as they can. They will also kidnap young, impressionable children if they need to flee. If they succeed in wiping out the entire base, they will loot and plunder it, then steal as many of the ships as they can to sell or trade.

The refugee's cult worships the concept of Death, much as the Charon do. They set about to kill as many as possible, by stealth. By appearing as harmless as they do--simple peaceful merchants and traders who were protesting Imperial attrocity or Rebel retribution--they are able to gain the trust of those they encounter. (Un)Fortunately, because of their simplistic viewpoint of plundering, they haven't bothered to built up any sizable force. Without secular leadership, the group doesn't see how they could profit much more from using the ships and forces they kill & steal for to build up a pirate force. They simply use the ship they killed for to get to the next port, sell it, and try their scheme again. They expand their cult by stealing young children and teaching them their ways. This allows them to maintain their numbers (barely) and expand their racial diversity.

If the party does not take them to a rebel base within 2-3 stops, they may attack the party while in transit to steal their ship. Delaying may actually be a good thing for the party. It can also be more fun, as it builds up the time the party spends with the "peaceful, Innocent" refugees. They were only attending a local political rally to see what was being said.

Give the cult members enough skills in melee, dodge, brawling, and brawling parry to challenge the party members. The assassins will work in teams of 2-4 each to overpower individuals. They work together to co-ordinate their actions from long experience and training Their weapon of choice is a cloth garotte (their belts) to strangle. Those piloting, manning ship weapons, or technical stations will have 4-5D in those skills. All the members will have 5-8D in Con and at least 5d in Disguise. Also, give them 3 skillpoints each. None of them have blasters unless the party loans them weapons.
And they are smart enough to try to pickpocket any jedi lightsaber they might see.

Source: the Thuggee cults of India. also "The Deceivers"

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/16/06 11:46am Subject: RE: Adventure Ideas go Here!
I've been listening to a bunch of the Doctor Who audio adventures produced by Big Finish productions, and some of them just scream for adaptation to RPG. "Dark Flame" is almost perfectly set up to be Star Wars, and "Bang-Bang-a-Boom" (gotta love that title) would be good for a comic-relief adventure. I can picture an entire campaign based on the "Excellis" adventures. At the risk of being a commercial, I highly recommend these. They're great for listening to in the car while commuting or whatever, esp. since they have the original actors from the TV show.

(But them used on eBay. If you want to buy them new, get them straight from the company--just as fast to ship and the price isn't that different).

 

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Nktalloth 
Registered: Sep '05
39865_Darth Revan
Date Posted: 7/16/06 8:37pm Subject: RE: Adventure Ideas go Here!
And Koohii wins the "most ideas" award!

Is there anything that you can't convert into a Star Wars adventure?

 

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The only other instance of walking on water is Jesus.
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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/17/06 3:51pm Subject: RE: Adventure Ideas go Here!
Sad & pathetic as it may seem, coming up with ideas for RPG adventures is one of the things that helps me cope. cry sad silly

 

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dizfactor 
Registered: Aug '02
6896_Obi-Wan<br>LEGO
Date Posted: 7/17/06 9:36pm Subject: RE: Adventure Ideas go Here! - Date Edited: 7/17/06 9:37pm (1 edits total) Edited By: dizfactor
During the Rebellion, families and other noncombatants associated with Rebel fighting personnel would often get moved to remote colony worlds which weren't on the map, where they would live a low-tech existence out of contact with the galaxy waiting for the Empire to be overthrown.

Set an adventure during the New Republic era, where certain NR leaders have realized that they've lost track of one of the colony worlds. They know vaguely what sector it's in, but they lost records of the planet's exact location. The players needs to re-find the world which was intentionally remote and left off the map, find the lost colonists, and tell them that the war's over and they can go home. This can involve deep-space exploration, crawling around seedy cantinas looking for rumors from spacers, etc.

Plus, some complications you can throw into the mix:

* Some vengeful former Imperials have heard about the colony, and are going to try to get there first and work out some of their resentment on the "traitors."

* A group of slavers has heard about the colony, and figures its an easy way to pick up some basically defenseless people.

* Because the colonists were presumed lost, their heirs have taken control of their assets. One of the colonists was a wealthy noble or senator, and their heir (who happens to be a big player in the NR Senate) isn't keen on having the old man come back and take his money back. As a result, he's secretly trying to sabotage the PCs mission, acting on the reports they send back by giving them to mercenaries (or the Imperials/slavers).

* The Rebel scouts who checked the planet out didn't find the ancient Sith temple hidden on the planet, but a latent Force-sensitive from the colony sure did. After stumbling upon the ruins by accident while out hunting for food, the Force-sensitive went all Dark Side, and came back and started a Sith cult. Now half the colonists are members of the cult, and the other half are on the run, hiding in the jungles (or whatever) trying to escape.

* All of the above.

* Set it later, in the NJO era instead of the NR era, and put the colony world right smack in the middle of the Vong invasion plan.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 7/30/06 6:29pm Subject: RE: Adventure Ideas go Here!
Gretney is 7 years old. Her mother was killed by Imperials. She's going to get even by killing the people responsible. Momma was a rebel spy. Gretney has already started by killing the Teacher of her friend's imperial training class.
Gretney is not subtle. Her best weapon is surprize. She's very, very, good at it.

Unfortunately, Gretney is also Force-sensative. After her 2nd or 3rd murder, she will be permanently tainted by the Dark Side.

The party may encounter Gretney because they were going to collect her mother's latest reports, or when they attempt to rescue her mother from Imperial Interrogation. Regardless, Gretney is going to be very hard for them to deal with. She doesn't have the emotional control or restraint to not kill people who get in her way. And since she got away with it once, she will try again and again. Anyone not helping her is obviously an IMP, and therefore a target.
If the party ignores the child, she will eventually be caught and subjected to CompNOR or other indoctrination to break her, if not kill her. The only question is: How many IMPs will she kill, and how high up the food chain are they.

Could be a good adventure to break player's hearts, or to scare them into remaining celebate for life.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 8/5/06 11:40am Subject: RE: Adventure Ideas go Here!
News report has just arrived from Cousbell 11: the planet has been totally subjugated. The cousbellii people had been millitantly and openly fighting against imperial anexation. With little more than moral support and technical advise from the Rebellion, they'd successfully repelled 2 major invasions. In the first, they'd sacrificed their Corellian Corvette (maily used for anti-piracy) to destroy ISD Remorseless. In the second, though it cost nearly 100 of their older model snub-fighters (mostly Y-Wings), ISD II Gormless, along with its picket fleet, was destroyed by a massive barrage of Proton Torpedoes.
Somehow, the VSD Vindicator was able to move in without any support or picket ships ans devastate the entire planet. The alliance wants to know how this is possible. Intel reports had the old Victory-class Star Destroyer down as being refitted in drydock in Vesbintok yard. Unfortunately next to nothing is known about Vesbintok, except that it's a new research base somewhere. The captain is one of their aging veterans without political connections, but an inspired tactician who has been stalemated, but never decisively defeated (Tactics 9D, Command 8D).

The party is sent to find out what happened. The Cousbellii government was about to openly side with the Rebellion and provide immense political, technological, and material support. How did the empire defeat the planet so quickly?
When the party arrives, they find the planet in ruin. Maybe 1 building in 5 is still standing, but even they are damaged. The empire didn't leave any ships in the system to patrol. Why bother? The population has dropped to less than 1/10 of previous. Survivors are banding together in small groups to salvage and scavenge. Even the agricultural farms were hit--crops burned, stores destroyed, livestock killed or stampeeded.
The starport has been destroyed, but there are lots of leveled terrain choices for landing. Ferrocrete highways are devoid of traffic. Orbital satelites are all destroyed as well.
Survivors will be warry of the party--they don't want to call the empire down on themselves again. Eventually, they will describe what they saw. The players will get the following, in fragments.
A new vehicle was used (see "Torpedo Troopers" thread for stats on CruiseMissile Troopers and CMAV).
The assault vehicles were very fast and maneuverable and destroyed most of the snubfighters the planet had while they were still on the ground.
The new vehicles outperformed almost every starfighter that lauched on a 1-1 basis. They also ripped the various security speeders (twin-pod cloudcars) to pieces. The new vehicles are armed with both lasers and proton torpedoes.
Some of the new vehicles were destroyed. A couple of survivors are willing to help the party find the wreckage.
While the new vehicles worked inside the atmosphere, the Star Destroyer in orbit worked a massive planetary bombardment on the cities, then moved onto larger towns, and finally farms.
Some survivors saw Lamda shuttles arrive at the military bases, appearently to search their computers, plant charges, and leave.
Probablly the best place to gain information on the Imperial attack it to hunt for the Starport control tower. All the military bases were subjected to heavy bombardment and totally destroyed (nice big craters). The starport took several hits, but the computers recorded all the information their sensors and backups could handle. A fairly clever officer at one base thought to transmit data from all the bases' sensor logs to the starport computer, just in case. Though damaged, the starport computer is salvagable. The records show the VSD arriving out of lightspeed directly above orbit and immediately launching 4 waves of 18 CMAVs afterward, the VSD began working on anything in orbit with its turbolasers while the CMAVs ripped into the planet. After 10 minutes, the information feeds end. At no point did the VSD make any attempts to communicate with the natives on the planet. The CMAVs followed a tactically sound sweep of military bases in squadron formation, and defeated most resistance before it had a chance to start.
Allow the party to find one piece of CMAV wreckage with the location of the Vesbintok yards implied (it will take a computer a couple hours to confirm a specific location by comparing star charts, travel times, etc.

The party should attempt to infiltrate the Vesbintok facility to see what they can find out.

In addition to the information on the CMAVs, the party should be trying to find out as much about the research station as possible, and even sabotage it. The VSD Vindicator, in addition to the CMAV racks that allow it to carry 6 squadrons of CMAVs at the cost of TIE fighter space, received a slight weapons upgrade (+1d Fire control on all weapons & sensors). After the mission, it returned to Vesbintok for data & performance assessment. Some genius engineering scientist decided to modify her missile tubes to launch CMAVs instead of concussion missiles. Being able to launch 80 CMAVs instantly in a single wave should be enough at this point for the party to be "concerned" with the balance of power, even if it would take at least 2 minutes to load a second CMAV. They probablly won't be able to capture or steal the ship (unless they're very clever, they'd be captured or killed in the attempt). So they'll have to do something else to stop it.

For real fun, combine this adventure with the previous one. Maybe the party's actions to sabotage the station &/or VSD are the cause of the disaster.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 1/30/07 12:16pm Subject: RE: Adventure Ideas go Here!
<bump>
Sorry--haven't had many new ideas lately.

 

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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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