Author Topic: Adventure Ideas go Here!
Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 1/30/07 4:33pm Subject: RE: Adventure Ideas go Here!
The rebel alliance needs cold-weather supplies & survival gear for a new base (Hoth) and will take anything it can get. The colder, the better. It also needs parts & other mechanical tools, and isn't picky.

A merchant has made discrete contact through intermediaries. He is willing to turn over a large quantity of generators, thermal suits, and other misc gear under one condition: the Rebel Alliance has to steal it from him. He provides the transit route for a convoy of 8 of his freighters. The ships are old and falling apart, but heavily insured. If the ships fall apart or are scrapped, he gets nothing. If the alliance steals them, he can collect on the insurance for the ships and the cargo.

The ships are traveling on a very "safe" and predictable route. Their captains have no intention of straining their ships with any undue stress or strain. The hyperspace routes they are travelling leave 5 different spots for convenient and handy ambushes. The sooner the party attacks, the longer they will have to spend shepparding their prizes. THe longer they wait, the greater the risk that someone else will get wind of the convoy--see complications.

None of the ships are in good condition. Any penalty for damage they receive is doubled. Only two of the ships have working weapons and officers willing to put up any kind of fight. The crews will actively resist "pirates", but if promissed survival, fair treatment, and return to a civilized world, will reluctantly accept & surrender.

The Complications:
Depending at which point the party chooses to capture the freightors, there will be an additional complication:
1: a 9th ship is in the convoy for the next 2 jumps. It looks like a gallofree transport, but is actually a q-ship with 6 TIE fighters and a serious weapons upgrade (2 tractorbeams, 2 quad-laser turrets, 4 dual-laser turrets) and enhanced shields (2d better than standard). The imperial decided to add a ship to a scheduled convoy for anti-piracy duty. The imperial crew is fanatical and will not surrender or capitualte. Taking the ship intact will be very difficult, and will require fighting every member of the crew. On the plus side, if the party succeeds, they have a q-ship for the rebellion. The rest of the convoy don't consider this ship part of their group, but will be upset if the party goes beyond ethical behavior (firing on a crippled or helpless ship) when dealing with her.
2: one of the ships suffers a hyperdrive mis-hap and has to be abandoned. Most of the cargo is transferred to another ship, along with the crew. If the rebels later treat the crew decently, they may find out where the crew abandoned the ship. If, however, they are excessively hostile & rough on the captured crews, or have destroyed any of the freighters, none of the crew will talk.
3: an uncharted commet passes into this system, causing ships to drop out of hypserspace prematurely, disrupting rendevoux points.
4: A derilect ship shows up on sensors. The ship was destroyed by pirates. While there isn't much left that is functional, the log is intact. A skilled mechanic could have the hyperdrive repaired in about 4 hours (difficulty 25, +/-5 for less time/extra time). The ship is fairly standard (anything really good would have been ripped out by the pirates. There is a major hull-breach into the cargo hold. Bodies of the crew are onboard & accounted for.
5: competition! A group of real pirates has learned about the route, and have shown up to steal the prize. Pirates have 2 boarding ships (small freightors with boarding parties & prize crews), and 6 mixed starfighters (Z-95 head-hunters & Y-wings) (+1 for every starfighter the party has). Like the party, the pirates want to take the convoy intact, and have no objection to adding the party's ships to their booty. Unlike the party(hopefully), they are willing to kill everyone.

Note: the merchant isn't the most honest soul in the galaxy. The cargo on the manafests doesn't match what's in the holds of his freightors. While technically "Cold weather survival gear" "Machine Parts" and "Perishible Exotic Organics", the gear is old & in need of repair, the machine parts and tools are old and in some cases broken, and the organics are a small herd of Taun-Tauns. While the merchant didn't outright lie to the rebellion, the goods in question are no where near as helpful as he promised. Still, "beggars can't be choosers, what?" Hoth base will be able to put the cargos and freightors to use after considerable overhaul.
The merchant in question can be a Hutt, another NPC crimelord, or the Herglic Merchant from the Instant Adventures 2:The Tapani Sector. Regardless, the alliance may be a little miffed at being mislead this way, and may think twice about future dealings. They may even send the party for an explanation of the incongruity.
This is an awfully big challenge for the party to take on alone. The alliance may provide some help in the form of prize crews or boarding parties to help bring all the ships in.
The longer they wait, the more complicated the situation gets. On the other hand, shepparding a convoy of not-neccessaily willing ships a longer distance is not without hazzards. In fact, the GM can throw all 5 encounters at the party, no matter when they meet up with the convoy.

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 2/6/07 7:56pm Subject: RE: Adventure Ideas go Here! - Date Edited: 2/6/07 8:04pm (2 edits total) Edited By: Koohii
I would just like to appologize for that last post. It was very confused and disoriented. silly tired

Essentially, it started off as a humorous idea about the jawas being employed as cut-rate corpse disposal for seedy cantinas, and what would their boss be like, and kept expanding and snowballing into a CSI Team for Hire to the Highest Bidder.

If you can make sense from either the original discription or this post, please feel free.

As always, I'd like to think that these ideas might be of some use to someone, if only during my psychological evaluation hearings.
tired

If not, please ignore my demented ramblings.

Maybe I should be added to Dr. Pitch-Flip Cracken's Collection of Crazed Crackpots...

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 2/7/07 8:46pm Subject: RE: Adventure Ideas go Here!
THE EVACUATION
The worst fear of any rebel base: discovery by the empire. The players are on a base when a couple of small imperial cruisers and a victory-class Star Destroyer arrive. The base's defences are up, but they still need to evacuate. Even if the fighter wing could somehow destroy all the cruisers, the base location is obviously blown.
First things first--the base must be evacuated and the ships must get past the Imps. And the Imps have landed 3 divisions of AT-STs which are on their way.
The party's job: slow down the walkers, then get back to their own transport.

Yep, it's the Battle of Hoth on a smaller scale. But just to spice things up, let the party have a couple of Z-95s (no working hyperdrives, so they are "expendable" for ground combat) or maybe even a skip-ray blastboat.
The base commander has only one concern: the people. The equipment is expendable and can be replaced. All of the computers have failsafe memmory wipes and high explosives. Likewise the Droid Labor Pool room where any droid that cannot evacuate will be ordered to report to. The power core is set to detonate when the last transport leaves or on a signal from his personal comm-link. If the party has an astromech, it too has the code, though the party doesn't get to find out unless they start wondering "what's taking so long".
Give the party points for any creative sollutions to the advancing scout walkers. The enemy commander is NOT an idiot. Give him a decent command score and knowledge:Tactics (about 6D to 7D). Likewise, HIS AT-ST crew will have better piloting and gunnery skills. Should take the party several rounds to be able to identify which one is his though.
If the party can stop 5 AT-STs, the evacuation will succeed. If they stop 10, let them get a serious bonus (maybe a citation from their commander, or even a promotion). If they stop 15, the evac manages to set enough booby traps to prevent the empire from gaining any information of any kind (not even accurate population #'s of the base), and the IMP counter-intel teams get wiped out trying to enter the base. IF they manage to stop 15, they Definately get a promotion. If they destroy more than 20, maybe the adventure is a little too easy... thinking or they had a darn good plan... hypnotized

But the AT-STs aren't the end of the party's troubles.
They still have to get past the cruisers and VSD in orbit. The fleeing personnel transports had orders to scatter, and the base's capital defences scored some damage on the Imps, but not enough. TIEs are buzzing around attacking starfighters, freighters, and bulk transports.
Is the party just going to cut&run? Well now, that depends on the party and what resources they think of. Just because the Z-95s don't have hyperdrives doesn't mean they can't be used. If the party has their own ship, it may be able to make a difference.
Otherwise, the VSD's tractorbeams may capture escaping ships & interrogate prisonners.
If the party chooses to run, well, that's it. No one will ever blame them. Quite. Not to their faces, anyway. On the other hand, if they engage the TIEs, or even the smaller cruisers, they may earn friends and favors by saving lives.

They probablly can't destroy the VSD, but they might be able to inconvenience it. The base's defences have damaged all the ships to some degree.

 

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HansHunkyChest  69 posts
Registered: Oct '03
6561_Han Solo
Date Posted: 2/10/07 2:16am Subject: RE: Adventure Ideas go Here!
HoloNet Free Republic
Era: Imperial (0-3ABY)
Location: Seswenna Sector

The players begin the adventure as spacers loosely aligned with the Rebel Alliance. They're hired by Alliance Intelligence to be a HoloNet Free Republic broadcast ship. Their job is to jump into a system, broadcast their pirate signal, and jump to the next system on their route to do the same. After accepting the mission the players are directed to a secret asteroid base in an uninhabited system in the Seswenna sector to have the high powered subspace transmission equipment installed on their ship. If the adventure is set soon after the Battle of Yavin the HFR broadcasts should be a true record of Yavin and the Deathstar. If set a year or more afters the broadcasts will either point out Imperial atrocities or Rebel victories.

The players' mission seems simple enough except that the Seswenna's new Moff is ruthlessly pursuing all Rebel cells in the sector following Tarkin's death at Yavin. The players get a little cocky after their first broadcast goes off without a hitch. Unbeknownst to them their broadcast was tracked and catalogued by a remote probe droid in the outer edges of the system. The ISD Dominator jumps into the system soon after the players jump out and downloads the probe droid's records. Hoping to catch the Rebels in the act the Dominator jumps after the players. In the second system the players are just finishing up their transmission as they detect a Star Destroyer jumping into the system near their position. As the ISD closes the players break their transmission and make a run for it. Despite heavy damage done by the ISD's TIE Fighters the players manage to jump to hyperspace. The players should figure the ISD will determine their destination and decide to drop out of hyperspace and perform a second jump to shake the Imperials.

During their second jump the players should find out that some of the messages they were broadcasting as part of their news packages are really coded messages for Rebel cells in the sector. What are seemingly podrace stats are really coded messages describing Imperial troop and fleet deployments throughout the sector. This information is vital to local Rebel cells planning any actions and due to the increasing pressure from the sector Moff the Alliance may not get any more chances to pass on the information. The players are faced with two options, make their way back to the Alliance base to regroup or continue with their mission.

While the players are figuring out what they're going to do a heavily damaged Rebel freighter jumped into the system near the Rebel's asteroid base. They transmit a badly garbled distress message with a few of the right code words. Controllers aboard the station decide to allow the frighter to make an emergency landing and drop their main shields. As the ship is making a painfully slow landing a Star Destroyer drops out of hyperspace well within striking range of the base. The damaged freighter launches a salvo of concussion missles into the bases hangar as the ISD begins pummeling the base with its ion cannons. Several drop shuttles are launched from the ISD filled with Stormtroopers to finish the assault on the base.

If the players decide to return the asteroid base they'll end up right in the middle of the heavily one-sided battle. If they're not outright destroyed by the Imperials they'll be captured and tortured for information about their broadcast. If they continue on their mission to the next system on the list they'll be intercepted by the Alliance intelligence officer that recruited them. He won't know specifically about the attack on the asteroid base but will have lost contact with it and figure the players are in danger. He agrees that the increased Imperial activity will prevent future broadcasts for a long period of time and suggests he and the players team up for the next system on the list. Instead of broadcasting from the players' ship he suggest the break into a lightly guarded HoloNet tranceiver station on the planet and pipe the broadcast from there. That will enabled them to hit all of the systems in their target list at once without having to deal with the local fleet.

The breakin should be more about stealth than firepower. The players should wait until nightfall for their attack and attempt to sneak into the tranceiver station. If they can make a successful computer use check (DC 25) once they're at the main control terminal they'll be able to get their signal out with no major alarms. A failed check will raise a silent unauthorized access alarm and the stations guards will be fully alerted. Instead of sneaking out they'll have to fight their way out. Fighting their way out should be a hassle and barely survivable. The intelligence officer might cover the players as they make their escape, if you want to make a recurring NPC out of him keep his fate unrevealed to the players.

The details of the ships, players, layouts and the like are up to anyone using this idea. I hope it proves useful!

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 2/10/07 12:38pm Subject: RE: Adventure Ideas go Here!
I like it!
Thank you.

 

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Yuul_Shamar  2967 posts
Registered: Nov '04
40710_Jacen Solo
Date Posted: 2/17/07 11:43am Subject: RE: Adventure Ideas go Here!
this one is for space u can start it when they r leaving a planet arrivving at a planet or when they r in the middle of a hyperspace voyage.(after all there is an interdictor)this is designed for the rebellion era and assuming the characters r with the rebellion or at least not liked by the empire.

(assuming u go for the drop out of hyper)

The heroes ship suddenly shakes as it unexpectedly drops out of hyperspace. naturally the players rush to the cockpit and to their great surprise see an imperial fleet(composed of 8 imperial class star destroyers as well as 2 interdictor cruisers and various support ships) after a moment they notice that nearly half of the starships are moderately to heavily damaged and at least one star destroyer is breaking up and lifepods r launching from it in a cascade. after taking this in they see that all the imperial ships(that r still functioning) r pouring an incredible barrage of turbolaser and ion cannon fire into a blue and silver starship thats somewhere between a nebulon frigate and mon cal cruiser in size and it is firing its own furious barrage back at the imperials and the energy its firing doesnt look at all like turbolaser fire. As the heroes watch the unkown ship releases another furious barrage at one of the interdicters and the interdictor(already slightly damaged) shatters apart in an incredible explosion, the small ship heads towards the breach in the ships surround it and as the heroes watch a nebulon frigate moves to block its escape(hoping to hold it till another stardestroyer can make it to there). Do the heroes help? if they r in the rebellion this may be a powerful ally, and if they are not do they dislike the empire enough to help?(or just to find out who they r?)


this is the start of possibly a long series of posts.
and my fingers r killing me at the moment so i will post a possible contiuation later. sleep

 

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Yuul_Shamar  2967 posts
Registered: Nov '04
40710_Jacen Solo
Date Posted: 2/17/07 1:14pm Subject: RE: Adventure Ideas go Here!
forgot to add that as the unknown ship closes with the nebulon frigate in a flash of light its shields finally collapse

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 3/11/07 2:41pm Subject: RE: Adventure Ideas go Here!
On the planet BangkoH, in the Fimbis sector, a number of explosions have taken place in crowded, civilian areas. Scattered throughout the many cities, commerce sectors, corporate assets, and factories have all been on the receiving end of demolition charges during peak hours. Causalties have been high. Recordings have been sent to the various HoloNewsNets which show a spokes-being in a hood claiming credit for the attacks in the name of the Rebel Alliance.
ISB and CompNOR both have investigatory teams trying to track down the culprits. The local government has hired a retired CoreSEC team to help out. The Corporate Sector has also sent in a special investigator. Houses Mecetti, Cadriaan, and Reana have also dispatched troubleshooters to look into their losses.
The Rebels want the party to go to BangkoH to find and stop whoever is creating this mess. It is bad for the Rebellion's image, and has already cost a number of deals to fall apart. They have repeatedly denied all knowledge and disavowed the attacks, but PR is a fickle thing. The Mon Calamari are threatening to leave the alliance if the attacks continue.

The bomb scenes won't be hard to locate. Some of them are public buildings, but some are secure or corporate property, so gaining access might be a problem. Given all the agencies involved, it might be possible for the party to team up with one or more, but they run the risk of being turned in. They are likely to be able to spot some of them, however. Witnesses will be able to provide some information, but not much.

It will be up to the players to see what they can find and how. Let plausible plans work, but remember that 7 other teams (not counting the news media) are investigating.

What is happening: CompNOR is actually behind this Op. Their goal is to villify the rebellion as terrorists. To this end, a special agent was given command of a small team (leader +1 per PC & Ally) who would bribe people to place items in secure areas at certain times, or hire messenger delivery services to drop off packages. Sometimes they'd convince people that they were helping the Rebellion (though that hasn't been used since the 2nd broadcast). Usually, the person carrying the device would be killed as well--fewer witnesses with instant fuses. CompNOR will, of course, deny any association with the agents if/when they are captured.
The agents have a large budget, but are still trying to spend it as frugally as possible. Their bombs consist of shaped detonite charges (either timer or remote detonator fuses), land mines and a couple of thermal detonators--all civilian-available models). They carry unregistered blasters.
Their bases are cheap warehouses, flop&drop hostels, and sub-urban houses.
They will continue to cause explosions--at least one a day, so there will be more scenes for the party to investigate.

Maybe while investigating a scene, another investigation team will arrive. CompNOR or ISB will immediately open fire. CoreSEC, Tapani Troubleshooters, HNN, and Corporate Sector investigators will have differing levels of hostility or cooperation.

Capturing or killing the lead agent will not cause the attacks to cease, but the lack of budget after her death will (remaining agents will use up their funds & explosives within a week & try to get off-world). Stopping the others is still essential, as the damage to the Alliance's reputation would be severe. Exposing CompNOR's involvement will be difficult, but not impossible. (The Lead agent's portable computer, if captured intact, can be used to trace her source of funding).

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 3/12/07 1:41pm Subject: RE: Adventure Ideas go Here! - Date Edited: 3/12/07 1:44pm (1 edits total) Edited By: Koohii
The party is making a normal hyperspace reversion on a multi-leg/multi-jump trip, when they come out of lightspeed at medium range of a Z-10 "Seeker" cargo ship (see Stock Ships or Pirates&Privateers) and a vessel with similar combat abilities (slightly less) to theirs (your pick). The Z-10 immediately alters course to make as much distance from the party's vessel as possible. It will hang arround at extreme sensor range until the combat is over, one way or the other. The other ship is in the party's database as a known pirate (they may even have run into this group before) with a bad reputation for spacing the crews of their prizes as well as other unwholesome activities not mentionable on a family-friendly board like this one. Needless to say, this should be enough to make the party highly interested in putting a stop to the pirates.
The Pirates will fight to the death, either in space or via boarding parties. All of the crew (except maybe the chef) have death-sentences on them. THey're also all tatooed with the pirate clan logo.
As soon as the combat ship is dealt with (one way or the other) or if the players start to go after the Z-10 instead, the z-10 drops it's cargo pods (see ship design) and jumps for hyperspace. (I suppose an extreme-range shot with a proton torpedo might hit it before it can jump, but it might also hit the cargo pods...) Reguardless, the party's ship should be able to get a firm sensor log of the Z-10 so they can recognize it later. Bounty hunters in the party can collect a firm 10,000 credits for the pirates in the combat ship dead, plus an additional 500 for each one they take prisoner for trial. The Empire would even be willing to overlook minor "political unreliabilities" (rebel affiliations) and still pay the reward.

As for the cargo pods...
30 seconds after separation, small explosive charges detonate. The atmosphere inside will vent completely in 2 rounds unless prevented by some means. THe pods contain a mix of Wookie and Talz slaves packed into extremely tight and cramped conditions (bunks with barely a foot of clearance, shackles, etc. Any who somehow survive will tell stories of being kidnapped, branded, nose-printed (the wookies--grrrrr), and generally abused. They were working in an Imperial Labor Camp, then stolen in the middle of the night. Note: while they've learned to understand it, neither wookies nor the Talz speak Basic, so a translator will be essential. The slaves have no money, possessions, or family outside of the containers. Survivors may be willing to join the alliance if the party treats them with respect, care, and concern.

Let the party continue with the current adventure.
Maybe throw in another one.

Later, the party is on a mission to pick up routine supplies on an Imperial World(or at the end of some other adventure) disguised as ordinary merchants. Just ahead of them on the departure cue is the Z-10 Seeker with a 2-fighter escourt. A basic astrogation check will allow the party to follow them. The Seeker is spotted only just before entering hyperspace, so local security forces won't be able to help (though they might detain the party to ask meaningful questions about how they know so much about the ship if the party reports it).
The fighter escourt is probablly no match for the party's ship. The z-10 will once again jettison pods and try to make a run for it. If they get away, the party will have 2 more pods of slaves (or slave corpses). Like the pirates, they will fight to the death. (note, in addition to the stock autocannon front-mounted on this ship, a turret has been added to the top, and a small mine-rack (6D/5D/4D or d20 equivalent) to the underside). One of the 3 crew on board has an ISB ID card hidden in a boot, along with a very stealthy vibro-shiv (ultrasonic frequency vibration). He will surrender if captured. He will be wearing a vaccsuit, so it's possible that even if the ship is destroyed (unless it completely explodes), he might be found alive.
The Players are probablly wondering what an ISB agent is doing on a pirate slaver ship. If he's captured alive & interrogated, he can answer. He was assigned to find out what was happening to the Imperial Slave Labor force that was slowing down production at the shipyards.
If killed, his partner may show up in a Skipray Blastboat. Either partner is more concerned with his immediate mission than political orientation (though their reports will carry as much detailed information about the party as they can get).

Who is arranging for the slaves to disappear from the imperial shipyards & "labour pool recruitment centres"? Well, if the players investigate long enough (or get help from the ISB agents), a certain commisioner looks interesting. A couple of investigatory missions--Slicing his personal computer, bugging his communications, following him arround, posing as pirates to make a sting, whatever else the party thinks of, should provide ample evidence that the commisioner is guilty as Sith. If confronted with a no-escape situation, he will immediately claim he was doing it on orders from the Imperial Sector Governor. The Governor will, of course, deny this vehamently. While the argument is going on, a troop of pirate combat boarding specialists (combat beasts with melee & blaster skills) will burst in through the doors, crash through the windows, swing in on synth-lines from a transport speeder, or fly in on jetpacks (or all of the above).
One of them will take a round to shoot & kill the commisioner. If possible, they will take out the ISB agent(s). Regardless of how the combat goes, the ISB agent(s) will tell the party that if they leave immediately, he won't be able to stop them. He will also reveal that he has a cybernetic prostetic hand, inside which is a data chip with all the information he had about the pirate group. ISB will deal with the possible involvement of the Sector Governor, and will turn a blind eye to any activities the Rebellion is willing to take against the pirates.

The chip can be a resourse for further adventures... Locating a pirate base, gaining connections in the illegal market, even finding out if the slave trade is continuing and rescuing them if possible. Also, the Rebels may have a new contact within the ISB. They may also have an enemy with the Sector Governor. Unfortunately, ISB may also have a very detailed file about them...

Then there's the matter of how the party feels about the Imperial slavery system. Wookies in the party may be particularly upset, and Talz certainly will want something done about the "White Shells" and "Grey Cloths". Do they start blowing up the bases? Target them for later missions? Lead a slave uprising? How will the empire react to such actions? Retaliation on slaves' families?

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 3/19/07 6:54pm Subject: RE: Adventure Ideas go Here!
Here's a good side trip: the party gets caught up in a problem with Marital Infidelity.
Maybe one side hired the party to spy on the other like cheap FilmNoir Private Investigators?
Maybe they heard blasterfire while waiting for a snitch and were worried that the other side may have caught them?
Maybe the body of the offender got blown through a window and lands at their feet?
Maybe they just hear the screaming coming from the dwelling?
This is a really good one for dealing with Jedi, who have to deal with keeping peace.

From what I've heard, the call cops fear the most isn't the drug-dealer shoot-outs: it's the Domestic Disturbance.

 

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The_Future_POTUS 
Registered: Mar '07
6513_Obi-Wan Kenobi
Date Posted: 3/23/07 8:46pm Subject: My Adventure Idea! - Date Edited: 3/23/07 8:50pm (1 edits total) Edited By: The_Future_POTUS
Here’s an idea that I will eventually try to implement but if anyone wants to use it, please let me know so I can watch my brain child grow! Anyway, the group is a bunch of Jedi. A junior member of the counsel is leading them to the counsel chambers and he is briefing them.
“The Sith are gaining in strength and are preparing for war. The Republic can not handle another of these endless conflicts and the Counsel fears that the Sith may conquer the Core simply by attrition although that was not their intention .” Explained Mr. Miscellaneous Nobody Jedi. “However, it has recently it has come to our attention that there is a civil war brewing within the Sith Empire. A senior member of the Sith has defected to us and has offered to provide us with an invaluable store of information if a Jedi team will ensure his transport to a particular planet where he has enough followers to begin a war to usurp the current ruler. The counsel has instructed you to guard the defector.”
Miscellaneous stopped at the Counsel doors. His breathing was sharp and heavy, he reached a hand to his forehead and a look of surprise crossed his features when it came away wet. He glanced back to the team,
“The decision to safe guard this individual is…” his eyes darted up and down the hall, “…controversial. You are to maintain absolute secrecy as you leave the Temple and when you get back. No one at all is to know what happen and what the Counsel has decided.”
He opened the doors and gestured inside, “Please, meet your charge.”
Your nerves have been growing jumpy with this description. A growing since of dread and fear grip your stomach as you hesitantly stride into the Counsel chamber, and all your years in the Order could never have prepared you for the total and complete betrayal of the Counsel on display in that room.
There in the middle of the seated members of the high counsel stands, a Sith Lord.

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 4/16/07 3:32pm Subject: RE: Adventure Ideas go Here!
Ooooh!
I like it! drooling grin

 

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The_Future_POTUS 
Registered: Mar '07
6513_Obi-Wan Kenobi
Date Posted: 4/23/07 5:09pm Subject: RE: Adventure Ideas go Here!
Thanks! Any tips, hints, comments?

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 4/23/07 5:45pm Subject: RE: Adventure Ideas go Here! - Date Edited: 4/23/07 5:57pm (1 edits total) Edited By: Koohii
Upon return, the Jr jedi who performed the introductions should be dead of Cerebral Hemorage. devil

Of course, I'm sure the defector is planning on betraying the party as soon as possible.
Before they can even leave Coruscant (or wherever), there should be an attemp made on the defector's life. It should be a tough fight, but the defector does nothing while the attackers come close to beating the snot out of the party. Afterward, he should identify the bodies as Sith Apprentices. (Psych warfare)
There should be another attempt made while in space before the jump to lightspeed. Starship combat. Challenging, but not too hard--let the party escape with most of the attackers (if not all) toasted.

Overland trek with side encounters. Let the Defector show calous disregard for life and nature.

Small town encounter. Show citizens cowering in fear of Defector, and the party by extension (they must be servants or fallen jedi to be associating with the Defector). Maybe have a child groveling to be a sith apprentice so that he can lash out at the older kids bullying him.

Throughout, the party should be at a hefty disadvantage (-5 to -10) because of the vileness of the Defector's influence.

As soon as the Defector reaches his opponent, have enough guards on hand to keep the party busy. The Defector falls as the bodyguard are defeated. The Overloard starts attacking the party, and is wiping the floor with them (they should be really low on HP/VP/whatever. Just as they finally manage to take him down, the defector gets off the floor, seemingly uninjured, and smacks them about until his supporters burst into the room. They should be enough to make the party die or surrender.

The Defector will spend a lot of time torturing and teasing the party. (Role-Playing time), trying to win their support & turn them. The party should continue to be at a penalty to resist because of the overwhelming influence of the Dark side in the area.

In the darkest night, will the candle burn twice as bright?

 

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Koohii  3958 posts
Registered: May '03
6249_Veers
Date Posted: 5/11/07 6:54pm Subject: RE: Adventure Ideas go Here!
It Ain't Always What it Seems To Be:

The party learns of a new Dark Side Apprentice who is rapidly becoming a threat. (oh, come one, not again) rolling_eyes
Initial investigation into ___ crime manages to capture a prisoner who begs to be killed rather than interrogated. "The Master" will do horrible things to him. Yadda yadda. But make this one sound terrified out of his wits. "The Master" has 6 assistants who obey his will. Everyone obeys or they die in truly painful ways. "The Master" makes examples of failures. The petty criminal under interrogation has seen purple lightning rip out from The Master's fingers and burn those who fail, crippling, maiming, and sometimes even killing the Failed Ones.

When he doesn't die instantly, the petty criminal will begin to open up a bit more. The organization is a basic pyramid scheme. The Master gives orders to and through his assistants, who give orders to the next rung down, who give orders to the flunkies. He gives the party the time and place of the next meeting in exchange for protection and hopefully transport off-world/out-of-system.

You can build this into an entire crime syndicate bust down. Long after this adventure, remains can turn up.

Anyway, these underlings and flunkies are mainly stealing stuff--credits to starships, with blasters and drugs on the side. No droids (though that should not be obvious until someone specifically asks). Anyone else they interrogate will provide the same information about the organization.
The longer they work, the more powerful The Master seems to be getting. Rumors of his hideously deformed features, that he wears strange black robes, that he has connections to the Lost House Malcitte and the Malcitte Poisoners, and more.

Let them run into one of the Assistants. He should provide a decent fight, with light-moderate force powers--enough to challenge the party--and enough guards/thugs to make him seem formidable.
Eventually, the party will learn WHERE the leaders will be at a specific time.
If captured, The Assistant will squeel, or it may be in his personal computer.

Meeting is on the planet Obulette in the Tapani sector. This is the Capitol world for House Mecetti, a polluted industrial atmosphere. One of the corporate buildings will house the meeting. According to official records, it belongs to a Mecetti noble (I own so many things... You can't expect me to keep track of everything... No, I don't have any current records. No, you can't audit my books...)

When entering, the party should begin to feel uneasy. The meeting is in a large audience hall, with a raised platform and desk. At the appointed time, the overhead lights go out, 5 figures enter the black room. Only blue floor-lights along the walls provide any light. From a balcony above, backlit in orange, a figure emerges with a high color (Ambassador Kosh-style) and long robes. "Greetings. I'm glad you could make it to our meeting. Or should I say, 'Our Trap'". He is then surrounded by visible purple lightning and sparks. He points his hand and throws lightning at the sr jedi, or toughest-looking PC while igniting a red Lightsaber.

All is not as it appears:
One of the assistants runs for a door, or behind a curtain. If fired at & hit, he crumples to the ground and doesn't move at all.

The rest join in with melee & blaster weapons. Make them pretty tough, but not impossible--maybe a level or 2 higher than the party.
The Master will drift down from the balcony to the floor and engage in melee combat.

The Master is Devon Telsu, a young 7th child of a minor baronet of House Mecetti. He has been working for years to try to rise to more exalted rank with no success. No one is particularly impressed with his personality, and he doesn't have enough clout to warrent a favorable marriage. At 19, he's too impatient to wait for his inheritance, and too far down the line to quickly achieve his father's title. So he set up this little crime ring. Along the way, he stole his older brother's Lightfoil (Only does 3D damage, deactivates on if there's a 1 on the wild die)--(his own allowance wasn't enough to buy one.
He has mediocre combat abilities and no real Force power. The "Force Lightning" that surrounds him is actually a special suit with glow-wires and special effects attached to a dark suit of scout armor. When using lightning to attack, he has a modified Taser (5D).
What he doesn't know is that he's being used.
One of his assistants (who runs away or falls during the first round, is Sir Havyul, Knight of Mecetti, and ambitious in his own right. Sir Havyul is a decendant of House Malchite (though he doesn't know it). He uses his knowledge of the Force and has been manipulating Devon to play figure-head for him. He has also been Devon's combat instructor and sparring partner for years. His actions in this battle are to hide, and to use his Force Powers to augment Devon Telsu's performance. Thus, Devon will appear to have Lightsaber Combat. If the party wins the battle, Havyul will attempt to flee or just avoid notice. He will play dead with Hibernation trance if necessary.

If Sir Havyul succeeds, who knows... He may find another apprentice.

This should be a good scare for the party... all based on appearances.

Good Luck.

 

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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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