Author Topic: Adventure Ideas go Here!
Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/12/07 11:23am Subject: RE: Adventure Ideas go Here!
Minor change: the young baronette is only 12 years old. During his opening speech, his voice should crack at least once. shock Might give the party a clue about what they're dealing with without giving them too much.

Forgot about that part when I was typing. doh!

If anyone here uses this idea, please let me know how it turns out.

Thanks. happy

 

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Jedi_Drizzt 
Registered: Nov '06
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 5/17/07 11:30am Subject: RE: Adventure Ideas go Here!
Koohii, for which Era of play is this last adventure idea you posted?

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/17/07 9:35pm Subject: RE: Adventure Ideas go Here! - Date Edited: 5/17/07 9:58pm (1 edits total) Edited By: Koohii
You know, with some tweaks, you can make it fit whatever era you want. Probablly better as NJO or Prequel, but can be classic too just as easily.

This can be a good way to terrify low-level gamers, or a comic relief adventure.
Most of my thoughts are based on Classic ANH-ESB, but please, don't let that restrict you.

 

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The_Future_POTUS 
Registered: Mar '07
6513_Obi-Wan Kenobi
Date Posted: 5/22/07 6:32am Subject: RE: Adventure Ideas go Here!
Would it not be cool if a Sith was allowed to join the Jedi? And he was training others? Sort of a twisted student exchange program. Would that not be funny?

 

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As I watch the Jedi train and prepare endlessly for their self appointed role as saviors of the Galaxy
the Sith whom constantly strive and bicker with their comrades; always ready to prey on the weak,
I must wonder;
do none of these people have lives?
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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 6/6/07 1:11am Subject: RE: Adventure Ideas go Here!
That could be a good basis for an adventure. Of course, everything that goes wrong will be blamed on the Sith... From cold soup to short-sheeted beds to mysterious deaths.
Ah, but proving it... That is another matter.
happy

 

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Goo_Child 
Registered: Jul '02
44342_Darth Malak
Date Posted: 6/16/07 10:54am Subject: RE: Adventure Ideas go Here!
I'm a big fan of the fake dark side crime lord thing. I may throw it at my current PCs when they get done mopping up the Vong. Right now I'm running my second NJO game. My first game that I played in this era turned out amazing!

The game opens when the party is on Courscant during the invasion. While waiting to get on a refugee ship heading off world, the invaders burst in, blowing the refugee ship away. There is a fire starting in the hanger bay, due to the recently destroyed ship. In my game I had one human JC, one twi'lek JG, and a Kel Dor Soldier. The three took it upon themselves to try to save the refugees from the 5 Yuzzhan Vong warriors. (none of them noticed the fire getting close to fuel storage) after a few rounds the fuel explodes setting off a chain reaction which makes the large building explode.

The heroes wake up under and pile of rubble in the undercity. After some time of looking around for other survivors, supplies, etc. they discover a refugee camp. The leader of said camp is a male human Nol 3/JC 2. When the heroes arrive they go through a security screening. One of the tests run on the heros is a Midi-Clorian count. Any character with the Force-Sen feat is taken to meet the leader of the camp. The others are sent to the rest of the droves of refugees. Non-Force users live in horrid conditions (even for refugees). The Force users meet with the leader and he says that the Jedi are the only worthy to survive. He offers any force user a private room and comfortable living conditions (which is luxury compared to what the other refugees are living in.) The leader is really part of 16 Jedi (composed of masters and apprentices) who call themselves the Unity Council. They are not part of the peace brigade but have the same views. The leader plans to turn all Jedi over to the Vong the next night at midnight. The PCs uncover this plan and must stop it.

This game went on for a very long time. The Jedi killed camp leader and was later confronted with his master who had not yet come out of the Unity Council closet and was introduced to the heroes by Luke Skywalker. If you want to use this let me know how it goes.

 

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Sith_UK 
Registered: May '02
22195_Darth Vader
Date Posted: 9/12/07 2:05am Subject: RE: Adventure Ideas go Here!
Goo_Child posted:
I'm a big fan of the fake dark side crime lord thing. I may throw it at my current PCs when they get done mopping up the Vong. Right now I'm running my second NJO game. My first game that I played in this era turned out amazing!

The game opens when the party is on Courscant during the invasion. While waiting to get on a refugee ship heading off world, the invaders burst in, blowing the refugee ship away. There is a fire starting in the hanger bay, due to the recently destroyed ship. In my game I had one human JC, one twi'lek JG, and a Kel Dor Soldier. The three took it upon themselves to try to save the refugees from the 5 Yuzzhan Vong warriors. (none of them noticed the fire getting close to fuel storage) after a few rounds the fuel explodes setting off a chain reaction which makes the large building explode.

The heroes wake up under and pile of rubble in the undercity. After some time of looking around for other survivors, supplies, etc. they discover a refugee camp. The leader of said camp is a male human Nol 3/JC 2. When the heroes arrive they go through a security screening. One of the tests run on the heros is a Midi-Clorian count. Any character with the Force-Sen feat is taken to meet the leader of the camp. The others are sent to the rest of the droves of refugees. Non-Force users live in horrid conditions (even for refugees). The Force users meet with the leader and he says that the Jedi are the only worthy to survive. He offers any force user a private room and comfortable living conditions (which is luxury compared to what the other refugees are living in.) The leader is really part of 16 Jedi (composed of masters and apprentices) who call themselves the Unity Council. They are not part of the peace brigade but have the same views. The leader plans to turn all Jedi over to the Vong the next night at midnight. The PCs uncover this plan and must stop it.

This game went on for a very long time. The Jedi killed camp leader and was later confronted with his master who had not yet come out of the Unity Council closet and was introduced to the heroes by Luke Skywalker. If you want to use this let me know how it goes.



bump

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 10/21/07 4:20pm Subject: RE: Adventure Ideas go Here!
Another "supply run"
The Rebel Alliance still desperately needs supplies of all types. But they aren't the only ones...

The University of Correlia has sponsored an expedition to explore a new sector of space on the fringe, hoping to be able to find more raw materials, or better still, more exotic life-forms to contact, civilize, or exploit (depending on the individual's opinion). Because of the nature of exploration, all types of supplies have been allocated to the old survey ship (an old frigate reconditioned & refitted for exploration). Everything from extreme-climate survival gear to spare parts to vehicles and droids.

There are 5 key professors involved:

Prof Hausa, academician, is in charge. He specializes in planetology, charting, and negotiation. He has a secretary/protocol droid issued to him.

Prof Kirn is a linguist. She also has survival training and is a sharpshooter with a sporting blaster. Of the Professors, she is the most sympathetic to the Rebellion, as her experience with different cultures gives her a view of the Empire's oppression.

Prof lLannz is an Ithorian botonist and xenobiologist. She is the nerd, often too lost or distracted to pay attention.

Associate Prof Unawd is in charge of Technological assesment, and is an Imperial informer (though no one knows this outside of Imp Intel). Truth be told, his usefulness to the Intelligence has been very low so far, but he's hoping to make a name for himself and get a promotion.

Associate Gestal is an all-rounder, capable of filling in for the others, but no where near as skilled as the specialists.

H-3PO is Prof Hausa's protocol droid, and is also a CompNOR spy. CompNOR feels that the Professor may not be politically reliable, but actually wants evidence (for a change).

The ship is commanded by Captain Chandra, a "reformed" correlian pirate who still has a strong independant streak. The ship and everything that happens on it is his responsibility. Once the professors are exploring the planet, they're under Prof Hausa's authority.

Expedition 583, aka "Airam Atnas", has been considerablly modified from an old republic frigate. It has had large cargo pods added for storage and supplies, a hanger added for 2 shuttles and 3 Z-95s, and all the weapons stripped off except for 2 medium capital cannons, an ion cannon, and 2 tractor beams.

THe dilemma: is it ok for the Rebellion to steal from a civilian operation? Especially one that could benefit the galaxy? At the cost of a university? Or should they wait for the survey to finish and steal the supplies (and copy the data) acquired?
Do they smuggle themselves on as crew? To they try to overpower the ship like a pirate raid? Do they wait on a planet they think the ship might stop on and try to hijack it with the crew away on a landing party? Might require exploring a bit on their own...

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 12/6/07 6:29pm Subject: RE: Adventure Ideas go Here!
Evil candy:

The party finds a dead child in the street. Nothing remarkable for a cause of death: something slashed through an artery.

Somewhere else (maybe an entire adventure later), the party finds another dead child. Much the same, except this one has been poisoned.

The third child they find has choaked on a small plastic container.

Each child has the same basic stuff (backpack, clothes, teaching book, bottle of fizzy-glug, toy, slingshot) and a candy wrapper. The candy is a new and wildly popular fad. It is a candy sweet outer shell, with a small 2-part plastic capsule, which contains a prize/toy. (those of you fortunate enough to live outside the USA can imagine Surprize Eggs) Something, however is wrong. Whether it's a corporate plot, sabotage, a disgruntled employee, or a manufacturing defect, something has gone wrong with a large part of the product. Nearly .0001% of the candies are defective, either poisoned or the prize/toy is programmed to somehow programmed to kill the child who opens it. Now, .0001% may not seem like much, but the stores are selling these candies at an alarming rate--roughly 100 per day per store. They are in all the major grocery stores, toy stores, drug stores, and sundary markets. Even most of the kiosks at the starport have them. These candies are also sold on multiple worlds throughout the galaxy. It's not just one planet affected--it's all of them.

No one else has put it together yet... The party has just been lucky enough to see 3 dead children in the space of a couple days in their travels...

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 12/30/07 10:26pm Subject: RE: Adventure Ideas go Here!
Anyone ever try converting an old Perry Mason episode into an adventure? Saw one this week and thought it was convaluted enough to warrent adaptation. It had enough sidelines and sidetracks to keep a party busy for a while.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/25 5:26pm Subject: RE: Adventure Ideas go Here!
The Rebel Alliance sends the party to track down Gherry Preece Tavoen, one of their agents who has gone missing. Gherry is a young Jedi trainee, former pupil of Obi-Yon Kensei (a jedi hero of the old republic). He represents one of the best hopes of restoring the Jedi order (along with Luke and the guy from the old "Gamesters of ___" module. Lt Tavoen was last seen on ___ while investigating whatever you want the players to do.
Tavoen is a bright, incrediblly hansome human with dark hair, bright eyes, and lantern jaw, black shirt, tan pants, and blue cape. His holo-image (which the players will get a copy of) shows him in a GQ pose with an obvious lightsaber on his utility belt in a quick-release clasp.

During the adventure, whenever players ask if someone has seen him, people will admit that he looks familiar, but not quite able to place where or when they saw him.

The whole thing is a fabrication. there is not Gherry Tavoen, nor was there ever an Obi-Yon Kensei. The Rebelion fabricated it in optimistic hope as a distraction to Darth Vader and as a PR character--someone the Empire could never catch, but who would win minor victories that field agents couldn't claim without risking exposure.
His image was composited from several fashion models' holographs from 80 years ago, during the tail of the old Republic.

All the inquiries by the party are intended to forward the image, esp if the party is (temporarily) captured by the imps.

Even if it doesn't distract Vader from hunting down Luke, it will waste imperial time and resources.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 8/15 12:38am Subject: RE: Adventure Ideas go Here!
At the end of one adventure, the ship the party is on is hit by blaster fire, and sets up a hyperdrive mishap. The ship emerges intact near an orbital station of some kind circling a marginally habitable planet. Lots of ship debris drift in the area. (the party may be in fear of another run through "Otherspace"--let them dread a bit before easing them down.)
The debris come from multiple ships of indeterminate type. The station isn't showing any life signs, and nothing responds to hails.
If the party investigates, they'll find the station seems unused and stale, covered in dust. The power is still on, but on a maintenence level only. When powered up, the sensors will be focussed on a region of the planet below which has 3 large habitation domes--each the size of a small city.

This is a Bith colony world, well away from the normally traveled space lanes. In fact, if the party's ship has the system in their database at all, it will be listed as non-habitable atmosphere unsuitable for most life. The Bith here have been slowly terraforming--a tast nearly completed. However, they've been living in total isolation for so long that they are even more reclusive than normal, to the point of paranoia, agrophobia, and xenophobia. Only the governance of the computer is keeping the species running--a task it is finding more and more challenging.
Another race has found the planet--reptilian paracites. They've been hacking the computer from the station and telling it to shuttle Bith up to the planet for a snack. (Yes, that kind of snack). Their wording has confused the computer into cooperating.
The paracites do not show up on life-form detectors because they are not standard races on the known database, and they are sheltering next to the station's reactor mass (where it's warmer and better shielded). Years ago, the paracites captured a ship from another race that was exploring their world, and have been running loose ever since. They crashed their ship into the station and nearly destroyed it. Lucky for them, the station had everything they needed to survive with minimal effort. Their queen is getting ready to produce a new generation of brood. If nothing is done to interfere, the Bith will be wiped out in a few days...

Remember: Bith have severe myopia, which allows them a bonus for dealing with up close items, but gives them a penalty with anything more than a meter away. Also, they reguard violent behavior as anathema--a sign of barbarism which plagues less-evolved species, so they will not fight, but try to find a technical or technological solution to their problems. They will look down on anyone who does employ violence.

 

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El Kabong 
Registered: Sep '99
6893_Atari 2600, ESB
Date Posted: 8/19 5:00pm Subject: RE: Adventure Ideas go Here!
Koohii posted:
Of course, I'm sure the defector is planning on betraying the party as soon as possible.


Actually, I would bet the players would be expecting that - so don't! Make this bad guy an honorable enemy. Oh sure, he'll fight you to the death if situation requires it, but he's a "May we drink tea in hell together" sort of guy. Make him evil to be sure, but instead of cackleing and twirling his mustache, trying to turn them to the dark side, make him able to debate his case elequantly. Make him likeable - but evil.

 

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Darth_Laudrup 
Title: Host:
PT Trivia Challenge

Registered: Jul '04
14788_Darth Maul
Date Posted: 9/1 3:33pm Subject: RE: Adventure Ideas go Here!
Hi there.


I am restarting my post ROTJ campaign tomorrow evening. It takes palce in my version of a post movie period, and I have to say I am looking forward too gamemastering Star Wars again.


The system is ofcourse WEG D6 and the setting is as I mentioned my own version of the post ROTJ period.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 9/1 9:26pm Subject: RE: Adventure Ideas go Here!
Good to hear.
Going to use any of these ideas? Post your adventures after you've used them?

 

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