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Who let the dogs out?
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Downstrike
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PostPosted: Sun Apr 01, 2012 1:49 am    Post subject: Who let the dogs out? Reply with quote

The time line is five years before the battle of Yavin. The world is a homebrew world ripping off SLA industries but outside the wall of Mort is pure jungle. North of that is a desert like in Pitch Black minus the monsters.

Adventure one complete as of Thursday.

Players are approached by a butler droid to get some moon wolves from Sriluur paying attention to mating pairs. The more dogs the better the payout even though they are told it is for a private zoo.

When they get there the Weequay and the Houk are having their civil strife complete with tanks and artillery keeping the population from being much help.

Players land off in the middle of nowhere next to a river to study the dogs. Two of the players get attacked by the dogs and they were able to stun four.

After some planning, the players decide to catch some impala like creatures that are part of the dogs diet. The stun some of them, tie off a leg and wait. The dogs take the bait that night. While the dogs are checking out the free meal, a large octopus tentacle starts grabbing at things like the impalas, the dogs and the ship. The players take off breaking one of the landing gear legs and don’t have any additional dogs past the initial four the stunned. They decide to head home.

They contact the droid who confirms the sexes and brings the payment.

*Spoiler* What really happened was a rip off from the show Dallas. Yu-Ings the senior has died leaving his two major assets to his two sons. One has the luxury resort and the other has the mining company which is up in the desert pulling a binary compound that is used in a little bit of everything. Poor weather has cause the resort to see a major loss in profit. The mining company just won a major contract with the empire. The one with the highest profit at the end of the decade gets the whole of the Yu-Ings assets. So Jy Er hires the players to get a desert dwelling predator to start eating miners [and maybe minors?]

Players count their cash, do some shopping and get a lead in to the next story arc.

I will try to post as things develop just in case you can steal, twist or at least get a laugh out of my stuff. Also timeline canon has been altered to fit my needs, the prequels have been forgotten to fit my happiness and Vader doesn’t say “No” when Luke is getting fried. I like to think he was making a mental grocery list, and remembered that b@st@rd* Palpatine didn’t replace the empty toilet roll. Did I mention they have separate bedrooms but share a bathroom. Take that Lucas!

Cheers
DS
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cheshire
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PostPosted: Sun Apr 01, 2012 6:57 am    Post subject: Reply with quote

Interesting. Keep us posted as to how it pans out.
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Downstrike
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PostPosted: Fri Apr 06, 2012 10:50 pm    Post subject: Reply with quote

Who Let the Dogs Out II

Players are in an urban area similar to Mega City from Judge Dredd. It surrounded by jungle instead of cured mutant earth/

Players have an accidental meeting with Bail Organa [though any political NPC for the time frame will do] that turns into the next mission.

Bail hired a team of archeologists , one of which brought his 9 year old daughter, to investigate the ancient ruins that the natives revere and avoid. They were supposed to pass a message to the native guide every so many weeks who would bring it to the city so they could covertly report back on their findings.

There is a covert nature to the mission in that Bail cannot be tied to the characters actions and the area is highly restricted so travel is on foot [sneaking in the jungle around Empire].

Their guide takes them to the sewers of the city where they are attacked by sewer boars [rip off of carnivorous pigs in SLA Industries]. They bribe some of the less dedicated MP’s who got stuck guarding the sewer exit.

They walk for five days to the site dodging AT ST’s and scouts on speeder bikes. Once outside the site, the native stops, says some prayer and tells the players to keep going into the site.

All the cool Arc tent stuff is destroyed and piled up at the far edge of the site from where they came in. When I say piled up, It looks like a bulldozer came in to clean up after a tornado hit. I used photos of some of the overgrown ruins in Thailand. I got some grief for the Buddha statues but they looked past it for the game.

After some searching they find a room with a Sith Holocron and a used Carbonite Plate which seems to be missing 4 bodies.

Of course the players had to mess with the Holocron which brought out the 9 year old girl who seems to have gone to the makeup people from The Exorcist and proceeds to use an abusive number of force powers against the players before she retrieves the Holocron and disappears into the jungle.

The players locate some of the data from the arc team and head back to see Bail. He is upset at the news but grateful for their efforts.

***Spoiler***

The 4 dudes in carbonite were Mandalorian. The thought by a few during the Mandalorian War [or Great Sith War, I haven’t decided yet] was if the enemy wins, they would destroy everything about them. So They took some of the willing warriors, hid some toys for them in isolated and odd orbits and froze them in carbonite. If the Manda’s won, they’d wake um up when the dust settles. If not, the disturbance of the old Sith Holocron would free the Manda’s for vengeance. Sadly, the Holocron had a nice little conversation with the 9 year old girl and there is a whole lot of follow up for later.



Cheers
DS
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Downstrike
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PostPosted: Sat Apr 14, 2012 3:07 pm    Post subject: Reply with quote

Who Let the Dogs Out III

My next episode had a small gap in time so the players could train and repair stuff. The blanket comment was however much time is needed without requiring me to do math. The players mostly slum on the ship while docked at the port. I’ve got a former Imperial Officer character so I give them an MWR rate and generally don’t send bill out on time. Their favorite bar, called the Pit, is less than a block away and a 7-11 thousand is also just around the corner.

So as the players tell me they are all caught up with bookwork, the port shuts down all air traffic. The players figure out that this is not uncommon as a VIP, a military drill or a law enforcement mission may require that only mission essential ships be in flight at that time. With little else to do, they decide to hit the bar. Before they get too far from their bay they hear an explosion in the next bay over. They run to check it out.

Upon arrival, they find a Medium Freighter on its side. There are six delivery/smuggler looking types with blaster burns. There are five scout troopers that seemed to get the bad end of a thermal detonator as well as the medium freighter which fell on them when the landing gear got blown off. Lesson is, cover may not be the safest choice. Anyway.

They check for life, get nothing. Check the ship and all it has is a coffin headed to Dantooine. Kind of a big ship for a coffin so they take a peak. They find a fifteen year old boy [or man?] with an IV in his arm. They can hear local LEO and fire rescue [did I mention the freighter is still on fire?] so the grab the kid and run back to their own ship.

The kid comes out of his funk and has amnesia. About the same time a quick wanted by the Empire for questioning flash comes over the feed, the players note a lot of logical inconsistencies like no information on crimes committed but the bounty was a fairly high sum. Contact info was LEO but the frequency range is known military. Two of the players go to see a friendly NPC/plot pusher, Madame Tano’s Fortunes. They get a rehash of a former prophecy because I don’t want them to loose sight but add that they will deal with ” boy who knows everything and remembers nothing. The boy is living but the boy was dead.”

The players return in time to warn the other players who stayed behind at the player’s ship that a bunch of storm troopers are going to be seeing them soon as they are followed by LEO, ST, and some dude in red armor. An argument occurs with the players over civil rights blah blah blah and after a bit the ST’s are searching the ship. The man in Red looks over the past manifests and plants a tracking device. They don’t find the kid.

They get a hold of another contact, Bail who gives them a frequency and tell them to get off planet ASAP. As soon as the airways open up, they break atmosphere and plug in for whatever was last in the nav computer. Thy intentionally fall out early and place the call. Wait on a moon for about two days before Captain Antilles shows up and takes the kid off their hands. But not before they find out the kid is a poster child for the COMPNOR youth [to be clear, his face is on the ads when he was around 10-12 years old, not just a model citizen of the Empire]. He is also some sort of savant. He looses every game of cards but helps them change out the shield generator in record time without input from the players [they should have been in a garage to do it but I thought I’d let it slide to push the point of what kind of smarts this kid has].


***Spoiler***
I hope my players keep following up even though they’ve got rid of the kid. He was a special project for the new super soldier technician program. The cost of training mechanics and nav technicians and all that jazz is high with a fairly poor long term payoff. Droids have their place but still have a limited sense of imitative and decision making capability [like the docking bay being on fire but the droid keeps working on changing the oil because oil change bot knows it needs to do the 30,000 mile service]. The Empire is looking into neural cyborging a bunch of future support troops so they have droid level skill and sentient level understanding. The kid died on the table after his brain was plugged in so they revived him. His body was rejecting the implants so they had to pull them back out. Somewhere between life and death, the brain downloaded all the information from the implants. After the ten pound heads figured out what had happened, someone smuggled him out of the research facility. May seem like a Firefly rip off but I got the idea from watching the Hyperdrive episode where the cyborg flips out after getting exposed to chocolate. Then there was the Firefly influence as I was trying to get the kid to the players.

Cheers
DS
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Downstrike
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PostPosted: Sun Apr 22, 2012 3:48 pm    Post subject: Reply with quote

Who Let the Dogs Out IV?

I’d like to thank everyone who contributed to one flew over the mynok nest post. Any advice that I didn’t follow comes from a non-traditional star wars group and a non-traditional GM. Your ideas were awesome! But my group all but owns the little yellow bus…and I cannot claim to be the bus driver.

Also, we had some odd time constraints so this will be a part I of II [God help me if it is more].

The players had just gotten rid of the super kid so he was out of the reach of the empire. Blinking is a message for one of the players [who’s race leaves plenty of room for interpretation ]. Part of that interpretation is that an inheritance must be won by the player. The players aunt is waiting at a hospital for the player to show up and play a variation of farkel for her life’s work of trash bargaining. The warehouse is included in the inheritance which has a value better than the goods but when tradition is about pants and not the box it comes in….

The aunt was almost like an IRR situation in that she was allowed to retire to a military hospice similar to what the French foreign legion have without any true service time to the imperials. PM me if you need details. Anyway, I use a bunch of images of the paradise of Papillion to make the hospice seem like a super place.

A fat doctor meets them and escorts them to a wonderful view of the ocean. The player plays farkel, winning of course. The inheritance is the info on the warehouse, location, security etc with the legal rights sitting somewhere in the warehouse so the player can have legal ownership [just pay taxes]. On the back of the paper is written, “they are hurting us.” Total Firefly rip-off but I love that show and have no pride.

The player bite, which is always a relief for me, that something needs to be done. Arguments of possibility drive the next couple of hours. The players put in for a 24 hour pass for the aunt which is approved but not before they have assumed the worse. Bruises are located on the aunt and microfiche evidence is presented about abuses at the hospital. The aunt gives a account of the fat doctor that everyone likes having a blank look and coming in to beat her and the doctor recalling nothing later when asked wets their whistles. The photo evidence is from the Fat Doctor who knows something is wrong.

They have plans of everything from a retired imperial going to the hospital as a retiree patient; to doing a flyby, attacking the military facility. I stopped them there because I was short on sleep and was defaulting to poor clichés for anything I wasn’t ready for [example; player calls parents and I find myself doing a Jewish mother. I think my players deserve better than that not to mention the racist implications that make me look like a jerk]. Sorry everybody involved. We will have a showdown, whatever the outcome, by next weekend.

Cheers
DS
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