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Adventure Idea
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Lord Ben
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Joined: 26 May 2005
Posts: 55

PostPosted: Thu May 26, 2005 1:45 pm    Post subject: Adventure Idea Reply with quote

Okay, this is my first Star Wars adventure. I've never played the game, and I only ran it once which was mostly a session to learn the rules. The plot was ad hoc. Mind helping me with some plot ideas that fit with the star wars world?

The PC's will eventually join the rebellion (probably), but they haven't yet. The plot is set after the Emperor disbands the Senate but before he blows up Alderaan. So during Episode IV. The players are planning on Alderaan being their motivation to join the Rebellion.

Rough plot overview:
1. PC's acquire coordinates in space to a deep space cargo area used by Imperials.
2. Other people have also gotten the coordinates. I'll insert negotiations/battle with space pirates here.
3. PC's win/negotiate and enter one of the cargo vessels. It's guarded and manned by droids who will try to repel the boarding party and prevent them from aquiring the really good stuff. (one of the PC's is a hacker droid who I figure can be useful by hacking into the "forklift" droids to move stuff around).
4. As PC's are loading their ship an Imperial Scout ship shows up (alerted by the droids perhaps?) and the PC's need to escape into hyperspace.

Now my question's are:
1. What is the best way to introduce the coordinates? My thoughts would be that they maybe get them from a crime lord. One of the guys owes about 40,000 credits on his spaceship yet and it would fit nicely.

2. What type of equipment would the pirates have? Corellian Corvette with some Z-95's maybe? Stolen TIE's from the cargo dump?

3. What would the inside of a space warehouse look like? I figure the docks would be big airlocks with some office buildings and the rest would be droid territory with no real human space except catwalks.

4. What would Imperials have nearby that they'd respond with? I see mostly ISD stats in the game, not much smaller stuff. Do they have somethign small that would disgorge TIE fighters but not a huge number of them?

5. Any better ways of doing this adventure that I missed? Or something to add? Where do I put the Sith who guards it?
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Hellcat
Grand Moff
Grand Moff


Joined: 29 Jul 2004
Posts: 11921
Location: New England

PostPosted: Fri May 27, 2005 1:24 am    Post subject: Re: Adventure Idea Reply with quote

Lord Ben wrote:
Now my question's are:
1. What is the best way to introduce the coordinates? My thoughts would be that they maybe get them from a crime lord. One of the guys owes about 40,000 credits on his spaceship yet and it would fit nicely.

2. What type of equipment would the pirates have? Corellian Corvette with some Z-95's maybe? Stolen TIE's from the cargo dump?

3. What would the inside of a space warehouse look like? I figure the docks would be big airlocks with some office buildings and the rest would be droid territory with no real human space except catwalks.

4. What would Imperials have nearby that they'd respond with? I see mostly ISD stats in the game, not much smaller stuff. Do they have somethign small that would disgorge TIE fighters but not a huge number of them?

5. Any better ways of doing this adventure that I missed? Or something to add? Where do I put the Sith who guards it?


1. You could go with the crime lord like you were considering or you could have the slicer droid slice into some sytem from which they pull up the coordinates. In the second instance, the motivation for going to the coordinates would be basically the same as the first instance could be, paying off debts.

2. Try checking out the Pirates and Privateers Sourcebook, which you can get in the PDF sharing thread in the Tools forum. It should provide you with an idea of what types of ships and equipment pirates would use.

3. Can't really help you with this one. Personally, it would look like whatever you want it to look like. You could also try looking at things like Golan Defense Platforms and using them as a basis for developing your space warehouse. With Golan's you'd need to loose the weaponry as they are defensive units.

4. If you've ever read Wraith Squadron then you have read about a Corellian Covette serving in Warlord Znsji's navy that was modified to be able to carry TIEs internally. The ship may have been one of those to defect from the Empire with Znsji when he left it. But it is an example of probables the Empire might have nearby. In the X-wing and TIE Fighter games both the Empire and the Alliance had Nebulon B escort frigates, the kind which we see at the end of ESB serving the Alliance as a medical Frigate. These carry fewer TIEs than a ImpStar does. Carrack-class Cruisers also carry fewer TIEs, as do VicStars. Try checking sourcebooks like the Imperial Sourcebook.

5. You never mentioned a Sith guardian until this point, which makes it a little bit of a surprise to me. But if you're looking to add a Sith, probably place him or her on board the warehouse towards the very end of the adventure. Perhaps their onboard it to begin with but don't show up until the PCs are looking to finally get off the warehouse with what they've managed to get their hands on. Or perhaps their in charge of the Imperial squadron sent to respond to the PCs raid on the warehouse, arriving by shuttle and slowing the PCs down so that they may face the Imp squadron while trying to make their escape if they get past the Sith.

Also, everything I've ever seen says that hackers in SW are called slicers and hacking into computer systems is slicing into them.
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Volar the Healer
Jedi


Joined: 04 Aug 2003
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Location: Arizona, USA

PostPosted: Fri May 27, 2005 10:25 am    Post subject: Reply with quote

Since the players have an interest in Alderaan, base your adventures out of there. Let the players have contacts and friends who will support them. When the planet is destroyed by the Empire, all of their contacts and support will also be lost. This will add depth to why the players are motivated to join the Alliance.
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