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Rebel Campaign
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scooba
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Joined: 16 Jun 2010
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PostPosted: Wed Jun 16, 2010 9:44 am    Post subject: Rebel Campaign Reply with quote

I'm currently running a campaign that began about 6 months after the Battle of Yavin, the player group is made up of a Bounty Hunter, Smuggler and a Pirate, who had all been working on various missions for the alliance and when the Battle of Yavin erupted were grounded on the rebel base with no clearance for take off, the 4th member of the party was a Rebel Starfighter Pilot, who played a minor role in the battle.

After the battle of Yavin was won the three "non-alliance" members were granted ammunity for passed crimes from the alliance if they were to accept the alliance and join with them for the greater good, upon doing this they were introduced to their new escort for their future missions, enter Rebel Pilot.

The first mission was for the rag-tag group to source information on certain parts for a V-150 Ion Cannon, they were sent to the planet Korbin to source the parts through the black market and due to some happy trigger fingers weren't to successful in gathering information, they were introduced to a crime lord who new the were abouts of the required parts and ordered them to bring him some of the local wildlife (scrub lizards) and he would provide them with the information. The group succeed with this and they were lead to the Kuat Ship Yards, with a few random encounters and the theft of an Imperial Customs Ship and Several hostages and Imperial Uniforms in tow.

In the Kuat Ship Yards, they found the ship they were looking for and with a poor con roll failed to convince the Corillian Corvette that they were in fact an Imperial Customs Vessel performing a random inspection. The Corvette jump to Hyperspace and the team were able to predict their destination and followed. Both ships came out of Hyperspace and with some quick thinking and lucky rolls the party were able to disable the Hyperdrives on the Corvette, however the party were still under heavey fire, some more quick thinking and the party were able to disable the life support system of the Corvette and the heavey fire ceased as the crew on bored started to suffocate. Once on bored they not only found the parts request, but all the components require to build a V-150.

The party returned to the rendevouz and were escorted to the newly establised Echoe Base in Hoth, end session 1.

The second installment began minutes before The Battle of Hoth, the party were given the misson of escorting the 4th transport from Hoth and did so with a slight difficulty in the form of TIE Fighters, upon meeting up with the Rebel Command ships they were asked to travel to a nearby space station to procure so medical supplies, from here I introduced the adventure "Manhunt on Tatooine", we are about half way through the adventure and the players are learning a hard lesson in regards to intimidation and shooting first, the group should get through fine however.

I intend to have the group take off from Tatooine, only to be captured by the Star Destroyer in orbit and then run the "Starfall" adventure, but tweaked a bit to my liking, the characters have yet to have any real experience with force users, so I intend to introduce one here by replacing Wessex daughter with maybe a sister, ex-wife or something along those lines who is a Sith and will develop a personnel vendetta against the characters. I also intend on having the shuttle at the end as the Shuttle Tyderion that appears in Return of the Jedi.

Once this is complete, I hope to run something along the same timeline as Return of The Jedi, and would like the group to play somewhat of an important role in the Rebels victory, I'm a little losts as to how I might do this and would appreciate any suggestions, I could just have the party take part in The Battle of Endor, but probably wanting to do something different. I will propably end the campaign here and put the game on hiatus after The Battle of Endor.

Anyways if you managed to read all of this thanks for your time, any feedback would be appreciated.

Cheers

Scooba
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Matt_76
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PostPosted: Mon Jun 21, 2010 4:27 pm    Post subject: Reply with quote

Hey there Scooba;

Sounds like you're having a good time with your adventures; I just wanted to ask you one thing....do you know the 'cannon' timeline of the evetns you're playing around?

I'm just asking because there are 3 years between the events of Star Wars (Battle of Yavin) and Empire Strikes Back and then almost another year in between Empire and Return of the Jedi.

This is by far my favorite time-frame to run adventures in....I'm not much of a fan of the new pre-quel movies; and while Zahn's novels were pretty good; I'm not really interested in the time period after Return of the Jedi either.

For some suggestions; I'd recommend many of the older WEG modules; "Starfall" is one of my favorites; as are "Strikeforce Shantipole" and "Scavenger Hunt" for a silly good time.

Some that I own but have never played that look like they could be a lot of fun are: "The Isis Coordinates" (for more problem-solving scenes and not just shoot-'em-up scenes) and "Domain of Evil" for some Force-oreinted action.

Anyway, these are just some thoughts that come to mind; hope it helps!
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schnarre
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Joined: 08 Oct 2007
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PostPosted: Wed Jun 23, 2010 2:37 pm    Post subject: Reply with quote

...A good inter-weaving of the modules!


...As to a ROTJ-period scenario the "Isis Coordinates", "Riders of the Maelstrom" & "Strike Force: Shantipole" come to mind (the latter for the 2-seat B-Wings). If you're looking for more of a campaign, then "Supernova" is a good place to begin.

...Sounds like you've got a good group there!
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scooba
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Joined: 16 Jun 2010
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PostPosted: Sat Jun 26, 2010 9:16 pm    Post subject: Reply with quote

Hey thanks for info guys will check out these modules!

At Matt, as for the "Cannon" Timeline I had a rough idea between Empire and Jedi, but wasn't too sure about the timeline between Yavin and Empire, I assumed it was one or two years, I remember reading that the Alliance were on Hoth for about a year before being discovered. The good thing about the group I'm playing in is that none of us are really hardcore Star Wars fans, we all love Star Wars, but the finer points don't bind us.

At Schnarre, glad you like my ideas! I have "Isis Coordinates" and "Riders of the Maelstrom", but yet to read them, will check these out as don't want a large campaign as intend to end in one or two weeks to have a break from GMing and play Smile

I just finished running Starfall and the group got out by the skin of their teeth, with the Shuttle Tyderion in tow, I allowed them to keep their freighter as once leaving Tatooine in "Tatooine Manhunt" the group were caught in the tractor beam of the redemption. The group escape with minutes to spare and nearly forgot to warn the alliance of what was to come! The group had many close calls and really enjoyed "Starfall." I think this one has been my favourite too.


Thanks for feedback guys!
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