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Graveyard of Alderaan Revisited
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JT Swift
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PostPosted: Mon Mar 01, 2010 2:20 pm    Post subject: Graveyard of Alderaan Revisited Reply with quote

Graveyard of Alderaan Revisited

Not too much change here.

Made it explicit that the lightsabre they are given at the Herd Ship was from the Graveyard. The sabre came with a prophecy: You must choose between two paths. One will lead to you your death. The other will lead to the deaths of your friends.

The remains of the Palace the heroes find are actually the Palace Bomb Shelter / Command Center that was built during the Clone Wars. But all the encounters will be the same.

And Jedi Master Rahm Kota (from the Force Unleashed) will be waiting in the ruins. He figured out what the Death Star was really about and went down to the Command Center. And he's been their ever since the Death Star blew the planet up. He's been slowly fixing the computer that predicts the location of Another Chance (Now one of those Republic Assault Ship from Attack of the Clones).

Vader will have left a squadron of 8 Royal Guards to keep the heroes of yavin on the asteroid. But with Kota the heroes should be able to handle them.

So far the PCs have only deviated on two points

First, they didn't actually board Outpost 11 and interact properly with anyone. Instead they waited outside of sensor range and sent in their Reconnaissance Droid (who is a PC) to sneak into the base through an airlock. He then found the right room and hacked the computer and then snuck out. So the heroes missed all of those encounters (and all the hints that this whole thing is a big trap!)

They also teamed up with the scavenger Belinda Vog and worked out a deal to split any profits they find. Haven't figured out whether Vog will still double cross them as they have saved her and her team's life a few times at this point.
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Yak Face
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PostPosted: Tue May 11, 2010 6:10 pm    Post subject: Reply with quote

GoA was a key adventure in my current pirate campaign. The PCs basically took the Second Chance for their own use. They compensated the Alliance by turning over the escort frigate that was their prior home, along with most of the weapons and the repulsortanks. They already had plenty of pirate crew NPCs to take over the repair and refitting, and to operate it properly. The main change I made was to make the Another Chance into an Acclamator variant.
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ZzaphodD
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PostPosted: Wed May 12, 2010 2:55 pm    Post subject: Reply with quote

I started reading this adventure, but for some reason I cant get past the idea of a whole part of the palace being intact while the entire planet was pulverized in part of a second...
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Whill
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PostPosted: Thu May 13, 2010 11:44 pm    Post subject: Reply with quote

Yeah, I always thought that was a little far-fetched too (even for Star Wars). But in its defense, the planet wasn't completely pulverized. Yes, we saw a big explosion, but there was a giant asteroid field left in the planet's wake. Maybe on the other side of Alderaan (from the side that got hit by the super-laser beam) there were larger chunks of planet that broke off nearly whole. Maybe the palace was built out of adamantium or some such substance to defend it against orbital strikes. Maybe the palace had a Star Wars version of a nuclear bomb shelter that survived.

What I found more unrealistic about the adventure is the stargate technology that allows for instant translocation. That just didn't feel very Star Warsy to me at first consideration.
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ZzaphodD
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PostPosted: Fri May 14, 2010 6:25 am    Post subject: Reply with quote

Whill wrote:
Yeah, I always thought that was a little far-fetched too (even for Star Wars). But in its defense, the planet wasn't completely pulverized. Yes, we saw a big explosion, but there was a giant asteroid field left in the planet's wake. Maybe on the other side of Alderaan (from the side that got hit by the super-laser beam) there were larger chunks of planet that broke off nearly whole. Maybe the palace was built out of adamantium or some such substance to defend it against orbital strikes. Maybe the palace had a Star Wars version of a nuclear bomb shelter that survived.

What I found more unrealistic about the adventure is the stargate technology that allows for instant translocation. That just didn't feel very Star Warsy to me at first consideration.


Its one of those cases where you can see that the adventure was written a long time ago. Back in the days people were not that concerned with holes in the story...this is not just the case with physics.

Phew, I never even got to the stargate tech as I was put off with the initial idea I mentioned above. Then I have one more reason to thinke twice before including this in my campaign. The stargate tech, is it some kind of 'unknown' alien tech or just cutting edge?
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Praxian
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PostPosted: Fri May 14, 2010 12:53 pm    Post subject: Reply with quote

Personally, I'd say it's alien tech myself.

Sure sure, it -could- be cutting edge, but if you're gonna use it that means the PC's may have the skills to use it. I'd rather they -not- use it, so Alien Tech makes that much simpler (99% likely to -not- have the skills).
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bobenhotep
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PostPosted: Sat May 15, 2010 8:45 am    Post subject: Reply with quote

the Gree have hyperspace gates, could be a Gree device, if so , good luck operating it. if i am not mistaken, Gree gateways have to have an alignment with the other end, and wont work if there are intervening objects...
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Gullwind
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PostPosted: Tue May 18, 2010 6:16 pm    Post subject: Reply with quote

Whill wrote:
Yeah, I always thought that was a little far-fetched too (even for Star Wars). But in its defense, the planet wasn't completely pulverized. Yes, we saw a big explosion, but there was a giant asteroid field left in the planet's wake. Maybe on the other side of Alderaan (from the side that got hit by the super-laser beam) there were larger chunks of planet that broke off nearly whole. Maybe the palace was built out of adamantium or some such substance to defend it against orbital strikes. Maybe the palace had a Star Wars version of a nuclear bomb shelter that survived.


The 2nd edition version of this adventure had an addition that explained how certain areas of the palace had been specially treated with a super-dense material to protect it. It was a very expensive and slow process, and they hadn't gotten much done before the Death Star showed up.

Quote:
What I found more unrealistic about the adventure is the stargate technology that allows for instant translocation. That just didn't feel very Star Warsy to me at first consideration.


The new version takes out the stargate and adds a small hangar bay with a Skipray Blastboat that the characters must use to get to Another Chance.

I'm really not sure if the changes make it any better, but...
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Whill
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PostPosted: Thu May 20, 2010 10:01 am    Post subject: Reply with quote

Gullwind wrote:
The 2nd edition version... takes out the stargate and adds a small hangar bay with a Skipray Blastboat that the characters must use to get to Another Chance.


Gullwind, welcome to the board! I got out my Classic Adventures Vol. II and saw that you are correct. I guess I haven't ran this adventure since before having the 2nd edition version. I think the skipray and calling beacon replacing the stargate at least fits the Star Wars universe a little better. Thanks for pointing it out, Gullwind.
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JT Swift
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PostPosted: Thu May 20, 2010 5:21 pm    Post subject: Reply with quote

What amazed me was that my work around for the Stargate and the Palace surviving were pretty much the EXACT SAME ONES that West End came up with. We even both referenced the molecular armor and anti-concussion fields from the Star's End facility!

I did change the frigate into a Republic Assault Ship (from "Attack of the Clones" to tie in with the prequels better.

The other major deviation the players came up with is that the got so paranoid when going through Vader's psychological torture in the palace that the wookiee PC accidently came round the corner and attacked one of their NPC sidekicks (who was dressed as a stormtrooper cuz that was the only spacesuit they had). The NPC shot back, hit the wookiee and triggered off the berserker rage. One of the PCs lost their arm before that fight was over.

So yes, the worst challenge the PCs faced was subduing their one wookiee and protecting the NPC! After the fight was over they painted the stormtrooper armor grey to prevent this from happening again

And yes, (for reasons I still don't understand) they'd actually declared before leaving the ship, that they were going to take grey paint with them on this mission.
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Gullwind
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PostPosted: Thu May 20, 2010 11:20 pm    Post subject: Reply with quote

Whill wrote:
Gullwind, welcome to the board!


Thanks. I've been lurking here for a couple of years. I finally had a good reason to say something!

Quote:
I got out my Classic Adventures Vol. II and saw that you are correct. I guess I haven't ran this adventure since before having the 2nd edition version. I think the skipray and calling beacon replacing the stargate at least fits the Star Wars universe a little better. Thanks for pointing it out, Gullwind.


I also like the role-playing opportunity with the half-crazy Alderaanian who now has to tag along with the players to fix the ship.
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director_slayton
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PostPosted: Thu Apr 12, 2012 5:24 pm    Post subject: Reply with quote

Okay, but how do you stat the good General and was this pre, post or ignore the Force Unleashed for Kota?
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JT Swift
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PostPosted: Mon Apr 16, 2012 1:43 pm    Post subject: Reply with quote

Actually someone on this group converted General Kota for me from the SAGA book. Embarrassingly I have forgotten who. [but I am still VERY grateful!]
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cheshire
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PostPosted: Fri Apr 20, 2012 8:50 am    Post subject: Reply with quote

I think I took a crack at it some time ago. I don't remember what I did with the stats. They've got to be around here in the forums somewhere. I've done a couple of character conversions for TFUCG, but character conversions are the hardest, so I don't do them very often.
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cheshire
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PostPosted: Fri Apr 20, 2012 11:19 am    Post subject: Reply with quote

Found it!

I think it would be best to look at the context and the caveats I attached to the conversion here:

http://www.rancorpit.com/forums/viewtopic.php?t=2298&start=90

But if you just don't care and want stats to dump in, then just do this:

Quote:

Master Rahm Kota
Dex 3D
Dodge 6D+1, blaster 4D+2, brawling Parry 6D, melee combat, 4D+2. melee parry 8D, lightsaber 6D+2
Know 3D+1
Bureaucracy 4D, scholar: Jedi lore: 6D, streetwise 4D, survival 5D+1, tactics 7D, willpower 4D
Mech 2D+1
Astrogation 3D, starship gunnery, 3D+2, starfighter piloting 3D.
Per 3D+1
Command 5D+1:Kota's militia 7D+2 con, 3D+2, hide 4D, search 6D+1, sneak 5D
Str 3D+2
Brawling, 6D, running/jumping 4D+1,
Tech 2D+1
computer programming/repair 3D+1, first aid 4D, lightsaber repair 5D

Control 9D+2
Sense 8DD+1
Alter 11D

Control: accelerate healing, burst of speed, concentration, control pain, emptiness, enhance attribute, hibernation trance, reduce injury,

Sense: combat sense, danger sense, life detection, life sense, sense Force, sense Force potential, receptive telepathy

Alter: Force push, repulse, telekinesis

Control and Sense: Control another's pain, farseeing, lightsaber combat

Control and alter: accelerate another's healing

Control, sense, and alter: affect mind

Force Points: 6
Character Points: 17

Move: 10
Posessions:
Lightsaber (5D damage), Jedi robes, custom fitting combat armor (+1D physical, +1D energy resistance, no dexterity penalty)

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