Attilargh
2007-04-13, 10:22 AM
So, I'll be gamesmastering a game of Star Wars D20 next weekend, and that'll be my second time running a game, ever. Thus, I'd very much like to hear some opinions on the adventure I've devised. You know, would you play it, where I should expect the unexpected, what just doesn't work, ever, if it's too short, too vague, bad, horrible, illogical, et cetera.
The characters are 2nd level, with 25 point buy, in case it matters. Two of the three are Jedi (both flavours), and the third's class is as of yet unknown. The game will be set on a out-of-the-way planet I'll just call Ankh for now, during the events of the movie Attack of the Clones. It'll be pretty action-heavy.
Note: All names will most likely be subject to change. This will not be Discworld Wars, even if the players wouldn't notice the references anyway.
---
[Cue the Main Title, roll opening crawl.]
There is unrest on the planet Ankh: Separatist agitators, spreading anti-Republic propaganda have roused the mining world's population against the rulers of the planet.
Seeking to prevent a civil war, the patrician of Ankh has arranged negotiations with the pro-Separatist faction leaders. To ensure the neutrality and security of the meeting, he has besought the Jedi Council for assistance.
However, little does anyone know a plan to usurp the patrician is already unfolding, and the young Jedi sent to by the Council are the planet's only hope....
---
Ankh is a producer of the metal phrik, which makes it a good target for Dooku's Separatists. The Jedi Council doesn't realise this, however, so they decide that aiding in resolving the planetary situation is a good challenge for the padawans to face on their own. (Dummies! :smallamused: )
The Separatists' plan is simple, if not very economical: Their man inside, the Captain of the Guard will authorise a small number of "equipment deliveries": Cargo crates packed with B1 Battle Droids. At the same time, he and his cronies will make preparations to sabotage the communications and the accessways like turbolifts, to make sure no-one can reach the patrician in time. Once everything is done, the droids will be activated, communications cut and security doors and lifts rigged so that only the Separatist forces are able to maneuver effectively.
So the players hop in a ship and zip off to Ankh. They arrive at dawn and the weather is suitably ominous, hinting at heavy rain in the future. Despite the weather, they will see quite a lot of protesters outside the very large keep that functions as the patrician's palace. And rather ripe vegetables, too.
Once inside, the characters are introduced to the patrician, his aides, the captain of the guard and an ensign of the palace guard with a red shirt named Ulgo. They will also be given the map of the palace. They'll have a while to do whatever they please, before the Cap'n contacts them and tells them to make their way to the conference room conveniently located on the bottom floor.
After the characters have sat in the turbolift for a while, they hear a boom, the lift stops and everything goes black. All they can hear from the comlinks is static. The Separatist plan is in motion.
First, the characters have to get out. A couple of Repair or Computer Use checks will get them from the lift through the tube to the hallways, or they could simply use their lightsabers. Doesn't really matter. Soon afterwards, they'll quickly run into a couple of surprised battle droids for the first combat encounter of the game.
After that, they'll pretty much have free rein to do as they please. Possible stuff to do would include:
Releasing imprisoned palace guard
fixing the communications systems
tinkering with the access control computer to
limit the droids' manouverability
open a path to the upper levels
and/or secure a way to retreat through
or stealing an airspeeder to get to the upper levels.
These major tasks will be punctuated by:
Encounters of a violent kind with droids
crawling up ventilation shafts
negotiating broken staircases
bypassing defended positions
saving dying people
and such smaller jobs.
Eventually, the players will hopefully make their way up to the patrician's office. There they shall meet the Captain again, and kick his behind in a dramatic melee combat while the loyalists engage the droids in combat.
However, not all goes to plan and the characters' allies fail to keep the mechanical horde off their backs. The players will hopefully grab the wounded patrician (see, that's why he didn't do much during the battle) and make a run for it through a secret passage, the escape route prepared beforehand or the speeder they used to get up there. Again, doesn't really matter. They get away, and the proverbial credits roll.
So, whaddya think?
The characters are 2nd level, with 25 point buy, in case it matters. Two of the three are Jedi (both flavours), and the third's class is as of yet unknown. The game will be set on a out-of-the-way planet I'll just call Ankh for now, during the events of the movie Attack of the Clones. It'll be pretty action-heavy.
Note: All names will most likely be subject to change. This will not be Discworld Wars, even if the players wouldn't notice the references anyway.
---
[Cue the Main Title, roll opening crawl.]
There is unrest on the planet Ankh: Separatist agitators, spreading anti-Republic propaganda have roused the mining world's population against the rulers of the planet.
Seeking to prevent a civil war, the patrician of Ankh has arranged negotiations with the pro-Separatist faction leaders. To ensure the neutrality and security of the meeting, he has besought the Jedi Council for assistance.
However, little does anyone know a plan to usurp the patrician is already unfolding, and the young Jedi sent to by the Council are the planet's only hope....
---
Ankh is a producer of the metal phrik, which makes it a good target for Dooku's Separatists. The Jedi Council doesn't realise this, however, so they decide that aiding in resolving the planetary situation is a good challenge for the padawans to face on their own. (Dummies! :smallamused: )
The Separatists' plan is simple, if not very economical: Their man inside, the Captain of the Guard will authorise a small number of "equipment deliveries": Cargo crates packed with B1 Battle Droids. At the same time, he and his cronies will make preparations to sabotage the communications and the accessways like turbolifts, to make sure no-one can reach the patrician in time. Once everything is done, the droids will be activated, communications cut and security doors and lifts rigged so that only the Separatist forces are able to maneuver effectively.
So the players hop in a ship and zip off to Ankh. They arrive at dawn and the weather is suitably ominous, hinting at heavy rain in the future. Despite the weather, they will see quite a lot of protesters outside the very large keep that functions as the patrician's palace. And rather ripe vegetables, too.
Once inside, the characters are introduced to the patrician, his aides, the captain of the guard and an ensign of the palace guard with a red shirt named Ulgo. They will also be given the map of the palace. They'll have a while to do whatever they please, before the Cap'n contacts them and tells them to make their way to the conference room conveniently located on the bottom floor.
After the characters have sat in the turbolift for a while, they hear a boom, the lift stops and everything goes black. All they can hear from the comlinks is static. The Separatist plan is in motion.
First, the characters have to get out. A couple of Repair or Computer Use checks will get them from the lift through the tube to the hallways, or they could simply use their lightsabers. Doesn't really matter. Soon afterwards, they'll quickly run into a couple of surprised battle droids for the first combat encounter of the game.
After that, they'll pretty much have free rein to do as they please. Possible stuff to do would include:
Releasing imprisoned palace guard
fixing the communications systems
tinkering with the access control computer to
limit the droids' manouverability
open a path to the upper levels
and/or secure a way to retreat through
or stealing an airspeeder to get to the upper levels.
These major tasks will be punctuated by:
Encounters of a violent kind with droids
crawling up ventilation shafts
negotiating broken staircases
bypassing defended positions
saving dying people
and such smaller jobs.
Eventually, the players will hopefully make their way up to the patrician's office. There they shall meet the Captain again, and kick his behind in a dramatic melee combat while the loyalists engage the droids in combat.
However, not all goes to plan and the characters' allies fail to keep the mechanical horde off their backs. The players will hopefully grab the wounded patrician (see, that's why he didn't do much during the battle) and make a run for it through a secret passage, the escape route prepared beforehand or the speeder they used to get up there. Again, doesn't really matter. They get away, and the proverbial credits roll.
So, whaddya think?