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155.
Just an idea I had while rereading Dark Lord, about families who gave up their children to the Jedi Order being proud of their children and following their lost offspring`s careers from afar...and I had this idea for a vicious twist.
It`s post-Order 66, Vader and the Imperial Inquisitorium are hunting down the remaining Jedi. One of the Jedi PCs ends up turning to their blood family for aid (either out of the blue as a last resort, or perhaps they had had some minor contact previously and the family were proud of the work their child was doing as a Jedi).
The family help the Jedi (shelter, money, transport, whatever) over the next few gaming sessions but finally the Jedi (and comrades) find themselves trapped by the Empire. The cackling Inquisitor then reveals how they had tracked down the Jedi:
enter a family member.
Why? Well, they`d been proud of junior all along, watched him/her from a distance from padawan, through the trials to Knighthood (and to becoming a master perhaps)...until the Jedi had revolted and tried to overthrow the Supreme Chancellor...and then it was revealed that the Order had manipulated the entire war! While their son/daughter was a member of the Order, they`d also lost other family in the war. A war engineered by a child that they`d given up- no, had been taken from them- decades ago...
naturally the family did what they thought was right and reported their fugitive, treasonous child to the local COMPNOR office...
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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18 October 2007 12:27 PM |
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156.
Escape from Despayre
The PCs are all slaves who were transported to the remote Despayre system after or during the Clone Wars to work on the Secret Weapon: the Death Star.
Characters?
Suitable characters would be Wookiees (see Dark Lord), technically-minded CIS races, pirates and political (or other) enemies of the Galactic Empire. As for opposition: clone troopers/storm troopers, rivalry with other slaves, and a few appearances by Grand Moff Tarkin and Lord Vader...
The premise?
The Death Star is nearing completion and the slaves learn that the huge battle station`s super laser will be tested before the station leaves on it`s maiden voyage. The target is to be the planet Despayre itself! Thus the players must somehow get off-planet before the station is completed...steal a shuttle, stow away when the Imperials pull out...it would be amusing for PCs to manage to sneak aboard the Death Star, only to have to get off it again as the rebels attack it at Yavin IV!
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RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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24 October 2007 12:06 AM |
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Prlb there is how would said slaves learn that the DS is to use their facility to test their weapon on??
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You cannot dodge it if you don't know it is coming, and you cannot shoot at what you don't know is there!
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24 October 2007 10:14 AM |
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Well, the players'll have to be inventive, presumably they want to escape anyway, and in doing so they learn that the planet's scheduled to be destroyed. It might present an interesting dilemma: they're nearly away then find out that the planet is doomed: do they go back to warn the other prisoners?
....or perhaps they overhear some idle stormies chattering (we all know how those stormies love to chit-chat ) or...if all else fails...have Vader or Tarkin announce it personally.
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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24 October 2007 12:07 PM |
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157. Heroes wake up in the prison of an enemy battle cruiser, where they have been for some time. The reason they wake up: cannon fire rocks the ship. The guard is thrown to the side, and hits the control panel, causing the doors to open/energy fields to die/whatever, and the heroes exit to battle the one guard unarmed. After beating him, they get their gear, and get to the escape pods (fighting) and escape just before the ship blows, and end up smack dab in the middle of an investigation.
This is the beginning I used, in the KOTOR era, where the heroes descended into Ahto City on Manaan, but you can have it be any planet where the law is well-respected. BTW, the trooper's falling sends him down the condition track (I picked -3 steps), and the squalid conditions of the cell reduce the heroes by fewer steps than the trooper (I went with -1). Made it up all by myself, what do you think? I sort of used the beginning of KOTOR (number one) for inspiration.
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"I did it all for the Wookiees."
"The Wookiees?"
"The Wookiees!"
--Jolee Bindo and Revan
http://www.pokeplushies.com/images/adoptables/97379.gif[br]Click here to feed me a Rare Candy![br]Get your own at PokePlushies!
Last edited by GM Kriim on 28 February 2008 at 01:14 PM
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4 December 2007 02:30 AM |
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158. A bit of a cheesy idea I had for a post NJO or Legacy-era adventure.
Whether it`s public knowledge or not, a well-meaning scientist (who specializes in studying midichlorians) discovers that the Jedi were unable to sense or effect the Yuuzhan Vong via the Force since they had been somehow cut off from it. Since the Vong go to the Unknown Regions (along with Zonama Sekot) after peace is made, the scientist too sets out into the unknown to find them and continue his research.
He is eventually forgotten about by the majority of the galaxy.
Jump forward X years to the PCs (at least one of whom is a Jedi or Force-User) and, while going about their business (perhaps another mission) the Force-User is ambushed by individuals whom he/she cannot sense through the Force. The individuals are also almost mindless...like zombies.
(A hint as to their origin would be to have the attackers as races known to come from or near from the Unknown Regions....Chiss, etc)
The trail (or whatever course the GM chooses) eventually leads the PCs to the Unknown Regions...where they discover that the scientist discovered a way to sever living creatures from the Force. Unfortunately (since he cut corners, as mad scientists are wont to do) his experiments, rather than creating Force-immune beings like the Vong, created mindless Force-immune zombies.
Now...you could either have it that the scientist is the main villain, or he was captured and his work corrupted by [insert whatever baddies you want]...it could even be a rogue Vong group who didn`t agree with the peace their superiors had made.
Throw in a group of loyal Vong warrior who are also hunting the scientist (perhaps he had to abduct a Vong for his research...or otherwise gave them cause to be enraged when he visited Zonama Sekot). Have them secretive and uncooperative: they`soon become the PCs` number one suspects. 
Also throw in the fact that any Jedi PCs are going t have to eventually come to terms with the fact that if they kill any zombies, they`re killing unwilling slaves...
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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21 February 2008 12:21 PM |
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159. (been a while since anyone added to this...and I was the last one too!)
Just an idea that came to me on the train...
A Jedi master succeeds in vanquishing a Sith Lord and, to prevent it from falling into the wrong hands (and at the same time unwilling to destroy such a wealth of knowledge of the dark arts) he secures the Sith's blade, armour, amulets and holocrons within the vault of a Jedi Chapterhouse on [planet].
It is a relatively small outpost for the Order, he/she being the only master, a few Knights, padawans and corps workers. Perhaps some Antarian Rangers posted there too.
But [planet] is not entirely tectonically-stable. Nor is the Sith Lord quite gone, but rather his spirit fled his crude, material form upon its death, taking sanctuary in [an amulet, his Sith sword, holocron, whatever].
A quake at night causes a breach in the vault, breaking the seals and wards which held the Sith treasures...and liberating the Sith spirit.
Before dawn the Jedi master is dead, the shockwave of his death waking all within the temple.
But he had told no one of what it was he sealed in the vault.
Who killed the master, and how?
Is one of the Order possessed?
An opportunity for a GM to have some supernatural whodunnit fun.
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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20 September 2008 07:48 AM |
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160. SW-meets-Lovecraft
I`ve actually decided to write this one up as a fanfic (hence I`ve now put the idea as a spoiler), named gUpon the Coast of the Bale Seah in the FanFic section of the holonet. Don`t read the spoiler if you want to read the fanfic.
WARNING: The following text contains spoilers concerning " SW-meets-Lovecraft idea."
Republic (or Imperial) survey teams discover a verdant planet (naming it Sarnath might be too obvious) devoid of sapient life, but they do discover ruins of an ancient civilization on the shore of a sea. The carvings within buildings believed to be temples indicate the race possessed great technology and were able to wage wars (wiping a rival race from existence) and, harder to interpret, it appears the race evolved either beyond technology or, as some of the researchers believe, they obtained either immortality or moved beyond the physical form.
The team engrosses itself in studying the ruins, encamping themselves on the shore next to the ruins. Not having expected such rich findings they had not brought supplies for an extended expedition and soon have to forage, finding the large fish of the sea particularly tasty.
As they continue their investigations an illness begins to lay low the members of the expedition inexplicably. None are killed but rather bedridden. This continues over the months, less and less of the scientists and even the small contingent of troops are fit and healthy, but the remaining scientists are frantic, believing they are near to unlocking the fate of the planet`s former residents. Less foraging expeditions are sent out overland, contact off-world is forgotten, food comes only from the sea by the ruins and the camp.
And finally the truth is discovered. The inhabitants of the ruins did advance to a high level of technology, completely wiping out rival races on their own planet. The world now their own and with none to oppose them, their civilization stagnated and became mired in regret. They turned against their technology, believing that their evolution was wrong. Thus they engineered their own regression....back into sea creatures. |
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__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
Last edited by Ronin on 8 July 2009 at 08:00 AM
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3 July 2009 07:56 AM |
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that was an entire HPL tale in miniature! Bravo! i even liked the twist ending!
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6 July 2009 12:40 AM |
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161. A spy (Bothan spynet if PCs are GAR or Rebels, ISB if Imperial, other if CIS) who has been undercover on an enemy world for months has gathered a wealth of intel and was about to leave when they were captured by security forces. The PCs are sent to recover the data the spy had compiled before the spy is compromised and rescue the spy if possible...or eliminate them before the enemy learn too much.
162. A plot years in the making, the Empire has succeeded in cloning a particularly troublesome rebel figurehead. Now the real one must be quietly eliminated and the clone impostor installed in their place.
163. Pirates attack a starliner and manage to board it but the crew and passengers put up surprisingly fierce resistance. The engines are damaged in the struggle and the liner veers into the planet`s asteroid belt (where the pirates had hidden and sprung from initially)...it`s a race against time to either repair the engines or get off the ship before the liner hits an asteroid too big for its shields or armour to take. As for the pirate vessel: it can try to re-dock with the liner, but with the big ship moving out of control and rocks flying everywhere it`s exceedingly difficult. Perhaps the passengers and pirates would do best to cooperate...?
164. The Empire have tracked down an element of the Alliance to a remote system and have initiated a blockade while probe droids sweep the four planets for the hidden rebel base. The PCs, as rebel blockade runners, are sent by other Alliance factions to break the blockade and rescue the rebels on the base before the Empire can find them. Things are complicated by the presence of an Imperial spy amongst the crew who tries to sabotage the mission and spread mistrust (sabotaging the engine baffles, broadcasting a signal to the blockade fleet, implicating one of the other crew as the spy, sabotaging the ship again once it lands, etc).
165. The Lutaren system lies on the border of the war but remains staunchly impartial in the conflict, refusing to aid either side or even allow passage through their space. Conquering the system would not prove difficult but would make your side look bad to the galactic populace. The Lutarens need to be brought into the war on your side but how?
A raid on an enemy supply convoy gets you weapons and armour distinctive to the other side, with which you carry out a false flag mission against the Lutarens (just make sure you choose your target carefully...and none of you are captured!).
166. Black Sun pirates are carrying out a hit on a rebel supply convoy when an Imperial customs patrol arrives. Do the criminals try to complete their raid before the Imperials reach firing range? And hand over the rebels for bounties afterwards? Do the rebels and criminals team up to deal with the Empire? If so, what happens after?
167. After Vader killed the Separatist council and shut down the droid armies every spacer with a tractor beam was scooping up deactivated droids and trying to sell them for a fistful of credits. Pah! Buncha schmucks! You`ve got your eyes set on the real loot: Daultay Dofine`s protocol droid I-3PO managed to embezzle millions of credits from the council and somehow made it off Mustafar. Find the scoundrel droid and you`ll be rich, rich, rich!
168. Infiltrate and destroy the arms factory. The problem is that we don`t know where it is. First you`ve got to get onto another enemy world and from there stow away on a transport bound for your target. Then either sabotage production (so that weapons still go out, but they`re faulty) or destroy it. We can`t send starship support since we don`t know where you`ll be (and the enemy have a fleet in orbit, which you discover when you arrive)...oh, then you need to get off-world unnoticed too.
169. His parents, patriotic Republic citizens from a long line of serving the great galactic body were overjoyed when their child was chosen to join the Order and served in the GAR...and come the end of the war the Jedi knight managed to escape the purge and get the Jedi Hunters off his trail. With nowhere else safe to go he sneaks back to his homeworld, his family and a warm welcome...only for to awake the next day to be confronted by a stormtrooper squad called by his father to arrest his traitorous son.
170. The Empire/CIS has a special prison ship which spends most of its time jumping from one side of the galaxy to the other via hyperspace. Surely there must be some pattern to its movements...how does it resupply? Find out all you can, then bust our people out of there!
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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21 July 2009 04:01 AM |
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171. Set either during the times of the Republic or the Empire while the senate still exists, for Black Sun, bounty hunter or other shady characters.
A good and loyal senator discovers dirt on a prominent figure on his homeworld (another politician or businessperson). Serious dirt that could bring the individual down and damage their world`s reputation. In addition this individual happens to be a member of the senator`s family. Wanting to save face and prevent any scandal the senator wants the individual removed in a way that will not attract attention. Not exactly being experienced in such matters they turn to Black Sun/bounty hunters (basically the players or the players` boss), hiring them to eliminate the individual in a way that will appear natural.
In addition to the difficulty of making the kill appear natural, the target (being dirty) is well protected and paranoid.
The players (or their employer) could twist things by choosing to keep evidence of the senator`s hiring them and of the kill (a bit of security for them in case the senator puts the authorities onto them as the killers of his kin)...or kidnap rather than kill the target and then blackmail the senator...or even present the evidence of their hiring (and the senator`s knowledge) to the target and join forces with the corrupt one to manipulate the senator!
172. Also set during an era where the senate exists, but for good characters. Pirates kidnap the illegitimate (but loved) child of a senator who is about to vote upon an important matter (be it galactic or local, it affects the pirates [such as new anti-piracy laws or the expansion of sector rangers/law enforcement] or those who are actually controlling the pirates [Trade Federation, CIS, Black Sun, Hutts]). The senator puts the players, hired for skills and discretion, on the case of finding and rescuing their offspring and keeping the matter quiet.
173. The above idea but from the other side: the players kidnap the illegitimate child of a senator to force their hand in an upcoming vote, and must keep their hostage as the senator sends agents to rescue them...and kill the players. In the Galactic Civil War era the characters could even be rebels, having kidnapped the offspring of a(n evil) Imperial senator (or Moff). They needn`t actually have the slightest intention of doing harm to their hostage...the senator`ll think they do though.
174. A ruthless pirate has been terrorizing the Outer Rim for the past few months, preying on merchant ships and vanishing quickly into neighbouring systems. He proves exceedingly difficult to track, confounding even the best bounty hunters and trackers. The players are hired to put a stop to this thief for once and for all.
The truth is that there are actually two identical pirates (either clones or twins) with ships made up to appear identical also. One always leads off hunters on a wild bantha chase while the other carries out hits (one may even lead pursuers into an ambush set by the other).
175. A plague has struck down an outlying agriworld and the populace is beginning to drop like flies. The one Jedi knight on the planet (in charge of agri-corps workers: failed younglings and padawans) is struggling to cope and trace the source of the mysterious disease.
A CIS biological weapon? Something accidentally released from a forgotten Sith temple? A resentful failed padawan has corrupted their agri-work?
176. Smuggler characters are caught by customs on a Republic world, their illegal cargo confiscated and they themselves are thrown into prison...only for the seppies to attack some time later. A stray blast takes out the prison`s generator and, if they can force their cell door open, they can escape...but with a seppie fleet in orbit, fleeing to space will be difficult. The Republic forces are hard pressed to fend off the attack, but perhaps the smugglers could tip the scales...
(or perhaps they choose to assist the seppies!)
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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23 July 2009 03:39 AM |
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177. A biggie...
Republic PCs are dispatched by the senate to the Outer Rim agriworld of Xeritasy to investigate the suspected murder of a Trade Federation representative there. The victim was the highest ranking member of the Federation`s small contingent on the planet: commissioner Fanegau. There are in fact only three (remaining) Federation staff, in addition to a larger number of droids (predominantly cargo, repair and administrative but also some security models). The remaining staff: acting-commissioner (formerly adjunct) Ganelle (Niemoidian), accountant Muthesica (Givin) and storemaster Lcera (Niemoidian) all accuse the locals of murdering Fanegau.
The Xeritasian governor: Caluson, is rather uncooperative and will explain that while it was he who invited the Federation to his homeworld in an effort to improve things, the Federation`s recent raising of handling fees and monopoly of the market on Xeritasy has made them unpopular. He has been doing what he can to mediate between his citizens and the alien traders, but tensions have been mounting for quite some time.
Investigating the body reveals that Fanegau was indeed murdered, and the murder weapon was a blaster. Xeritasy has a relatively low-level of technology in comparison to the galactic standard and blasters are not standard, rather slug-throwers are the most common firearm. Initially this may give the impression that one of Fanegau`s own staff killed him, but storemaster Lcera will reveal that a week before Fanegau`s murder there was a break-in at the Federation compound and a crate of ten BAW E5 blaster carbines were stolen. He did not reveal it to Fanegau or the others lest he be punished. Ganelle then points the finger at Xeritasian rebels.
Governor Caluson will reveal that there are indeed rebels who oppose the Federation`s presence, occasionally raiding speeder convoys, but they are as much a trouble to the Xeritasian farmers as the Federation since the Neimoidians come to the Xeritasian government for reparations after each attack.
Making contact with the rebels is difficult since they have seen the PCs in the close company of the Federation personnel and will immediately take them as enemies. A firefight is likely (during which they will use the stolen blasters). Though there are numerous rebel cells scattered across the planet, none will claim to have killed Fanegau, though all are pleased that he is dead (many will assume that another cell carried out the hit).
Investigating why the populace is being charged more and more for the Federation`s services exposes the Givin accountant Muthesica`s cooking of the trading station`s books: the profits being shared between him and Lcera. The two did so since their positions granted them salaries far lower than those of Fanegau or Ganelle and they wanted to make a little on the side.
Some may suspect Ganelle of arranging his superior`s death since it made him the trading station`s new commissioner, but it was he who called for the investigation and will aid the PCs in their investigation as much as possible.
The Truth:
Governor Caluson was the first to bring the Federation to his homeworld of Xeritasy. Too remote to be granted its own seat in the senate, the ambitious Caluson, wanting to better himself and his world, invited the Federation. Make Xeritasy rich, import modern technology, etc. But most of the populace were relatively happy with their quiet lives and the Federation were not made welcome, rather they were resented. Commissioner Fanegau promised to help Caluson as much as he could but things were moving too slowly. The younger Ganelle, an individual perhaps as ambitious as Caluson, once replaced his superior for a regular trade meeting with the governor (Fanegau was ill with food poisoning, inflicted by Ganelle) and approached him with a scheme that would benefit both:
Caluson would ensure that his efforts to quell the Xeritasian rebels were relatively ineffective, maintaining the group as patsies. Ganelle would ensure that they managed to slice plans of the Federation compound and were able to steal from Lcera`s warehouse.
Ganelle himself would assassinate Fanegau, the blame going on the Xeritasian rebels. With Caluson`s efforts proving fruitless, rebel activity on the rise and the Republic investigation (the PCs) mired in confusion, Ganelle`s Federation superiors off-world would insist that the Federation itself move in to protect its assets: seizing Xeritasy. Caluson would be kept on, appearing to be a puppet ruler though effectively sharing the planet with Ganelle and the Federation. Xeritasy would be forced to move with the times.
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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6 August 2009 02:34 AM |
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6 months after the last ones...
178. A mission for Republic Army characters.
The star system Usanolis is located in neutral territory between Republic and CIS space and the Usanolians have not responded to diplomatic attempts from either side. The PCs are part of a small convoy set to resupply and reinforce the front line, requiring a detour around Usanolian space when they pick up a distress call from the main planet of the system (or alternatively their ship misjumps into the system).
They discover that, with the war raging in the greater galaxy and the Usanolians trying to keep out of it all, a group of Trandoshan (or Thalassian) has taken the opportunity to terrorist the planet`s few occupants.
Some of those aboard the Republic ship (a cargo ship, not a front-line combat vessel: urging the players to approach the situation by thinking outside the box) are opposed to aiding the natives and want to press on to the front line (gwhere the real, important fighting is going on!h) while others (throw a PC Jedi in and this angle is covered ) want to aid the natives.
And once the natives are safe and the slavers driven off...what if the natives don`t want to repay the Republic`s aid by joining? Perhaps they tell the Republic forces to go back the way they came, thank-you-very-much. And then those who had been opposed to helping the natives might decided that the planet should just be forced to join...
179. Continuing/expanding on 162, the Imperial PCs are transporting the clone to the Rebel planet when their starship crashes spectacularly...the crew are scattered (perhaps via escape pods) including the clone agent, who happens to land badly and end up with a case of amnesia.
Cue the Imperial characters trying to track down their lost double and take out the real one. Things get funny when the locals find the double and (of course) believe it to be the real one.
__________________
RONIN: The Last Spork Knight
Tales of the Cuy'val Dar: Old Soldiers Never Die,
22nd Regiment Short Stories: Shackles, All In A Night's Work, False Flag, One Shot, A Lesson In Betrayal, Seela, All for One...
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23 February 2010 08:02 AM |
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