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4 years ago  ::  May 01, 2009 - 9:50AM #1
ironlightsaber
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I thought that I would share my campaign so that others can use elements that they like in their games. We have just finished up our fifth game and I hope to get the details of those game posted here in the next couple of weeks.

I started working on this several months ago, making notes and figuring out what it was that I wanted to run. The guys I game with range from players who have gamed since the very first D&D game (he has every printed D&D book ever made) to a player who has never played a RPG in his life.

I started with having them get together and rolling up their stats as a group so they could meet each other, discuss character ideas and to inform them of when the game was taking place. They then worked out their characters
and history and I let them know where their characters were at just before the game was to take place.

I made a quick reference sheet of the their characters:



Before the game started I got the maps ready and covered them so they wouldn't see what they were getting into. I found this map on the web and highlighted the location of where they all were for a reference:



I made an opening scroll in the format and style of the movies in quicktime that I played before we started to get them in the mind set. Here's that text:

Episode I

ORDER 66

The CLONE WARS have
engulfed the galaxy in
conflict. During the final
days of the war, even parts
of the agricultural planet
of TAANAB have become
a battle ground.

Forces of the SEPARATIST
ARMY have recently been
using the planet as a
fueling depot due to the
planet’s location in the
inner rim territory of the
galaxy. Now the ARMY of
the REPUBLIC is attacking
in the hopes of cutting the
enemy’s supply lines.

Unfortunately for both the
citizens of TAANAB and
spacers who have stopped
there while traveling the
nearby hyperspace lanes,
they are now caught between
the two warring forces. As
the CLONE WARS draw to
a close, a new power is rising
and a new conflict is about
to begin......


I chose Taanab because I always loved that line from ROTJ, it's location in the middle of the galaxy and the fact that it hasn't been over used in the EU. Below is the recap of what took place during the game. Notes on how the game was run are highlighted in purple.

Episode 1 Order 66

Adventure 1-Escape from Skeen

Part 1 Before the Battle

The agricultural planet of Taanab has found itself caught up in the war between the Republic and the Separatist. The Separatist recently started using the planet as a re-fueling depot due to it's location near a major hyper-space lane. In response the Republic has sent troops to cut off those supply lines.

Using the background of the characters provided by the players and the notes of what I wanted to run I then worked on a way of gettting them all together that would make sense. By pairing up a couple of characters before they all met helped make their first encounter together more real.

Cluad Malhuret is a human Trauma Technician that finds himself on Taanab after serving in the Doctors Beyond Frontiers organization. The war has caused him to mistrust both sides of the conflict. At the same time the Gand named Xextuss has left his home world to begin training as a Findsman when his ship is attacked by raiders. He barely escapes to the planet surface as his fellow Gand are killed and their ship destroyed. The two meet in the streets of the small city of Skeen as the Taanab Planetary Civil Corp starts a mass evacuation of the population of the city before the upcoming battle. They decide to try to find their own way off the planet.

I paired the player with the most experience with the player who had none together to help him learn the ropes. Where one had a solid idea of what he wanted his character to do, the other didn't even know how to use the core mechanic. All the players helped him along and made it easier for me to focus on running the game.

Meanwhile the Bothan known as Ar'Ryn Krats is working for the Republic in the office of Special Committee of Antiquities (SCoA) that was personally created by the Supreme Chancellor. He is a Finder, a person who tracks down artifacts that have been looted during the war and sends them back to Coruscant to be sorted and returned. During his travels he sent to investigate a container found by some clone troopers who's contents they couldn't identify with their scanners. Believing it was some historic scrolls missing from the planet Gyndyine, they leave it in his care and depart on their transport. When he opens it up he discovers an unusual creature that has a form of mind-linking telepathy that Ar'Ryn gives the nickname of "Grem". Ar'Ryn then uses his contacts to try to figure out what and where this creature came from and the trail leads him to a Duros "exotics" merchant named Vens Tiggic who has a shop on Taanab.

I have gamed with klecser and nimzomitch for years and they both really enjoy the challenge of playing unique characters. nimzomitch wanted to play a race of creatures that he made up entirely, that didn't talk and would be more of a sidekick in nature. Klecser wanted to play a character driven game so I worked with both to create a more extensive background that we could all work from.

The Pau'an Jedi padawan O'dian Solari's Jedi master, the Kith Xarrex is assigned as General to Clone Commander Dust's troops for the assault on Taanab along with the Caamasi Jedi Master Eh'klic Ianin and her human Jedi padawan Dallen Hurst. Before they leave Coruscant Xarrex retrieves something in a large sack from the vaults in the Jedi Temple. He spends the entire trip in his quarters with the object. Once they land on the outskirts of Skeen he sends O'dian Solari back to the transport to retrieve the the sack with instruction to take it to the outlaying shops away from the where the main fighting will take place. On his way up the hills, O'dian Solari looks back in time to see his master shot down by Clone Commander Dust and the other clones he was suppose to lead. Fleeing from clones sent to kill him, O'dian Solari makes his way towards the shops.

Because of the nature of the time period I wanted to play I had to figure out how I could have a first level Jedi fit in to the story and still have a way for him to develop his Force abilities. As you will see below there are ways to do this.

Part 2 The Battle Begins

Having made their way to Skeen and knowing that Vens would not leave his wares to be looted, Ar'Ryn and Grem enter Ven's exotics shop. The Duros there panics when he sees Grem and has a massive heart attack and dies before they can get any answers from him. Blocks away Cluad and and Xextuss are making there own way out of the city when they are spotted by some battle droids who mistake them as mercenaries working for the Republic. They try to elude them on the side streets and dive into a shop, that shop being Ven's. Cluad immediately tries to revive the Duros but it is too late. Through the other door O'dian Solari enters trying to evade his pursuers.

This is the point where the maps were uncovered and the minis were brought out. The players at this point all started in the same room indicated on the below map maked with the the "A". These maps are by jedicartographer and were in his first map pack. It is two maps laid side by side so that the combined to make one large map.



The droids chasing Cluade and Xextuss try to enter the shop (Location 1) and the Jedi padawan quickly displaces them. Realizing that they are all in danger, the group decides to work together to make their way to a shop with a speeder and escape the city together. At that time the other set of doors opens to reveal the clones chasing O'dian Solari (Location 2). The group flees past them as Cluade takes the fight in the front of the shop to the droids.

The blue line indicates the path the party took while the first green line is the path that Cluade took

I try to be as prepared as possible when running a game so that things don't slow down once the action start. To help speed up battles I made an Encounter Sheet where I write down important stats before hand. I didn't save the sheets from this adventure but for this battle it was level one Battle Droids & level one Clonetroopers straight out of the rule book. A blank version is below.



The heroes make their way past them, fighting droids in the street and dodging shots by the clones. Several small droids fly around the area opening doors for the clones and are quickly taken down. The heroes fight their way to the interior of another building as explosions go off all around them filling the streets with smoke.

I put the small flying droids in there to be a distraction but as you will see later they actually became a large element in the game that I hadn't planned to begin with.

Keeping players on their toes and mixing things up is one of the best parts of running a game. For this battle I had large weapons fire from the fighting farther in the city striking the streets they were in. I used steel wool shaped into fire and spray painted red and rubble pile tiles from the Galaxy Tiles to block parts of the street and to indicate destroyed walls.

Never pass up an element to make things interesting when possible. During the battle I rolled a one with an attack by a battle droid and said his weapon jammed. Using my best droid voice I had him say something along the lines of "This weapon is malfunctioning" and had him look down the barrel of his own gun to see if something was blocking it. Nimzomitch, who had stayed in the shadows the entire fight said his character was going to use the Force to pull the trigger at that moment. None of the other players knew that he had any force ability and he rolled a twenty and blew off the droids head.

With having two of the players together at the start also paid off in role-playing ways when Shawn had his character backtrack to check on Cluade and get into the middle of a crossfire. Shawn who had never rpged before started to play off of the limited background he had and making choices based on his character.

I gave the heroes a small break after they got past the clones and droids and had regrouped before they moved on. There was another round of fighting coming and I wanted them to be prepared before it happened.


As they try to reach a shop with a speeder to escape, a large, heavily damaged crab droid breaks through the wall and attacks. The heroes finish it off, along with several more droids and pile into a modified troop transport.

The second branch of the green line indicates where the O'dian and Claude fought the Crab droid (he busted through the wall at the point indicated at point 3) and the blue line indicates where the rest of the party fought more droids including the droid commander. I used the Crab Droids stats as a start but adjusted them to fit with the level of the players. By having the droid be damaged it connected it to the larger battle going on and gave a reason why it wouldn't be in top form.

Having cool props can make a game much more interesting. Being the goal of their run through the city and playing a key piece in the next part of the adventure, I decided that having a physical representation of the troop cart was needed and modified a Hoth Troop Transport to represent it.






Part 3 The Chase is On

Once they are out of the city the O'dian opens the sack and finds an ancient box with an unusual lock. The Bothan's expertise in antiques allows him to estimate that the box itself is incredibly old and priceless. The O'dian falls into a trance in an effort to figure out the complex lock while the other look on.

Sometimes people's schedules just don't match up. In this case DreadPirate had to leave for work but the rest of the group wanted to play on. The element I had planned for how he was going to continue learning the force involved him being able to open the box. So I gave the player the puzzle pieces to work one and just had his character go into a trance.

Here's the elements to the puzzle, this is the front of the lock:




These are the lock pieces:



I printed them out and cut out the cirles and laid it on top of the "tray" piece of the lock as such:



I place them on there randomly and explained that by using the Force he could rotate and move them in any location. Dread left, taking the puzzle pieces with him to work on. Elements like this are fun to work up and paper is a cheap item that really can be used in a lot of ways.

They don't have long to wonder what is happening to the young Jedi, as the reach the outskirts of the city they come across Republic and Separatist scouting patrols. Using the transport as battling ram against the speeders and firing the mounted guns, the heroes fight off the scouts in a daring chase.

For this part of the game I laid out the blank side of the Clone Strike starter map and placed a 1/8 thick piece of glass that I had cut to a little over the size of a standard map. As the chase went on I was able to draw terrain elements and quickly wipe them off. This kept the pace of the chase quick and made it really feel as if it was a scene from a Star Wars movie.

After a harrowing fight and close escape the heroes ride off into the plains of Taanab heading for a settlement large enough to find transport off the planet and away from their pursuers.

During the game I also like to use visual aides to help the players know what I'm talking about and save time on descriptions. Searching the web I found these images that suited my needs. For the images of the location, I printed them all on one sheet of paper and then I cut them out individually. While playing I just showed them to the players to help them get an idea of their surroundings.



For important NPC it helps to have an image or a mini for the players to see. This helps them to envision that NPC and helps to avoid confusion. I like using many races and try to find images that capture the NPC as much as possible.



After the session ended I figured out XP and I gave bonuses not only for combat but XP awards for key rpging moments. I then email them the break down of the experience along with a summary of the game (what you just read above without the gaming notes). I also include a list of important NPCs and places as well as a jpeg of the NPC sheet used during the game.

Important Locations so far...

Taanab-An agricultural world, near a major hyper-space route, that has not been a part of the Clone Wars until the end of the war. A common stopping place for many spacers traveling the nearby hyper-space lane.

Skeen-is the second largest city on Taanab and is 350 km Southwest from the capital city of Pandath. Because of the agricultural nature of the planet the city does not have individual living spaces and the buildings are surrounded by fields instead of urban sprawl.


Important NPC so far....

Kith Jedi Master- Xarrex
Male/Kith/54
O'dian's Jedi master. Has precog abilities.

Jedi Master-Eh'klic Ianin
Female/Caamasi/42
Dallen's Jedi master. Known for her battle expertise

Human Jedi padawan-Dallen Hurst
Male/Human/19
Trained with O'dian

Clone Commander Dusk
Male/Human/15 (30 in clone years)
Known for always finishing missions no matter what the cost in troops. Was the commander of Oppo Rancisis' clone troops until he was killed by Sora Bulq. He currently has received new clone troops to refill his ranks due to the fact that 93% of his previously troops died. He is very skilled pilot, combat/melee expert and an expert marksmen. He is considered a legend among other clone troopers who have nicked named him "Clone Commander Death" because of the high causality rate of his troops. Xarrex has just been assigned as his new general.

Vens Tiggic
Male/Duros/63
An exotics merchant in Skeen who says he has information of the origin of Grem. Not very likable and deceptive.

My players have found the recapping email with the list of places and NPCs to be really helpful. It is a quick reminder and saves me the time during the game of having to do it. The players are able to keep track of who the NCPs are and figure out what their character is going to do in the next game.

Well, I hope that you enjoyed this and that it comes in handy for your own games. As I said before we have five finished so as I have the time I'll post those details and elements to this thread.

Next time.....
I'll post the solution to the puzzle along with what's inside the box (I'm sure you all know what it is). We'll find out what happens to our heroes and what to do when a player misses an entire session.

CLICK ON THE ICONS TO GET MORE INFORMATION


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4 years ago  ::  May 01, 2009 - 9:51AM #2
ironlightsaber
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I'm working on getting my files set up as PDFs and to a host site for download, including the opening scroll movies.

CLICK ON THE ICONS TO GET MORE INFORMATION


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4 years ago  ::  May 01, 2009 - 9:52AM #3
ironlightsaber
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Please feel free post questions and comments. Let me know what parts you find helpful or if there is anything that doesn't make sense.

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4 years ago  ::  May 01, 2009 - 4:17PM #4
StudPuffin
Date Joined: May 11, 2005
Posts: 695
I gotta admit, I'm pretty envious of those who get to play with you. All those custom mini's must make the mat look beautiful. Nice use of puzzles as well.
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4 years ago  ::  May 01, 2009 - 8:24PM #5
apoc527
Date Joined: Jan 27, 2002
Posts: 81

StudPuffin wrote:

I gotta admit, I'm pretty envious of those who get to play with you. All those custom mini's must make the mat look beautiful. Nice use of puzzles as well.


Envious? I just feel inadequate now!

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4 years ago  ::  May 02, 2009 - 7:22AM #6
Michaelspookshow
Date Joined: Apr 18, 2009
Posts: 4
Great work! The amount of extra effort you put into the game will payoff big. I also use a lot of visual aids and sound effects. I run a program called RPGDeck during my sessions, using it for the background soundtrack as well as to play sound effects I have recorded from the movies and Clone Wars show. It was so great to see the look on the players faces when they first rolled a natural 1 and suddenly they heard an actual battle droid voice say, "What a terrible shot!"

Keep up the good work and thanks for sharing!
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4 years ago  ::  May 02, 2009 - 12:11PM #7
r2builder
Date Joined: Aug 30, 2004
Posts: 10
Awsome job! Now that is something that I have not seen in a long time, a GM that actually cares about his players. The last couple of GMs that I had only cared about mini combat, and the rule book. Those games had Zero fun. I wished I lived in NE so I could join your group. Seems like it would be a blast. If your looking for something to add more spice to your maps, check out http://www.hirstarts.com/. These molds can be expensive, and time consuming to build, but they totally worth it. Well, keep up the great job as Game Master, and I hope you and your group have a long, thrilling fun filled campaign!

MTFBWY!

R2builder
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4 years ago  ::  May 04, 2009 - 8:07AM #8
old_benn
Date Joined: Dec 10, 2007
Posts: 828

ironlightsaber wrote:

I'm working on getting my files set up as PDFs and to a host site for down load, including the opening scroll movies.


I'm looking forward to what you came up with for your opening crawl. I did the best I could with PowerPoint, but there are some unavoidable limitations.

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4 years ago  ::  May 04, 2009 - 10:04AM #9
ironlightsaber
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old_benn wrote:

I'm looking forward to what you came up with for your opening crawl. I did the best I could with PowerPoint, but there are some unavoidable limitations.


I found a program that does 90% of the work for you but I just got a new computer at home and I need to get Quicktime pro to use it to it's fullest. Once I get them remade using that I will get them up. So far I have been using the first half of the program and taking the files it creates and making the final scrolls using both Flash or iPhoto. When I post up my final files I'll put a link to the program as well.

Thanks everyone else for your kind words.

I started GMing when I was sixteen playing the box version of D&D with the Elmore covers, Marvel Superheroes from TSR and WEG Star Wars rpg. That was nearly half my life ago. Since that time I took several long breaks from playing and in the past couple of years pre-painted minis have really changed the amount of minis available since the lead mini days. I figured that if I was going to run a game I wanted to make it the best one in case it is the last one I run for a long time and to take advantage of the collection minis I have obtained and made over the past couple of years.

When I went to run this I really wanted to make the experience as full as possible both from a judges perspective and from the players'. With the exception of the guy who never rpged before, all the players have had years of experience playing and I wanted this game to be one that really would push them as players as much as I'm pushing myself. I have never been the type of GM that is "out to get" the players but let the risks created in the game be their opponent and let them know that there will most likely be a character death or two depending on what they chose to do.

Another aspect is that I really want them to feel that they have a choice in where the story goes. I hate the feeling of being railroaded when I play an RPG. This first five part arc is structured to follow a path but I wanted it to make sense, establish the feel of the universe they find themselves in and to introduce the major themes and NPCs. I never want them to feel railroaded in what choices they have but also want to be prepared for where the game is headed next. Now that we have finished the first arc they are at the point where they are completely in control of where they go next.

I hope to have the second session up sometime this week.

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4 years ago  ::  May 05, 2009 - 11:06AM #10
ironlightsaber
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Many people start their games with characters at a higher level to give the players more options but I wanted to start from first level so that the challenges would be more intense. After the first session everyone had leveled up so between games I had the players make the adjustments with the exception of hit points. Again we rolled those as a group using a house rule I came up with.

Instead of rolling just one die for hit points I had them roll the number equal to the level they are now at and pick the best. Since you get Force points at this time, they could decide to re-roll one of the die by spending a force point. So at second level they could roll up to three times and pick the best roll. This worked really well and we continue to use this system.

I didn't create an opening scroll for this adventure. Every session having an opening would be a bit too much and I have found that a scroll every two to three sessions works best depending on the story. Since they were on the same planet as last time there was no new galactic map. I did however update my Character Reference Sheet with the changes they made to their characters.



Below is the summary of the session, again with notes on how the game was run highlighted in purple.

Episode 1 Order 66

Adventure 2-Raiders of Kellos


Part 1 Arrival in Kellos

Because of the damage taken in the chase the transport breaks down in the early morning hours but the curious, strange creature simple called Grem somehow manages to get it running again. Apparently because of the stress of the battle and the smoke from the explosion he inhaled, the Bothan slips into unconsciousness.

It is important that players fill certain roles that fit your campaign. In mine, I let them know beforehand that it would be important that at least one character be able to do each of the following--pilot, heal the party, slice computers, act as mechanic, have a heavy gunner and no more than one true Jedi. They did a great job splitting up the duties and I wanted to make sure that the skills they picked did not go to waste. Having the transport breakdown in the middle of no where gave the mechanic character a chance to shine.

Because we all have other obligations and the fact that klecser lives out of town, I knew that there would be times he or others could not make a regular session when everyone else could. This session was one of those cases so I used the events of the last session to explain why his character would not be around to help. Some people don;t mind others playing their characters but I find that diminishes the rpg experience more than just giving a valid reason why the character can't be active.


The heroes do what they can for Ar'Ryn as they drive past three story harvest droids working non-stop in the fields. Having solved the lock on the ancient box in the his meditative trance, O'dian comes to as the sun begins to rise and they see a small town in the distance.

Dread had solved the puzzle on his own but decided not to open the box in front of the group.

Just as they pull into the town, located hundreds of miles from Skeen, the transport completely breaks down. The towns people have rifles pointed at them from windows through-out the town. The leader of the town, a young, pretty human named Sarri Karrde walks out to meet them and asked their business. A crusty farmer and mechanic, named Ret Guchat, continues to accuse them of being raiders and that if they don't leave they will be shot. Sarri calms everyone down and asks them to come in for breakfast.

The tension was really pushed up by the players' reactions at this point. Having NPCs at odds with each other helps make them believable and gives the players clues to what is going on. I unveiled the maps at this point which consisted of two Rebel Storm Ultimate Missions Mos Eisley Maps placed end to end.

They meet the Gotal pilot of the transport shipping the town's harvest off planet, Dni Nhak who goes by the nickname of "Dink" ; Quassh Neetakka, nickamed "Qua", a pregnant Rodian who was recently widowed when her own town was raided; and Corra Dawn, a young, Twi'lek, orphan whose family was killed five years ago by raiders and is being raised by Sarri and the rest of the town, named Kellos.

I like to make use of the different races of aliens. It gives the campaign some flavor and makes the adventure feel more like Star Wars. Having the motives and possible actions of key NPCs figured out before hand helps speed things along.

The heroes are forth coming about who they are and what they are escaping but don't mention that O'dian is a Jedi. Sarri explains that they are a farming town and are on edge ever since they got word from her father Kennic and her brother Talon about how their grain supplies in her old home town were attacked just days ago once the harvest was in the processor and they fear that once the harvest droids are done loading their town's processor that the raiders will attack their town next. For the past two and half weeks all the towns around them have been hit as soon as the crops are brought into the processor.

The reason for the attacks is that the raiders are working for corporate farming companies from another planet and by destroying their crops it helps to raise the prices and gets rid of competition. In the past, the Taanab Planetary Civil Corp have prevented raiders but with them in charge of the excavation of Skeen the towns have had to defend themselves. She tells them that the crops should be completely in the processor (condenses the grain to maximize freshness and condense it for shipping) in the next three to four days. It takes two days for the processor to complete the batch and another day to load it in the freighter.

Sarri offers them a choice--if they help defend the processor they will take them to the where they want to go--the next large city or they can ride with the freighter to the planet of delivery. In addition they will pay them for helping load the freighter. The heroes agree to help and Sarri puts them in charge of planning the defences since none of the townspeople have any combat experience.

Sometimes having a clear cut choice for the heroes to make can lead to party unity. At this point I gave the players a printout of the town with notes on what everything is. This wasn't a dungeon crawl or city explore adventure so I didn't want them to feel that they were wasting time having to figure out every nook and building.



Part 2 Preparing for Battle

Cluade goes to work right away collecting as much medical supplies as possible and setting up a triage facility with the help of Corra. This seems to put the young orphan greatly at ease. Her past experience losing her family to raiders had her skittish on the point of fleeing but having something to do has gives her a sense of calm.

O'dian uses his charm to help sway Ret into using his fix-it shop and helping to remove the mounted guns on the transport and making tripod guns to be placed on top of the silos holding the grain.

Grem begins collecting cable from the junk piles that the towns folk had set up as a barrier and begins crafting a net. The towns people see what he is doing and take up the work. He tried to mind-link with a really old Duros named Tannak who runs the town's bar/cafe to communicate that he wanted to create some explosives to place on the out-side perimeter. However at the sight of Grem the Duros freaks out and flees the other way.

Xextuss talks to Qua about her recent experience with the raiders and not only gets a better idea of what they are facing but helps her in her grief. While talking with Dink, Xextuss gets suspicious of his intentions since he refuses to use his ship for recon or to defend the town but instead of jumping to conclusions he instead asks Sarri about him. She informs Xextuss that Dink is an old family friend from her old home town and although a bit crass is very trust worthy. Dink then explains to them that the raiders will attack the ship so he has it safely hidden and if there is no ship then defending the silo processors will not matter.

I had planned that the preparations that the players made before hand would greatly influence the outcome of the battle. If they didn't calm Corra down before hand she would have fled and possible died. If they didn't take precautions to protect the non-combat able citizens like Qua then they would have possibly been killed or taken hostage in the battle. If they didn't win Ret to their side he could have possible turned traitor in the middle of battle. they did a great job and made solid plans which paid off big time for them in the later fight.

At dinner that night the heroes talk to the towns people and give them directions and insight about the rest of their plans. They organize the people into groups to fulfill certain duties. After a long day of escaping and planning the heroes finally get some rest except O'dian who finally opens the box to reveal a Jedi holocron. The image of his late master Xarrex is projected and he informs his former padawan that this holocron has been passed from master to apprentice for several thousand generations and that he can use it to continue his instruction in the Jedi arts, to seek out others who can use the Force and to learn how to hide his Jedi abilities from those that are hunting him.

At this point I had Dread show me his solution which was correct. I had him make an additional Use the Force check to open the hidden latch on the inside and the box open to uncover the holocron within.

The solution is to put the odd color symbol on each dial to the left and arrange them so that they symbols line up to match one another. When completed there is a completed circuit in the middle of the design. Here's the answer key:




With an object this important for the further teaching of the Jedi in the group I wanted to make an actual prop. Here's the paper model I designed that can be printed on cardstocked and easily assembled.



Just cut the white section away and fold it along the the lines. Cut slits on the flaps for the tabs and either tape or glue it closed. When finished you will have something that looks like this.



The next day the heroes continue the prepartions when Cluade lets slip that O'dian is a Jedi but the town people have no reason to distrust him at that time. Grem finally mind links with Sarri and communicates his idea of creating explosives which they get started on right away. Xextuss trains as many people as he can in weapons use. They rearrange the junk piles to better defend the silos and to block access from the side streets.

Letting players create their own drama is a great tool for GMs. Never let those moments go to wate. Again, these preparations really helped determine the final outcome.

They take a break for lunch in Tannak's bar when the holoprojector comes on with breaking news. The witness the speech by Palpatine declaring the formation of the first Galactic Empire, himself the Emperor, of the supposed betrayal of the Jedi against the Republic and how the Clone Wars are coming to an end. Then the local holo-feed news goes on to describe the battle in Skeen. Using holo-footage from inside Ven's shop as well as from the probe droids the sequence is cut in an improper order to show what appears to be O'dian attacking the Duros in the shop, the Duros dying and then being helped to escape by the rest of the heroes. The report goes on to say that that the Jedi is wanted for murder and the rest for questioning. They only one not appearing in the report is Grem who had hidden during the encounter. The report is followed by an interview with Clone Commander Dust who promises to bring them to justice.

When I decided that the players would be framed up it occurred to me that I had those droids flying around helping the Clonetroopers in the first game and could go back and use them as recording devices. They weren't planned that way at the start but really lent them selves for that use.

By having more than just the Jedi being wanted by the EMpire it helps create another group bond and pushes up the danger for the group. Since it is really hard to have the EMperor and Vader throwing down against low level heroes it is useful to tie their actions from the movies into the player's story. It makes a connection to the villains, gives them an appearance and reminds the players that they are part of a larger story. Having the minor villain also make an appearance ties him to the Star Wars myth and when the players face him it will make that confrontation that much more enjoyable.


Fearing the reaction of the towns people the heroes try to explain the truth but fail. However Sarri and Dink both speak on their behalf and the towns people have all come to trust and know the heroes for how they really are. Tannak points out that the Duros in the video is not Vens but his younger brother and that it is typical of Humans not to be able to tell one Duros from another. Before any more can be said on the matter the alarm that the Raiders are attacking sounds and everyone races to prepare for the fight.

This is a case of not letting the dice always decide the outcome. The players rolls on their persuation checks were 1s and 2s. But the characters just spent the last two days showing their intentions and winning over key NPCs and that was what really mattered more so than their awful rolls.

Here is a revised map showing the preparations that the players made.




The "A" and "B" indicate where they placed their home-made webs. The purple line is the netting they made and had pulled by lift droids. The brown squares are where they blocked off side streets with junk. The blue squares are where they used junk to make barricades. The "C" is the location that set up a triage.

Part 3 The Raiders Attack

As the battle starts the net traps work great and takes out a couple of bikers. Xextuss leads the front line in battle taking out the few survivors before they can reach the silos. Grem instructs the gunners on top of the silos and stops many of the raider on foot. O'dian leads another group to stop the attack from the other side of town. Unarmed, Cluade entered the battle to perform field medicine, saving the life of one of the towns people.

Unlike the first session which was one battle after the other, this session was a slow build to just one fight. And unlike the first session where the fight was a long chase this fight was a defensive one. By making the fights have a purpose (the first to flee danger and this one to stop an attack) it keeps the battles fresh.

Each player had one key NPCs and 5 regular NPCs to move and shoot with as they pleased. This makes the players think in a group dynamic,gives them more options and lets the characters actually lead in the battle.

I really enjoyed the fact that DJ played up the non-combat side of his character and poured all his effort in to his character's healing role. Diving into battle to save people unarmed is a pretty heroic action for a character to make.


After several waves of attackers, the leader of the raiders rides his swoop in for one final attempt to destroy the silos. Using the force O'dian pulls him from his bike to him. Cluade continued to remove the injured from the battle field. Xextuss leads his group to cut off the leader's escape and scored a massive hit on him. Grem closes off his other possible escape and his group finishes off the remaining raiders. The leader does not go down easily as pulls out two vibro knives and scores serious cuts on the Jedi. Finally the group battles the leader into unconsciousness and lock him and the other living raiders up.

During the course of the battle each player had a stand out moment to shine. This won't always happen but it is something I try to shoot for. The first wave came from the spot indicated by the "1" on the map. Each following wave came from the opposite and a different corner. There was a skiff that dropped off raiders on foot and as each biker was destroyed I used the steel wool flames indicate it and to add to the battle. The "2" indicates where the Cluade was saving a wounded townsfolk with gun fire flying over his head. The "3" is where the final fight took place with the leader of the raiders. Below is the Encounter Sheet I used for this fight.



An impromptu celebration breaks out and the group are treated like the heroes they are. Some party more than others, some try liquor for the first time and a well earned victory is celebrated. The heroes spend the next few days recovering, healing the injured, and loading the harvest onto Dink's ship, the Sweetness. They are given gifts of appreciation, Cluade gets a surgery kit and med paks, Xextuss is given the leader of the Raider's swoop bike which Ret will repair, Grem is given a modified blaster and ammo, and O'dian is told that his secret of being a Jedi is safe with all of the people of the town. Sarri thanks them for all their help, tells them that they should think of Kellos as their home away from and to visit them soon and often.

With that the heroes board the Sweetness and prepare the the next leg of their adventure......

Not all players are in it to see there character go up levels and instead are more interested in items their character can use. When appropriate I try to tie special items to the adventure, wether they find them or they are given as a reward.

During this time Cluade also hits it off with Sarri. When players have their characters make personal connections to NPCs that is always good. Connections like this can be used for adventure hooks and for great rpg moments.

I used the same galaxy map and image of the planet from the first session but used a new NPC image sheet. If I can't find an image that matches what I have in mind I find it useful to use an actor that best represents them.




In the time between sessions I sent them their experience along with the recap from above. We all use gmail so it helps the discussion move along and keeps things in order. I include jpegs of all the handouts and list an update of important locations and NPCs.

Important Locations so far...

Taanab-An agricultural world, near a major hyper-space route, that has not been a part of the Clone Wars until the end of the war. A common stopping place for many spacers traveling the nearby hyper-space lane.

Skeen-is the second largest city on Taanab and is 350 km Southwest from the capital city of Pandath. Because of the agricultural nature of the planet the city does not have individual living spaces and the buildings are surrounded by fields instead of urban sprawl.

Kellos-is a small agricultural town located about 450 km south-southeast of Skeen.

Important NPC so far....

Town Leader- Sarri Karrde
Female/Human/23
Likable and surprisingly young leader of the town of Kellos. Brash, witty and intelligent. Father is Kennic Karrde and warns her of the upcoming attack. Has a little brother named Talon.

Space Pilot- Dni Nhak "Dink"
Male/Gotal/53
Pilot of the freighter Sweetness. Somewhat gruff but enjoys a good laugh. Not a fighter but will if needed. Appreciates hard workers.

Farmer-Ret Guchat
Male/Human/45
Dismissive farmer who doesn't trust any outsiders. Also runs a "fix-it" shop in town.

Farmer-Quassh Neetakka "Qua"
Female/Rodian/29
Pregnant farmer who lost her husband to raiders less than a three weeks ago in the near by village of Avevac. Very brave.

Kid-Corra Dawn
Female/Twi'lek/12
An orphan who is being raised by the whole town. She stays with Sarri. Her parents died in a raid on the town Balic five years ago.

Next Time
I'll post the stats for the Sweetness and we'll see what happens when a player joins in late. It might be a while before the next update as I have to plan for our next session.

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