I'm running a one-shot adventure for Free RPG day tomorrow, and I figured I'd throw it out there for you good folks to comment on and help refine it a little.
I've made a bunch of pregens for new players to have a fairly balanced group:
-Wookiee Big Game Hunter
-Duro Pilot
-Twi'lek Doctor
-Bothan Thief
-Human Politico
-Human Enforcer
The overall idea is that the players are Rebel sympathizers who are transporting goods to Yavin IV during the blockade after the destruction of the Death Star.
The action starts with the players in a detention center about to be questioned for their suspicious cargo. The thief has a well-hidden holdout that might make it through pat-down, and a few of the players are good for brawling, if they have to fight their way out. Several are also good at talking their way around obstacles, to show that there are often multiple ways to solve a problem in this game.
The players must grap their gear and escape the small center, outrun their pursuers through the streets of a spaceport (using varied skills and methods; kudos to the Skill Monkey episode on that subject), and take their ship back toward the heavens.
The players then must run the Imperial blockade with an upgraded Astrogation check. The varied results of the check could mean they end up right next to a Star Destroyer, or on the outskirts of some debris they can use to cover their tracks, or in the clear a little away from the Imperial lines. This could lead to the characters bluffing their way past the Imps with some boldfaced Deception or Charm, or a space battle with TIEs chasing them, or some tricky maneuvers around chunks of the destroyed battlestation.
Depending on the space part, they either land safely on the surface and deliver their supplies, or they crash into the jungles. If the former happens, they are sent out into the jungle to investigate possible stormtrooper incursions; if they crash, they have to survive the trek to the Rebel base. I know this is a little railroady in that they go into the jungle either way, but that's intentional to show off some of the non-combat, non-social skills, and the situation in the jungle does depend on the PCs' actions.
I've tried to make the adventure fairly modular, so that certain parts can be shortened or lengthened depeding on how we're running on time.
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Any suggestions, thoughts, comments, concerns?
Edited by cvtheoman