So I had general foreshadowing of bad things to come...
Force-Senstive PCs must make an Average (2x Purple) Resilience check here or have their Strain Threshold reduced by 1 because of unnatural cold.
The inner temple and the corridors leading off from it are full of deadly traps. Some have already been sprung by unsuspecting Imperials or civilian workers. Some are yet to be discovered. Any non-force related traps I used the following rules (cribbed from the Hutt tomb in Lords of Nal Hutta):
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Detecting traps : PCs should make Average (2x Purple) Perception checks to detect pressure plates, trip wires, concealed pits, infrared beams etc.
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Bypassing traps : Hard (3x Purple) Athletics check to navigate around a trap without activating it. Threat increases difficulty for next person attempting to bypass (add a black die). Advantage makes it easier for the next person (add a Blue Die)
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Disarming traps : A Hard (3x Purple) Mechanic check allows a PC to disarm a trap permanently.
Later they arrive at a chamber with a large obelisk in the centre. The obelisk is strong with the dark side of the force. It has 10 Hits, and Soak of 4. If anyone enters this chamber, they must immediately make an opposed Discipline check (3x green dice) or face one of the following:
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Lighting arcs out of the obelisk towards the PC. A 2x Green dice Short range attack. If the lightning hits, it deals 10 damage. Armour and Soak work as normal.
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The PC succumbs to a Force-hallucination. Perhaps they are on fire, or perhaps zombie jedi burst from the floor to attack, or maybe their friends all turn into monsters? It lasts for 5x rounds - +1 for each Threat, -1 for each Advantage they rolled during their Discipline check. The hallucination inflicts 5 Strain. In addition a Daunting (4) Fear check must be made. Failure adds a black die to checks in the temple. Despair increases difficulty of all skill checks by 1 (and Conflict), Threat = -1 strain per result.
Droids are unaffected by the obelisk.
I also had spiked pits, poison dart traps using rules for Dendriton Toxin (p109 Lords of Nal Hutta), and Dioxis gas traps (also in Lords of Nal Hutta).
There was also a flooded section - shoulder deep - with Sebiri Water Snakes (Minion)
These dark green creatures grow as long as 2m, and have the ability to discharge electric shocks. They are capable of varying the intensity of the electric discharge, using lower discharges for hunting and higher intensities for stunning prey or defending themselves.
Brawn 3 / Agility 2 / Intellect 1 / Cunning 2 / Willpower 1 / Presence 1
Soak 4 / Wounds 6 / Defence 1:0
Skills (Pack only): Brawl, Ranged (Light), Stealth.
Abilities:
Breath underwater
Attacks:
Stun Shock (Range Short; Damage 5 vs Strain; Stun)
Kill Shock (Range Short; Damage 5; Pierce 1; Crit 4)
The final chamber had guardian droids, and a final Raiders style 'tomb collapse' trap, inspired by both Raiders of the Lost Ark and Lords of Nal Hutta. The floor of the crypt begins to crack and crumble, spilling the sarcophagus and the treasure into a deep chasm. The PCs have mere seconds to take whatever they can and flee, either back the way they came, or down the new secret tunnel.
If the PCs take nothing more than what they came in with, they can make a Easy Athletics check to escape the collapsing temple - failure only causing -2 strain from the effort, and -1WT from dust and falling rubble.
For every named item, or for each 1,000 credits worth of treasure a PC wishes to take, the difficulty of the Athletics check upgrades by one. Failure on this check means the PC is struck by falling debris and suffers 10 damage. A Despair result means the PC takes damage AND a suffers a Critical Injury. In addition, each Threat causes the loss of one item.
Edited by KenBenobi