Hey everyone have been playing for about 6 months now I am a wookie gambler and we are planning a fun all day event for The 4th coming up. Our normal GM said he is cool with playing all day but he doesn't want to plan all the adventures. So we each have to plan one. I have decided that our adventure will take us to Hoth to explore the Evacuated Echo Base remains. I'm not sure of a good Boss battle or encounter. I'm thinking either a Wampa or a Pantran Whitefang but having trouble mailing down specifics obviously either would need to be engaged distance to attack the whitefang having an obvious speed advantage but as far as damage and health I'm not sure what to give it. Any help appreciated
Help with creating an adventure please.
Tauntaun stampede.
Perhaps while there they encounter an IG-88 unit also sent to Echo Base to eliminate any survivors, and the adventure becomes a game of cat and mouse in the tunnels of Echo Base to avoid the bounty hunter while surviving the frigid conditions and finding valuable things left behind. This would utilize many different types of characters, including explorers, bounty hunters, hired guns, etc.
The Empire could have left someone behind, like a contingent of Snowtroopers or maybe some droids, as a precaution against the Rebels coming back to pick through the remains of their base. Or a group of scavengers could have found it and are busy going through the leftovers when your players arrive.
The Empire could have left someone behind, like a contingent of Snowtroopers or maybe some droids, as a precaution against the Rebels coming back to pick through the remains of their base. Or a group of scavengers could have found it and are busy going through the leftovers when your players arrive.
This reminds me of the cut scene that has C-3PO peeling a warning sign off of a door in Echo Base. Apparently, there was a plot element that would have had wampas attacking the base en masse, and 3PO pulled it off the door to create a hazard for the invading Imperials. I could see entering the base and finding lingering wampas along with some stranded snowtroopers, and then letting the shenanigans ensue. The heroes might even need to cooperate with the bad guys, or at least decide whether to leave them stranded or not.
Will the game be more Edge of the Empire, Age of Rebellion or Force and Destiny?
-Nate
I could also see an abandoned rebel specforce commando, who barely survived, suffering from PTSD and having been alone for too long. He would be hostile, but the players would have to decide whether to kill him, or since he was a Rebel Hero, try to redeem him. PTSD NPC's can be amusing for a GM. (I know it is a serious condition, and far too many people suffer from it, so please don't hate on me for trying to lighten the tone) The can start screaming at the worst time for players. Like when you are sneaking past the Wampa. Or he could charge at the AT-ST thinking he has a satchel charge, only for the players to realize the person they are trying to save just grabbed a bag with the MacGuffin in it and ran into an active battlefield.
Your crew got contacted through various middle-men and cut-outs to return to Echo Base on Hoth. When the Rebels cut and run, they destroyed several databases worth of information, but given the damage that the Imperials inflicted, the Rebellion Command isn't entirely sure that all of the 'scuttling' charges went off as planned. Thus, your team is being sent to recon the base, salvage any data if possible, destroy the data if necessary.
When your team arrives, there seems to be minimal activity at the base...a few frozen bodies from the Imperial assault scattered around the perimeter of the base, but nothing that draws undue attention. The teams ship sets down a few kilometers from the base (piloting checks to make a stealth landing), and the team heads to the base on foot. Passing through the battleground, they find some scavengers pulling salvage on the downed AT-AT's, and maybe deal with a wampa scrounging the bodies of the dead rebels. Inside the base, though....
Two Lambda-class shuttles are in the main hangar bay, and several squads of snowtroopers are sweeping the base. Imperial engineers are making their way through rubble piles and trying to bring the damaged computer systems back online. Several of the servers were indeed destroyed by the scuttling charges, but a few charges failed to go off in all the confusion. If the team can take down the engineers with a minimum of fuss, they may be able to heist the data, set the charges, and escape without raising too much of an alarm. If the team botches some stealth checks, then the whole **** base is going to be coming down on them with a vengeance. Figure that the team manages to secure their initial task...the data is copied and/or destroyed. Now its a running battle back to the ship, with the Imperials hounding the team the entire way. The team gets to their ship and lifts off, as one of the Lambda shuttles lifts off after them. Lambdas aren't known to be gunships, but this one is giving the team a run for its money. The team scrambles to deal with the shuttle, and enter the coordinates for a hyperspace jump. As the Lambda closes in, a Star Destroyer drops out of hyperspace and moves to intercept the team's ship. Just as it gets into range to fire....the astrogator finishes entering the coordinates and hits the 'Go' button.
Depending on how far out into the timeline of things you are, you could almost change the tone of things. The EU has a lot of different tones and themes that you could press on that aren't just the classic space opera feel. Say for instance, Echo Base has a very much a carved into ice/underground sort of feel. Very similar to an abandoned mine. I think with something like this you can really play on a ghost town feel. The rebels evacuated insanely fast, not stopping to police up the mess or even grab things that weren't mission critical number one. The place should still be a mess. Maybe the elements have retaken some of the entrances/open bays, but deeper into the caverns and tunnels it should feel as though time has stopped since the evac.
The base would have left a lot of provisions behind. So there should be more than enough food for someone to survive here if they were left for dead/left behind. Maybe there are Imperial troops still stationed here, I don't think you have to go that route if you wanted though. There's plenty of natural creatures on Hoth to threaten the players, many of which could have turned the base into their lair/den. You could have a single or group of survivors that could be very feral (if a lot of time has passed) or that are desperate to steal the player's ship (if time has been shorter).
Why are the players coming to Hoth in the first place? Are they historians, scavengers, family of those lost here, or military looking to retrieve critical assets for the war? There's a lot to press on here but most importantly is that you get a chance to set the scene in a bit more haunting way. The corridors could echo or howl with unnatural sounds. The power could be out pitching anything beyond the front door into darkness. Tunnels could have collapsed making an underground labyrinth. Imperials could have set traps for any of those who return (this way you don't need to station troops here).
Turning this into almost a ghost story/wilderness adventure would pitch this base into a whole nother light. Just a thought.
Your ship locks onto an old distress signal, and you end up there :http://d20radio.com/backerzone/Ice%20Station%20Zulu/.
Droids, barricaded in the hanger by avalanche, who have formed their own society that, in order to survive, values sloth.
I think this is an ideal horror setting. I would suggest you give them a bit of information that there was a backup server deeper underground and maybe it there is a faint energy signature they can find. Most of the place was picked clean by imp troops but an area behind a cave in seems untouched. Play on the fear and creepiness of the place, leave dead rebel soldiers who seemed to have died of fear. Have them make resilence checks but don't let them know if they succeed or fail and dont tell them the result. When they are expecting a big creature or something to get them they find a big creature but dead from the same things that killed the rebel soldiers. Then have the boss be droid(s) with an assassin protocol armed with sonic weapons, which cause them disorient and stun damage and can target mutiple PC's on the same roll if they are within engaged. Have sonic traps go off in the final encounter too dealing more stun damage. Also have the entire place be eerily quiet with a slight drip drip noise coming every now and again but with no heat signature to melt any of the ice. At the end they discover a backup terminal, which they can use int skills on to find out it has some rebel tech some schematics and designs and maybe the names of a few rebel scientist sympathizers. The droids were test subjects that were activated during the battle terminated all organics, but were unable to leave the area. Their salvage may be quite valuable.
If you want to include another combat a space combat as they are leaving or a team of snow troopers were shadowing them from a distance and is awaiting them at the exit.
I was just about to recommend turning it into a horror adventure using The Thing as inspiration. Glad to know I'm not the only one thinking that way.
The Thing is Such a great movie
So here is kind of my rough draft so far have not really applied any stats to the bad guys. Sorry if I shouldn't have copy and pated it new to the forum and planning adventures.
Mission for Thakba
Thakba Lets us know that he has an errand for us to run and if we choose to accept it he will reward us with removing some of our obligation. He needs us to recover some blueprints for a shield generator, from an abandoned Rebel Base on Hoth.
You go to land on the surface of Hoth (www) upon landing you start out towards the old base. “ Zinn will need to roll for set back if she doesn't bring proper attire. Brad if Tiga, Otherwise Matty” Hears an eerie whistling (www) Success Ice Worm Holes nothing to be worried about Failure Matt thinks it is sure it is a wampa. You are walking towards the base and see a blast door on either side of it is an Cliff of Ice jutting up on either side for as far as you can see. As you get closer to the blast door you see that the security system all be it dated is still active and the doors are shut and locked. It is an older system so it doesnt have all the new-fangled security matrixes and anti-hacking software so roll against (www) because it is a dated system you are not so familiar with. If they fail to open the door have the NPCs open it from the inside. Upon entering you see a group of 4 people huddled around a fire. Just beyond them you see the bloody carcass of a Wampa. These Wampa Pelt hunters pose no threat to you but do want to know your business here. They don’t want any trouble they are just repurposing the abandend base to stay out of the elements of the planet. Make roll Depending on what is told to them. Past the skinned Wampa you can see the hallway comes to a T. (Left or Right)
Left: You notice two doors and then the hallway ends the first door is on the left and a little further down the hallway is a door on the right.
Right You travel down this hallway until it bends slightly left and you see two more branches first one is on the right and a little further down the hall on the left. The hallway also continues on in the direction you are headed.
Right: see the hallway ends at a door and that there I another door on the left.
Door on left: a room full of monitors and what looks to be a hollo table and other boxes and desks. Looks like it may have been some kind of command center. It has a door to the rear. Make a Perception Check (www) Success find hidden compartment. Compartment is a little more secure than the front blast doors. Roll against (ww ww) on a despair the lock brakes rendering the hidden compartment un openable. Success full roll reveals multiple military blue prints including one of the bases and a rather heavy key card like one of those credit cards with the metal in it. Not the shield generator Thakba is looking for though. Still something people would be interested in getting their hands on though. Go through the door at the end of the room or back out the way you came in.
Door at the end enters into a passageway that has a door right across from you (mess hall they see rows of tables set up) and a hallway to the left or to the right.
Right: you walk right into a Tauntaun cave. You are face to chest with 5 Tauntauns saddled up and clear domesticated. The smell is horrific and you turn around to leave. Keeping in the back of your mind that they are there if you have to make a quick escape.
Continue: You find it to be a turbo lift room the lift seems to be inoperable and appears to bring you up to the surface.
Left: two doors first door on right has a symbol you know to be for a medical bay. If they choose to enter it reward with Stim packs. There are other miscellaneous medical supplies as well. These could be brought back to the ship and given to Thakba to gain favor, or sold to the highest bidder of course. Door on the left is empty. Hallway continues on to the right with two doors next to each other on the right. (nothing in these just bunks). The hallway opens up into a giant open space that looks like it may have been an old hanger bay. Towards the hanger bay doors you see a large storage area that looks like it may contain spare spaceship parts. As you approach the storage area you are momentarily blinded by an explosion through the doors. In come Drex Roosh and his band of “Artifact Retrieval Specialist” more like mercenaries. Drex looks at you and says Keltho said I might run into you here. He said that the blue prints were my first priority and to bring you in he would also pay me the bounty. Drex is a Rival with 8 Minions in two groups of 4.
Stay the course: Come to another intersection with a door to a room on the left a long hallway with a doors halfway down on either side. And at the end of the hallway a big reinforced door.
Left Briefing room a row of tables that looks like a meeting room that people would me in in the morning hours before trying to sell Entry level luxury spacecraft while just down the road someone tries to sell foreign space junk with less than 0% financing.
Right go down hallway till door on either side. Right or left. Right refer to command center above. Mess hall . Continue Tauntaun cave.
When the group gets to the Reinforced room if they have found the key card unlocks the door. If they have not must try to hack the system will be rolling against (www) If they fail let Kiki try and bash it with her Axe or Zinn cuts in with lightsaber. Either rolls against (www).
Scene 2 the Exit.
This scenario will kick in whenever the group decided that it is going to leave the base no matter how much they have explored or not explored. The group is heading back toward the blast doors ant the hatchway to the surface when you get to the surface you see a massive creature standing between you and the ship matty chirps in hey guys im pretty sure that IS a Wampa. Can choose to fight it use the Tauntauns as a distraction and make a run for it
One of the best sources for SW ideas for me is: https://twitter.com/swrpgadventures
Few of my favourites:
The hyperdrives fail mid-trip, stranding PCs in an uncharted sector—and an ancient derelict ship is the only thing sensors detect nearby.
Desperate to pass a blockade, Rebels hire PCs to smuggle weapons to a cell. When they arrive, only 1 Rebel is alive; he needs smuggling out!A PC's uncle dies; PCs'll inherit his capital ship if they spend 1 night there. At 0:00 hours the ship jumps to hyperspace, going...somewhere...