Need Some Help

By Grozaddick, in Game Masters

Hey everyone I have been playing on an unregular basis for about 6months. Jumped in with some coworkers and the GM created a character that wasn't going to just get destroyed to kinda catch me up. He is a Wookie Gambler. Enough about me and my character. The reason I'm posting is because we are planning a big 4th of July all day play. The only catch we each have to run our own adventure and play in the other 3. Takes some of the burden off the GM. I havent been playing long enough to get a eel for what a good for battle looks like there health or attack versus ours. I have decided we will be running a mission for the hut our obligation is to. I think we will be looking for some tech in the abandoned rebel base we may run into some other treasure hunter types that we can either kill trick into helping us or just point in the wrong direction. But I am also thinking that we will at somepoint run into a Wampa or a Pantran Whitefang and don't know exactly what to make that look like. The whitefang would have a speed advantage. But health and attack I'm unsure on. I'm thinking they would both.have to be engaged to attack any help flushing it out would be nice thanks

Ok first off if every encounter is a combat then quickly the entire party will be unconscious. Healing is cheap but has diminishing returns.

Second try to under estimate the size of your NPC groups; reinforcements can always bring balance but it can break the narrative if you seem to be pulling punches.

Third thing is to remember that the NPC's are barely half of a scene, the environment can be its own obstacle all of its own. And even when the environment isn't threatening to kill the PC's it should always have some complications that make life a little harder. This all leads to "Get setback dice into every check possible"

Whilst on the topic of dice you should consider this; always think of how difficult you want a particular task to be (Simple, Easy, Average, Hard, Daunting, Formidable, Impossible) then reduce it by one and add some setback.

For your beasts try looking in the back of a core book (Force and Destiny is a good choice) for something similar then tweak it slightly. I would suggest giving your Witefangs the "Swift" talent, then introduce them in an environment that's difficult to move over.

Thanks this helps alot.

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 ( ww w ) 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 ( ww w ) 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 ( ww w ) Success find hidden compartment. Compartment is a little more secure than the front blast doors. Roll against ( ww w w ) 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 ( ww w ).

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