Invitation to Nitpick Adventure Idea

By Guest, in Game Masters

I've read some historical canon about "kolto," a once-famous, now less-efficient (than bacta) healing agent. I uncovered these ideas while trying to find more ways to use aquatic species unique abilities. Now, I invite the forum communities to consider this rough draft outline...

My adventure idea takes shape as follows, based on historical canon regarding lackluster healing fluid (kolto) trafficking on the neutral waterworld of Manaan during the Galactic Civil War.

ACT I: Secret negotiations take place on Krant between a Selkath representative and the interests our PCs represent. The Selkaths are willing to allow privately-operated logistics of kolto on their neutral homeworld. The anthropomorphic catfish species will vehemently deny any collusion against their public stance of neutrality; the dealings will occur on quietly neutral Krant with the PCs’ interests bearing full responsibilities. PCs must track, establish contact with the Selkath liaison, agree to reasonable terms as brokered representatives, and safely leave Krant under Imperial and Rebellion scrutiny. Remember- the PCs are violating a neutral treaty (twice, actually), and will pay consequences if caught red-handed with inexplicable kolto-based evidence.

ACT II: With (or perhaps without) their Selkath representative, the PCs travel to Manaan. Here they swim underwater to inspect a previous logistics operation. In addition to aquatic monsters and acrobatics/coordination/generalized swimming dice pools, PCs will encounter Imperial sabotage. Aquatroopers provide more crunch for combat, as well as explosives and the potential summoning of the Progenitor! Can you imagine an armed aquatic cavalry?! Tracking or piloting through water should offer some memorable encounters. Regardless, a large battle looms. Either the PCs end the Aquatroopers’ involvement on Manaan, re-establish secretive kolto collection, or…

ACT III: …the Order of Shasa will end this frivolous occupation and usurpation of their natural planetary resources! While I’m not opposed to dropping-in a rebreathing Darth Vader as their leader, more Selkath Dark Side Force Users will fight the PCs AND Aquatroopers as a test of faith to Vader their leader. This suddenly becomes about diplomatic negotiations and Selkath sovereignty versus neutrality. Enough Shasa Selkath should overpower PCs (and some Aquatroopers?), and continue to orchestrate their coup de tat of the existing, seemingly weak current Manaan leadership. Offering the PCs and Aquatroopers’ presence as proof, how will our heroes escape this carefully planned trap laid against them? Will our Force-using PCs discover the secret of the ‘Progenitor’s Call,’ a new Force Power? Can they tame the likely-insane and bloodthirsty firaxin sharks (and more than one Selkath)? Can they secure kolto as an inexpensive yet viable alternative to bacta for their patrons? What of the visit by the Dark Lord of the Sith on Manaan?

I think the following species include all FFG swimmers: Aqaulish (all three sub-species), Chagarin, Gungan, Ishi Tib, Mon Calamari, Nautolan, and Quarren. This gives us up to ten unique aliens from which to draw, with the option of rebreathing or other atmospheric respiration containment.

A party consisting of all Soldiers makes sense, as well as Smugglers. Since we recognize a totemic Force Power from the Order of Shasa, Seekers would do well with the various aquatic creatures presented, as well as make use of various survival skills from Savage Spirits, too. Now, all three product lines participate for a common, re-playable campaign!

Thoughts?

I like it. Kolto provides the Rebellion motivation to seek out cheaper methods of medicinal materiel, even though it is less effective than bacta (is that propaganda or is it fact? Another possible storyhook, maybe) it is still a healing agent that performs wonders not seen in anything else but bacta. Kolto also is a resource to be smuggled (due to Manaan's neutrality) and can make many a smuggler or pirate rich beyond measure. The Force part I'm not yet familiar with as I have yet to get any of the FaD supplemental books.

I like you bringing the underwater species to the front of character creation. I feel it would normally be a bit difficult to work in way for amphibious PCs to shine like that. Having a land dweller or two among a larger group of amphibious could provide interesting tensions and dramatic moments.

Thanks, Oden Gebhac! I've been trying to find a nice niche story for aquatic characters. Too often, I've seen GMs (and players) waste opportunities to:

* Role Play underwater encounters with consideration to the different scenery and 'difficult terrain' conditions, etc.

* Remember to use skills, like athletics or coordination, to simulate rough currents.

* Include or mention strange new creatures.

* Believably weave the need to be underwater into the story for more than five minutes.

I like your storyhook about Bacta vs Kolto propaganda! Palpatine knew of Manaan's history and economic collapse surrounding kolto neutrality. He wants it, too.

Since Manaan has maintained a position of neutrality, Smugglers (all of their specializations) would have a place in any of the arcs, with some specializations shining in some specifically engineered encounters. For example, the Sharpshooter may do very well in Act II. I think the general premise of the Smuggler helps them fit well into this kind of adventure.

Likewise, the (new) Soldier career sourcebook suggests how they would also do well in these different environmental conditions. Heavies shine in Act II, while most Medics would be interested in alternative, cheaper healing resources on the front lines.

So far, I'm trying to clearly show how I'm considering all three product lines for a unified adventure. I want everyone at my table to have fun and justify the time well spent. Instead of careers of specific adversaries, I started with species of a similar kind- aquatic. Can we showcase any Force Users in this adventure? Most FFG SW RPG adventures can include a variety of different careers/species across product titles. However, I feel we lose a little of the story plot hooks when we have too many different careers from a different core rulebook. For example, some Edge of Empire careers may struggle to maintain interest in hunting for Jedi holocrons, while an Ataru Striker might salivate at that chance.

Let's try the Seeker career from Force and Destiny. Essentially, these specializations reflect many aspects of the traditional fantasy ranger. Some have pets, some are great marksmen, while others study maps, and hunt and track throughout the lands. They use the Force to assist their nature-lovin' pursuits.

I think Seekers' connection with the Force, with a nod to nature and the natural laws of order (the Force), they would excel against Vader's Order of Shasa. This cult of Selkaths sought to reclaim their species' isolationist, protective stance on kolto production. Vader visited, in disguise, sent by Palpatine, to create this cult of Dark Side Forcer users - all Selkaths. They don't have lightsabers, but wicked volcanic-forged cortosis scimitar-like swords (that would use the Lightsaber skill, I would think) that require a similar Right of Passage as building a lightsaber. I wish this were my idea alone, but the Order of Shasa is canon, as is Vader in disguise, using a rebreather, underwater on Manaan. I just think it provides a nice and unique kind of adversary that we won't likely encounter anywhere or anytime else.

All of this Manaan history takes place prior to Endor. Therefore, I postulate how PCs might track Vader and/or his envoy and start a Return of the Jedi campaign on Endor. By the end of this adventure, I would think PCs may have enough experience to warrant a built lightsaber, so those characters may feel special affinity towards the movie as they see themselves rise to power...at.the.same.time. Tah-dah! This is why I like making these adventures - I builds an emotional connection to the game and the famous stories we love.

Edited by cimmerianthief

Cool! I’d play in that game!

Cool! I’d play in that game!

Thanks, Brad! At 1st glance, what species/specialization would you want to stat-up for this idea? Note: Don't actually (have to) go through with a character build- just from the hip...

I'd go with a Mon Calamari (for non-aquatic race I'd probably go Human or Bothan) Soldier/Diplomat or Commander/Diplomat, namely Vanguard/Ambassador or Tactician/Ambassador.

I think I’d be inclined to do Chagrian or maybe Nautolan.

Chagrian because we really haven’t seen them much beyond Mas Amedda (Speaker in the Galactic Senate under Palpatine), and Nautolan because I think they’re cool and not so frequently done.

I’m already doing a Gungan in one game, and I’ve done Mon Calamari before, and I never really liked the Quarren. A friend of mine did Aqualish a little while back, so I’m not so interested in them, either.

I’m not sure what Career/Spec I’d go for — I’d probably check with the other players to see where everybody seems to be going, and try to do something that would work well in the group.

But probably a Soldier or a Seeker more than a Smuggler. Although I could be convinced to try a Smuggler, if that’s the direction everyone else was going, or if that provided some skills and talents that the group was really lacking.

Edited by bradknowles

This morning, we ran our 1st post-Session Zero game using this story arc. All four characters began at Knight Level Play because they agreed upon rolling lots of dice. We scheduled two hours/week to play, including today. Players chose from the aforementioned species and either Seeker, Smuggler, or Soldier careers.

In Act I:

I divided my fictional Krant island into a 3x3, 9 points-of-interest grid. To make this adventure uniquely replayable, I randomized nine different locations to create the island. On a 3x5" ruled index card, I printed enough details about a location to reference a master sheet with more adventure details. For example:

"5: Bog.

Dense jungle foliage dampens the air and ground. A large (20'+) brackish pond lies 100 feet ahead. No immediate threats can be found in this relaxing, scenic place.

Add One Setback die to all muddy tracking checks here. Foraging attempts by light automatically succeed, otherwise add One Setback die here.

Lots of cover adds One Difficulty at Long+ Ranged weapons and adds 1 Soak to all combatants here.

Dense overgrowth adds One Setback to fine motor skill dice and Perception dice pools here.

Here, fortifications take half the amount of time to build and add One Setback dice to opposing Perception checks.

Tracks may include one of three options from Survival or Xenology Advantages: indiscriminate generic humanoid(s), Stormtrooper boots-prints, or vornskr paw-prints.

Medicine or Survival or Education Triumphs yield a recognizable healing herb (+5 W/S max./character).

NO Random Adversaries here.

Thirumudi may reveal one random Rumor per social influence Advantages, once. NO other Rumors, here.

Force powers used here add 5% (cumulative) chance of summoning one “Mentor.”

If Thirumudi begins here, he is swimming carelessly and peacefully when encountered, and may even invite a weary party to join him without fear.

Neither the Selkath kolto broker (nor aquatic PCs) should mind swimming."

---

I shuffled the index cards, let each player blindly choose one, and placed it face-down and sequentially on the 3x3 grid to represent the island. I flipped the location of the Rebel Cell as a possible starting point (I checked), or at least all of the intelligence reports they know. We start with action, as counter-intelligence bounty hunters also want to meet with the Selkath kolto broker. I randomly introduce the broker by rolling 1d10 (a '0' means he hasn't yet appeared/landed for the proposed deal (which creates its own headaches in-game), and assign him to that corresponding number grid)).

Today, the group uncovered 2 full grids, and just ventured into a 3rd. With two hours = 2 grids, Act I should take about 9 hours, or about a 27 hour campaign, or about fourteen weeks (3.5 months) of regular gaming!

...and mostly internet, index cards, and Adversary decks...