Dungeon Encounters

By Rossbert, in Star Wars: Force and Destiny RPG

I tried my hand at making a shortish adventure for my group. I am GM by elimination, and have not run games since I was 12, a time which can now be measured in decades. So I am a little rusty, and looking for help.

It has several rooms, a couple mandatory combat encounters and a couple optional ones. It is set in a partially caved-in temple that houses an ancient master who was betrayed and trapped by his apprentice due to classic dark side corruption.

Now I think I need some traps or other interesting set pieces so it isn't just a combat slog, with all the interesting bits at the end where the power housings are.

I would suggest looking at the beginner’s games, and the online PDF extensions for them.

I think they will have some useful examples for you to follow, especially the ones from F&D.

I will have to look for the FaD one, but the others were a bit lackluster. This is an extra struggle because the setting rather limits certain approaches because there is both a more confined area and a lack of sentients to interact with. I might go back to old D&D modules, but was hoping people on here might have some insight.

What's your group like? What kind of characters are they playing?

If you want a classic dungeon crawl set in Star Wars, I like the classic derelict spooky ship found adrift in space. It has all the trappings of a dungeon crawl without actually being in a dungeon.

Edited by kaosoe

All FaD characters, pretty sure one ghosts on this forum. A mechanic, a bunch of lightsaber stylists and a sniper. I foresee the sniper having some issues. The location is set, I just need some ideas for non-combat encounters while in an abandoned, crumbly temple appropriate for the setting, so it isn't too fantasyish.

Edited by Rossbert

Are there turbolifts? A little puzzle that involves climbing and moving old lift cars just so to open up a door or other access way might be fun. E.g., the pcs discover the way forward requires powering terminals on different levels at the same time. There are three turbolift shafts with varying access to different levels (due to cave-ins and such). But trying to move one lift car almost invariably moves two (so people climbing in the shafts need to make coordination rolls to not get crushed).

Some non-combat encounters might include:

  • Cleaning/janitorial droids still functioning (barely); they might be irate (though non-threatening) at the mess the PCs are causing. Successful social combat might give up clues or tips
  • Computer systems may need to be sliced
  • Activating the computer system may require some creative mechanics to restore power
  • Restoring power may activate security systems that need to be turned off or bypassed
  • Areas with bad air may require Survival or Discipline checks
  • A passageway may be the nest of some creature; players should be encouraged to find non-violent means to bypass, as the creature(s) is protecting its den and/or young - feel free to hand out Conflict if this one goes south

Look at Haunts from Pathfinder and convert them into Dark Side spots. The spots play out the story of what happened in the temple with nasty trap like effects. Give them the events that played out with the players taking the place of the apprentices.

I believe there is precedence of things like that from KotoR 2. I am thinking this one is a bit more mechanical (crumbling infrastructure and the like), I might put the crazier bits in sealed sections to be found later or a future adventure.