Adventure Ideas past the one in the beta

By TheSMUSpaz, in Star Wars: Edge of the Empire Beta

What are you GM's out there planning for future adventures? Will FFG come out with more adventures in supplements? Where are you getting inspiration?

I always planned on running a campaign where the party gets a ship with an experimental hyperdrive that goes .25 past light speed. They are tracked down mercilessly by a crime syndicate that helped design it, and want it back. The twist is that the crime syndicate made this FOR the empire, taking their money, and building it, leaving the empire angry that their property was stolen. The empire is trying to get the ship from the party, destroy the crime syndicate, and the crime syndicate is trying to kill the party for stealing the ship that they rightfully stole from the empire. Lots plot twists and double crosses.

Eventually the party may discover a secret Imperial Hyperdrive research facility that is researching a way to 'fire' a ship (or squad of fighters) into hyperspace. The advantage is that ships don't need to mount hyperdrives, so all of a sudden a squad of TIE fighters could show up anywhere. The party has to of course, escape with the location, then find the right person to buy it from. The above crime syndicate? The growing rebellion? An imperial moff who just want's leverage over his neighbouring sector.

I just have to make sure that whatever choice the party makes for either of the above scenarios, they end up making one ally, at the cost of pissing off TWO other groups.

I'm planing on running an adventure out of Point Nadir (from Saga Edition's Scum & Villainy) for a play by post game, and also one out of Ord Vaxal (inspired by an old RCR supplement from Dungeon Insider) for my face-to-face game.

A hutt has set up a holo series that films the adventurers "PCs" as they, and other teams, track down artifacts for various interested parties.

Think of it as hutt reality TV. The holo cams, either hover droids or worn by the participants, film their exploits wether they thief the items, negotiate for them, or just pay for them. Then the holos are edited and sold to the public. So the original owners of some of the items could come looking for the PCs, or the Imps to arrest them for obvious law breaking. etc.

The PCs should remeber that their lives are being recorded and the more exciting and crazy the footage the bigger the reward.

The hutt can add new or remove some obligations as he feels each "episode" warrents, to make things interesting. Also opens it up for many and varied skill use checks to test the system. Its been great fun so far.

I'm working on a piece where the PCs are a crew working for a Hutt. They're gassed and dumped in the middle of the worst part of Nar Shaadda. Hutts watch and manipulate while betting on who escapes and who dies. Inspired by some Bloodshadows pieces.

Garrett

That Blasted Samophlange said:

Eventually the party may discover a secret Imperial Hyperdrive research facility that is researching a way to 'fire' a ship (or squad of fighters) into hyperspace. The advantage is that ships don't need to mount hyperdrives, so all of a sudden a squad of TIE fighters could show up anywhere.

Dude… That's WICKED… gran_risa.gif

One question. How would the TIEs get back ? Without another "hyperdrive cannon" to shoot them back into hyperspace?

GM Chris said:

That Blasted Samophlange said:

Eventually the party may discover a secret Imperial Hyperdrive research facility that is researching a way to 'fire' a ship (or squad of fighters) into hyperspace. The advantage is that ships don't need to mount hyperdrives, so all of a sudden a squad of TIE fighters could show up anywhere.

Dude… That's WICKED… gran_risa.gif

One question. How would the TIEs get back ? Without another "hyperdrive cannon" to shoot them back into hyperspace?

Who said anything about the TIE Fighters making a return trip? After all, they are viewed as being 'disposable' by Imperial command.

Heck, pack the engine compartment with high-yield proton charges and you've got a hyperspace-propelled guided missle demonio.gif

Donovan Morningfire said:

GM Chris said:

That Blasted Samophlange said:

Eventually the party may discover a secret Imperial Hyperdrive research facility that is researching a way to 'fire' a ship (or squad of fighters) into hyperspace. The advantage is that ships don't need to mount hyperdrives, so all of a sudden a squad of TIE fighters could show up anywhere.

Dude… That's WICKED… gran_risa.gif

One question. How would the TIEs get back ? Without another "hyperdrive cannon" to shoot them back into hyperspace?

Who said anything about the TIE Fighters making a return trip? After all, they are viewed as being 'disposable' by Imperial command.

Heck, pack the engine compartment with high-yield proton charges and you've got a hyperspace-propelled guided missle demonio.gif

How about just have them launch asteroids into Hyperspace at fleets of ships, or even planets. You could also have them setup a trap for a ship, and launch a enemy ship at a star.

I was planning a campaign inspired by a 3.5 DnD mini-campaign/superadventure "The Red Hand of Doom".

Its a little complicated, but the players need to help prepare a rebel cell/stronghold to survive/defeat a major imperial push into a previously un-occupied sector of space in the outer rim. Player actions, choices, and successes accrued in sessions leading up to the final big battle generate "victory points", which turn the tide of the final slugfest and determine if the Rebel cell survives or disbands.

Time is an important resource to manage since events will happen at a set pace (unless players can delay them). The party will have to choose what objectives they pursue, at the cost of missing others.

[And yeah, ME3 was essentially "The Red Hand of Doom-in space", the video game]

-WJL