Needing some assistance with a story idea

By Talley Darkstar, in Game Masters

I'm trying to flesh out an adventure that thus far, seems like it could be fun, just need to put the fun into it. It's more suspense than a regular Star Wars game.

My character, Talley, is a Rebel Alliance Officer and he contacts the team and tells them they need to meet at base. Since Talley isn't with them, they know he means the Rebel Base. They procure transportation and head to the location.
There, he informs them that a Super Star Destroyer has gone missing and Imperial Intelligence is baffled, they've physically searched, contacted other various Intelligence outfits and organizations as well as contacts from their own spy network (Criminal, Rebellion, Law Enforcement) and no one has any clue about the ship in general (ship? what ship?), have any operations regarding it (hell no I'm not going up against a super star destroyer or no we haven't attacked it). And when told, basically everyone responds the same way. How in the world do you lose a Super Star Destroyer?
Any questions regarding anything about the ship other than what's generally known, crew compliment, TIE fighter compliment, etc., is not known (Mission, secret weapons, classified military projects, etc.)
1) Finding the Ship
When they locate the ship, the ship looks perfectly fine on the outside, other than whatever naturally occuring effects of flying in space has, there is no weapons fire, no missing sections, no breaches in the ship. It looks as if the ship has just stopped moving. Any sensor use determines the ship is on minimal power and life form scans indicate...none.
2) Getting inside
Once inside, the PCs look around the ship and find all escape pods intact, no humans...or droids....or anything, no prisoners, nothing. In effect, it's a ghost ship.
All doors inside, require slicing to get through.
3) Clues as to what happened
The PCs discover that an Assassin Droid has gone haywire and dispatched all the human crew and took off with the ship, so they head for the final confrontation against the droid.
Additional Ideas:
The PC's ship has been dumped and when passing by a window they see their ship floating off into space. (Give the PCs a feeling of dread)
The Assassin Droid has reprogrammed all the droids and they work for him. (A non-encounter adventure can be kind of dull)
Is this even a good adventure or is it better suited for the movies? I don't want it to be another hack and slash adventure. To many of my groups games are like that. Kill the bad guys, get the mcguffin and get out and return it.

Parts 1, 2 and 3 I'm drawing a blank. Any thoughts?

Does it have to be a Super Star Destroyer?

Those things are huge, and the Empire only has so many. In fact, I'm pretty sure you can count them on your hand. They certainly wouldn't "lose" one.

Second, and part of the first point, those things are HUGE. HUGE. Massive. Large. Etc. It would take an Assassin Droid months to completely clean out an entire SSD of people. And there would be no way for it to do it without it being A) found out, or B) locked down, either by men or by the ship.

How about a Freighter instead? While its a bit far fetched for an Assassin Droid to take out an entire SSD (a military ship), it is not to think of it taking out a Freighter instead. Those have significantly less crew, they are all spread out, and have practically no military training. Additionally a ghost ship is creepier when there is no sign of anyone, anywhere. Perhaps the droid was in cargo being transported when it "awoke" suddenly and started taking people out.

Just my 2 creds

Sure, no it certainly doesn't have to be, but, the general idea of a ghost ship could be pretty cool and I want the ship large enough that it's just not, enter the ship, see the droid then have the shootout. The idea of the ship being military, I wanted something both particularly the Rebels and Imperials would be, could be, or are interested in and were both equally clueless in it's whereabouts. Even the criminal underworld might be wanting to get their hands on the droid if they found out. And having it be a military ship that was powerless against it, could put "the fear of God" into the PCs. If, said faction couldn't control it, "What in the world did this?!" and could they?

As for a backstory to the mission: Said faction was so positive they could control it when Murphy stepped in and said, "Whattup b****s!?" lol when some random technician put the wrong program in the droid.

I suppose I should've noted originally, most of the group likes to carry every weapon available on them, along with grenades, explosives, along with more guns, more grenades, and more explosives.

Edited by Talley Darkstar

Like Shadai said, any type of Star destroyer is going to be too big for this to make sense.

My players would consider stealing the ship, don't know if yours are the same, so would make sure it was a ship I'd not worry about them having.

I'm confused about the droids on board, at one point you say there are no humans or droids but later say the assassin droid has reprogrammed all droids. Are there droids on board?

In answer to your question, it does sound as if it could become a hack and slack adventure quite quickly. I think you'd need other encounters to avoid this, eg survivors and/or Assassin droid maybe reprogram ships systems against PCs, so they have to deal with low oxygen, extreme temperatures, darkness etc.

Potentially what you have here is a dungeon crawl in spaaaace!

Sorry had more thoughts.

Why has the droid stolen the ship?

If he stole it for pirates or Black Sun etc, that gives you an added threat, someone is coming to collect it, PCs have a deadline to solve it!

How will the PCs find it if even Imperial Intelligence can't?

Edited by DoctorWhat

OK, if the basic premise is "Ghost Ship" (even if the eventual reason is the assassin droid), then it would be more fine to really embrace that. Make it very spooky and creepy.

I agree with others that a super star destroyer is just a bit too large - even a regular star destroyer would be pushing it in my mind. However, a big freighter or a "cruise ship" might be just the ticket.

If your assassin droid has really gone haywire, then he may be acting VERY erratically, which is a good excuse for lots of creepy scenes: cut cooling conduits spew mist through a corridor in which legless, lobotomized protocol droids spew babel while crawling across the ceilings; a sluice of red seeps from a garbage masher (hey, the crew had to go somewhere...); and so forth.

The droid itself can take the odd potshot (or leave a deadly trap) every few scenes to keep the players nervous.

Have fun with it - I look forward to hearing how it works out for you.

The most important thing missing here is how it ties to the characters' Motivations and Obligations. Look at them and see how what you currently have can link into those. That should get some more material, as well as give everything more punch.

I actually think a Star Destroyer's a great idea - I'd forget about the logic of it and roll with the idea. One recommendation, however, would be for the ship to be drifting towards a sun or black hole, or something inevitable that prevents the players from taking the ship at the end. It would also ramp up the conflict if their own ship has been jettisoned and they've got to get off the SD before its destroyed.

I'm with the others that a Super Star Destroyer may be too big, but not for the same reasons. Trying to cover a ship that size is going to take time, and a LOT of it, so you may want to go smaller for that reason alone.

Personally, I'd go with something big enough to have a hangar, but small enough to be manageable. A Nebulon B, a Marauder Corvette, a Strike-Class Cruiser, or even one of the bigger cargo ships with some modifications to allow a hangar or clearly a place for the PC's ship to dock. Personally, I'd make sure there is a hangar to allow the party some other ship to get out of there alive. . .

Next, ignore the comment that an assassin droid wouldn't be able to take over a Super Star Destroyer. IG-88 planned to upload himself to the Death Star with one of the parts to be installed, vent everyone out into space, and then be all powerful. Obviously, that didn't happen, but it's still a valid idea that a craft assassin droid could upload itself into a ship and take complete control given enough time.

Finally, ghost ships are fun. REALLY fun. Phantom sounds are always a hoot, especially if you can't tell if that sound is a mouse droid or someone opening a door nearby.

But I'm with a windupmonkey on the note that you should imply a time limit to keep them from going room-to-room and ransacking or trying to take the ship themselves. Also, if you plan to jettison their ship, allow them another ship, even if it's just TIE fighters to get out alive.

Like Shadai said, any type of Star destroyer is going to be too big for this to make sense.

My players would consider stealing the ship, don't know if yours are the same, so would make sure it was a ship I'd not worry about them having.

I'm confused about the droids on board, at one point you say there are no humans or droids but later say the assassin droid has reprogrammed all droids. Are there droids on board?

In answer to your question, it does sound as if it could become a hack and slack adventure quite quickly. I think you'd need other encounters to avoid this, eg survivors and/or Assassin droid maybe reprogram ships systems against PCs, so they have to deal with low oxygen, extreme temperatures, darkness etc.

Potentially what you have here is a dungeon crawl in spaaaace!

Sorry had more thoughts.

Why has the droid stolen the ship?

If he stole it for pirates or Black Sun etc, that gives you an added threat, someone is coming to collect it, PCs have a deadline to solve it!

How will the PCs find it if even Imperial Intelligence can't?

Your question about the droids is just another idea to throw in there or to throw out. That wasn't positively added or taken out, just a thought. Even the pristine ship went through a couple changes, it was at first, a ship that had blown up in certain sections, to leave enough of the ship to have to travel between different parts as they were floating in different directions before finally deciding on a "like new" ship.

Maybe the assassin droid reprogrammed them to have them worship, as best a droid can, to worship him and serve in his droid army or whatever.

They would consider stealing the ship, so that's why I'm thinking that the ship needs to blow up to finish the droid. The story is a long, long way from being finished or in any way polished. Lots of missing blanks.

As for additional encounters, yeah, that's why I branched out to the community, help fill in those missing blanks. I'm definitely seeing missing parts to the story. In movies, usually there is dialog to help move the plot along, well, dialog for these guys, yeah...might not work, but they need to get out of their hack and slash mentality. I was telling them earlier tonight how all through roleplay, I ended up running a city, working out with the enemy and ending up having bodyguards, all through rp. But that was before they got sidetracked by talking about martial arts. :-/ Part of finding the ship gets them out of the let's go kill such and such to get such and such,. then go kill such and such to get the object.

Before this gets to out of hand, I know there are many blanks, many holes and a lot more work needs to go into it before I attempt to present it to the group.

I'm with the others that a Super Star Destroyer may be too big, but not for the same reasons. Trying to cover a ship that size is going to take time, and a LOT of it, so you may want to go smaller for that reason alone.

Personally, I'd go with something big enough to have a hangar, but small enough to be manageable. A Nebulon B, a Marauder Corvette, a Strike-Class Cruiser, or even one of the bigger cargo ships with some modifications to allow a hangar or clearly a place for the PC's ship to dock. Personally, I'd make sure there is a hangar to allow the party some other ship to get out of there alive. . .

Next, ignore the comment that an assassin droid wouldn't be able to take over a Super Star Destroyer. IG-88 planned to upload himself to the Death Star with one of the parts to be installed, vent everyone out into space, and then be all powerful. Obviously, that didn't happen, but it's still a valid idea that a craft assassin droid could upload itself into a ship and take complete control given enough time.

Finally, ghost ships are fun. REALLY fun. Phantom sounds are always a hoot, especially if you can't tell if that sound is a mouse droid or someone opening a door nearby.

But I'm with a windupmonkey on the note that you should imply a time limit to keep them from going room-to-room and ransacking or trying to take the ship themselves. Also, if you plan to jettison their ship, allow them another ship, even if it's just TIE fighters to get out alive.

I had the idea as well as a prison transport, but, why would X faction have an assassin droid on board? Sure, captured, but why let that technology survive? Maybe an attempt at control. But I wanted technology to get away from the X faction, them thinking they were so smart and realizing how opposite that was in this circumstance. I was thinking about time actually, but I'd also like to keep the story going longer than one session. Plus, in all truth, the mention about a SSD was just to get the point off of having a large ship rather than some YT sized freighter or something. Have the ship be the "dungeon" instead of an actual dungeon. Just a "dungeon" in space.

Another idea, which could be interesting is the PCs actually "see" the droid and pass it by like they would litter on the street. They see a supposedly decommissioned droid, have them make a perception check, and specifically point out the droid, all the while, having them do random perception checks to notice things or not and revisit the droid later, maybe even going back to the room they saw the droid, for some part or something and it not being there any longer.

At one point I considered having a large crew of pirates come and hamper their efforts and as they got picked off one by one mysteriously, have the remaining few attempt to help the PCs.

As for their ship being jettisoned, yeah, I haven't particularly figured out how, figured some crafty use of their destiny points or something, and they get their ship back at the end.

Yeah, as I was posting my second comment, I started seeing similarities between IG-88 and even HK-47 in the droid. lol

I'd like to keep this an ongoing game compared to when we started a Shadowrun game over a month ago and have played once. Now they're wanting to play some random Zombie Apocalypse game. Currently the excuse is they're waiting for the main rule book, yet they have an official PDF of the book on their computers, laptops and tablets. So I'm wanting to capture their attention.

Edited by Talley Darkstar

I'm with the others that a Super Star Destroyer may be too big, but not for the same reasons. Trying to cover a ship that size is going to take time, and a LOT of it, so you may want to go smaller for that reason alone.

Personally, I'd go with something big enough to have a hangar, but small enough to be manageable. A Nebulon B, a Marauder Corvette, a Strike-Class Cruiser, or even one of the bigger cargo ships with some modifications to allow a hangar or clearly a place for the PC's ship to dock. Personally, I'd make sure there is a hangar to allow the party some other ship to get out of there alive. . .

Next, ignore the comment that an assassin droid wouldn't be able to take over a Super Star Destroyer. IG-88 planned to upload himself to the Death Star with one of the parts to be installed, vent everyone out into space, and then be all powerful. Obviously, that didn't happen, but it's still a valid idea that a craft assassin droid could upload itself into a ship and take complete control given enough time.

Finally, ghost ships are fun. REALLY fun. Phantom sounds are always a hoot, especially if you can't tell if that sound is a mouse droid or someone opening a door nearby.

But I'm with a windupmonkey on the note that you should imply a time limit to keep them from going room-to-room and ransacking or trying to take the ship themselves. Also, if you plan to jettison their ship, allow them another ship, even if it's just TIE fighters to get out alive.

I had the idea as well as a prison transport, but, why would X faction have an assassin droid on board? Sure, captured, but why let that technology survive? Maybe an attempt at control. But I wanted technology to get away from the X faction, them thinking they were so smart and realizing how opposite that was in this circumstance. I was thinking about time actually, but I'd also like to keep the story going longer than one session. Plus, in all truth, the mention about a SSD was just to get the point off of having a large ship rather than some YT sized freighter or something. Have the ship be the "dungeon" instead of an actual dungeon. Just a "dungeon" in space.

Another idea, which could be interesting is the PCs actually "see" the droid and pass it by like they would litter on the street. They see a supposedly decommissioned droid, have them make a perception check, and specifically point out the droid, all the while, having them do random perception checks to notice things or not and revisit the droid later, maybe even going back to the room they saw the droid, for some part or something and it not being there any longer.

At one point I considered having a large crew of pirates come and hamper their efforts and as they got picked off one by one mysteriously, have the remaining few attempt to help the PCs.

As for their ship being jettisoned, yeah, I haven't particularly figured out how, figured some crafty use of their destiny points or something, and they get their ship back at the end.

Yeah, as I was posting my second comment, I started seeing similarities between IG-88 and even HK-47 in the droid. lol

I'd like to keep this an ongoing game compared to when we started a Shadowrun game over a month ago and have played once. Now they're wanting to play some random Zombie Apocalypse game. Currently the excuse is they're waiting for the main rule book, yet they have an official PDF of the book on their computers, laptops and tablets. So I'm wanting to capture their attention.

Well, have you considered using a dungeon ship ? A good one in my opinion would be the Kiltirin-class dungeon ship . This way, you can add that there may be someone on board this one that suddenly went missing that may be important to the party, the Alliance, or even the Imperials (and therefore, that's why the party is there).

Getting your droid there isn't a problem at all. It could have been as simple as paying some mechanic enough credits to install a droid brain into a key part of the ship to allow the droid control over everything (but they didn't know it, obviously). Having the actual droid BODY there may be the challenge, but if you put some thought into it, there are plenty of ways it could happen, or even ways it could make a new body with what's nearby droid-wise.

The only concern about having a single "decommissioned" droid being noticed is the curiosity of the part; I know if I did that in my group, the Outlaw Tech would want to try to scavenge it for parts or a data core to see what was going on. Now, if you had a few droids here and there that have been shut down but look relatively new, that may be a better way to go. Add to the horror by having them suddenly disappear during their next walkthrough.

One thing to consider for the Dungeon Ship: perhaps the droid wants to use this as his hunting grounds, and randomly releases prisoners. Maybe a few are still surviving and the party may run into them and have to deal with them in some way.

Oh, and seeing prisoners (killed already, of course) AND droids being vented may add some extra horror. Just saying.

As for the pirates, I'd be careful. That may be a good way to ensure the party can get off the ship by having a pirate ship to escape from, but they may just go full bore on the "kill them before they kill us" mentality. If you want to make them appear more "human," then have the party witness how the droid is killing or stalking them via security cameras. It will help paint the picture that they are on the same side here.

Again, just a few thoughts.

I think the "ghost ship" idea is great for a scene or two, but probably wouldn't fill a whole session. You'll need more NPCs around to give the PCs something to interact with, and if you want something other than a hack-n-slash session, you need to have NPCs where dialogue is something feasible. And if you can have three factions of NPCs, even better!
Building off Talley's initial scene, this is how I'd do it.
The ship in question is a medium sized passenger/cargo ship of some sort.
The Rebel contact is concerned about the ship going missing because aboard was an Imperial defector with some Sekrit Information about Imperial troop movements or something. He didn't turn up at the rendezvous, and neither did the ship. The contact asks the PCs to find the ship and the defector.
The ship didn't arrive because a pirate group decided to capture it. Before it left the last port, they infiltrated a killer droid aboard (or subverted the programming of an existing security droid) to kill the crew, disabling the ship. The pirates would turn up, take over the ship, loot it, and either ransom off the passengers or sell them as slaves. It's not their usual method, but the second-in-command suggested it and it all seemed to pan out.
But things aren't that simple! The second in command of the pirates wants to take over, and is working for the Imperials to give her extra leverage. Someone from Imperial Intelligence tipped her off about the defector's travel plans and wanted her to delay the defector until an Imperial warship could turn up. The current pirate leader wouldn't survive the encounter, leaving the 2IC in command. She came up with the plan above.
Unfortunately, the assassin droid went amok and killed too many people. There are some passengers and crew still holed up in various places on the ship, but they're all scared, internal comms have failed, and so on. One of the survivors is the Imperial defector, another is a scared little girl, and so on.
During the killing, the ship also went off course, so it's taking the pirates a while to turn up. The PCs find the ghost ship first.
The PCs explore, get freaked out by the blood, find survivors, perhaps get ambushed by the assassin droid (or other survivors!), and all that spooky stuff. The defector doesn't make himself known as he doesn't know or trust the PCs and denies everything when the PCs confront him. He may even try to hijack their ship!
Then, when the suspense is dragging, the pirates turn up. It could be that the first the PCs know of it is when their own ship starts bleating that it's being boarded, just before the pirates finish the job of capturing it completely.
The pirates then enter the ghost ship, trying to achieve their objectives as best they can: they capture all the people on the ship, transfer the cargo to their ship, check the passenger ship is still operational, and so on. They'll happily capture the PCs if they can, or kill them if they can't. There are a lot of pirates, they're competent, and they're expecting to fight their way in. The pirates are even more suspicious because the PCs' ship wasn't supposed to be there, and most of the passengers are dead. The 2IC knows who the defector is and really wants to get him aboard the pirate vessel, even if it means disobeying orders or passing up easier loot.
The PCs are probably in a weak position to start with, but the pirate captain is a reasonable man (for a cold killer). If the PCs can get some leverage over the pirates (capture the pirate ship? recapture their own? capture a whole bunch of pirates?), the pirate captain will negotiate. He'll want to get all the loot he can, but if it turns out to be too expensive (in loot or pirate lives) to deal with the PCs any other way, he'll let them go, with the defector.
The 2IC, of course, won't want that. She may even push her timetable along a bit and try to assassinate the captain and take over.
When things start to slow down, that's when the Imperial warship turns up. That's bad news for everyone, apart from the 2IC. The PCs, the pirates, the pirate captain, and the defector will all want to leave right now . The 2IC and most of the surviving passengers will want to be picked up by the Imperials.

So, ghost ship with a twist. Thoughts?

, but they need to get out of their hack and slash mentality.... Part of finding the ship gets them out of the let's go kill such and such to get such

I like the idea of a ghost ship and have used it in adventures before, but, if you are trying to get your group to stop trying to kill everything, I don't think this is the right adventure.

I would suggest an adventure where they have to be in a situation where they can't use weapons and need to talk to other beings.

Something like make a deal with someone important or deliver a message during a fancy party.

, but they need to get out of their hack and slash mentality.... Part of finding the ship gets them out of the let's go kill such and such to get such

I like the idea of a ghost ship and have used it in adventures before, but, if you are trying to get your group to stop trying to kill everything, I don't think this is the right adventure.

I would suggest an adventure where they have to be in a situation where they can't use weapons and need to talk to other beings.

Something like make a deal with someone important or deliver a message during a fancy party.

I remember when someone was talking about using skills in creative ways, they mentioned using Cool to remain calm when eating parts of a poisonous fish, Xenology to know which parts were safe to eat, and Coordination to cut it without an issue, all the while using Negotiation to deal with the opposition.

It was a very interesting combination, and I realized that narration mixed with interesting skill use makes for a non-hack & slash game.

I think Star Destroyer works just fine. Star Wars is often about scale -- the bigger, the better! A single droid who seized control of life support could easily kill off the crew quickly, epsecially by using explosive decompression to wipe out most of them.

Here's my logic flaw question, though: If the droid can kill off the entire crew of a Star Destroyer, who doesn't he also kill off the PCs as soon as they come aboard?

A few questions that come to mind (most of which have been raised):

  • Where are the droids?
  • Where are the dead bodies?
  • What does the killer droid WANT?

Consider this variation:

What the droid wants is to kill all sentients. HK-99 anyone? It's programmed for murder and nothing else. It got loose on the ship -- possibly a long time ago.

I would consider making it something other than a standard Star Destroyer or even SSD. Early Imperial experiment? Artifact of the CIS or even Old Republic? Maybe it's an experimental capital ship that requires a skeleton crew to run because of a large number of droids. THAT would definitely be a value to either side. Picture something with the punch of a Star Destroyer but it only requires a crew of 20... Who wouldn't kill for that?

So the ship disappeared some time ago... maybe in an ion storm. The same thing that made the droid go haywire disabled the ship. HK-99 killed off the entire crew... and then realized he had no ability to repair the ship! So now, his primary programming -- kill everything -- is stymied until he can find a way off the ship.

Enter the PCs.

Perhaps their ship gets disabled upon docking, so even if they decide "Heck with this, let's get out of here!", they CAN'T. They need to enter the ghost ship, with a very specific target (the engine room?) to get the parts and tools they need to fix their ship.

And the droid is in an interesting position: he's driven to murder them... but he also needs them to repair the ship for him... or to repair their own ship so that he can escape on it.

By the by, here's a rather entertaining mission I've sent many a party on. I found this in the late 90's, printed it, and loved it enough to use multiple times with tweaks as needed. It's called "The Rogue Planetoid" , and it uses the d6 version of the rules.

It's a similar idea that you may want to pull a few pages from: a secret base in the middle of nowhere is found accidentally by the party. It's been abandoned, forgotten, and there's a specialized assassin droid that's killed everyone that used to live there. . .and everyone that's ever found it since over the past 150+ years.

The groups I've run this for tended to love it as it gave them a chance to loot (as there's some VERY old blasters that may interest a collector and plenty of droid scrap), get a history lesson (mainly about how a place like this could remain hidden for so long), or even understand just how over their heads they were getting (one group had a Given who built and programmed droids with the goal of making an awesome battledroid; he rethought the idea after this).

I see it and variants as a bit of a breather as I don't have to prepare as much, and I tend to run the adventure as-is (with a few tweaks for the party as needed) whenever I don't have the time to prepare a proper adventure. I've also used it for inspiration for another game I ran when the party found an old pirate outpost on Ord Mantell and all of the battle droids reactivated and attacked like a crafty hive mind.

Hopefully that'll add more fuel for you!

Thank you for all your input on the adventure, as of Sunday night, the attempt gathering interest to play EotE was out classed by Kingdom Hearts on the PS3, an anime rpg and martial arts on Youtube for said rpg and sleeping for another. I may revisit the adventure at a later time, not sure, or may find a new group to GM for or play with. But again, thank you all for your input. Feel free to keep posting ideas, who knows, maybe something will spark their interest in playing.