SWMG 2014 Act I: Forest

From The Z-Team Wiki
Jump to navigation Jump to search
Star Wars MegaGame 2014
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Mark, Benjamin, Brendon
Game Time
Saturday, 5 PM - 1 AM slot
Game Year
Post Order 66
Mechanics
Character Creation · Turning Points
Plot
Act I
Entry · One Ping Only
Act II
IT'S ALIVE! · FLIP ZE SWITCH!
Denouement
Coda
Collaboration Notepads
By Group
Adam's Group · Mark's Group
Ben's Group · Brendon's Group
Other
Cerebro's Stats · Enemies

The plan is to have 4-6 encounters prepared in order to adequately cover the 2.5 to 3 hours of the first Act. The expectation is that each encounter should cover 45min to an hour.

Pre-Counter I:

  • Shopping trip: give 800 credits to buy certain "packages" of equipment (see Ben's group)

Encounter 1:

  • Make/acquire boat transportation:
    • Fisherman getting roughed up by mercs, the party can:
      • Light Side: Do the right thing and help the fisherman out, who will help provide them with a ride upriver
      • Dark Side: Ignore the fisherman, steal the mercs' ride/equipment and head up-river along the riverbanks

Encounter 2:

  • Survival Encounter: Once the party gets upriver, they will need to head north. At some point, they will hit the second river, possible a river by with a deep crevasse or cliffside. They will need to devise a way to get across

Random Encounters:

  • Random combat encounter - with jungle beasts (backup in case they go quickly)
  • Random combat encounter - bounty hunters from Nar Shaddaa shadowing the group, initially they are tracking the droids that were on the Jedi ship. If they display any Force Powers, the bounty hunters will switch targets and try to capture the "Jedi"
    • Light Side: Let one of the bounty hunters go; he reports back to his group, who send another group to take out the Jedi and droids
    • Dark Side: The bounty hunter group decides all the droids are in possession of dangerous felons and attack all of them

Encounter 3:

  • Mercenary encounter: en route to the auxilliary power node, mercenary scouts spot the party and begin to follow them
    • Initial spot check will be impossible, but get easier as the mercenaries get impatient
    • Mercenaries will attack at the power generator if not spotted before then

Encounter 4:

  • Powering up the generator:
    • Deal with the mercenaries looking to potentially salvage the device
      • Light Side: Offer a deal; threaten; resolve without (too many) casualties
      • Dark Side: Slaughter
    • As they power up the node, nearby beasties who are irritated by the power frequency emitted by the devices begin to converge and attack. If mercenaries are still alive, they may help, otherwise the Padawans are on their own

Final Act I encounter:

  • Getting on the tram to the center
  • Perception checks to possibly notice the Indiana Jones traps for Act II