SWMG 2014 Brendon's Group
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Star Wars MegaGame 2014 | |
---|---|
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 Team:
- Name, DRM-013 Law enforcment First Responce SWAT Droid
- [Name], Human Force User
- [Name], Human Bodyguard
- Name, Trandosian Marauder
- [Name], Rodian Outlaw Tech
Group Action- Team has a rough idea of where to look for the 4th point, but needs to secure transportation out there, find the point and activate it, then head down to the meditation chamber.
Encounter 1: Junkyard Dogs.
- The only place you might buy a skimmer on your budget is the town junkyard.
- When you get there, a swoop gang is roughing up the proprieter
- one of their bikes is busted, and they want it fixed. Nao.
- Gang members are looking for a fight, have a wookie with them who hates trandos. "Someone's not from around here... Trando thinks he's tough... guess they're here to sell their rustbucket..."
- NOTE: Make sure to name drop a gang leader's name during the shakedown so that the PCs understand that there's a bigger gang involved, and not just one small group looking for protection money
If players dont take the swoop gang's bikes, the junkyard owner gives them a good deal on a used airspeeer.
Encounter 2: Search for the Lost Temple
- Pilot checks, perception checks, mechanics checks (to keep the skimmer working)
- (needs expansion)
Encounter 3: Fell Swoops (optional)
- The swoop gang has tracked you out into the wilderness, and wants to make you pay for what happened.
- Chase ends abruptly when someone jumps off a cliff. There is a temple below, set into the cliff face.
Encounter 4: Powering up the Relic
- The temple is in poor condition, power is offline. The blast doors deeper into the barracks and medical facilities are sealed, and the turbolift looks dead, though you might be able to jury rig it.
- there is an artifact that shines in the force, matching the holocron;s description. If activated, it might be able to power some of the systems of the faciity.
- the control room seems to be better off, but needs power. Once the artifact is online, the console activates a powerup sequence, loud clanking noises (solar panels on the cliff) whereupon the party is informed that the self destruct sequence is frozen.
With the artifact activated and power restored, the turbolift can take the party to cerebro. (with possible furthur mechanical problems)
NOTE for Part 2: the lift burns out instantly if they try using it again- at the same time, creatures break through the inner door- sith alchemy creatures.