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Post by Brainstem on Jun 7, 2009 23:14:21 GMT -5
This is direct copypasta from a thread I made at the WotC boards, but I figure I'll get more response from you guys! Expect this thread to be where I flesh this game out and maybe give some reports on how it's going.
So I'm starting up a game soon with some players that will put me in a brand new type of challenge: I've been requested not to break canon. Because of this, I have to try to make sure everything my players do can't possibly change what's established canonically. While I'm not sure if this extends to EU, I don't plan on taking that risk when planning.
What I'm thinking right now is to start the players on a diplomatic mission to Farrfin in order to get the Farghul to stay with the Republic. While there, they (naturally) meet Separatist forces that have a similar goal in mind. I'm not too concerned about introducing any BBEG characters at this point, as I'm not too fond of throwing someone into combat and then telling the players that their rolls of 19 still don't connect (from a player perspective, knowing that you're completely useless blows).
Does this plan violate any canon/EU source? I've checked the Wookiepedia on Farrfin, but the article is so small that I feel like there may be something that has been accidentally left out.
Thanks!
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Post by Brainstem on Jun 8, 2009 12:10:06 GMT -5
A long time ago in a galaxy far, far away...
Episode I: Son of Darkness
The Galactic Republic and the Confederacy of Independent Systems have been at war for some time now. The two factions battle fiercely over control of the galaxy's planets, hoping to expand their might further than their opponent.
Republic intelligence has found out that the Separatists have sent an envoy to the planet Farrfin, hoping to play the cat-like Farghul's distrust of the Jedi against the Republic. Recognizing the danger of the acquisition, the Republic sets out to win Farrfin before the Confederacy.
A small band of Republic soldiers lands near the planet's capital city of Farlhu, set for diplomacy, but armed for war...
Okay, I've never bothered writing an opening crawl before, so that may not be the best one ever. Toooooo bad! What I'm thinking for the first Adventure in Episode I will be a strictly diplomatic mission to Farrful. The party, right now, has one (and probably two) Jedi, and one probably-not Jedi (only one character has been made so far). The Jedi characters, far along in their training, are being sent on missions without their masters due to their skill and the Order's growing lack of Knights to send on such missions. The first bit will involve the players making their way up to city's leader, a Farghul criminal named Tarrli, with an attempt at negotiations. A series of opposed Skill checks will ensue (Persuasion, Deception, Use the Force if the proper Talents/powers are picked) and the results of these rolls will have an impact on the next encounter... Battle Droids break into the room! If the players manage to bring Tarrli's mood down from initially Unfriedly to Helpful (a successful Deception roll will grant the next player a +2 to his or her Persuasion roll for every 5 points it beats his Will Defense, minimum +2), the Farghul will order two of his bodyguards to help the PCs fend of the Battle Droids. If he is brought down to Hostile (a Jedi fails the Persuasion check or a Persuasion fails by 5 or more), the two bodyguards will, instead, fight against the players as well. In both cases, Tarrli will flee the building in hopes of saving his own hide. After the combat has finished, the players must find Tarrli. If the bodyguards are on their side, then they will gladly tell the PCs where he has gone. If the bodyguards oppose the players, then a successful Intimidate check will get the necessary information. If the players fail the Intimidate check or, for whatever reason, had to kill the bodyguards/flee the encounter, they will then have to make a DC15 Gather Information check to find out where Tarrli is. Depending on how the negotiations went, Tarrli will either be more than happy to help the PCs (successful Persuasions) or will help them strictly out of fear (these guys wiped out all of those droids and his bodyguards?!). The Farghul will inform the players of a deal that was recently made between himself and Count Dooku. Farrfin will forfeit a percentage of their gambling profits in exchange for protection provided by the Separatists. The catch being, of course, that the planet would be completely overrun should Tarrli turn down the offer. Tarrli then tells the players of a small Separatist outpost located near the Souther Sea. The players will have to find a way to sneak into the base (the front is heavily guarded... hopefully the players will get the idea). While inside, the emphasis will be on sneaking through to find out what's going on, taking out the occasional Battle Droid guard with as little noise as possible. Once they reach the main room of the building, they will see Count Dooku along with a few others discussing plans. A droid will walk in and inform them that there are intruders. This will be the PCs' cue to gtfo and report back to base about what they've figured out. I figure this is enough to handle one session, yeah? I'm going to go ahead and say that each Episode should be about 3 sessions long... is that a good estimate?
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