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southpaw Lieutenant Commander
Joined: 23 Aug 2011 Posts: 115 Location: South. Waaaaaay south.
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Posted: Wed Nov 23, 2011 4:57 pm Post subject: Totally Random: Lost Jedi World |
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OK so in literally 9 hours time my players are off to explore a lost world that where the explorers found ruins of "interest" to the Jedi... only I've not done any planning for it and I need help in the form of 36 possible encounters they might have while there, so I figured I'd tap the collective genius of you lot and see what comes up.
There will be a temple of course, in ruins, all grimdark and cold. Something terrible happened there, millennia ago, and the encounters need to hint at it and fill the players with dread and foreboding....
Go!
Roll 2d6:
1-1 : The explorers stumble on a narrow rocky crevasse; if they are able to reach the bottom they find the grim remains of a ancient humanoid skeleton in tattered rags, bones scattered about. One bony hand is still clutching a complicated mechanical cube that has been sheared in half (possibly by a lightsaber); the other hand is completely missing, with the arm ending abruptly below the elbow.
1-2 : The explorers find a circle of a dozen rough-hewn stone pillars, between 2 to 3 meters tall, some have toppled over or cracked in half, but most stand proud. Closer inspect reveals a few shards of irons shackles and maybe the odd link of rusted chains that were once bolted into the stone, but most disturbing is that each pillar contains numerous holes, all about an inch across and a meter deep, around which the rock has been melted. Each narrow shaft is found on the inside face of the pillar, and all are at roughly head height off the ground. Foul and poisonous creatures may be lurking in the shafts.
...... _________________ Giblet Blizzard |
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southpaw Lieutenant Commander
Joined: 23 Aug 2011 Posts: 115 Location: South. Waaaaaay south.
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Posted: Wed Nov 23, 2011 5:27 pm Post subject: |
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1-3 : The explorers find a rough circle clearing or room, roughly 10 meters across; the stone floor is cracked and scored with numerous shallow grooves of melted rock. Arrayed in a perfect circle in the middle of the room are seven metallic spheres each about the size of a fist, resting in shallow depressions in the floor. Each sphere has a narrow opening wide enough to get a finger stuck in. There is an eighth hollow that completes the circle, but its sphere is missing. Entering the circle will not activate the spheres, but drawing a weapon will standing in the middle will. The seven spheres immediately rise off the ground and begin circling the explorer in random orbits, jinking and stopping then shooting off in a different direction. It appears that this area was originally had some sort of combat training, but if the spheres were meant to fire upon the trainer they no longer do so. However blaster training was not all they were built for, and they will randomly launch themselves directly at any explorer who was inside the circle when activated, doing D3 attacks each round. Deactivating the spheres requires the explorer who drew their weapon to sheath them; the spheres immediately return to their original positions on the floor. Removing the spheres from the room will render them useless. They attack and dodge with skill equal to their foe. _________________ Giblet Blizzard |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Wed Nov 23, 2011 5:49 pm Post subject: |
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Here are a few of my ideas. If you like them, I'll try throwing together a few more tomorrow while my wife is at work.
The characters see a shadowy roped figure step out from behind a large rock. It raises its hands and unleashes force lightning at the characters. In a knee jerk reaction, the characters flintch. When they open their eyes again, a small sand twister is in the place the robed figure was standing.
They see several ghostly forms setting in a circle. Obviously a group of students with a single teacher. As the characters approach, the teacher stops in the middle of his silent lesson to look directly at the characters.
Walking down ancient stone corridors, the characters can hear voices in the distance. They feel like they should be able to understand what the voices are saying, but for some reason they cant quite figure out what is being said. It seems VERY important. No matter how hard the characters look, they cant find the source of the voices.
The characters enter a room. The room is scattered with dead bodies in verious states of decomposition. The oldest being little more than powdering bones, and the newest looking alarmingly fresh.
The characters see a massive mural carved into the wall. The people depicted in the picture look disterbingly like their own characters. The figures in the mural have their weapons drawn and there is fear on their faces as they battle their adversary. The part of the picture that depicts whatever they are fighting has been crudely chiseled away leaving no sign of what it once depicted.
The characters encounter an old man. He uses the force with an ease that could only come from a lifetime of intense training. The problem is that he has gone senile. Little of what comes out of his mouth makes ANY sense, and no matter what the characters do, the man refuses to leave the rock he is setting on.
The characters find an old holorecording. The figure speaks rapidly, "We dont know what it is. But its fast, and our lightsabers just glance off its scales!" There is a flash of movement behind the figure before the immage winks out. The characters are unable to play the recording a second time. |
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southpaw Lieutenant Commander
Joined: 23 Aug 2011 Posts: 115 Location: South. Waaaaaay south.
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Posted: Wed Nov 23, 2011 6:01 pm Post subject: |
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Awesome. I'd probably tweak a couple of them (I should have said that the temple is deserted, but there's some very cool things) and just add the dice numbers. Is that last entry a Zillo Beast ?
I'll compile a full list if we get the 36. Thanks!
So now we're up to 2-5....
2-5 : The temperature begins to drop, slowly at first, then plummeting to freezing in a matter of moments; breath fogs up, condensation covers anything metallic, then freezes to ice. Mechanical apparatus like droid joints or gun triggers freeze up. Then a sudden howl of wind pummels the explorers, bowling them over. There are words screamed in the gale, unintelligible but clearly malevolent. It stops as quickly as it started, and the temperature returns to normal; the thawing ice leaves everyone dripping wet. _________________ Giblet Blizzard |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Wed Nov 23, 2011 6:40 pm Post subject: |
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Feel free to make any changes you want. I'm just throwing around random ideas, take them or leave them as you see fit!
Zillo Beast huh. To be honest, I hadnt put that much thought into it!
The characters walk through a massive domed room. There isnt ANYTHING in the room. As they cross the space, they can see occasional movement in the corner of their eye, but no matter how fast they turn, they cant get a clear look at what is in the room with them.
The characters enter a small room dominated by a massive machine of some sort. On closer inspection, they see that there is a cable with a small cylinder at its end. The item turns out to be an ancient lightsaber. The main part of the machine is a collossal power source, the cable feeds the power to the lightsaber at its end.
The characters enter a room, the north wall and part of the celing are missing. Jagged edges line the cavernous hole. Oddly, there is NO rubble anywhere to be seen. In one corner, there is a small furry animal looking at them with too-big eyes. After a moment, the creature growls at them then runs out the hole.
A massive, ancient suit of armor stands in the middle of a small room. An ignited lightsaber in its hands, the blade is nearly three inches across and six foot long. When the characters enter the room, the lightsaber deactivates and the armor collapses into little more than a pile of scrap metal.
The characters step into what appears to be an old deserted nursery. On closer inspection, the group realizes that the odd toys around the room are designed for jedi children. (1. A ball filled with fluid. The fluid can be seperated into several different colors using the force. 2. A maze built into the wall. Small metal balls rest in its nearly endless halls. 3. A soft item, seems to be plastic. With slight manipulation of the force, they realize that they can make faces on its surface using telekinesis. Etc, etc.)
A long hallway. There are stone tables, about 2ft high, 2ft wide, and 6ft long. Each has what appears to be a small metal ring on its surface. As the characters approach each table, the ring lights up, projecting a holoimmage of a jedi onto the table's surface. The characters realize this is a hall of the dead. The "tables" are the final resting place of the individuals in the holoimmages. |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Wed Nov 23, 2011 7:35 pm Post subject: |
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The characters smell the stench even before they reach the room. At first, the door dosnt open but after a second try, the door opens with a wet "schlick!" The smell makes several of the characters gag. Inside the room, there is a sickly yellow/brown fluid dried on the floor, nearly an inch deep. Along two of the walls rests several ancient computers. Along the back wall are three large glass cylincers. One of them is filled with a yellow/brown fluid. One is empty. And the final one is broken, . . . obviously the source of the sticky yellow/brown fluid on the floor.. Draped over the broken glass is a shriveled up, humanoid corpse. The fluid inside the intact cylinder is too thick to see anything that might be inside it.
The characters enter a perfectly round, completely undecorated room. Scattered around the room are more than a dozen charred bodies of verious species. There are no ashes beneath the corpses and no signs of fire anywhere in the room.
The characters enter a room that looks like it was once an office. A small droid rushes up to them, "Master McOhne will see you now!" It says excitedly. It seems to freeze in place for a long moment before it wheels back several feet. As soon as it reaches its destination, it charges forward again, "Master McOhne will see you now!" This scene will repeat itself until the droid is either deactivated or the characters leave the room |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Nov 23, 2011 11:15 pm Post subject: |
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I don't know what you're going for, so I may be off target, but take it or leave it.
They could find a femur bone somewhere and when they try to inspect it, discover that it's actually a metacarpal (finger bone), and that it was severed violently... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Nov 24, 2011 2:15 am Post subject: |
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As the enter a large anti chamber, they note that even after 1000s of years, there is still an acrid stench that reminds people of being electrocuted.. further inspection shows several bodies were burned in one of the corners....
Getting to this temple seemed easy, but it seems either the temple was all outdoor worshipping (though no statues are found) or there is a secret door of sorts around here to allow followers of the faith further entrance... Now where is that blasted thing!
Near the temple, the remnants of a scouting camp can be found. Tattered tents and burned bodies.. though the burn marks do NOT look like any known technological burning that exists.. _________________ Confucious sayeth, don't wash cat while drunk! |
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southpaw Lieutenant Commander
Joined: 23 Aug 2011 Posts: 115 Location: South. Waaaaaay south.
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Posted: Thu Nov 24, 2011 5:45 am Post subject: |
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All cool. Thanks. The guys stumbled through about a third of the encounters listed above, and (funnily enough) covered about a third of the temple this session, so yeah keep 'em coming. _________________ Giblet Blizzard |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Nov 24, 2011 5:39 pm Post subject: |
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Drat.. found a trap. As someone is exploring an off shoot corridor, he activates a pressure plate.. Those left in the outer temple area, get slammed with lots of hidden trash falling on them from the ceiling. _________________ Confucious sayeth, don't wash cat while drunk! |
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Urban Spaceman Lieutenant Commander
Joined: 13 Sep 2010 Posts: 194 Location: UK
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Posted: Fri Nov 25, 2011 8:00 am Post subject: |
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The remains of a shattered mirror. Upon inspection of some of the shards, the characters may notice something strange about the reflection - What they see is dependant on their DSP's. Those pure souls with none, will see they look healthy and glowing. Those with one or more DSP's will notice that they look aged, tired and have an unplesant air about them (the more DSP's they have, they worse they look).
This mirror was likely the focus point of some disagreement and hatred by someone who had fallen from the Light. _________________ "The ships hung in the sky in much the same way that bricks don't." |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Fri Nov 25, 2011 9:58 am Post subject: |
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I think that the key to creating good scenarios ties into what happened there. You allude to something terrible, but what was it? It seems to be that good encounters will result from the bi-product of that thing, rather than traps that seem to have been set, or other features that would have otherwise been part of the construction of the temple.
For example, say that perhaps in a Jedi and Sith battle, a Sith tried to use a power similar to a thought bomb. In the after effects it ripped and fragmented the minds of most of the occupants. You have their spirits yearning to be one with the force, but cannot do so with so many fragmented minds and spirits lingering.
The characters should be trying to 1) figure out what is happening. 2) once they discover what has happened, they should try to help the fragmented spirits become whole so that they can be one with the Force.
The horrible things they are seeing are the products of the shattered spirits trying to grasp to whatever reality they can in this place. Though that may shift from a wholly evil atmosphere to that of a terrifying nightmare that a thousand spirits are trying to wake from.
If we have a scenario like that, then I could probably come up with some encounters that would be fitting. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Nov 25, 2011 7:28 pm Post subject: |
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Running of cheshire's idea.. hows about sporadic willpower rolls.. Those with Darkside points find it harder to resist getting bad visions. _________________ Confucious sayeth, don't wash cat while drunk! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Fri Nov 25, 2011 7:47 pm Post subject: |
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Oooo... yeah... because the shattered minds are trying to cling to the characters in their quest for wholeness. Failure to resist means that the fragments of their wills and spirits are clinging to these new fresh minds. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Nov 26, 2011 3:15 am Post subject: |
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Yup. Alternately, rather than the minds clinging to the fresh ones, the fresh ones start shattering themselves. _________________ Confucious sayeth, don't wash cat while drunk! |
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