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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sun Nov 18, 2012 10:35 pm Post subject: Rebel Requisitions Campaign Journal |
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So, our gaming group had the second session of our new campaign.
In the interest of keeping things documented, I decided to start keeping a journal of sorts. After a little thought, I realized that some of the people around here might enjoy hearing about the (mis)adventures of our little group as well.
We are playing a somewhat light hearted game, with a lot of subtle (And not so subtle) ties to the events in the movies/books/comics etc. At times the story deviates a little from canon, but for the most part, its staying pretty close to it.
Story starts less than a day before the destruction of Alderan.
(The information below will be updated to include more detail as time allows.)
The Cast of Characters:
Name: Crieg Trowe
Race/Sex: Human/Male
DEX: 3D+2
Blaster 5D, Dodge 4D+2
KNO: 2D
MEC: 3D+2
Astrogation 4D,Powersuit Operation 4D, Starfighter Piloting 6D, Starship Gunnery 6D
PER: 2D
Con: Disguise 3D+1
STR: 2D+2
Stamina 3D
TEC: 4D
Droid Repair 4D+1, First Aid 5D, (A) Medicine 5D, Starfighter Repair 5D
Move: 10
Force Sensitive: Yes
Force Skills: Control 1D+1
Control Powers: Concentrate, Control Pain
Force Points: 2
Dark Side Points: 0
Character Points: 14
Equipment: Well worn clothes. Bright yellow flightsuit, Bright yellow duster, Protective Vest (+1 energy, +1D+1 physical), Corellean Huntsuit, DT-57 Blaster Pistol, Imperial Rifle, Glasses, Datapad, Credits: 28,912
Name: Karre
Race/Sex: Twi'lek/Female
DEX: 3D
Blaster 5D, Dodge 4D+1
KNO: 3D
Languages 3D+1, Law Enforcement: Bounty Hunter Laws 4D+1, Streetwise 4D, Willpower 4D
MEC: 2D+1
Communications 3D, Powersuit Operation 3D, Space Transports: HT-2200 6D, Starship Gunney 3D, Starship Shields 2D+2, Starfighter Piloting 2D+2
PER: 4D+2
Command 5D, Con 5D, Hide 5D, Investigation 5D, Search 5D, Sneak 5D
STR: 3D
TEC: 2D
First Aid 2D+1, Security 3D+1, Space Transports Repair: HT-2200 4D+2
Special Abilities:
Head Tails
Move: 10
Force Sensitive: No
Force Points: 1
Dark Side Points: 0
Character Points: 20
Equipment: Hold Out Blaster (3D), Bounty Hunter Armor (+2D Physical, +1D Energy), Jammer Pack, Comlink. Credits: 26,075
Name: Sashura
Race/Sex: Trianii/Female
DEX: 4D
Blaster 5D+1, Dodge 5D+1, Running 4D+1
KNO: 2D+2
Planetary Systems 3D+1, Streetwise: Rebel Alliance 4D, Survival 3D+2
MEC: 1D+1
Starship Gunnery 1D+2, Swoop Operation 3D+2
PER: 4D
Con 4D+1, Hide 4D+1, Persuasion 5D, Search 4D+1, Sneak 4D+2
STR: 4D+2
Acrobatics 6D+2, Climb/Jump 6D+2, Brawling: Claws 6D
TEC: 1D+1
Swoop Repair 2D
Special Abilities:
Acrobatics
Claws (5D+2)
Prehensile Tail
Special Balance
Female Physical Superiority
Feud with Authority
Move: 12
Force Sensitive: No
Force Points: 1
Dark Side Points: 0
Character Points: 30
Equipment: Blaster Carbind (5D, Spare Clip), Skybird Swoop (R&E p243), Encrypted Comlink, Credits: 26,025
Name: Woromon
Race/Sex: Clawdite/Male
DEX: 4D
Blaster 5D, Dodge 5D, Pick Pocket 5D
KNO: 3D
Alien Species 3D+1, Bureaucracy 3D+1, Business 3D+1, Cultures 3D+1, Intimidation 3D+1, Languages 3D+1, Scholar 3D+1, Streetwise 3D+1
MEC: 2D
PER: 4D
Con: Disguize 5D, Shapeshift (A) 5D, Forgery: Personal IDs 5D, Search: Personal Files 5D
STR: 2D
TEC: 3D
Demolitions 4D+2, Computer Program/Repair 5D+2, Droid Program 5D
Special Abilities:
Skin Changer
Move: 10
Force Sensitive: Yes
Force Points: 2
Dark Side Points: 0
Character Points: 18
Equipment: Comlink, Datapad, FT44 Hidden Belt Computer, Molecular Steletto (STR+2D), Prax Protector (1D impact, 3D chemical (2 clips)) Credits: 3390
Name: B20 (NPC)
Race/Sex: SB-20 Security Breach Drid/NA
DEX: 1D
KNO: 1D
MEC: 1D
Communications 5D
PER: 1D
Forgery 4D
STR: 1D
TEC: 1D
Computer Program/Repair 8D, Security 6D
Move: 5
Name: Quien Teller
Race/Sex: Human/Male
DEX: 4D
Blaster 5D, Blaster: Sniper Rifles 7D+1, Dodge 5D
KNO: 2D
Alien Species 2D+2, Planetary Systems 2D+2, Survival 3D
MEC: 2D+2
PER: 3D+1, Starship Gunnery 4D
Gambling: Sabbacc 4D+1, Search 4D+2, Sneak 5D+2
STR: 4D
Climb/Jump 5D, Stamina 4D+2
TEC: 2D
Blaster Repair: Sniper Rifles 4D+1
Move: 10
Force Sensitive: No
Force Points: 1
Dark Side Points: 0
Character Points: 19
Equipment: MerrSonn LD-1 Sniper (5D), DT-57 Blaster Pistol (7 Clips), Light Scout Armor (+1 Damage, 1D Sneak), High End Datapad
Credits: 3,700
Ships & Vehicles:
HT-2200 (Owner: Karre)
-Starboard Cargo Bays have been removed to make room for a single X-Wing Starfighter.
-Two passanger cabins have been converted to holding cells.
-HEAVILY modified
X-Wing Starfighter (Owner: Crieg)
Syck Starfighter (Owner: Crieg)
Skybird Swoop (Owner: Sashura)
Important Characters:
Lina: Crieg's Mother. Nerf Farmer. Human.
Crieg's Father: Crieg's Father. Former Jedi/Merchant. (Was played by the same player in an earlier campaign spanning from Episode I through the Dark Times. Campaign covered early training through surviving the Purge.) Human.
Cordo Craken: Rebel Commander working out of Corellia. Human male.
Dareen Shien: Pirate Captain. Race unknown.
Gorbol Seltell: Rebel Privateer. Quarren male.
Gad-Ota: Rodian spacer, male, acquaintence of Karre
Zamurr: Hutt crime lord. Has taken a romantic interest in Crieg and his bright yellow clothes. Is borderline stalking him, and consistantly sending him creapy gifts.
Last update: Session #12
Last edited by Guardian_A on Sat Mar 16, 2013 6:09 pm; edited 20 times in total |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sun Nov 18, 2012 10:37 pm Post subject: |
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Session #1
Characters Present:
Crieg & Karre
Crieg's father baught him a starfighter and gave him enough money to make his own start in the galaxy. Crieg meets Karre in a Casino/Nightclub on Alderan and the two quickly come to an agreement to share the costs of running Karre's HT-2200. Crieg trying to fill the cargo hold to make a buck while Karre goes bounty hunting in the systems they travel to.
The two quickly find themselves in the middle of a mess as the Casino/Nightclub they are in is robbed. Once the dust settles, the owners thank them for their help and send the two on their way.
Once the two are on board the HT-2200, they decide they want to leave in search of work. Before they are able to take off, the Imperials arrive to blockade the planet. They quickly decide to try running the blockage. As they break orbit, they find themselves in a firefight with a small group of TIE fighters. When the Death Star arrives, the characters take on an extra air of despiration as they flee the system.
Upon exiting hyperspace at Crieg's home planet of Dantooine, the pair goes to ground at his mother's farm. In the days that follow, they learn that the Empire is blaming the destruction of Alderan on the Rebel Alliance. A grainy picture of a HT-2200 is associated with a reward for imformation leading to the arrest of the rebels responsible for this heinous crime.
The pair decides to move on since they dont want to bring any bad luck down on Creig's mother, so they take on a cargo headed for Bakura.
CPs:
Crieg: 8
Karre: 9
Unpresent: 8
Last edited by Guardian_A on Sat Dec 15, 2012 11:44 pm; edited 3 times in total |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sun Nov 18, 2012 10:38 pm Post subject: |
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Session #2
Characters Present:
Crieg, Karre, & Sashura
Crieg & Karre land on Bakura. Everything seems to go well as the ship is unloaded, resupplied and they are paid for the cargo run. Unfortunately for them, the local BoSS agent takes exception to them, citing "Unlicensed modifications" to their ship as his excuse to arrest the two and impound their ship.
Sashura hears about the two being arrested and their ship impounded while at a local Cantina later that evening. Seeing an oppertunity to recruit the two for the Rebel Alliance, she decides to go break them out of the local detention facility.
Leaving a staggering ammount of carnage in her wake, Sashura infiltrates the facility (Wild Dice LOVED her), easily reaching the others. After a short talk, the group starts the grueling proccess of fighting their way back out of the facility and retaking their ship.
Easily evading the TIE fighters sent to intercept them, the three of them jump to Corellia. Once in system, Sashura contacts the person who recruited her to the Rebel Alliance and arranges a meeting with the local resistance leader. After some social interaction, both Crieg and Karre decide to join the Rebel Alliance.
Their first mission for the Rebels is to transport a cargo bay full of unruly R2 and R5 units to the fourth moon of Yavin. Thankful to have an empty cargo hold again the characters find their way back to Corellia.
CPs:
Crieg: 8
Karre: 7
Sashura: 9
Unpresent: 7
Last edited by Guardian_A on Sat Dec 15, 2012 11:44 pm; edited 1 time in total |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sat Nov 24, 2012 11:38 pm Post subject: |
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Session #3
Characters Present:
Crieg, Karre, & Quien
Upon the group's return to Corellia, the characters are given their next mission within minutes of their return. The local Rebel cell has been presented with a unique oppertunity. A local pirate has been arrested and taken to Centerpoint Station. The pirate in question has been preying on both the Imperials and the Rebels in the region. The local Rebel leader wants the characters to break him out. Their secondary objective is to eleminate a corrupt police captain.
The characters decide that the best way to accomplish this is to take care of both things at the same time. The officer is one of to tasked with transporting the Quarren pirate, Captain Gorbol Shetell to a maximum security prison on Corellia. Deciding to try freeing the prisoner during transport, they spend some time planning, then set out.
Right from the start, the plan goes up in smoke as what was supposed to be a simple smash & grab turns into a running gun battle directly infront of the police station. During the battle, the characters manage to kill the corrupt police officer and make their escape in a stolen vehicle.
Due to some invcedible rolls, the characters manage to escape back to their starship and make their get away (Completely avoiding the next two encounters I had planned.)
Once the characters are away, Captain Gorbol Shetell contacts his pirate gang, only to discover that his arrest was a result of his second in command and that she had taken command of his ship and crew. Seeing no other option, he turns to the characters for help. Agreeing to their offer to privateer for the Rebel Alliance in return for their help bringing down his second in command and him reassuming command of his pirate gang.
It proves to be an easy task to hunt down his former second in command, and her treatment of the crew makes it an easy task to get close enough to her to confront her. The characters and Captain Gorbol Shetell find themselves confronting the second in command and a few of her closest supporters. Once the dust settlesm the characters broker a deal with the Captain. In exchange for not preying on either Rebel of civilian targets, the Rebel Alliance will feed him informaton about supply and fleet movements of the local Imperials and their supporters.
CPs:
Crieg: 11
Karre: 9
Quien: 10
Unpresent: 9
*It was a good CP game today, the characters were in rare form and the game went very well from start to finish. I honestly cant remember EVER giving out +10 CPs to any of my players in a single game before.
*NOTE* This adventure ran 9 hours, and it was one of the most fun adventures I've GMed in a long time. If time allows, I plan to write it as a stand alone adventure to run at the local gaming convention next year.
Last edited by Guardian_A on Sat Dec 15, 2012 11:45 pm; edited 1 time in total |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sun Dec 02, 2012 5:55 pm Post subject: |
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No update this week.
One of our players called in sick, and the second had some personal matters to deal with today. That left just two out of the four we had been expecting, which resulted in a few hours of Left 4 Dead on the xbox instead of regular gaming.
Next week, we will be picking up the game with a heavily modified "Mission to Lianna." |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sun Dec 16, 2012 12:29 am Post subject: |
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Things got put on hold for a couple of weeks, partly due to the weather (More than a foot of snow last weekend), and partly due to issues on the home front. Thankfully we are back on scedule now!
Session #4
Characters Present:
Crieg, Karre, Quien
This was the first of a two part story. We are currently running a heavily modified verison of the Mission to Lianna.
The characters were tasked with delivering an encrypted file to the resistance leader on Lianna. Unon arriving in the system, the characters drop out of hyperspace in the middle of a massive imperial fleet. The characters nearly panic and try to bolt when they finally realize that the imperials arent looking for them, but are instead seeming to run a grid search of the local area of space. After breifly seeing what they determine to be a small cloaked item of some sort, they find themselves escorted to the planet's surface.
Once on the ground, they find their way to the Orman's Sky Palace cantina where they spend most of an afternoon listening to rumors and trying to find their contact Hans Tando (A new character created for the modified version of this module. He is the local resistance leader, Terri Karl is his second in command.) During their investigations, they discover that most of the local resistance has been captured in a recent series of raids. The few who have not been captured have gone to ground.
While trying to find someone from the local resistance, a sympathiser (Jenna Lars) hears about their inquiries and manages to pass them a short message and a room key. Shortly there after, they find themselves in a suite in the Imperial Hotel. Not long after there is a knock at the door and the characters meet Terri Karl.
Terri Karl accepts the encrypted data chip from the characters, and asks for their aid in a mission. Terri wants the characters to go to the Sienar Fleet Systems HQ to sabotoge the top secret project being worked on there. After pooling their information, they determine that the project is likely linked to the cloaked object in orbit. It isnt long beofre the conversation turns to the recent raids and capture of many of the local rebels, everyone present is convinced that there is most likely a mole within the local rebel cell. Not wanting to be in a position where she might be able to comprimise the mission if captured, Terri excludes herself from the planning for the character's infiltration of Sienar Fleet Systems. Terri departs with the datachip in the hopes of having it decrypted so the information can be acted on if possible.
The characters spend a little time planning their infiltration, but oddly enough abandon their entire plan at the last minute to try winging the entire mission.
Having little trouble infiltrating the building, they quickly find their way deep into the building. Along the way, they unknowingly trigger several silent alarms. On the 43rd floor, they are quickly confronted by a small group of security personelle, they have little trouble dealing with them.
Once inside Lady Santhe's Office, Crieg accesses the computer while Farah and Quien work to barricade the door as they hear more security people moving into position to attack. Crieg has little difficulty copying the computer's files, and making some subtle adjustments to the Project NOVA files, as well as adding the character's names to the guest list for the party Lady Santhe will be throwing the following evening. With security desperately trying to gain access to Lady Santhe's Office, the characters desperately search for another way out. As Crieg finishes up with the computer, Quien discovers the secret turbolift in the clothset. Everyone quickly piles aboard and the lowest of several unlabeled buttons are pressed, . . . .
This is where we finished up for the day. The story is maybe half done at this point, and it isnt too much further along before the story starts to deviate in a pretty serious way from the original module. I dont want to share too much more at this point since most of my players at least infrequently visit this site and I'd hate to post any spoilers!
CPs:
Crieg: 8
Karre: 7
Quien: 6
Unpresent: 6 |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Fri Jan 04, 2013 10:17 am Post subject: |
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Ok, this update is a couple of weeks old (Life just got away from me for a while, so I didnt get around to posting an update until now.)
Session #5
Characters Present:
Crieg, Karre, Quien, Woromon
When the elevator finally opens at the bottom of the shaft, the door opens to reveal an unfamiliar individual (Woromon). After a brief, yet tense discussion, the characters realize that the individual is a fellow rebel and that he is here for the same reason they are. With security closing in, they all pile into a vehicle and make a run for it.
Returning to the safe house, they are just getting settled in when a squad of stormtroopers arrive. It dosnt take them long to realize that someone has sold them out, and the only person who would know where they are is Terri Karl.
After some investigation, the characters discover that Terri will be attending the big party hosted by Lady Santhe that evening. The characters decide to infiltrate the party.
Once inside, the characters start to mingle, attempting to learn anything of use. Meanwhile, they have B20 hack into the mansion secutiry so they have a little warning if anything happens. During their mingling, Terri spots one of the characters. Avoiding the characters, she makes a quick call on her comlink. It isnt long before B20 announces the arrival of Imperial forces. In an attempt to find a place to hide, the characters head up to the second floor of the mansion, only to find themselves in Lady Santhe's private rooms.
The characters are surprised to see Lady Santhe, but they are even more surprised when she tells them to hide right before the Imperials arrive.
Once the Imperials have departed, Lady Santhe tells the characters that they can come out. Over the next few minutes Lady Santhe explains herself. She understands that they are the ones who infiltrated her office the previous night. She explains that their actions could potentially harm her company, and that is not an acceptable outcome. She asks that the characters return to her the data that was stolen, in exchange, she would call in some political favors to help free the local Rebels who have been imprisoned.
The characters agree, turning over the copy of the data that they have on them before setting out in search of Terri, and the second data chip.
The characters locate and infiltrate Terri's private appartments in their search for the datachip. After breaking into the safe and stealing back the chip, the characters return it to Lady Santhe.
In the following day, the news report states that the "Rebels" had been freed. Apparently they were loyal members of the Empire who a local were falsely accused of being Rebels by a local Rebel named Terri Karl, . . .
Upon returning to their ship, the characters discover a data chip and a note waiting for them. The note reads "The datachip contains countermeasures to the cloaking device. Use it well. And safe journeys. L.S."
The session ended with the characters on their ship, just leaving the system.
CPs:
Crieg: 8
Karre: 8
Quien: 6
Woromon: 9
Unpresent: 6
Character sheets will be updated in the first post when I have a little more time. |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sat Jan 12, 2013 10:55 am Post subject: |
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Ok, everything above should now be up to date.
Session #6
In recent weeks, a bounty hunter has been plaguing the rebels in the Corellean sector. The character's newest task is to end the threat that individual posed.
With some investigation, they are able to locate one of his local haunts and they go to investigate. As they stake out the cantina, Karre meets a spacer by the name of Gad-Ota who she spends some time playfully flirting with. Both exchange comlink numbers. Meanwhile, Crieg is outside of the cantina, making himself painfully obvious in his bright yellow clothes. Not long after, a repulsor limo pulls up in front of him. The driver gets out and asks him to get in, offering 100,000 credits for an evening of his time. Seeing the Hutt inside, he politely declines. At this time, Quain is watching the door and sees their target leave with several other dangerous looking individuals.
Exercising caution, the characters go back to their ship to rethink their plan. While waiting, a delivery person arrives, bearing bright yellow flowers and a box of what appears to be chocolates. The delivery is from Zamurr, a local hutt crime lord, for Crieg. The characters quickly realize that there is something 'alive' inside of the chocolates, and place them in a cargo hold while they figure out what to do with them.
Meanwhile, the characters discover that their target has left the planet, and they scramble to catch up. A space battle ensues. The character's ship takes minor damage, and the target's ship, along with their target is reduced to space dust.
The characters make a leisurely trip back to their home base, completely forgetting about the "chocolates" in their cargo hold. As they near their home base, they discover that their "chocolates" have hatched, . . .
CPs:
Crieg: 7
Karre: 8
Quain: 6
Unpresent: 6
*This thread should be up to date at this point, at least until our game tomorrow. Weather permitting. |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sun Jan 13, 2013 10:34 am Post subject: |
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Gaming was canceled for today. My boys have flu like symptoms, so taking care of them has to take precedence. Hopefully it will be gaming as usual next weekend! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Fri Jan 25, 2013 4:23 pm Post subject: |
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Just wanted to say that I've really enjoyed reading these, Guardian_A. You can tell that you're a good GM and it sounds like a fun group! |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Fri Jan 25, 2013 5:56 pm Post subject: |
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Session #7
The game started with the characters having had a few days of R&R. As the went about their business, the box of chocolates in the cargo hold never cross their mind. When they finally got back to their ship for their next cargo run, they started noticing problems with the ship even before they left orbit. As their three day journey went on, the occasional unresponsive system quickly turned into massive system failures. It dosnt take the characters long to realize that there are some kind of insects inside of the bulkheads, breeding like rabbits, and eating EVERYTHING, including circutry and wiring. The quickly attempt to bring the ship out of hyperspace, only to find that the hyperdrive refuses to dissengage. When they try to access the hyperdrive in an attempt to make repairs, the crew discovers the vermin's nest, and also discovers that they are VERY protective of their nest. Within seconds, the situation degenerates into chaos as the characters try to retreat from the insects, going so far as to reprogram two of the ship's ASP-7 droids to help fight the small creatures.
The characters manage to kill the power to the hyperdrive, bringing them out of hyperspace at an unknown location. Over the next few hours, the characters manage to vent the entire ship to space, managing to kill all of the insects on board. A couple of days later, they have the backup hyperdrive and all the major ship's systems opperational.
Long overdue, the characters finally arrive at their destination where they drop off their supplies and get some much needed repairs. With their delivery made, and the most basic of repairs made to their ship, they make their way back to the Corellia system. Upon landing, there is a love letter waiting for Crieg, . . .
Notes:
-The local resistance dosnt have enough resources to fund the character's ships repairs at this time. They are on their own for the substantial cost of repairs.
-The characters only have enough money to repair their hyperdrive, navigation systems, and life support at this time. All other systems will be subject to random failure until repaired.
CPs:
Crieg: 5
Karre: 4
Unpresent: 4 |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Fri Jan 25, 2013 6:06 pm Post subject: |
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DougRed4 wrote: | Just wanted to say that I've really enjoyed reading these, Guardian_A. You can tell that you're a good GM and it sounds like a fun group! |
I'm glad that you are enjoying the adventure!
Thanks for the vote of confidence! I consider myself a passable GM in Star Wars most of the time.
A fun group? Yeah, they are, and they are a great group of people too. As for their characters, . . . the phrase "Wretched hive of scum and villany" comes almost instantly to mind, . . . |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Fri Jan 25, 2013 7:28 pm Post subject: |
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Very much enjoying them! You've given enough descriptions that I can picture everything, too, which makes it much more enjoyable.
Your last adventures sounds very similar to something I did recently in our Star Trek game. One PC started experimenting with nanites, so I (of course) soon had them taking over all of their ship's systems, causing random malfunctions that led to all sorts of chaos! |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Sat Jan 26, 2013 7:34 pm Post subject: |
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Glad you like things so far. The idea when I started this was to include enough information that me and my players could quickly go back through and review what has happened up to this point in the story. It tends to save a lot of Q&A among the players when some of us bring laptops and kindles to reference rules and other things anyway.
How did your players resolve their problem with the nanites? My players will be dealing with the repricussions of this last adventure for a very long time to come, . . . |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Sat Jan 26, 2013 9:10 pm Post subject: |
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What's ironic is that I had to look up the adventure summaries from that Star Trek tale, to get the details right (so they end up helping the GM, too!)
For that story, I got a lot of help from a Trek forum. I incorporated many good ideas that others came up with. In the end, the crew were stymied, but eventually the Chief Inspector on the ship narrowed things down to three suspects. He then eliminated things until it appeared that a medic (an NPC) had framed Veroz (the PC who began the experimentation), altering video to make it look like he had freed the nanites from their extremely secure lab in Medical. The crew didn't rush to judgment, and eventually they figured out that Veroz did do it (freed the nanites), though he did so under the influence of an alien life form. This life form used the influencing of other creatures (in this case the PC Cardassian) to create these nanites as an early stage of its reproductive/life cycle. It then influenced Veroz to frame somebody else by making it look as if they framed him (sort of a "reverse frame").
In the end the PCs figured things out and the nanites combined to make a brand new life form, and it ended up floating away into space.
Very Trek, I suppose, though a bit of a convoluted plot. |
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