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Fall of the Republic campaign underway
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KageRyu
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PostPosted: Fri Jul 29, 2005 9:50 pm    Post subject: Reply with quote

New characters wont help any. And they only finally started to make progress toward furthering the plot, though granted, they dug themselves in a deep hole from their actions and lack of thought too.
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Argamoth
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PostPosted: Fri Jul 29, 2005 10:54 pm    Post subject: Reply with quote

Putting off the plot untill they learn to work together as players might help, too.
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KageRyu
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PostPosted: Sat Jul 30, 2005 10:00 am    Post subject: Reply with quote

Argamoth wrote:
Putting off the plot untill they learn to work together as players might help, too.

I do not like doing things of that sort, as player need to know that the Villains, wont wait for them while they kibitz about. I think that is part of the problem as it is, as two of the players are too used to PC and PS2 based RPGs where the plot will graciously wait for you while you go wander around aimlessly, level up, and collect hidden secrets. I am just going to be more detailed on the side of the plot involving the possibility of the PCs failure, and accelerate the timetable for other elements of the campaign should they fail.

The Player controlling Voc (the Gand) keeps trying to explain this to them, and he's really trying. They all say they are still enjoying the game, I just feel frustrated as the plot is unfolding without them. Se la vive.
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Argamoth
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PostPosted: Sat Jul 30, 2005 10:21 am    Post subject: Reply with quote

Oh well. Remember to tell us what happens to them. I want to see if they can get out of this mess.

Edit: 100th post!
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KageRyu
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PostPosted: Sat Jul 30, 2005 10:53 am    Post subject: Reply with quote

I will. Though I have a feeling they'll just blast there way out.

There is so much more going on behind the scenes that I can't reveal yet, as the players may read these forums. They have missed so many vital clues, and their own actions are making their lives harder by undertaking criminal activity. Had the gand not gotten involved in a blaster fight in the first adventure in a Spacer's Tavern, and then stayed to "loot the bodies" he would have never had a criminal record. A gand on this world sticks out like a sore thumb...
Then when the Gand finally teams up with the Jedi (who's on a mission for the planetary govenor), and the smuggler they almost catch the militants in the act of bombing a bacta plant. But, the Gand...the only one who found a bomb, went looting boddies instead of telling the other about the bombs (hence giving them a chance to find and disarm the rest). Place blows up, Jedi goes to report the situation to the Govenor, and the Gand (who is wanted for that blaster fight) goes too... Gand gets arrested, Smuggler and NPC merc with them get arrested too, Jedi gets chewed out for failing to stop the attack, govenor displeased, Jedi stands up for Gand, Govenor dismisses Jedi from official duties...
An NPC starts a breakout attempt, the jailed players decide to join in, and fight and blast their way out of the security block, killing about 5 guards in the process...now both the Gand, and Smuggler are fugitives...

And, after the events of last night, so is the Jedi...

If they had not resorted to blasting everything, and not gotten a criminal record, they could have simply walked into the Factory any time to investigate the damage... They just keep making it harder for themselves.

Next adventure I will see what happens with the current standoff. They may uncover what is going on yet, they did make some small progress toward it last game, but not nearly as much as I expected.
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Endwyn
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PostPosted: Sat Jul 30, 2005 2:11 pm    Post subject: Reply with quote

I would talk to the PC who wants to participate in the plot and explain to him that you agree with him, that the bad guys don't just sit around and wait. Let him know that there will come a time when he's going to have to decide where his character's loyalties lie - either with his companions or with his goals to advert the bad guys actions.

In the adventure design a plot point where it becomes clear that the villains plans have progressed signifigantly, but the PC's don't know much because they were lolly-gagging. Hopefully the player you talked to will walk from the group and work towards tackling the plot points. Perhaps the PC can't take down the bad guy by himself; but perhaps he can kink the plot enough to buy the whole group enough time to regroup and go at it together.

Make sure that when you narrate the splits that the group moving forward in the plot has exciting moments where they all get the chance for dramatic moments. When you give the other side it's time make sure that the plot drags as much as the PC's drag. It should be mundane and regular.

Hopefully the players will want to get on board and become part of the exciting storyline.
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KageRyu
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PostPosted: Sat Aug 06, 2005 9:02 pm    Post subject: Reply with quote

Fall Of The Republic - Outpost of Strife, Part IV
In our last episode...
Having tracked down a Kubaz that Voc, Drevon, and Trondo believe is interowven into the intrigue and strife on Verinon, Voc (The gand) has staked out the Kubaz modest appartment (a bi level motel style dwelling, with the Kubaz having an apartment on the lower corner). After growing impatient and seeing the Kubaz is getting ready to move, Voc strikes without the aide of the other PCs. Capturing the Kubaz (after chasing him into the street) and after the nonchalant arrival of Drevon and Trondo (which attracts planetary security forces), the three found themselves trapped in the building. The gand tries a daring plan to sneak out through a back window before the security forces arrive, while planting an explosive to cover their escape and make it seem like they might have died... Things go wrong, the explosives detonate, the whole party is badly wounded, and in the rear alley behind the remains of the Kubaz's apartment (a hole having been blown in the rear wall). As they try to make their escape, they are spotted by several planetary security officers, in full riot gear, with light repeaters...

Voc trusts to the force, pulling several small smoke bombs from his robes, and hurling them into the alley, at the guards. The smoke an mist creates a blanket of cover for the trio, as the gand, who is unnaffected having grown up on a mist world, opens fire. His blaster still on stun, he drops one of the security officers, and dazes another before they can react (coughing and gagging). They fire wildly into the smoke at the trio, as Drevon and Trondo drag the Kubaz behind cover. Voc drops a second officer, but the third pulls a visor attachment from his belt, clipping it to his helmet. Repeater fire rips through the alley, striking Voc and crippling him, though his stamina allows him to keep fighting at heavy penalty (providing he can make a moderate roll every round). Drevon and Trondo fire wildly from behind cover trying to aide there new friend. Finally, the third offcier is down, and under cover of smoke the trio reaches Voc's hidden speederbike. Only big enough for 1 really, they send Trondo back to the ship with the Kubaz draped over the bike, while Drevon and Voc try to find safe haven to treat Vocs wounds.

Voc and Drevon hide out in the refresher of a very seedy spice bar in the city's unregulated sector as Drevon uses the force (and a force point) to stabalize Voc's wounds. They try to clean up the blood as best they can while realizing the blaster burns in Voc's garb are a dead givaway. They snag some cloth from lines in a nearby alley, and begin trying to sneak out of the city to make their way back to the ship. While almost out of the city, they are spotted by a couple of officers on traffic detail, who foolishly give chase. Voc and Drevon, still wounded, flee, realizing they are not up for the fight. While they flee wildly they find themselves in a dead end alley. As they turn, the two officers have weapons out, ready to fire...they start to surrender...

A blurry, furry form, accompanied by familiar howling and shrieking lays into one of the guards, hurling him across the alley. The second guard turns, firing, before the massive arms of a wookie bat him into a nearby wall. Drevon and Voc are relieved to see Sherracca, a wookie acomplice, standing before them, until he grabs the wounded Voc by the throat and demands to know where his companion Borin is. They calm the wookie and lead him back to the ship...

At the ship, they await for the Kubaz to awaken so they may interrogate him...

There is more, I will write it when I have more time.
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KageRyu
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PostPosted: Sat Aug 06, 2005 10:07 pm    Post subject: Reply with quote

Voc, Drevin, and Sherracca make their way back to Trondo's ship, hidden in the nearbye mountains. Trondo has the Kubaz tied up and secured in one of the quarters, with the security code reproggrammed and scrambled by his trusty Astromech. Borin and Sherracca are reunited, and Borin makes it clear he wants no part in this kidnapping scheme of Voc's, but states that he underestimated Voc's greed and desperation...Voc is not happy about the remark. Drevin and Tron begin to annoy Sherracca and Borin with repeated requests to "Use a medpack on me", until Borin finally draws his double-barrelled blaster and says he'll make all Drevin's pain go away...

The Kubaz finally wakes up. Voc, Trondo, and Drevin begin questioning him, but can not only not decide what questions to ask, but exactly how to go about interrogating him. Voc starts threatening to cut off body parts, Trondo starts threatening to blast him if he doesn't tell him the name of every Kubaz that he knows, and Drevin...well...he keeps changing his mind. The Kubaz begins rattling off the names of various other Kubaz he knows, like family, his old neighbor, his poker budy, etc... which only serves to annoy Voc and Trondo. They all roll interrogation and intimidation, failing quite misserably (unbeknownst to them). Voc draws his vibroblade annoucing he doesn't care if he gets a dark side point, and Trondo takes careful aim at his head. Drevin finally decides maybe searching him is a good idea (as no one had yet...). They find a pocket computer, several data crystals, two comlinks (one regular, one modified), and another electronic device they are unaware of it's purpose (failed technology rolls). The interrogation proceeds again, and degenerates to the trio being schooled in the art of insults by the Kubaz (which was quite funny actually). Finally, they start to make headway. They get the Kubaz to admit he works for a corporate conglomerate with vested interests on Verinon, but insists he is a finnancier and market researcher only. They leanr the modified comlink is enhanced for coded tranmissions to insure a clear line (Voc promptly makes sure it is turned off). The Kubaz insists the data crystals have corporate data on them, when the trio tries accessing them they find them all encrypted. They demand the Kubaz decrypt them under penalty of death...and after much debate he agrees...

GM Note on Evilness...at this point the Kubaz had them right where he wanted them, and they will hate me for it later Twisted Evil

They lead their captive to the ships main computer, and have their R5 plug in to monitor the Kubaz's activity, to insure he is only decrypting the crystal. The Kubaz points out the crystals were damaged by radiation (in a verry derrogatory and insulting manner) and says it may take some time to reconstruct the data. When asked, he says about an Hour, and the players agreed...telling the R5 to watch him closely. Well, the Kubaz and the R5 now both begin making rolls...
After an hour, a 3D map of the Galaxy appears onthemonitor, with trade routes, cargo numbers, lot numbers, shipper and buyer numbers, values, etc... all orriginating from Verinon, all seemingly legit. I asked the smuggler to make a moderate astrogation (he failed) then a planetary systems roll (also failed). Voc suspects something is up, but is not sure what (in reality, the whole map was a fake, pulled mostly from the ships nav comp and with extraeneous data filled in by the Kubaz, but as the Smuggler failed, he didn't notice several of the Hyperspace routes would take them into known hazards, or that several systems were false or in the wrong place. The Kubaz made the map hastily, and used the bulk of that hour to poke around the ships computer to do other things Twisted Evil ). Voc, satisfied the Kubaz is co-operating, as the R5 didn't report anything unusual, agrees to feed the Kubaz, but says he will remain their guest for now. They lock the Kubaz back in his room, and retire for the evening...

Drevin has another nightmare. An island of glass and steel and towers reaching to the sky, surrounded by a sea of orrange and red clouds. He can hear blaster fire, and screams, and can feel death around him. He sees a figure with flowing orrange hair, and an orrange lightsaber dancing amid blaster bolts, as another figure, blurry, but in redish armor shoots at her...
He wakes in a cold sweat, disturbed by the dream. He leaves his quarters, walks out the main hatch, and down the access ramp (both were open...big hint...) and sits on a nearby rock to contemplate his dream. As he sits, he hears movement behind him, and jumps to his feat. He announces that he will use the force to immobilize or force back anyone near him, and turns to face three attackers in dark garb with long combination halberd/carbines. He decides fleeing is a better choice. He bolts up the ramp of the ship, pulling the hazard alarm as he reaches the top to awaken the others, and flees toward his room.
The other awaken in time to see that there are 3 intruders boarding the ship, firing at Drevin who is returning fire from just inside his quarters... the battle is joined (Drevin couldn't find his lightsaber). In the ensuing firefight 3 more boarders come in, one wearing heavy armor with an oblong helmet...who promptly burns a force point and declares 5 actions. A grenade is sent at Drevin, and another at Voc. Voc stuns 2 of the attackers, and just gets out of the center of the grenade, while Drevin Jumps into the hallway, as the grenade ricoched off a nearby wall and into his quarters... Voc is wounded, Drevin is wounded.

Meanwhile...Trondo, who was sleeping in the lounge begins cautiousley working his way toward the sounds of battle when he notices the door to the Kubaz's room is open... on further investigation, the Kubaz is gone.

During the fight, the armored invader kills one of his own with a Rodian cryo-whip (rolled all 1's), but also mortally wounded Voc. When Drevin dropped the 3rd of the other 5 attackers, the armored figure began to retreat. By this time, Sherracca had joined the fray (still no sign of Borin or Trondo), and dropped the forth. The fifth attacker ran, just in time to see the leader speed away on a repulsorlift...Sherracca and Drevin gave chase at the fifth, who was on foot. He pulled a grenade, turned to throw it, and fumbled, dropping it at his feet. Trondo finally reaches the main coridoor and sees Voc down, and Borin (who arrived just before him) administering aide.

They captured 3 of the attackers alive. 1 blew himself up, the others neck was broken by the rodian cryo whip. Drevin used the force to probe their minds (a good idea) and learned they had tracked a signal to the ship. Further investigation reveals the ships computer and subspace radio are locked into constant broadcast (the Kubaz's work they believe). They find all of the Kubaz's gear is gone as well (how he pulled that off they are unsure). Their R5 is unable to break the Kubaz's encryption, and disable the signal. They ask the R5 if he saw anything unusual as Voc hand seen him making rounds during the night to perform routine systems checks and maintenance, but the R5 assures them the Kubaz never left his room. As the Jedi probes the captives minds further, he see a small army, with heavy weapons, cobbled together repulsortanks, modified agro-mech walkers, and such. Some heavy firepower. And a Rodian speaksing with one of them about "All they have planned for being in danger" and "we must move sooner than we planned." Uppon unmasking the attackers, they learn all 4 are identical, and suspect clones.

Meanwhile, Voc, doubled over in pain, sees a datacrystal on the floor, just underneath one of the cabinets housing auxillery electronics and retrieves it. The R5 is able to break the encryption, revealing lots of financial information, corporation accounts, bank account numbers, payrolls, payments, vehicle rentals, shipments...including a payment to the Gand's Merc Company. They know believe they were set up. They further learn from interrogation that the militants are planning a big attack in the next few days, and want to send a message to all offworlders...they want to carry the battle to them. They are convinced the militants are going to attack the starport to sieze ships. They must now convince Borin, and his Mercenaries, to aide in defending the capitol city and the starport, for no pay, despite being wanted felons on this world...

Be with us next time Smile
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Argamoth
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PostPosted: Sun Aug 07, 2005 2:18 pm    Post subject: Reply with quote

It seems that they're improving in their skills.
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KageRyu
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PostPosted: Sun Aug 07, 2005 7:22 pm    Post subject: Reply with quote

Yes, they are getting much better. The between game talks and coaching is helping, and they're all starting to focus in.

I forgot 2 points that I should have mentioned:

Trondo had the foresight to have his astromech use it's holographic recorder on the three captive clones and their interrogation for proof, just in the event they escape. This does not bode completely well, though, as the Gand almost killed one (he didn't mean too, but didn't realize his character's strength...I probably should have given a DSP...) and had the Jedi not expended a force point on Transfer Force, the captive would have died. When Voc went to tell Borin of the double cross to the Merc unit, Drevin continued the interrogation, and when finished, tried to KO one of the captives with a coffee cup (His master is going to have a long talk with him when he gets back to temple).

Next episode: Fall Of The Republic - Outpost Of Strife, Part V
The situation on Verinon comes to a climactic conclusion. The militant and terrorist forces launch an all out attack, that threatens to errupt into full fledged Civil War! Our Heros must stand between these terrorists and there final goal, in hopes of stopping the attack. Are they up to the challenge? Will they learn who is really behind the attacks? Will Drevin ever be able to buy his lightsaber back from Borin? Will Trondo be able to make the payments onhis ship? Will Borin sign on for a foolhardy, heroic cause?
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KageRyu
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PostPosted: Thu Aug 11, 2005 3:05 am    Post subject: Reply with quote

Fall Of The Republic - Outpost Of Strife, Part V

Finished episode 5 tonight, and oh what a conclusion it was. The largest battle I have ever had so early in a campaign. The players (Voc, Drevon, Trondo) managed to convince Borin and the mercenary guild to help fight the terrorist militia threatening the planet. Voc headed a team to pin down the militia in a pass on the way to the starport to buy time for the Mercs to prepare a defensive line. Fighting got hairy, and Voc couldn't call for help as they learned an early make Probot was jamming them...finally they called for help and the Corlinian Cruiser screamed out of the sky to pick them up. They slowed the militant advance but didn't stop it. As the players and their mercenary allies sat entrenched, waiting for the terrorists, the presence of the pirate cruiser (really just an upgunned Gohtroc) attracted the attention of the defense forces. A small air skirmish errupoted, and in the midst of it, the terrorist army broke from the canyons, as the planetary forces advance from the starport. It was like two great waves colliding and crashing together, drowning the PCs and their allies in the midst of it. So much happened I will cover it in more detail when I have time.

In this fight, Drevon, aboard the Corlinian Cruiser saw smoke begin to rise from inside the city. He demanded Trondo head in to help, feeling in his gut that it was the Govenor's palace under siege. While heading in, a distress call was sent by the govenor, his retainers overrun, the palace besieged. Republic forces would not be available to help. A nearby corporate expedition offered to assist, but the govenor would need to issue an authorization granting emergeancy powers to the corporate peacekeepers, as republic law prohibits corporate soldiers from deployin on any sovereign world. Trondo, feeling something was wrong, tried to talk the govenor out of it, insisting that they were on their way too help. With his guards slayne, the govenor authorized the corporate intervention. The PCs arrived, faced a nemesis who tried to board their ship, pulled the govenor out, while the NPC Duros manning one of the gun turrets fired into the room as the Villain (Rodian) fired at the ship...
The room was smashed....

Trying to flee from the militants, the players began to learn how badly the Kubaz messed with their ship, as Tron found himself fighting the ships computer for control... Long story short, many near crashes, one crash, ship damaged, players escape into atmosphere after arguing with govenor and essentially trying to kidnap him. Corporate forces identify the Corlinian Cruiser as a rogue freighter and pirate, and order it's surrender, he refuses. They find their main hyperdrive disabled...and finally switch to backup...they face a 11 day journey to the nearest system, in hopes of finding a safe harbor. Many of the Mercs are in the ships bunks, gravely wounded.

The Escape is bittersweet though. Voc, not trusting the ship, ellected to stay behind, and was arrested by corporate peacekeepers for his crimes. Sherracca...Borin's trusted wookie sidekick, was also imprisonned.

All in all, they didn't do too bad. They earned between 15-17 CP each (played from 5:30 to 1:30), and Drevon earned 6 FP, Voc earned 4, and Tron earned 3. Tron and Voc were able to attone for their dark side points (their heroics were incredible). Now the storry has many unanticipated twists.

I will explain more in detail when I have more time.

Be with us Next Time for...
Fall of the Republic - Uncommon Bonds, Part I
Borin begins to set the stage to find Sherracca (originally planned as a way to have the NPC Boren fade from view for a while while saving his friend...but now that Voc is a prisoner too...) and Voc. A daring rescue becomes nescessary, as Boren will not give up on his trusted friend and compatriarch. Still unable to undo the Kubaz's sabotage, and low on funds, Tron and Drevon search for safe harbor to attend to the wounded and efect repairs. Many of the Mercenaries may not survive the long trip in Hyperspace. Verinon is once again under corporate rule, as Voc and Sherracca face trial for crimes against the republic and as enemies of the state...at best they face life imprisonment on a penal asteroid...at worst death.
Will Boren, Drevon, and Tron be able to settle their differances and ban together to save Voc and Sherracca? Will Trondo be able to undo the trouble caused by the Kubaz to his ship? Will R5 beat the cragmoloid at sabac? Will Voc survive his trial? Will the ships backup hyperdrive be fast enough to outrun the price on all of their heads? Stay tuned Twisted Evil
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KageRyu
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PostPosted: Fri Aug 19, 2005 3:16 pm    Post subject: Reply with quote

Wow, so much has happened since last I wrote about the campaign. We have played through Fall Of The Republic - Uncommon Bonds, Parts I-II. I have tied up much of the opening plot, and set the stage for many things to come. I will try to write about it all while I am away for the next few weeks, and post the results when I return. Voc and Sherracca both are still captives, now in the hands of slavers. The players adventures have taken them to Mandel, where they got there first glimpses of the military regime of Mandalore. They had a few close calls with the Mandalorian forces, almost ending up imprisoned. They broke the back of a small time slaver ring on Mandalore, angering a third tier crime boss, and injuring or maiming most of his goons (more enemies, just what they needed). The Jedi has felt the seductive lure of the dark side, and the smuggler has had a very close call with the dark side, realising he has to change his ways. Now, after being exiled from Mandel, the player's have turned themselves in to a Republic Corellian Corvette, where they have handed over the evidence they have, and await trial.

I'll post detailed posts later, the detailed stories are so much nicer, especially the many cutscenes and a few of the Jedi's dreams.
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Jedi Skyler
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PostPosted: Fri Sep 16, 2005 2:08 pm    Post subject: Reply with quote

So... Has more happened yet, or are you still away? This is a good read! Nice to see the players beginning to work together; glad they could start ironing out their differences.
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KageRyu
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PostPosted: Thu Oct 20, 2005 6:54 pm    Post subject: Reply with quote

Oh, so much more has happened in this campaign since my last post. I will try to bring everyone up to speed over the next few days. Now that I have returned I will try to keep this thread more updated, but I am still having computer troubles, so I make no gaurantees. I am in the process of collecting my notes, and compacting them into a readable and entertainint narrative, starting from that battle I promised more detail on.

This campaign is still running, and we are currently three more adventures in from my last post.

The next few posts I make to this thread will just be detailed narratives.
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Jedi Skyler
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PostPosted: Fri Oct 21, 2005 12:38 pm    Post subject: Reply with quote

Cool. Can't wait!
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