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Aurin

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  1. Like
    Aurin got a reaction from DurosSpacer in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Read Lords of Nal Hutta cover to cover for the first time. It's a great book full of useful information. It's definitely required for anyone running an EotE campaign with Hutts as a major theme / patron. In addition, the authors put together a few nice modular encounters in the back of the book that I've written up my notes on (found below). I'll go out of my way to include Rubbering Slippery Elbows into a campaign, with Welcome Aboard and Deal Gone Wrong likely finding a place somewhere along the way. Dead Road and Toydarian Grocery Shopping are probably not worth writing in for me, but could definitely have a place depending on your game and worth having in your back pocket.
     
     
    WELCOME ABOARD
     
    Source: Lords of Nal Hutta (Modular Encounters)
     
    Synopsis: While traveling through Hutt space, the PCs enter into a deadly game of hunter and prey with a group of pirates intent on robbing them.
     
    Location: Space (anywhere)
     
    Good for: Any spacefaring PCs
     
    View: This is a modular pirate attack. This modular encounter has a number of nice little touches (good uses of advantage / threat, astrogation, etc.) and covers a boarding action well. Further, Giddeon, the Devorran pirate captain, is a great character and could be used as a recurring villain if he gets away.
     
    Rating: Good (4.0 / 5.0)
     
     
    TOYDARIAN GROCERY SHOPPING
     
    Source: Lords of Nal Hutta (Modular Encounters)
     
    Synopsis: The PCs become embroiled in a hunt for spice-producing mushrooms in the deadly swamps of Toydaria.
     
    Location: Toydaria
     
    Good for: Any PCs on Toydaria
     
    View: This one is a decent side quest for the PCs but nothing particularly interesting happens. I also don’t see this adventure slotting well into a campaign through normal course, and this one isn’t compelling enough to make a detour.
    Rating: Average (3.0 / 5.0)
     
     
    A DEAL GONE WRONG
     
    Source: Lords of Nal Hutta (Modular Encounters)
     
    Synopsis: A deal between a band of smugglers and a weapons dealer on Nar Shaddaa turns a marketplace into a shooting gallery, and the PCs are caught in the crossfire.
     
    Location: Nar Shaddaa (or any other shadowport)
     
    Good for: Fringers at the wrong place at the wrong time
     
    View: Great little scene where the PCs get caught up in a firefight during a weapons deal gone poorly. There is a lot of flavor and background here and the modular nature provides all of the details. My one gripe is I’m not sure that there is enough here to get the PCs to jump in and pick a side. Why not just jump for cover?
     
    Rating: Good (4.0 / 5.0)
     
     
    RUBBING SLIPPERY ELBOWS
     
    Source: Lords of Nal Hutta (Modular Encounters)
     
    Synopsis: The PCs are invited to attend a Granee Noopa, or "Grand Dinner" on Nal Hutta. The Granee Noopa events are organized by Hutts in which the invitees compete against one another to earn fame and fortune.
     
    Location: Nal Hutta, but could be any place where the Hutts own a palace.
     
    Good for: Any group of spacers that have caught up with the Hutts
     
    View: The premise alone makes this encounter a high priority addition to any EotE campaign where the PCs are mixed up with Hutts. The purpose of the Granee Noopa is for a Hutt patron to validate his underlings to test their worth. Rubbing Slippery Elbows is a great insert into the midpoint of a campaign where the PCs move from minor Hutt pawns to doing more important Hutt missions. I’d insert this either on a standalone basis for a one-off game night or add this to Tempest Feud when Popara hosts the PCs at his spire on Nar Shaddaa.
     
    Rating: Very Good (4.5 / 5.0)
     
     
    THE DEAD ROAD
     
    Source: Lords of Nal Hutta (Modular Encounters)
     
    Synopsis: Tales of long-abandoned Hutt throneworlds are nothing new, but when a grizzled spacer asks the PCs to accompany him to the location to a hidden Hutt palace, the race is on to be the first to claim the treasure.
     
    Location: Any Hutt throneworld
     
    Good for: Any MacGuffin searching crew
     
    View: This is a short dungeon crawl adventure in Hutt Space that’s along the treasure hunt theme of PCs find a map, follow it to a Hutt lair, go through the traps / hurdles / battle droids, find the pot of gold at the end of the rainbow.
     
    Rating: Above average (3.5 / 5.0)
  2. Like
    Aurin got a reaction from Raicheck in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Enjoyed this one a lot - looking forward to reading No Safe Haven sometime soon!
     
    SHADOWS OVER TARKINTOWN
     
    Source: Standalone fan-made beginner game
     
    Synopsis: The story begins with the PCs at Loathal resettlement camp 43, commonly referred to as Tarkintown. As the sotry begins, each of the PCs has ties to this small settlement, which is about to be destroyed on the orders of Darth Vadar and Agent Kallus. Luckily, not all in the Imperial Machine are comfortable with wholesale slaughter of citizens, and a contact of the PCs has passed a warning through a secret channel. The PCs will have only moments before the Empire arrives, and should quickly realize their only option is to flee by commandeering an Imperial transport. Along the way they will have the choice to engage in activities to benefit citizens of Tarkintown or damage the Imperial war machine.
     
    Location: Lothal, but the resettlement camp could really be on any planet
     
    Good for: Any beginning “come together” story, particularly good to kick off an AoR campaign
     
    View: I really enjoyed the premise of this short module. The outline is simple – the PCs need to escape the resettlement camp through an Imperial checkpoint and steal a troop transport. It does a good job setting the tone and making the PCs feel the hate for the Empire (and then feel triumph with their small successes, such as saving a family and escaping the camp). While I’d recommend the module for those looking for an intro encounter, I think that the overall rating is held back by the brevity / lack of clarity in certain key areas that left me confused on a first read (with a caveat that I’ve not watched the Rebels TV show). Wookiepedia helped answer some of my questions, but for a module made for beginners, I think that some of these should have been addressed in the body of the text. Some notes that GMs looking to run this module may find helpful:
     
    Starting off: I believe that the authors intentionally left the “contact” unnamed without background, but I think that it takes away from the adventure a bit. Giving that NPC some background and context really helps bring the situation to life.
     
    Encounter 4A: Create a list of NPC names and races for the citizens in this encounter. It’s hard for the PCs to relate to unnamed masses, so it’s better to have Niera, the twi’lek toddler dragging her doll trying to escape the Imperial destruction than just citizens in a shanty building.
     
    Encounter 4B: In a failure scenario with the swoop gang, it’s not clear what the authors intended for the difficulty increase. Is three failures equal to three green dice or one yellow and one green?
     
    Encounter 5: The map of the Imperial barricade does not have any labels, so I found it difficult to understand what all of the set pieces are, which really held back this entire encounter for me. After Googling what an ITT looks like, I was able to discern that the two transports are the bottom right and center (I think, anyway). I don’t know what the other stuff is. Perhaps a hover tank? Also, stats for the AT-DP are found later in the chapter, even though they are lacking here.
     
    Encounter 6: I felt that this encounter, while meant to be the climax, was the weakest in the module. Part of this was because I didn’t have a strong understanding about what an ITT was – I thought that it was a starship, but in reality it’s a repulsorcraft. I was confused as to why the PCs would choose to fight, when (knowing my players, anyway) the PCs would just immediately hightail off planet. I think that when running this encounter it’s important to clearly outline the win condition.
     
    Rating: Very well done for a fan-made module. It started strong, but stumbled a bit at the end (above). I’d rate it Above Average (3.5 / 5.0) but with some of the tweaks above I’d upgrade to 4.0 / 5.0. 
  3. Like
    Aurin got a reaction from Raicheck in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Hey folks - been a while. Got through Beyond the Rim - my notes are below. Three EotE books to go...
     
    BEYOND THE RIM
     
    Source: Standalone EotE Adventure
     
    Synopsis: At the start of the adventure, the PCs receive an invitation to go to the Wheel Space Station and meet with Roem, the Twi’lek boss of a semi-legitimate tech company called IsoTech. Roem has just received an old hyperspace message pod purportedly from the legendary, long-lost treasure frigate, the Sa Nalaor. His family and his company were once involved with the ship’s captain, Rel Harsol, and schemed to smuggle Separatist designed cybernetics technology into the black market after the Clone Wars.
     
    Roem wants the PCs to travel to the coordinates indicated in the message pod and see if the Sa Nolaor is there. The destination is the remote planet of Cholganna, known as the homeworld of the vicious nexu. If they find anything, they are to map its current condition and look for any survivors. Roem sends his droid IT-3PO along with them since Eyetee-Three knew the missing Captain Harsol, can identify him, and prove the PCs relationship with Roem. They are to depart once Eyetee-Three arrives on the Wheel and is delivered to their starship.
     
    They are not the only interested party, however. The Imperial Security Bureau is actively following the Sa Nalaor reports, though the PCs are unlikely to know that until the Imperials try to place a tracking device on the PC’s ship and follow them to their destination.
     
    The Rodian Yiyar clan has also taken interest in the wreck. The group is comprised of aggressive and often violent scavengers, and they become the PCs primary rivals in the search for the long-lost frigate. After failing to obtain the message pod data, the Rodians try to steal IT-3PO while it is being delivered to the PCs. If the PCs stop them, they can gain the advantage by getting to Cholganna first. If they fail, the Yiyar clan escapes with the droid and gets the jump on them instead.
    Once the PCs arrive at Cholganna, they carry out an extensive search operation to locate the ship. Along the way, they discover wreckage debris, abandoned escape pods, and eventually the ship itself. The PCs must also fend off the planet’s supremely dangerous and violent predators, the nexu.
     
    At last they discover the main hull, but time and the savage planet have taken their toll. Before the PCs get too far, they’re attacked by cybernetically enhanced nexu, who appear to be guarding the wreckage. Afterwards, IT-3PO secretly activates a homing beacon that draws the attention of Captain Harsol, who turns out to be the droid’s former master.
     
    The next morning, the Yiyar clan catches up with the PCs and attacks them. Not long afterward, Captain Harsol discovers both groups and thanks IT-3PO’s homing beacon, and he takes the groups back to the survivors’ secret, fortified settlement called the Retreat.
     
    There, the PCs must deal with the survivors and answer questions about the state of the galaxy before attempting to negotiate any sort of deal with Captain Harsol. Camp politics come into play, and the PCs must handle a rift between the survivors and captain. Harsol has been hiding from the Empire for so long that his paranoia has a chokehold over the camp: any who try to leave the planet mysteriously disappear. Meanwhile, the Yiyar clan stirs up trouble, giving the PCs the opportunity to earn the Retreat’s inhabitant’s trust. Just when things are about to escalate, an Imperial scout ship roars over the Retreat, sending the survivors into a desperate panic.
     
    The Imperial arrival causes different personal crises for Captain Harsol and the Arkanian master cyberneticist, Cratala. The PCs must take sides or take control while Imperial probe droids buzz overhead. Finally, the PCs must help the Retreat defeat the Imperial scout troopers and ISB agent who are determined to take them, Captain Harsol, and Cratala back to the Empire.
     
    The PCs deliver their findings and any survivors back to Scrapheap Point, IsoTech’s base of operations on Raxus Prime, a junkyard planet long under Imperial control.  The PCs must avoid TIE fighters while descending to the planet, losing them amid canyons of junk and other obstacles to avoid leading them directly to their boss. When they land, the PCs are met by Norta, leader of IsoTech operations on Raxus Prime. He takes their report, deals with any unexpected repercussions of their trip, and asks them to stay until the next day when Roem arrives. They have the opportunity to explore Scrapheap Point and make some extra credits.
     
    The Yiyar Clan launches a surprise attack using Trandoshan mercenaries and their own personnel. Their revenge entails stealing anything the PCs may have brought back with them from Cholganna and damaging IsoTech as much as possible. During the battle, Roem and his reinforcements appear from a hidden location within the secret base to help turn the tide. Afterward, Roem reveals that one of the junked starships, a Corellian CR90 corvette, isn’t as derelict as they led everyone to believe.
     
    After the rivals are repelled for good, Roem and the PCs have a chance to breath. However, before they leave, IsoTech sensors detect incoming Imperial fighters. Roem is willing to cut another deal to secure the PCs’ help: IsoTech’s corvette needs emergency repair work before the ship can attempt to take off through the junk pile. It’s a race against time as the dreaded Imperial Stormtroopers converge on the smuggler base.
     
    When IsoTech can’t wait any longer, they launch the ship. Some PCs may remain on board to help fly the ship, man the guns, or carry out emergency repairs and damage control. The rest of the PCs have to fly their own ship out of there, coming face to face with more TIE fighters and two heavily-armed Imperial system patrol craft. They must fend off their attackers long enough to escape the planet’s gravity well and make the jump into hyperspace.
     
    Location: The Wheel (space station), Cholganna (jungle planet, home of the Nexu), Raxus Prime (an Imperial junkyard planet)
     
    Good for: Edge of the Empire fringers or any crew focused on exploration / salvage
     
    View: Stirling Hershey really knocked this one out of the park. I’ve reviewed a few other treasure hunt (Celis Mott, Dead Road) and a few salvage modules (Wreck and Ruin, some of the other instant adventures plots), but this one not only captures the Star Wars feel, but uses all of the needed elements of a treasure hunt while still providing the little details to make this module complete. While each act is great, I felt that the second act (on planet) lagged behind the others. The interaction with the crash survivors seemed a little drawn out for my liking, so some of that may need to be pushed along when running for less patient, chatty PCs. I thought I was going to hate the third act, but it ended up being my favorite. The chase through the junk yard (you know I love a good chase!) and the emergency takeoff of the Blockade Bandit are my two favorite encounters of the entire module. There isn’t anything I’d change in this module, but I’d recommend limiting the number of NPCs that travel with the PCs from the Sa Noalar to make the future encounters more exciting (and less burdensome on the GM). Overall, Beyond the Rim is a must-include for any Edge campaign.
     
    Rating: Great (4.5 / 5.0)
  4. Like
    Aurin got a reaction from Ali Mesratep in Character Artwork Thread   
    Here's Trok, the gruff, wisecracking Dug Driver NPC for the PbP My Kind of Scum.

  5. Like
    Aurin got a reaction from RLogue177 in Character Artwork Thread   
    Hey all! Absolutely love this thread and I'm so, so impressed with all of the wonderful art that everyone has shared here. I recently commissioned art for the four PCs for My Kind of Scum, the PbP game that I'm running here in the beginner forums (link is here if you're interested!).
    The first one up is Lang Shinqo, a grizzled ex-lawman with a troubled past (Mirialan Marshal)

     
    Next is Caizu, the lovely Chiss con artist with 'uncanny luck' (Chiss Gambler / Force Emergent)

    And now we have the stone-faced Dro-Kar, a ruthless Nikto bounty hunter who's quick to violence (Green Nikto Gadgeteer)

     
    And last but not least we have HM-6T6 (though he goes by SixtySix, and sometimes, Mittens), a bulky Corellian Engineering Corporation starship maintenance and repair droid (Droid Mechanic)

     
     
  6. Sad
    Aurin got a reaction from ddbrown30 in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    We're quickly getting to the end of my handwritten notes Here's the feedback from Mos Eisley adventure set. As you can tell, I wasn't a fan...
     
     
    VESTED INTEREST
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: Characters are asked by a dock worker to kidnap a friend to stop him from going to meet someone who is blackmailing him. Turns out the girlfriend is actually one of Jabba’s agents and is trying to get the customs agent to flip sides.
     
    Hook: A dockworker approaches the PCs for no reason and asks for help.
     
    Good for: Anyone
     
    View: This adventure was super uninteresting and didn’t make any sense. The simple idea of Jabba trying to blackmail a customs agent is a good one, but that’s where the good part ends.
     
    Rating: Terrible (1.0 / 5.0)
     
     
    THERE’S MANY A SLIP BETWIXT CUP AND LIP
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: Characters are asked by a cantina patron to buy some hot cargo. Turns out he doesn’t have it. Once the PCs meet the crew of who does have it, they learn the captain of the smugglers is locked up in the Mos Eisley prison waiting to be transported off planet. The PCs then stage a rescue to get a cut of the loot.
     
    Hook: PCs are approached in the cantina
     
    Good for: Any EotE crew
     
    View: Another poor showing. Just as in the first adventure, not sure why the PCs would engage here. Seems very railroad-y. Nothing really happens except for staging a robbery (in about as boring of a way possible). Not much to take from here either.
     
    Rating: Poor (1.0 / 5.0)
     
     
    HARVEST DAY
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: PCs are deputized by local law enforcement as extra help during the Harvest Day celebrations. The goal of the adventure is to have a number of different encounters to give the PCs a feel of Mos Eisley.
     
    Hook: PCs are approached by local law enforcement and asked to stand in as militia during Harvest Day celebrations.
     
    Good for: Anyone in Mos Eisley, particularly the good guys
     
    View: The premise is super forced, and probably not a great adventure, but some of the individual encounters could be taken from here and used elsewhere. For example – a swoop bike race through the crowded streets that cause Rontos to get spooked and the jawas to get upset. Overall, seems like a dull session.
     
    Rating: Poor (1.0 / 5.0)
     
     
    THE PASSAGE FROM PERDITION
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: Mos Eisley has been destabilized after the death of Jabba the Hutt. Other criminal organizations have moved in to take over Jabba’s empire.
     
    Hook: Characters are in the Mos Eisley cantina when a swoop ganger comes by, throws a fire bomb, and leaves a ransom note.
     
    Good for: Basically good guys who are in Mos Eisley.
     
    View: Another poor one - seems like a trend from all of the adventures in this book. If I were to borrow from this adventure, I’d basically use the premise that after Teemo died in Long Arm of the Hutt, which then created a power vacuum. So the next time that the PCs head to Mos Shuuta, there has been a swoop gang war that the PCs could be caught up in, and perhaps make a return trip to Teemo’s lair. The interactions at Jabbas palace are pretty good (the droid, the escaped animals).
     
    Rating: Bad (1.5 / 5.0)
  7. Like
    Aurin got a reaction from ddbrown30 in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Hey all - after going through all of Wookiepedia to compile the list of relevant books for an Edge of the Empire campaign, I then pouring through the materials looking for adventure modules / hooks / plots / outlines. While I'm still in the early stages, I've been taking notes to help me think through which I'd like to include and the best order. Since I've been taking the notes anyway, I thought I'd post them here in case useful for the community.
     
    To start, here's my scribble after reading the WEG book No Disintegrations.
     
     
    GONE TO GROUND
     
    Source: No Disintegrations
     
    Synopsis: This adventure involves the capture of Ort Hoogra-D’en, an elusive terrorist whose bombs have claimed the lives of hundreds of Imperial citizens. Hoogra-D’en attacks with spore bombs, biochemical weapons of his own design.
     
    Location: Celanon, an Imperial-allied agriworld and trading center ruled by the Nalroni in the Outer Rim, but could take place in any cluster of systems where there isn’t a lot of Rebel activity.
     
    Hook: Plot assumes that the players have tracked another bounty to Celanon and the hunt has ended unsuccessfully. Assumes PCs are running low on credits.
     
    Good for: Edge of the Empire (Bounty Hunters primarily)
     
    View: Short railroad of a bounty hunting mission to find a Ho’Din terrorist who has been using spore bombs to kill innocent Imperial citizens. Neither the NPCs nor the locations are particularly inspiring, though the final battle between Imperial forces and the Ho’Din’s mercenaries paints a decent picture. This plain vanilla adventure may be useful in an episodic set of adventures to help other adventures with plot twists stand out in the eyes of the players.
     
    Rating: Below Average (2.0 / 5.0)
     
     
    ABREGADO-RAE INTRIGUE
     
    Source: No Disintegrations
     
    Synopsis: The PCs are hired to rescue Brinaloy N’Vaari, the fiancée of Provincial Governor A’jidre Skrigatov (“Skrig”). Brinaloy has gone into hiding because she is facing threats and attacks from a Rodian gangster named Malkoi, who wants to unseat Skrig in upcoming local elections.
     
    Location: Le Yer, a small resort town on Abregado-Rae. Abregado-Rae is a shabby, sparsely populated manufacturing world in the core. It’s known for an active smuggler community.
     
    Hook: Plot assumes that the players are in the resort town of Le Yer after successfully or unsuccessfully tracking down some other bounty, such as an errant smuggler wanted for dumping a cargo of spice. A police officer approaches the PCs and informs them that they have a warrant for their arrest.
     
    Good for: Edge of the Empire (Bounty Hunters), but anyone could be pressed into Skrig’s service.
     
    View: Little adventure tree rescue mission. Nothing particularly stands out as memorable, and Brinaloy in disguise isn’t very compelling. There is an emphasis on forcing the players into Skrig’s service under numerous threats and impounding of their starship, which seems too much to me at first, but later as I understood what a bad guy he was, makes it a little better. The highlight of the adventure is the Rodian gangsters and the independent bounty hunter (that could become a recurring character) having a three-way fireifght.
     
    Rating: Below Average (2.5 / 5.0)
     
     
    SEREGAR TURNABOUT
     
    Source: No Disintegrations
     
    Synopsis: The PCs are given a “hot tip” by an old acquaintance, Jerik Snivas, on an upcoming bounty for a dangerous gunman, Tern Ashandruk. The PCs take the tip and travel to the abandoned jungle planet of Seregar. After doing some searching of the rural encampment, they make their way to Ashandruk’s hideout in an abandoned mining facility, only to be ambushed! The PCs have been set up by Snivas in order to collect the bounty on their own heads.
     
    Location: Kwenn Station. Kween Station serves as a gateway to the Outer Rim Territories and a great deal of business travels through it. Despite the Imperial naval base and repair facility located there, a surprising amount of black market activity takes place on the station’s lower levels.
     
    Hook: Assumes one of the characters (preferably the bounty hunter) is wanted by Imperial authorities already, or one or more of the characters has angered a crime lord, who has placed a private bounty on the hunters head. Seems reasonable since basically all PCs do is stir up the Empire and local crime bosses. The PCs are approached by an old friend, Jerik Snivas, a onetime IOCI officer turned licensed expeditor, a man who matches bounty hunters with potential bounties. Snivas offers the PCs a special deal on a job.
     
    Good for: Edge of the Empire (Bounty Hunters) who have made a past enemy or are wanted by the Empire.
     
    View: I really like the intro hook to how this adventure gets introduced, and how the PCs pay for the “hot tip” on a new bounty, rather than the usual “PCs get paid for XYZ” hook. The Storrd Township doesn’t have a lot of detail to it, which could cause some complications, but the Crosswind Saloon is a rich cantina atmosphere with a number of interesting NPCs. At one point, the players will have to gamble with a grifter, Tendler Vek, in order to get important information on Ashandruk’s whereabouts, which makes for a fun encounter. The end of the adventure falls a little flat when the PCs are ambushed so that may need more customization else it will end with little more than a firefight.
     
    Rating: Average (3.5 / 5.0)
     
    THE BLACK SPHERE
     
    Source: No Disintegrations
     
    Synopsis: The PCs are hired to retrieve a fabled artifact believed to be in the possession of a prominent businessman and suspected crime kingpin.
     
    Location: The adventure is set in the city of Iritsa on the planet Chazwa. Chazwa, with its breathable atmosphere and mild climate, is a trading world at the heart of the Empire. The planet has a bustling shipping industry because of its prime location on star routes.
     
    Hook: There are a number of hooks for how the characters hear about the bounty, but it’s assumed that the PCs have heard about some of the dealings on planet in some way, and are heading to Landing Bay 29 at the starport without any other information. A strange alien from an undiscovered planet claims that the local Chazwa politician, Hahz Fallone, secretly enslaved her planet and stole a priceless artifact important to her culture.
     
    Good for: This adventure works for any group of PCs.
     
    View: This adventure is the weakest I’ve read to date. The plot doesn’t fit the Star Wars feel, and the plot of the adventure is ridiculous and it would be difficult for my PCs to suspend disbelief. Further, nothing that happens during the adventure seems particularly fun. There is a plot twist in the end, but it’s neither shocking nor interesting, likely leaving the PCs unfulfilled. Don’t bother with this one.
     
    Rating: Poor (1.0 / 5.0)
     
     
    ELUSIVE
     
    Source: No Disintegrations
     
    Synopsis: The PCs are hired to track down Narloch of Giju, a prominent herglic gambler. Rather than rely on battle armor or combat ability, the character must use cunning and investigative skills to succeed in this mission.
     
    Location: Vandalar City, Reaper’s World. The Corporate Sector did a mass-harvesting of the world’s resources, pushing Reaper’s World into an Ice Age. The PCs will travel to numerous planets in the sector, and also the famed Wheel space station.
     
    Hook: Game begins media res, in hot persuit of the swoop gang Hurt Vectors. After those are easily handled, the PCs get a commlink message from Vox, a well-known information broker, offering another job.
     
    Good for: Edge of the Empire (Bounty Hunters)
     
    View: I’ll start off by saying that I’m not a big fan of Herglic’s, so started off biased towards this adventure, but by the end, I thought that this was a great adventure and definitely the best published in this book. Elusive is a site-based adventure where the PCs are tracking a Herglic gambler (who is actually a mid-level crime boss and runs Jabba the Hutt’s gambling interests in this sector) across a number of unique locations. Particularly interesting will be the sabacc tournament and droid gladiatorial matches in the Wheel space station and the Trophy Chase, a sporting event played on the back of large flying beasts (nephs), on Dalos IV. While the adventure will need significant additional details and planned scenes, there are terrific bones here for a very cool bounty hunting operation that fits the Star Wars feel. Plus, there is a minor but significant role played by Boussh, the Ubese bounty hunter from RotJ.
     
    Rating: Very Good (4.0 / 5.0)
     
     
    No Disintegrations Plot Hooks
     
    While not adventures, there are a number of bounty postings published in the back of the book as plot hooks for GMs to develop their own bounty hunting missions. Two stand out as particularly interesting:
     
    Theol Dunoche – a charming freighter captain wanted for theft of 25 kg of ryll spice and the kidnapping of two twi’lek women. The plot twist is that in actuality, Theol actually recued the the young twi’leks who were supposed to be sold into slavery by Voorg the Thandicant. There is a tie-in to Platt’s Starport Guide (pg 135-160) and Wanted by Cracken (pg 52).
     
    Haisha Su Bnist – a petty thief and information broker, now wanted for murder of an imperial storm trooper whom she killed while resisting arrest. She has escaped off-world and is believed to she desires cybernetic implants to improve her reflexes. There isn’t much to this adventure seed but there is a lot to work with, plus the confrontation with a femme fatale with cybernetically increased reflexes would be very cool. GM must also decide –why- does she want the implants to begin with?
     
  8. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    A WRETCHED HIVE (DAWN OF DEFIANCE EPISODE 2)
    Source: WotC Adventure Path (Free PDF)
    Synopsis: At a briefing aboard the Resurgence, Admiral Varth explains that part of his responsibility in a secret Imperial scheme known as the Sarlacc Project was to arrange the covert exchange of resources through a Hutt crime lord on the planet Cato Neimodia. Captain Verana orders the heroes to travel aboard Captain Okeefe’s transport to Cato Neimodia, make contact with the Darga, the Hutt gangster, and discover what he’s trading with the Empire.
    First, the heroes must find one of Darga’s underlings, a Devaronian named Warrick Raden – at a ruined warehouse. Though Raden does not wish to help them, the heroes must convince him to lead them to a hidden location in the city of Zarra. The building is in fact Darga the Hutt’s palace, which the crime lord took over after it’s previous inhabitant (a high-ranking member of the Trade Federation) vanished, leaving it abandoned. The heroes enter the palace and are granted an audience with the Hutt. Darga has ordered them brought to him so he can size them up, and he offers to let the heroes stay in his court for a few days, giving them a chance to impress him and gain his trust.
    The heroes stay in the palace’s guest quarters. During the final night of their stay, any Force-sensitive characters begin to hear whispers, as though someone were trying to communicate with them telepathically, and they feel a tugging in the Force toward one of the other rooms. Following the whispers, they discover a secret set of chambers below the guest quarters. Inside is a comatose woman, older and gray with weathered features, who is hooked up to machinery that is keeping her unconscious. Once the heroes revive her, they discover that she is a former Jedi master named Denia who has been kept comatose ever since she fell in battle during the Clone Wars. Unfortunately, the heroes’ meddling hasn’t gone unnoticed, and Darga calls the palace guards, leaving the entire building in an uproar.
    As the heroes fight their way back to the upper levels of Darga’s palace, they quickly discover that the Hutt is living up to his species’ reputation for cowardice. Terrified at the prospect of having a Jedi loose in his palace, Darga flees to his space yacht and takes off for the planet Bespin. Though the Hutt leaves town in a hurry, his minions remain behind to finish off the intruders.
    Location: Cato Neimoida
    Good for: PCs continuing the story from DoD 1, somewhat of a plug and play adventure for any adventurers sent to curry a Hutt’s favor
    View: While definitely liked this one, I didn’t totally love it. The goal of this module is to give some teasers into the Sarlacc Project, the Empire’s top secret project for galactic domination. The Sarlacc Project is first introduced in the PC’s briefing by the newly freed Imperial turncoat from Episode 1, which feels a bit rail roaded, but totally needed to convey enough info to get the players interested.
    This module contains a very large number of encounters, typical to the WotC adventures of this era, which in lies my biggest complaint. It felt that the author was trying to drag a fairly long side quest into a full length adventure by adding a bunch of additional filler to fill out a few gaming sessions. While none of the encounters are bad, in my view, I think a number of them could be cut to streamline the module, hit the high points, and keep the action flowing.
    That said, I really enjoyed the mechanic of how the PCs can gain (or lose) Darga’s trust through their actions with each encounter throughout the module.
    Here’s a quick rundown of the encounters:
    Finding Darga’s palace: this is a pretty long encounter where the PCs track down a swoop gang and follow the bread crumbs to figure out the location of the Hutt’s palace. It’s a pretty bland encounter that’s mostly set-up for a later encounter where the PCs need to make a moral choice (below). Recommendation: simplify this as much as possible, perhaps just write-in the capturing of the adventure hook to skip this all together.
    The execution: the PCs are asked to execute the swoop gang leader in front of the Hutt’s hangers-on for Darga’s vengeance. Recommendation: definitely a keeper, but perhaps cut much of the capture of the swoop gang boss to make this faster.
    Gladiators: a gladiator fight within the Hutt’s entertainment pits, where the PCs can wager or participate. This one is a bit of push to get a combat in this module, and makes for an easy cut.
    Slavers: this interaction moves the plot forward and is pretty interesting. Recommendation: include.
    Droid racing: this one was kinda meh in my opinion. Similarly to the gladiators module, this one felt like an excuse to get the pilot some action. I wouldn’t include as-is, but could adjust this one to make it interesting. Rather than being some weird VR headset thing, perhaps change this to make the racing PC actually on droid-back or riding some alien creature instead? Recommendation: probably worth including after a -write but meh as is.
    Exploring the palace: all of these are good. The run-in with the birds at the observatory and the discussion with the Hutt’s moneylender should both be included.
    Visit from the protocol droid: the tie-in to Switch, the droid gangster from Episode 1 seems like a real reach and a bad way to feed the PCs information. The PCs will likely collect a lot of this information along the way and doesn’t need to come through this channel. Recommendation: definite cut.
    Imperial visitors: Undercover Imperial operatives show up to negotiate with Darga and hints at is he heart of the breadcrumbs for the next module in this series. I enjoyed that basically Darga is looking for a “yes man” that agrees with his negotiation tactic! Definite include.
    Hidden enemies: assassins at the PCs for no good reason other than to add some combat to the module? Totally unnecessary. Recommendation: an easy cut.
    Rescuing Denia: in the basement, the Hutt has a fallen Jedi Master locked away and attached to a machine to keep her alive. I enjoy the concept and the execution of this one from rescuing the Jedi to fighting their way out of the Hutt’s forces, including his Force-sensitive majordomo. My real question is why did Darga keep the Jedi alive and in stasis? While it doesn’t come up in this module as to why, I think it is important background for the GM to know and is worth making up. Perhaps the majordomo wants to use her as leverage with the Empire? Perhaps thinks he can sell her off somehow? Recommendation: include.
    Lastly, I wanted to say something about usage of this module. I feel like this one has more value in an AoR game that would allow the players to experience the seedy underbelly of EotE, but may feel too vanilla if it is just another grimy Hutt palace.
    Rating: Good but not as good as Episode One (4.0 / 5.0)
  9. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    TRAITOR’S GAMBIT (DAWN OF DEFIANCE EPISODE 1)
    Source: WotC Adventure Path (Free PDF)
    Synopsis: After a chance encounter on a space station with a desperate agent of Senator Bail Organa of Alderaan, the heroes negotiate with a local crime lord to obtain valuable cargo intended for the Senator. Once they deliver the cargo, the heroes learn that it is actually a man frozen in a carbonite who carries secret information for the Senator. Based on this information, the heroes the heroes are hired (as friends of Bail Organa, enemies of the Empire, or freelance entrepreneurs) to fly to the planet Felucia and discover the fate of a turncoat Imperial Admiral. If the Admiral still lives, they are to bring him back to Alderaan.
    The heroes arrive to find Felucia under tight Imperial control. After a brief skirmish with some Imperial starships in orbit, their ship makes a hard landing on Felucia to avoid detection. The ship is damaged, though Captain Okeefe believes that it can be repaired. Once they are prepared, the heroes venture out into Felucia’s jungles in search of signs of civilization. After fighting their way through the local flora and fauna, they discover a hidden village of Felucians that have fled into the jungles to escape Imperial oppression.
    The heroes negotiate for a guide to take them to a nearby Imperial facility known to the locals only as the “Vanishing Place.” In truth, this is a prison for Imperial dissidents and traitors where Admiral Varth is being held. The heroes prepare to set off for the prison when a cry goes up in the village – a scout trooper has just spotted the village and is headed back to alert the Empire! This leads to a chase scene in which the heroes ride kybucks in pursuit of the scout trooper. Once the trooper has been stopped, the heroes convince the Felucians to lead them to the Imperial base immediately so that they can rescue the Admiral and stop bringing danger to the hidden village.
    The heroes and their guide set off for the Imperial prison facility. It is heavily guarded from the outside, but the Felucian guide knows a secret way in. Once inside the base, the heroes find it more lightly guarded. During the search for Admiral Varth, the heroes come across a communication from Imperial Naval Command indicating that Inquisitor Draco is en route to Felucia to take custody of the Admiral. The heroes fight their way through the facility and eventually find Admiral Varth in the detention block. They free him and head back to the secret entrance where their Felucian guide supposedly awaits their return.
    Unfortunately, the heroes find trouble instead. Their guide lies dead, and Imperials are gathering outside the facility. About this time, Captain Okeefe sends the heroes a message. She has completed repairs to the ship and can pick them up when they are ready. On their way to the roof, the heroes must deal with the cruel Captain Vichera and his genetically modified bodyguards. Once they reach the roof, they board Okeefe’s ship and blast off from Felucia.
    The adventure concludes as the heroes bring Admiral Varth to the rendezvous point designated by Senator Organa. There, the heroes are introduced to the Nebulon-B frigate Resurgence, which has been commissioned by Organa to serve as a mobile hiding spot for the Admiral. Aboard the Resurgence, Admiral Varth is debriefed and provides the heroes and Senator Organa information related to a top-secret Imperial project.
    Location: Sel Zonn Station (Brentaal), Alderaan, Felucia,
    Good for: Fringers and spacers of all types, a good transition into getting the PCs caught up in the Rebellion
    View: This is on the list for best Star Wars module of all time. It captures the essence of the SW galaxy perfectly through a wonderful combination of encounters. All of the encounters in this module are good and even then there are two real standouts – the meeting with Switch, the faulty protocol droid crime boss (along with the subsequent negotiation to purchase a rebel agent frozen in carbonite) and the chase scene on beastback through the Felucian jungle.
    Though I haven’t played through this module, I could see a couple of points creating a lull in the action, particularly the downtime searching for the Felucian viliage, and the dungeon crawl within the prison facility. I’d recommend shortening these two scenes a bit to make it a bit more punchy and get to the more exciting parts of the adventure.
    While this module was originally written to take place years before Battle of Yavin, it can easily be rejiggered to fit any timeline by replacing Bail Organa with any Rebel sympathizer. Further, the locations within the module are flexible as well, and can really take place anywhere in the galaxy.
    This module was very well done and a real treat to read. I’m already looking forward to reading the next in this series but Traitor’s Gambit sets a very high bar.
    Rating: Stellar (5.0 / 5.0)
  10. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    As promised, No Safe Haven! Also, a quick reminder to re-follow this topic if interested. I had a hard time finding this thread with all the new changes to the board! Just wanted to say that I thought you guys did a great job on this one.
     
    NO SAFE HAVEN

    Source: Standalone fan-made adventure by Rancor Publishing

    Synopsis: In act one, the PCs realize that their Imperial pursuers are closing in, but fortunately one of them knows of an offshore island sanctuary known as Haven-Besh where they may be safe, at least for a while. The group realizes that the best place to secure transport to the island will be at the Cap City Seaport, which is also where the contact that informed them of the imminent attack on Tarkintown has requested a meeting.

    Unfortunately he is under suspicion by his immediate superior, who is hosting a pazaak tournament on his private yacht and wants the potential traitor within his sight at all times. The PCs may use their gambling skills or if all else fails brute force to secure the yacht and make their way to Haven-Besh.

    The PCs have a chance to rest, recuperate, and discover the sights, sounds and personalities of the sanctuary in act two. Unfortunately, the respite may be short lived, as it seems the PCs activities may be bringing unwelcome attention to the island hideaway. The PCs may need to say farewell to their new allies sooner than they expected, but who knows if they might be able to return in the future?

    If the PCs are going to get away from Lothal in act three, they’ll need a ship. Unfortunately there is an imperial operation underway, led by the Imperial Security Bureau and the Emperor’s personal enforcer, Darth Vadar, to capture a high profile rebel cell that has been causing greater problems on Lothal than the PC group. The PCs must gain favor with the Gray Syndicate, a Lothal criminal network, in order to infiltrate the Transport Ministry and find a suitable ship to get them off world. Maybe they can use the confusion of the ongoing operation, and competition within the ranks of the ISB to their advantage?

    Location: Lothal, but could take place on any Imperial-controlled planet

    Good for: Any beginning heroes

    View: This is a fun sequel to the first fan-made Spark of Rebellion module, Shadows Over Tarkintown and continues the origin story of a group of a group of down on their luck spacers and their escape from an Imperial settlement camp off the planet of Lothal. Overall, I really enjoyed this module and thought that there were some really creative mechanics and scenes that sparked a whole host of other ideas for me. While some of the scenes were a bit confusing (below) and there were numerous proof reading mistakes (something that was better in SoT), there is still a lot to love and borrow for any GM looking to spruce up his or her campaign.

    Notes / highlights:

    Pazaak Side Bar - unclear how the card draw works. Do I do one of each of the actions and then choose which one I'm doing? The rules say that I can check the side deck but don't define what that means.

    Boat Encounter: I really like how the pazaak tournament is set up so everyone can engage, and the specialty rolls for each of the players makes it interesting and exciting. A must-use for any gambling focused session. I also found the gravball and mag glove to both mechanically and thematically fun.

    Gray Syndicate: this section allowed for a number of small montage / side quests while the PCs work off some obligation for a local gang. I absolutely loved this mechanic where the PCs can choose which jobs they want to undertake to earn their access.

    Haven-Besh: While I really liked the rebel NPCs and all of the flavor, etc., I didn’t much care for the location of Haven-Besh itself.

    ISB Plot: I feel that the ISB wheels within wheel plot is too nuanced to come out during game play and it will be difficult for have the trail of breadcrumbs come out in the right way. Additionally, by having the major villain basically give the PCs an out, it takes too much agency from them. The PCs need to feel like they earned escape in my view.

    Ministry: Even though I like the alarm aspect to it, the ministry itself felt a little forced. This is near the climax of the action, so I’d pick up the pace here to quickly get to the end. This was saved for me by the end, however – the PCs getting to select which ship to release from lockdown is a cool touch, and I really enjoyed the docking bay encounter where the PCs need to race the mechanics that are dashing to close the hangar doors.

    Escape into hyperspace: similar to my gripe about the ISB plot, I feel that the beacons in space takes agency away from the PCs and needs to be tweaked.

    This is definitely a strong module with a wealth of interesting stuff that has a place in the beginnings of an EotE or AoR campaign. As I thought about if I were to use it, I’d make the following modifications:

    I’d cut out the entirely of the boat hijack piece, and have the PCs travel directly to Capital City. Once there, I’d really play up the lockdown and curfew aspects of the City, perhaps with an encounter or two of my own devising. I’d split the McGuffin into two – (i) the imperial codes through the Gray Syndicate, (ii) the location of a rebel cell from the local rebels in Capital City. I’d run the obligation mechanic for each of them, with the local rebel extremists wanting an assassination of a local imperial / gov’t official, and the Syndicate running the shakedown for protection money and code stealing encounters. This will solve the same function with one getting you into the Ministry and the other getting you the plot hook to the next module.  Rather than using Haven-Besh for the rebel location, I’d move the location either inside or in the surrounding area of the Capital City (perhaps put the hiding spot in the sewers?). Once in the Ministry, streamline the sneaking, do the unlocking of the starships, then escape the ISB agent rather than the plot as the module follows. For the beacons as the PCs escape, switch this somehow to be the PC’s contact at the Ministry who provides the cover to give them safe exit (and probably make the PCs know that he sacrificed his life to get them off world with that stunt).

    Rating: Strong (4.0 / 5.0)

  11. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    I'm on it, Brad! No Safe Haven will be the next one I do here. Until then, here's my review for Onslaught on Arda I. While I was reading this, I was thinking about how Shadows over Tarkintown would be a fun lead in to this module.
     
    ONSLAUGHT AT ARDA I
     
    Source: Standalone Age of Rebellion adventure
     
    Synopsis: In Episode 1, the PCs begin the adventure with the harrowing fight through the canyon known as the Gauntlet on their approach to the secret rebel base on Arda I. Once they have safely docked their starship, they have only a little while to rest and explore the base. They are soon asked to go out on patrol with the local Vortex Squadron, since one of the regular pilots has fallen ill. During their reconnaissance flight, they find a strange device attached to one of the outcroppings. However, there’s little time to investigate, as they also spot the first signs of an Imperial attack and must race back to base to warn their comrades.
     
    The onslaught comes out of nowhere, and there’s no time to ask questions. Chaos envelopes the base as evacuation plans are executed and pilots and soldiers rush to their battle stations. The imperial forces soon overwhelm the Alliance base, and Rebels can only hope to buy enough time to get essential personnel and material loaded up and safely away. The PCs are charged with wading into the assault in order to detonate explosives, sealing off the Gauntlet, and slowing the Imperial attack. They must brave the deadly laser fire of AT-STs and AT-ATs, and they fight off squads of the dreaded Stormtrooper Corps. The GM can use the mass combat rules to simulate the ebb and flow of battle as fighting rages all around the PCs.
    Whether or not they compete their mission, the PCs must eventually fall back to the base only to find it brimming with sandtroopers. After fighting their way to the hangar, the party discovers another mysterious device that raises suspicions of a traitor in their midst. Once again, the Rebels call on the PCs for help, asking them to sneak to the depths of the base and rig the generators to explode, destroying any sensitive information before the Imperials overrun the base.
     
    With what time they have left, the PCs board their ships and take the battle to the skies. They protect the evacuation transports while they make their jump to hyperspace, meeting up again at their rendezvous point. The Rebels pause as long as they can to remember the fallen and rally for the fight ahead. The PCs have a chance to reveal the strange device they found and voice their suspicions of an Imperial spy, but Alliance commanders relegate their concerns to the sidelines while more immediate concerns loom. From there, what is left of the Rebel fleet journeys onward to a remote planet deep in Jaga’s Cluster where they hope to reestablish a base of operations.
     
    At the beginning of Episode 2, the first few days are hectic and tense as the remaining Rebels build up the defenses of their new home deep in the swamps of Jagomir. Soon, the PCs set out deep into the dangerous terrain to hunt down a fearsome predator preying on the Rebel troops. During their mission, they find more evidence of a traitor – what remains of a hidden data cache – and return to begin their search for the spy. The PCs can pursue their investigation as they see fit, interviewing or even interrogating their comrades, but morale is low, and they could arouse suspicions themselves if they do not tread lightly.
     
    The PCs realize that, as they get closer to unraveling the mystery of the signal booster, they are sent on longer and deadlier missions into the marshes outside. They are tasked with exploring an abandoned pirate compound, collecting rare herbs to treat many of the wounded from the Battle of the Gauntlet, following up on legends from the time of the Old Republic, and finally establishing sensor outposts in the surrounding area to help detect any further Imperial threats. In between assignments, the PCs can begin to piece together a story from their interviews and discover new clues that lead to the spy.
     
    Finally, the PCs discover the identity of the traitor, but it is too late. Exposed, Var Narek takes Setenna Hase at blaster point as he makes his escape to contact his Imperial handlers. The PCs must now track him down in order to prevent him from exposing the Jagomir base and giving Setenna over to the Imperials for questioning.
     
    In Episode 3, navigating to and from Jagomir requires precise astrogation calculations that account for mass shadows and gravitic fluctuations of Jaga’s Cluster specific to each direction. Luckily, the PCs have this knowledge and Var Narek does not, relying solely on Setenna’s cooperation. This gives the PCs a chance to make up for lost time and even beat him to his destination, Ord Radama. This shortcut, however, also takes them past an Imperial patrol, and the slightest misstep means an interdictor-class cruiser pulls the PCs’ ships out of hyperspace and into a perilous confrontation with the Eternal Wrath.
     
    After the PCs have escaped, they make their way to Livien Magnus, the capital city of Ord Radama, where they have only so much time to determine where Var Narek plans to go with Setenna. They are given the chance to make contact with two separate Rebel cells to help them in their quest and learn the distressing truth behind Var’s treachery: the Imperials manufactured the death of his family and framed the Rebel Alliance to turn him to their cause.
     
    The PCs can explore the various districts of the City in order to find details that will help them lay a trap for the traitor. Eventually they discover the location of the Narek manor and pursue Var to the estate on the outskirts of the city. They confront him but not before the spy’s handler, Malau Jocaos and his Stormtrooper forces surround and attack the mansion. The desperate firefight results in the death of Var Narek. Malau Jocaos retrieves Setenna and brings her back to Livien Magnus, and a chase ensues when the PCs follow him on their speeder bikes or in their ship.
     
    They follow him down a dark alley and fight through the tunnels that lead to the Imperial Intelligence Service headquarters deep under the Imperial Opera House. The adventure climaxes as the PCs face off against an AT-ST with only their blasters at their sides and their wits about them. They catch up with the spymaster and recover Setenna, giving the Rebel Sec-Force a chance to fight another day.
     
    Location: Arda I, Jagomir, Ord Ramada
     
    Good for: Beginning a campaign or rebels early in their career
     
    View: This module sets the gold standard on what an Age of Rebellion module is in my mind. The first act of this adventure is the best encounter that I’ve read in FFG material that I’ve read to date (and may be the best overall encounter that I’ve reviewed so far). This act has the feeling of the Battle of Hoth, and the author did a wonderful job creating individual encounters for the PCs to shine in the midst of a gigantic invasion of the rebel base. Act two, however, left something to be desired, and is what held this module back from receiving a perfect score. While I like the idea of the PCs helping settle the rebel cell at a new base, the encounters were sort of bland. The other major development of act two is where the PCs begin an investigation to find the traitor among the rebels. While an investigation in itself is fine, the data isn’t organized in a way to make for easy facilitation by the GM. Even after reading this section twice, I don’t think that I could properly conduct an investigation session well, would need to do a bunch of additional side work to be fluent in all of the NPCs (there are many) and help guide the PCs. Quick takes on the investigation element: (i) the PCs will immediately figure out who the traitor is on the first interview, (ii) the players wont enjoy this section because they will feel lost, and won’t know what to do next, (iii) the GM should prepare two “cheat sheets”, one for himself/herself and one for the PCs. The GM sheet should have all of the NPCs, descriptions, position/rank, why they may be a suspect, why they aren’t, major plot points to convey, and the reference page. For the PC sheet, this one should simply have a roster of the NPCs and descriptions to the extent the PCs know them with a bunch of places for them to take notes so they can try to triangulate around their investigation. Act three comes back strong. The beginning of the act feels very Rogue One, with the PCs looking to get in contact with the Rebel cell on Ord Ramada, then do some searching for their kidnapped friend. One of my favorite locations was the Imperial Opera House, with imperial banners fluttering in front of the building. The imagery really invokes a heavy Nazi propaganda / WWII feeling. The final chase scene seems a little forced and far too cinematic than most players will enjoy ( a lot of hand waving and escaping of important evil NPCs which could leave a bad taste in players’ mouths). The act ends with a bang, as the underground fight with the AT-ST has some really fun elements to it. Overall, not much that I’d add or change here, as this is a very strong module all around. For best use, I’d recommend introducing the PCs to the base at Arda I and the NPCs therein a few modules (but not too many) before you plan to run Onslaught. Get them somewhat familiar, and get them attached to their base before bringing on the invasion.
     
    Rating: Excellent (4.7 / 5.0)
  12. Like
    Aurin got a reaction from Ogrebear in Character Artwork Thread   
    And here is B'ura B'an, the Twi'lek militant from Long Arm of the Hutt (another great one from Will Nunes)....

     
  13. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Phew, that's what happens when real life gets in the way from your hobby! Well, I just read the CRB again - the rules are quite elegant but there are a lot of small ones that I still seem to forget, so I'm glad I did the re-read. Here are my notes for Trouble Brewing, the adventure in the back of the CRB.
     
    TROUBLE BREWING
     
    Source: Edge of the Empire Core Rule Book
     
    Synopsis: The PCs decide to visit the local cantina. On their way, they discover a battered droid, wrecked beyond repair with only a few dwindling signs of function left. He is able to tell the PCs that a friend of his has been abducted, apparently on the orders of a local smuggling boss. At the cantina, the PCs learn more about the smuggler, a violent Aqualish named Bandin Dobah. They find out about the bounty on his head, and they become entangled in a brawl.
    Whether the PCs intend it or not, the brawl escalates into a violent confrontation with Daro Blunt, a smuggler who works as part of a network connected to Dobah. The PCs may find their way to Blunt’s safe house, where they are able to recover the missing droid.
     
    Several clues lead the PCs into discovering Dobah’s whereabouts, and help from the NPCs and the promise of reward should encourage the PCs to hunt him down. This leads to a confrontation on a large asteroid within the Kessel Run itself, and the PCs could further enrich themselves by recovering contraband.
     
    Should the PCs prevail, all that remains to them is to collect their reward, which could lead to a tense encounter with agents of the Empire of an ambitious Hutt.
     
    Location: Formos, but could be relocated anywhere near Hutt Space / Kessel
     
    Good for: Any EotE fringers, particularly bountyhunters, particularly those early in their career.
     
    View: This is the best bounty adventure that I’ve read yet – a simple follow the bread crumb trail after an Aqualish pirate. The little details make this adventure shine, such as having two options to potentially collect the bounty. Further, there is a little something for everyone with some social, a couple of combats, and a little starship action. If I were to use this adventure in conjunction with other published modules, I’d probably alter the hook so that the PC’s patron sent them to Formos to apprehend Dobah. Once on planet, the PCs could learn that there is potentially a much greater reward if they choose to instead deliver the Aqualish to the Imperials on Kessel. Overall very solid and worth a play.
     
    Rating: Good (4.0 / 5.0)
  14. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    THE FELL STAR
     
    Source: Scum and Villainy (d20 Saga)
     
    Synopsis: The heroes are contacted for potential employment by an Anjiliac Hutt named Prellio. Prellio has lost one of her prized employees, a Balosar thief named Barin Irevina. Besides being a skilled cook, Barin also possessed valuable information. Despite her best efforts, Prellio cannot locate Barin. She does not know whether Barin has gone into hiding, been kidnapped, or killed. She is willing to pay good money to see him returned to her unharmed. The heroes’ investigation of Barin’s disappearance takes them to several locations in Mos Eisley and eventually leads them off world to the mysterious shadowport of Point Nadir. Can they find Barin before it is too late and recover the artifact known as the Fell Star from the bowels of Point Nadir?
     
    Location: Tatooine (but could fix for anywhere), Point Nadir
     
    View: This is a full-length, linear, follow-the-leads module where the PCs follow the bread crumbs through three locations on Tatooine, then to Point Nadir. None of the PCs or locations particularly stand out, but the simple plot does get the PCs to experience Point Nadir as well as interact with some of location’s key sites and affiliations. It’s worth working into a campaign, but the patron needs to be carefully chosen. The Fell Star is a powerful and valuable artifact; players will be reluctant to turn over the device, which may make an enemy of their potential patron.
     
    Rating: Good (3.5 / 5.0)
  15. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    I've been doing a bit of skipping around recently -- read two of the FFG adventures that have been converted by Kayla in Rendezvous at Ord Mantell and Tatooine Manhunt as well as started through some of the mini-adventures from Scum and Villainy (with Fell Star still to come). As an aside, I really enjoyed the write-up on Point Nadir. It's a great location and has a wonderful SW feel. Working that into a campaign / adventure would make for amazing tales.
     
    RENDEZVOUS AT ORD MANTELL
     
    Source: Standalone, converted to EotE by Kayla
     
    Location: Ord Mantell, but could be any fringe desert planet in the Galaxy
     
    Synopsis: The PCs are asked by a “damsel in distress” to help her recover her ship. The PCs backtrack her escape route, only to find that her ship has been hauled off by local raiders. They follow the raiders back to their lair, defeat the raiders, and recover the sensitive info. Afterwards, she divulges that in addition to being a scout, she is a recruiter for the rebel alliance, and offers the PCs a job.
     
    Hook: Renci Tosh, a freelancer scout, approaches the PCs in the cantina and asks for their help. Soon after, a few thugs of a local crime lord interrupt and attack.
     
    Good for: any EotE fringers, particularly those you’re looking to move into a more rebel-focused game
     
    View: Clean, small adventure that could be played in a single evening. I like the potential future hook that could get the PCs to join the rebels, but there could have been more here. Overall, decent adventure.
     
    Rating: Above average (3.5 / 5.0)
     
     
    TATOOINE MANHUNT
     
    Source: Standalone, converted to EotE
     
    Synopsis: A group of rebels must go to Tatooine to search for a presumed-dead hero of the Old Republic, Adar Tallon. The rebels must pit all their skills against remorseless, relentless bountyhunters from all over the galaxy. These hunters all seek Tallon, under the orders from Imperial Command to capture him alive, while killing all who get in their way.
     
    Location: Starts on Kwenn Station, then moves to Tatooine
     
    Good for: Rebel characters, also potentially bounty hunters and other fringers
     
    View: Great, fully fleshed out adventure with a strong Star Wars feel. This adventure is great to run off the shelf and ready for any set of Star Wars adventurers. Potential to turn it up a notch would be to incorporate villains from previous adventures into the plot. Same Star Destroyers, Imperial Captains, and Bounty Hunters (particularly the droids from Bad Debts) would make it that much more enjoyable.
     
    Rating: Very Good (4.5 / 5.0)
     
     
    MINI ADVENTURE #1: WRECK AND RUIN
     
    Source: Scum and Villainy (d20 Saga Edition)
     
    Synopsis: During the Clone Wars, countless ships on both sides of the struggle were blown to pieces and left adrift in space. Larger ones were towed out of spacelanes to minimize the danger of hyperspace travel, but every so often an explorer or smuggler comes across some wreckage. Often, the drifting hulk is too damaged to be useful for anything other than scrap, but sometimes the derelict proves to be veritable treasure trove of salvageable goods. One such derelict, a large chunk of the Starworm (a trade federation Lucrehulk-class battleship) was recently discovered by a smuggler named Vordell, who sold the coordinates to his friend, Sude Raalo, a Neimodian gunrunner and veteran of the Clone Wars. Based on the scans that Vordell showed him, Raalo guessed at least one hungar bay was more or less in tact, and that, amid the wreckage, he might find a remote processor – which could be worth as much as a million credits. The PCs must go as fast as they can, as the smuggler may have sold the coordinates to multiple parties.
     
    Location: Tatooine, then anywhere in space, but could be fit anywhere
     
    Good for: Any EotE game
     
    View: Great little adventure to be used in the beginnings of any EotE game. It’s a straight forward salvage job where the PCs race to the wreckage before other scum and villainy can get there first. This adventure could really shine if combined with the Treasure of Celis Mott because both compliment eachother well. To finish this adventure off, the PCs off, making the PCs then have to properly fence their newly found treasure (sending them off to the Wheel, Kwenn, Nar Shuuda, or Point Nadir?)
     
    Rating: Very Good (4.0 / 5.0)
     
     
    MINI-ADVENTURE #2: SMUGGLERS’ RENDEZVOUS
     
    Source: Scum and Villainy (d20 Saga Edition)
     
    Synopsis: The heroes hear that a smuggler has come into some “non-manifest” cargo that he needs to unload, and he’s looking for a buyer. The smuggler, Vordell, has a dozen crates of assorted detection and surveillance gear – 150 units in all, worth 58,000 credits in total – and he is looking to trade for weapons. Conveniently, the heroes know of a shipment of Imperial blaster rifles that got routed to Barab I by mistake. Unknown to the heroes, the Empire has been tracking Vordell, and shortly after the heroes make arrangements to meet him, Imperial customs officers arrest him on a separate charge. Desperate, Vordell convinces the officers to drop the charges against him if he helps them recover a shipment of stolen blaster rifles. Intrigued, the customs officers agree to escort Vordell to his rendezvous on a small moon known as Phinel’s Folly. There, a number of customs agents hide around the rendezvous site, and wait for a signal from Vordell to pounce.
     
    Location: Barab I and Phinel’s Folly, but could fit anywhere
     
    Good for: Any EotE campaign, particularly for smugglers
     
    View: Fun little three encounter adventure path that could fit in between other adventures. This one has a great feel – a standoff during a cargo exchange, being boarded by an imperial customs vessel, negotiating a price for gun purchase. Like the above, if the PCs win, they’re going to have their hands on 58K worth of imperial blasters and another 50K worth of surveillance gear, and will then need to fence the cargo, leading to another set of adventures.
     
    Rating: Very Good (4.0 / 5.0)
     
     
    MINI-ADVENTURE #3: BOARDING PARTY
     
    Source: Scum and Villainy (d20 Saga Edition)
     
    Synopsis: The heroes are contacted by Imperial Governor Zerex of Ord Acinorr, a snow-bound planet in the Merridian Sector. Zerex tells the heroes that he needs their help in a confidential matter involving a traitor to the Empire, a flight academy instructor who might be funneling information to the Rebellion. This instructor, Captain Bythen Forral, has had more students defect to the Rebellion than any other instructor, and if Zerex can bring him to justice, it will help Zerex’s forthcoming bid to become an Imperial Moff. Anyone who helps him in this endeavor would not only be richly rewarded but also have a Moff indebted to them. Captain Forral will soon travel from the Vensenor Flight Academy on Arkanis to Bakura to speak at a recruitment drive for new flight candidates. Because it will skirt the Unknown Regions, Forral’s Corellian Corvette – the Gallant – must make several stops to check astrogational data; each stop should take less than ten minutes. Governor Zerex wants the heroes to obtain a copy of the Gallant’s flight plan, determine where the ship will stop, and board it. Once on board, the heroes are to capture the ship, destroy the astrogation computers, and send it on a one-way course into the Unknown Regions to be forever lost.
     
    Location: could be placed anywhere
     
    Good for: EotE campaigns where the PCs are fine doing jobs for the Empire
     
    View: This one was merely “ok.” The boarding action encounter could be used modularly at any time, which provides utility, but the overall adventure is lackluster.
     
    Rating: Below Average (2.5 / 5.0)
     
     
    MINI-ADVENTURE #4: SNOW-JOB
     
    Source: Scum and Villainy (d20 Saga Edition)
     
    Synopsis: In the wake of the exposure of Bythen Forral as a rebel sympathizer, Governor Zerex is able to take credit and parlay his sudden popularity into an appointment to the post of Imperial Moff of the Merridian Sector. To celebrate, Zerex invites several of his closest supporters, including the heroes, to a farewell dinner at his home in Ord Adinorr. However, Zerex leaves one supporter off his list: Draba, the Hutt crime boss who had introduced Zerex to so many of his contacts in the criminal underworld. Zerex feels it would be inappropriate to be seen socializing with a known gangster, so he cut off all relations with the powerful Hutt. Draba, however, has invested a great deal of money and resources in getting an Imperial Moff in her debt and she is not pleased with Zerex’s sudden, but hardly unexpected, betrayal. Knowing that the heroes are attending the party, Draba requests that they help her extract vengeance on the newly appointed Moff. Draba specifies that the heroes cannot harm Zerex or expose her connection to the Moff, in fact, if possible, the heroes should try to get leverage against Zerex, in case Zerex should ever again forget his obligation to Draba.
     
    Location: Moff  Zerex’s snow palace on Ord Adinorr
     
    Good for: Basically anyone looking to blackmail the Moff (EotE or rebels)
     
    View: There isn’t much to this adventure hook. The PCs are asked to try to catch Zerex doing something shady, but are completely left to their own devices. I don’t think many PCs would come up with a plausible plan and would be pretty lost by this. I do like the idea of the PCs attending a dinner party for an Imperial Governor, though, so it may be worth trying to come up with a new adventure around that plot. Additionally, I liked the guest list included here.
     
    Rating: Below Average (2.5 / 5.0)
     
     
    MINI-ADVENTURE #5: BREAKING AND ENTERING
     
    Source: Scum and Villainy (d20 Saga)
     
    Synopsis: A Hutt crime lord named Draba contacts the heroes about some valuable documents that she would like stolen from an Imperial bureaucrat named Narp Pilyev, who himself “appropriated” them from the Imperial Navy. These confidential documents are worth millions to the rebellion; since Pilyev cannot contact the rebel alliance himself, he is trying to sell the documents to Draba. His asking price is a bit steep, though, so Draba just feels that she could acquire them more cheaply through burglary. Draba tells the heroesthat Narp lives on Coruscant, and the Hutt suspects that Pilyev is keeping the documents hidden somewhere in his penthouse apartment, in a part of Coruscant popular with mid-level Imperial officials. Unfortunately, she does not know this for sure, and she needs the heroes to locate the documents, and quickly. Pilyev has stated plainly that if Draba is not willing to meet his price within five days, he is going to offer them to another buyer. Draba can keep Pilyev on the hook for a while, but she needs the heroes to complete the job before the deadline. Pilyev’s penthouse has a high level of security, including alarms, droids, and private security guards. Although the heroes can probably storm the place, blow open the safe, grab the documents, and disappear into the depths of Coruscant before the police arrive, Draba needs them to be more subtle. Draba does not want Pilyev to discover the theft until he opens the safe to retrieve the documents. She is so adamant that the heroes handle the burglary delicately, in fact, that she says if Pilyev ever connects the theft to her, she will put a high price on the heroes’ heads. If the heroes can pull off the job in the next five days, Draba agrees to pay them 250,000 credits.
     
    Location: Coruscant
     
    Good for: EotE games
     
    View: This is a pretty good heist location with decent background information. This adventure, similarly to the snow job hook, is very open ended and difficult to manage as the GM. With some massaging and fleshing out of the researching the infiltration, this can make for a fun adventure to slot into a broader campaign. The PCs are bound to blunder the infiltration in some way, angering their patron, which can then lead to a whole nothing set of adventures.
     
    Rating: Average (3.0 / 5.0)
     
     
    MINI-ADVENTURE #6: THE BIG HIT
     
    Source: Scum and Villainy (d20 Saga)
     
    Synopsis: Draba the Hutt has had numerous mutually lucrative business arrangements with Moff Zerex, but she had learned that the Moff has plans to “crack down” on racketeering once he becomes a Grand Moff. This could just be a politician’s empty promise, except for the fact that Draba knows that Zerex himself is a racketeer, hiding behind the “law and order” political image while simultaneously using his political connections to conduct his illegal business. As a Grand Moff, he will be able to threaten Draba – if not have her arrested – and the Hutt cannot allow that to happen. She offers the heroes 50,000 credits to assassinate Zerex before he becomes Grand Moff.
     
    Location: Could be any Imperial-allied world
     
    Good for: EotE games, particularly hired guns
     
    View: A good ol’ assassination adventure. The lead-up / planning stages will need a lot of work and the GM will need to do meaningful planning in order to prepare for all of the different paths the PCs could go down (poisoning? Bomb? Sniper? Full on assault? Get a job at the hotel?). There are some little touches that are great and should also be highlighted such as the PCs should get false identities given the number of background checks that they will go through, etc. Overall, a good capping to the Draba the Hutt plot arc.
     
    Rating: Average (3.0 / 5.0)
     
     
    MINI-ADVENTURE #7: ESCAPE OR DIE
     
    Source: Scum and Villainy (d20 Saga)
     
    Synopsis: The law has finally caught up to the heroes, and they have been sentenced to years of hard labor in the spice mines of Kessel. The work is grueling and the conditions intense – and things are not improved by the fact that one of the other prisoners, a Ubese bounty hunter named Solvek, has a history with the heroes, and does his best to make their lives miserable… if not get them killed.
     
    Location: Kessel
     
    Good for: Any group that could have been imprisoned at some point
     
    View: This mini adventure is a prison break from the spice mines of Kessel! What more can one want? This adventure should be in the back pocket for every GM to react to what happens if the PCs are ever botch a mission and get caught by imperial authorities.  To make this adventure playable, there needs to be more build-up and NPCs (other than Solvek) need to be detailed. A few smaller encounters should also happen before the PCs start developing the jail break plans. If I recall, there is an adventure for Traveler that fits this build as well, and would be worth mining for additional ideas (pun intended).
     
    Rating: Very good (4.0 / 5.0)
     
     
    MINI-ADVENTURE #8: WANTED ALIVE
     
    Source: Scum and Villainy (d20 Saga)
     
    Synopsis: The heroes receive word that Draba the Hutt is offering 100,000 credit reward for the capture of a thief named Pol Virten, who stole an ancient artifact from the Hutt gangster. Unknown to either the heroes or Draba, however, Virten is not a human, as he appears, but a Clawdite shapeshifter – and a Sith. Virten wants the artifacts to strengthen his dark side powers, and he hopes that Draba sends bounty hunters after him so he can try out his new abilities. To that end, he has seen to it that word has spread that he is on Nar Shaddaa, “hiding out” in as casino known as the Kessel Club.
     
    Location: Nar Shaddaa, but could be anywhere.
     
    Good for: Any EotE group, particularly bounty hunters
     
    View: This one seems a bit dull to me. This is a straight forward go capture a bad guy, but this baddie happens to have a few sith artifacts that grant the mark some dark side powers. I don’t particularly see using this one, but the modular nature of it provides additional value.
     
    Rating: Average (3.0 / 5.0)
  16. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Here are the notes from Galaxy Guides 6: Tramp Freighters. I really enjoyed this book, and I wanted to like the adventure path, but there wasn't enough meat on the bones for me. Ultimately, I think the best adventure here was the hooks about the race to deliver goods. 
     
     
    GETTING STARTED
     
    Source: Galaxy Guide 6: Tramp Freighters
     
    Synopsis: The player characters all start on Travnin, and the ship is docked at the starport. Starting from the point when the adventure begins, the ship begins accruing docking fees. During this adventure, the PCs will begin their career star-trading by having them make a single trade run to Gerasil. The first trip will not be made on speculation, which can be somewhat complicated, but will be a commissioned cargo.
     
    Hook: PCs are starting out with a stock freighter.
     
    Good for: Tramp freighter EotE campaigns
     
    View: Not much to this shell, but could be a decent “small beginnings” start to a campaign. The character Neena the lounge singer has the ability to become a fun recurring character for the PCs.
     
    Rating: Average (3.0 / 5.0)
     
     
    CAIRN’S FLYING CIRCUS
     
    Source: Galaxy guide 6: Tramp Freighters
     
    Synopsis: While the ship is in Adarlon, the PCs are offered a three month contract to carry a small travelling circus to every planet in the Minos cluster (they were recommended by Neena from Getting Started). This circus will use the freighter as both transportation and home base. The circus folk are very exotic, talented, and can perform all sorts of interesting tricks, but the group is secretly a group of rebel spies who are desperately looking for their cell leader, Drun Cairnwick. The rebel organization in the cluster fell to shambles when Cairnwick was arrested.
     
    Hook: Good for any freighter crew where you want to introduce the rebellion
     
    View: Decent concept and fun way to introduce PCs to the Alliance. Unclear where to slot this in during a campaign arc as you want to give the PCs enough time to be smugglers, etc. before pushing them towards helping the rebellion.
     
    Rating: Average (3.0 / 5.0)
     
     
    ELIAD CONNECTION
     
    Source: Galaxy Guide 6: Tramp Freighters
     
    Synopsis: The Imperials are engaged in a massive hunt throughout the Cluster for someone very special, someone so important that they have brought in reinforcements from other sectors. When the PCs land on Adarlon, they are introduced to the Rebel leader by their friends with the circus, who ask them to transport a cargo to Eliad and back, who turns out to be a Princess Leia. On Eliad, their goal is to convince the powerful nobles there to dedicate their resources towards the rebellion.
     
    Hook: PCs are asked by the Rebel leader to transport Princess Leia to Eliad.
     
    View: Decent ideas, poor execution. I like the idea of the PCs being sent to nobles to help incite rebellion, but doing so at a dinner party is sort of weird and anti-climactic.
     
    Rating:  Poor (1.5 / 5.00)
     
     
    REVOLT IN THE MINOS CLUSTER
     
    Source: Galaxy Guide 6: Tramp Freighters
     
    Synopsis: The rebellion finally learns what happened to Drun Cairnwick, discovering that he is imprisoned on a prison asteroid in the Gesaril system. They ask the PCs to attempt a rescue, for without Drun, widespread rebellion in the sector is impossible. The PCs must gather all of their friends and acquaintances to attack. This adventure is about setting the stage for the following adventure.
     
    Hook: No hook given
     
    View: This adventure is really just build-up of the PCs gathering allies without actually detailing any of those events.
     
    Rating: Poor (1.5 / 5.0)
     
     
    OPERATION: CHAOS
     
    Source: Galaxy Guide 6: Tramp Freighters
     
    Synopsis: Along with all the ships that the PCs could muster, the PCs must attack and defeat the Imperial fleet at Travnin before they can be reinforced by the Imperial fleet. Characters must infiltrate the Imperial stronghold, find weaknesses, and report those back to the rebel fleet to be exploited.
     
    Hook: A continuation from the previous adventure
     
    Rating: Poor (1.5 / 5.0)
     
     
    Galaxy Guide 6: Tramp Freighters plot hooks:
     
    There are five light freighters, all at the starport and their crews meet eachother at the Grand Design spacer bar on Travnin. There they get into bragging and insult contests and generally having a good time carousing and trading information. Then a local merchant makes a secret proposal to each of them in private. He sells each of them the same cargo, a load of exotic fruit bound for Mestra. The PCs get a full load at a cheap price, and through the work of some of the merchant’s accomplices, get conned into thinking that it’s great cargo. However, when they take off from Travnin, the other ships follow them. Subspace chatter reveals that they are all carrying the same cargo, and the traders’ experience suggests that whoever gets to Mestra first will get the best price. It becomes a race to the finish, winner take all…
     
    The traders are given a chance to win the imperial contract for supplying the prison orbiting Gesaril. The contract requires them to make one run every 50 days, carrying 100 tons of goods from Travnin to Gesaril, for which they would earn 3K credits per run. On each run, the PCs are accompanied by an Imperial official, who may be escorting a prisoner to or from the asteroid and who ensures that they do not break into the cargo and steal anything. This contact provides excellent opportunity for the traders to get in contact with members of the rebellion inside of the prison by passing messages via the prisoners that they carry.
     
    Pirates – either attacked or pursued by pirates. Allow PCs to use cunning to avoid confrontation.
     
    Mechanical difficulties – if the ship is overdue for an overhaul, or if some components were used before they were installed, or if the ship is simply very old, there may be some mechanical breakdown.
     
    Damaged cargo – something happens to the cargo; maybe part of it spoils, or a few crates break open during takeoff. Perhaps there is something else interesting about the cargo.
  17. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    We're quickly getting to the end of my handwritten notes Here's the feedback from Mos Eisley adventure set. As you can tell, I wasn't a fan...
     
     
    VESTED INTEREST
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: Characters are asked by a dock worker to kidnap a friend to stop him from going to meet someone who is blackmailing him. Turns out the girlfriend is actually one of Jabba’s agents and is trying to get the customs agent to flip sides.
     
    Hook: A dockworker approaches the PCs for no reason and asks for help.
     
    Good for: Anyone
     
    View: This adventure was super uninteresting and didn’t make any sense. The simple idea of Jabba trying to blackmail a customs agent is a good one, but that’s where the good part ends.
     
    Rating: Terrible (1.0 / 5.0)
     
     
    THERE’S MANY A SLIP BETWIXT CUP AND LIP
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: Characters are asked by a cantina patron to buy some hot cargo. Turns out he doesn’t have it. Once the PCs meet the crew of who does have it, they learn the captain of the smugglers is locked up in the Mos Eisley prison waiting to be transported off planet. The PCs then stage a rescue to get a cut of the loot.
     
    Hook: PCs are approached in the cantina
     
    Good for: Any EotE crew
     
    View: Another poor showing. Just as in the first adventure, not sure why the PCs would engage here. Seems very railroad-y. Nothing really happens except for staging a robbery (in about as boring of a way possible). Not much to take from here either.
     
    Rating: Poor (1.0 / 5.0)
     
     
    HARVEST DAY
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: PCs are deputized by local law enforcement as extra help during the Harvest Day celebrations. The goal of the adventure is to have a number of different encounters to give the PCs a feel of Mos Eisley.
     
    Hook: PCs are approached by local law enforcement and asked to stand in as militia during Harvest Day celebrations.
     
    Good for: Anyone in Mos Eisley, particularly the good guys
     
    View: The premise is super forced, and probably not a great adventure, but some of the individual encounters could be taken from here and used elsewhere. For example – a swoop bike race through the crowded streets that cause Rontos to get spooked and the jawas to get upset. Overall, seems like a dull session.
     
    Rating: Poor (1.0 / 5.0)
     
     
    THE PASSAGE FROM PERDITION
     
    Source: Mos Eisley Adventure Set
     
    Synopsis: Mos Eisley has been destabilized after the death of Jabba the Hutt. Other criminal organizations have moved in to take over Jabba’s empire.
     
    Hook: Characters are in the Mos Eisley cantina when a swoop ganger comes by, throws a fire bomb, and leaves a ransom note.
     
    Good for: Basically good guys who are in Mos Eisley.
     
    View: Another poor one - seems like a trend from all of the adventures in this book. If I were to borrow from this adventure, I’d basically use the premise that after Teemo died in Long Arm of the Hutt, which then created a power vacuum. So the next time that the PCs head to Mos Shuuta, there has been a swoop gang war that the PCs could be caught up in, and perhaps make a return trip to Teemo’s lair. The interactions at Jabbas palace are pretty good (the droid, the escaped animals).
     
    Rating: Bad (1.5 / 5.0)
  18. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Here are the notes from Instant Adventures. There are a few real gems in here. Heavy Lifting is a good early game if you ever need to make a Hutt ally. Argovia Strike is a solid adventure that can be used during the early days of a rebel game, maybe after Arda I. Into the Heat of Battle has a nice plot to it, but I have a feeling it will run much worse than it reads. Celis Mott is a good outline but will need a lot of additional help to make it usable.
     
     
    THE ARGOVIA STRIKE
     
    Source: Instant Adventures
     
    Synopsis: Four to six rebel agents (the PCs) must infiltrate and destroy an Imperial sensor net complex so that a Rebel convoy carrying much needed supplies can slip through an Imperial blockade. The characters travel to Argovia and look for their contact who can get them inside, however they must first rescue him from a pair of loan sharks. Next, the characters must overcome a number of obstacles to gain access to the sensor net complex, and the central computer core. They plant the explosives and plan their escape.
     
    Hook: PCs are sent by the command of their rebel cell to blow up the sensor complex.
     
    Good for: Rebel agents. Its straight forward nature makes this adventure ideal for one of the first of a rebel campaign.
     
    View: Fun little rebel operative adventure that’s a straight forward infiltration. It has a bit of the feel of disabling the shield generator on the moon of Endor to it, too. This adventure could be particularly fun if you tie it to whatever base the PCs are currently working out of, to make the mission even more important.
     
    Rating: Above average (4.0 / 5.0)
     
     
    AGENT NALLOK IS MISSING
     
    Source: Instant Adventures
     
    Synopsis: The group of rebel operatives (PCs) is assigned to find a fellow operative, Agent Nallok, who disappeared on a backwater planet. The characters reach an abandoned salt mine and search for it, encountering a booby-trapped droid, which reveals Polag’s treachery. Two squads of storm troopers, tipped off by Polag, enter the mine and try to capture the characters. The characters then return to the settlement to confront Polag and rescue Nallok.
     
    Hook: Ps are send by rebel command to find agent Nallok on a backwater planet.
     
    Good for: Rebels, though the staging tips provide options to make this adventure suited for all types of characters.
     
    View: Boring with little action and no meaningfully interesting hooks. A definite pass.
     
    Rating: Poor (1.5 / 5.0)
     
     
    HEAVY LIFTING
     
    Source: Instant Adventures
     
    Synopsis: The characters are contacted by a Klatooinan and asked to help him and his boss off-planet as soon as possible. During the bargaining process, a group of mercenaries attack. The characters then meet Nawnam the Hutt and try to steal a repulser-truck to sneak the corpulent hunt to a waiting ship. The characters are discovered by mercs and bounty hunters and chased through the busy streets all the way to the spaceport. Prior to making the jump to hyperspace, the PCs must make it through a small blockade of Starfighters.
     
    Hook: PCs are approached in a bar.
     
    Best for: Freelancer EotE types.
     
    View: I really wanted to like this adventure because the premise is great. PCs hijack a repulser-truck to move an incapacitated Hutt to their ship to sneak him off world after an assassination gone bad. I was looking for more from the truck heist and there was no detail on moving the Hutt. If I were to develop this adventure, I’d make the hijacking a more involved matter, and I’d detail a full chase scene with the mercs riding swoops, attacking the truck mid-transit, with the PCs firing out the back. Lastly, I think that this would be a great adventure to create a Hutt ally / patron and a terrific tie-in to Tempest Feud.
     
    Rating: Average (3.5 / 5.0)
     
     
    INTO THE HEAT OF BATTLE
     
    Source: Instant Adventures
     
    Synopsis: After their freighter is shipjacked by a pirate gang, the characters are ejected in an escape pod in the midst of a space battle. They emerge from the pod in a dense jungle, only to be harassed by Imperial scout troopers seeking rebel survivors from the battle above. The characters discover a downed X-Wing fighter, shot down in the battle. As they follow the pilot’s trail, they run into some of the jungle’s denizens. The characters find the rebel pilot in the hands of imperial troops and free the pilot. After a long jungle trek, the characters and rebel pilot come across a small pirate encampment. PCs have a chance to free rebel prisoners and steal their ship back.
     
    Hook: Big time railroad. PCs awake in their escape pod with pirates commandeering their ship. Moments later they are accidently jettisoned to the surface of a jungle planet.
     
    Best for: Smugglers but could basically be any group with a freighter.
     
    View: I can’t get over how railroady this adventure is. The hook is terrible and the PCs won’t get over how forced the hook is. PCs are not separated from their ship easily and will be singlemindedly focused on getting their ship back. A nice touch in the first act is where the PCs either end up getting two speeders (for four people) which drops the maneuverability of the speeder by one, or can run the native b’aerlak (snake cows).
     
    Rating: Average (3.0 / 5.0)
     
     
    FAMILY PROBLEMS
     
    Source: Instant Adventures
     
    Synopsis: The characters are approached by a Gran poet who needs help rescuing his fiancée, Cera. The characters are also approached by Cera’s brother and warned to leave the planet. Undaunted, they arrange to infiltrate an elite party in hopes of rescuing her. At the gala, the characters locate Cera, discovering that she wants to go, but that she can’t get away at that moment. She says that she will contact the characters and arrange a more opportunistic rendezvous. Cera’s brother interrupts the conversation with some “friends.” The characters flee with Cera’s brother at their heels. Later, Cera’s valet droid informs them that Cera is ready to be rescued. Characters go to the estate, rescue Cera, then race to ship for a quick getaway. Cera’s father appears at the starport to beg his daughter not to go.
     
    Hook: The characters are approached by a Gran poet who needs help rescuing his fiancée, Cera.
     
    Best for: works for pretty much any adventuring party with a ship.
     
    View: This adventure is pretty meh. It’s a very stereotypical starcrossed lovers story that feels very off message for Star Wars for some reason. One fun tidbit that could be worth salvaging however – when Cera is escaping from her famiy’s compound, the high maintenance Gran refuses to leave without her things. She insists on throwing *12* bags down to the PCs. Any failed check results in breaking of valuables, and could be a fun scene depending on your PCs.
     
    Rating: Poor (1.5 / 5.0)
     
     
    MELTDOWN
     
    Source: Instant Adventures
     
    Synopsis: The rebel characters receive orders to acquire coolant hydro-valves from a nearby Imperial supply depot. The characters must then enter the depot and obtain the parts. Next, on their way back to the rebel base, the characters encounter a lone heavy assault Starfighter in orbit. Once inside the base, the characters must prevent themselves from being trapped. As the characters attempt to install the hydro-valves, a squad of imperial assault troopers attack.
     
    Hook: PCs receive emergency orders to obtain 30 hydro-valves.
     
    Best for: Rebel crews
     
    View: This is a fun little romp. Characters conning their way onto a Imperial supply depot is a nice little scene, especially when the alarm goes off and the huge magna-seal doors start to close, which requires some fancy flying. There is a little too much combat in this one, so it probably makes sense to eliminate Episode 3 all together – simply replace the attack fighter with an Imperial probe, which will have the same effect.
     
    Rating: Average (3.5 / 5.0)
     
     
    NEW RECRUITS AND REBEL GUNS
     
    Source: Instant Adventures
     
    Synposis: A rebel contact stowes the characters aboard a freighter bound for an Imperially blockaded planet, where they are to meet other rebels for their initial assignment. They are stowed aboard a freighter in the cargo hold, and must either evade or shoot Stormtroopers searching the hold once they land at the starport. Then they must find their local contact at the local spacer’s bar. The characters meet their rebel contacts, who give them their assignment before heading off to one of the larger Rebel training centers: pick up cargo of weapons and bring them to a transport ship hidden in the forest outside the starport. Unforeseen events cause a confrontation and chase with imperial forces. Obstacles facing the characters as they race through the forest include TIE fighter patrols overhead, teams of imperial biker scouts, and an AT-ST on patrol. The characters must pilot the transport and x-wing fighter escort themselves. They must evade TIE fighter attacks and an Imperial Star Destroyer before jumping to light speed.
     
    Hook: PCs stow away to sneak onto a blockaded planet to join the rebel alliance
     
    Best for: Designed for characters seeking to join the Alliance
     
    View: This one is a bit run of the mill, but it has a number of star wars staples that makes it somewhat interesting as an intro adventure including a speeder bike chase, some AT-STs, and fighting TIEs as the PCs escape off planet.
     
    Rating: Below average (2.0 / 5.0)
     
     
    THE TREASURE OF CELIS MOTT
     
    Source: Instant Adventures
     
    Synopsis: An old acquaintance, Marka Durn, drops dead at the characters’ feet, whispering vital clue about the lost treasure of Celis Mott and a strange warning with his dying breath. The characters must then fight off the pirates who shot Durn. The PCs follow-up the clue at Durn’s starship, deal with a difficult droid, recover the clue, and elude more pirates. Xishel, a Falleen pirate lord, approaches the player character with a deal to split the treasure. After the group refuses, they are chased by pirate ships as they leave the planet. The players locate the hidden treasure of Celis Mott in an uncharted asteroid field. Unfortunately, Xishel’s ships arrive. A chase through the asteroid field ensues.
     
    Hook: PCs run into an old friend who dies at their feet.
     
    Good for: basically anyone who wants to get rich and has a star ship. Great for EotE types.
     
    View: This is a strong, straight forward treasure romp. Xishel, the Falleen pirate, is a cool NPC and could be recurring. If used, the GM should definitely replace the intro NPC (Durn) with a character from one of the PC’s pasts to make it more memorable. The battle through the asteroid field is a suitable ending.
     
    Rating: Above Average (4.0 / 5.0)
     
     
    OPERATION: SHADOWSTRIKE
     
    Source: Instant Adventures
     
    Synopsis: Rebel commandos must paraglide through a treacherous canyon. Once through the canyon, they must establish a staging area for a rescue operation to recover a downed Y-Wing pilot. The rebels must then stage an ambush for a squad of Imperial Storm Commandos that are seeking the Y-Wing pilot. The characters must retrieve the pilot and make their way to the extraction point. Unfortunately the characters have been spotted by aerial surveillance and must fend off more storm commandos and an imperial flying fortress.
     
    Hook: Rebel SpecOps team is assembled at the rebel base that the PCs are currently assigned to.
     
    Good for: Experienced Rebel SpecOp infiltrators
     
    View: Decent, straight forward SpecOps adventure. Get in, retrieve the operative, get out, with a small handful of encounters. Probably good for an early on adventure in a SpecOps campaign.
     
    Rating: Average (3.0 / 5.0)
  19. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    And here are the notes from Politics of Contraband. Overall, I really enjoyed reading this book. There is a lot to work with here, even if you don't like them as written. I'll definitely be using Free Time in my campaign some place, and a few of them will also be used with some additional massaging, particularly Politics of Contraband (first half), Right Place (the bar and potentially the plot hook), and Easy Money (the whole thing, but will need some major rework).
     
    POLITICS OF CONTRABAND
     
    Source: Politics of Contraband
     
    Synopsis: PCs are sent to Giova to deliver a special mixed load of holotapes and exotic spices and smuggle around prohibitive local import duties and repressive local standards.
     
    Hook: PCs are given the cargo by an untrustworthy, no-good trader. A typical smuggler. Characters are extremely short on cash and needed the credits (no choice but to take the job). Upon arriving with the goods, their ship is impounded.
     
    Good for: Smugglers or most EotE spacers.
     
    View: Short, fun adventures to be used at the beginning of a campaign. The plot is simple – PCs are set up by a seedy trader to move goods but then try to avoid paying them. With the help of the New Republic, PCs bring down an Imperial-sympathizing planetary governor. This adventure will need a bit of work to make it fit an EotE timeline, where the rebels are less in charge. The locations on Giova also need some more background info to be interesting.
     
    Rating: Good (4.0 / 5.0)
     
     
    THE ART OF BETRAYAL
     
    Source: Politics of Contraband
     
    Synopsis: A crimelord comes into the possession of a personal shield generator, one of the greatest modern technological developments, and plans to auction the prototype aboard the Stellar Mermaid, a luxury liner famous throughout the galaxy for its comfort.
     
    Hook: At a spacer bar, the PCs are offered a job to transport cargo to the Kwenn Space Station six days away to be loaded for transport on the Stellar Mermaid.
     
    Good for: Smugglers or most EotE spacers.
     
    View: This one misses the mark a bit. The initial customs search could be fun, but the auction aboard the Stellar Mermaid falls a bit flat. The whole “auction with interesting set of never-do-wells” is a good shtick, more care needs to be put into it to make it entertaining.
     
    Rating: Average (3.0 / 5.0)
     
     
    FREE TIME
     
    Source: Politics of Contraband
     
    Synopsis: The PCs are doing an easy passenger transport over to a near deserted planet and have eight hours to kill. During that time, they are approached by an old acquaintance, who offers them a job. The PCs are then thrust directly into the middle of a rebel / imperial plot.
     
    Hook: PCs are approached by a Zarian con man named Woetar with a chance to make some easy credits in a short amount of time for another quick “milk run.”
     
    Good for: Any EotE campaign with the PCs have a ship.
     
    View: This is a very good one-shot EotE adventure. It’s made for a bunch of low-life spacers like a typical EotE crew. Woetar is a great NPC and has potential to be a recurring, untrustworthy character in the PC’s lives. There is also a chance to introduce an Imperial that may feel like she owes something to the PCs, or as a villain that the PCs may run into again (with the added flavor of the PCs once accidently saving her life…)
     
    Rating: Great (4.5 / 5.0)
     
     
    RIGHT PLACE…
     
    Source: Politics of Contraband
     
    Synopsis: PCs are in a bar on Celanon and are targets of an elaborate ploy by infamous smuggler Vohrkrewel. The PCs are mistaken for Vohrkrewel by Imperial Stormtroopers and must fight their way off planet.
    Hook: PCs are approached in a bar. The neat twist on the normal hook is that the pirate pretends to already have a deal with them, as one of the PCs is “Vohrkrewel”
     
    Good for: Any EotE campaign where the PCs have a ship.
     
    View: Fun adventure using the mistaken identity trope in a better way than it’s typically done. The end needs a little work and is too rail-roady. Here the PCs jump to the Isen sector, where they run in with an Imperial Star Galleon. Just before the PCs are blown up, Vohrkrewel shows up, destroys the Galleon, then boards the PCs ship. PCs don’t take things like this lightly, and they will fight like hell to jump to hyperspace away from the Imperials. My recommendation is downgrade the Imperial ship, make it a close fight, and have Vohrkrewel show up a little bit earlier. There needs to be a reason why the PCs can’t jump to hyperspace, and there should be some expectation that the PCs get into a firefight with Vohrkrewel’s Blood Hawk. The PCs may fight to the death during a boarding action, as well, which will further complicate matters.
     
    Rating: Good (4.0 / 5.0, held back by the end)
     
     
    EASY MONEY
     
    Source: Politics of Contraband
     
    Synopsis: Players are transporting droids to a crimelord on a seedy jungle planet. One of the droids secretly has information on Imperial movements, which has a lot of value to interested parties. The PCs are stuck between a four way battle: rebels hiding in the jungle, the original crimelord employer, another crimelord trying to muscle in on the first crimelords turf, and an ISB agent trying to recover the stolen info.
     
    Hook: PCs are delivering droids to the jungle planet of Seikosha
     
    Good for: Any EotE campaign where PCs have a ship.
     
    View: The idea is a good one, but the execution is a bit poorly. PCs never do well with having their starship shot down. The premise here is good with multiple parties, all at least somewhat interesting, working for the same droid. This adventure would need a lot of work to get something that could be run well for PCs.
     
    Rating: Average (3.0 / 5.0)
  20. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Here are my notes from Far Orbit Project. While I liked the premise of the campaign, I think it really left something to be desired. With the right GM and a lot of work, I think the arc could really shine, but I didn't see it as written. Also not a lot to steal and use in a different campaign.
     
    SCALING FOR WAR
     
    Source: Far Orbit Project
     
    Synopsis: A delegation from the Far Orbit, a recently-defected imperial vessel (PCs), must rendezvous with an Alliance contact on Star Forge Station (to finalize the terms of their letter of marque). The crew must locate the hidden shadowport in the heart of a seething nebula while under the guns of several pirate Starfighters. After boarding the station, the characters must make contact with the Alliance agent. During the negotiation, several of the human privateers are drawn into a brawl with alien pirates. The characters then have time to explore the station. Later, Captain Vedij begins to select new spacers for the crew of Far Orbit. Once aboard the starship, tension between ex-Imperials and the scruffy pirates lead to a brawl and other problems.
     
    Location: StarForge station, a hidden illegal base and one of the most successful shadowports in civilized space.
     
    Hook: The PC ship, the Far Orbit, has mutinied from the Empire. It travels to the shadowport StarForge Station to sign a privateering letter of marque with the Alliance and take on crew.
     
    Good for: None. This adventure is pretty crafted towards the campaign plot for the Far Orbit Project
     
    View: This adventure seems like a decent kickoff to the Far Orbit campaign, this adventure isn’t usable as is for a typical Star Wars game. The highlight of this adventure is StarForge Station, a usable shadowport location (with an fun scene trying to find the darned thing in an asteroid belt) to slot in whenever you need such a thing.
     
    Rating: Below average (2.5 / 5.0)
     
     
    HIJACKING OF SHIPMENT 1037
     
    Source: Far Orbit Project
     
    Synopsis: The Far Orbit (PCs) locate an easy target. During the raid, the crew discovers the location of a convoy worth millions of credits. The crew plans to infiltrate the convoy and prepare to hijack it. The Far Orbit then enters the convoy and must contend with the Imperial escort frigate New Star.
     
    Location: Anywhere in space
     
    Hook: PCs, disguised as an Imperial customs ship, come across a freighter, which then leads them to a larger convoy of freighters that they can plunder.
     
    Good for: None. Like the proceeding adventure, this adventure only works for the Far Orbit Project.
     
    View: Seems like a fun adventure to get PCs in the mood of impersonating Imperial officers and hijacking cargo. The adventure is predicated on the PCs controlling an Imperial ship, so not of a lot of use in a typical Star Wars game.
     
    Rating: Below average (2.5 / 5.0)
     
     
    THE CAPTURE OF COH VESHIV
     
    Source: Far Orbit Project
     
    Synopsis: The Far Orbit (PCs) intercepts an Imperial transmission, pinpointing the location of Imperial Advisor Coh Veshiv (who is touring the Ringali Shell). The Far Orbit attempts to infiltrate Veshiv’s convoy under the guns of a Corellian corvette and a Golan III Space Platform. PCs convince the Advisor to travel on the Far Orbit. Once aboard, the crew must deal with Veshiv’s crack Stormtrooper bodyguards, the Corellian corvette Empire Forever and a Golan III space platform.
     
    Location: Space (at specific jump coordinates)
     
    Hook: PCs, under the guise of an imperial transport ship, go to a defined pick-up location to capture Imperial advisor Coh Veshiv.
     
    Good for: None. This adventure only works for the Far Orbit Project.
     
    View: This adventure seemed flat, and very similar to the other adventures in this section where PC impersonate an imperial frigate to do something in the interest of the Alliance. Like the two adventures before this one, the adventure is predicated on the PCs controlling an Imperial ship, so there isn’t a lot of use for this adventure in the normal course of a Star Wars campaign.
     
    Rating: Below Average (1.5 / 5.0)
     
     
    THE RIVAL
     
    Source: Far Orbit Project
     
    Synopsis: The Far Orbit (PCs) intercepts a news transmission detailing the savage pirate attacks by Venslas Beeli, who claims to be an Alliance privateer. Vedij decides to hunt down Beeli and end his reign of terror. The PCs launch a hunt for Beeli until a pattern in his raids is discovered. Vedij plans his assault on the pirate. The PCs assault the pirate in his lair and face confrontation with a small pirate fleet.
     
    Location: Space
     
    Hook: A pirate, under imperial control, is pretending to be an Alliance privateer vessel to create propaganda for the Empire. PCs decide to put an end to his villainy.
     
    Good for: Edge of Rebellion (alliance members wanting to protect their image in the Imperial media)
     
    View: This is more of a longer adventure hook than an adventure itself. Not a lot here to work with and seems rather flat.
     
    Rating: Poor (1.0 / 5.0)
     
     
    THE TRAP
     
    Source: Far Orbit Project
     
    Synopsis: The Far Orbit (PCs) encounters a poorly-defended freighter with a valuable cargo. During the boarding action, the privateers face a rude surprise: a contingent of veteran Stormtroopers. The Imperial forces attempt a counter-boarding action and a running battle across the PC ship erupts.
     
    Location: Space
     
    Hook: PCs are looking to raid a solitary freighter.
     
    Good for: Well-known pirates wanted by the Imperial Navy.
     
    View: This adventure is a simple boarding plan set up by the Imperials as an ambush. While the premise is okay, the actual battles as written are very poor and will likely lead to a TPK.
     
    Rating: Poor (1.0 / 5.0)
     
     
    RAID ON BRENTAAL
     
    Source: Far Orbit Project
     
    Synopsis: A landing party is sent to Brentaal IV to locate a Rebel contact and acquire a data disc. Cover identities and false flight plans must be filed. Once on Brentaal, the characters discover that their contact has been arrested. A new contact sets up a meeting, but the ISB arrives and attempts to arrest the nest of rebel conspirators. The characters must then run a gauntlet of TIEs, Arakyd Hunter-Killer Probots, and a Golan space platform to escape Brentaal.
     
    Location: Brentaal
     
    Hook: PCs are sent to make contact with a local operative on the planet’s surface.
     
    Good for: pretty much any party doing a retrieval.
     
    View: I like the simple outline, but there isn’t much content here.
     
    Rating: Below Average (1.5 / 5.0)
     
     
    HUNTER / HUNTED
     
    Source: Far Orbit Project
     
    Synopsis: Far Orbit (PCs) is hunting for an Imperial Star Galleon and is knocked out of hyperspace by an Interdictor cruiser. Crew only has minutes to recover before the Imperial starship opens fire. The Far Orbit must destroy, evade, or capture the Interdictor before imperial reinforcements arrive.
     
    Location: Anywhere
     
    Hook: PC Ship is pulled out of hyperspace in a battle with a large Imperial ship.
     
    Good for: This is a single space encounter, so anyone
     
    View: Small encounter, fairly boring.
     
    Rating: Poor (1.0 / 5.0)
     
     
    THE GRAND PRIZE
     
    Source: Far Orbit Project
     
    Synopsis: Far Orbit (PCs) plans a second ambush point for the Emperor’s Will, an Imperial Star Galleon. Once the attack is launched, the characters must contend with an Imperial Nebulon-B, and anti-pirate systems aboard the star galleon. The Star Galleon’s internal cargo pods are jettisoned, and its hyperdrive unit activates. The Far Orbit only has a short amount of time to locate the pod and capture the treasure before Imperial reinforcements arrive.
     
    Hook: Hijack the cargo of an Imperial Star Galleon.
     
    Good for: Any PCs interested in piracy (edge of rebels)
     
    View: Short encounter with two Imperial ships. Not much to leverage for other games. This does, however, have a list of gem types found in the Empire, which could be good for building rewards in the future.
     
    Rating: Poor (1.0 / 5.0)
     
    Far Orbit Plot Hooks:
     
    Tracking Devices – if the PC sare doing enough piracy to be put on radar, Imperial Intelligence schemes to slip tracking devices into cargo that the PCs seize. As a result, an imperial special agent codenamed WRATH, tracks the ship across the galaxy. These guys begin hitting places that the PCs have been recently visiting. PCs will realize this information and must lure the Imperial special agent into a trap.
     
    Never Raid an XTS freighter – The Black Sun, a shadowy organization that many consider a myth, is run by Prince Xizor, a Falleen noble who is also a close confidant for Palpatine himself. One of his front companies, Xizor Transport Systems is a shipping concern that operates throughout the core worlds. If the PCs attack an XTS craft, bounty hunters and teams of assassins will be searching for the PC vessel, and the Imperial Navy will be spurred into action by the Emperor himself. Black market contracts will begin to dry up, and shadowports will refuse business, all in a matter of weeks.
     
    Price of Success – as the PCs infamy grows, the privateer crew faces a new threat – bounty hunters, assassin droids, and contract killers.
  21. Like
    Aurin got a reaction from Ogrebear in Brief Adventure Module Reviews (FFG / WEG / WotC)   
    Hey all - after going through all of Wookiepedia to compile the list of relevant books for an Edge of the Empire campaign, I then pouring through the materials looking for adventure modules / hooks / plots / outlines. While I'm still in the early stages, I've been taking notes to help me think through which I'd like to include and the best order. Since I've been taking the notes anyway, I thought I'd post them here in case useful for the community.
     
    To start, here's my scribble after reading the WEG book No Disintegrations.
     
     
    GONE TO GROUND
     
    Source: No Disintegrations
     
    Synopsis: This adventure involves the capture of Ort Hoogra-D’en, an elusive terrorist whose bombs have claimed the lives of hundreds of Imperial citizens. Hoogra-D’en attacks with spore bombs, biochemical weapons of his own design.
     
    Location: Celanon, an Imperial-allied agriworld and trading center ruled by the Nalroni in the Outer Rim, but could take place in any cluster of systems where there isn’t a lot of Rebel activity.
     
    Hook: Plot assumes that the players have tracked another bounty to Celanon and the hunt has ended unsuccessfully. Assumes PCs are running low on credits.
     
    Good for: Edge of the Empire (Bounty Hunters primarily)
     
    View: Short railroad of a bounty hunting mission to find a Ho’Din terrorist who has been using spore bombs to kill innocent Imperial citizens. Neither the NPCs nor the locations are particularly inspiring, though the final battle between Imperial forces and the Ho’Din’s mercenaries paints a decent picture. This plain vanilla adventure may be useful in an episodic set of adventures to help other adventures with plot twists stand out in the eyes of the players.
     
    Rating: Below Average (2.0 / 5.0)
     
     
    ABREGADO-RAE INTRIGUE
     
    Source: No Disintegrations
     
    Synopsis: The PCs are hired to rescue Brinaloy N’Vaari, the fiancée of Provincial Governor A’jidre Skrigatov (“Skrig”). Brinaloy has gone into hiding because she is facing threats and attacks from a Rodian gangster named Malkoi, who wants to unseat Skrig in upcoming local elections.
     
    Location: Le Yer, a small resort town on Abregado-Rae. Abregado-Rae is a shabby, sparsely populated manufacturing world in the core. It’s known for an active smuggler community.
     
    Hook: Plot assumes that the players are in the resort town of Le Yer after successfully or unsuccessfully tracking down some other bounty, such as an errant smuggler wanted for dumping a cargo of spice. A police officer approaches the PCs and informs them that they have a warrant for their arrest.
     
    Good for: Edge of the Empire (Bounty Hunters), but anyone could be pressed into Skrig’s service.
     
    View: Little adventure tree rescue mission. Nothing particularly stands out as memorable, and Brinaloy in disguise isn’t very compelling. There is an emphasis on forcing the players into Skrig’s service under numerous threats and impounding of their starship, which seems too much to me at first, but later as I understood what a bad guy he was, makes it a little better. The highlight of the adventure is the Rodian gangsters and the independent bounty hunter (that could become a recurring character) having a three-way fireifght.
     
    Rating: Below Average (2.5 / 5.0)
     
     
    SEREGAR TURNABOUT
     
    Source: No Disintegrations
     
    Synopsis: The PCs are given a “hot tip” by an old acquaintance, Jerik Snivas, on an upcoming bounty for a dangerous gunman, Tern Ashandruk. The PCs take the tip and travel to the abandoned jungle planet of Seregar. After doing some searching of the rural encampment, they make their way to Ashandruk’s hideout in an abandoned mining facility, only to be ambushed! The PCs have been set up by Snivas in order to collect the bounty on their own heads.
     
    Location: Kwenn Station. Kween Station serves as a gateway to the Outer Rim Territories and a great deal of business travels through it. Despite the Imperial naval base and repair facility located there, a surprising amount of black market activity takes place on the station’s lower levels.
     
    Hook: Assumes one of the characters (preferably the bounty hunter) is wanted by Imperial authorities already, or one or more of the characters has angered a crime lord, who has placed a private bounty on the hunters head. Seems reasonable since basically all PCs do is stir up the Empire and local crime bosses. The PCs are approached by an old friend, Jerik Snivas, a onetime IOCI officer turned licensed expeditor, a man who matches bounty hunters with potential bounties. Snivas offers the PCs a special deal on a job.
     
    Good for: Edge of the Empire (Bounty Hunters) who have made a past enemy or are wanted by the Empire.
     
    View: I really like the intro hook to how this adventure gets introduced, and how the PCs pay for the “hot tip” on a new bounty, rather than the usual “PCs get paid for XYZ” hook. The Storrd Township doesn’t have a lot of detail to it, which could cause some complications, but the Crosswind Saloon is a rich cantina atmosphere with a number of interesting NPCs. At one point, the players will have to gamble with a grifter, Tendler Vek, in order to get important information on Ashandruk’s whereabouts, which makes for a fun encounter. The end of the adventure falls a little flat when the PCs are ambushed so that may need more customization else it will end with little more than a firefight.
     
    Rating: Average (3.5 / 5.0)
     
    THE BLACK SPHERE
     
    Source: No Disintegrations
     
    Synopsis: The PCs are hired to retrieve a fabled artifact believed to be in the possession of a prominent businessman and suspected crime kingpin.
     
    Location: The adventure is set in the city of Iritsa on the planet Chazwa. Chazwa, with its breathable atmosphere and mild climate, is a trading world at the heart of the Empire. The planet has a bustling shipping industry because of its prime location on star routes.
     
    Hook: There are a number of hooks for how the characters hear about the bounty, but it’s assumed that the PCs have heard about some of the dealings on planet in some way, and are heading to Landing Bay 29 at the starport without any other information. A strange alien from an undiscovered planet claims that the local Chazwa politician, Hahz Fallone, secretly enslaved her planet and stole a priceless artifact important to her culture.
     
    Good for: This adventure works for any group of PCs.
     
    View: This adventure is the weakest I’ve read to date. The plot doesn’t fit the Star Wars feel, and the plot of the adventure is ridiculous and it would be difficult for my PCs to suspend disbelief. Further, nothing that happens during the adventure seems particularly fun. There is a plot twist in the end, but it’s neither shocking nor interesting, likely leaving the PCs unfulfilled. Don’t bother with this one.
     
    Rating: Poor (1.0 / 5.0)
     
     
    ELUSIVE
     
    Source: No Disintegrations
     
    Synopsis: The PCs are hired to track down Narloch of Giju, a prominent herglic gambler. Rather than rely on battle armor or combat ability, the character must use cunning and investigative skills to succeed in this mission.
     
    Location: Vandalar City, Reaper’s World. The Corporate Sector did a mass-harvesting of the world’s resources, pushing Reaper’s World into an Ice Age. The PCs will travel to numerous planets in the sector, and also the famed Wheel space station.
     
    Hook: Game begins media res, in hot persuit of the swoop gang Hurt Vectors. After those are easily handled, the PCs get a commlink message from Vox, a well-known information broker, offering another job.
     
    Good for: Edge of the Empire (Bounty Hunters)
     
    View: I’ll start off by saying that I’m not a big fan of Herglic’s, so started off biased towards this adventure, but by the end, I thought that this was a great adventure and definitely the best published in this book. Elusive is a site-based adventure where the PCs are tracking a Herglic gambler (who is actually a mid-level crime boss and runs Jabba the Hutt’s gambling interests in this sector) across a number of unique locations. Particularly interesting will be the sabacc tournament and droid gladiatorial matches in the Wheel space station and the Trophy Chase, a sporting event played on the back of large flying beasts (nephs), on Dalos IV. While the adventure will need significant additional details and planned scenes, there are terrific bones here for a very cool bounty hunting operation that fits the Star Wars feel. Plus, there is a minor but significant role played by Boussh, the Ubese bounty hunter from RotJ.
     
    Rating: Very Good (4.0 / 5.0)
     
     
    No Disintegrations Plot Hooks
     
    While not adventures, there are a number of bounty postings published in the back of the book as plot hooks for GMs to develop their own bounty hunting missions. Two stand out as particularly interesting:
     
    Theol Dunoche – a charming freighter captain wanted for theft of 25 kg of ryll spice and the kidnapping of two twi’lek women. The plot twist is that in actuality, Theol actually recued the the young twi’leks who were supposed to be sold into slavery by Voorg the Thandicant. There is a tie-in to Platt’s Starport Guide (pg 135-160) and Wanted by Cracken (pg 52).
     
    Haisha Su Bnist – a petty thief and information broker, now wanted for murder of an imperial storm trooper whom she killed while resisting arrest. She has escaped off-world and is believed to she desires cybernetic implants to improve her reflexes. There isn’t much to this adventure seed but there is a lot to work with, plus the confrontation with a femme fatale with cybernetically increased reflexes would be very cool. GM must also decide –why- does she want the implants to begin with?
     
  22. Like
    Aurin reacted to gm_ordon in Star Wars: My Kind of Scum [PbP] Long Arm of the Hutt   
    Lang brought the bottle of Trandoshan whiskey back to his quarters to drink. It tasted horrible, but the alcohol kicked like an enraged bantha. He took a few sips, and felt like he was going to be sick. Trax must have been a masochist, or he just had bad taste. He couldn't drink this swill enough to be plastered. Just as well, failing to help the people here would have made him feel worse later. It won't help change anything in his past. But he could do right by the people he met. He put the stopper back in the bottle, and grabbed a few porga chips from his pack to chase away the horrible taste of Trax's booze. He then headed out to see what the rest of the crew was doing. He remembered something about jumping into hyperspace, so he headed toward the cockpit to ask.
       He spoke to whoever was in there, (Caizu and the Dug, I assume). " Sorry, I was feelin' a bit under the weather. But, I'm mostly better now. Where are we headed? Anything new happen in the last hour that I missed, besides making a jump to hyperspace?"
  23. Like
    Aurin reacted to Richardbuxton in Star Wars: My Kind of Scum [PbP] Long Arm of the Hutt   
    Sixty Six’s audio and fine motion sensors detect the thrum of hyperspace engines ignighting and he knows the jump has been made. Looking around the run down vessel he says to no one in particular “My memory processors seem to be lacking vital data on the maintenance and repair of this vessel... this is unacceptable”
    He keeps walking and examining until inevitably bumping into Caizu and some of the other crew “The previous maintenance manager of this vessel seems to have had no formal training in ship repairs, by my calculations we have a 97.644% chance of further mechanical failures within the next standard week”
    He then stands there, tall and intimidating yet almost as helpless as a child, staring at all the patched wiring running across the ceiling of this section of the ship.


  24. Like
    Aurin got a reaction from Kymrel in Star Wars: My Kind of Scum [PbP] Long Arm of the Hutt   
    @Kymrel - I'm sorry to hear that though I completely understand. I went dormant for 7 months without a peep. Life was getting the best of me and I've finally got my sea legs back, but I get that you don't want to get invested again. You'll always have a seat if you change your mind, and hopefully you'll see that we get back into the swing of things and you want to come back and take over Dro-Kar again. No hard feelings either way!
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    Aurin got a reaction from Richardbuxton in Star Wars: My Kind of Scum [PbP] Long Arm of the Hutt   
    While Caizu sets the course though hyperspace, Trok, the Dug pilot, continues to fiddle with the various controls of their newly acquired vessel, the Queen of Scepters. “If no one else is up for it, I may as well work through some these alerts. Up next, the flashing cage icon,” Trok grumbles to himself. After navigating a few menus, a note in Basic displays at his console. “ATTENTION! ATTENTION! Captive militant B’URA B’AN still on board. RECOMMENDED RESPONSE: Return to Mos Shuuta and collect bounty immediately. LAST FED: 6 hours ago. LAST REFRESHED: 8 hours ago.” Trok glances over his shoulder to Dro-Kar. “Looks like this is some sort of standard bounty hunting program. Now we know who the Twi’lek deliver was for.”
    “Great, all set, Trok. Punch it.” Caizu says as she puts the finishing touches on her astrogational plan.
    “You got it, Blue.” The Dug grips the shifter, pushing the ship into hyperspace. The view from the cockpit fills with brilliant, striking white lines. The route to Ryloth from Tatooine is fairly straightforward, even through Trex hasn’t been diligent in keeping his navigational computer updated. As such, the journey through hyperspace takes six hours and is entirely uneventful.
     
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