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DoctorWhat

Dantooine, they're on Dantooine.

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Having fled Nar Shaddaa my players have decided they want to go to Dantooine.

Unfortunately I'm having trouble coming up with plot ideas.

So far;

Security for an archaeological dig, fighting off Kath hounds etc.

Rewrite of the lovers from the 2 feuding families from KOTOR.

Unfortunately I used the Romeo and Juliet idea in a previous campaign.

Anybody got any Dantooine suitable plot ideas?

Thanks.

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At the dig they find some Sith era artifact (if that ties with the Canon). Maybe a holocron. Whatever it is causes a disturbance in the Force. Palpatine sends one of his Hands (or an apprentice pinkie of your players are lower level) to investigate. The players have to deal with stormtroopers, TIE fighters, whatever as they tryn to do whatever they want to do with the item.

They can sell it to someone, give it to the Empire or the Alliance, put it on their mantle... whatever.

 

You could spend the next few adventures dodging Imperial agents amd bounty hunters looking for them.

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I was thinking about using Dantooine. The crew delivers med. supplies to a research outpost (turns out to be the Rebel hq. Their shipment has the transmitter that alerts the imps of the base. The crew must now prove their innocence and/or help in the evacuation.

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I was thinking about using Dantooine. The crew delivers med. supplies to a research outpost (turns out to be the Rebel hq. Their shipment has the transmitter that alerts the imps of the base. The crew must now prove their innocence and/or help in the evacuation.

to expand on what bsmith said, Dantooine's rebel base is reclaimed by the alliance within a year of the destruction of the death star if we take SWG as canon, i'd actually take a look at the old swg maps to get an idea of the points of interest on the planet!

(none would be the wiser, probably)

 

http://swg.wikia.com/wiki/Dantooine

 

to further the point, could be hired to go excavate some force crystals, go to the jedi temple ruins, run shipments for the alliance, strike at the warren

Edited by Saseav

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Thank you for your suggestions. Thinking about it I don't want to include the rebellion yet, my players are more than happy being scum and villainy.

I liked visiting Dantooine while playing KOTOR, it was a lovely looking planet with grasslands and hills. Want something that will do it justice.

Wondering about turning to western plots, seeing as its plains and farmers.

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You could always do worse than the Seven Samurai model -- farmers are under attack from raiders and need the PCs to protect them.

 

I think the ruins of the Jedi temple is an interesting hook, but it depends on your PCs. Assuming their just "scum and villainy," I might go with something like this:

 

1) While on Dantooine, they run into some minor trouble that shows that they know what they're doing.

 

2) A mysterious them for an expedition, claiming that she is a scholar or represents a university and is looking for "artifacts."

 

3) They are headed into the Jedi temple, and the woman is, in fact, an Imperial spy (if you want an EU connection, perhaps Isard or Mara Jade) and is looking to either curry favor with or compete with Darth Vader.

 

4) For a horror movie feel, this is actually the second attempt, and the first Imperial expedition went missing. Perhaps the temple is haunted by the spirits of the three masters that Kreia killed... or maybe it's just critters and traps.

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IMHO Dantooine's rebel base was reclaimed only for the SW:Galaxies game since they couldn't come up with a better idea where to place the rebel base.

I tend to agree, but we at least got a  map out of it.

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Maybe the party come across a simple farming couple who have adopted a child they found in a crashed pod. The child is a powerful force user, the son of a Jedi who dispatched him from Alderan in a hyperspace capable capsule just before the planet was destroyed by the Death Star.

 

Because Superman grew up in Kansas geddit?

 

 

 

 

 

 

I'll get my coat.

Edited by ErikB

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A few things you could consider:

 

First off, it's a backwater compared to most of the galaxy. Supplies are always hard to come by for anyone who is there, so if the party can get cargo, they can make a job out of it.

 

Second, not every delivery, pickup or trip has to be easy. As noted by others, perhaps the cargo they have has a beacon for the Imps looking for Rebels. Maybe the cargo is just "mail," and may (or may not) include something relevant to a certain criminal, bounty hunter, Imperial, or may be useful to the Alliance. What if, when they get into orbit, they get pulled in by a patrol ship that is checking everyone coming into the sector to confirming what they are carrying and where it is going to ensure nothing gets to the Rebel Alliance?

 

Third, even if they don't have cargo, there is still plenty to do on a backwater. This can range from a smuggler that crashed his ship and lost some of his cargo and needs help getting it back to the poor archaeologists that can't get their research off-world thanks to the actions of the Empire.

 

 

Remember, just because it doesn't have "civilization" that people are used to doesn't mean that there isn't something to do there.

 

 

Also, added bonus if any of the party include Force Sensitives in Exile, Survivalists, or anyone else who's used to being outdoors. Basically, look at what the party is good at and either play to their strengths, their weaknesses, or even to a skill/trait you haven't had the chance to use yet.

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Having fled Nar Shaddaa my players have decided they want to go to Dantooine.

I think the answer is in the question.

 

They said THEY want to go. So Why DO they want to go?

 

Let them come up with the plot hook... Then run with it.

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When asked, "Where do you want to go?" One player suggested Dantooine, because he remembered it from KOTOR and was nostalgic for it. Nobody else could think of a better idea, that and it was a long way away from the Hutts. :)

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The Crazies perhaps?

 

 

A spillage of a imperial bioweapon codenamed Trixie turns the residents of a small farming community (that the PCs are visiting) in to homicidal psychopaths. The PCs must then escape the crazies and the Imperial forces who turn up to try to contain the outbreak by shooting everyone.

 

An old story, but a good one.

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If you have any Force-Sensitive characters you could always point them to the Jedi ruins and play out a ghost story of some sort, with the reward being a rare artifact that somehow wasn't looted (Which they can then fence on the black market, hooray capitalism!).

 

Otherwise I'd second the Seven Samurai suggestion. Dantooine isn't exactly rife with opportunities for conflict.

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Thank you for your suggestions, we've moved on from Dantooine now.

In the end went for a rewrite of the two lovers story, with what I thought was an interesting back story. Several players called it Space Romeo and Julliet and asked if there was a Space Shakespeare in Star Wars. They did surprise me by turning down a large pay check and siding with the young lovers, rather proud of them :)

Seven samurai is a good suggestion but I've used that so many times more than the Romeo and Julliet plot.

Unusually for my group we don't have a single force sensitive amongst the 6 characters. In the last (Savage Worlds) campaign had 3 Jedi and 2 force sensitives! Have to say it makes a nice change.

Currently, if you're interested, they are trying to break into a museum on Ord Trasi to steal a suit of Mandalorian armour.

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If you want Space Shakespeare try "King Lear", via Kurosawa's "Ran". I would suggest Hamlet, but everyone dies in the end.

Y thought for an evil twist on the mission to Ord Trasi: eventually let them steal the suit. Then have them find out at the least opportune moment (ie combat or selling it to a Hutt) that the suit they stole is actually a well made museum replica, not an actual suit of Mandalorian armour. Of course a handy deflection from this would be dropping hints that the previous owner a) wants it back, b) was universally hated and reviled, or c) was famous and has hero worshiping fans everywhere. Something that keeps the players from suspecting the complication with the suit is that it is a fake.

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They were hired to steal the suit because it WAS a fake! The Zabrak who hired them wanted it stolen to protect the curator's reputation, who is a friend of his. The curator is obsessed with it and refuses to accept it is fake.

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