Help with Star Wars

Arrgh! Mark!

First Post
Greetings, gentles.

I've been playing SWSE quite happily for a few months now, but I've found I'm stuck for ideas. I need help for a dungeon.

Setting: Old republic, the Mandalorian Invasion has just begun. A group of sith-like black magicians called the Krath have had some plans to destroy jedi influence and isolate key sectors within republic space to allow the Mandalorian Invasion to progress more quickly. PC's are fighting these guys specifically and evil in general.

Anyway, the PC's get to kashyyk following strange and yet familiar waves of energy emanating from a temple on the surface - they have come across the temple that once housed a force crystal so powerful it can grant the power to destroy whole star systems. They find out the Krath have been here for a week or two, and are being assisted by a Jedi in armour who they have fought against before. They don some Krath disguises and pop on into the temple, and follow the krath archaeologists and warriors through a little part of the temple.

Now - they have all sorts of political issues to deal with, but this particular temple is the first part of a destiny quest for one of the PC's; the crystal I mentioned before. The crystal isn't here, but some vital information about it is, as well as information on the plans of the Krath for the fate of this sector.

I suppose they should find some interesting info about the crystal (They only know it's powerful) but I don't just want them to stumble across it.

I also don't want the whole thing to be a massive dungeon-fight with the krath, though smaller fights I wouldn't have a problem with.

Anyone have any ideas about how to make this temple interesting? I have described it as being 'strangely built for a Jedi temple - too many kill zones and choke points. Perhaps to ward off the deadly Kashyyk beasts?'

Also, it's pitch black in there, though the PC's have light sticks.


PCs:

1. A dual-lightsaber wielding Zabrak Jedi 6/Soldier 1

2. A use the force focused Cerean Jedi with Dark side sense and a bucket of force tricks. Jedi 7

3. A force sensitive Twi-lek smuggler - Noble 7

4. An ancient and oddly sentient spider droid, which has (as yet un thought of) connections to the Krath and this particular dungeon - Scoundrel 4/Scout 3

5. A mostly laid back and witty Wookie all rounder with a nasty ability to do hideous damage with a vibro-axe. Wookie Scout 4/Soldier 3

6. A veteran republic commando. Soldier 7.
 

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This sounds like a great opportunity for some BBEG to do some monologuing.

BBEG: "You don't know the POWER of the mumble Crystal! It can destroy entire systems! None will dare oppose me!"

PCs: "WE dare!" (roll for initiative)

-The Gneech :cool:
 

Arrgh! Mark! said:
...they have all sorts of political issues to deal with, but this particular temple is the first part of a destiny quest for one of the PC's; the crystal I mentioned before. The crystal isn't here, but some vital information about it is, as well as information on the plans of the Krath for the fate of this sector.

I suppose they should find some interesting info about the crystal (They only know it's powerful) but I don't just want them to stumble across it.

I also don't want the whole thing to be a massive dungeon-fight with the krath, though smaller fights I wouldn't have a problem with.

Anyone have any ideas about how to make this temple interesting? I have described it as being 'strangely built for a Jedi temple - too many kill zones and choke points. Perhaps to ward off the deadly Kashyyk beasts?'

Also, it's pitch black in there, though the PC's have light sticks.

Unfortunately, I don't have time for much, but here are some quick ideas:

1. Perhaps some of the crystal's energy still resonates within the temple. What if this energy residue has some side effect? Perhaps it causes the PCs some problems, visions, delusions, maybe even damage every so often.

2. A way to make the temple interesting, in terms of its defenses - what about shifting walls or staircases (or D&D style traps)? Perhaps the original designers have ways to cut off certain (critical) parts of the temple in case of invasion. What if these defenses have been triggered - with no one to shut them down?

3. Also, what if Force ghosts, the original guardians of this place, are within the temple, trying to stop intruders? An interesting possible twist: have the PCs attempt to get the Force ghosts on their side, then make a final assault on the largest concentration of Krath (your big finale).
 

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