Star Wars Halloween Special

Discussing possession makes me think of the brain worms from a few recent episodes of The Clone Wars; these might be a good fit. I can see a scenario in which somebody tried to smuggle them out of Geonosis, but they escaped confinement and are now running amok on the ship.
I haven't seen that episode yet. I can't get Season 2 here in NZ. But I'm not sure I want to add anything else to my mix of HL2 headcrabs and zombies.

A variant on the mysterious little girl could be a cute youngling who's already been taken over by one of the critters; this character could serve as a foil, running off in the middle of a fight and thus forcing the heroes to decide whether to split up or leave her to her fate.
At first, I dismissed this because of my campaign: it's set three years after Episode III, so there aren't really any younglings around anymore ... but that doesn't mean there couldn't still be one or two. And I do have a Jedi PC in my group has just discovered that his master is still alive ... and if he finds a youngling, that could give them hope of rebuilding the Order or something. So it's a thought.
 

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I was thinking - perhaps the head crabs could hunt by detecting the presence of the force, and possibly even using the force to control or attack with (like the vornskrs from the heir to the empire book). You cculd create some eerie zones that are force-dead areas, perhaps maintained by creatures similar to the vornskyr's prey, the ysalamiri.

Perhaps the presence of these creatures are the experiments of some Sith spirit to create some weapon of terror with which to hunt Jedi - perhaps some fail safe that Darth Maul put into place for the day he intended to betray Darth Sideous...may haps even a (lesser) clone of himself to protect the site he paid to have crafted by kaminoans, and the "ghost" is just a holographic system to keep superstitious locals away?
 

Interesting thoughts.

So much to ponder! And so little time left in which to ponder it all! (My game is on Friday.)

I'm trying not to panic. ;)
 

Depending on the timeline factor of your campaign.

A world so touched by the darkside, force users are nearly supressed by it just by using their force powers.
Make them afraid to open up to the force.
Perhaps an ancient massacare happened in the place, some ritual death's, etc.
Ghostly spirits are abound.
Their souls tormented for eternity.
The Sith Homeworld has zombie like creatures already.
Perhaps an ancient Sith Lord pre-Darth Bane discovered the secrets of 'lichdom'. He/She resides on an ancient world, that only appears every so often as an open space lane.
Perhaps black holes surround the planet only allowing passage every 'xxx' amount of years (adjust time accordingly to how often you want to use it).
Perhaps there are rumors of ancient Jedi or Sith knowledge there.
Depending on the era your running is how they find their way there.
Maybe pirates chase them, their own ship just off course enough to get sucked into the black holes while their's makes it. The pirates souls adding to the tormented nature of the planet. (Thanks 'Ice Pirates')

To really mess with them, they never even have to find out the truth. Their window of escape is closing, they can sense the darkness's eagerness for trapping them.......
 

So I've now read Death Troopers. The Shining it was not. Any tension it might have had evaporated as soon as Han and Chewie showed up. But prior to that point, I did feel a bit of anticipation waiting for the zombies to make their appearance ... I feel that's what I'll have to do with the headcrabs. That is, rather than going for a "fear of the unknown" thing, which will disappear as soon as the PCs get a good look at the headcrabs and their zombies, I'll go for building suspense through anticipation. Even if you know what you're facing, it can still be scary not knowing when that thing will show up.

Also, I liked the tractor beam aspect. The Star Destroyer was like a giant trap. I'm thinking, rather than have the PCs have to go on board the ship or station to rescue someone they know, I could make it so that they have to "rescue" themselves by going in and deactivating the tractor beam so they can get their ship out. Unoriginal, I know, but simpler (I don't have to figure out how they would know the person they're looking for is alive and in need of rescuing in the first place).
 
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[MENTION=13310]Yeti[/MENTION]: Sorry, I missed your suggestions before. Thanks!

I think I've got it sussed now though:

Instead of making it so they have to meet a contact (or rescue their friend) on the station, I can have the information they need (the rendezvous coordinates) on a datapad that's been hidden somewhere on the station ... maybe in a storage locker -- you know, the classic spy movie trope where the spy goes to the train station and accesses one of the public storage lockers and finds an envelope that spontaneously self-destructs after he's read the contents.

So the PCs have to go to this out-of-the-way place near the edge of the Unknown Regions (a place chosen because it's off the Empire's beaten track) to get the coordinates they need to rendezvous with their mobile home base. When they come out of hyperspace and approach the station, they get caught in its tractor beam, which will suck them into an open hangar bay.

The hangar bay's containment field will be deactivated, meaning that there's no atmosphere and no gravity. There will, however, be one or two other ships caught in there as well. So to get into the station, the PCs will have to don space suits and float over to the access hatch, break in, and then get into the hangar control room to restore power to the hangar bay.

From there, they will have to find the location of the datapad and also the location of the power coupling thingy that controls the tractor beam. On the way in, they might meet one or two groups of survivors (either from the other ship or from the station itself). The survivors won't be too sure about what's happening (the headcrabs have attacked, but none of the survivors will have seen the end result yet). On the way out, though, is when the sh*t will hit the fan.

The headcrabs will have been brought out of the Unknown Regions and placed in a secret research lab on the station. Then, for some reason, the station's somewhat experimental "droid brain" central computer goes haywire, which results in the headcrabs getting loose while also preventing any messages or ships from getting out to alert the galaxy at large.

And I'm thinking that the station will be quite alien in appearance, with narrow, dark, organic-ish corridors and such.

Thoughts?



Also, I've asked one of my players if he'd be willing to have his PC become possessed by a dark side creature (a Derriphan from the Jedi Academy Training Manual) for real. I'll make it so the creature attacks when they're all in a group, so they won't necessarily know who got possessed, and then I'll pass out the notes ...
 

Rakghouls are a good option for survival horror, as they are Sithspawn ghoulish monstrosities that can turn their kills into spawn.

As was mentioned, Derriphans are another good one for their possession ability. (Technically they predate the Jedi Academy Training Manual, they first appeared in an obscure West End Games d6 sourcebook from the late '90's originally).

The Yuuzhan Vong can be weird and creepy enough, with their alien biotechnology and gore and blood and dismemberments and such.
 

Inspirational material from System Shock:

[ame="http://www.youtube.com/watch?v=4H9k_myaj6A&feature=related"]The Many[/ame] - An alien race with a collective mind speaks to you throughout System Shock 2. Their voice clips always made me shudder.

Computers Gone Mad - As heard here:
[ame="http://www.youtube.com/watch?v=YGWEnaZamBo&feature=related"]Xerxes[/ame] (jump to 3:50 for one of the best)

[ame="http://www.youtube.com/watch?v=NOFZ5fv_pb8&feature=related"]Shodan[/ame] (spoiler for System Shock 2 here).

Always chilling, if done correctly.

For a more recent example, GladOS from Portal is amazing.
 

Only just saw the last two posts. Sorry.

My "Halloween Special" fell a little flat, I think. We had ended the previous session at the end of the climactic combat encounter of the previous adventure, with the main villain falling to blaster fire. So at the beginning of this session, I had a Derriphan exit his body and then "explode" all around the PCs so they wouldn't know which one it had possessed. I then passed out a note to everyone to the effect that it was quite likely someone had been possessed but they weren't sure who (I had pre-arranged the possession with the victim's player, but I gave him a note too for appearance's sake).

Then I went through a quick little scripted part to get them back to the nearby space station. Instead of having their usual chauffeur there, I explained that she had had to leave but had arranged transport for them - a junky old freighter prone to breakdowns. So of course one player (who happens to be playing the possessed PC, who is also the group's techie) immediately starts asking about alternatives. I explained that the only other ships at the spaceport were shuttles and other non-hyperspace-worthy vessels (which was fitting, considering that the planet they were on was left more or less in ruins after the Clone Wars). I allowed the player to make a knowledge (tech) check on the ship and revealed various weaknesses, which only made him want to find another ship even more [and illicited a cry of "Here comes the train!"].

Eventually they took the ship and then I explained that a day into their journey (they were going to rendezvous with their handlers for the main campaign), the ship's engines broke down. The player complained that his PC would have been watching the engines regularly, so I explained that they broke down despite this and later revealed that it was possible the ship had been pulled from hyperspace, which tends to damage even perfectly "healthy" engines.

Anyway, so they find they're near a nebula and there's a space station between them and it. Attempts at contacting the station get no response, although they do get the station's automated welcome message and then get pulled in by its automated tractor beam. However, the tractor beam doesn't shut off once they get into the hangar bay ... and the hangar bay is missing its containment field, so there's no air or gravity in it. There's another ship in the bay, also trapped by the stuck-on tractor beam. There doesn't appear to be anyone on board.

So the PCs don space suits and go into the station and turn the containment field and life support back on in the hangar bay via its control room. Then the same player as above decides he's going to try to steal the other ship in the bay because he really doesn't like the junky one (even though it can be fixed up and updated so it's not all that bad). I let him get on board and find that it too has a damaged engine. He then tries to hack into the ship's computer system, which I started at hostile. He rolled very badly and locked himself out, so he gave up and went back into the station.

They enter the main concourse area and go up to a computer terminal, accessing a schematic of the station. I explain that the repair bay is on the far side of the station, while the power coupling station they'll need to access in order to power down the tractor beam is down in the engineering area. There's also a medical bay in the center on the level above, and bioscans of the station reveal that there is a large concentration of lifeforms in that vicinity.

At this point my player decides that going through the station to the repair bay will be too dangerous, so he comes up with the idea of going outside for a spacewalk across the hull of the station. Not wanting to be accused of further railroading or of trying to thwart my players, I go along with the idea, explaining that there is a maintenance hatch on the hull that opens into a corridor not far from the repair bay. So they go that way, even though I explain that it will take several hours.

[I had intended to build up suspense and anticipation, with the PCs hearing things and perhaps even seeing things and encountering evidence of stuff on the way in, but the spacewalk prevented me from being able to do that.]

So they get to the repair bay and start looking around only to find a corpse with a bloated head (actually a headcrab, which detaches itself and attacks after they take out its host). It gets up and starts attacking them. Some little spider-like creatures (headcrabs) come out of the ceiling ducts, along with a fast zombie. Several of the PCs decide to make area attacks that include their fellow PCs, in some cases engaging in metagaming in the process [one of my players introduced a new PC this session, and he decided to autofire the Kel Dor Jedi PC because of his DR 10 talent, even though his PC wouldn't have known that].

After that fight, the PCs find the spare parts they need to fix their ship, then they attempt to leave and go back to the airlock that will take them back onto the hull of the station. They get ambushed by more headcrabs and zombies [and since I was mostly making it up as I went along, I did a poor job drawing up the corridors, so the zombies only had a few ways from which to come at the PCs, most of which were quite far away, and the zombies are slow ...], including my zombie soldiers with their grenades.

One of the PCs got poisoned by a venomous headcrab. And even though I reminded them that they didn't have a medical kit and explained that the station's medical bay would be the best bet for finding one, the player of the possessed techie PC was still determined to go back to their ship via the station's hull first [I'm not sure if this was him roleplaying the Derriphan possessing his character or if he was just being stubborn].

And that's where we ended. I wasn't expecting to be able to scare any of my players (they're all in their 30s and 40s and "have seen it all before"), but I was hoping to at least creep them out and surprise them a bit with some unusual zombies. I think I managed that last part. They weren't expecting suicide-bomber zombies! However, I still feel it fell a bit flat because I didn't get to build up enough suspense or anticipation. Luckily for me, they're still on the station, so I can try again next session.
 
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