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20 Elements To Make Your Adventures Feel Like Star Wars

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What iconic ‘themes’ can make your campaign feel like the original trilogy Star Wars movies? Here are some things to consider including in your Star Wars adventures:

  1. Super weapons
  2. Monsters
  3. Family issues
  4. Struggle with temptations / the Dark Side
  5. Fate of the Galaxy at stake
  6. The Force
  7. Stormtroopers
  8. Alien landscapes
  9. Epic space battles
  10. Light saber duels
  11. Droid sidekick humor
  12. Wild west type set pieces (Tatooine, Ord Mantell)
  13. Ruins of past civilizations set pieces (Yavin IV, gungan ruins, Rhen Var, Korriban)
  14. A sense of history behind some current events
  15. Exotic alien species and cultures.
  16. A wretched hive of scum and villainy
  17. A beloved space ship like the Millennium Falcon
  18. A powerful villain who has a chance at redemption story arc
  19. Rogue turned hero character arc
  20. Romantic story Arc

(Based on my own ideas and crowd-sourced wisdom from the Google+ Community)

Mysteries of Redmark: The Village of Orlane

The Village of Orlane

The Village of Orlane

Our heroes, along with a new companion, were en route to Tyre in Kashpar to secure a set of legendary keys which would allow entrance to the legendary king of Oskarria. Along the way they were asked to check in with the mayor of Orlane, since there had been troubling reports.

Our players had entered a temple to the Northeast side of the village in order to get to the bottom of missing people and bewitched villagers.

Players who attended received 450 XP for great roleplaying and a few combats.

Legends of Redmark: The Sorcerer Sulieman’s Shifting Sanctuary

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On May 9 we ran a game at John’s house. Full set of photos here: https://plus.google.com/photos/+StanShinn/albums/6151491021511827521

The intro to our game:

“Before you stands the ominous arches of a bewitched sanctuary, home of the Sorcerer Sulieman’s forbidden experiments. Time is of the essence: Harliss, the village chief’s son, is with you, anxious to save his beloved Layana from the vile experiments of the sorcerer who recently abducted her.

What dangers lie inside? The locals speak of a silver-furred wolf-man they killed only after his vicious talons had slain half the town. Purple, slimed abominations and three-eyed horrors have also been sighted loping through the night, escaped from the self-same sanctuary which lies before you.

You obtained crucial clues and a map from a half-mad peasant, but still, none have ever escaped alive from the sorcerer’s lair. Can you solve the mysteries of the sanctuary and survive to rescue Layana from the clutches of the Sorcerer Sulieman?”

We played Level 7 characters. Next time people play in a Legends of Redmark game the characters will be Level 8.

Ragnarok-Session 2 Destruction of Hel’s Needle

After much traveling, the party finds what they believe to be the source of the recent undead bear problem for Evingard.  It’s a tall bone spire surrounded by several smaller altar looking things in the middle of a large crater.  Several undead bears seem to be stuck in the crater and through some clever use of logs and boulders the part dispatches a few before they begin a crazy skiing attack.  All goes in there favor and they manage to kill the bears with little risk.  The bears being dealt with, the part is able to focus on the spire.
They determine the spire is belongs to Hel and know it must be removed.  The bone spire has several alcoves and each has an item in it.  Each altar has several items on it and the party decide that these items work like keys for the spire.  They conclude that the right combination could very well destroy or remove the altar and stop the problem.  However, the wrong combination could possibly lead to even worse troubles for the area.  Eventually, they find the right combo and barely escape the bit before the bone spire explodes.  Elated over their success, they head back to the hunting lodge to rub it in Grimm’s nose.
Arriving at the lodge, they are surprised to see that Grimm is very impressed and throws a large celebration of drinking, wenching, and dining.  A large bar fight breaks out in the middle of it, but no serious injuries were had and all were friends again the next morning.  Still drunk on success(and some ale), they rush off to speak with Volstag, the Einharjar that’s come to town.
Discovering he and the Son of Muspel are in Evingard looking for Fafnir’s Treasure, they agree to help in the hopes of preventing the inevitable confrontation that will occur between them.  If the two immortals were to cross paths and fight it out, little of Evingard would likely survive.  Through some good fortune and tactics, they find a short cut to the treasure and manage to defeat it’s guardians.  As promised, Volstag allows the party to keep some of the usable items from the treasure horde and then returns to Asgard.

Sigurd’s Account

Episode 2 is an exciting Saga of life after death, drinking to the point you wish you were dead and recovering a legendary treasure of “Farnir”
The Saga is split into 3 major sections….  Plus the usual “LIST” for the final section..
Bear Hunt, the Weapon of Hell and a Message from Beyond
Terrible undead bears must be destroyed, we wander for what seems like days to finally find a strange skull tower with 3 smaller alters with alcoves.  It is located in a deep valley and we see large undead bears around the massive tower.  We know in our bones this must be the unclean source of undead and decay…    We must destroy this weapon of hell!!!
In our Viking way, we get the idea to roll large boulders and logs down the massive snow slop to strike the 4 undead bears below.  We are able to damage or destroy 2 of the bears…  Next in true Viking form we decide to ski down to slay the undead that plague’s the land.  So we yell and ski down, its a race to the bottom the first Viking to hit a bear will have glory this day.. We ski down and destroy the undead bears..  Vikings 4 – BEARS 0….
The Vikings examine the strange massive object.   Sigurd communes with the object and enters “Hell’s domain”, while there he encounters Ingvar (Thorvald’s “The undertaker’s” wife).  She claims “There is hope”.  We realize this device is causing the country side to decay and the bears to arise from the dead.  It must be stopped.  There is a sequence of objects that must be placed in the alter/alcoves to create effects with the alter.  We realize these effects may be good or bad….

So the valiant Sigurd, who has lived a good long life, nobly stays behind to test and find a sequence to destroy this “weapon of Hell” – weapon of the gods.  As Sigurd succeeds with the right sequence calling on the power of the fire god.  Fire rains down and destroys the device, Sigurd barely escapes, running with his aged legsOnce at the top of the hill, Sigurd tells his friend Thorvold of the encounter with Ingvar and the hope she professes.

Sigurd vows to do everything in his power to help Thorvold and Ingvar to be together again.

Our adventures head back to town to tell the tail of the destruction of the weapon of hell and the defeate of NOT 1 Undead Bear but 6…  Vikings 6 – BEARS 0…  Go VIKINGS!!!
ǫlðr Ale-Party at “Grimm the Hunter”
Our adventures arrive back to party at the home of “Grimm” the Hunter in his langhús (Viking Longhouse).  He is a great host and offers his ale and fine stout drinks.  We play Viking party games and get to “Oath, Boast and Toast”.  As any good Viking Ale-Party does about 2 hours into the festivities breaks out a drunken brawl…  Sigurd takes this opportunity to exit, while the younger and more attractive men are fighting,  amidst the chaos this old wise man grabs a willing lovely young lass to feel the warmth of a woman….In the morning, one of our party is still dealing with the effects of the powerful drink we have consumed.  But as good Vikings we press on…
Farnir’s Treasure
Our group of sturdy Vikings agree to find out why this immortals are in the town.  We approach “Volstag” the immortal of the “Einherjar” (and not Aud the Son of Muspelheim)..   Volstag claims he has come to locate the “Farnir’s treasure” and specifically the ring of “Andvarinaui” if we help him there may not be a cataclysmic battle that could destroy the town between he and Aud.
He tells us of the treasure that a dwarf was swindled by the gods (Odin and Loki gave the ring to the King of the Dvergar “dwarves”)  Then it was taken from him and a great curse was placed on the ring by the dwarf.  Our adventures ventured to the location where “Volstag” told us..  We followed the river down the path near the barrows.  We faced vile water sprits to gain entry to the treasure chamber.   We uncovered the ring “Andvarinaui” and headed the warning of “Volstag” not to touch it our the curse we be on us as well..
We return to “Volstag” victorious and claimed two swords (Heart Seeker, Hrotti), the helm of terror and the golden chainmail.  Sigurd is honored to keep the helm of terror…
And so our adventures continue…   It also seems Sigurd now has a touch of fire in his soul..  It may have been granted by the fire god from his destruction of the hell weapon..  He also improved his knowledge of Arcana by studying these new magical objects.
THE FINAL/UPDATED LIST – END OF EPISODE 2:

LIST OBJECTIVE: WHO WE CAN FIGHT TO HAVE A HEROIC DEATHMERCHANT/MAGNUS & HIS GUARDS (Exploiting the Weak and harvesting wealth from their sorrow)
CANIBALL MINERS (For Eating People)Candidates for future consideration……  But NOT currently on the list…  BUT POSSIBLE!!!
Godi of Odin (Why is he lying..)
Immortals (Not ready to fight them yet, It might be less than a heroic death)…
Bola the confused (is she an agent of Loki?  What is she all about?  Intrigued, but not ready to add her to the list)

Removed from the list…
OUR NEW BEST FRIEND – GRIM THE HUNTER (Can throw one heck of an Ale Party)
DEFEATED- UNDEAD BEARS (Killing the Innocent, now destroyed by our heros)
WILLING TO GIVE THEM ANOTHER CHANCE –  PEI WEI (Late food order over 1 hour late, gave food to wrong people, nice wife had to wait, starving gamers)

50 Fathoms: Session 04-Adventures of Stumpy Pete, Part 2

Adventures of Stumpy Pete, Part 2

Villian_Zombie_Rex2

 

Characters:

  • Mordecai: Human Air Mage Puritan from Earth
  • Liam: Human Shipmaster from Earth
  • Barchus: Scurillian merchant and Super native
  • Crow: Atani sharpshooter native
  • Rodrigo: Human priest and water Mage from Earth

Date: 5-2-14
XP: 2
Recap:

The crew wrapped up business in New Madrid and prepared to head out for Petes Mystery Island. The night before they were set to depart, Father Rodrigo had an assassination attempt while he slept. He managed to fend off one assassin but another wounded him and had the upper hand. He was saved by a fire mage and two warriors who identified themselves as with the Torquemada. On the assassin’s body they found the assassination order with the Cardinals seal, implicating him and the church.

Heading out to sea the crew made good time to Pete’s Treasure Island. They found the island peaceful enough and after a long climb up a treacherous cliff face and a few hours hike through thick jungle they finally found the hidden location. It was an old hunting fortification left unguarded. In the treasure chests they found a wealth of Gold, two enhanced firearms, a mysterious golden triangle and a strange locked wooden box.

Upon touching the loot they heard a roar off in jungle and quickly made plans to leave. Before they could do so, they were waylaid by a troupe of zombies who rushed the ruined fortification. They fended off the zombies while a large Zombie Tyrex (T-Rex) stalked in the jungle around the encampment. The Tyrex made his move when Crow exposed himself to a set of double doors and attempted to have a little snack, unsuccessful the Tyrex stalked back into the Jungle and disappeared.

The crew opened the wooden chest and found it had a shrunken skull in it. When Mordecai touched the head he received a vision of a powerful archmage sacrificing his life to defeat the Hags. He put his essence in the head to be used as a weapon against them someday.

After waiting a while and resting, the crew made their escape to the ship but were ambushed by more zombies slowing them down. The Tyrex chose to attack now that his prey were in the open. With a vicious snap of his massive jaw, he went after Liam who was holding the box with the skull. He severely wounded Liam leaving a tooth stuck in his skull. After a deadly fight on open ground with the Tyrex, Brachus finally managed to pierce his thick hide and sever his heart. As the menevolant spirit of the Tyrex left his rotting body, a greenish black smoke filled the air. In this cloud of vapors the crew heard the screams of three women and the rotted and evil faces of the Hags glaring down with pure hatred.

Loaded down with loot and some mysterious artifacts…what will the heroes do next?

Villian_Zombie_Rex1


Rodrigo

March 29, 1571

Dearest Abuela,

The Epistle of James was our favorite, and I retreat to it in times of need. I am reminded of Chapter 1 verse 22-24

But be ye doers of the word, and not hearers only, deceiving your own selves. For if any be a hearer of the word, and not a doer, he is like unto a man beholding his natural face in a glass: for he beholdeth himself, and goeth his way, and straightway forgetteth what manner of man he was.

Abuela, Saint James is always a comfort to me in these days, and I listen. The man in rags is exalted, and the rich man made low. Cardinal Torres in his fine silks should open the Epistle of James every now and then, but he has long since stopped listening. A pity.

Because he is beset by men of energy and deception. The Englishman Hawkins is one of them. You told me that Englishmen were never to be trusted, and I saw that first hand. I was ambushed, nee, nearly assassinated, when luck would have it, Hawkins was there to retrieve my fate. What a coincidence. Unfortunately for Hawkins, it is a trite and well worn tactic of the real Inquisition to set up a false savior, a friend, to try and pull one his way. Hawkins could have warned me of the upcoming attack at any time, except that he wanted it to happen, to “save” me. Again, I am Jesuit, and on my path alone. I will feign trust of this Hawkins, but only to discover his true depravity, to get to the heart of matters.

And Abuela, we fought the undead, including the largest beast I have ever seen out of water. And it was undead. The crab man fought with distinction, as if our Lord walked with him. Perhaps you were right, and more than man has that divine spark. All I know is that the wonders you described are come to pass, and I trust, as you said to me, that there is a way home.

Fr. Rodrigo Salvatore


Liam

Captain’s Log,

Finishing our business in New Madrid, we set out for the yet undisclosed location of Stumpy’s treasure. There was still some obvious trepidation about the whole thing among the crew. Mostly from Daxson, but once we finally got to the island the excitement began to build.

The island was quite interesting. Given it’s geography, I’d say it was an ancient volcano. I’m no expert on such things, though. So take that with a grain of salt. The initial climb proved to be a challenge for a few. If not for Brachus’ willingness to strap old Stumpy to his back, we might have been forced to leave him behind. Good thing we made it work, too. His directions held true and we came to some old ruins where, as promised, rested a buried treasure. Among it all was some shrunken head. According to our magic wielding friends, it’s the head of some ancient master wizard or some such.

Not long after the find, we were in a mess of trouble. Some old undead buggers rushed us. By themselves, they’d be bad enough. But some blasted undead monstrosity was with’em. We fought our way through well enough and made straight for the ship. We didn’t get far before they were back on us. It’s here where my memory gets a little fuzzy. I remember the giant beastie picking me out of the crowd. It was as if he had some personal score to settle. I remember him charging, yelling and spitting all over me, and then the sensation of flying. I had about enough time to note how odd it was he seemed to focus on me and then blacked out when I hit something. Or something hit me. When I came to the fight was over. I’m told Brachus unleashed hell’s furry on the thing and clawed it’s heart right out of it’s chest. All in all it appears the whole crew performed admirably. I’ll be sure to by’em all a round when we next make port. For my part, bravery earned me a fine scar atop my head and one of the blasted beast teeth, which had lodged itself in my skull. I think I’ll make a sword handle or something out of it.

After giving the entire series of events some thought, I believe that bastard of a creature somehow knew I had that bloody shrunken head. The only reason I had it was because I had to take it from Crow. He wouldn’t leave the blasted thing alone and fooling with things like that always leads to trouble. I suppose it’s best I had it. As part of my crew, Crow is my responsibility and I’ll not let his foolishness and lack of discipline kill him before his time. He be a good lad with to much potential to just let him dig his own grave. Though, if I can’t instill some discipline or self control into the lad soon, he’ll be the death of me. Or all of us. Perhaps it’s time I start taking some more stern disciplinary actions with the lad. He’s got to learn the consequences of his actions are more far reaching than he realizes.

Captain McCormic


 

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