Saturday, July 30, 2011

Episode II: The Aimless Menace

In a move that startled me (and them a bit, I think) the party got their game on and did things that were both productive and Sith-like (they still don't have an overall goal yet and are sort of just wandering about looking for cool stuff to make them stronger).
I think it had to do with them having a decent combat very early on in the game and it sparked what little teamwork and brainstorming abilities they have as a group.

Sidenote: Honestly if you sat in on a typical game day with these people you would be surprised to learn that they are even friends (or that they know any words besides "faggot" and "Tyler is a faggot") so when they take it easy and do things that could be described "team-y" then you can look forward to them actually playing.

Well they get a job to negotiate with the enemy of Sloma the Hutt. Sloma wants this guy to be a subservient ally and the party is going to mediate this...

Negotiations!
Fierce Negotiations!

While the above image is something of a hyperbole; the party did open fire on the Bothan's rather numerous bodyguards and killed them all pretty quickly. They pretty much shot and killed *everyone* in the room except the gangster (who was now particularly willing to play ball).

See! That was the Sith-est of negotiations!
  • Walk in and offer deal.
  • Make sure tone is uninviting and borderline hostile.
  • If they still don't shoot at you, threaten them.
  • Laugh as you kill everyone in the room.
  • Get your way anyway.
They got their payment and made a potentially important connection on a smuggler world. Good deal, I say.
Next they decided to head to Korriban (the Sith homeworld of old) to search for artifacts that will increase their power. They do make it, but attract the suspicion of the Republic and a few Jedi Ambassadors on the local station that happened to be checking out the quarantine on the ancestral home of the most ancient enemy of the Jedi Order.
They lie through their teeth and convince the Jedi to help them dig through the Sith tombs, they do it without arousing the suspicion of the Republic (that they know of) and the Knights land, sensing the party's evil immediately upon coming within forty feet of them.

Combat ensues.

Everyone does pretty well here, though there are seven people ready to fight only three Jedi Knights, it is a difficult battle as each of the knights are close to double the level of any single party member. They take advantage of their superior numbers and swarm the Knights. Except Tigerman (known as Ranek from here onward).
He's pretty much left with no support whatsoever and, despite being alone against an opponent double his level, bests him in single combat. I didn't even roll poorly, per se, I rolled fairly average the whole time; Ranek rolled a few critical hits and I don't think below a fifteen at any point in the encounter. He deserves an acknowledgement: bravo sir.
The other two Jedi pretty much got annihilated and caused minimal hurt. Most of the damage was done to the resources of the party, I think two destiny points were burned (in case you don't know, destiny points are gamechangers they can negate attacks entirely, even critical hits, activate tremendously powerful effects on force powers, or allow you to autocrit; you can only receive them by pursuing and making a big step toward some preset destiny. That is to say, they're rare) and that is a resource they will have trouble getting back anytime soon.

Finally, they finish up the combat and make their way into the Sith Tomb. Preparing to brave the traps of Lords long dead and take whatever powerful items they might find there for themselves, to use them and conquer the hated Galactic Republic.

And that's what I'll be covering next time.

No comments:

Post a Comment