RC 212
HUNGRY HUNGRY HIPPO!
[member="Gray Watcher"]
[member="William Kerkov"]
[member="KeCholo"]
[member="Janus"]
[member="Onna Sunrider"]
[member="Maya Whitelight"]
[member="Revy"]
[member="James Justice"]
Its going to be a large Roleplay so there will be a three thread series. I want to run them all one at a time. Two objectives each!
ACT I- The landing.
Locations:
Act II- Removing the Chains
The Graveyard: A colossal city made of downed ships from Star destoryers that were scuttled to starfighters. The city is built around the worlds most valuable and guarded resource. The Phrik mines. The Hutt Barony and Rodian Cartels have been at war over it for years. Currently with the Hutt barony.
Rakka Shakka Talin: A castle like palace of the Rakka ffamily, a prominant Hutt barony that has a chokhold on trade taxes. Five stories high, heavily guarded and over a hundred acres large.
The Graveyard: The assault begins! Get the Rodian teams through the perimeter so they can slice and turn the autto turret defenses on the Pirate guards that run the town. You'll have to capture any Hutt agents as well, and the pirate ranks are crawling with them.
Meanwhile: At Rakka Shakka Talin, Hutt forces are preparing to move out from the stronghold. In a two pronged offensive the heroes of the common folk and Rodian forces lay siege to the palace, and wipe them out. The hutts will eventually surrender.
Act III- Mystical Treasures
Wild Tarrenteks and Nexus have been spotted coming from a cave entrance. The news is that it's old mining shafts from the pre colonial days. You will have to plumb the caves and wipe out the nests. In the process you'll find the crystal cave chambers. Beware malevolent ancient Sith spirits lurk here. You'll have a lot of hallucinations.
A bonus for character dev, but not walls of text
Whats the verdict?
P.S. Get your friends to sign up, it goes faster!
[member="William Kerkov"]
[member="KeCholo"]
[member="Janus"]
[member="Onna Sunrider"]
[member="Maya Whitelight"]
[member="Revy"]
[member="James Justice"]
Its going to be a large Roleplay so there will be a three thread series. I want to run them all one at a time. Two objectives each!
ACT I- The landing.
Locations:
Regal Docking Yard: A huge huge airstrip attached to the worlds largest space port. control this and you control the most trade in the region. Currently in the hands of Rodian Cartels.
Drunken Sailors Inn- A major Cantina/Club with a highly dangerous atmosphere. Lots of deals are brokered here. The number one destination if you need to find a place.
Regal Docking Yard
As soon as we drop out of Hyperspace there is going to be a massive ground force battle. All hell breaks loose at the Regal docking yard. The Rodian Cartels are losing territory and the Hutt Barony has sent a massive force of pirates to kill them off. Take down the Pirate force, Aid the Rodians and we get in with them tight!
Meanwhile at the Drunken Sailors Inn:
Your party will go in and chat up the locals while the Dockyard battle ensues. You catch wind of a mine that contains phrik not far from here. The Rodians are rustling up a plan to take down the Hutt barony in the area. Round up what you can for ships, soldiers and speeder bike gangs. Prepare plans for an assault.
Act II- Removing the Chains
The Graveyard: A colossal city made of downed ships from Star destoryers that were scuttled to starfighters. The city is built around the worlds most valuable and guarded resource. The Phrik mines. The Hutt Barony and Rodian Cartels have been at war over it for years. Currently with the Hutt barony.
Rakka Shakka Talin: A castle like palace of the Rakka ffamily, a prominant Hutt barony that has a chokhold on trade taxes. Five stories high, heavily guarded and over a hundred acres large.
The Graveyard: The assault begins! Get the Rodian teams through the perimeter so they can slice and turn the autto turret defenses on the Pirate guards that run the town. You'll have to capture any Hutt agents as well, and the pirate ranks are crawling with them.
Meanwhile: At Rakka Shakka Talin, Hutt forces are preparing to move out from the stronghold. In a two pronged offensive the heroes of the common folk and Rodian forces lay siege to the palace, and wipe them out. The hutts will eventually surrender.
Act III- Mystical Treasures
Wild Tarrenteks and Nexus have been spotted coming from a cave entrance. The news is that it's old mining shafts from the pre colonial days. You will have to plumb the caves and wipe out the nests. In the process you'll find the crystal cave chambers. Beware malevolent ancient Sith spirits lurk here. You'll have a lot of hallucinations.
A bonus for character dev, but not walls of text
Whats the verdict?
P.S. Get your friends to sign up, it goes faster!