Poll

Which class seems to be the best?

Jedi/Sith
1 (7.7%)
Officer
0 (0%)
Medic
2 (15.4%)
Spy
2 (15.4%)
Commando
2 (15.4%)
Bounty Hunter
4 (30.8%)
Smuggler
2 (15.4%)

Total Members Voted: 13

Author Topic: Darths and Droids: A Star Wars-Themed D&D Adventure  (Read 14193 times)

Slowly open the door and peek out.

It's sealed shut and blast-proof, no way out.

You hear a loud knocking, and a man with a gruff English accent speaks.

"Hallooo, are you all right in there!?"

The medical droid shows worry. "Oh, dear, oh, dear..."



"A friend." Another voice chimes in.


The doors are still blast-proof.

"Cap'n, more Imps headed this way!"
You hear the English voice from before, assuming it's the Captain. "Take cover, make sure the weapons are loaded."

"Oh, no... I'm going to have to call backup, right away..." The droid is panicked.

Rebels?


This is going better than I thought

You hear a lot of blasterfire and the occasional scream.

The medical droid is hard at work getting backup.

What do you do? Allow the droid to summon more Stormtroopers to ensure the destruction of the Rebellion soldiers? Or do you take out the droid and give the Rebels a fighting chance?

I like rebels better anyway.


It's robot disabling time


Rolling for Mr. Jelly's Attack - 1.

The outdated blaster jams and zaps your finger, deducting 1 HP. Even worse, the noise attracts the attention of the droid and he works double-time now.

Rolling for Donro's Attack - 4.

The blaster does little but fizzle and puff.


Shoot whatever he is using to do stuff with

Rolling for Tackle - 6.

You charge him, but he merely sidesteps you. You faceplant into a bacta tank.

Rolling for Shooting - 4.

The gun just fizzles again.


I'm not making this stuff up.