USH'S STAR WARS GAME- CAMPAIGN II EPISODE V (DARK SIDE)- The Prisoner of Datura

Started by REXXXX438 pages

Galder votes for 3.

3.

I'm fine with 3.

Then 3 has the vote! The most combat-heavy route, for sure. I hope you guys can handle it!

But you are kicking off with a 2 by 2 route through the gloom; I shall use the revisions suggested to Peach's order. And so off we go...

Breathing is already difficult- the air is fetid and unpleasant. It's not just the lack of oxygen but the clear smell of corpses and other such matter.

Fights in here could be brisk and sudden. Please let me know what your starting schticks would be.

Just a thought, if these trogs are simply killing to eat, does that mean after we've killed a few of them they'll take the bodies of their dead to eat giving us a bit of breathing space?

Rah will use DW, WS and F.

Find out the hard way!

MA, FE, DU, please.

DW, SF, MA

Carnival of Carnage, Eagle Eye (not sure if that can be useful) and Dodge and Weave.

Duck, Impervious, and Twin Weapons please.

Carnival of Carnage, Dodge n' Weave, Duck.

Azarl has MA in.

Are there enough rocks around for Bombard to be used against multiple targets?

Good question! There will be in certain places!

So Azarl and Rand might actually be useful, good!

Galder is going to have that blaster in hand, just in case.

Rand has Dodge & Weave if he somehow gets dragged into fighting.

Then our first terrain feature you encounter is...

THE HIGH CORRIDOR

This is an elongated corridor that you can only move down two by two, but exceptionally high with the walls sloping up far above you. Obviously not a natural formation, this must have been shaped for the moving of relatively tall mining equipment. Some old lights flicker from above, giving this place a very strobe-lit feel as the light flickers into darkness and back continually.

It is as you are moving down here that you start to sense life nearby, and movement- and danger.

Galder bristles at this, brandishing the make-shift blaster in the direction of the danger he senses.

"We have company," he says quietly to the others.

MA DU IM for Relle.

Relle will try to see if she can spot any trogs on the walls above them.

You can hear chattering and skittering- and indeed, dark shapes moving in the flickering gloom above.

Rah makes sure his axe is handy