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The Elrood Sector and the Minos Cluster
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Whill
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PostPosted: Fri Nov 03, 2017 11:46 pm    Post subject: Reply with quote

Thanks, Bren. I appreciate your response. Fearing what would happen if a primitive or low tech species gained tech is probably the most logical reason for a high tech ban, but a primitive or low tech species' planet is not likely to be an important one for interstellar trade. There already is a primitive world and a mostly low tech world in the Minos Cluster, so I guess I was hoping for a reason that a trade planet might have a temporary high tech ban. But this has got me thinking of more possibilities.
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Bren
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PostPosted: Mon Nov 06, 2017 9:25 pm    Post subject: Reply with quote

Other things you might consider, I recall it being mentioned somewhere that some planet's have a problem with repulsorlift technology due, I think, to unstable gravity fields. (I'm not sure how a planet could have unstable gravity, but let that pass.) So another possibility would be bans based on specific hazards when combining off-world high tech with some local condition.
    Conditions could be environmental. (I seem to recall some planet having crystal formations that interacted poorly with blasters.) And a planet that had the Star Wars equivalent of EM pulses could be a problem for standard high tech items like sensors, com units, computers, droids, and credit sticks.

    But hazards could also be a result of particular species idiosyncrasies (think Gotal's issues with certain tech messing with their heads or horns or something). Maybe the EM frequencies associated with operating certain tech triggers a berserk rage in the natives who are too closely exposed.

    Or the problem could occur when certain unusual local tech is combined certain standard Imperial high tech. Imagine if there was some local tech that caused Imperial tech (explosives, blasters, or anything with a power cell) to become unstable.
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Whill
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PostPosted: Mon Nov 06, 2017 11:43 pm    Post subject: Reply with quote

More great stuff, Bren. Thanks so much. Very inspiring. Based on the GG6 Mestra story idea about finding an ancient alien superweapon capable of destroying planets, I'm thinking that to use weapon, there are other ancient artifacts needed (as physical components and/or for inscriptions on them as programing or activation codes). These artifacts are scattered all over the cluster on different worlds and everyone is after them. The ancient alien tech has to be combined with modern tech to power it, and it can be extremely dangerous if not done so properly. I see this leading to a temporary high tech ban on a world, if clues to an artifact lead to a planet and there is a danger of the artifact accidentally causing mass destruction or destroying itself before the Empire can acquire it.
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Straxus
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PostPosted: Tue Nov 07, 2017 4:37 am    Post subject: Reply with quote

Just tossing in another "reason for Imperial tech ban": A powerful sith is searching for an artifact, and high tech is making it more difficult to sense/might react (badly) near the item/easier for others to find before him.

The PC's are looking for something else entirely (loot from a downed spacecraft/ancient temple/parts for that superweapon), and manage to smuggle in some scanner equipment. Hilarity ensues.
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Bren
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PostPosted: Tue Nov 07, 2017 6:43 pm    Post subject: Reply with quote

Glad you figured out something that will work for you Whill.
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Raven Redstar
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PostPosted: Thu Mar 01, 2018 2:48 pm    Post subject: Reply with quote

So, I was floundering a bit for adventure ideas for a solo-campaign using a Disgraced Dark Apprentice Template, so I thought I might consider letting him loose in Elrood Sector, so I wanted to gather up whatever resources I could find.

Aside from Planets of the Galaxy Vol. III and Operation Elrood, are there any other official adventures/adventure prompts in any of the official books?

The idea is that he'll end up joining with the rebellion in an effort to get revenge on his inquisitor master(s) that tried to kill him and nearly succeeded. He barely escaped death using an Inquisitor TIE Advanced v.1 (From Rebels)

I'm hoping that eventually he'll shed his dark mantle and become a beacon of light in the Rebellion.
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Kytross
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PostPosted: Thu Mar 01, 2018 4:32 pm    Post subject: Reply with quote

Have you looked over Politics of Contraband? It's a series of random adventures designed to fit into a campaign at random intervals. It may not be exactly what you're looking for, but should be easily modded into your campaign.
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Raven Redstar
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PostPosted: Thu Mar 01, 2018 4:42 pm    Post subject: Reply with quote

I'll look into Politics of Contraband! Thanks for the suggestion Kyrtross!
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Raven Redstar
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PostPosted: Thu Mar 01, 2018 5:42 pm    Post subject: Reply with quote

The more I look into Elrood, the more it seems appropriate for a second adventure part, rather than the first. I'm thinking that the character will have to prove himself to the Alliance before they trust him enough to further the cause.

So, now I need to figure out a decent intro adventure for him to cut his teeth on.
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LTAaripJasall
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PostPosted: Thu Mar 29, 2018 10:28 am    Post subject: Re: The Elrood Sector and the Minos Cluster Reply with quote

Whill wrote:
https://www.dropbox.com/s/2lw6dqt0mtcyyq1/theMinosCluster.pdf

Here is a fan-made PDF with a couple related adventures taking place in the Minos Cluster.


Still running this campaign. I made that! Smile

I also went with the Mestra idea of a superweapon, and have been exploring what that looks like if it were a bioweapon.

I have a couple planets created that aren't in GG6:

Heldak - A large barren world with huge fungus creatures covering the poles.
Dazakh - A system with quad stars. Huge solar collectors beam energy out to waiting stations for pickup. Vessels need to be specially shielded or escorted by shieldships to enter the solar system.
Trangfyyyr - an Ice planet with a wookie monastary. Also there are creatures that are three stories tall and look like T-Rex.
Pontchartain - Superheavy planet core makes repulsorlifts practically unusable. Beasts of burden replace typical Star Wars hovercraft here. Hearty squat natives. Landing and Taking off difficulties increased by two.
Canaar - A green star, I made Canaar the site of a huge clone-wars era battle. So a starship graveyard exists out around Blark's Point, along with an Imperial Museum (complete with giftshop) full of propaganda about the Imperial defense of the realm against the evil Separatists.
Ellagro - Rumors keep cropping up of an old clone-wars era ship trapped in the upper atmosphere of this purple, tan, and blue gas giant. Here be ghosts...
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Falconer
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PostPosted: Thu Mar 29, 2018 11:26 am    Post subject: Reply with quote

Great stuff!!
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MrNexx
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PostPosted: Thu Mar 29, 2018 12:43 pm    Post subject: Re: The Elrood Sector and the Minos Cluster Reply with quote

LTAaripJasall wrote:

Pontchartain - Superheavy planet core makes repulsorlifts practically unusable. Beasts of burden replace typical Star Wars hovercraft here. Hearty squat natives. Landing and Taking off difficulties increased by two.


You're better than I am... with a name like that, I'd probably have a corrupt water-world.
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LTAaripJasall
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PostPosted: Thu Mar 29, 2018 1:55 pm    Post subject: Reply with quote

Ha! Guilty! Art imitates life. I actually pulled the name from someone else's Minos cluster Map somewhere. Fleshed it out with more details.

Source for names:
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Whill
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PostPosted: Fri Mar 30, 2018 12:29 am    Post subject: Re: The Elrood Sector and the Minos Cluster Reply with quote

LTAaripJasall wrote:
Whill wrote:
https://www.dropbox.com/s/2lw6dqt0mtcyyq1/theMinosCluster.pdf

Here is a fan-made PDF with a couple related adventures taking place in the Minos Cluster.

Still running this campaign. I made that! Smile

I also went with the Mestra idea of a superweapon, and have been exploring what that looks like if it were a bioweapon.

I have a couple planets created that aren't in GG6:

Heldak - A large barren world with huge fungus creatures covering the poles.
Dazakh - A system with quad stars. Huge solar collectors beam energy out to waiting stations for pickup. Vessels need to be specially shielded or escorted by shieldships to enter the solar system.
Trangfyyyr - an Ice planet with a wookie monastary. Also there are creatures that are three stories tall and look like T-Rex.
Pontchartain - Superheavy planet core makes repulsorlifts practically unusable. Beasts of burden replace typical Star Wars hovercraft here. Hearty squat natives. Landing and Taking off difficulties increased by two.
Canaar - A green star, I made Canaar the site of a huge clone-wars era battle. So a starship graveyard exists out around Blark's Point, along with an Imperial Museum (complete with giftshop) full of propaganda about the Imperial defense of the realm against the evil Separatists.
Ellagro - Rumors keep cropping up of an old clone-wars era ship trapped in the upper atmosphere of this purple, tan, and blue gas giant. Here be ghosts...

LTAaripJasall, thank you! If you have any more Minos adventures and stuff you'd like to share, please send it to me: forums at rancorpit.com . Thanks!

Straxus wrote:
Just tossing in another "reason for Imperial tech ban": A powerful sith is searching for an artifact, and high tech is making it more difficult to sense/might react (badly) near the item/easier for others to find before him.

The PC's are looking for something else entirely (loot from a downed spacecraft/ancient temple/parts for that superweapon), and manage to smuggle in some scanner equipment. Hilarity ensues.

Good ideas. Thanks, Straxus.
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Voltron64
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PostPosted: Wed Feb 05, 2020 12:16 am    Post subject: Reply with quote

I got to be honest, I consider those two regions (plus Kathol Sector) to be for Star Wars D6 (as well as Star Wars roleplaying in general) what the Spinward Marches is for Traveller.

Especially if you include stuff from Galaxy Guide 9, then it is truly the quintessential Star Wars experience.
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