I'm due to run
"Iridonian Darkness" at a con in about a week, and I would appreciate any tips anyone has for running the adventure. Specific thoughts and concerns are below.
1. The main villain, Acaadi, is described as having a "distinctly Iridonian accent." Is there any source on what this sounds like?
2. How would a Mandalorian Neo-Crusader suit need to be "modified for Zabrak use"? Just leave space inside the helmet for the horns?
3. I don't like the two Force-using travelers who show up in Part 2. They seem to serve no purpose except to introduce the PCs to their respective non-Jedi Force traditions, and they hang around until the end of the adventure, requiring the GM to run them. It also makes no sense for them to know where Acaadi's hidden underground hangar is. I am planning to cut out these two characters and substitute a skill challenge to find the hangar.
a. Have I missed any reason why the travelers should be kept?
b. I've got some ideas for encounters for the skill challenge, but I would welcome any suggestions for more. Also, what would be good success/failure consequences for the skill challenge?
c. Do the next two combats (especially Acaadi) need to be nerfed to reflect the fact that these characters won't be present? I am expecting 6 players for the game, including potentially two Force-using PCs.
4. In Part 3, as the heroes take their transport ship to rendezvous with the
Champion of Iridonia, the text says, "Allow the heroes to make Use Computer checks to identify the incoming ships as Sith capital ships and starfighters," but no DC is given. What would be an appropriate DC? Also, why would Use Computer be the relevant skill (i.e., what is this representing in the fiction)? It seems like Knowledge: Galactic Lore would make more sense.
5. After Acaadi's sabotage, the PCs are supposed to divide their attention between fighting off the Sith boarding party and saving the
Champion of Iridonia. The text mentions "issuing course corrections to the helm to avoid debris" as one of the possible actions, but no skill or difficulty is given, and there is no suggestion of how much damage debris will do if not avoided. Any ideas? Is this covered in the books somewhere?
6. Similarly, the text suggests that the PCs may target the incoming Sith shuttles themselves using the
Champion's bridge guns, OR they may order either the batteries or the Republic starfighters to attack the shuttles. How would you resolve the latter two cases, to keep combat moving along smoothly? Would you just use the stats for the various vehicles as presented in the book, or can you suggest a way to abstract it?
7. The Mandalorian Neo-Crusader Mercenary stat block lists Mandalorian Training under feats, but that feat has the prerequisite of Charging Fire, which the stat block does
not have. How would you fix this?