Underground
-Nate
Star Wars: Age of
Rebellion: Underground
The mines of the
planet Flax, located in Sumitra Sector, are an important source of
starship-grade ore for the Galactic Empire. With the escalation of
hostilities following the Battle of Yavin and the destruction of the
Death Star, this commodity has become even more valuable. While the
Empire guards this resource closely, the Rebellion is eager to
acquire some of it.
Enter the heroes.
Given that the
planet's native species, the insectoid Flakax, have been enslaved by
the Empire, Major Kento Moorla believes they may be willing to
cooperate with the Alliance. That's why he's sending the PCs, a team
of Irregulars, to make contact with the Flakax and, if possible,
broker a deal to trade military and intelligence support for the ore.
Adventure Summary
In order to
complete this mission, the PCs must make their approach to Flax
without drawing the attention of Imperial ships in orbit. After
reaching the surface they must find a place to land where they can
conceal their ship, and then set out on foot across the rough local
terrain. This could bring encounters with the native flora and fauna.
Once they reach their destination, one of the planet's many extensive
cave networks, their task is to locate some of the disgruntled
slaves, open negotiations for mutual assistance, and, hopefully,
strike a bargain. If they can do so—or, if the scenario takes a
turn for the worse and they need to flee the area—they must then
find their way back off of the planet, once more without alerting the
powers that be.
Planning and Preparations
In the interest of
starting this adventure in media res—in
the middle of things—it is best to handle the necessary
preparations while the PCs are en route to Flax. They receive their
briefing in the form of a holoprojector recording of Major Moorla
which provides the necessary details.
- The Empire maintains an extensive mining operation on Flax, used to produce ore for use in building starships.
- Part of their operation involves the enslavement of the native Flakax, who provide labor in the mines.
- Some of the Flakax have become disgruntled with this arrangement, and could be willing to work with the Alliance, perhaps trading starship-grade ore for military aid and supplies.
- The PCs' mission is to travel to Flax, make contact with the Flakax, and broker such a deal.
- The Flakax are an insectoid species; their hive-like settlements are each ruled by an all-powerful queen.
- Needless to say, they should avoid any Imperial entanglements if at all possible.
Along with this information, the PCs have been given the following
equipment: thermal cloaks and goggles, long-range comlinks, climbing
gear and electrobinoculars. Note that these items have been assigned
to the PCs for this mission only, and so they are expected to return
them in good working order to the quartermaster. They're also
assigned an astromech droid to mind their vessel while they're
disembarked. Finally, the PCs have also been given crates containing
blaster pistols, medpacs, comlinks and similar equipment, for use as
a good-will offering to the Flakax if they are amenable to working
with the Alliance.
Should
the PCs wish to have procured any additional items before departing
on their mission, they can do so ex post facto
via GM approval and/or a bit of roleplaying.
Involving the Player Characters
This scenario
assumes that the PCs are willing agents of the Rebel Alliance, part
of the group known as “Irregulars.” As such, they are being sent
on this assignment under the orders of Major Kento Moorla. The GM can
modify circumstances to fit the needs of a different party, however.
For example, the PCs could run into a Flakax who has fled the planet
and sought out the Rebel Alliance, perhaps even while Imperials are
pursuing the fugitive slave. If they manage to rescue the
unfortunate, he then asks them to undertake the voyage back to his
planet.
Mission Objectives and PC Duty
Detailed below are
a few of the ways in which the duty of each PC can tie in to this
mission.
Combat
Victory—In theory, this character should be out of place in a
scenario such as this one, where the PCs are supposed to avoid any
Imperial entanglements. Even so, such a character could be sent along
“just in case.”
Counter-Intelligence—This
character can especially be given the task of making sure that the
mission comes off without a hitch, preventing the Imperials from
gaining any hint of a possible insurgency on Flakax.
Intelligence—A
primary focus for this character can be to gather as much information
about the Flakax—including their culture, assets and motivations—as
possible so that the Alliance can best decide how to work with them
in the future.
Internal
Security—Much like with those who emphasize on
counter-intelligence, this character should focus on making sure
that no problems develop among the team sent to complete the mission.
Personnel—Recruiting
agents from a new species should be at the heart of what this
character hopes to accomplish. What is more, if any of the Flakax
wish to return to Tierfon Base with the PCs, this character is likely
to be the one who plays host to these visitors.
Political
Support—A character with this duty, and the skills to support
it, can be the face of this mission, leading the negotiations with
the Flakax if and when they occur.
Recruiting—The
involvement of this character is much the same as that for ones with
the Personnel duty, as detailed above.
Resource
Acquisition—Given the fact that acquiring starship-grade ore is
vital to building up the Alliance fleet, a character with this duty
should be in his element.
Sabotage—While
this operation is supposed to be as low-key as possible, there may be
opportunities for causing harm to the Empire's mining operation on
Flax, and that's where this character can rise to the occasion.
Space
Superiority—Although this mission isn't supposed to involve any
dogfighting, it does need a skilled pilot to bring the team into and
out of Flax. There's also the fact that missions don't always go as
planned...
Support—As
always, this character can work with teammates to make sure that the
mission comes off without a hitch.
Tech
Procurement—This character can personally oversee the
acquisition of the ore, perhaps involving testing it for purity and
then helping deliver it to the Alliance facilities where it will be
used to produce ships for the fleet.
Episode 1: Insertion
Once the PCs are
ready to begin the mission, their first challenge is to approach
Flax. To do so, one team member should make a hard Astrogation check
in order to drop the party's freighter in on the side of the planet
away from the massed Imperial ships.
At that point,
the pilot needs to make a similar Pilot—Planetary check to take the
ship rapidly down to the surface and then closely along the terrain
so as again to avoid detection. Should either of these efforts fail,
the Imperials become aware of a ship making planetfall, and dispatch
a pair of TIE/ln starfighters to patrol the area.
Finally, someone
aboard the ship needs to make a hard Computers check, using the
ship's sensors to find a place to land. At the GM's discretion,
characters in the ship's cockpit can also make Perception checks
instead. The implications of these efforts affect how well the PCs
can hide their ship, as detailed below.
Landfall (Area A)
After they've
landed, the PCs need to conceal their vessel. The result of the
aforementioned Computers or Perception check whether or not the PCs
can find a partially sheltered area where they can easily park the
vessel and cover it with a camouflage tarp. This, in turn, grants
boost or setback dice to the Stealth check made to hide the vehicle.
This check only needs to be made if and when an Imperial patrol
passes through the area (see below).
Once they're
ready, the PCs can set out on foot across the desert terrain. Note
that any characters who don't wear thermal cloaks or other protective
gear, or who are not naturally able to withstand the desert heat,
suffer a setback die to all physical actions taken while crossing the
sands. Navigating a route toward the nearest rocky terrain requires
an easy Survival check, given that the sun in the sky provides a
clear reference point.
TIE
Fighters—Use the stats found on page 270 of the core rulebook.
TIE Pilots—Use
the stats found on page 423.
Can-Cell Attack (Area B)
One of the
Imperials' contributions to life on Flax is the predator known as the
Can-Cell, native to planets like Teth and Kashyyyk. They have been
introduced on this world because the Imperials hope to keep the
native Flakax in their underground hives, where they can focus on
their work for Queen and Emperor, rather than having them roaming the
planet's surface and causing trouble. Of course, can-cells are not
strictly insectivorous, and these one take an interest in the PCs.
The PCs should
make Perception checks opposed by the can-cells' Stealth efforts.
Success allows the PCs to be aware of the attack, while failure means
that the predators attack with surprise. For their part, the
can-cells swoop in to attack their targets, hoping to fell a
character and then carry that victim off as a meal. They are very
hungry and fight to the death.
Should the PCs
manage to kill one or more can-cells and carry away proof of having
done so, they can gain boost dice on future checks made to interact
with the Flakax and earn their respect.
Can-Cell
Brawn 2 Agility 3 Intellect 1
Cunning 3 Willpower 2 Presence 1
Soak: 4
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 1 / 1
Skills:
Athletics 1, Brawl 3, Perception 2, Stealth 2, Survival 3
Abilities:
Armored Carapace (+2 to soak, and treat as 1 / 1 armor); Flight
Equipment:
Mandibles (Brawl; Damage 4; Critical 3; Range [Engaged]; Knockdown).
These large, flying insectoids are easily the size of most beings;
they have buzzing wings and
powerful mandibles.
TIE Flyover (Area C)
If any of the PCs'
piloting efforts during their approach were not successful, they
attract the attention of a TIE fighter patrol. In this case, two
TIE/ln fighters make a flyover, looking for signs of trouble. Here
again the characters should make average Perception checks, with
success allowing them to hear the telltale whine of approaching twin
ion engines. As long as they are aware of the approaching fighters,
the PCs can then make average Stealth checks to hide themselves.
Failure here—or being unaware of the starfighters' approach until
they arrive—means that the TIE pilots spot the PCs and call in to
their superiors.
At the same time,
the character who oversaw the camouflaging of the team's ship should
also make an average Survival check, modified by the factors
mentioned above. Here again, success means that the Imperials remain
unaware of an outsider presence on Flax, while failure means that
they are alerted and send a few squads to investigate (see below).
Finding the Tunnels (Area D)
Once the PCs have
crossed the desert landscape, they should make hard Perception checks
to find an entrance to the Flakax hive. Although they can take as
much time as they want to find the tunnels, the GM could throw an
additional can-cell attack and/or Imperial patrol at them if they
don't succeed after a couple of efforts.
Episode 2: Making
Contact
Refer to the
appropriate map as the PCs make their way into the Flakax tunnels.
The tunnel that leads into the hillside is roughly dug, but seems
solid. It is pitch dark, however, and so characters who are unable to
see in the dark need a light source in order to navigate.
Navigation
As they head into
the tunnels (A), the PCs should make hard Survival checks in order to
keep track of their path. While it might not matter much on the way
into the tunnels, whether or not the PCs succeed could be very
important as they make their way back to the surface (see below). To
help set the scene and add to the sense of possible danger, it could
be good to have the players declare a marching order for their
characters.
The Old Droid
At the bottom of a
vertical passage (B) lies a dirty, badly dented and motionless
protocol droid. It is nearly deactivated, but can be restored to
working order (but only 1 wound per success) with an average
Mechanics check. This is I-3PO, an Imperial espionage droid that
masqueraded as a translator among the Flakax. It monitored their
activities until they discovered its true purpose, at which point
they arranged for it to have an accident in the depths of the
tunnels.
If reactivated,
I-3PO feigns a lack of memory. It recalls working among the Flakax as
a translator, but claims not to remember how it came to be lying in
this unhappy state; characters who wish to do so may make Perception
checks opposed to its Deception effort, but add a setback die to the
difficulty for the droid since it does not have facial expressions
that characters can try to read. At the same time, the droid begins
asking subtle questions about who the PCs are and what they are doing
on the planet. For now it bides its time, hoping to learn the nature
of their business and thus have a chance to inform against them
later.
I-3PO—Use
the stats for a Protocol Droid from page 429, but substitute 2 ranks
of Deception
for the droid's 2
ranks of Charm.
The Ascent
Proceeding
further, the PCs reach a place where they face a vertical assent (C).
In order to proceed, one character must make a hard Athletics check.
As long as that character succeeds and can lower a rope for the
remaining team members, the difficulty of their checks is lowered to
average. Failure, on the other hand, means the PC in question makes
no progress, while 3 threat or despair results in a fall that causes
10 strain damage. As always, at the GM's discretion, the PCs could
use other strategies to overcome this obstacle.
The Cave-In
At another point
while the PCs are navigating the tunnels (D), they feel the ground
begin to shake, and then dust and bits of rock begin falling from the
ceiling. At that point they must make average Coordination checks;
success means they manage to jump out of the way of falling debris,
while failure causes five wounds as the characters are pelted with
rocks. What is more, rolls that generate three or more Threat results
cause the character in question to become buried in debris. Should
that happen, it takes a hard Brawn check to dig out each victim, and
that character suffers two wounds per round until rescued. Note that
the buried character may try to dig out oneself, but the difficulty
for doing so increases to daunting.
First Contact
Further onward the
tunnel opens into a broad chamber (E), one that is filled with
stalactites, stalagmites and columns of rock. This is a Flakax guard
post. As the PCs enter this area, have them make Perception checks
opposed by the Flakax sentries' Stealth efforts. As long as at least
one of the PCs succeeds, the group is not caught off guard. Failure
by all of the characters, on the other hand, means that they are
surprised, letting the Flakax move into advantageous positions and
granting them boost dice on their Vigilance checks for initiative if
and when combat occurs.
As long as the
situation can be resolved without violence, and the PCs can explain
their presence in the tunnels, the Flakax sentries agree to take them
to meet with Annat. One further complication arises if the PCs have
restored I-3PO to working order, however. The Flakax recognize the
droid, and it recognizes them; therefore, the droid tries to flee and
thus to alert the authorities. The situation should be resolved as a
normal combat, using Vigilance checks for initiative.
Meeting with Annat
Beyond the large
chamber is a smaller area in which the dissident Flakax hold their
meetings. While Annat, their leader, doesn't look much different from
his fellows, they look to him with respect and deference. Interacting
with him is a good chance for a diplomatic type of character to step
up, hopefully explaining the goods and services that the Alliance has
to offer in exchange for the cooperation of and processed ore from
the Flakax.
At the same time,
this is a good chance for some roleplaying that helps capture the
idiosyncrasies of this species. Given their insectoid nature and
hive-oriented society, Flakax tend to see the world (along with the
rest of the galaxy, for that matter) differently from other beings.
For example, Annat defers to female characters first, assuming that
they are in charge. He also asks the PCs what roles they play in
their hives, and to describe the “queen” of their Alliance along
with the leader of the Empire.
This is also the
time for the PCs to present the goods that they've brought, and
perhaps to show off their ability to use the items in question. For
example, as the Flakax are examining the blaster rifles, a PC who is
a good shot could demonstrate that talent with a bit of trick
shooting. Similarly, a character who is skilled in Medicine could
treat the wounds of a Flakax sentry. Such demonstrations can impress
the Flakax, granting bonuses later.
Once there's been
some good interaction between the two parties, the character who is
speaking for the PCs should make a hard Negotiation check. As always,
the GM should feel free to grant boost dice for this check based on
effective roleplaying and relevant arguments, along with setback dice
for brutish behavior or the like. Success means that Annat agrees to
provide refined metal for the Alliance in exchange for goods and
assistance, while failure causes him to refuse any such cooperation.
What is more, in the event of successful negotiations, Annat asks to
accompany the PCs back to their “hive.”
Annat
(Rival)
Brawn 3 Agility 2 Intellect 1
Cunning 2 Willpower 3 Presence 1
Soak: 4
Wound Threshold: 15
Strain Threshold: 15
M/R Defense: 0 / 0
Skills:
Athletics 2, Brawl 2, Discipline 2, Negotiation 2, Perception 2,
Resilience 2, Survival 2,
Vigilance 2
Talents:
Grit x2, Intense Focus, Toughened x2
Abilities:
Thick carapace (increase Soak by 1)
Equipment:
Claws (Brawl; Damage 4; Critical 3; Range [Engaged])
Annat is fairly typical of the Flax; he is loyal to his queen and
hive, and works for their
betterment. Even so, he has begun to suspect that their good does
not lie in the same direction as what is demanded of them by the
Galactic Empire. As such, he has undertaken the unprecedented task
of reaching out to the greater galaxy—in particular, the Rebel
Alliance—in the hope of finding another path for his people to
take.
Flakax
Laborers
Brawn 2 Agility 2 Intellect 1
Cunning 2 Willpower 2 Presence 1
Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0
Skills
(group only):
Athletics, Brawl, Perception
Abilities:
Thick carapace (increase Soak by 1)
Equipment:
Claws (Brawl; Damage 4; Critical 3; Range [Engaged])
These drone workers epitomize the Flax qualities of loyalty and
determination.
Episode 3: Extraction
Once the PCs have
completed their negotiations, for better or for worse, all that
remains is for them to take their leave of the planet. This requires
them to backtrack along their previous course, perhaps with Annat in
tow. The only real obstacle they face is the vertical section of
tunnel, which is now a descent; here again, hard Athletics checks
(reduced to easy if the PCs can anchor a rope to use in descending)
allow them to reach the bottom, while failure with three Threat or
Despair causes a fall.
Imperial Entanglements
As the PCs make
their exit, the question of how aware the Imperials are of this
incursion becomes important once again. If they failed to make the
approach without attracting attention means that there could be
TIE/ln patrols sweeping through the area, perhaps accompanied by
scout troopers on speeder bikes. Should they not have managed to hide
their ship, there could be a full squad of stormtroopers standing
guard over it, along with a technician who is trying to gain access.
(If the PCs left any being aboard their ship, such as an astromech
droid to watch over it, they could be notified of these developments
upon exiting from the tunnels.)
At the GM's
discretion, based upon the outcomes of events at the start of this
scenario, one or more of the following situations could occur.
- Another TIE/ln patrol sweeps through the area, forcing the PCs to hide as detailed above.
- A pair of scout troopers (page 422) on 74-Z speeder bikes (page 263) approach, requiring a similar response from the PCs—but this time the Stealth efforts are opposed by the troopers' Perception checks.
- As mentioned above, a group of four stormtroopers and a sergeant (pages 420-1), along with a naval engineer (page 420), are present at the party's landing site. The PCs could storm into battle, or could try to use Stealth in order to gain the drop on these enemies.
- If the PCs have previously attracted attention, or don't manage to make another hard Pilot—Planetary check to fly out inconspicuously, they draw pursuit from the aforementioned pair of TIE/ln fighters.
In this way, the
party's exit could be quick and easy, or it could be filled with
possible dangers. Once they reach the necessary distance of six
planetary diameters from Flax, they can make the jump to hyperspace.
Epilogue
Assuming that the
PCs were successful in their negotiations (along with the various
risks necessary in traveling to and departing from that meeting),
they can deliver Annat to Tierfon Base. At that point he is swept up
into meetings with the commanding officers, making arrangements for
accumulating the processed ore and turning it over to the Alliance.
While the PCs still see the Flakax from time to time, for the most
part his activities are at a level above their pay grade. Of course,
there will eventually be the matter of retrieving a cargo of
processed ore, a task for which the Alliance will need a capable team
of irregulars...
Rewards for Risks
As long as the
mission is a success, the PCs have made a small but important
contribution to the Alliance war effort. At the GM's discretion, they
should earn 10 experience points for a complete success, or 5 xp for
a good effort; players who stick to their characters' motivations
should earn another 5 xp. At the same time, they should each increase
their Duty rating by 5.
Appendix:
Opening Crawl
Presented below is
an opening crawl in the style of the Star Wars
movies for use with this scenario.
STAR WARS
AGE OF REBELLION
UNDERGROUND
It is a time of civil war.
The Rebel Alliance has recently won a major
victory at the
Battle of Yavin, and the dreaded Death Star has
been destroyed.
Even so, the Galactic Empire is cracking down
on this insurgency,
using its fleet to seek out and destroy Rebel
strongholds.
In order to fight back, the Alliance needs its
own fleet, and raw
material is essential for building new ships.
That is why a group of
irregulars out of Tierfon Base is being sent to
the enslaved
world Flax in the hope of meeting dissidents
there, enlisting
their aid and acquiring crucial supplies...
Nice! Any comments on how this played out at Con of the North or elsewhere?
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