-Nate
Star
Wars: Age of Rebellion: Sepulcher
During their disruption of the
secret project Firestorm on the planet Nal Hutta, the PCs had an
opportunity to pillage the Imperial computer network for intelligence
leads. One of the items they might find is a report from a team
operation on the planet Felucia, which tells of a lost Separatist
cache on that world. In additional to coordinates for the cache's
location, the message includes the following summary:
“It is believed that this
cache might contain Separatist military equipment and supplies.”
Needless to say, the powers that
be at Tierfon Base would like the heroes to find out what's there.
Adventure
Summary
This mission requires the PCs to
fly to Onderon, land their ship somewhere near the facility's
location, and then make their way through the jungle to the cache.
There they must bypass its security measures and access its interior,
where they find relics of the Clone Wars which provide both
opportunities and challenges for these agents of the Rebel Alliance.
Planning
and Preparation
The quartermaster at Tierfon Base
issues each PC a suit of jungle camouflage fatigues, backpacks, three
ration packs, filtering canteens and combat knives, along with one
emergency medpac and two tents for the party. If the PCs desire, they
can also be assigned an astromech droid—R2-D6—who can mind their
starship while they are out in the field.
Finally, during the briefing the
PCs are presented with the following details about the situation on
Felucia.
- During the Clone Wars, Felucia was home to forces of the Commerce Guild, but a team of clone troopers led by Jedi was able to overthrow the Confederacy forces there.
- After the end of the Clone Wars, the Empire took control of the planet, but there are some partisan groups who resist that occupation through guerrilla warfare.
- Because the Confederacy surrendered during that time, and the new Emperor Palpatine issued Order 66, some of the usual mopping-up may have been cut short.
- Because this information was stolen from an Imperial facility on Nal Hutta, Alliance Intelligence believes that other Imperial forces might be following up on it.
The Aftermath of
“Firestorm”
The
details presented above assume that the PCs (or some other Speial
Operations team) managed to infiltrate the secret Imperial
facility on Nal Hutta, accomplish their objectives and escape
relatively cleanly. If that is not the case, then it may be
necessary to modify some of the information presented above. For
example, if the scientist Ebla Muir was not slain during those
events, then he would likely be part of the Imperial force that is
trying to find the PCs. Refer to the scenario “Backlash” for
more details about incorporating other NPCs, too.
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Involving
the Player Characters
This scenario assumes that the
PCs are a Special Operations team working out of Tierfon Base, and
that they have a little time to prepare before heading out to
Felucia.
Mission
Objectives and PC Duty
Detailed below are some of the
ways in which this assignment can tie into different characters'
objectives.
- Combat Victory: This mission provides numerous opportunities to fight someone, be it relics of the Confederacy of Independent Systems or the forces of the Galactic Empire itself.
- Counter-Intelligence: Here's a good chance to take sensitive information from the Empire and exploit it.
- Intelligence: The possibility of stealing information from the Empire and exploiting it before that enemy can do so could be a notable coup.
- Internal Security: As always, it's up to these characters to make sure that nothing goes wrong during the course of this mission.
- Personnel: In a similar way, it's vital to the future of the Rebellion to make sure that all of its agents come home from this mission.
- Political Support: Given the opposition to the Empire on Felucia, it's possible that some of the locals could be recruited to the cause of the Rebel Alliance.
- Recruiting: Along the same line, there could be able-bodied inhabitants of Felucia who are willing to sign up and fight alongside the Rebels.
- Resource Acquisition: While nobody know what the secret Separatist cache might contain, it's important that the Alliance claims any valuable materiel before the Empire can do so.
- Sabotage: However this mission develops, it's important to make sure that the New Order does not acquire whatever is to be found in this cache.
- Space Superiority: Although this is a ground-based mission, there's always the chance that the fight will move into the cold, dark embrace of outer space.
- Support: As always, the various and sundry beings who make up the Rebel Alliance must work together—with the proper support—if they are going to be victorious.
- Tech Procurement: If there is new technology to be found in this cache, then it's a chance to make a valuable discovery.
Episode
1: The Deep, Dark Jungle
Given the lack of an Imperial
presence on Felucia, it's relatively easy for the PCs to make the
approach aboard their freighter or other such vessel. Following the
coordinates from the communique, they can find a suitable clearing
close to the cache in which to land. Because the jungle around the
cache is particularly thick, they cannot land closer to it than a
distance of five kilometers.
Predators
and Prey
One of the more dangerous local
creatures is the Felucian ripper, a winged beast with a broad body
and a mouthful of sharp teeth that prowls beneath the jungle canopy.
Shortly after the PCs venture out, one of them tries to make a meal
out of them. From the outset, the PCs should make Perception checks
opposed to the creature's Stealth effort. If they fail, then it can
close to Engaged and take a free attack before they roll initiative.
Felucian
Ripper (Rival)
Brawn
4 Agility 3 Intellect 1 Cunning 2 Willpower 1 Presence 2
Soak:
4 Wound Threshold: 20 Strain Threshold: -- M/R Defense: 0 / 0
Skills:
Athletics 2, Brawl 3, Perception 2, Resilience 2, Stealth 3, Survival
2, Vigilance 2
Talents:
Adversary 1
Equipment:
Bite (Brawl; Damage 5; Critical 2; Vicious 1).
Due
to its ravenous hunger, the ripper fights until it is incapacitated.
The
Natives
Shortly
after the ripper attack, the PCs should make another round of
Perception checks, this time opposed by the Stealth efforts of a
group of Felucian natives. These locals are out gathering food, and
are not hostile, but that doesn't mean the scene can't be a little
tense. Once spotted, they emerge from hiding and approach the party,
asking (in their own language) who the PCs are and what they are
doing on this world. As long as the PCs seem friendly enough, the
scouts are willing to take them back to their village to meet their
shaman.
Felucian
Scouts (Minions)
Brawn
2 Agility 3 Intellect 1 Cunning 2 Willpower 2 Presence 1
Soak:
3 Wound Threshold: 12 Strain Threshold: 12 M/R Defense: 0 / 0
Skills
(Group only):
Athletics, Melee, Perception, Ranged—Light, Survival
Talents:
None
Abilities:
None
Equipment:
Clothing, spear (Melee; Damage 4; Critical 2; Pierce 1).
These
reptiloid natives are protective of their village, but not outright
hostile to newcomers. They have no love for the Empire.
The village consists of a cluster
of huts, of which the shaman's (1) is the biggest. There is an
underground cell for holding prisoners (2), along with a covered area
for building fires and holding meetings (3). The rest of the huts are
home to Felucian scouts (4).
Luwallit,
Felucian Shaman
Brawn
2 Agility 2 Intellect 2 Cunning 2 Willpower 3 Presence 3
Soak:
3 Wound Threshold: 12 Strain Threshold: 13 M/R Defense: 0 / 0
Skills:
Cool 2, Discipline 2, Lore 2, Medicine 3, Melee 2, Negotiation 2,
Perception 3, Resilience 1, Survival 3, Vigilance 2
Talents:
Insight, Uncanny Senses
Abilities:
Force power Foresee with Strength upgrade
Equipment:
Clothing, spear (Melee; Damage 4; Critical 2; Pierce 1), rancor claw
necklace.
Luwallit
is the spiritual leader of the Felucians in her village; she
recognizing the connection between all living things, and
occasionally experiences premonitions about situations that help her
guide her fellows' decisions.
While
the Felucians don't know anything about the lost Separatist cache,
beyond where to find the entrance to it, they do provide a good
opportunity for role-playing and for the PCs to demonstrate the
general good will of the Rebel Alliance. They are willing to let the
party rest and recover for the night, providing food, shelter, and
even medical treatment if needed. (If the PCs killed the flying
ripper and think to mention that, then the Felucians send a party to
retrieve and butcher its carcass, which leads to a notable feast.)
Force-Sensitive PCs?
If
any of the PCs have a Force rating of 1 or higher, then Luwallit
provides a chance to discuss the nature of the Force, and even to
learn the Foresee power. The exact nature of this interaction is
left up to the player(s) in question and the GM.
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Episode
2: A Well-Guarded Secret
It is a short journey from the
Felucian village to the front doors of the Separatist cache. That
consists of a rocky outcropping in the middle of the surrounding
jungle, one that has clearly been excavated and then sealed with
heavy blast doors. A control panel to the right of the doors provides
a means of entrance, as long as the PCs can succeed at a hard
Skulduggery check. Failed checks can be tried again, due to the
dilapidated nature of the place, but any Despair result alerts the
facility's remaining guardians to the characters' arrival.
Inside the stronghold's blast
doors (1) is an entryway (2) with loopholes for blasters in the
walls; behind them are passageways (3) for battle droids to take up
firing positions if they've been alerted. Another set of blast doors
opens into the central passage (4), with access to the battle droid
recharging rooms (5). Beyond that is the work room (6), where
technicians once worked on maintenance and research.
Further into the facility one
can find the mess hall (7), kitchen (8) and food storage (9), along
with the comm center (10), refreshers (11) and personnel quarters
(12). The spiral staircase in the comm center leads up to a sensor
array—and a potential second exit, if it should be needed.
Personnel
The
following droids are present in the facility when the PCs arrive.
- There are a dozen functional battle droids, divided between the two recharging rooms—although the GM should feel free to adjust that number for more or less combat-oriented parties (refer to page 110 of Allies and Adversaries for stats).
- For a really strong group, there could even be a droideka that is still functioning (page 117).
- BC-11 is the protocol droid that considers itself to be in charge of the facility (page 133). She, programmed with a female personality and voice, addresses the PCs via the intercom, asking who they are and what their business is in the facility. During combat, she
- The astromech droid R1-D1 (page 111) still keeps the facility and its mechanical inhabitants running. Additionally, it can manipulate the facility's network to hinder the PCs, such as by closing blast doors on them, cutting the lights, and the like.
Research
and Development
Once
the PCs have gained control of the facility, they can examine what
remains of the projects on which the Separatist had been working.
This could include, at the GM's discretion, all of the following
possibilities.
- There are hydroponic units containing samples of the plant nysillin, which is known for its healing properties.
- Samples have also been taken from the many different fungi, pitcher plants and the like that can be found all over Felucia; some of them have poisonous or even psychedelic properties.
- The same goes for a long-dead, but preserved, gelagrub, which as in the process of being dissected. Indeed, the Commerce Guild scientists were experimenting with the slime that it produces, in order to learn about its adhesive qualities.
- There's also a full set of clone trooper armor, one that they were examining in order to find weaknesses.
Episode
3: Hot Pursuit
As mentioned above, other
Imperials are aware of the lost Separatist cache and come to
investigate it. To that end, a Sentinel-class landing craft
(refer to page 273 in Age of Rebellion for stats) arrives
while the PCs are exploring the stronghold and lands nearby. It
disembarks the following personnel:
- One Imperial Army Officer (page 419); this could be a familiar face, if the PCs were identified during previous activities, or someone new.
- Two stormtrooper sergeants (page 420-1).
- Two squads of regular stormtroopers (page 420), each consisting of two three-trooper fire teams.
- A team of three Naval engineers (page 420).
Upon arrival, the stormtroopers
secure the area in front of the stronghold, and then the engineers
approach the blast doors and start working to open them. If the PCs
left someone—such as R2-D6—aboard their ship, then they could be
alerted to this development a little bit earlier.
Development
For their part, the Imperials try
to force their way into the stronghold, neutralize all resistance,
and then ask questions afterward. This is a chance for the PCs to
stage a defense, and possibly even to recruit the droids for those
efforts. After all, the Galactic Empire is really the heir to the Old
Republic. Convincing the droids requires a successful Negotiation
effort by the PCs, with boost or setback dice given based on good
roleplaying or effective reasoning. Success lets them gain new
allies, thus possibly changing the course of the battle.
Alternately, if the PCs have a
means of bringing their ship to the stronghold—for example, if the
droid R2-D6 has been left aboard it—then the PCs might decide to
stage a fighting retreat, thereby recovering as much of the material
from the facility as possible before making their escape.
Whatever the case, this should
make for an exciting confrontation. The crew of the Seninel-class
landing craft can even become involved, taking to the air to snipe at
the Rebel spacecraft, and even pursuing it into orbit as the PCs try
to make their escape to hyperspace.
Epilogue
Success can gain some important
resources for the Rebel Alliance, while failure could lead to
capture, imprisonment, or worse.
Rewards
for Risks
The PCs should earn 10 experience
points each for success, or 5 if they fought the good fight but were
unsuccessful. Additionally, those who played to their motivations
could earn an extra 5 experience points. What is more, they could
bring any number of resources with them back to Tierfon Base, and
thus to the rest of the Rebel Alliance.
Appendix 1: 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
SEPULCHER
It
is a time of civil war.
Seeking
any available resource, the Rebel Alliance sends a Special Operations
team to explore a
Separatist
cache from the Clone Wars, but it's only a matter of time before the
Galactic
Empire
sends its own forces with the same objective...