Monday, April 13, 2020

Tierfon Mission: Illumination

This short scenario takes the PCs to Yavin, to explore a Massassi pyramid that holds a strange puzzle, and introduces an ongoing enemy for them.

-Nate



Star Wars: Age of Rebellion: Illumination
The jungles of Yavin IV are home to many secrets, ones long since hidden by the rapid growth of plant life. Although many of the moon's giant stone temples have already been explored—the Rebel Alliance even used one as its base until it was attacked by the Death Star—there are others that have not yet been discovered. This mission involves one such, along with the lost relics and lore that it still conceals, and various parties trying to claim them.

Adventure Summary
This mission begins as the PCs arrive in orbit of Yavin IV. From there they can land close to the cluster of Massassi temples, where the explorers' starship is landed—and there is no sign of them. Tracks lead to a small, vine-covered temple. As they approach, they're attacked by a probe droid. Inside the temple are the missing Rebels, along with a pair of gundarks. There's also an old puzzle mechanism that, if activated correctly, opens a hidden cache. The PCs don't have much time to study what they find inside it, however, because a member of the Imperial Inquisitorius comes looking to steal their prize.


Planning and Preparation
The PCs should have a chance retroactively to requisition appropriate gear, such as jungle camouflage fatigues, survival packs, a medkit, sensor pack and the like.


Involving the Player Characters
Once they've acquired the equipment that they need, the action begins with the PCs in their transport arriving in orbit of the fourth moon of Yavin.

Mission Objectives and PC Duty
Presented below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory: As expected, there's plenty of chances to do battle with the Empire—and this time with one of its ranking agents.
  • Counter-Intelligence: Keeping the Empire from discovering the temple's contents is a priority.
  • Intelligence: In the same vein, gaining those secrets for the Alliance is also a victory.
  • Internal Security: As always, it's important to make sure that everyone adheres to the mission.
  • Personnel: Similarly, it's crucial to make sure that all team members are well protected.
  • Political Support: Discovering the lore hidden in the temple, and thus helping a Force-sensitive character develop abilities—could be a means of winning popular support for the Alliance.
  • Recruiting: In the same way, having such a paragon might win others to the cause.
  • Resource Acquisition: The lore that can be acquired here is an important resource, indeed.
  • Sabotage: This is also a good chance to damage the Imperial war machine.
  • Space Superiority: Once the Inquisitor arrives, there's a chance to fight aboard the party's ship.
  • Support: Given the wide variety of tasks involved in conducting this mission, there are ample opportunities to support fellows Rebels.
  • Tech Procurement: The technological insight available from this mission could be a real coup.
Massassi Temples
For a good map of the area around the Massassi temples on Yavin IV, please refer to Wookieepedia.






Episode 1: In the Thick of Things
Refer to the map mentioned in the sidebar above for a layout of the Great Temple and its surroundings. The space in front of that structure is the only open ground for landing a starship, but clever PCs may think to land their vessel inside the temple so that it is harder for ships in orbit to detect it (as detailed below).
The explorers' vessel, a Ghtroc-720 freighter, is parked at the edge of the cleared area, and covered with camouflage netting. While the ship is locked up tightly and the explorers are not here, there are several ways in which the PCs can learn more about what has happened here.
  • An average Perception check reveals two different sets of tracks in the area; both are humanoid and wearing boots, and one is slightly larger than the other.
  • From there, an average Survival check can follow those tracks northwest into the jungle.
  • A hard Survival check, after entering the jungle, reveals tracks from medium-sized reptavian creatures; these are the chokus, detailed below.
  • At the temple itself, another average Perception check reveals impact marks from blaster bolts, but the source of them is not yet apparent.
  • Finally, a hard Computers check and the use of a scanner pack reveals an occasional burst of encrypted transmission, which an average Warfare check can identify as coming from an Imperial probe droid.

Chokus
En route to the temple, the PCs are attacked by a trio of chokus that are looking for easy prey. If two of them are incapacitated, then the third one flees.

Chokus: Refer to page 59 in Strongholds of Resistance for stats.


Episode 2: The Temple
Refer to the map below for the following location descriptions. The temple is a smallish step pyramid; it sits on a small island in the middle of a river. The grey stone is covered with moss and vines, making it blend in with the surrounding terrain. Interested parties must make a hard Perception check to find the removable slab at the top of this pyramid. From there, it's a ten-meter drop to the floor of the main chamber (see below for details). The center of this temple (1) is filled by a single chamber, one that itself is dominated by a broad ring cut from the stone, along with a structure in the middle that resembles an altar. It is two meters in diameter, with a small hole in the center and a series of twenty-four holes in the surrounding edge. What is more, around the outside of the room there is another circular structure, this one perforated by 201 holes. Surrounding the orrery chamber there are twenty-four smaller rooms (2), each six meters square. They once provided space for meditation when the Massassi still worshiped here. Now they are filled with floodwater that has seeped into them.




Gundarks
One of the flooded cells is now home to a couple of aquatic gundarks, who have built a nest here.

Gundarks: Refer to page 432 of the core rulebook for stats.

The gundarks' nest also holds the three gem-topped keys needed to open the hidden niche, as detailed below.

Solving the Puzzle
The PCs can gain access to this room as long as they manage to solve the aforementioned puzzle. The three keys are topped with gems that are green, yellow and red; they represent the planet Yavin, this moon, and the primary star. The latter needs to be inserted in the center slot, while the red one goes into a middle slot and the yellow one on the outside edge (representing how these bodies appear in the sky). 

When that happens, a circular staircase opens around the base of the central altar, descending into the darkness below. At the bottom is a round chamber ten meters in diameter. It contains an old codex of bound paper, one that details the techniques for building and repairing lightsabers, along with how different types of crystals can be used in them. There is also a Jedi meditation focus; refer to the Force and Destiny core rulebook to find rules for those items.


Episode 3: The Inquisitor
Just how much warning the PCs have of the Inquisitor's arrival depends on what kinds of precautions they've taken while exploring Yavin IV. If, for example, they left a droid aboard their own vessel to operate the sensors and monitor comm traffic, then they can be given ample notice. On the other hand, if they haven't made any such preparations, then they could emerge from the jungle to find the landing area occupied by a Lambda-class shuttle, the Inquisitor, and two squads of stormtroopers.

Third Brother, the Inquisitor: Refer to the Appendix below for stats.

Stormtroopers: Refer to page 420 in the core rulebook for stats.

Stormtrooper Sergeants: Refer to page 420 for stats.

Lambda-class Shuttle: Refer to page 273 for stats.

Shuttle Pilot: Use the stats for a TIE Ace from pag 423.

Development
This should be a challenging fight for the PCs and one that they don't necessarily fight to the finish. That is because Third Brother is meant to be an ongoing opponent for the PCs, and as such should not be killed off during their first encounter with him. In fact, the Inquisitor has already called for backup, in the form of an Imperial-class Star Destroyer and its full compliment of Imperial forces.

TIE Fighters: Refer to page 270 of the core rulebook for stats.

TIE Pilots: Refer to page 423.

Victory-Class Star Destroyer: Refer to pages 281-2.

Imperial Gunnery Corps: Refer to page 418.


Epilogue
In addition to pulling the Rebel explorers out of harm's way, success in this mission allows the PCs to discover a valuable Jedi relic and some very useful lore. Of course, it also earns them a dangerous enemy, one who is likely to hound their activities in the future.

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.


Appendix 1: NPCs
Presented below are stats for some of the NPCs in this scenario.

Imik Suum
Brawn 1 Agility 2 Intellect 2

Cunning 2 Willpower 3 Presence 2

Soak: 1 Wound Threshold: 11
Strain Threshold: 13 M/R Defense: 0 / 0

Skills: Astrogation 2, Computers 3, Cool 1, Core Worlds 2, Lore 1, Mechanics 2, Outer Rim 2, Perception 2, Piloting—Planetary 2, Piloting—Space 2, Ranged—Light 1, Vigilance 1

Talents: Solid Repairs, Tinkerer

Abilities: None

Equipment: Datapad, Comlink, Blaster Pistol (Ranged—Light; Damage 6; Critical 3; Range [Medium]; Stun setting), 200 credits.

Imik Suum is a Sullustan who once worked for the SoroSuub Corporation on the planet Genarius. He grew dissatisfied with being just a cog in a company that produced material for the Galactic Empire, however, and thus left his job. While not so rough-and-tumble as his Human friend Seng Windrunner, he has good business sense and is skilled at working with computers and fixing machinery, both abilities that the Rebel Alliance has put to good use.

Seng Windrunner
Brawn 2 Agility 3 Intellect 2

Cunning 2 Willpower 1 Presence 3

Soak: 2 Wound Threshold: 12
Strain Threshold: 11 M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Charm 1, Cool 2, Coordination 1, Gunnery 1, Leadership 2, Mechanics 2, Medicine 1, Perception 1, Piloting—Planetary 3, Piloting—Space 3, Resilience 1, Stealth 1, Streetwise 2, Survival 2, Vigilance 2

Talents: Full Throttle, Skilled Jockey

Abilities: None

Equipment: Comlink, Blaster Pistol (Ranged—Light; Damage 6; Critical 3; Range [Medium]; Stun setting), 200 credits.

Seng Windrunner was once a member of a swoop gang on the planet Cularin. He raced in local competitions, and found means of getting into trouble when he wasn't racing. A run-in with the Jedi—and some bloodthirsty pirates—showed him the error of his ways. Now he works on behalf of the Rebel Alliance, undertaking odd jobs in which his piloting skills prove useful. He is fast friends with Imik Suum, who shares his outlook regarding the New Order.




Third Brother, the Inquisitor
Brawn 3 Agility 3 Intellect 2 Cunning 3 Willpower 3 Presence 2

Soak: 4 Wound Threshold: 17 Strain Threshold: 15 M/R Defense: 1 / 1

Skills: Athletics 2, Brawl 2, Coercion 1, Cool 3, Coordination 2, Discipline 2, Lightsaber 3, Lore 3, Melee 2, Perception 3, Ranged—Light 1, Resilience 2, Stealth 2, Vigilance 3

Talents: Grit x2, Insight, Sense Danger, Touch of Fate, Toughened x2, Uncanny Reactions, Uncanny Senses

Abilities: Adversary 1; Force Powers [Move—Magnitude, Range and Strength Upgrades], [Enhance—Control Upgrade], [Foresee—Control Upgrade]

Equipment: Armored clothing, comlink, datapd, lightsaber (Lightsaber; Damage 10; Critical 1; Range [Engaged]; Breach 1, Sunder, Vicious 2).

Third Brother lives for one purpose—identifying and eliminating any Force-users who might pose a threat to Emperor Palpatine's New Order. To that end, he is a relentless foe, but will not throw away his life in a situation that cannot be won. Although he is Human, he has a pale complexion, is shaved bald, and bears numerous visible scars; it is not known if they come from damage suffered in combat, some kind of punishment, or another means.



Appendix 2: 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
ILLUMINATION
It is a time of civil war.
Seeking any weapon that it can use to fight the Galactic Empire,
the Rebel Alliance has sent a team to salvage material on the fourth moon
of Yavin. They have found a previously unknown Massassi temple, however,
and requested assistance in discovering its secrets...


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