Star
Wars: Age of Rebellion: Territory
There's an old saying that
“knowledge is power.” Now, as the Rebel Alliance has regrouped
its fleet following the evacuation of Yavin base, officials in the
High Command are seeking any and all information that could given
them an edge, including details for previously secret hyperspace
routes around Hutt Space. In fact, a Bothan spy given that very task
has been captured by a Hutt crimelord, and High Command wants to
rescue him. To that end, they've brought in a Special Operations team
from Tierfon Base.
Adventure
Summary
This mission begins with the PCs
hunting boma beasts on the Dxun Moon of Onderon. From there they are
invited to a secret rendezvous with the Rebel fleet around Orto
Plutonia, where they are briefed for a mission in which they are
tasked with infiltrating the court of Slarr the Hutt. Bringing the
beasts gains them entry, where they can learn of the Hutt's nefarious
plan to execute the Bothan. At that point—and with Imperial forces
on the way, too—they must take daring action to rescue the Rebel
operative.
Planning
and Preparation
In this case, the PCs have time
to plan and prepare during the middle of the first episode; they
should start the scenario in media res, with no time to make
adjustments, to increase the drama of the situation.
Involving
the Player Characters
As mentioned above, the PCs
should start this scenario on the Dxun Moon of Onderon, set up to
hunt a pair of boma beasts; they can ask questions about why they're
doing it after the fact.
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 against the enemies of the Rebel Alliance.
- Counter-Intelligence: Rescuing the Bothan spy is definitely an opportunity to prevent him from revealing valuable information.
- Intelligence: Moreover, acquiring the information the spy discovered would be of huge benefit.
- Internal Security: This is a chance to make sure the Spec Ops team completes its mission, and to silence the spy if necessary.
- Personnel: It is up to this Rebel to make sure that no being is left behind on this mission.
- Political Support: Acquiring new hyperspace routes could open pathways to systems in which the Alliance has not previously been active.
- Recruiting: Possibilities for recruitment come with opening new systems, too.
- Resource Acquisition: The same goes for acquiring raw materials, equipment and other goods.
- Sabotage: This mission provides a chance to harm the Hutts, and possibly to the Empire as well.
- Space Superiority: There's a good chance for some space combat on this assignment, too.
- Support: The PCs need to work together during this mission if they are going to succeed at it.
- Tech Procurement: Recovering the Bothan spy's Y-Wing fighter and Astromech droid are a definite victory for the Alliance.
Episode
1: Hunters and Hunted
As mentioned above, this scenario
begins with the PCs hunkered down on the Dxun Moon of Onderon,
hunting for boma beasts—and with the explicit instructions to
capture them alive. They are stationed on the edge of a clearing,
with a live nerf tethered in the middle of it as bait. The PCs should
make Stealth or Survival checks to conceal themselves, opposed by the
beasts' Perception efforts.
Boma Beasts (Rivals):
Refer to page 36 of Operation: Shadowpoint for stats.
This should present them with an
interesting challenge, and one that sets the scene for their meeting
with the Rebel fleet.
Rendezvous
at Orto Plutonia
Once they've bagged the boma
beasts, the PCs are directed to coordinates in deep space close to
the Cularin System. There they are met by a Nebulon-B frigate, the
Castellan, where their ship is inspected and then they are
instructed to connect with its docking tube. From there, then, the
frigate jumps to hyperspace headed for Orto Plutonia and the rest of
the Alliance Fleet. Even though this assembly of ships is depleted by
losses suffered during the Battle of Scarif, this should still be an
impressive sight, a glimpse into the larger structure of the Rebel
Alliance than the PCs have seen before: CR90 corvettes, Hammerhead
corvettes, GR-75 Medium Transports, various starfighters, and other
vessels.
Briefing
Once
the Castellan
is back with the fleet, the PCs meet a new officer, General Davits
Draven. He thanks them for their previous service to the Rebel
Alliance—and can even name some specific details, at the GM's
discretion—before presenting them with the following details about
their new assignment.
- Recently Alliance Intelligence sent a Bothan spy, Evnik Ral'lya, to scout new hyperspace routes around Hutt Space, ones that could provide new inroads into surrounding systems.
- He was captured by mercenaries working for Slarr Uwanesh Diann, a Hutt crimelord.
- Currently he is being held in the Hutt's stronghold on Nal Hutta.
- Alliance Intelligence believes that Slarr is planning to execute the Bothan as part of an elaborate hunting competition, as he has used this means for other enemies in the past.
- For that reason they wish to send the PCs, with a gift of Onderonian boma beasts, to visit Slarr's court, attend the hunt, and thus rescue Ral'lya and recover his ship and Astromech unit.
At
this point the PCs are free to ask any questions they might have,
although there isn't much additional information available. They can
also request any equipment which they deem necessary, including
clothing for disguises, at the GM's discretion. Finally, they should
work together to establish whatever aliases they need; this might
require using the Computers skill to forge fake identification.
Episode
2: In the Hutt's Court
Upon arrival at Nal Hutta and
approaching Slarr's territory, the PCs are hailed by the Hutt's
minions and asked to identify themselves and declare their business.
This is a first test of their aliases and cover stories, if not a
particularly pressing one. As long as they keep their composure, they
are directed to land their vessel on one of the (by now familiar)
landing pads located throughout the swamp around Slarr's stronghold.
Slarr's
Stronghold
At the landing pad the PCs are
met by a pair of skiffs from the stronghold; they can load the boma
beasts and themselves aboard, and then are taken to the stronghold.
Slarr's stronghold is a tall,
circular structure with a domed roof flanked by four tall towers. It
has broad, warship-grade blast doors in front (1) that open into the
entrance hall (2). That, in turn, is flanked by a guard post (3) and
the stronghold's comm center (4), the door to which is always kept
locked. The hall then opens into Slarr's audience chamber (5), with
his dais in a prominent position. Six doors lead out of that chamber,
with hallways leading to a guard barracks (6), servants' quarters (7)
and kitchen (8). Slarr's personal chamber is located in the rear of
the building (9), and there are sleeping quarters for guests (10)
along with spiral staircases leading up into the guard towers (11).
On the lower level, accessible via the stairways in the towers, one
can find a torture chamber (12) and cells for prisoners (13), along
with additional guest quarters (14) and the stronghold's
repulsor-garage (15), in which are kept Slarr's sail barge and a pair
of skiffs.
Developments
Once
the PCs arrive in Slarr's court, the situation can develop in many
different ways; detailed below are a few of the more likely
possibilities.
- The PCs are met by Eom Nivlem, the Gran majordomo, who takes them to meet Slarr. As visitors, they are expected to treat a Hutt with great respect. This can be handled by a PC making a Negotiation check versus Slarr's Cool, or a Deception effort opposed by his Disipline. The PC should receive a boost die for presenting the boma beasts, along with other bonuses or penalties for good or bad reasoning or roleplaying, at the GM's discretion.
- The result of this effort, then influences just how much leeway Slarr is willing to grant the PCs during the leadup to the hunt.
- After the PCs present the boma beasts, a group of guards leads them down to an emptied guest room (14) on the lower level; asking to accompany them—to make sure the beasts are safely delivered, of course—could be a good excuse to look around a bit. While the doors to various rooms are kept locked, small windows can provide a glimpse of their contents.
- The PCs could also ask for a chance to rest and recover a little bit before the hunt, granting them access to guest quarters in which they can make their plans and preparations without the risk of being observed.
- They can also interact with Tenrep Cray, Traborn Yerg and Tescali Ru, other members of the Hutt's court, and thus maybe learn more about Slarr's business.
- This is also an excellent opportunity for the GM to introduce other characters who can provide plot hooks for future adventures.
Unexpected
Guests
Having
heard through their own channels that Slarr the Hutt has captured a
suspected Rebel operative, the Imperial Security Bureau sends an
agent, Lieutenant Ennis Dul'Tir, to investigate the matter. He
arrives accompanied by a squad of Imperial Army Troopers in plain
clothes and a Vehicle Corps Pilot.
Imperial
Army Troopers (Minions): Refer
to page 418 of the core rulebook for stats.
Imperial
Vehicle Corps (Rival): Refer to
page 419 for stats.
Lieutenant
Ellis Dul'Tir: Use the stats
for an Intelligence Agent from page 419.
For
their part, the Imperials inquire about the prisoner and ask to join
the intended hunt. In doing so, they might have a chance to interact
with the PCs, thus subjecting them to a greater test of their aliases
and cover stories—something that requires a Deception check opposed
by the Lieutenant's Discipline effort, with modifiers at the GM's
discretion.
Episode
3: Survival of the Fittest
Before long it's time for the big
announcement; Slarr declares that the Bothan was captured in Hutt
Space without permission, and for that he shall suffer death, in the
form of a hunting contest. Any beings who are interested are
permitted to form teams, each of which is led down to the
repulsor-garage to load onto a skiff. While they are preparing, the
Hutt and many of his courtiers board his sail barge and head out to
the hunting ground with the prisoner.
Once the sail barge reaches its
destination, they release the Bothan at Area 0 and give him a blaster
and a twenty-minute head start before the hunters set out on his
trail. Unless given other instructions previously by the PCs, he
start a fake trail leading into the jungle (3) before doubling back
and entering the marshland (1), staying in the water and heading for
the hills (2). Slarr's minions also release numerous camera droids so
the Hutt can watch the hunt in comfort.
The
Hunt Begins
After the twenty-minute head
start, the PCs and their rivals are allowed to begin the hunt. They
can follow the coordinates they've been given until they reach Area
0, at which point they must use other tactics to find their quarry.
If they haven't managed to communicate with the Bothan, then they
should make Survival checks opposed by his Stealth efforts. Once they
enter the terrain in which he is hiding, the PCs can make Perception
checks, too. Of course, the other groups of hunters are doing the
same thing, and might come snooping around the PCs if they're not
having any luck.
Boma
Beasts
To
make things even more exciting, Slarr has his handlers release the
two boma beasts that the PCs brought him. These he also releases at
Area 0 in the hunting grounds, to see if they are more efficient than
the sentient hunters. They also make Survival checks to begin
tracking the Bothan.
Boma Beasts (Rivals):
Refer to page 36 of Operation: Shadowpoint for stats.
Developments
If they do find Ral'lya, the PCs
need to decide just what to do with him. The direct approach, of
course, is to take him aboard their skiff and make a run for it, but
they might have other ideas requiring adjudication by the GM.
Whatever the case, once Slarr realizes that he's been betrayed, he
orders all of the other hunters to attack.
R2-DX
Ral'Lya's
Astromech droid is also present for the festivities; it's been
pressed into service slinging drinks on the Hutt's sail barge. The
Bothan insists that the PCs help him acquire it before trying to
leave Nal Hutta, since it has important astrogational data in its
memory banks. This should present a challenge, but one the PCs can
resolve through creative means, rather than by fighting their way
through Slarr's entire entourage.
Ral'lya's
Y-Wing
During the hunt there is also the
matter of the Bothan's Y-wing fighter, which is parked on one of the
nearby landing pads and covered with a weatherproof tarpaulin. R2-DX
knows how to find it, or the PCs could interrogate one of the Hutt's
minions. If they can recover it, then the PCs could use it as
something of a wild card as this scene progresses.
Epilogue
As long as they can rescue
Ral'Lya and his Astromech, recover the Y-Wing fighter and escape from
Nal Hutta, the PCs score an important victory for the Rebel Alliance.
In addition to saving one of its agents, they have acquired valuable
information that can be used for planning future missions against the
evil Galactic Empire.
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
Detailed below are some of the
NPCs that the heroes can meet.
Slarr
the Hutt (Nemesis)
Brawn
5 Cunning 4 Presence 3
Agility
1 Intellect 3 Willpower 4
Soak: 5
Wound
Threshold: 17
Strain
Threshold: 15
M/R
Defense: 0 / 0
Skills: Brawl
1, Coercion 3, Computers 1, Cool 2, Core Worlds 1, Deception 3,
Discipline 2, Education 1, Leadership 2, Lore 1, Melee 1,
Negotiation 3, Outer Rim 1, Perception 3, Ranged—Light 2,
Resilience 2, Streetwise 3, Survival 1, Underworld 3, Vigilance 2
Talents: Greased
Palms, Grit, Know Somebody, Plausible Deniability, Rapid Recovery,
Sound Investments x4, Toughened, Wheel and Deal x2
Abilities: Awkward,
Ponderous (refer to page 407 of the core rulebook for details);
Adversary 1
Equipment: None
Slarr
Uwanesh Diann—although few know is kajidic name,
and even fewer know his third name—is a relatively young Hutt,
and an up-and-comer in the world of organized crime. Even so, he
is a force with which to reckon in the galaxy. Slarr runs his
organization out of his stronghold on Nal Hutta, and commands a
growing ensemble of criminal beings. His activities include the
production and distribution of illicit drugs, gunrunning
(especially in the Corporate Sector) and slavery. Like others of
his species, Slarr is ruthless in his pursuit of profit and power.
While he is happy to share his ill-gotten gains with inferiors who
prove useful to him, in the end he looks out only for himself.
|
Tenrep
“Dianoga” Cray, Aqualish Captain (Rival)
Brawn
3 Cunning 2 Presence 2
Agility
2 Intellect 1 Willpower 2
Soak: 3
Wound
Threshold: 14
Strain
Threshold: 10
M/R
Defense: 1 / 1
Skills: Athletics
2, Brawl 2, Cool 2, Coordination 1, Discipline 3, Gunnery 2,
Leadership 3, Mechanics 1, Medicine 1, Melee 2, Perception 2,
Piloting—Planetary 1, Piloting—Space 1, Ranged—Heavy 2,
Ranged—Light 2, Resilience 2, Stealth 1, Survival 2, Vigilance 2
Talents: Command
x2, Confidence, Field Commander, Improved Field Commander, Point
Blank, Second Wind x2, Side Step
Abilities: Can
breathe underwater; one free rank in Brawl; one free rank in
Resilience; remove a setback die due to cold or wet conditions
Equipment: Armored
clothing, blaster pistol, blaster carbine, comlink
Tenrep
Cray earned his nickname, “the Dianoga,” as a guerilla fighter
during sectarian violence, and then the Clone Wars, on Ando. He
was one of the soldiers who remained loyal to the Republic, and
was deeply disturbed by the apparent betrayal of the Jedi Order.
In the aftermath of that experience he began working as a
mercenary, selling his services to the highest bidder. Before long
that led him into contact with Slarr the Hutt, and the Aqualish
eventually became the crime lord's chief of security. Cray harbors
no illusions about the morality of this business; he has grown
cynical regarding noble causes, and now seeks little more than a
comfortable life.
|
Aqualish
Enforcers (Minions)
Brawn
3 Cunning 1 Presence 1
Agility
2 Intellect 1 Willpower 2
Soak: 5
Wound
Threshold: 5 each
Strain
Threshold: NA
M/R
Defense: 0 / 0
Skills
(group only): Brawl, Gunnery, Melee, Ranged—Heavy,
Ranged—Light
Talents: None
Abilities: Can
breathe underwater; remove a setback die due to cold or wet
conditions
Equipment: Heavy
clothing, blaster pistol, comlink
These
thugs are oafish and none too bright, but effective in combat.
They are quite loyal to Captain Cray, so it would take a good deal
of persuasion for them to betray him.
|
Eom
Nivlem, Gran Majordomo (Rival)
Brawn
2 Cunning 2 Presence 3
Agility
2 Intellect 2 Willpower 2
Soak: 2
Wound
Threshold: 14
Strain
Threshold: 12
M/R
Defense: 0 / 0
Skills: Charm
2, Coercion 1, Computers 2, Cool 1, Core Worlds 2, Deception 3,
Negotiation 2, Outer Rim 1, Perception 3, Ranged—Light 2,
Skulduggery 1, Stealth 1, Streetwise 3, Underworld 2, Vigilance 2
Talents: Grit,
Kill With Kindness x2, Plausible Deniability x2, Toughened
Abilities: One
free rank in Charm or Negotiation; Enhanced Vision: Remove up to
two setback dice from ranged attacks or Perception checks caused
by environmental effects or concealment
Equipment: Comlink,
datapad, blaster pistol
Eom
Nivlem was once an important aide to the Imperial Senator from
Malastare. With Palpatine's disbanding of the Senate, however, he
found himself without a job. Never one to rest on his heels, the
Gran sought out a young Hutt crime lord and offered his services.
Perhaps to his own surprise, Slarr accepted. Now Eom serves as an
emissary for the crime boss, providing access to circles in which
the Hutt would not normally be welcome. To that end he travels
through the galaxy, conducting negotiations and handing out
assignments. Eom is ever the opportunist, and it won't be long
before he starts using his influence in Slarr's organization to
line his own pockets.
|
Evnik
Ral'Lya: Use the stats for a
Bothan Spy from page 412 of the Core Rulebook.
Traborn
Yerg, Human Technician (Rival)
Brawn
2 Cunning 2 Presence 2
Agility
2 Intellect 3 Willpower 2
Soak: 2
Wound
Threshold: 12
Strain
Threshold: 12
M/R
Defense: 0 / 0
Skills: Astrogation
1, Computers 3, Education 2, Gunnery 1, Mechanics 3,
Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 1,
Skulduggery 2, Streetwise 1
Talents: Grit,
Side Step, Solid Repairs, Speaks Binary, Tinkerer x2, Toughened,
Utinni!
Abilities: One
free rank in each of two non-career skills
Equipment: Blaster
pistol, comlink, datapad, toolkit
At
one time Traborn Yerg was a promising young tech working in the
Corporate Sector. He was—and still is—gifted when it comes to
building, repairing and modifying droids. In particular, he had a
knack for gladiator droids, something that brought him to the
attention of certain CorpSec higher-ups who enjoyed watching
robots fight each other. While that made for quick promotions, it
also ultimately led to his downfall. One of his droids went
berserk, killing the Viceprex who'd bought it. In the aftermath,
Yerg fled to Hutt Space. There he took a job as a technician,
managing Slarr's comm center. At the same time, he continues to
work on combat automata, and has recently finished a prototype
droid bounty hunter. Although he is awkward in the presence of
females, Yerg believes that his technical prowess makes him
appealing to them.
|
Nikto
Technicians (Minions)
Brawn
3 Cunning 2 Presence 2
Agility
2 Intellect 1 Willpower 2
Soak: 2
Wound
Threshold: 5 each
Strain
Threshold: NA
M/R
Defense: 0 / 0
Skills
(group only): Athletics, Brawl, Computers, Perception
Talents: None
Abilities: NA
Equipment: Clothing
These
technicians are recruited from the ranks of the servants and
trained by Traborn Yerg to work in the palace's comm center.
Because they know they've been spared from more difficult tasks by
him, that gives Yerg some influence over them. He hasn't been
willing to exploit that arrangement, however, because of the
security that working for Slarr gives him.
|
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
TERRITORY
It is a time of civil war.
While
scouting new routes through hyperspace on the Outer Rim,
a
Bothan spy has been captured. Now the Rebel Alliance
sends
a Special Operations team into the court of Slarr the Hutt
in
a desperate attempt to rescue him...
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