Monday, April 6, 2020

Tierfon Mission: Territory

When a Bothan spy is captured in Hutt Space, it's up to the PCs to stage a rescue.


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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