SW DD 10 - Jaws_of_the_Sarlacc.pdf

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Jaws of the Sarlacc
Episode x of Star Wars: Dawn of Defiance
RODNEY THOMPSON
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Design
Rodney Thompson
Editing
Ray Vallese
Jaws of the Sarlacc is the tenth and final adventure in the Dawn of
Defiance campaign, which should take heroes from 1st level through 20th
level in a continuous storyline designed to give players and Gamemasters
a complete Star Wars Roleplaying Game: Saga Edition experience. This
adventure sends the heroes to the Deep Core world of Byss, where the
Sarlacc Project—the construction of a massive Super Star Destroyer
prototype—is underway. The heroes should advance to 20th level by the
end of the adventure. Over the course of this adventure, the heroes will
have a chance to finally confront and defeat the traitorous Admiral Varth
and the vile dark Inquisitor, Valin Draco. Jaws of the Sarlacc is the finale
of the story arc that makes up the Dawn of Defiance campaign. After
completing the adventure, the heroes will have saved the galaxy from an
Imperial superweapon and paved the way for other rebellious elements to
strike back at the Galactic Empire.
Typesetting
Ray Vallese, Gary M. Sarli
Production
Chad Laske
Cartography
Corey Macourek
Lucas Licensing Editors
Leland Chee, Frank Parisi
Design Manager
Christopher Perkins
Director of RPG R&D
Bill Slavicsek
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What Is
Dawn of Defiance?
Dawn of Defiance is the name given to a series of 10 linked adventures
that Gamemasters can use to create an entire campaign for their players.
Set in the months after the events of Revenge of the Sith, the adventures
in the Dawn of Defiance campaign are designed to provide players and
GMs with the iconic Star Wars Roleplaying Game experience, set against
the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance
campaign takes the heroes all the way from 1st level up to 20th level and
features an ongoing storyline that progresses over the course of the
campaign. Each adventure can also be played individually and should
provide the heroes with ample challenges to gain two levels per
adventure. Gamemasters should feel free to use the Dawn of Defiance
adventures either as an entire campaign or as fillers for their own home
campaigns.
If you are a Gamemaster wishing to run the campaign, read the GM’s
Primer, which summarizes the overall plot of the campaign and the
events of each adventure. The GM’s Primer is available at the Star Wars
Roleplaying Game Web site ( www.wizards.com/starwars ) . The site also
features other articles related to the Dawn of Defiance campaign,
including the official campaign standards and an FAQ.
Warning! If you will be playing in a Dawn of
Defiance campaign or in a campaign using its
adventures, read no further.
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Adventure
Background
The entire Dawn of Defiance campaign has led up to this point. Having
finally uncovered the truth about the Sarlacc Project and traveled to the
Deep Core in pursuit of their ally, Jedi Master Denia, the heroes are poised
to shut down the Empire's plans. Lady Alya Aldrete, an ally they made
during a recent visit to Alderaan, has provided them with aid thus far.
Now, she is ready to help them make their final push to stop the Empire
from completing the construction of their first Super Star Destroyer.
Sadly, during their trip to Prakith in the ninth adventure, Sword of
the Empire, the heroes suffered the loss of one of their staunchest allies,
Master Denia. They are now truly their own masters, and others are
looking to them as leaders of the fledgling rebellion. Lady Aldrete has
summoned the heroes to rendezvous with her, and she will help fill them
in on the plan to finally put an end to the Empire's Sarlacc Project.
Adventure Summary
The heroes are summoned to a rendezvous in the Deep Core, where they
meet with Lady Aldrete and discover that she has summoned her entire
fleet of smugglers and criminals. Combined with the remnants of the
battle group belonging to the Resurgence, these ships form a relatively
impressive fleet, which Lady Aldrete and Bail Organa hope to use to stage
a daring mission against the Sarlacc Project. After being briefed on the
plan, the heroes set course for the planet Byss, the Emperor's secret
throne world.
Once they arrive at Byss, the heroes must infiltrate a Golan Defense
Platform and shut down its defense mechanisms. There, they confront
Inquisitor Draco for the last time, only to discover that the traitorous
Admiral Varth has taken command of the Super Star Destroyer. In a
stunning move, he fires up the ship's engines and makes a short
hyperspace jump to join the battle.
The heroes, along with the pilots of Blue Squadron, must brave the
battle between the defenders of Byss and Lady Aldrete's fleet, fly into the
superstructure of Super Star Destroyer, and blow up its main reactor. That
is the only way to destroy the vessel and save what's left of Lady Alya's
fleet.
Opening Crawl
If you wish to have an opening crawl before the adventure, consider using
the boxed text below.
STAR WARS: DAWN OF DEFIANCE
Episode X
JAWS OF THE SARLACC
The galaxy rests on a tipping point as the forces of evil have struck
a devastating blow against the Alderaan Resistance.
Yet all is not lost, and even now the Alderaanian noble Lady Alya Aldrete
has summoned allies and great heroes to take part
in a daring attack on the Empire.
As the fate of the Resistance hangs in the balance, a small band of heroes
has a chance to strike a blow that will echo through the ages,
and show others that even the mighty Empire can be defeated . . .
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Part 1: A Bold Plan
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After speaking with Bail Organa at the conclusion of the previous
adventure, the heroes are directed to meet up with Lady Alya Aldrete.
They find her at a rendezvous point in space, outside a massive gas cloud
where she has amassed a small armada of ships. The rendezvous point is
only two hours away via hyperspace, still well within the Deep Core
Security Zone, and Lady Aldrete's communications officer transmits a
hyperspace route for the heroes to follow that will get them there safely.
As the heroes approach the rendezvous point, describe the other vessels
here as a rag-tag collection of tramp freighters, modified bulk haulers, a
few Clone Wars-era capital ships, and an overall motley assortment of
vessels that look vastly different from the pristine ships of the Empire.
Lady Alya invites the heroes to dock on her flagship, a heavily
modified Corellian gunship. As the deck crew sets to refueling and
restocking their ship (or ships), the heroes are shown to temporary
quarters and allowed to refresh themselves. Once suitably rested and
cleaned up, they are invited to join Lady Aldrete in the ship's command
bridge to discuss the next step.
Lady Aldrete's
Briefing
Lady Aldrete welcomes the heroes into her ship's command bridge, where
she and some other rough-looking ship captains are quietly talking next
to a holographic display that looks positively chaotic from a distance. The
heroes also spot two familiar faces—Captain Adrian Verana and Captain
Sirona Okeefe, who seem to be deep in their own conversation. As the
heroes approach, they realize that the display shows a single, massive
planet around which hundreds, if not thousands, of ships and space
stations can be seen in continuous orbit.
When the heroes step up to the projector, Lady Aldrete ends her
conversation and turns to them. Read the following aloud:
seize control of its weapon complement, and turn the weapons on the
Sarlacc Project. Undefended, it shouldn't take long for the Super Star
Destroyer to become so much debris drifting into the atmosphere of Byss.
The heroes and the smuggler fleet will then retreat and jump to
lightspeed, leaving Byss far behind.
The Calm Before
the Storm
Of course, heroes being what they are, they might have some alternative
plans they would like to enact. Lady Aldrete's plan is left somewhat vague
intentionally, and if the players show some initiative, you should let them
fill in the gaps or even rebuild the plan from the ground up. Of course,
allowing them to do so will alter the way this adventure plays out, but
given the fact that this is the climax of the Dawn of Defiance campaign,
feel free to let the players concoct a better plan if they see fit.
The two most important parts of the plan, and the two events around
which this adventure is engineered, are taking control of the Golan
Defense Platform and flying into the superstructure of the Super Star
Destroyer to take out its main reactor. When the heroes are cooking up
their plan, keep in mind that, in general, those two events need to
happen, and they must take place in that order.
Naturally, this adventure cannot cover every eventuality or plan that
the heroes might come up with, but the following information should
help you determine whether they succeed.
The Sarlacc Project is a Super Star Destroyer that has not yet
reached completion. Many of its systems are still offline, but
(unknown to Lady Aldrete and the heroes) its engines, life
support, and weapons are online.
The Super Star Destroyer is defended by a Golan Defense
Platform. However, something the heroes do not know is that
the platform also acts as a stabilizer by using its incredibly
powerful tractor beams. The upshot is that the platform
anchors the Super Star Destroyer in place; as long as the
tractor beams are active, it cannot move.
The smuggler fleet is ragged, but well defended and captained
by some of the best in the galaxy. Given the fact that the
defense forces around Byss are not quite up to what they will
be by the time of the Rebel Alliance, the smuggler fleet can
survive about 20 minutes of direct fire, plus another 20
minutes during the faux retreat. If starfighters take part in the
conflict, the fleet can survive for another 10 minutes during
both the initial assault and the retreat.
Even when the main defense forces pursue the smuggler fleet,
a small number (mostly starfighters and Skipray blastboats)
will stay behind. However, good piloting might allow a ship to
avoid notice by more than one patrol.
Lady Aldrete's smuggler fleet has a number of slicers that can
alter a starship's IFF transponders and other transmitters to
disguise a small number of ships as Imperial vessels. This won't
stand up to closer visual inspection, but it should fool sensors.
Admiral Varth is commanding the skeleton crew currently
operating the Super Star Destroyer. When the smuggler fleet
appears, he immediately suspects a trap and begins ordering
the crew on the defense platform to begin emergency
shutdown procedures of their tractor beams. However, due to
the high power being pumped through the beams, shutting
"My dear friends," says Lady Aldrete, a look of pity in her eyes. "It is
good to see you alive. Bail told me about Master Denia—she will be
sorely missed.
"I'm afraid that we have little time for mourning. Too many lives
have already been sacrificed to stop now. While you were traveling
to Prakith, I sent out the call for all of my contacts in the Deep Core
to come to me, and one of them brought some very timely data. We
have not only discovered the location of the Sarlacc Project above
the planet Byss, but we have also obtained a full readout of the
vessel's defenders, and we know that the Sarlacc Project, while not
yet complete, is within weeks of being so.
"What I have proposed to my captains is a mission to destroy
the prototype. We've got enough ships to distract its defenders, but
we can't hope to beat them and destroy the ship—just survive. What
we need is someone to take control of their defenses and turn them
against the prototype. You're our best, and probably only, hope for
that."
With that, Lady Aldrete begins outlining what little they have of their
plan. First, the smuggler fleet will jump into the Beshqek system and
engage the Sarlacc Project's defenses. Then, while feigning a retreat, they
will draw the defenders away from the Super Star Destroyer and its Golan
Defense Platform. The heroes' strike team will then infiltrate the platform,
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them down is a lengthy process—upward of 30 minutes if all
protocols are observed.
Inquisitor Draco has retreated to Byss, where his time spent in
dark meditation has revealed that he will face his final conflict
with the heroes. With Admiral Varth's blessing, Draco has
placed himself in charge of the defense platform, and he
believes that once he defeats the heroes and crushes
Alderaan's resistance, he will be given command of the Sarlacc
Project and its associated fleet. He has not warned Varth of his
visions. Instead, Draco plans to step in and save the day when
Varth would have failed, thus removing the Admiral as a rival
for control of the Emperor's greatest fleet.
The Golan platform is manned mostly by droids. Admiral Varth
did not trust Humans to operate his prize ship's defenses,
although he has allowed a complement of the Emperor's hand-
picked agents to occupy the station for defense.
Varth will order the defense fleet to pursue the smugglers,
hoping that they will be crushed by his ships. However,
Admiral Varth is no fool, and he would not leave the Super
Star Destroyer unprotected if it weren't defensible on its own.
Varth believes (and rightly so) that the Super Star Destroyer,
although incomplete, is still powerful enough to obliterate the
smuggler's ships on its own.
Luckily for the heroes, the plan is working, and only a few small
patrols remain near the Super Star Destroyer. Unfortunately, being
spotted by one is nearly unavoidable. A small patrol, consisting of a
Skipray blastboat and a few elite TIE fighters, is on a course that will
intersect with the heroes. If the heroes have taken precautions against
being detected, play them out. Otherwise, the patrol spots the heroes'
ship and attacks. This close to the Sarlacc Project, the patrols are ordered
to fire on non-Imperial vessels without warning.
If the heroes can sneak by, deceive, or otherwise deflect the attention
of the patrol, they should be able to avoid a violent conflict before
docking with the Golan. Otherwise, the heroes must defeat the patrol
before they can go on with their mission.
For more information on this encounter, see the "Run on the Golan"
tactical encounter on page 10.
One way or another, a large chunk of the ship's hull will be ripped
away, exposing the interior superstructure and providing access to the
main reactor. Although this can happen in several ways (see Part 3 of the
adventure), the heroes might come up with their own plan to gain access
to the core.
Getting to the
Golan
Once the heroes have a plan, the mission can begin. Captains Okeefe and
Verana are both taking part in the mission. Captain Verana will command
Blue Squadron, a collection of starfighters cobbled together from the
various smuggler crews, while Captain Okeefe will serve as Verana's
wingman and executive officer. Lady Aldrete will lead her ship and the
rest of the smuggler fleet into battle. The heroes have a chance to say
their goodbyes, then it is time for leaving.
When the heroes depart, they make the short jump to hyperspace to
the planet Byss. Upon arrival, they find everything going according to
plan. The smuggler fleet is occupying the ships defending the Sarlacc
Project, giving the heroes a clear shot at the Golan Defense Platform.
Read or paraphrase the following aloud:
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Before your eyes hovers the oddly colored planet of Byss, its orange
land masses and purple oceans casting the cockpit in an eerie glow.
However, drawing your eyes away from the planet is the largest
capital ship you have ever seen. The dagger-shaped hull of the Super
Star Destroyer, known to you as the Sarlacc Project, looms large
against the backdrop of the planet.
The Golan Defense Platform anchoring the massive ship looks
tiny in comparison. All around, you see flashes of light as starships
burst into flames and then flicker out, or watch the glowing light of
turbolasers streaking between the vessels. The smuggler fleet has
distracted the Sarlacc Project's defenders; now is the time to strike.
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