The Mask of Ordo
The Mask of Ordo
The Mask of Ordo
The Mask of
Ordo
Many men will volunteer to die, but few will be patient in the
face of pain.
Canderous Ordo
It is a time of civil war. The REBEL ALLIANCE, though
victorious at the Battle of Yavin 4, is still pursued by the
relentless military machine of the GALACTIC EMPIRE.
Forced to resort to hit and run tactics to survive until
they can gather the strength to challenge the Empire in full
force, word reaches a small Rebel outpost that an Imperial
facility has been found hidden on the mid-rim planet of
CAILLTE. A dangerous precedent, but a perfect
opportunity...
Introduction:
The MASK OF ORDO is a one-shot adventure intended for 4-6
beginning characters in the Star Wars: AGE OF REBELLION
roleplaying game. It can be scaled for any level or number of
adventurers and adjusted to fit with EDGE OF THE EMPIRE
characters as needed. This adventure was initially designed
and detailed in the 17th episode of the potelbat podcast
(http://www.madadventurers.com/potelbat-ep-17-best-laidplans/) and additional details may be found there, though this
publication strives to be as complete as possible.
The story takes a group of fresh recruits on their first
mission to both infiltrate, and sabotage, an Imperial Ammo
dump and resupply base located on the mid-rim planet of
Caillte. Thought to be abandoned and largely uninhabited for
the last 4,000 years and devoid of useful resources, both the
Empire and the Rebellion will be surprised to discover that the
planet is inhabited by the long forgotten remnants of a group
of Mandalorian Neo-Crusaders. Though mere shadows of the
former glory of Mandalor, these nomadic Mandalorians still
retain much of their former prowess and, even more
importantly, know the whereabouts of an important symbol of
Mandalorian history, the Mask of Canderous Ordo.
The main action of the adventure is centered around the
abandoned Mandalorian underground base, Unity. While it
has a history of its own, it has since been hastily converted
into a makeshift Imperial base used to resupply and re-arm
Caillte
Players who wish to know more about Caillte
can make an Average (d
dd) Computers check
to reveal basic details of the planet such as
location and statistical data. An Average (dd
dd)
dd
Knowledge (Outer Rim) or Lore check can
reveal additional details about it's history and
background with (a) and (x) providing more
details as appropriate based on the following
information:
The planet Caillte was once home to a
thriving community of Mandalorian NeoCrusaders under the command of Feruun Lern
during the time of the Old Republic nearly
4,000 years ago. Feruun built the underground
Unity base before he and his followers left to
fight in the Battle of Malachor V. Upon
returning from that battle, they discovered the
base had been taken over and stripped by
another group of Mandalorians.
Suggested Load-outs
PCs who need extra gear can acquire the following
standard issue load-out kit:
2 Stimpaks
2 Glow Rods
1 Comlink (Handheld)
1 pair of Macrobinoculars
2 Field Ration Packs
1 Backpack
Items of Rarity 5 are in limited supply at this base
and Rarity 6 items are extremely limited. Items
above Rarity 6 are simply unavailable here at this
time.
Lt. Bramlo will insist that the PCs not attempt a frontal
assault. The base, no matter its size, is quite likely to have
defenses capable of shooting down any unauthorized ships
that approach. Instead, what little planetary data the Alliance
has been able to obtain suggests a landing zone located a
kilometer or two from the base itself would be the best
location to put down as it would be hidden from base sensors
and allow the PCs to travel to the base relatively safely. This
data will be programmed into the ships navicomputer before
the PCs depart.
When the PCs have made their preparations and
departed the Rebel outpost, it is a relatively easy flight to
Caillte that takes about 6 hours. Allow them to chat among
themselves and get to know each other if they haven't done so
already. Perhaps a game of Sabacc will help pass the time (use
the rules from UNDER A BLACK SUN if available).
As the end of the journey nears, read the following:
Lt. Bramlo (use Rebel Cell Leader stats on page 211 of the
Age of Rebellion Beta book) can confirm that the
underground hangar depicted on the map is capable of
housing and concealing at least two Lambda-class shuttles.
Resupply of larger ships is accomplished by flying a shuttle
down to the surface, up a small canyon to the hangar entrance,
and then into the base itself. Smaller fighters may also make
the trip down to resupply themselves if need be.
Smart PCs may be suspicious of the map immediately,
but, since this is the only data they have on the base and the
best map available, they'll have to make do. A successful Hard
(ddd
ddd)
ddd Knowledge (Warfare) check might alert the PC that
all is not as it seems and that a much larger facility than this
appears to be would be needed to really re-supply and re-arm
a capital ship. Sufficient (a) or (x) could suggest some of
the rest of the base interior layout thanks to the PCs previous
experience with the usual layout of Imperial bases of this
nature or the general requirements of Capital ship personnel
and material.
Bramlo doesn't have many more answers for the PCs
should they ask questions. The details of the mission are left
up to them, though he does supply them with the promised
demolition charges, on timers or remote detonate depending
on what the PCs want, and a hyperdrive capable shuttle if they
don't have transport of their own. Any weapons and gear the
PCs may want to outfit the mission Rarity level 5 or less
should be readily available in limited quantities with the
exception of anti-personnel or anti-vehicle weaponry. This is a
relatively small Alliance outpost trying to keep a low profile,
massive amounts of heavy gear moving in and out would only
serve to alert onlookers.
Chapter 2 begins with the PCs leaving their ship and stepping
into the arms of a curious group of nomads. The nomads turn
out to be long lost Mandalorian Neo-Crusaders, descendants
of a group of Mandalorians left behind on the planet
thousands of years ago. Depending on how the PCs choose to
interact with them, the group can either gain valuable allies or
a genuine threat to the success of their mission. The chapter
ends with the departure of the PCs to Unity base.
Regardless of whether or not the ship landed in the
proper place, the PCs will find themselves on barren, rocky
ground some distance from the Imperial outpost. How long it
will take them to get there and how much trouble they have
depends on their success.
2A: If the crew successfully made their Piloting check
and repaired the sensors, read the following:
The PCs are miles off from their planned landing zone.
Exactly how far is left up to the GM to determine based on the
result of the earlier Piloting check. They've landed in the
temporary home of a group of nomadic Madalorian NeoCrusader descendants.
Altogether there are somewhere in the neighborhood
of 30 Crusaders in this group with more groups scattered over
the planet. Most are Mandalorian Neo-Crusader Descendants
as described below.
Using the Neo-Crusaders
If the PCs manage to recruit the Neo-Crusaders
to their cause they can be a great help to them
throughout the rest of the adventure. PCs with
Leadership or those of a diplomatic bent can
use their skills to have the Crusaders act
alongside the PCs in any combat for which they
are present.
Even in non-combat situations the
Mandalorians can be persuaded to participate
in other ways, from helping during searches to
laying ambushes, successful Leadership or
other appropriate checks can secure their
services.
GMs should allow the PCs to direct
them as they see fit, but be careful to make
sure that the NPC Neo-Crusaders do not over
shadow, or take the place of, PC actions.
They're meant to assist the PCs in the
adventure, not do it for them.
Hunting Blade
The hunting blade is a makeshift knife made of
a variety of materials scavenged from whatever
the Neo-Crusaders can find. Some are made of
stone, some of metal, and some from remnants
of armor.
While not as good as a Combat or vibroknife, they are still effective weapons and their
jagged edges and sharp points combined with
constant usage make them a weapon to be
reckoned with in the hands of their owners.
It takes a Hard (ddd
ddd)
ddd Knowledge (Lore) or Knowledge
(Warfare) check to identify the helmets as being the last
vestiges of ancient Mandalorian armor belonging to these
people and give the PCs a hint about who they are dealing
with.
They are not immediately threatening to the PCs, but
they are not kindly disposed to their presence either
(especially so if the PCs landed in their encampment in 2B).
They carry their weapons at the ready, but not pointed directly
at the PCs. Assuming the PCs do not immediately attack
them, the crew may be able to gain some valuable allies.
The Neo-Crusaders speak a language that used to be
Mando'a, but over the generations has morphed and changed
among themselves into their own unique dialect. Some
elements remain similar, and a true Mandalorian might be
able to puzzle out meanings with only minor effort. For
anyone else, it is a Daunting (dddd
dddd)
dddd Knowledge
(Education) check to fully understand anything the NeoCrusaders are saying. One word that does stand out though is
'Warrior' and one Mandalorian will repeat this word while
thumping his own chest, hoping that one of the PCs will do so
in return.
If the PCs don't attack outright, then the opportunity
to win the Mandalorian's help is available. A successful
The truth is the best bet and will please the Elder and the
Mandalorians, however, any other reasonable explanation will
be accepted as well. PCs opting for a purely fanciful
explanation may not be quite so successful however as it will
take an opposed Deception check to outright lie to the Elder
and be believed. For the purposes of this and other opposed
social checks against The Elder, assume a relevant opposing
social skill of (c
c dd)
dd if needed.
If they don't agree to look for the mask, The Elder and the
Neo-Crusaders are disappointed. They will offer no further
help or guidance and the PCs are free to stumble about on
their own looking for the base.
The Warehouse
Finally you make it past the wreckage of old crates and
supplies mixed with other, less pleasant, trash. A set of
double doors is partially open and you can see into the vast
space that is, apparently, a warehouse. It, too, is full of trash
and wreckage and promises to be just as difficult to cross.
You have no clear view of most of the room, but if the
disorganized walls and mazes made of junked crates are
anything to go by, neither does anyone else who might be
there.
Far in the distance, a soft echo carries to you what
sounds like comm chatter. You're not alone.
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Admin Office
The Admin Office contains a desk, a computer terminal, a set
of chairs, and a most interesting wall display. The door from
the hallway into this office is locked and requires an Average
dd)
ddd)
(dd
dd Skulduggery check or Hard (ddd
ddd Brawn check to
open or break down.
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12
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You open the door and are greeted by a dull green light
flooding the area. Crates and racks of weapons line the
walls of this large storage area. A wide access door leads to
the North and, presumably, out into the Docking Bay. A
quick glance suggests that there is enough weaponry to
completely outfit a small warship and at least partially
restock a massive capital ship should the need arise.
Of more immediate concern is the squad of
stormtroopers standing guard in the area near the access
door.
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Docking Bay
The Docking bay is a nestled under an over-hanging rock
outcropping that opens into a canyon approach. Ships up to
Silhouette 4 can, with careful piloting, make use of the
Docking Bay. A successful Hard (ddd
ddd)
ddd Knowledge
(Education) or Average (dd
dd)
dd Knowledge (Warfare) check
reveals that Ships on fast approach would have a tough time
finding enough room to do anything more than a cursory
strafing run to minimal effect. Anything slower could easily
be shot down by defenders under the protection of the
massive cliff over-hang. Depending on how many squads of
stormtroopers remain from the initial allotment, those can be
found here.
Epilogue
Whatever the PCs decide to do, once they return home, they
will be congratulated by Lt. Bramlo in the briefing room:
Good job, soldiers. Couldn't have done it better myself.
The Alliance owes you and it doesn't forget.
If they returned with the scout, Garis:
We sent Garis down to the med bay. He's in pretty bad
shape. Whatever that Imperial did to him, it nearly broke
him. Still, you got to him in time it seems. Glad we didn't
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have to lose him, too. Garis tells me you got a little bit of
revenge for him as well. Very nice work.
And finally:
Once again, good work. Go get some R&R, you've earned
it. Hopefully this sector will be a little safer for a while. I'll
send your reports up the chain myself. Dismissed.
XP Awards:
15 xp for successfully destroying the base and completing the
Adventure
+5 for retrieving the Mask of Ordo
+5 for rescuing Garis
+5 for bringing Lt. Ophil's Shuttle back
+3 Duty for anyone answering the call of Duty throughout the
Adventure.
Tools Used:
LibreOffice www.libreoffice.org
Microsoft Paint
MapMaker 3 www.yeoldemapmaker.com
Scribus www.scribus.net
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