SWSE DoD 05 - The First To Strike
SWSE DoD 05 - The First To Strike
SWSE DoD 05 - The First To Strike
Bill Slavicsek
What is Dawn of
2 Director of RPG R&D
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
Some rules mechanics are based on the Star Wars Roleplaying Game Saga Edition by Christopher Perkins, Owen K.C. Stephens, and Dawn of Defiance campaign takes the heroes all the way from 1st level
Rodney Thompson; the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson; and the new
DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. up to 20th level and features an ongoing storyline that progresses over
the course of the campaign. Each adventure can also be played
This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form
without written permission. To learn more about the Open Gaming License and the d20 System License, please visit individually and should provide the heroes with ample challenges to gain
www.wizards.com/d20.
two levels per adventure. Gamemasters should feel free to use the Dawn
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+32 2 467 3360 GM’s Primer, which summarizes the overall plot of the campaign and the
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features other articles related to the Dawn of Defiance campaign,
including the official campaign standards and an FAQ.
Aboard the Resurgence, Master Denia has peered into the Force and discovered
another group of oppressed beings, ones who might hold the key to
4
unlocking the mystery of the Sarlacc Project . . .
Part 1: Whispers in the
Force
Some weeks after their last mission, Denia asks the heroes to come After speaking to Denia, the heroes are likely to have numerous
speak to her about things they have encountered before, especially the questions. Denia admits that she has few hard facts, but her sense
slave ship from The Queen of Air and Darkness. After seeing to their through the Force is that the Nazren are suffering in a way that could be
needs and seating them comfortably, she speaks to the heroes. stopped, and that the heroes will find something worth their time. Here
are some possible answers to questions that the heroes might ask.
“Thank you for coming. I know that you have many demands on your • Why don’t you go yourself, or at least come with us?
time. “Though this is one of the strongest visions I have had in my
“As I had hoped, my training with the holocron has proven very meditations, it is far from the only tremor I have sensed in
useful, and I thank you again for your assistance in recovering it. the Force. I need to remain here for some weeks yet to
With its aid, I have deepened and lengthened my meditations and meditate on these feelings and try to clarify them.
have begun to understand the glimpses I receive with greater Unfortunately, I feel that the threat—and the opportunity—on
accuracy. Unfortunately, the galaxy is filled with great suffering, and Nizon cannot wait for me to be ready. That’s why I ask you,
the cries of whole worlds oppressed come through the Force most my trusted friends.”
clearly.
“In particular, I have been hearing cries for help from what I • What is Centares or Nizon like?
believe to be the homeworld of the slaves you freed from the “We don’t have much information about them. Both are
Imperials. Having seen and heard them more clearly, I now believe apparently very dusty planets, and I can provide breath masks
these prisoners were Nazren, a species from Centares, an obscure for any of you that don’t already have them. There is a single
system in the Malrood Sector. I passed this information to Senator mining operation on Centares, with no native life, and one
Organa, and he sent a few discreet inquiries to Aldera University. major city on Nazren. That’s all we know.”
“It seems that the Nazren are a species from outside the Empire.
• What kind of opposition are we likely to face?
They never joined the Republic and thus have no representation in
“The Empire has been removing its forces from Centares for
the Senate. The Empire has a small force on the mining planet
some time; that much is clear through reports filed with the
Centares, the third world in the Centares System, but has been 5
Senate. It has no official presence on Nizon, but I sense that
reassigning those ships for some weeks. The Nazren are native to
some threat does lurk there. I can’t give you more advice
Nizon, the fifth planet in the system. Since the Empire has no
than this: Be cautious, and don’t grow overconfident.”
official interest in Nizon, it seems likely that they have made raids
on Nizon for slave labor, perhaps originally to run the mines on • What’s in it for us?
Centares. But they might have left some records or clues on Nizon Hopefully, by now you know your players well enough to
about the Sarlacc Project. Also, the people of Nizon might make know if they need more incentives than an opportunity for
useful allies if the Empire has mistreated them. adventure and a chance to oppose the Empire. If they do
“Though there is little information about Centares or Nizon in need a financial motive, Denia provides one: “Senator Organa
our records, Captain Verana has managed to locate hyperspace is willing to pay each of you 4,000 credits just for making the
coordinates for Nizon in his navcomputer. He’s willing to share them trip. If you find the information that I
with you—if you’re willing to travel there. I ask that you take a trip sense waits there, he will reward you
to Nizon and investigate its treatment at the hands of the Empire. for recovering that as well.”
Proof of Imperial depredations might give Senator Organa additional
influence in the Senate, and if the Nizon are interested in opposing
the Empire on a widespread basis, we might be able to assist them.”
Part 2: Into the Jaws
The first arc of the adventure involves getting past Imperial forces and
finding someone to talk to on Nizon. Stealth and speed will serve the Then all of your ship’s sensors and warning alarms go off at
heroes well. once, and it’s easy to see why. Between you and Nizon, emerging
from the dust cloud that surrounds the world, is a Star Destroyer!
The Centares It’s an older, smaller model than the new Imperial class that the
Empire is producing, but it’s still a fully functional capital ship, with
System an escort of V-wing fighters. Having just escorted a transport ship
(of a type you’ve seen before) out of Nizon’s orbit, the Star Destroyer
The Centares system has seven planets. The first and second are a gas
giant and a toxic ocean, respectively, and an asteroid belt separates turns and heads toward you. The Imperial ship makes no effort to
them from the rest of the system. The third planet is Centares, the fourth communicate with you, and its approach is direct—and hostile.
is another gas giant, the fifth is Nizon, the sixth is barren, and the
seventh is yet another gas giant. Fragments from the asteroid belt have If the hero operating the ship’s sensors makes a DC 20 Use Computer
spread throughout the system, such that several worlds (including check, also read the following information.
Nizon) are surrounded by asteroid rings and clouds of dust and debris.
The clouds are thickest as they reach the upper atmosphere of these Chatter over the transceiver reveals additional ships in the system.
worlds, wreathing them in dirty halos. The clouds are not solid, however, At least two other Star Destroyers are in orbit around Nizon, though
and a few thin pathways through them allow access to the planets. nowhere near your position. Dozens of starfighters, mostly V-wings
When the heroes drop out of hyperspace in the Centares System, and V-19 Torrent models, are also in orbit around the planet. A few
they find the Imperial presence not so much lessened as moved. There other ships, including bulk carriers and personal starships, are flying
aren’t many Imperial ships around Centares, which is the only official about in the planet’s atmosphere, below the dust cloud.
reason for anyone to be here. However, there is a surprising amount of At least one ship still orbits Centares, maintaining an Imperial
activity around Nizon. Assuming that the heroes jumped out of presence there. From the sound of the chatter, it’s another old Star
hyperspace near Nizon (their ultimate destination), a DC 20 Use Destroyer design, though perhaps a bigger design. Whatever it is,
Computer check can pinpoint the ships that remain around Centares—a you don’t want to be sitting in orbit if it decides to investigate.
Venator-class Star Destroyer with a half complement of starfighters and
its escorts, and two Dreadnaught-class heavy cruisers. The forces around
6 Nizon are more extensive.
A band that is 40 squares thick (in starship scale) marks the dust
The Arkanian
field between the vacuum of space and the Nizon atmosphere. The
Arkanian Dragon, a Victory II-class Star Destroyer, sits on the edge of
Dragon
A Victory II-class Star Destroyer, the Arkanian Dragon controls access to
that field, while the heroes’ ship is 10 squares farther away. A patrol of space around Nizon. It is currently escorting a transport ship (similar to
four V-wings surrounds the Arkanian Dragon. A Gallofree Yards Medium the slave ship from The Queen of Air and Darkness) out of the planet’s
Transport is beside the Dragon, but it jumps to hyperspace before the orbit, at which point the transport jumps into hyperspace. The heroes’
heroes can examine it closely. The Arkanian Dragon knows every ship ship has no cover and no business being in the Centares System, so the
that is scheduled to arrive, and the heroes aren’t on that list Arkanian Dragon immediately orders them to stop and prepare to be
The object for the heroes is to get past the Arkanian Dragon and boarded. Presumably, the heroes refuse.
below the planet’s dust cloud, not to defeat a capital ship. If a player This is likely the first time that the heroes have had to confront a
asks about the Star Destroyer’s abilities, you should make it clear that Star Destroyer directly, so you should warn them of the danger of trying
the ship can’t fly in a planetary atmosphere or land on a planet. The to defeat such a ship. It’s also important for them to learn that the
heroes’ safest course is to get past the Imperial ship rather than risk Arkanian Dragon can’t land or operate in the atmosphere of Nizon. It’s
having it chase them through open space or trace a hyperspace jump bound to the reaches of space, so if the heroes can get past the ship and
back to where they came from. through the dust cloud that surrounds the planet, they can escape its
Getting past the ship is a CL 9 encounter. However, if the heroes attentions. Doing so, however, requires the heroes to fight their way past
decide to slug it out with a Star Destroyer toe to toe, the challenge level the Star Destroyer and its complement of starfighters.
rises to 18 (the CL of the Arkanian Dragon). Sixteen of the Arkanian Dragon’s V-wing fighters are deployed
elsewhere around Nizon, out of range of this battle. Of the remaining
Hyperspace fades, and the stars find their rightful positions again as eight, the captain of the Star Destroyer opts to keep four in reserve (in
you arrive in the Centares System, far enough from Centares to case the heroes are just a diversion) and sends four out after the heroes.
avoid any starship with sensors sharp enough to find you. A Message Because the V-wings are receiving guidance from the tracking station in
to Spacers broadcasts automatically, warning travelers to be the capital of Nizon, they fly through the few safe routes in the dust
cautious of rogue meteor fragments. You can see that the system cloud. Their erratic flying makes it clear that they have tracking
has seven planets, many of which are ringed by fragments from a information the heroes lack, although it has no effect on their
large asteroid belt between the second and third planets. Centares movement rate. (Though they take no damage, the V-wings still spend 2
and Nizon sit within asteroids, too, but they’re also cloaked by dust squares of movement for each square moved. See the Nizon Space
clouds. There’s a lot of rock in nearby space. sidebar on page 8.)
Rendili StarDrive Victory II-class Star Destroyer CL 18 Kuat Systems Engineering
Colossal (cruiser) capital ship Alpha-3 Nimbus-class V-wing Starfighter (4) CL 8
Init –2; Senses Perception +6 Huge starfighter
———————————————————————————— Init +8; Senses Perception +6
Defense Ref 14 (flat-footed 12), Fort 51; +12 armor, Vehicular Combat ————————————————————————————
hp 1,380; DR 20; SR 150; Threshold 251 Defense Ref 15 (flat-footed 11), Fort 23; +3 armor, Vehicular Combat
———————————————————————————— hp 80; DR 10; SR 15; Threshold 33
Speed fly 2 squares (starship scale) ————————————————————————————
Ranged 4 heavy turbolaser batteries +14 (see below) and Speed fly 16 squares (max. velocity 1,450 km/h), fly 6 squares (starship
Ranged 4 double turbolaser batteries +14 (see below) and scale)
Ranged 2 heavy ion cannon batteries +14 (see below) and Ranged light laser cannons +6 (see below)
Ranged 2 tractor beams +14 (see below) Fighting Space 3×3 or 1 square (starship scale); Cover total (crew), +5
Fighting Space 2×2 squares (starship scale); Cover total (crew) (astromech droid)
Base Atk +2; Grp +63 Base Atk +2; Grp +25
———————————————————————————— Atk Options autofire (light laser cannons)
Abilities Str 92, Dex 14, Con —, Int 18 ————————————————————————————
Skills Initiative –2, Mechanics +6, Perception +6, Pilot –2, Use Computer Abilities Str 36, Dex 18, Con —, Int 14
+6 Skills Initiative +8, Mechanics +6 (+13*), Perception +6, Pilot +8, Use
———————————————————————————— Computer +6 (+13*)
Crew 5,200 (skilled); Passengers 2,040 (troops) *If the ship has an astromech droid, use these skill modifiers instead.
Cargo 6,107 tons; Consumables 4 years; Carried Craft 24 V-wings (16 ————————————————————————————
deployed elsewhere in orbit), 5 Lambda-class shuttles, 15 AT-STs Crew 1 plus astromech droid (skilled); Passengers none
(deployed), 10 Juggernauts (deployed), various support vehicles Cargo 60 kg; Consumables 15 hours; Carried Craft none
Hyperdrive ×1 (backup ×15), navicomputer Hyperdrive ×1 (with booster ring), 10-jump memory (astromech droid)
Availability Military; Cost Not available for sale Availability Military; Cost 102,500 (45,000 used)
If possible, the Imperial forces use the V-wings to drive the heroes
toward the Arkanian Dragon. The Star Destroyer is closer to the planet
than the heroes’ ship, but most likely it is significantly slower as well.
That means it has to deal with the concealment granted by the dust
cloud (see Features of the Area, below), so the closer it can get, the
better. Although the heroes are unlikely to allow it, the Arkanian Dragon
would like to get a tractor beam hit on the interloper. It has no fear of
anything smaller than another capital ship, but it realizes that only a
lucky shot is going to hit a smaller starship in a dust cloud.
Once the heroes’ ship manages to travel 40 squares, they pass
through the dust cloud and into the upper atmosphere of Nizon. The
Arkanian Dragon can’t follow them, and its sensors can’t penetrate both
the dust cloud and the atmosphere to target them. As the view of the
Star Destroyer fades, surviving V-wings peel off as well, unwilling to
continue operations without the Dragon’s support (and unwilling to
leave it without an escort in case the heroes are merely a distraction).
The heroes can see that there is only one major city anywhere on the
surface of Nizon, and there’s plenty of rocky wilderness around it where
they can land and conceal their ship. Landing Site
Once the heroes are within Nizon’s atmosphere, visibility clears up
Total Victory slightly. Any effort to scan the surface visually or listen to incoming
Although unlikely, it’s possible that the heroes—through great skill, great communications reveals that there is only one major city on the whole
luck, or more firepower than the adventure is designed for—destroy the planet. When the heroes begin to examine the city or look for a place to
Arkanian Dragon and enough of its escorts to take control of the star land, read the following text.
system. If this happens, you as the GM have two basic options. First, you
The city is a major metropolis, but it’s also the only big city you find
can run the adventure as written, but allow the PCs to use their starship
anywhere. You can see starship traffic, proving that the city has a
as a weapon during the riots on Nizon. They can’t bypass certain
spaceport—most likely, the only one on the planet. The city is built
encounters (for example, finding Sartok is possible only on foot, and the
on a flat, rocky region between a large mountain and rough
Imperial ground troops don’t evaporate just because their support ship is
badlands of valleys and hills. There is construction on the mountain
gone), but a functioning starship makes other encounters (such as the
overlooking the city, but from here it’s impossible to tell exactly
Battle for Martyr’s Plaza) much less challenging.
what’s being built.
Alternatively, you can have Imperial reinforcements arrive within a
Starship traffic is regular enough to suggest the presence of
few hours of the Dragon’s destruction. The Empire has been regularly
more than just Imperial forces and the local population. A few small
moving material between a nearby industrial world and Nizon, and a
freighters, manufactured by numerous different companies, are
missed hourly status check from the Arkanian Dragon can bring more
landing or taking off. Given that they lack any sign of Imperial
Star Destroyers to secure the system. These starships can be as heavy
markings or identification broadcasts, they are probably privately
and as numerous as you need to prevent the heroes from feeling
owned, meaning that at least a few members of other species will
confident enough to fly their ship around during the rioting. A Venator-
be found in the city, making it easier for you to move around there.
class Star Destroyer (see page 148 of Starships of the Galaxy) and its
Though they are nowhere near you, you pick up transceiver
escorts should be more than enough to get the most hardened aces to
broadcasts from patrols on the far side of the city. If you want your
land and keep their ship under cover until the planet is secured
ship to remain undiscovered, you’ll have to make some effort to
(especially since they are unlikely to have defeated the Arkanian Dragon
conceal it once you land.
without suffering serious damage). Once the control center has been
captured and the planet is in Nazren hands, any remaining Imperial
Critical Challenge: The heroes must prevent their ship from being
space forces evacuate to carry word of the defeat back to Coruscant.
spotted by Imperial ground patrols or V-wing flyovers. The high level of
Total Defeat dust and poor visibility will help, but additional action is required.
Many caves and valleys can be used to conceal their ship, but
8 At the other extreme, if the Arkanian Dragon defeats the heroes, the
getting into these locations is tricky at best. If the heroes’ ship has
adventure changes very little. If the heroes’ ship is destroyed, inform the
crashed, the caves and valleys aren’t an option. If the heroes land under
players that they have been shot down and crash outside a large city,
their own power, they can try these difficult landing spots. A valley
and proceed with the adventure normally. If the heroes are captured, the
landing requires a DC 20 Pilot check and adds +5 to any check made to
Dragon’s captain informs them that a bounty hunter is looking for them,
hide the starship. A DC 25 Pilot check allows the heroes to land deep in
and the Empire is inclined to turn them over. The heroes are placed in a
the back of a cave, which ensures that no one will find their starship for
detention camp, where Sartok finds and rescues them before asking for
at least several days (which should cover the timeframe of the
their help to free his world.
adventure). Characters might wish to rig some kind of tarp or wall to
hide their starship, constructed from local material or appropriate
camouflage they bring with them. Such efforts require a Mechanics
Nizon Space check made to aid another on a Stealth check.
The space around Nizon is filled with a thick cloud of dust and Any other attempt to conceal the ship, from covering it in scrub
rogue asteroid fragments that can do serious damage to a brush to landing it in a dark shadow, counts as a Stealth check. Note the
starship with very little warning. Any ship that has access to the total of the Stealth check. Each day, allow local patrols to make a
data from the rogue fragment tracking center (see the Battle for Perception check with a +5 bonus. On any successful check, the starship
Martyr’s Plaza, page 23) avoids taking damage but must use 2 is found and placed under guard (until the Empire is forced to withdraw
squares of movement for each square traveled. from the system). In the first fight to take place on the day their ship is
Ships without that information must make Pilot checks to discovered, the heroes face one additional crab droid from Vril Vrakth’s
avoid hitting a rogue fragment and taking damage. For every 5 forces. The crab droid carries something that it took from the heroes’
squares (or fraction thereof) that a starship moves, its pilot must ship, which was used by Vrakth to guess their plans.
make a DC 15 Pilot check. On a failed roll, the starship collides Auxiliary Challenge: Nizon is an inhospitable planet. Visibility on the
with a meteor fragment and takes 4d6 + 20 points of damage. surface is limited, the native dust makes it difficult to breathe without
The dust clouds also cause poor visibility, granting all assistance, and it’s easy to get lost. Since the heroes are unlikely to have
nonadjacent targets concealment. landed within sight of the city, they must make their way there from the
These conditions exist in a band above Nizon’s atmosphere outer reaches of the badlands without being spotted or getting lost.
that is 40 squares thick (in starship scale). If the heroes pass Doing this successfully requires a DC 15 Survival check. If one or more
through the band, the Arkanian Dragon must let them go. Patrols heroes does not have a breath mask of some kind, the DC of the Survival
will be sent looking for them, and the Star Destroyer will wait for check increases by 5. On a failed check, the heroes either get lost or are
them to leave the planet. For their sake, the heroes had better be forced to take cover from the worst of the dust, losing a day of travel
able to give the ship other concerns to attract its attention. time. This increases the chances that their starship is discovered and
that they’ll encounter crab droids deployed by Vrakth. If the heroes take Trandoshan slavers. It also reveals that any Nazren who resists the
more than two days to reach the city, they run into one crab droid in the Empire is placed in a detainment camp in the center of town, and thus,
badlands each day until they make it to the city. most Nazren leaders are now in that camp.
Auxiliary Challenge: Though inhospitable, Nizon is not lifeless. Tough A check result of 15 to 19 also reveals that many Nazren are
and dangerous predators prowl the rough badlands and hunt the prepared to fight back as soon as they receive a signal from Sartok, a
recessed valleys. The most dangerous of these is the blade scorpion, a Nazren leader recently arrested and thrown into the detainment camp.
massive creature that combines the worst traits of a crab and a spider. However, the Empire doesn’t realize that Sartok is anyone special.
The Nazren fear these beasts and never travel alone in regions where A check result of 20 or more also reveals that a bounty hunter
they are common. The creatures are one reason that the bounty hunter named Vril Vrakth has recently arrived on Nizon with a collection of old
Vrakth chooses to employ crab droids on the world. crab droids. Most people think that Vrakth is hunting Sartok (which is
Each day that the heroes are in the badlands (including their first true), but they note that he keeps asking about newcomers, and that he
day), make a Perception check with a +10 bonus against the worst seems to have the aid of Imperial troops. Many believe that Vrakth is
Stealth check of any hero in the group. If the Perception check is higher, chasing an Imperial bounty on a non-Nazren target (which is also true;
a blade scorpion picks up their scent and attacks. Use the statistics for the Zabrak was hired by Inquisitor Draco to find the heroes).
an acklay (page 275 of the Saga Edition Core Rulebook) to represent the A hero could also attempt to gain this information from an Imperial
creature. Instead of a bite attack, the blade scorpion makes a net attack administrator or slaver by making a Deception or Persuasion check. For
(as if using the net ranged weapon). an administrator, use the statistics for an Imperial officer (page 280 of
the Saga Edition Core Rulebook), and for a slaver, use the statistics for a
The City thug (page 284 of the Saga Edition Core Rulebook). Such characters can
give the same information as a DC 10 Gather Information check.
The city of the Nazren has no name. None is needed, as it is the only
settlement larger than a town on the entire planet. The Nazren refer to With a DC 20 Use Computer check, a hero can slice into the local
it as ahdjok, but this is nothing more than their word for “city,” and the datastreams and pick up broadcasts from Imperials and Nazren
Empire hasn’t bothered to assign it a name. Its position behind Mount insurgents (with the same results as a DC 15 Gather Information check).
Antas protects the city from the worst of the planetary dust, and it has a Auxiliary Challenge: The oppression the Nazren suffer is obvious,
large, flat area on which to build a spaceport. As a result, the city has and patrols of stormtroopers march through the streets. At a
been the main point of contact between the Nazren and offworlders. It dramatically appropriate point, the heroes see six heavy stormtroopers
sits atop an underground river, which provides an endless supply of fresh kick down the door of a building and drag a screaming Nazren mother
water. This, combined with offworld trade, allowed the city to grow out of the house. If the heroes do nothing, the mother is hauled off, and
much larger than local agricultural conditions would otherwise permit. It the cries of a Nazren child can be heard within the structure.
is a traditional pilgrimage site for Nazren worldwide, making it a If the heroes fight the stormtroopers, the real challenge is to be fast
convenient location for the Empire to gather slaves. and quiet. If the heroes defeat the stormtroopers silently or in 1 or 2 9
rounds, no one reports the fight. If the fight is noisy and lasts for 3 or
The city is sprawling, with 10- to 15-story buildings crowded around more rounds, someone calls more stormtroopers. A squad of six more
wide streets and public fountains. Most of the city looks old, arrives in 2 minutes, a group of 12 arrives in 5 minutes, and an AT-ST
constructed of stone and natural caverns. Ancient statues of rock arrives in 10 minutes.
and ornate decorative carvings are worked into most buildings, and If the heroes manage to keep mother and child together, give them
even the roads are paved with carved stones. More modern 200 XP as a bonus. If they make sure that the child is cared for after the
constructions can also be seen, mostly watch-posts bolted onto mother is taken, give them only 100 XP. If the mother is saved, she says
buildings or gates that block access to some streets. Posters, wanted that Sartok will wish to talk to the heroes, but she is too fearful to
signs, and recruitment fliers for the Empire have been plastered answer questions about the resistance leader, other than to choke out
everywhere, ugly debris atop the city’s natural charm. “detainment camp.” She then runs off to go into hiding.
Most of the creatures you see are obviously locals, the Nazren.
None seem to carry weapons, not even something as crude as a The Nazren
knife or club. Their heads are generally downcast and their shoulders
slumped, but whenever one glances at an Imperial poster or flyer, it Nazren are tall humanoids, approximately the same height as
looks up, and a flash of hatred shows briefly in its eyes. Wookiees, but broader at the shoulders and narrower at the hip,
Though much less common, aliens from dozens of worlds also with longer arms and torsos but shorter legs. They are hairless,
walk through the streets. Most are followed by one or two Nazren with thick skin that has a heavy hide or leather look. They are
carrying heavy bundles of goods. The aliens go by without comment brown to light yellow in color, a natural camouflage for their
and are diverse enough that you see no reason your own appearance dust-bowl world. The head of a Nazren has no nose and is flatter
should draw unwanted attention. than a Human's. A prominent brow ridge protects their eyes, and
The Imperial presence here is also obvious. Stormtroopers in a series of small knobs start at the back of the head and run
small groups patrol openly through the city, and in the distance you down to a visible spine.
can hear the mechanical stomp of military walkers, though nothing Nazren wear sleeveless tunics tucked into black hide pants
as big as an AT-AT would fit in the streets. and heavy boots. Their clothes are normally fastened with hooks
or clamps on the end of short lengths of cord or attached belts.
Critical Challenge: Now that the heroes are in the city, they need to
Pads that strap onto the shoulders (to cushion a heavy load) and
learn what’s going on and what they can do about it.
arm bracers are common, also attached with the hook system.
The easiest option is to make a Gather Information check. A result of
10 to 14 reveals that the Empire took control of the city about a year
ago and has been shipping Nazren off as slaves ever since, mostly with
Part 3: Insurrection
Eventually, it should be clear to the heroes that their best chance to help
the Nazren and gain information about the Imperial forces is to rescue
Nurturing a Revolt
Sartok from the detention camp. The camp is easy to find because it If the heroes allow Sartok to lead them to his safe cavern, the resistance
takes up the center of town, which used to be an open market before the leader picks up a few cached belongings and asks his guests to sit
Empire shut it down. The heroes’ attack on the camp is critical to the comfortably. At this point, Sartok is dressed as humbly as any Nazren,
rest of the adventure. It is a challenge that can be overcome only but he carries a satchel over one shoulder, in which he keeps a hidden
through battle—an important evolution from the stealth and blaster. The second and fourth fingers are missing from his left hand, and
investigation of the early stages of the Dawn of Defiance campaign to he has numerous scars, including some across his face. He is darker
the beginning of open opposition to the Empire. It is also where the brown than most Nazren, with lighter splotches of skin at his wrinkles
heroes first encounter Sartok, who will guide them in the rest of the and creases. As an older member of his species, he has seen much that
adventure. he'd rather not have witnessed.
If the heroes don’t seem inclined to free Sartok from the detention If the heroes have any pressing needs (such as treating serious
camp, you might need to encourage them. injuries), Sartok helps see to them before speaking.
• If they have befriended any GM character in the city, that Sartok makes a quick sweep of the cavern, checking to ensure that it
character can be grabbed and thrown into the camp. has not been disturbed. Apparently satisfied, he crouches by the
• If they are focused on finding and stealing information from simple fire and motions for you to sit. He takes a few long breaths,
the Empire, let them overhear that a data slicer working for then turns and speaks to you.
Sartok was thrown in the camp. Once the heroes get inside, “My world is enslaved, and we have come to realize that no
they find only Sartok, who promises to share the slicer’s negotiation or appeal to reason can free us. The only way we shall
information if the heroes help with the coming riots. regain control of Nizon is to take it back by force, which requires us
to face the weapons and training of the Empire. That battle must
• If they seem worried about particular Imperial forces (such as begin here—all other settlements look to us for inspiration and
the AT-STs), let them see those forces head out to patrol leadership. For the sake of our world, we must take up arms against
several hours away from the city, creating a window of our oppressors.
opportunity. “The cost shall be high for my people, but they are eager to pay
10 it. The cost for remaining slaves would be higher, and it would be
• If they think that the Nazren in the camp are safe, at least
paid by our children and our children’s children. If you will help us,
temporarily, have stormtroopers start to post execution times
we are ready to throw off the yoke of tyranny, even if we lose our
for the next day.
lives. Liberty is too precious to sell for the chance of quieter, safer
lives under the dark shadow of oppression.
If the heroes attack the camp, run “The Breakout” (see page 14 for
“I have allies throughout the city who are ready to raise arms
more information on the encounter). If they simply refuse to get
against the Empire at my signal. We are not a warlike people, but
involved, Sartok escapes on his own after a few days and seeks the
the stormtroopers have shown us the basics of violence, and we
heroes to propose an alliance between them. In that case, skip “The
have learned the lesson well. Against soldiers, I have no doubt that
Breakout” and proceed with “Nurturing a Revolt.”
my people would fight bravely with a fair chance at victory. But the
Imperial forces have vehicles—large, metal, two-legged machines of
war—that we cannot face. My people fear these machines, and
What If the Heroes Get though many would still fight bravely, too many would wait to see if
Captured? we could topple them. Such an attack would be staggered and lose
too much of its impact. Only if many of us take up arms at once can
If the heroes are captured at any point during The First to Strike,
we overthrow our oppressors.
they are stripped of weapons and equipment and thrown into
“But you are outsiders, and to be standing here, you must have
the detention camp. Feel free to let them try to escape on their
opposed the Empire’s machines successfully. Many of my less
own. If that fails, a Nazren decides to aid them—either Sartok (if
confident allies believe that with your aid, even the walking war
he is alive) or another Nazren leader (if Sartok has been killed).
machines could not stop us. This would give them the confidence to
The Nazren manages to deliver the heroes’ weapons and gear by
bring enough forces to bear at once. If we can take control of the
concealing them in a tattered, smelly cloak and then getting
planetary shields and turbolasers that they have nearly finished
himself thrown into the detention camp. If the heroes don’t
building on Mount Antas, we can complete those structures
already have something similar, the Nazren also brings an
ourselves and use them to defend against further Imperial attack.
explosive charge to blow through the camp gate.
The first step in such an attack is a citywide riot, which I am
prepared to trigger.
“I know this world is not yours, that our people are not your
people. But if you will aid us, you will always have a place of honor
among the Nazren.”
Obviously, this is a big step, and the heroes probably have numerous Sartok
questions. Below are answers to some likely questions. Sartok has spent the past few months sneaking around the city, hiding
• How did the Empire seize control? Nazren who are in trouble with the Empire, keeping his people’s spirits
“They came as friends, claiming that we were in danger of up, and planning a revolt to drive the Imperials out. Unfortunately, he’s
being attacked by Separatists who wished to use our world as not a natural leader. The Nazren have come to respect him because he
a secret base. The Empire landed troops and built barracks. has defied the Empire and survived, but he’s managed that mostly
Then, after they had more weapons than we did, they took through stealth and luck. Sartok knows that the will of his people is
over the city and the mountain and begin shipping our people ebbing, and they need a major victory to restore their faith in the
off like cattle.” struggle for independence.
The Riots
Sartok allows the heroes as much time as they need to prepare before
sending the word to begin the uprising. Once he does, however, things
start to move very quickly. The riots are a series of several encounters
that can occur in any order, with one exception. “Point Gold” (page 25)
must be the final encounter of the adventure, as it signals the end of the
Imperial dominance of Nizon.
Sartok can lead the heroes through the city to these encounters, or
they can find their own way. Regardless, you are free to determine which
encounters the heroes must deal with and in what order. Additionally,
you can design your own noncombat encounters, particularly challenges
that require the use of skills. For these challenges, use the following
guidelines: easy task: DC 18, moderate task: DC 23, challenging task: DC
28, and hard task: DC 32.
For example, during the riots, an injured Nazren resistance fighter
might become trapped on top of a condemned building, with no way to
get down. You might determine that getting to the Nazren would be a
moderate task (allowing Acrobatics checks to balance on the crumbling
stairs or Climb checks to scale the outside of the building) at DC 23.
Once the heroes reach the roof, they can provide medical assistance or Collateral Damage
lower the Nazren safely to the ground. As the Imperial forces begin to react to the rioting, a set of cannons on
Below are several skill-based encounters that you can use between Mount Antas starts to bombard residential areas. As the heroes run by a
combat encounters. Each gives the heroes experience points equivalent building, it takes a hit and begins to collapse. Fire breaks out in the
to defeating a CL 9 opponent. lower floors, and numerous young Nazren are trapped within the
• A Nazren resistance fighter picks up transmissions on an structure.
Imperial channel from a guard post that has received word of See “Collateral Damage” (page 18) for more information on running
the riots. The heroes must pose as Imperial officers, making this encounter.
Deception or Persuasion checks to convince the guard post
not to send reinforcements. Rest Stop
As the heroes make their way through the city, they find themselves
• A stash of weapons in an Imperial garrison could be enough cornered by advancing Imperial artillery. Fortunately, the heroes have
to turn the tide in several sections of the city. The heroes try earned a reputation in the city by now, and a Nazren woman comes to
to use Deception to bluff their way into the garrison or their aid, leading them to a safehouse to rest. This should give the heroes
Stealth to sneak in, obtaining the weapons and funneling a chance to recover and heal, though their respite doesn’t last long. Crab
them to the resistance. droids sent by Vril Vrakth find the safehouse and burrow inside.
See “Rest Stop” (page 20) for more information on running this
• A communications array atop a Nazren building needs to be encounter.
disabled so that the Empire cannot signal the Arkanian
Dragon for help. The heroes can make Climb checks to reach The Black Ship
the roof and then make Mechanics checks to secure During the rioting, the heroes see a black cargo vessel fly overhead,
explosives. Alternatively, they might make Use Computer trailing smoke from badly tuned engines. The ship has the same markings
checks to seize control of the array and use it to coordinate as the slave transport they saw in The Queen of Air and Darkness, as well
groups of resistance fighters throughout the city. as the ship that was being escorted off Nizon by the Arkanian Dragon.
• A group of captured resistance fighters was abandoned in a The black ship shrugs off light weapons fire from the surface and lands a
detention facility when the Imperial guards were called away short distance away. If Sartok is still with the heroes, he informs them
to reinforce another position. The heroes must make that the vessel has landed near the slave pens, where there is still one
Mechanics or Strength checks to open the cell doors, allowing shipload of Nazren scheduled to be flown offworld and sold into slavery.
the prisoners to escape and join the resistance. The black ship is the same type as the one encountered in The Queen
of Air and Darkness—a Gallofree Yards Medium Transport. It is staffed by
12 • For months, Nazren slaves have been covertly stowing the 18 Trandoshan slavers, though only nine of them are free to fight at any
parts for an anti-aircraft weapon in secret locations, and now given moment. The rest remain inside the ship, struggling to repair the
the resistance needs to build the weapon to protect against damaged systems so that it can take off again as soon as the latest crop
attacks by V-wing fighters stationed on Nizon. The heroes of slaves is aboard.
must make Endurance checks to help carry the heavy See “The Black Ship” (page 21) for more information on running this
equipment up to the roof of a building, where the weapon encounter.
must be assembled quickly with Mechanics checks.
• Once the riots are well underway, Sartok needs the heroes’
assistance in coordinating the rest of the attacks. They can
make Knowledge (tactics) checks to plan the next attack or
make Intelligence checks to notice flaws in Sartok’s plans.
Checkpoint Gamma
One of the ways that the Empire has kept the local population under
control is with heavily armed checkpoints throughout the city.
Movement is limited to those with the proper Imperial forms, making it
difficult for the Nazren to gather and plan. Now, reports come to the
heroes that a central checkpoint, Gamma, is being held by AT-RT walkers
equipped with heavy weapons. Unless it can be opened up, the small
units of Nazren trying to start an uprising won’t be able to get together
to form more effective squads of rioters.
See “Checkpoint Gamma” (page 16) for more information on running An AT-RT walker with pilot.
this encounter.
Martyr’s Plaza See “Point Gold” (page 25) for more information on running this
As the riots spread through the city, more and more Imperial forces leave encounter.
their posts to reinforce troops in trouble elsewhere. Eventually, up to Vrakth remains in contact with his apprentice, a Trandoshan bounty
half the forces in each security zone have moved off, leaving those hunter named Koorst, who is flying in a cloakshape fighter with a
locations as vulnerable as they’ll ever be. In particular, the forces in hyperspace sled outside the range of the planet’s asteroid fragments and
Martyr’s Plaza have sent away one of their two AT-STs and several dozen dust clouds. Koorst can’t fly safely to the surface now that the tracking
troopers, leaving it less well guarded than at any time during the station is in Nazren hands, but he receives constant reports from Vrakth
Imperial occupation. At the center of the plaza is the access to the during the rioting and even the final battle. If Vrakth is taken down, he
underground control center, which directs all communications on Nizon drops an open comlink (unblocked by the Nazren in the control center)
and monitors the asteroid fragments that endanger nearby starships. As that shows Koorst yelling for more information. If the heroes pick up the
long as Imperial forces hold the control center, their vessels can fly comlink and Koorst sees any of their faces, he swears his eternal hatred
freely through space around Nizon and land troops wherever they wish. of those who felled his mentor, then flies off into hyperspace. He will
When word comes of the reduced security at the entrance to the return in The Gem of Alderaan, later in the Dawn of Defiance campaign.
control center, Sartok tells the heroes (either face to face or via comlink)
to move to Martyr’s Plaza and secure the entrance. If the heroes do so,
Concluding the
they will allow the Nazren to take control of the center, which will Adventure
enable them to keep the Empire off their world indefinitely. Though Vrakth did not destroy the Sarlacc Project datachip, he still
See “Battle for Martyr’s Plaza” (page 23) for more information on damaged it. It takes time and a DC 20 Use Computer check to get
running this encounter. anything out of the cracked, burned chip. If the heroes can’t manage
that task, they have allies who can. Eventually, they discover that the
Point Gold Sarlacc Project is a massive construction effort taking place in the Deep
Capturing the control center is the endgame of Sartok’s plans to take Core, with costs so high that the Empire decided to complete it with
back the planet, and once that has been accomplished, the Nazren slave labor. The information on the datachip does not specify any details
believe that victory and freedom are inevitable. The Empire, however, has about what, exactly, is being built. But all contacts and notes are tied
no faith in something as simple as asteroid fragments or a tracking directly to Coruscant, which seems to be the place to go for more
station to secure a whole world. They have begun construction of a information on the project.
planetary turbolaser battery on Mount Antas outside the city, along with The heroes are now honored allies of Nizon, treated with respect by
a shield generator large enough to cover the turbolasers and the city any Nazren they encounter. Sartok begins to work toward a planetary
itself. While only one battery is currently operational, it has the council, though he confesses to the heroes that he hopes he isn’t on it—
firepower to challenge even a Star Destroyer and could be used to clear he’d prefer to leave his leadership role behind. He does, however, ask the
a section of space of rogue asteroid fragments, allowing troop ships to heroes to take a message of friendship to Senator Organa, along with an 13
land. As long as the mountain base is in Imperial hands, more forces offer that the Nazren will help him against the Empire in the future. This
could return to retake the planet. victory is minor in the grand scheme of things, but it’s an important
This base, Point Gold, is currently manned mostly by neutral beginning, proving that the Empire can be defeated, at least on small
technicians and minor Imperial officers. While Imperial doctrine calls for planets outside the Core Worlds.
it to have an AT-AT and a division of troops, they If any heroes were killed during the adventure,
have not arrived yet. All ground forces from the the grateful Nazren erect a statue in their honor in
Arkanian Dragon were deployed throughout the Martyr’s Plaza.
city, and if the heroes have taken out the AT-ST For the Empire’s part, losing the Nazren as a
already, they’ve dealt with the largest part of the source of slave labor is irritating, but thanks to the
ground forces. tracking station, they have little choice but to stay
However, Vril Vrakth has been using Point clear of the planet—at least temporarily. The
Gold as a base of operations for his attempts to Empire is too new to spend many resources
target Sartok and the heroes. His ship is docked dealing with the Nazren, and work on the Sarlacc
on a small landing bay at the edge of a Project can continue with Wookiee and Mon
construction platform, guarded by however many Calamari slaves. Believing that all information on
crab droids remain. With the whole planet in the project has been destroyed, the Imperials
open revolt, Vrakth has been waiting for an abandon the world for the time being.
opportunity to capture the heroes, assuming that
they are behind the riots. The Zabrak bounty
hunter has pulled the datachip for the Sarlacc
Project, since he knows that the Imperials want it
destroyed, and placed it in the center of the 15-
meter-square construction platform, which is 60
meters up in the partially finished shield
generator. He wants to be high up so that he can
see the heroes coming. Vrakth believes that he
can defeat them, turn the tide on the revolt, and
collect a huge bounty from the Empire. An AT-ST walker.
The Breakout
Challenge Level 11
Setup the stormtroopers. This also prevents the tower guards from going after
The detainment camp has a 9-meter tall wall around it, with a single 3- the heroes immediately, as they must continue to watch the prisoners.
meter wide gate in the middle of the northern wall. There are four 12- The stormtroopers who are free to engage the heroes move onto the
meter tall towers, one at each corner of the yard. Each tower contains stone wall around the yard to get closer to any heroes shooting or
two experienced heavy weapons stormtroopers (use the ARC Trooper escaping.
statistics on page 282 of the Saga Edition Core Rulebook). Being in the The Nek battle dogs attack heroes who have melee weapons over
towers gives the stormtroopers cover and a clear shot at any target in those who have ranged weapons. If a character tries to leave the yard,
the yard. There are 20 to 30 Nazren in the yard, most huddled together the nearest Nek dog makes a grab attack against that character. The
in the center, away from the walls and gate. Two Nek dogs patrol the creatures fight only until they have lost half of their hit points. After
inside of the yard, but they don’t get closer than a few meters from any that, they retreat and do not attack unless threatened.
of the Nazren.
Conclusion
Read-Aloud Text If any prisoners escape from the yard, reinforcements—a squad of eight
When the heroes scout the detention camp, read the following text. crack stormtroopers (with the same statistics as those in the towers)—
are dispatched to track and recapture them. It takes the reinforcements
5 minutes to muster and reach the detention camp. If the heroes are
There are several small yards near the center of town, but these are
willing to be led by Sartok, he guides them through a series of caves
clearly only for the elderly and very young. They have few guards
(parts of the underground river that ran dry decades ago) to a particular
and low walls, and the Nazren within them seem unlikely to be able
hidden cavern. If they refuse, Sartok follows them and offers his aid once
to run even if unguarded.
the reinforcements track them down. After that, the heroes can find any
The central detainment yard is different. Thirty meters on a side,
place to hole up as long as they stay off the streets. Within hours, their
it is a large square enclosed by a tall stone wall, which looks like it
faces are plastered on posters all over the city.
was built from the rubble of collapsed buildings. A metal gate in the
north wall of the yard controls access and is apparently remotely
14
operated. There are four guard towers, one at each corner of the
Encounter Map
See the map of the encounter on page 15.
yard, with two heavily armed stormtroopers in each. Two vicious,
cybernetically enhanced Nek dogs patrol the inside of the yard,
growling at the prisoners without getting too close to them. Most of
the Nazren huddle together in the center of the yard, but you notice Features of the Area
one captive keeping an eye on the others and moving around the
outside of the group to stay between them and the Nek dogs. The outer wall of the yard is made of meter-thick stone (DR 10,
500 hit points per square). The gate is neutronium-reinforced
lanthanide, but much thinner (DR 15, 150 hit points). The hinges
of the gate are even thinner but can be hit only by a very well-
Nek Dogs placed shot (Reflex Defense 25). Heroes can also make a
In addition to the eight heavy weapons stormtroopers, there are two Nek Mechanics check to carefully place an explosive.
dogs in the yard. Use the statistics for the wampa (page 277 of the Saga Gravity plates have been placed 1 meter underground
Edition Core Rulebook), but remove the arctic trait and use the around each tower, as shown on the map. These squares count
description below. as high-gravity environments (see page 257 of the Saga Edition
Core Rulebook). A DC 20 Perception check is required to notice
Prowling along the inside of the yard are two large quadrupeds, the effects of the gravity plates at range, and a DC 20 Mechanics
roughly 2 meters tall at the shoulder. The vaguely canine creatures check is required to disable a plate. If any square takes 50 or
are powerfully muscled and covered in a tough brownish hide. Their more points of damage, the plate beneath stops working.
huge mouths have three rows of razor-sharp teeth, and their legs
each have three long claws.
Tactics
At least half the stormtroopers stay in their towers unless a pressing
need (such as the tower being set on fire or targeted by a thermal
detonator) drives them out. With heavy weapons, a clear field of fire,
and fortified positions, the stormtroopers simply shoot at any characters
breaking in or out. Most of the Nazren throw themselves prone when
any fighting starts (so as not to get in Sartok’s way) and are ignored by
The Breakout Encounter Map
15
Checkpoint Gamma
Challenge Level 9
17
Collateral Damage
Challenge Level 10
Setup Conclusion
This area features two buildings, the collapsing residential building and a Nazren civilians come out of basements and bunkers to offer to care for
small warehouse. Stormtroopers are positioned on the roof of the any rescued child. These adult Nazren are grateful to the heroes for their
warehouse. Anyone inside either building has cover from attacks from help and offer what minor assistance they can. A single medpac may be
the outside, and anyone on the roof of either building has cover from available for wounded heroes, or the Nazren can give directions to any
those not on one of the two roofs. other part of the city, including Martyr’s Plaza, the spaceport, or even
the artillery if a hero thinks to ask—one of the Nazren here helped dig
Read-Aloud Text the moorings for the blaster cannons.
Read the following text aloud any time the heroes are moving from one If a stormtrooper is killed or captured, his utility belt beeps,
part of the city to another. revealing a coded comlink. A DC 15 Use Computer check allows a
character to activate the comlink and receive communication from the
The sounds of distant combat echo from every street as the city
blaster artillery on the lower levels of Mount Antas. The artillery is
erupts into widespread violence. The smell of smoke and burned
reporting to all spotters to hold targeting commands until further notice.
insulation becomes thick enough to reach you even through your
The old Clone Wars-era artillery has suffered a malfunction and won’t be
filter masks. A loud clap of thunder announces the opening of heavy
able to fire for another 15 minutes or so. The comlink is attached to a
blaster artillery bombarding the city from the base of Mount Antas.
datapad that shows the artillery’s concealed location. Armed with this
One of the heavy bolts arcs into the city near you, and a wave of
information, the heroes may make a strike on the artillery.
debris showers over you as a building takes a direct hit.
Nazren children inside the building cry for help as the structure Encounter Map
leans to the side, and fire bursts out through the lower-floor See the map of the area on page 19.
windows. A few adult Nazren rush toward the building but are
forced to take cover as stormtroopers on the roof of a nearby
warehouse open fire on them. While the children seem to be moving Features of the Area
18 safely to the top of their ravaged home, the burning building will
claim their lives in a matter of minutes if the stormtroopers don’t The collapsing building is 12 meters tall, and all Nazren inside it
allow some rescue effort. are currently on the top floor. Moving through the building is
hard because it’s badly damaged, and the whole building counts
as difficult terrain.
The bottom floor is on fire. Each round that the heroes are in
Nazren Children it, they suffer a fire attack (1d20+5) against their Fortitude
There are a dozen panicked Nazren children trapped on the roof of the
Defense. On a successful attack, they take 1d6 points of damage
burning building. They are Small 1st-level nonheroic characters,
and catch on fire; on a miss, they take half damage and do not
unwilling to make attacks and not currently the targets of any enemy
catch on fire. Taking reasonable precautions (such as getting wet
fire. Treat them as having Defenses of 10 and skill checks of +0 if their
or covering up with a thick blanket) adds +5 to that character’s
abilities become important. The children will obey anyone who is clearly
Fortitude Defense against the fire attacks. A character who is on
trying to assist them.
fire can put himself out as a full-round action.
A dozen stormtroopers are on the warehouse roof. Use the heavy
The entire burning building is also a smoke hazard. Each
stormtrooper statistics on page 279 of the Saga Edition Core Rulebook.
round that a character is exposed to a smoke hazard, make an
Tactics attack roll (1d20+5) against the target’s Fortitude Defense. If the
attack succeeds, the target takes 1d6 points of damage and
The stormtroopers are here to call in targeting instructions to the blaster
moves –1 step down the condition track. If the attack fails, the
artillery on Mount Antas. They had the residential building hit to ensure
target takes half damage and does not move down the condition
that no provocateurs were inside (none were). They have no interest in
track. Being in the smoke grants concealment, and creatures not
the trapped children and don’t target them, but the stormtroopers shoot
in the smoke have concealment against those in the smoke.
at any hero or armed Nazren. The stormtroopers try to hold their
Though the stairs in the burning building still work, they are
defensible position on the warehouse roof, but they move if forced to
in the far corner, reachable only by moving through a lot of
(such as if someone throws a thermal detonator onto the roof).
smoke and fire. The turbolift shaft, which is closer, no longer has
Otherwise, they shoot first at any hero who doesn’t have cover, and then
a working turbolift, but it can be climbed with a DC 20 Climb
at any hero who seems heavily armed. If a character shows a lightsaber,
check. A character can also climb up the outside of the building
that character is targeted with frag grenades until the stormtroopers run
with a DC 15 Climb check. Climbing up the outside of the
out.
building protects a hero from smoke damage but not from fire.
Climbing while carrying a Nazren child imposes a –2 penalty to
the check, and climbing while carrying a Medium creature
imposes a –5 penalty to the check. (continues on next page)
Collateral Damage Encounter Map
19
TURBOLIFT SHAFT
Setup forces into the ship, it takes off with whatever slaves are already inside.
The cliff wall that runs along the north edge of the landing platform is If the heroes gain control of the ship, the remaining slavers run into the
very rough and has numerous cables and sensors bolted to it. This makes city and try to hide from the Nazren’s wrath.
it very easy to climb (DC 7 Climb check) and gives characters the
opportunity to take cover if they wish. A cable can be used as an Slaver (9) CL 5
improvised electrostaff (dealing 4d6 points of damage) but can’t be Medium Trandoshan soldier 5
taken more than 3 squares from the wall without breaking loose and Force 4
losing power. A DC 20 Mechanics check allows a wrenched-free cable to Init +4; Senses darkvision; Perception +3
incapacitate the black ship, stranding the Trandoshan slavers here. Languages Basic, Dosh
The slavers also have four nashtah, six-legged lizards about the size ————————————————————————————
of a big dog. Defense Ref 21 (flat-footed 19), Fort 20, Will 16
hp 72; Threshold 20
Read-Aloud Text ————————————————————————————
When the heroes approach the site of the slaver ship (named The Bloody Speed 6 squares
Credit), read the following. Melee unarmed +10 (1d8+8) or
unarmed +6 (1d8+12) with 4 points of Power Attack or
The foul scent of acidic vapors chokes the air, and you hear the unarmed +10 (2d8+8) with Mighty Swing
barks of rushed orders ahead of you. Turning the corner, you see a Ranged hold-out blaster +7 (3d4+2)
group of Trandoshans in old military jumpsuits, along with four Base Atk +5; Grp +10
multilegged lizard beasts, all wearing breath masks and driving a Atk Options Devastating Attack (simple weapons), Melee Smash, Mighty
line of Nazren toward the black ship. You’ve seen ships of this type Swing, Stunning Strike
before—they carry slaves. The Trandoshans seem to be in a hurry and Special Actions limb regeneration
aren’t being gentle. They cuff and beat the Nazren, forcing the ————————————————————————————
prisoners along a docking wall covered with cables and into the Abilities Str 20, Dex 14, Con 16, Int 8, Wis 12, Cha 10 21
ship’s loading ramp. Talents Devastating Attack (simple weapons), Melee Smash, Stunning
Strike
Feats Armor Proficiency (light, medium), Martial Arts I, Martial Arts II,
Slavers Mighty Swing, Power Attack, Toughness, Weapon Proficiency (pistols,
rifles, simple weapons)
The Trandoshan slavers are experienced mercenaries who fought as
Skills Endurance +10, Jump +12
Separatist soldiers during the Clone Wars and who have been capturing
Possessions hold-out blaster, comlink
and moving Wookiees for the Empire. Because they usually want to
capture subjects alive and often have to deal with rebellious slaves
without damaging them too badly, the slavers have more experience in The Bloody Credit CL 8
unarmed combat than with firing blasters. Colossal space transport
Nine Trandoshans remain inside the ship, trying to repair its systems Init –5; Senses Perception +5
so that it can take off again. Meanwhile, nine more slavers are rounding ————————————————————————————
up Nazren outside. Defense Ref 14 (flat-footed 14), Fort 31; +14 armor
Much of the cargo space in The Bloody Credit has been converted to hp 130; DR 15; SR 45; Threshold 81
slave pens. The Trandoshans use all the regular passenger space for ————————————————————————————
themselves, allowing the ship to have a larger-than-normal crew. Speed fly 12 squares (max. velocity 650 km/h), fly 2 squares (starship
scale)
Nashtah Fighting Space 1 square (starship scale); Cover total (crew)
For the nashtah, use the nexu statistics on page 276 of the Saga Edition Base Atk +0; Grp +41
Core Rulebook. Like the slavers, the nashtah have breath masks strapped ————————————————————————————
on to protect them from the smoke. Choose one of the slavers to be the Abilities Str 53, Dex 10, Con —, Int 12
nashtah handler. If that slaver is taken out, the nashtah flee the scene if Skills Initiative –5, Mechanics +5, Perception +5, Pilot –5, Use Computer
they are intimidated, move more than 1 step down the condition track, +5
or suffer any fear effect. Otherwise, the beasts attack the closest hero at ————————————————————————————
the beginning of each round. Crew 6 (normal); Passengers 40
Cargo 19,000 tons; Consumables 6 months; Carried Craft none
Tactics Hyperdrive ×4, navcomputer
The Trandoshans want to escape with enough slaves to turn a profit. If Availability Licensed; Cost 350,000 (125,000 used)
that doesn’t seem likely, however, they run for it. If they can get all their
Conclusion Encounter Map
If The Bloody Credit gets away, the heroes have a few options. If they See the map of the area below.
dare, they can take to their starship and go after it. If they take this
approach, run a space battle at the edge of the planet’s ring of dust and
debris, using the same rules as in Part 2: Into the Jaws (page 6). If the Features of the Area
combat lasts more than 10 rounds, three V-wings arrive to aid the slave
ship. Three additional V-wings arrive on round 15, and the Arkanian The entire area is filled with smoke; the badly tuned engines of
Dragon shows up on round 20. (If the heroes managed to defeat the the slavers’ ship belch gas and impurities into the air. The slavers
Dragon earlier in the adventure, use whatever Star Destroyer comes to had planned to get the engines fixed before taking off, but the
replace it.) However, if at any time the slaver ship has fewer than half its rioting has convinced them otherwise. The smoke acts as an
hit points and no Imperial ship is present to assist it, the Trandoshans atmospheric hazard, making a 1d20+5 attack against the
surrender and either land or allow the heroes to board their ship. Fortitude Defense of all creatures not wearing breath masks (as
Any freed slaves immediately grab weapons from the slavers (or use all the slavers and nashtah are). A successful attack deals 1d6
tools or sticks to arm themselves if nothing else is handy) and rush off to points of damage and moves a target –1 step down the
join the revolt. (They don’t attack the Trandoshans, leaving that to the condition track. Crude efforts to block the smoke (such as tying a
heroes, which prevents you from having to run too many GM characters wet cloth across the mouth) don’t prevent the damage but do
in this conflict.) This escalates the rioting within the city to its peak and stop the target from automatically moving down the condition
draws Imperial forces away from Martyr’s Plaza. If the heroes fail to free track. All of the Nazren slaves are protected in this manner, but
any slaves (and thus don’t draw forces away from the plaza), add an AT- each slave would gladly give his or her protection to a hero in
RT (from the “Checkpoint Gamma” encounter) to the “Battle for Martyr’s trouble. The smoke also gives everyone in the area concealment
Plaza” encounter. if they are not adjacent to their attacker.
If there are any crab droids left in Vrakth’s arsenal, they attack the The nine Trandoshans in the ship are too busy to fight
heroes at the landing pad 5 minutes after the slaver encounter ends. anyone who gets inside; the ship is in bad shape and needs care
They fight until one crab droid is destroyed, at which point the or it won’t take off. Any hero inside the ship can free five Nazren
remaining droids flee in different directions to rendezvous with Vrakth. slaves each round. There are 60 slaves inside the ship.
22
Battle for Martyr’s Plaza
Challenge Level 11
Setup realize that they have no chance against any force able to defeat a
At the center of Martyr’s Plaza is a 9-meter wide stone dome with a walker. On the other hand, if you want to run another encounter in the
hatch on top. Three massive statues surround it, depicting ancient control center, have the Imperial technicians resist the intruders.
martyred heroes of the Nazren. The Empire has set up three defensive Imperial Technician (6) CL 2
turrets between the statues. An AT-ST patrols the 30-meter-wide empty Medium Human nonheroic 3/soldier 1
circle around the dome and statues. If there are any other forces here, Force 1; Dark Side 3
they support the AT-ST. Init +3; Senses Perception +2
The AT-ST is a major foe for the heroes, and this battle is one of the Languages Basic, Binary (understand only)
centerpieces of the adventure. The heroes might be able to defeat the ————————————————————————————
walker through sheer firepower, but they can also attempt to take Defenses Ref 13 (flat-footed 12), Fort 13, Will 11
control of a turret or topple a giant statue onto the AT-ST. If the heroes hp 14; Threshold 13
come up with another workable plan for dealing with the walker, feel ————————————————————————————
free to run with it. Beating the machine that has terrified the Nazren for Speed 6 squares
months should be the heroes’ greatest moment of glory to date. Melee unarmed +3 (1d4)
Ranged blaster pistol +5 (3d6+2)
Read-Aloud Text Base Atk +3; Grp +4
Read the following text as soon as the heroes can see the plaza. ————————————————————————————
Abilities Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10
Martyr’s Plaza is a picture of dichotomy. The ornate central stone Talents Weapon Specialization (pistols)
dome is covered in scrollwork and decorative bas reliefs of Nazren Feats Armor Proficiency (light), Skill Training (Knowledge [technology]),
history. A hatch sits atop the dome, its thick metal etched with Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple
golden colors. Standing around the dome are three 15-meter-tall weapons)
statues. Each depicts a Nazren in robes, arms extended and face Skills Knowledge (technology) +7, Mechanics +7, Use Computer +7 23
tilted up to the sky. Though the statues are noble and moving, they Possessions blaster pistol, comlink, utility belt, blast helmet and vest
are also centuries old. Each shows signs of wear from the elements,
and their bases are cracked and worn away. One of the statues leans Conclusion
slightly, and the others don’t seem securely set in their mountings. Once the heroes and their Nazren allies take over the control center,
Marring this peaceful and holy place are the ugly scars of they are in charge of all communication on the planet. They can cut off
Imperial occupation. Three armored turrets sit between the statues, Imperial communications planetwide, and they begin to hear reports of
blasters tracking the outer rim of the plaza. Walking in patrol Nazren defeating stormtroopers throughout the city.
around the dome is an All-Terrain Scout Transport, a massive war In addition, the Nazren now control the rogue tracking station. The
machine armed with twin blaster cannons, twin light blasters, and a Empire will have to deal with rogue fragments if they wish to land on
grenade launcher. The walker seems undamaged and is alert for Nizon from space, greatly increasing the difficulty of an Imperial mission
possible trouble. to retake the planet.
The control center is also able to track the crab droids that have
Each turret is located between two of the three statues. As a result, each been harassing the heroes by tracing their signal back to its origin. If a
one has line of sight to only a third of the battlefield, and the turrets hero thinks to try this, it requires a DC 15 Use Computer check.
cannot target each other. Treat them as stationary Incom-T47 The heroes also detect a message from an Imperial officer to Vril
airspeeders (they have the same weapons, defenses, DR, and hit points, Vrakth, who is stationed on Mount Antas. It instructs him to wait for any
and they are manned by skilled soldiers). remaining officers within the city, then destroy the Sarlacc Project
database and evacuate the planet. Vrakth acknowledges the order but
Tactics doesn’t promise to obey it. If the heroes contact Vrakth, he offers to
The AT-ST is aggressive, hunting down any heroes it spots and attacking leave the database intact but taunts them by suggesting that they come
with a full weapon load. If a hero has cover, the walker isn’t shy about talk to him about it in person. Vrakth isn’t done with his hunt just yet.
using its grenade launcher to attack an area or firing all weapons at the If Sartok accompanied the heroes into the control center, he asks to
cover to destroy it. The turrets have fewer options and simply fire at remain there so that he can coordinate revolts planetwide. However, if
anything in their line of sight that isn’t Imperial. If an enemy vehicle the heroes want him to keep traveling with them, he agrees to do so,
appears, a turret tries to tie it down with a harpoon gun. Whenever assigning another Nazren to stay and begin the worldwide operations.
possible, each turret provides cover fire for the AT-ST, and the walker
tries to ensure that no one swarms over and takes control of a turret. Encounter Map
If the heroes defeat the AT-ST and the turrets, they can open the See the map of the area on page 24.
hatch in the stone dome and descend into the underground control
center. The six Imperial technicians inside the station surrender. They
Battle for Martyr’s Plaza
Encounter Map
24
Features of the Area If a statue is knocked over, it covers an area 3 squares wide
and 10 squares long, starting from its base. Whoever knocked it
The three central statues of the martyrs are sitting loose on their over decides exactly what area it covers and makes an attack roll
bases, and each weighs as much as a space transport. However, a (using only base attack bonus) against everything in the area. A
judicious use of explosives might be able to knock one over, successful attack deals 15d6 points of damage to a target; a
possibly crushing a turret or even the AT-ST. A single charge of miss that hits at least a Defense of 10 deals 5d6 points of
explosives can knock over a statue if a DC 35 Mechanics check is damage. Any target that moves a step down the condition track
made to set the charge. Four or more charges of explosives can from this damage is pinned under the rubble and can free
do it with a DC 25 Mechanics check. Also, any attack at the base himself only by making a Strength check with a DC equal to the
of a statue that hits a Reflex Defense of 20 and deals 50 or more damage dealt. Anyone unable to free himself can be dug out by a
points of damage knocks over that statue. (Each statue has a dozen or so workers in 10 to 20 minutes.
Reflex Defense of 5, but an attack that doesn’t hit a Reflex The hatch on the dome, which leads to the underground
Defense of 20 lacks the precision to knock it over—the attack control center, has DR 20 and 150 hit points. It can be bypassed
merely causes damage instead.) with a DC 30 Mechanics check.
Point Gold
Challenge Level 12
Encounter Map
See the map of the area on page 26.
Point Gold Encounter Map
26
S ess i o n T r ac k i n g
The First to Strike (Dawn of Defiance, Part 5)
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only.)
DuG
nAgM
e oE n
MM aste
aste rr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal RPGA table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player RPGA
Name Number
2
a b c
3
4
S ess i o n T r ac k i n g
The First to Strike (Dawn of Defiance, Part 5)
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only.)
DuG
nAgM
e oE n
MM aste
aste rr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal RPGA table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player RPGA
Name Number
2
a b c
3