Episode 3: The Show!
An Imperial taskforce has arrived and has engaged the station defenses. However, smuggler pilots are infamous for their battle prowes, and many here are fighting for thier livelihoods. The players are asked to join the battle.
"You guys know how to handle Headhunters?"
Z-95 HEADHUNTER
Maneuverability 1D, , space 7, hull 4D, shields 1D, Weapons: 2 triple blasters (fire control 1D, damage 3D), concussion missles (fire control 1D, damage 7D) (6)
TIE/IN
Maneuverability 2D, space 10, hull 2D, Weapons: 2 laser cannons (fire-linked) (fire control 2D, damage 5D)
Skill: starfighter piloting 6D, starship gunnery 5D
Law & Order (NEBULON-B FRIGATE capital-scale)
Maneuverability 1D, space 4, hull 3D+2, shields 2D, Weapons: 12 turbolaser batteries (fire control 3D, damage 4D), 12 laser cannons (starfighter-scale, fire control 2D, damage 2D), 2 tractor beam projectors (fire control 2D, damage 4D)
Skill: capital ship gunnery 4D, capital ship piloting 3D+2, starship gunnery 4D+1
The TIE fighters should be a healthy challenge, but the Nebulon should escape to provide motivation for the rest of the adventure. Many of the Station's ships and those who jumped in on the Station's behalf took heavy damage, and as the players land, they see all the station techs working overtime on repairs. A tech mockingly shows the players a repair schedule, and says "take a number!" On a Moderate Perception roll, the players notice that niether Vangar's name nor any of his ships are on the list for repairs. If they don't see this now, they can find it out later.
Episode 4: Framed!
Read aloud:
The entire station is in an uproar after the attack. In the last hour alone, 20 ships have left, and Morgan Jiasko's ship was probably one of them. But who can tell in the confusion?
As you look around, you see many people packing to leave, and others battening down the hatches as StarForge prepares for a short hyperspace jump and a change of location inside the nebula. Oddly, you see a strong showing of the Security Force out now. In fact there has been at least one guard at every intersection.
You also see another bountyhunter, whom you recognize as "Gunner" Groth. He seems to be checking down dark corridors and into shops. He has just questioned a Station resident when he notices you and turns your way.
"Hey guys! You lookin' for Skoot, too? Well good luck findin' him before I do. If I have anything to say about it, the reward is all mine. Clear skies, boys!"
The players probably have no idea why Gunner is looking for Skoot, or why they should, for that matter. However that reward he mentioned might make it worth looking into.
After Gunner clears out, the players should be alone in the corridor. As they consider thier next move, one of thier comlinks beep. When they activate it, they only hear static; it's an encrypted message. A Difficult communications check is needed to adjust the comlink so that the message comes through, or hooking into a personal computer will reveal the message with a Moderate computer programming/ repair or an Easy encryption total. At any rate, the message is as follows:
Framed. Need help. Big payoff. EE-4, 1 hour. Don't get followed.
Have the characters make several search and sneak checks to make sure they aren't followed. Section EE-4 is one of the more run down areas of the Station. No one ever comes down this far into the bowels of the asteroid because of its unfinished and hazardous condition. After the players search around for a little bit and are just a touch frustrated, they hear a whisper:
"Your surrounded! No body move! Blasters down!... Clifton? Brassik*, is that you?"
Now, Skoot comes out into the open and holsters his blaster.
"Sorry guys, but I had to make sure you weren't followed. With everyone looking for me now, I can't take any chances. Big enough chance tellin' you guys where I am. You're not gonna turn me in, are ya? I'm innocent, ya know. I was framed!"
If the players have no idea whats going on, Skoot tells them that he's been accused of leaking the location of the Station to the Empire, and that somebody forged a Holo-Net transmission in his name to Moff Stavveld. SSF came to his lab, but he managed to get away and hide down here.
"I've been set up. Besides the forged transmisson, there's the matter of the Arakyd Probe Droids. I never told anybody they were Vangar's because he told me to keep it quiet. Nobody believes me, now. And with a 20,000 credit reward on my head, I can't risk leaving this room. That is, 'til they wise-up and look for me down here. Then I'm as goood as vaped. Listen, you guys could turn me in, but I'm innocent, so you just can't. I'll build you any droid you want. Free. Just tell me how you want it, and I'll do my best to make it real. All you gotta do is clear my name. If you find the real leak, you'll still get the 20,000. Deal? Please guys, I'm countin' on you."
GM Note: You don't have to add the greed motivator in there (the droid), but I was afraid Scorpion might just shoot Skoot if I didn't!
The players may wish to access StarForge DataCore. This requires a Moderate security roll and an Moderate computer programming roll. Failure of either of these results in an ACCESS DENIED message. Failing either 3 times in a row alerts the central computer to the unathorized access and shuts down, also alerting security teams to the location of the break-in.
If the players can't think for what to search for themselves, have them roll investigation. Any number of these things could help. On higher difficulty levels, the lower information occurs to them as well.
VE: Check bank records. VE comp. prog/rep. roll (Skoot gives the players his code). Skoot's credit balance hasn't changed much in the last month (indicating that he hasn't accepted any bribes.) Moderate totals needed to see other credit information.
E: Check the transmission logs. Moderate computer or forgery rolls show that it's a fake, but a Very Difficult computer or a Difficult communications roll is needed to match it up to Vangar and Sleebo's protocols.
M: Check the Station arrival/departure logs. As the players scan down the list, ask for Perception checks. On easy, they will see that Jiasko has indeed departed, but on Moderate the players notice that Vangar is still on the Station. If they wonder out loud why he would still be here, Skoot offers:
"The only reason to stay aboard when the Station jumps is so you know where it'll be when it stops."
This should be a dead giveaway for the players, but they could also check the repair logs and itineraries. If they happen to wonder outloud why Vangar doesn't need any repairs, Skoot casually mentions:
"Maybe he managed to stay out of the way..."
Finally, ask the players who on the station has motive to both frame Skoot and help the Empire. The players should remember Vangar's anti-Rebel leanings from the first adventure, so the answer now is painfully obious.
If your PC's still haven't figured it out, lay a set of suspicious footprints on the ground, and have the morons follow them to the Station's reactor. Obviously your PC's are too stupid to live, and the galaxy's average IQ will probably spike sharply when they have been incinerated.
Episode 5: Showdown
Read aloud:
You feel a shudder through the deckplates on the floor. That can only mean that StarForge Station has come out of hyperspace. Vangar will no doubt be leaving soon.
At this point, characters should be ready for trouble, and have a very small amount of time if they want to stop at the weapons shop (they may have to buy on credit or leave collateral.) Asking any of the denizens of the Station where Vangar is, they last saw him in same establishment where the players first encountered him. He, Sleebo, and six of his gang are all there having drinks while thier ship is being prepared for departure. If the characters are going to barge in and start blasting, stop them and have them make a cultures roll to see what Vangar's reaction might be. After this obvious answer, an Easy law enforcement total tells the characters that involving the SSF now would at least clear Skoot if not ensure thier reward, not to mention providing back up when things get rough (and they know it will.)
When the players present thier evidence to the SSF and move in to arrest Vangar, a grand firefight errupts in the bar, and while the players and the SSF battle the pirates, Vangar and Sleebo escape out the other door. The players will notice this, and after neutralizing the immediate threat, will give chase. A map of the chase is provided, and the base running difficultiy is Moderate, but Difficult where crowded and Very Difficult where there is debris or other obstructions (including whatever applecarts Vangar and Sleebo overturn along the way.) The base difficulty to hit Vangar or Sleebo on the run is Difficult (don't forget multiple action penalties!), and players should be forwarned that injuring innocents will not sit high with the SSF, even in the name of stopping Vangar. If Vangar manages to lose the players, any of the confused bystanders quickly point them in the right direction.
Vangar's last stand is in the hangar where his ship is docked. They will only trade shots for 5 rounds before retreating into the ship; after five rounds, it is prepped for take-off.. The players can try to disable the ship on the ground, board it and take it over (which could be really fun!), or if it gets away, those Z-95's are just in the adjacent hanger...
See "Disable", "Board the Corvette", or "Space Chase"
DISABLE
Explosives such as detonite or frag grenades or thermal detonators could be very usefull here. Just tossing them at the ship won't do much good, but a prescise hit in the engine (Difficult), up the boarding ramp (Very Difficult), or an exhaust port (Heroic) would effectively prevent the ship from taking off. If they are successfull in disabling the ship and subduing Vangar, they will collect thier reward, but Sleebo and a few pirates slip away and steal a freighter to escape.
A Moderate search roll inside the Corvette will find various weapons, and supplies, all of which the players are entitled to, but they will also find the ownership deed to the Corvette. With Sleebo gone, they have just as much claim to it as anyone else, and they did find it first after all.
BOARD THE CORVETTE
For the exceptionally daring this could be really fun. Or really lethal, depending on how good, lucky, or smiled-upon-by-the-Force the players happen to be. A layout of the ship is provided: 4 decks, plus the 3 cargo bays, averaging 10 pirates per deck, hiding behind bulkheads and in rooms. Once the players take the bridge, they discover that Vangar has taken the secret passage he installed to cargo bay one, where a Lone-Scout-A he modified into an escape shuttle is waiting.
This passage actually leads to cargo bay 2; it is trap by Vangar to ensnare the players. Upon emerging and not seeing the ship, they are blindsighted by Vangar, who proceeds to try and pummel them with his fists. Regardless of how well he's doing, a couple of rounds in, the warning lights and sirens go off, indicating that the escape ship is launching. Vangar is temporarily distracted by Sleebo's treachery, giving the players the opening they need to neutralize him.
If the players attempt to stop Sleebo, they will find that the weapons systems and hyperdrive on the Corvette have been sabotaged, guaranteeing Sleebo's escape.
For stopping Vangar in this method, the players recieve the reward for Vangar, plus the Station will buy the Corvette for the defense fleet.
SPACE CHASE
If the Corvette does manage to get away without the characters on board, they will most likely have to destroy or damage it beyond repair to stop it. It will go to hyperspace in 10 rounds, but will no doubt be incapacitated by that time, either by the players, or the Skipray Blastboat flown by the SSF. In this event, the Corvette blows a shoud package in the players faces as Sleebo escapes in the scout ship. For stopping Vangar, the players get the reward on him, and if they think fast enough, can and also claim salvage rights to the hulk of the Corvette (which they can sell to Chidee Na Maak for a lucrative offer.)
ADVENTURE REWARDS
In addition to the 20,000 credits for Vangar's head (assuming he was captured or killed and it's pretty unlikely that he wasn't), and in addition to whatever other moneys they may have earned through the different methods of capturing Vangar, Skoot also lives up to his word and will build a droid to the players specifications. This droid has 30D to split between attributes, skills, and attachments, or if they use a template in Cynabars....Droids, simply give the droid an extra 10D for skills and attachments. It will take Skoot roughly 1 standard month to build the droid.
Give the characters 4-6 character points per episode, accounting for creativity, role-playing, and good playing. This was a hard adventure, so award 1-2 character points for good teamwork, snappy one-liners, impressive and memorable action sequences, and also how much fun everyone had!
*Substitue your PC's names here.
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