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Invasion of Theed
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wy A INVASION OF THEED ADVENTURE GAME| Table of Contents a O- Introduction oo3 Adventure 1: Battle Droid Invasion OOS Adventure 2: Recovery oo6 Adventure 3: Rescue o12 i Adventure 3A: Escape 017 Adventure 4: Aid the Queen o20 Adventure 5: Renegade o2u Blank Character Sheet o31 Table of Contents > es —@a02 coo—_dintroduction AI long time ago in a galaxy far, far away... - Thats how every great Star Wars adventure begins, including the ones presented here. The material in this book i forthe Gamemaster only. It explains all the details about the opponents the heroes will face and the secrets they must discover. If you're new to being a GM, play through the five adventures in this book before trying to create your own, These short scenarios will shaw you what kind of clements a standard adventure should include. After that, you can try making up some epic ‘Star Wars adventures of your own using the guidelines in the Rulebook. To run these adventures, you'll need the map. IF you have a collection of Star Wars action figures, you can use the side of the ‘map with the lager spaces. Otherwise, use the counters and the map side with the smaller spaces. ‘Be sure to run these adventures inorder, since each ane provides a slightly greater challenge than the one before it. Take your time and go through them at your own pace. An adventure might take one session to play through, or it might take two or three, ‘depending on your pacing and the actions ofthe players. That's okay. There's no rush. Just have fun and let the game flow. Ifa question comes up that isnt covered in the rules or the adventure text, just make your awn decision about it and continue. Te trick is nat to get bogged down in rules. Keep the adventure moving, be fair, and everyone should have fu. ‘After Adventure 2, each hera should be ready to gain a new level You can find the rules for character advancement in the Rulebook and in each Character Folder. | Setting The heroes were all students at the Royal House of Learning, a prestigious school in the city of Theed on the planet Naboo, before the Trade Federation blockaded and invaded the planet. The first adventure takes place during the invasion that occurs in Star Wors: Episode | The Phantom Menace, That's it. Now you're ready to start reading Adventure 1. Goodluck! And may the Fore be with You. +-@Adventure L: Battle Droid Invasion inthis venture, the characters experience the invasion of Teed stand, These are dangerous times forthe peaceful planet of Naboo! Read ths whole adventure to yourself before runing it When you're ready to star play, begin with Payers ntraduction, below: Dont ead anything out loud to the players except the boxe text in the various encounter descriptions Everything ele in this book is just for you to know. Gamemaster's Secret Information The forces ofthe Trade Federation have blockaded Naboo, cutting off all trade. Now, after many days of ineffetual negotiations, the Neimoians have decided to send an invasion force of bate droid to the planets surface In this adventure, battle dros attack the characters inthe streets of Thee, But the heroes can cross the map and commander the abandoned fash speeder atthe opposite ede, they can ecape From the center ofthe cy The heroes dont need to defeat al of the battle dois t win They ust ned to get the flash speeder and escape Adventure 1) 4, Players’ Introduction Wen you've read the adventure to yourself and are ready to start playing, read this boxed introduction out lou to the other players ets them know what i happening around tei characters and gives them enough information to decide what they vant their heroes to do next. ‘A few days ago, the Trade Federation set up a blockade around Naboo. Since then, no ships have been able to approach or depart the planet. The people of Naboo are growing increasingly more tense. Even the popular Queen Amidala hasn't been abe to case their fears completely ‘You and your friends have been walking through the streets of Theed today, listening forthe latest rumors and news. So far, things have been disturbingly quiet. Teresa sense of doom in the air, and you all havea really bad feeling, Suddenly, you hear screams and see strange vehicles flying overhead. "The Trade Federation is invading Naboo!” one shopkeeper exclaims as she runs past you. “We're all doomed!” ‘Then you se them. An army of skeletal battle dros marches up the stret, heading staight toward you! There's a speeder at the end ‘ofthe block, but the droids are between the vehicle and you. Ifyou could just reach it, you'd be able to outrun the droids Then one ofthe droids points at you and shouts, “Halt! You're under arrest! What do you do? soon 003 @————_@Set-Up place the Flash Speeder token at the bottom edge. Show the play- i tre thes sea anderen pace ter cheer RR Encounter 1: Battle Droids in the Streets ‘The unmarked battle droids facing the characters are the Trade Federation’ infantry troops. The orbiting Trade Federation battle- ship controls them, issuing orders from its central computer. ight now, their orders are to take this group of teenagers captive. To that end, the five doids that are visible atthe start of the battle try to surround the heroes and keep them from getting away. The heroes goa for this encounter is simple: They must move to the bottom of the map, climb into the waiting flash speeder, and leave this part of the city, But accomplishing that is tough, since there are more battle droids than the heroes may be able to over- ‘come. If the players decide to have their characters fight it out with the droid, they should quickly discover that this willbe a very tough bate Te heroes’ best bet is to engage the battle droids in a running fight. That i, the characters should move and attack every turn, working their way closer and closer to the waiting speeder—and ‘maybe taking out some of the battle droids along the way—until, they reach their goa The game statistics forthe battle droids are presented below. Use the "Wounds" boxes to track any damage the droid take in battle Running the Fight Al the heres Have higher native ratings than the batt rods, Since everyone actin native order, that means the dois at lst in each round. Note that thee i plenty of potential cover around in he form of walls an pls. See the Using Cover Sidebar (onthe next page) for ts effects If the heroes (or did) wart to make use of this. Hera Attache: Heroes using ranged weapons can attack fom a distance, but they must have atleast one clear space between themseves and all opponents todo so A hero with a melee weapon must move next oa dod to atack If ae’ atack ol rest equal to or better than 12 able dois Dense the attack hits The player then als the damage dice forthe weapon the Grace ising. and you subtract the su from the droll’ wound points (Bate dois doit have any vitality points 30 all mage apps to wound pons) Arid that rs out of wound point i destroyed Fp overt Token to show that ifs ut ofthe at. to) Droid Attacks: Since the droids ae attacking with blasters (ranged weapons. they try to keep one open space between themselves and any hero at all times, Whenever a battle deoid ae aco eee attacks a character, make an attack roll for it (1420+. Ifthe result i equal to or better than the target hero's Defense, the droid hits. Roll 346 for damage and add the numbers together to [ra] of & | 0 | x2] Seco many points he Reo player must subtract from the ‘character’ vitality (After all of a hero's vitality points are gone, DAMAGE TRACK any additional damage applies to wound points instead.) Abattle droid that ends up in the space next toa hero can't Saves: Forte 1206, Ref 12010, Wil 12060 Sls: ster 1206, Search 16204 Spt 16208 Battle Droid 1 Battle Droid 2 Battle Droid 3 Battle Droid 3 Battle Droid 5 dooooo00 doooooca oooeooso ooooo000 qooec000 shoot is blaster. Instead, it swings the weapon lke @ club. For each such attack, roll 1420, but don't add any bonus to the die ral. The droids have na bonus for this type of attack) A result ‘greater than or equal to the target character’ Defense is a hit. A @ 004 sovenrunes soonTrade Federation prison camp [go to Adventure 3A: Escape!) blaster deals 144 points of damage when used in this way. Any heroes reduced to 0 wound points fall unconscious. ‘Guteome: Infantry battle doids never surrender and never retreat. They fight until they win or uni the characters destroy them. If any heroes reach the speeder (whether or not they have destroyed all the droid), they face a new challenge (go to The Flash Speeder). Ifthe battle droids knock all ofthe heroes unconscious, they take them prisoner, Later, the characters wake up ina Using Cover The heroes and the bettledroids can both take advantage of various types of cover on the battlefield In the Adventure Game, cover" is usually a large abject that cover ll or part ofa target's body. Here's haw it works. If a wal, pillar, or other such token stands directly between a character and an opponent, neither can attack the other at al (Since these obstacles block line of sight, characters can't see targets behind them) IF the target isin a space adjacent to one of these tokens, and the attacker’ shot must cross the corner af the square containing the cover token to hit, the target gains @ Defense bonus. (That is, the Defense bonus applies to a target that is next to a cover token, but just around the corner of it with respect to the attacker) Defense bonuses are given on the table below: Cover Target's Defense Bonus Piller 42 wel +4 Speeder +28 “This bonus opis to targets in the some space os the speeder token as well as those adjacent (0 it The Flash Speeder The first hero to reach the flash speeder receives an Cee tnpleasant surprise. Two more battle droids pop up from behind the wall and attack! The game statistics for the other two battle droids J Aad Blister 1620-2 Damage: are presented here. Use the "Wounds" lines to track any damage the deoid take in battle. ‘Any conscious character can climb into the speeder tnd attack in the same tur. (Assume that any conscious hheroes who made it to the speeder carried their uncon= scious companions there as wel. The vehicle can hold the entire group, even if tis abit crowded) Battle Droid 6 Continue running the battle unti all the heroes are in| Battle Droid 7 ‘the flash speeder. As soon as that occurs, the characters. can try to escape. The player running the heroin the divers seat must make a Pilot check (or a Dexterity check, if the hero does ‘not have the Pilot skill ta see whether the driver can figure out the controls, start the repulsorlft engine, and get the speeder ‘moving, Every round that the dive’s check result is 14 or lower, the speeder stays put, and any remaining battle droids shoot at its occupants. (The characters in the speeder do get to take advantage ofthe cover it provides, though.) As soon as the driver gets 4 check result of 15 or better, the heroes speed away from the invaders and escape. aster 346 Saves: Fore 120+, ele 12040, Wil 12040 Sls Listen 1420+, each 1204, Spt 120 The End! The adventure ends when the heroes escape in the flash speeder, or when the battle droid capture them al. Ifthe batle droids win, they place the captured heroes in an internment camp. (Go to Adventure 3A: Escape! to continue) Experience IF the battle droid win, the characters receive no XP for this adventure the heros escape fom the bale dads, the group wins a total award af 2000 XP. Divide this amount by the numberof heroes involved giving each character an equal shar Rest After their daring escape, the characters can find a hiding place and rest. Assume that they have recovered all their lost vitality ‘and wound points before the next adventure begin. novenrunes soox OOS @- .-—@ Adventure 2: Recovery Read this whole adventure to yourself before running it: When you're ready to start play, begin withthe Players’ Introduction, below. Once you statt playing, don't read anything fot loud to the players except the boxed text in the encounter descriptions oo) Gamemaster's Secret Information Since the end of Adventure 1, the battle droid have been aresting and imprisoning everyone they encounter. They have already captured some of Naboa's bes pilots, bravest security officers, and mast influential citizens. Te invaders are holding the captives inn abandoned building just off the central plaza until they can finish setting up their prison camps Meanvil, the heroes have hooked up withthe Naboo Underground, an organization consisting ofa few people who, like the characters, have ths fr managed to remain free. But the Underground needs more resistance fighters I up tothe heroes to fre the prsoners from the abandoneé bulng, then beak into weapons stash to arm them, To accomplish this mission, the characters must fist defeat or sneak past the two Neimoidians guarding the door of the building, Then they have to deal with some security droids before they can seach for the weapons stash and escape back to the Underground. Players’ Introduction After you've read the adventure to yours you'te ready to start playing Fist, read the following introduction out loud to the players It tls them what's going on and gives them enough information to decide what they want thir heroes todo next ‘You and your friends have recently joined the Naboo Underground. Like you, this small group of people has managed to stay out ‘of the way ofthe battle droids so far. They intend to remain free, find ways to free others, and cause as much trouble as possible ‘or the villains who have invaded their homeward. Today, the Underground leaders ask you to take on a difficult but important mission, "We are spread thin, and the rest of our ‘teams are already out in the fied,” explains Lucos Dannt, once your headmaster at the Royal House of Learning and now a leader ‘of the Naboo Underground. "But we have just learned where the Neimoidians are holding a cecenty captured group of pilots and security officers. Unfortunately, they won't be there long. As soon as another prison camp is ready, the invaders will transfer them tit, and this opportunity wil be lost." ‘The headmaster explains that the Neimoidians ae using an abandoned building near the central plaza as a temporary detention center. "The place isn't heavily guarded, so tis is the best chance we have of freeing these men and women," Dannt says. "What's more, the Trade Federation has stored some confiscated weapons near this makeshift prison. If you can locate the ‘weapons stash, youl be able to arm the prisoners immediately” Headmaster Dannt ooks at you a final time before you head out. "Be careful” he says gravely. "And may the Force be with you." ‘You make your way to the abandoned building and now stand across the street from it.The place looks deserted except for ‘two Neimoidians skuking in the shadows near the main doors. There are no windows, and you don't see any other entrances ‘except fora second door near the buildings far corer. ‘What do you do? Set-Up While the payers re deciding what thelr characters should do met get out the map sheet and place the nine Wall tokens, wo Door tokens, and two Pilar tokens ont 25 shown on Map 2. Then plac the two Neimoiian tokens outside the building, one on cach sie ofthe Door token. Show the players the area across the street (marked “Start Here” on Map 2] and let them place thr Character tokens within that are as dese Don't place any tokens inside the building yet! The players shouldnt ee those until their characters actualy enter. They aso Shoulda know about the scuity droid that wl ave and challenge them Inter inthe adventure Note that Pilar and Wall tokens block ine of sight. Characters cat see or shoot though such obstacles Encounter 1: Neimoidian Guards The two Neimoidans sulking outside the ulding haven't noticed the heroes yet: What happens next depends on what the char- acters do, Here ate some probable hero ations and instructions for handling themqo Distract the Guards ‘There area number of ways for the heroes to distract the Nelmoidians infront of the door. The characters could easily frighten them into fleeing through intimidation, O, if Sia-Lan is one of the heroes acting in ths adventure, she could use her Affect Mind Skill to send the Neimoidians off after a false sound that she has conjured with the Fore. See the appropriate section below if the characters try either of these options. | Intimidation ‘Any challenge attracts the Neimoidians’ attention, Since they are cowards at heart, however, they deal with any apparent threat by feing, No sil checks are necessary to intimidate them, but the players must describe what their characters are doing If you decide that such actions would frighten the Neimoidians, both villains immediately un away, leaving the building unguarded. If the heroes don't want to let the Neimoidians get away, they mus fight them (go to Fighting the Guards). Otherwise, as soon as the Neimoidians flee, the heroes can check out the building they were guarding (go to Approaching the Doors) |-Using Affect Mind ifone of the players is running Sia-Lan, this Force sil is available. To use it, Sia-Lan' player must make an Affect Mind sil ‘check by rolling 1420 and adding 6, as shown on page 3 of her Choracter Folder. The result determines the difficulty for the Nimoigins’ Wil saving throw. You make the saving throw for the Neimoidans by rolling 1420+ 1, attempting to beat the otf clty. (One Wil save covers them both) Ifthe Neimoidians fil the saving throw, the young Jedi creates a false sound that attracts their attention. Both Neimoidians {go around the corner ofthe building to investigate the auditory illusion The heroes can then check out the doors (go to Approaching the Doors) or tty to find another way in (go to Look for Another Entrance} Ifthe Neimoidians make the Wil save (you roll higher than the difficulty), her “mind tricks" dont fool them. The heroes must then come up with a different plan for dealing with the Neimoidians. The Stealthy Approach The heroes might try to sneak past the Neimoiian guards, What happens in that case depends on how many heroes make the attempt and what they hope 10 accomplish | Sneak Attack! ‘The heroes may decide to attack before the Neimoidians are even aware that anyone is watching them. In this case, the heroes get a free round of attacks before the frst regular round of combat begins. (That i, each hero gets to attack once, and the ‘uards don’t get to attack back. This is ealled the "surprise round.") Have each player whose hera is attacking rll 1420 and add the attack bonus given on page 1 of the Character Folder. f that totals equal to or higher than 11 (the Neimoidians’ Defense), the attack hits. The player then rolls damage for the weapon used, ‘and you subtract that total from the target Neimoidian’s wound points. Go to Fighting the Guards after the surprise round to run the rest of the battle }-Slip Past the Guards! ‘The heroes might try to slip quietly past the guards and find a way into the abandoned building without being seen. This i tricky. ‘There's no way for the charaeters to sneak up to either door without attracting the Neimoidians’ attention. But they can try to slip around to the side ofthe building unnoticed. ach player whose hero tiesto sneak around the building must make a Move Silently check. Fora character with the Move Silently skill, the player rolls 1420 and adds the bonus given on page 3 of the Choracter Folder, Fora character who doesn't have the skill, the player rolls 1420 and adds the hero's Dexterity bonus (given on page 2 of the Character Folder. Meanwhile, you ‘make a Listen check forthe Neimoidians by rolling 1420 and adding 2. (As before, one roll covers both guards) ‘Compare the Neimoidians’ Listen check result wit the Move Silently check result of each hero trying to be sneaky. Any charae= ter whose check result is higher than that af the Neimoidians slips past them tothe side of the building (go to Look for Another Entrance) The Neimoidians notice any hero whose check result is lower than theirs (goto Fighting the Guards). Look for Another Entrance To look for another way into the abandoned building, the heroes must already have dealt withthe guards. Otherwise, the two [Neimoidians outside the door spot them [go to Fighting the Guards) If the guaeds are out of the way othe heraes have slipped past them, it’s safe forthe characters to check out the building. But their options ae limited, There are no obvious ways to get inside except the door at the front. (The other door obviously leads to a different place.) No windows, doors, ar openings of any kind are visible on the sie of the building, and no amount of searching tuans up any other acces, sovenrunes soon O07 @————Making 2 Door ‘Any Jed who slipped past the guards can use a lightsaber to cut a hole in the side of the building I takes 2 rounds forthe lightsaber to lice through a wall. One each round, make a Listen check forthe guar if they til there) by rolling 1420 and auding 2.1 their check result is 15 or higher, they hear the distnet hum ofthe lightsaber and run to investigate before the er | acter finishes making te hole G0 to Fighting the Guards). Otherwise, remove one Wal token atthe end ofthe second round and goto Inside the Building ©} Fighting the Guards There are Jt of ways that this encounter could tur into a battle withthe Neimoidian guards, Some heroes might decide to take the direct approach and attack the inmedte: hes miahe ge Uak Wes pat ame Bs | to be sneaky. The Neimoidans cary blaster pistols, but they don't] say Fri 104 Ree ns, 201 telly keto use them, Like other members oftheir Ski isen 20-2 tel species, they prefer to let their battle droid fight for Ten eh chow ch fr ct felts ‘summon some security droids to assist them, While wait Llibiioeheddliiiaeeidl ing for their backup to arive, the Neimoidans try to arrest the heroes. Ifthe heroes attac, the Neimoidians just run ava, The game statistics for the Neimoidians are presented here. Use the "Wounds lines to track any damage the guards take in battle ooooooo ooooooo | Running the Fight ‘Any heroes who surprise the Neimoidian guard (see Sneak Attack!) get one round of free attacks (That is, the heroes can attack during that round, but the guards cannot) The players whose heroes are attacking make their attack rolls in initiative order, from highest to lowest. After tat, the fist regular combat ound begins. | If the heroes do not have surprise, the first round of combat isa regular one. (Thats, both sides get to attack normally) Once the first regular round of combat starts, the hero or opponent withthe highest initiative goes fist, the one with the nexthighest initiative goes second, and so forth until everyone has acted In this fight, ll the heroes act before the Neimoidians do in cach round, since the guards have a lower initiative rating then any af the heroes) Hero Attacks: A hero using ranged weapons can atack from a distance, but there must be at least one empty space between that character and any opponent: Otherwise, no ranged attack s possible. Aero using @ melee weapon must move next | to a quard to attack When a hero attacks a Neimoidian, the player makes an attack roll (1420 plus the hero's attack bonus, as given on page 1 of the Character Folden. Te attack hits if the result is equal to or higher than 1 (the guard's Defense) f an attack hits, you deal damage by roling the dice indicated on page 1 of the Character Folder. Subtract the result ofthat damage rol from the Neimoidian's wound points. (These guards don't have any vitality points, so all damage applies to wound points) A guard who runs out of wound points falls unconscious. Flip over the tokens of any Neimoidians the heroes manage to defeat. Reimoidian Attacks: Since the Neimoidian guards are armed with ranged weapons (blasters), they can attack rom a distance. When it’ their turn, move each Neimoitian's token toward cover. (They like to hide beside the walls on the side of the building) Next, make an attack roll (142041) for each Neimoiian. I the result is equal to or better than the target character's Defense, the guard hits. Rol 345 (three G-sided die) for damage after any successful hit. The target hero's player must then subtract 2 number of points equal to the damage result from the character's vitality. Every round, the Neimoidians move away from the heroes and make an attack. A Neimoidian who reaches the edge of the imap escapes. Gutcome: The avards keep attacking until they win th battle, escape, or fall unconscious Ifthe heroes defeat the Neimoidians, they can check out the doors to the building (go to Approaching the Doors). Ifthe guards win, the heroes wake up later in a Trade Federation prison eamp. Go on to Adventure 3A: Escape! Approaching Either Door This is noncombat encounter, (That means the characters don't have to take tums and they can work together to accomplish a task) After the heroes have either defeated the Neimoiian guards or gotten them to eave the area, i's safe to check out the door leading into the abandoned builaing, (Safe, that is, until the security droid arcve) | The door thatthe Neimoigians were guarding lead int the abandoned bulding The doo onthe side ofthe structure leads to © \—@ 008 sovenrunes soon“another area containing the hidden weapons stash, Go to The Door into the Building or The Door to the Weap ing on what the characters are doing, The Door into the Building Read the following aloud when a character examines the door leading into the building ‘Te door leading into the building is made of heavy wood. It seems solid and in good repair, despite the shabby appearance of ‘the rest ofthe structure. The door is locked, and it looks like it opens inward @ Here are same probable hero actions and instructions for handling them, Listening at the Door A player whose hero wants ta listen atthe daor must make a Listen check. Fora character with the Listen ski, the player rolls 1120 and adds the hero's Listen bonus, as given on page 3 of the Character Folder. For a character without the Listen ski, the player rolls 1420 and aus the hero's Wisdom bonus, as given on page 2 of the Character Folder. ‘A check result of 10 of higher means the hero hears voiees on the other side of the doors, but can't understand what they're saying. A check result of 9 or below means the character doesnt hear anything, |-Unlocking the Door A player whose hero wants to unlock the door must make a Disable Device check. For a character with the Disable Device ski the player rolls 1420 and adds the appropriate skill bonus. For a character without the Disable Device skill, the player rolls 1420 ‘and adds the hero's Dexterity. With a check resuit of 15 or higher, the hero unlocks the door Failure means the door is stil locked, but the hero can try again ‘each round until the attempt succeeds, if desired. \When a hero gains access to the building where the prisoners ae being held, go to Encounter 2: Security Droids | Breaking Down the Door Breaking the door open requires a successful Strength check. To make a Strength check, the player must roll 1420 and add the character's Strength bonus. ‘On a check result of 18 or higher, the lock snaps and the door swings open. On a result of 17 or below, nothing happens. A character who fails to break open the door may try again as many times as desired, but after the frst attempt the prisoner start yelling for help. When a heed gains acces tothe building, go to Encounter 2: Security Droid The Door to the Weapons Stash Read the following aloud when a character examines the side door protecting the weapons stash The side door is made of solid wood and set in a metal frame. It has been fitted witha brand-new electronic lock. Both the frame and the lock hum with energy. Here are some probable hero actions and instructions for handling them. Listening at the Door If. hero tries to listen at this door, ask the player for the character's Listen bonus. Then make the 1620 roll for the check ‘yourself: Regardless of the result, inform the player thatthe hero hears nothing but the hum of energy (That's because there's no ‘one inside and nothing else to hear, but the player shouldn't know that) 9 the Door 'A player whose hero wants to unlock the door must make a Disable Device check. A check result of 20 or higher means the hero Unlocks the door and bypasses the shocking trap. Ifthe check fis the attempt releases the energy coursing through the doar frame. The character making the check takes 2d points of damage from the massive shock. In the next round, the hero can try again. It takes one round for the electrical charge to rebuild, so there is no damage ifthe second check fais. From then on all ‘odd-numbered checks (that, the third, fifth, seventh, and so forth) result in shocking damage on failure, but even-numbered ‘checks da not. On the round thatthe attempt succeeds, the energy snaps off and the door lock disengages. When the heroes open this door, go to The Weapons Stash,Breaking Down the Door The metal frame makes breaking open the side door impossible, Any character who attempts to smash open the door simply bounces off of i, regardless ofthe Strength check result The Weapons Stash When the door opens, the heroes see a small chamber containing eight blaster pistols, four medpacs, and twenty blaster-ammo power packs. They can gather and distribute these at wil ® Encounter 2: Security Droids This i 8 combat encounter, As soon 0s the heroes open the door into the building (or make ther own entrance, two security rods ariveone from the north and one from the east=to puta stop tothe jailbreak (ifthe Neimoians were able to sound the alarm by escaping from the then two security droid ative fom each entry point, for a total of four opponents instead of two. The prisoners don't immediately understand what's happening, so they remain inside the building during the fight, even ifthe characters give them weapons. Set-Up Place the following tokens inside the building, as shown on Map 2: three Pilot tokens, two Palace Guard tokens, And two Naboo Citizen tokens. Next, place the secuity roid tokens at their entry points on the north and east edges ofthe map. Eero uk tac: laser 142065 Damage: Blaster 546 Saves: Forte 202, Rees 12041, Se iid 12006, Search 14206, Spot 12016 The Fight The game statisti forthe security droids are presented here Use the "Wounds" lines to track any damage the roids Gea aan Battle Droid 1 INoooooooooooooOo Running the Fight Battle Droid 2 oagoooso09000090 Resolve everyone's actions in nitive order. This time, | Bate Droid 3, oagoooso09000090 the security doids might get to act before some ofthe | Bate Droid 4 SNooAGGo00001 @ 010 aovenrunes soonHero Attacks: Remember, heroes using ranged weapons can attack from a distance, but must have atleast one clear space between themselves and all opponents to do so, A hero armed with a melee weapon must move next to a droid to attack. Ifa hero's attack rol result is equal to or better than 15 (a security droids Defense), the attack hits and the player rolls to deal Jamage. When all of a droid's wound points are gone, its destroyed. Flip over the tokens for any destroyed droids to show th they e out ofthe fight. ‘Security Droid Attacks: Since the security droid are attacking with blasters (ranged weapons), they try to keep an oper space between themselves and any hero at all times. The droids use the walls for cover whenever possible, trying to catch the heroes ina crossfire. Whenever a droid attacks a hero, make an attack rll (1420+3) for it. If the result is equal to or better than he target hero's Defense, the droid hits and deals 346 points of damage Dutcome: rity droids, they can escape with the prisoners (go to Adventure 3: Rescue!) If the security droids win, the heroes wake up later ina prison camp (go to Adventure 3A: Escape!) The security doids keep attacking until they either win the battle or ae defeated, Ifthe heroes defeat the secu The adventure ends ether when the security droids defeat the heroes, or when the heroes defeat the security roids and release he prisoners. If the heroes win, they can lead the rescued prisoners back to the Naboo Underground. Experience If the heroes fail this mission and wind up captured, they receive no experience points (XP). I they succeed, award experience 3 follo Stopping the Neimoidian guards from alerting the security droids~800 XP; Defeating the security roids—1200 XP; 0x; Recovering the weapons stash Rescuing the prisoners~600 XP. Divide the total award by the number of heroes giving each character an equal share Rest After the adventure, the characters can rest Let the players know that their characters have recovered all lost vitality and wound points before beginning the next adventure apventunes soox O11 @——@Adventure 3: Rescue [ Use this venture oni ifthe heroes won in both Adventre 1 and Adventure 2. they sucessfully completed bath adventures, the | heroes shouldbe 2rd Level now: Ifthe heroes were captured in eter adventure, use Adventure 3A: Escape! instead ofthis oe In this adventure, the heres must attempt to free some Naboo captives fom a battle doi prison camp. +——@ Gamemasters Secret Information While they are in hiding during the ist Few days afte the invasion, the characters slowly learn the extent ofthe Tade Federation's contol over Naboo. Te invading army of battle dois has taken control of Theed and setup hundreds of armed prison camps to confine te inhabitants. Only a ew people (including the heroes) managed to escape atest when the blockade became an invasion, The rest ofthe Naboo have been taken captive. The Trade Federation has shut down most regular channels for news and information, Stil the heroes exploits during and after the invasion have become common knowledge among those lucky enough to escape confinement. nthe basi of those tales, a young resistance Fighter named Lila seek the characters out and appeals to them or hep. The battle digs have arrested her parents and ae holding them ina prison camp near the palace She has been given another mission but she begs the heroes to free her mother and father and ge them to safety. To win this adventure, the characters must rick or defeat a pair of security droid, open the security gate to the prison, and then hold off a squadron of infantry droids while the prisoners un to safety. ——@ Players’ Introduction Alter you've read the adventure to yourself and are ready to start playing, read this boxed introduction out loud to the players. It explains what's going on and gives them enough details to decide what they want to do next ‘After your daring escape from the battle droid, you and your friends found refuge withthe Naboo Underground. You've stayed hidden since then, avoiding the patrols of battle droid that constantly scour the ety. lucas Dann, the leader ofthe resistance, brings you news from the srets every day. His contacts report that although the brave sles of Naboo's Royal Security Force tried to repel the invaders, the battle dois greatly outnumbered them. Some RSF members were capture; other led into hing Since then, the invaders have captured many city official, s wel as some members of te queen's court, and locked them up in makeshift prison camps. “There has been no word on the fate of the Queen, however Dannt informs you ‘While you are recovering from your previous battle, the resistance leader bring$ a visitor to see you. The golden-haied woman i about your age, bt the lines of weariness and worry on her Face make her seem older." am tala Tan," she sys. My father is Kyu Tae, Minister of Culture He and my mother have been taken captive by the invaders She pases, ooking at each of you in tum “Lave heard about how you escaped from a squadron of battle doids and rescued some prisoners" she continue." have promised to aid the resistance in another mission, and | have no one else to tun to, Will you rescue my parents befor the battle Aros harm them? The invaders have given their prisoners no food or water and my parents re growing weaker with each pss- ing day. fm afraid they wort last much longer What do you do? ©} Other Information IF the heres refuse to help, Dann resto change their mind. 1 he cat this adventure end. IF the heroes age to hep Lil, she provides whatever information she can Since this is a roleplaying encounter, et the play= «rs ask questions fr their characters Then you answer their questions as Lalla would. This isa great way to get into the mood of the story impart information ina fun and interactive way, and give the players a chance to flex their imaginations. The players can speak either as thei characters or for their characters, whichever is more comfortable and enjoyable fr them, Here's an example ofeach syle of ply. ‘As Character: "Lalla, what can you tell me about the prison? How many battle doids will we have to face?" For Character: *My character, Sia-Lan, wants to know about the prison. She asks Lilla how many battle droids are guarding it nf Here is the information Lalla knows. Reveal it bit by bit, in response to appropriate questions from the characters. Fel free to add other details during the discussion if you like, but don't give away any secrets that Lalla wouldn't reasonably know. © The prison consists of portable energy walls You can't cut through them or break them in any way. ©} The prison where my parents are being held is on the Street of Glory, not far from the palace |__@ 012 novenrunes soonA single gate leads into the prison. Ive seen the roids ind the Neimoidian overseers enter a code to open he energy gate, but I don't know what is Two Neimoidian overseers are al wo security droids guard the eneray A squad of battle droids patrols the Battle droids can't be intimidated or bribed [After the heroes have asked her all the questions ney can think of, Lalla wishes them luck and says she'll meet them here after her mission, @ Set-Up Refer to Map 3 for placement of tokens. Put seven Wal tokens, two Pillar tokens, and ane Door token on the ‘map sheet to represent the prison’ energy walls and gate, Next, place two Security Battle Droid tokens (one on each side of the Door token) and twa Neimoidian tokens outside the prison, Then place a three space wall token at the other end af the map. Tel the players that their characters can start anywhere behind the wall Don't place the four Infantry Batle Droid tokens yet They're out on patrol right now, but they show up late in the adventure @ Encounter 1 ak In The heroes have a couple of options for starting the adventure. They can take the direct approach and blast their way past the security droid, or they can be subtler 1d try 10 aequire the access code from the Neimoidian ‘overseers first. Both of these options are described below. The Direct Approach This option begins with an attack agains the tw Aroids guarding the energy gate. These batle droids have red markings to distinguish them from other types of battle droid, and they cary blasters Security droid can hink for themselves, so they are smarter and more resourceful than ther infantry counterparts. (Remember that battle droids cant be intimidated, buffed, bribed, regotiated wit, or tricked using Jedi mind powers. The ‘characters must defeat them in combat to get past them) If the heroes keep their weapons hidden, they can walk right up tothe security droid. Surprising them isn't an option unless they somehow get out of sight though, since drawing a weapon takes a character's entire tu Ifthe characters approach with their weapons already in hand, the security droids attack when any hero gets within 10 spaces oftheir position, or when a hero attack, whichever comes first The game statistics forthe two security battle droids ate presented here damage the droids take in batt Perdew [Attac: Blster 142063, o unarmed 142002 Damage: lotr 545, oF unamed dt Saves Forte 1202, Rls 162041, WH 120%1 Sls: ater iron 14206, trade 12046, Search 1206, pot 2066 iia Security Droid 1 Security Droid 2 SLL ‘Attack: None (The overscers wont Fah) | ‘Damage: one g Zz Saves Foren, fe 100, Wa 01 Shits ipamacy 124, pt 2, Ue Comat 3 ‘Neimoidian 1 Neimoidian 2 WOUND POINTS ele g/2\e ele 5|8 DEFENSE| Running the Fight ‘As soon as anyone stats shooting, the Neimoidian overseers fle, escaping off the top edge of the map. The patrol of four infantry battle droids hears the commotion and arrives 2 rounds late. Keep track of the combat rounds played and go to Encounter 2: The Patrol 25 soon s these reinforcements arrive on the scene, The security droids don’t necessarily go last in each round, since they have a higher initiative rating than some of the heroes provided with this adventure, ust resolve their actions whenever their turn comes up in the initiative order. By now you shoul be practiced running combat rounds. Each character and opponent acts in initiative order, makes an attack roll or performs some other action, and deals damage if an attack succeeds. Dutcome: The security droid fight until they win or are defeated. Ifthe heroes defeat the droid, they can examine the energy gate (goto The Energy Gate). Ifthe security droids win the fight, they take the heroes prisoner (go to Adventure 3A: Escape!) The Subtle Approach This approach begins with getting the access cade forthe energy gate from the Neimoidian overseers. The Neimoidians are nervous, unassuming beings who can be ruthless in business, but have no stomach for physical confrontations. The heroes can either bribe the Neimoidian for te cade or threaten them into revealing it. Both of these options are detailed inthe following sections. These Neimoidians supervise work atthe prison camp, commanding the security droids and sometimes interrogating the pris- ners: More often than not, the overseers are bored. They feel that a command droid should be handling this job. After all, Neimoidins are much too important tobe standing around watching enecay walls crackle. The game statistics forthe Neimoidians are detailed on page 13. Remember, however, that Neimoidians never attack; they prefer to run from fights. } Bribery To bribe the Neimoidians, the heroes must first approach them ina friendly, or at least businessike, manner. Hostile actions immediately send them running Once the Neimoidians understand what the characters want, one overseer takes over negotiating forthe pair. The heroes must likewise choose one character to handle the negatiations for their side. I that hero offers at least 100 eres for the information and gets a higher Diplomacy check result than the Neimoidian does, the overseer accepts the bribe offered. Ifthe Neimoidian wins the Diplomacy check, the price forthe access code goes up to 200 credits. The Neimoigians are wiling to accept a bribe because they want the money. They have no intention of allowing the characters to use the code, however. Infact, they intend to call the battle droid patrol the moment the heroes head off toward the energy gate. (Go to Encounter 2: The Patrol when it arives 2 rounds later} I the heroes play nice and pay the credits, the Neimoidians provide them with the access code. Read the following out oud If the heroes refuse to pay, they have to threaten the overseers to get the information they want. Go to Intimidation for this, ‘or to The Direct Approach ifthe characters change tactics and head forthe gate ntimidation Only one character can threaten the Neimoidians ata time. If that character's Intimidate check result beats the Will saving throw you make for the Neimoidians, the characters frighten their opponents into cooperating, (One saving throw covers both Neimoidians) If the hero is successful, the overseers reluctantly provide the characters withthe access code. Read the following out loud, then go to The Energy Gate to continue: IF the Neimoidians saving throw is higher than the hero's Intimidate check result, the overseers immediately call for help. Go to Encounter 2: The Patrol to continue when the battle droids ative 2 rounds later. Meanutile, the security droid, if they stil around, immediately move around the corner of the prison compound to attack the heroes wen they hear the call for help. The Energy Gate The portable energy walls and gate form a sealed area in which the battle droid can hold prisoners Because these 3-meter-high bares re realy force fields made of energy, there's no way fr the characters to shoot, break or eut through them. Climbing an «nergy walls imposible aswel, sne it shocks and repels anyone who touches it There are three ways to open the energy gate. One fto punch the access code into the keypad next tothe gate. Another is to use the Disable Device sil to bypass the gates power. The third i o crak the access code with the Compute Use ski then enter it on the keypad. But the security droids wo't just standby while the characters tinker with the gate. Using any ofthese‘three options, therefore, requires defeating the security droid first. (Go to The Direet Approach to continue ifthe characters have not already done this) ‘Once the security droids are out of the way, the heroes can try to open the gat. If they alteady had the access code before defeating the security droid, they can simply enter the code and wait. The gate opens 1 round later. If they didnt get the code, go to Disable Device or Computer Use, depending upon wich method they ty. -. Device Opening the gate this way requires a successful Disable Device check ifthe character has that sil, or a Dexterity check otherwise. A check result of 20 or better disengages the energy gate. Go to Rescuing the Prisoners to continue If the first check fails the character can keep trying, once every round, until the gate opens. Keep track of how many rounds have passcd, however, since the battle droid patrol s likely to arrive sometime during this period. (Go to Encounter 2: The Patrol when the four infantry battle droids arrive) |- Computer Use ‘Opening the gate this way requires a successful Computer Use check ifthe character has that sil or an Intelligence check otherwise, On a check result of 25 or better, the hero cracks the access code, andthe energy gate opens 1 round later. Go to Rescuing the Prisoners to continue Tf the first check fails, the character can keep trying, once every round. Keep track of how many rounds have passed, however, since the battle droid patrols likely to arive sometime during this period. (Go to Encounter 2: The Patrol when the infantry battle droids arrive) Rescuing the Prisoners ‘Once the heroes get the energy gate open, place the tokens representing the prisoners inside the compound. (Refer to Map 3 for positioning) Use two Palace Guard tokens, four Naboo Citizen tokens, and one Naboo Pilot token. (The two Guard tokens repre sent Lalas parents) Next, the heroes must convince the prisoners to accompany them. How each prisoner responds depends on how the characters approach them Lialla's Porente: Lilla’s mother and father are tired and weak, but they retain their diplomatic skills even in these terrible circumstances. "Who are you?" the mother asks. "How do we know we can trust you?” the father asks. Lt the players speak for ther characters. You talk for Lialla’s parents. They are polite but skeptical, unsure if they should trust these young people or not. ‘They won't be hurried or bullied. They will respond favorably if the heroes mention Lialla and their connection to her. ‘The Citizans: This collection of Naboo citizens intially refuses to leave the confines of the prison. They are frightened and hungry, sure that this is some kind of trick on the part ofthe Neimoidians. A hero must convince the prisoners that the heroes can protect them and lead them to safety. Have the player explain the basics of what his or her character says, then have the player make a Diplomacy check (if the hero is trying to be reassuring and friendly) or an intimidate check (i the hero is trying to {get them to move through any means possible). Ifthe hero doesnt have the appropriate skill he or she makes a Charisma check instead. Give the player a +2 bonus to the check f his stor i particularly stirring or convincing. Then you make a separate check (1420) for each ofthe citizens Citizens whose check resuits are lower than the hero's agree to follow them. Any citizens who win the check reuse to budge, claiming that they'll never make it and that attempting to escape wil just get everyone killed, Any oral of the heroes may try again, once each round, to convince any reluctant prisoners to move. “The Pilots The wounded pilot has no faith inthe heroes. "You're too young and too trusting," the plot says "Theres no way You're going to get us out of here, even if | believed this wasn't some kind of Neimoidian trp. Run along and play before you get us Al killed.” The players can try to convince the pilat oftheir worth using any method they can think of. The plot responds particularly ‘well to a Jedi or soldier character, but waits to see what the heroes do against the parol before venturing out of the prison. ‘Remember, to win the adventure, the heroes must get Lalas parents safely away from the prison and off the map at the heroes’ starting point. The characters ear additional experience points for any ather prisoners they lead to safety. ‘Once the captives are fre, start Encounter 2: The Patrol ifthe heroes have not yet fought the guard patrol. Otherwise, go to The End![At some point in the adventure, the four infantry battle droids patrolling the area show up to cause more trouble for the | heroes. When this happens, the characters’ first concern should be to protect the prisoners (especially Lalla’s parents) and get them to safety Exactly when the patrol arrives depends on what the characters have done up to this point. If they took the direct approach, j the patrol arrives on the scene 2 rounds after the battle with the security droids ends. f they successfully bribed the oversers, the patrol arrives 4 rounds after the characters leave the Neimoidians. If the overseers called for help, the patrol arrives 2 rounds after the Neimoidians started yelling. Otherwise, the parol reaches the area just as the heroes and the prisoners they are trying to rescue step out of the prison @ Encounter 2: The Patrol | © The Patrol ek When the patrol aves, the four Infantry Battle Droid tokens enter as shown on Map 3. ‘tac: laser 142042 Damage: Blaser 846 Moving the Prisoners Saves: Forituce 1201 Refs 1200, Wi 12050 The captives all have speed ratings of 3 due to their Sls iste 120, Search 1204, Spot 12004 weakened states Let the players move the tokens ofthe prisoners who have agreed to follow them as they desire each round. The prisoners move at the end of the round, DAMAGE TRACK after the heroes and batledroids have acted. None of | th tes re nay conan tl font teas | Bate Dod SogeeGn tomer Ty a ig of tenth at oy tof Ble rok 2 ae Feepap with he heres fated & Soaoauon Running the Fight The heroes have higher initiative ratings than infantry battle doids do, so the dros act last in each round. Then the players can | move the prisoner tokens 3 spaces each, Each character and opponent makes an attack oll or performs some other action, and deals damage fan attack succeeds Since the droid are attacking with blasters, they try to keep one open space between them selves and any hero at ll times. A battle droid that ends up inthe space next to a hero can't shoot its blaster. Instead it swings the weapon lke acl. For each such attack, roll 1420, but dot ad any bonus to the de ol The droits have no bonus Tor this type of attack) A result greater than oF equa tothe target characters Defenses hit blaster deals 144 points of damage when used as a club Dutcome: te their attacks on the heroes. Ther orders are to stop the armed opponents before | ving to recapture the eseaping prisoners. Remember that batle drids never sutrender or reteat. | ithe heroes reach their starting point on the map with the prisoners, they al escape to safety, whether or not they defeat all the battle ded (Go to The Endl) I the battle doids win, the heroes wind up inside the locke prison withthe prisoners they | tried to rescue (go to Adventure 3A: Escape! fither way, the adventure is ove /—* The End! head of to find any members oftheir own families who may be among the resistance fighters. The characters receive the thanks (of the Minister of Culture, plus 400 credits to split among themselves he battle deoidsconce ©} Experience The heroes recive no XP for this adventure ifthe droid defeated them. they reed Lal's parents andl got them to safety, the heroes win 3,000 XP. For each ational prisoner they rescue, they win another 200 XP, Divide the total experience amard by the ‘umber of heroes, giving each character an equal share | Rest After the adventure, the characters can rest and recover any vitality and wound points they have lest. Lucas Dannt knows @ merchant who's supplying equipment to the resistance fighters on the sly if the characters want to spend some credits, (The merchant has made an “agreement” with the Neimoidians, but he's secretly helping the resisitance,) The Weapons Table in the Rulebook shows everything that's available and prices forall the items. @ 016 novenrunes voon = e—@Adventure 3A: Escape! Use this adventure only ifthe heroes were captured in an earlier adventure, or if you need a scenario that involves the characters ‘escaping from a battle droid prison, — _s 5 a Gamemaster's Secret Information At the start of tis adventure, the heroes wake up inside a prison compound They have recovered ail hee last wtality and wound points, but they have nether weapons nor gear just the clothes on ther back. Set-Up Use Map 3 to setup the tokens fortis adventure stead of starting nest tothe two plas, however, the heros begin lay inside the prison. After te players put their tokens inthe compound, place three adltonal tokens (one Naboo Citizen, ane Pot and one Palace Guard) inside with them to represent ater prises To win this venture, the characters must open the prison gat, defeat par of ecu eid, and then old af» squadron of four infantry aris while ther fellow prisoners run to safety the prisoner ext the map from the area Behind the two pillars, they have escaped) Players’ Introduction — ‘When you've read the adventure to yourself and are ready to start playing, read this boxed introduction out loud tothe players ‘You and your friends wake up inside the crackling energy walls of a Neimoidian prison. All of your weapons and gear are missing. The only possessions you have with you are your clothes and boots. “Looks like the new guests are awake,” says 2 voice nearby. You turn to face @ Naboo citizen who, judging from his gaunt body, has probably been in prison for several days. "Welcome to Prison Compound 32," he says dejected. "We've been here since the first hours of the invasion" another prisoner chimes in weakly. "The battle droid rounded us up ‘and herded us into this energy cage.” "Vhope you're nat hungry," third prisoner whispers. “They haven't given us any food or water since they locked us up. Some ‘of us won't lst much longer” What do you do? Encounter 1: Inside the Cage The characters have few choices at this point, Ther best options involve talking tothe athe prisoners, examining the enersy walls, and checking out the energy gate that lads out ofthe prion Fach ofthese options i described below. Talk to the Prisoners This is a roleplaying encounter. The players speak for their characters, and you speak for the prisoners. The three other prisoners are Ruto Graven, Ela Sivel, and Private Boraso, Any character can speak to one or all of them when= ever desired, However, the prisoners don't readily reveal anything except their names and their complaints about the situation. Drawing any useful information out of them requires a successful Diplomacy (or Charisma] check. (The player roll 1420 and adds the appropriate bonus for the character making the attempt, while you roll 1420 forthe prisoner) ‘A prisoner whose check result is lower than that of the questioner reveals everything he or she knows. See the appropriate paragraph below for the information each prisoner has. Ruto Graven "'m the Assistant Minister of Internal Affais for Queen Amidala. ve heard that the Trade Federation army has taken control of Naboo. The Queen escaped, however, and ison her way to Coruscant to plead our case before the Republic Senate. | am confident this crisis wil soon be over” Bla Sivek: “im so weak! Why won't they feed us? Those horrible, horrible droid! hate them! “Vim an artist. 've lived on Naboo all my life and nothing this terrible has ever happened before! We're all going to die in hhere=t just know it! Private Borasa: "'m with the Royal Security Force. The battle droids captured me after | got shot ina fight. too weak ‘and hurt to help you right now, but you could probably get away if you could open the energy gate. m no good at that kind of stuff myself, but if one of you wants to tr, Ive got a couple of security tools hidden in my belt. Here. Take them. By the way, don't touch the energy walls—the shock can kil you. Mate If the heroes haven't suecessfully completed Adventure 3 yet, then you can substitute Ruto and Ela for Lal's parents (see Adventure 3 for detail) ox O17 1O} A Bad Feeling While the heroes are interacting with the prisoners, tel the Je’ player thatthe Jedi suddenly fees cold and uncomfortable. If the Jedi looks around, read: ‘A disturbance in the Force draws your attention to a small group of people walking past the prison. You peer past the erackling ‘energy gate to see what appears to be a pair of high-ranking Neimoidians walking beside a figure in dark robes. A black hood conceals his features. Then, a5 though sensing you, the hooded figure turns and stares at you. Tattoos of red and black cover his ‘ace, and his yellow eyes scrutinize you for an instant. Then he turns away, dismissing you. As the trio move out of sight, you get an impression of pure hatred. You have glimpsed the darkside. O} The Pri ‘That, of course, was Darth Maul, who has come to Naboo to aid the Viceray and deal with Qui-Gon Jinn and Obi-Wan Kenobi. The heroes are:no match for Maul, and they are in no positon to challenge him right now anyway. Use this scene to hint at future ‘events and to tie the heroes into the bigger story that is Stor Wars Episode |: The Phantom Menace. What's Next? From here, continue with The Energy Walls ifthe characters try examining those, or The Prison Gate if they try to break out of the prison immediately. O} The Energy Walls These 3-meter-tal, portable force fields carry a powerful electrical charge. Because they literally made of energy there's n0 \way for the characters to shoot, break, or cut through them, The batrier shacks and repe's anyone who touches it, so no one can climb overt. Leaping over it also impossible, and none ‘of the heroes is sttong enaugh to throw another character over the wall Go to Talk to the Prisoners ifthe characters decide to discuss the situation with ther fellow prisoners, or to The Prison Gate if they examine that on Gate ‘The portal into the prison is an energy gate set in a frame that contains a keypad control and a power source. Heroes who approach the portal notice two security droids standing just beyond the cracking barrier of eneray, one on each side ofthe gate [Place two Security Droid tokens outside the compound, as shown on Map 3) ‘The characters can open the energy gate either by bypassing its power or by cracking the access cod, The frst of those ‘options requires a successful Disable Device check. The second requites a successful Computer Use check. Either method attracts the attention of the security droids unless either the character making the attempt is particularly stealthy. or the ather characters create a distraction. Both of these options are outlined below. | Stealthy Attempt ‘A Move Silently check result that beats the drods' Listen check result allows a character to work on the gate unnoticed. Ifthe roids win the check, they spot the activity and order the hero away from the gate. Go to Opening the Gate when a character begins working on it | Creating a Distraction To distract the security droid, the characters not working on the gate can start a fight atthe other end of the prison, or they can attempt to engage the droid in conversation. The latter option requires 3 good story from the players and atleast one Diplomacy (or Charisma) check result higher than the droids' Charisma check result (Roll 1420 for the check. One rol cavers both droids in this case) Ione or more heroes successfully distracts the security droid, another character can work undisturbed on the gate. Keeping the droids occupied requires a new Diplomacy (or Charisma) check each round. The first time the droids win any such check, they notice the activity at the gate and order everyone away from it. Go to Opening the Gate when a character begins working on it. ©} Opening the Gate Opening the gate requites 3 successful Disable Device or Computer Use check. These options are described below. Disable Device A hero who uses Private Boraso's security tools gains 2 +2 bonus to Disable Device checks. As before, a character who doesn't hhave the Disable Device skill can make a Dexterity check instead
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