First to Strike

image Indeks       image Finanse,       image Finanse(1),       image Filozofos,       image Fesenjan,       image Fenix,       

Odnośniki

First to Strike, Star Wars d20

[ Pobierz całość w formacie PDF ]
The First to Strike
Episode V of Star Wars: Dawn of Defiance
OWEN K.C. STEPHENS
Design
Owen K.C. Stephens
Development
Rodney Thompson
The First to Strike is the fifth adventure in the Dawn of Defiance
campaign, which will take heroes from 1st level all the way through
20th level in a continuous storyline designed to give both players and
Gamemasters a complete Star Wars Roleplaying Game: Saga Edition
experience. This adventure is the midpoint of the overall campaign and
represents a shift from investigating to actually taking on Imperial
forces—and winning. Though a serious of rough and action-filled
encounters, the heroes should advance to 11th level by the conclusion of
the adventure. Over the course of this adventure, the heroes will free a
planet from Imperial tyranny, become allies with some of that planet’s
leaders, and discover that the trail to the Sarlacc Project leads right into
the heart of the Empire—to Coruscant itself.
Editing
Ray Vallese
Typesetting
Ray Vallese, Gary M. Sarli
Production
Chad Laske, Matt Burke
Cartography
Corey Macourek
Art on p. 5
Elizabeth McLaren
Lucas Licensing Editors
Leland Chee, Frank Parisi
Design Manager
Christopher Perkins
2
Director of RPG R&D
Bill Slavicsek
What is Dawn of
Defiance?
Dawn of Defiance is the name given to a series of 10 linked adventures
that Gamemasters can use to create an entire campaign for their players.
Set in the months after the events of Revenge of the Sith, the
adventures in the Dawn of Defiance campaign are designed to provide
players and GMs with the iconic Star Wars Roleplaying Game experience,
set against the backdrop of the tyranny of the Galactic Empire. The
Dawn of Defiance campaign takes the heroes all the way from 1st level
up to 20th level and features an ongoing storyline that progresses over
the course of the campaign. Each adventure can also be played
individually and should provide the heroes with ample challenges to gain
two levels per adventure. Gamemasters should feel free to use the Dawn
of Defiance adventures either as an entire campaign or as fillers for their
own home campaigns.
If you are a Gamemaster wishing to run the campaign, read the
GM’s Primer, which summarizes the overall plot of the campaign and the
events of each adventure. The GM’s Primer is available at the Star Wars
Roleplaying Game Web site (
www.wizards.com/starwars
). The site also
features other articles related to the Dawn of Defiance campaign,
including the official campaign standards and an FAQ.
Some rules mechanics are based on the Star Wars Roleplaying Game Saga Edition by Christopher Perkins, Owen K.C. Stephens, and
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.
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
www.wizards.com/d20.
U.S., CANADA, ASIA,
PACIFIC, & LATIN AMERICA
WIZARDS OF THE COAST, INC.
P.O. BOX 707
RENTON, WA 98057-0707
QUESTIONS? 1-800-324-6496
GREAT BRITAIN
HASBRO UK LTD
CASWELL WAY
NEWPORT, GWENT NP9 0YH
GREAT BRITAIN
PLEASE KEEP THIS ADDRESS FOR YOUR
RECORDS
EUROPE
WIZARDS OF THE COAST, BELGIUM
’T HOFVELD 6D
1702 GROOT-BIJGAARDEN
BELGIUM
+32 2 467 3360
©2008 LUCASFILM LTD. & ® OR ™ WHERE INDICATED. ALL RIGHTS RESERVED.
USED UNDER AUTHORIZATION.
Warning! If you will be playing in a Dawn of
Defiance campaign or in a campaign using its
adventures, read no further.
DUNGEONS & DRAGONS, D20 SYSTEM, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast in
the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction
or unauthorized
use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. Printed in the U.S.A.
Adventure
Summary
After weeks of meditation and study, Master Denia once more calls the
heroes together with news. The meditation techniques she learned from
the holocron have proven to be helpful, and she believes that she has
located the home planet of the slaves the heroes rescued in The Queen
of Air and Darkness. After consulting the Force, she believes that the
alien slaves were in fact Nazren, a species from Nizon, an obscure planet
in the Maldrood Sector.
A special request by Senator Organa to the University of Aldera
revealed only that the planet Nizon is a barren world in the Centares
System. It lies near Centares, an industrial world occupied by the Empire
from which Imperial forces have been withdrawing for some months
now. Captain Verana has managed to locate Nizon in his navcomputer
and is willing to share the coordinates with the heroes if they agree to
investigate the world.
Arrival
When the heroes arrive in the Centares System, they discover an Imperial
presence not so lessened as they would like to believe. A Victory II-class
Star Destroyer floats in orbit, and a number of smaller capital ships and
corvettes dot the space above Nizon. As the heroes arrive, they witness a
transport ship (similar to the slave ship from The Queen of Air and
Darkness) leave Nizon’s orbit and jump to hyperspace for parts unknown.
Slipping past the Imperial Navy will not be easy; the heroes are fired
upon for violating Imperial space. To make matters worse, the space
around Nizon is filled with fragmentary asteroids, known as rogue
fragments, that pose a constant danger to anyone without access to the
tracking information being broadcast from the planet’s surface.
After the heroes land (or crash) on Nizon, it soon becomes clear that
their help is sorely needed. Nizon is a barren world covered in dirty red
clay with powerful gusts of wind. The gales kick up dust storms that
make the planet barely habitable, and the heroes are required to wear
breath masks to filter out the dust. The Nazren’s only major city lies not
far from the heroes’ vessel and should be a natural place for them to
begin their search for information.
The Lay of the Land
Inside the city, the heroes discover that Imperial oppression is alive and
well on Nizon; stormtroopers march down the streets, an AT-ST walks
around the wider avenues, and V-wing starfighters scream overhead
every now and again. The Nazren themselves, hulking beings comparable
in size to Wookiees, lumber through the streets with their shoulders
hunched and their eyes downcast, but a smoldering look of hatred boils
just below their stoic surfaces. In addition to the Nazren and the
Imperials, Trandoshan slavers prod groups of Nazren along or gather at
the entrances to buildings, eyeing the Nazren like farmers eyeing cattle.
Other species are present in the city, too, allowing the heroes to move
through the streets without being accosted at every turn.
The heroes eventually make contact with Sartok, the leader of an
underground resistance movement. The Nazren have been planning to
overthrow their Imperial masters for a while, but thus far, Sartok has
been unable to convince enough of his people that it is possible to
defeat the Empire and reclaim their world. After learning of the heroes’
previous successes against the Empire, Sartok pleads with them to help
him reclaim the capital city, which should inspire his people to continue
their rebellion. If the heroes agree, he fills them in on his plans.
Resistance
When Sartok gives the word, his allies throughout the city begin to riot.
The heroes tackle a number of encounters during the riots that aid the
Nazren in their struggles to reclaim their capital. They must help capture
an Imperial checkpoint, rescue Nazren children trapped in a collapsing
building, stop Trandoshan slavers from herding frightened Nazren onto
their space ship, and so on. The critical battle of the revolt takes place in
Martyr’s Plaza, which contains the entrance to the planetary control
center, which runs all global communications as well as the rogue
fragment tracking station.
Moreover, the heroes face one other unforeseen challenge: a bounty
hunter. Inquisitor Valin Draco posted a bounty on the heroes after their
last encounter, and a Zabrak named Vril Vrakth has been on their trail
for a few weeks. Having learned about Senator Organa’s request to the
University of Aldera, Vrakth has set himself up on Nizon as a scout for
the Imperials and the slavers, but the heroes are his true prey. The
bounty hunter plans to capture the heroes and kill Sartok, who also has
a bounty on his head (though his is “dead or alive”). Vrakth has crab
droids from the Clone Wars crawling through the city, reporting
anything they find and attacking his prey when possible. If the heroes
don’t deal with him prior to their capture of the control center, they
must face Vrakth outside the city, at a planetary defense battery being
installed by the Empire.
Conclusion
With the capital city securely in the hands of the Nazren rebels, word
begins to come in that Nazren in other settlements have begun their
own uprising. Meanwhile, the heroes gain access to an Imperial
intelligence datachip that was entrusted to Vril Vrakth. From this
datachip, they learn that the Nazren slaves were used as a part of the
Sarlacc Project, and that every so often, the slaves were executed to
keep them from spreading word of the project. Additionally, the datachip
indicates that the orders regarding the Sarlacc Project originate from
Coruscant, which is also referred to as the home of the project’s
designers and architects. Thus, the best source of information on the
Sarlacc Project seems to be one of the most heavily guarded planets in
the galaxy. With this knowledge in hand, the heroes return to the
Resurgence.
What You Need
The First to Strike is designed for use with the Star Wars Roleplaying
Game Saga Edition Core Rulebook and Starships of the Galaxy. However,
Starships of the Galaxy is relevant only for the first combat encounter
(in Part 2: Into the Jaws) and even so, it’s not absolutely necessary. The
encounter uses ships and rules from that book, but this adventure
includes enough of the rules to allow you to run the encounter without
having a copy of Starships of the Galaxy. The adventure doesn’t
reproduce all of the ship statistics referenced, but it provides suggestions
for replacements.
Opening Crawl
If you wish to have an opening crawl before the adventure, consider
using the boxed text on the next page.
3
STAR WARS: DAWN OF DEFIANCE
Episode V
THE FIRST TO STRIKE
4
It is a time of rebellion in the galaxy. Members of the Alderaanian resistance have
won a major victory against the Empire, and more battles are close at hand.
The Empire’s mistreatment of non-Humans continues throughout the galaxy,
as Wookiees, Mon Calamari, and other species are forced to work
as slaves on Imperial projects.
Aboard the Resurgence, Master Denia has peered into the Force and discovered
another group of oppressed beings, ones who might hold the key to
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
speak to her about things they have encountered before, especially the
slave ship from The Queen of Air and Darkness. After seeing to their
needs and seating them comfortably, she speaks to the heroes.
After speaking to Denia, the heroes are likely to have numerous
questions. Denia admits that she has few hard facts, but her sense
through the Force is that the Nazren are suffering in a way that could be
stopped, and that the heroes will find something worth their time. Here
are some possible answers to questions that the heroes might ask.

Why don’t you go yourself, or at least come with us?
“Though this is one of the strongest visions I have had in my
meditations, it is far from the only tremor I have sensed in
the Force. I need to remain here for some weeks yet to
meditate on these feelings and try to clarify them.
Unfortunately, I feel that the threat—and the opportunity—on
Nizon cannot wait for me to be ready. That’s why I ask you,
my trusted friends.”
“Thank you for coming. I know that you have many demands on your
time.
“As I had hoped, my training with the holocron has proven very
useful, and I thank you again for your assistance in recovering it.
With its aid, I have deepened and lengthened my meditations and
have begun to understand the glimpses I receive with greater
accuracy. Unfortunately, the galaxy is filled with great suffering, and
the cries of whole worlds oppressed come through the Force most
clearly.
“In particular, I have been hearing cries for help from what I
believe to be the homeworld of the slaves you freed from the
Imperials. Having seen and heard them more clearly, I now believe
these prisoners were Nazren, a species from Centares, an obscure
system in the Malrood Sector. I passed this information to Senator
Organa, and he sent a few discreet inquiries to Aldera University.
“It seems that the Nazren are a species from outside the Empire.
They never joined the Republic and thus have no representation in
the Senate. The Empire has a small force on the mining planet
Centares, the third world in the Centares System, but has been
reassigning those ships for some weeks. The Nazren are native to
Nizon, the fifth planet in the system. Since the Empire has no
official interest in Nizon, it seems likely that they have made raids
on Nizon for slave labor, perhaps originally to run the mines on
Centares. But they might have left some records or clues on Nizon
about the Sarlacc Project. Also, the people of Nizon might make
useful allies if the Empire has mistreated them.
“Though there is little information about Centares or Nizon in
our records, Captain Verana has managed to locate hyperspace
coordinates for Nizon in his navcomputer. He’s willing to share them
with you—if you’re willing to travel there. I ask that you take a trip
to Nizon and investigate its treatment at the hands of the Empire.
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.”

What is Centares or Nizon like?
“We don’t have much information about them. Both are
apparently very dusty planets, and I can provide breath masks
for any of you that don’t already have them. There is a single
mining operation on Centares, with no native life, and one
major city on Nazren. That’s all we know.”

What kind of opposition are we likely to face?
“The Empire has been removing its forces from Centares for
some time; that much is clear through reports filed with the
Senate. It has no official presence on Nizon, but I sense that
some threat does lurk there. I can’t give you more advice
than this: Be cautious, and don’t grow overconfident.”
5

What’s in it for us?
Hopefully, by now you know your players well enough to
know if they need more incentives than an opportunity for
adventure and a chance to oppose the Empire. If they do
need a financial motive, Denia provides one: “Senator Organa
is willing to pay each of you 4,000 credits just for making the
trip. If you find the information that I
sense waits there, he will reward you
for recovering that as well.”
[ Pobierz całość w formacie PDF ]

  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • gbp.keep.pl