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The Traitor’s Gambit
Episode I of Star Wars: Dawn of Defiance
RODNEY THOMPSON
Design
Rodney Thompson
Editing
Ray Vallese
The Traitor’s Gambit is the first 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 first adventure will get the heroes together and launch
them down a path to making a big difference in the galaxy, and the
heroes should advance to 3rd level by the conclusion of the adventure.
Over the course of this adventure, the heroes should become acquainted
with one another, meet up with famous Senator Bail Organa, and travel
to the remote planet of Felucia to recover a former Imperial Admiral who
has information about a secret project that the Empire has hatched in
the months since its rise.
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.
Typesetting
Ray Vallese, Gary M. Sarli
Production
Chad Laske
Maps
Corey Macourek
Lucas Licensing Editors
Leland Chee, Frank Parisi
Design Manager
Christopher Perkins
Director of RPG R&D
Bill Slavicsek
Illustrations on pages 13 and 14 are samples of concept art from the videogame Star
Wars: The Force Unleashed.
2
Some rules mechanics are based on the Star Wars Roleplaying Game Revised Core Rulebook by
Bill Slavicsek, Andy Collins, and JD Wiker, 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.
Warning! If you will be playing in a Dawn of
Defiance campaign or in a campaign utilizing its
adventures, read no further.
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Starting the
Campaign
The Dawn of Defiance campaign opens some months after the rise of the
Empire, with the Clone Wars a very recent and vivid memory for most
beings in the galaxy. The Empire has begun tightening its grip on star
systems throughout the galaxy, and Darth
Vader stands at the newly declared
Emperor’s right hand, crushing any
opposition and hunting down the last
remnants of the Jedi Order. In these short
months since the fall of the Republic, many
have joined the Empire willingly, including
the Core Worlds whose Human nobles stand
to benefit a great deal from its tyranny.
Similarly, many others have begun rebelling
against Imperial oppression, finding
themselves driven out of their homes (or
worse) and forced to live in a galaxy that
tolerates no opposition to the Empire.
Throughout the Dawn of Defiance campaign,
the heroes must deal with the reality that
the Empire is a monolithic threat without
any kind of organized opposition, and
dealing with agents of the Empire can be dangerous.
Despite the difficulties the heroes face in terms of Imperial
dominance, they are in a unique position to deal the first significant
blow against the Empire. In the first adventure, the heroes will come
face to face with the man who will become their clandestine benefactor,
Senator Bail Organa. In the new Empire, seditious acts are punished
harshly, and as such the heroes will find that they must be extremely
cautious in their actions. With nowhere to run and nowhere to hide, the
heroes of the Dawn of Defiance campaign may find that a one-way trip
to Kessel is the best they can hope for if they fall into the hands of the
Empire.
The first act of the campaign (comprised of the first three
adventures—The Traitor’s Gambit, A Wretched Hive, and The Queen of Air
and Darkness) introduces the heroes to one another and to some of the
key figures in the campaign. Over the course of the first arc, the heroes
discover that the Empire has a secret project in the works that could
have dire consequences for the galaxy if it comes to fruition. Thanks to
the help of former Imperial Admiral Gilder Varth, whom the heroes
should rescue at the conclusion to the first adventure, the heroes learn
that the Empire’s secret project has left a trail of money and slaves that
they can follow to find the truth. During the first three adventures, the
heroes travel to famous planets such as Alderaan, Bespin, Cato
Neimoidia, and Felucia, fighting Imperial stormtroopers, destroying
secret labs and prisons, encountering vile Hutt gangsters, and
participating in a dangerous sabacc tournament where the buy-in might
be more than they can afford. The first adventure, The Traitor’s Gambit,
is relatively straightforward, allowing the heroes to become accustomed
to one another and the Saga Edition rules. Each subsequent adventure
leads the heroes down new paths and introduces different styles of play.
Certain kinds of heroes will find it easier than others to flourish in
the Dawn of Defiance campaign. First and foremost, the heroes should
view the Empire as both a threat and an enemy. As the major villainous
entity of the campaign, the Empire represents something that is to be
feared and loathed, and characters with Imperial sympathies will likely
find themselves in conflict with the overarching plot. Otherwise, the
heroes can come from almost any background and profession. As long as
they are willing to fight against the Empire (both covertly and openly),
they should find the campaign engaging and exciting. Not every hero
needs to be an idealistic freedom fighter; smugglers, bounty hunters, and
free traders have just as much to gain from weakening the Empire as
rebellious troops do. If the heroes’ motivation is personal profit or
increasing their own power, they could do worse than to work for Bail
Organa. Not only is he rich, but he is also powerful and influential, and
his influence could very easily be transferred
to any heroes that get on his good side.
Throughout the adventures in the Dawn
of Defiance campaign, the Gamemaster will be
presented with tips for how to use the destiny
mechanic (Saga Edition Core Rulebook, page
112) to its fullest. Sidebars in each adventure
will indicate when the heroes have taken a
significant step toward a particular destiny,
letting the GM know that it is time to award
the 24-hour destiny bonus. The three destinies
that see the most use in the Dawn of Defiance
campaign are destruction, discovery, and
rescue, though players with other destinies
also can be of great use. Gamemasters whose
players choose to have a destiny should feel
free to award bonuses at points throughout
the campaign where they feel appropriate,
though some destinies might require more work on the part of the GM
to integrate.
Adventure Summary
After a chance encounter on a space station with a desperate agent of
Senator Bail Organa of Alderaan, the heroes negotiate with a local crime
lord and obtain valuable cargo intended for the Senator. Once they
deliver the cargo, the heroes learn that it is actually a man frozen in
carbonite who carries secret information for the Senator. Based on this
information, the heroes are hired (as friends of Bail Organa, enemies of
the Empire, or freelance entrepreneurs) to fly to the planet Felucia and
discover the fate of a turncoat Imperial Admiral. If the Admiral still lives,
they are to bring him back to Alderaan.
The heroes arrive to find Felucia under tight Imperial control. After a
brief skirmish with some Imperial starships in orbit, their ship makes a
hard landing on Felucia to avoid detection. The ship is damaged, though
Captain Okeefe believes it can be repaired. Once they are prepared, the
heroes venture out into Felucia’s jungles in search of signs of civilization.
After fighting their way through the local flora and fauna, they discover
a hidden village of Felucians that have fled deep into the jungles to
escape Imperial oppression.
The heroes negotiate for a guide to take them to a nearby Imperial
facility known to the locals as the “Vanishing Place.” In truth, this is a
prison for Imperial dissidents and traitors where Admiral Varth is being
held. The heroes prepare to set off for the prison when a cry goes up in
the village—a scout trooper has just spotted the village and is headed
back to alert the Empire! This leads into a chase scene in which the
heroes ride kybucks in pursuit of the scout trooper. Once the trooper has
been stopped, the heroes convince the Felucians to lead them to the
Imperial base immediately so that they can rescue the Admiral and stop
bringing danger to the hidden village.
The heroes and their guide set off for the Imperial prison facility. It
is heavily guarded from the outside, but the Felucian guide knows a
secret way in. Once inside the base, the heroes find it more lightly
guarded (and more along the lines of what they can handle). During the
search for Admiral Varth, the heroes come across a communication from
3
Imperial Naval Command indicating that Inquisitor Draco is en route to
Felucia to take custody of the Admiral. The heroes fight their way
through the facility and eventually find Admiral Varth in the detention
block. They free him and head back to the secret entrance where their
Felucian guide supposedly awaits their return.
Unfortunately, the heroes find trouble instead. Their guide lies dead,
and Imperials are gathering outside the facility. About this time, Captain
Okeefe sends the heroes a message: She has completed repairs to her
ship and can pick them up when they are ready. On their way to the
roof, the heroes must deal with the cruel Captain Vischera and his
genetically modified bodyguards. Once they reach the roof, they board
Okeefe’s ship and blast off from Felucia.
The adventure concludes as the heroes bring Admiral Varth to the
rendezvous point designated by Senator Organa. There, the heroes are
introduced to the Nebulon-B frigate Resurgence, which has been
commissioned by Organa to serve as a mobile hiding place for the
Admiral. Aboard the Resurgence, Admiral Varth is debriefed and provides
the heroes and Senator Organa with information related to a top-secret
Imperial project.
Opening Crawl
For Gamemasters who wish to have an opening crawl before their first
adventure, consider using the boxed text below to introduce the Dawn
of Defiance campaign:
4
STAR WARS: DAWN OF DEFIANCE
Episode I
THE TRAITOR’S GAMBIT
It is a dark time in the galaxy. The evil Galactic Empire has spread
from the Deep Core to the Outer Rim, and everywhere
the Empire’s tyranny can be felt.
Fleeing from the oppression of the Emperor’s minions, agents of
Senator Bail Organa have run to a remote space station above
Brentaal. Known to be a vocal opponent of the Empire,
Organa may be the last hope of freedom in the galaxy.
In the hopes of stopping these dissidents before they can
reach the Senator, the Empire has alerted its forces on
Sel Zonn Station, where the struggle for liberty rages on,
and the first sparks of rebellion have begun to burn. . . .
Part 1: Prelude to Defiance
The Dawn of Defiance campaign opens on an unsuspecting space station
orbiting the Core World of Brentaal. Sel Zonn Station is little more than
a travel and cargo port, just like dozens of others in orbit around the
world. However, the station is also home not only to the Empire and its
lackeys among the nobility of Brentaal, but also to the beginnings of the
first major resistance group—that of your heroes. In part 1 of The
Traitor’s Gambit, the heroes arrive on Sel Zonn Station to find that
enemies of the Empire have been struggling to gather a valuable piece
of cargo and make their way to Alderaan. When the heroes become
embroiled in the plot, they find that they are rescuing an undercover
agent frozen in carbonite who has valuable information for Senator Bail
Organa. After some run-ins with local information brokers and Imperial
agents, the heroes leave
Brentaal and head for the
scenic planet of Alderaan.
Before the adventure
opens, you (the GM)
should determine whether
the heroes already know
one another or whether
they are on Sel Zonn
Station by chance. If the
heroes already know one
another, they have simply
come to the station for
the same reason as many
other travelers—to rest,
relax, refuel, and prepare
for the next leg of their journey. If the heroes do not know one another
before the adventure begins, discuss in advance what has brought each
hero to Sel Zonn Station. They might be criminals escaping justice on
Brentaal, fugitive Jedi on the run from the Empire, legitimate traders or
businesspeople passing through, or nobles who have traveled to Brentaal
to investigate their financial interests.
Sel Zonn Station
Sel Zonn Station is one of over a dozen XQ2 Space Platforms in orbit
around Brentaal. Manufactured by Bengel Shipbuilders some years
before the beginning of the adventure, Sel Zonn Station has not
flourished since the rise of the Empire. Though it still sees a great deal of
traffic from Brentaal and from travelers, the Empire has allowed large
sections of the station to languish and fall apart. Thanks to the rise of
anti-alien sentiment, especially on the Core Worlds, the more run-down
sections of Sel Zonn Station are now inhabited by aliens. As such, a rift
divides the station—wealthy, privileged Human Imperial loyalists occupy
the nicer sections of the station, while all others are relegated to worn
and sometimes dangerous secondary sections.
If the heroes arrive at Sel Zonn Station together aboard the same
ship, read the following boxed text aloud.
The interior of the space station conforms to the Imperial standard.
Since Sel Zonn Station orbits a Core World, it is far better maintained
than other structures of its age, and the main areas see constant
renovations and repairs. However, a few steps off of the beaten path
quickly reveal that the station is rotting from the inside out. A short
walk away from the main venues leads to decrepit sections of the
station, filled with broken lights, tarnished metal walls, missing deck
plates, and all manner of suspicious aliens that have been driven out of
the nicer sections by the Empire.
Aboard Sel Zonn Station, all doors and walls are made of metal and
conform to the standard statistics for objects (Table 9–1, page 151 of
the Saga Edition Core Rulebook). The station’s central computer system
has an Intelligence of 14
and a Will Defense of 17.
The station’s information
terminals, which can be
found at regular intervals
throughout public areas
and in private rooms,
have a starting attitude
of indifferent toward
anyone who uses them.
These terminals can
provide basic information
on the layout and
facilities of the station,
but not much else. Each
terminal is connected to
the central computer system, which has a hostile attitude toward
anyone that attempts to access its systems.
In addition to providing boarding and supply services, Sel Zonn
Station is host to a number of businesses that cater specifically to
travelers. All shopkeepers on Sel Zonn Station sell at the prices listed in
the Saga Edition Core Rulebook. Almost all shops are located on the
Promenade, though a few are off the beaten path. Some of the most
popular establishments include:
Gundark’s Cantina: Owned and operated by a gruff Human
male named “Gundark” Saff, Gundark’s Cantina is a place
where people from all walks of life can come to relax. Though
Gundark himself shows some anti-alien bias, he does not
prevent non-Humans from patronizing his establishment. As
such, it is a popular meeting place for nearly anyone on the
station, and it features a large number of secluded booths for
private conversations.
The Credit Chip: A local casino that attracts a wide variety of
patrons, the Credit Chip is operated by a quiet and brooding
Human named Cecil Vane. Vane doesn’t like what the Empire
has done to the station, especially since they don’t take it too
well when he cheats Imperial officers out of their money. The
most popular games in the galaxy, including sabacc and
pazaak, see a lot of play here.
Delgas Medical Supplies: A corporate medical practice and
pharmaceutical supplier, Delgas Medical Supplies provides
care to those who can afford it. The chief doctor in the
practice is Byra Fenn, a talented Human woman with secrets
to keep. Dr. Fenn has had extensive dealings with one of the
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Seemingly motionless among a sea of starships and satellites above
the twinkling world of Brentaal, Sel Zonn Station grows larger in
your view every second. A central pylon forms the bulk of the
station’s mass, and three landing platforms leading to docking bays
extend from the central section, equidistant from one another and
jutting out into space. The dorsal side of the station features a disc-
shaped secondary structure, on top of which blinking lights indicate
the presence of a landing platform reserved for wealthy patrons.
A typical XQ2 Space Platform.
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