The Alexandrian

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NODE 2: NAVAL YARDS OF ENDOR

Star Wars: Red Peace - Forest Moon of Endor

There is a previously unknown covert naval yard for the Separatist Army built in orbit around Endor’s forest moon. (A half-constructed Trade Federation battleship can be seen.)

In addition to the primary naval yards, there is a huge construction facility of impossibly gargantuan proportions being built. Based on its scale, if it were to be completed, it could turn out entire fleets of Separatist Army flagships in mere days.

Fortunately, scans indicate that the entire facility is powered down except for a small landing platform. It looks like the naval yards are in the process of being mothballed.

GM BACKGROUND: This is, obviously, the same facility which will be used to construct the second Death Star in Return of the Jedi. The facility is being mothballed because Darth Sidious’ plans are in flux. The Red Holocron was brought here so that the Death Star plans could be loaded into it, preserving those plans along with the lore of the Sith. The Holocron was then sent to the Jedi Temple on Lothal (see Node 3).

LANDING PLATFORM: The landing platform consists of a small docking bay, several warehouse-size rooms laid out in a grid of corridors, and (at the top of a lift) the local control tower for the docking bay. (Another lift from this control tower heads up into the mothballed facility, although there’s not much of interest up there.)

GEONOSIAN SKELETON CREW: A small skeleton crew of Geonosians has been left to finish overseeing the shutdown of the facility.

  • Commander Andromias (a Geonosian Lieutenant General)
  • 8 Geonosians
  • 2 droidekas, 8 battledroids

COMMANDER ANDROMIAS

Star Wars: Red Peace - Geonosian Commander

GEONOSIANS (x8)

Star Wars: Red Peace - Geonosian

(use this stat block as a minion, WT = 4)

DROIDEKA (x2)

Star Wars: Red Peace - Droideka

BATTLE DROIDS (x8)

Star Wars: Red Peace - Battle Droid Stats

EWOK SLAVES: There are also twelve Ewok slaves on the station, taken from the forest moon below. They wear slave shock collars (controlled by Andromias) and are being forced to assist in off-loading cargo.

CLUES:

  • Computer records indicate that encrypted schematic plans were transferred to a device featuring unrecognizable data encoding. The transfer was marked with a digital routing code labeled ER-LOTHAL-8756.
  • Questioning the Ewoks: They know that a damaged astromech droid was removed from the Red Hawk just before its departure. Astrogation or Computer checks with the astromech’s databanks will reveal the lightspeed calculations to Lothal that the astromech was making when its power converter burned out.
  • Questioning Andromias: A member of the Techno Union named Chal Bakkal took possession of an artifact from the Sith Empire. Bakkal was taking it to the Jedi Temple on Lothal. (Andromias suspects it may have been a super-weapon which will help the Separatists win the war.)

ESCAPE FROM ENDOR

Star Wars: Red Peace - Rising Storm

Once the PCs have identified their next destination as Lothal, the Rising Storm (a Subjugator-class warship) exits hyperspace nearby. When their ship (presumably) fails to provide the proper Separatist authorization codes, the Rising Storm will begin launching fighters. If the PCs don’t dawdle, they should be able to easily outrun the Rising Storm, but there will be three waves of droid fighters that could potentially intercept them: 2 scouts, then 4, then 4 more (with a new wave arriving every 3 rounds).

The PCs need 12 rounds to escape the system, although a successful Astrogation check will reduce the time required by 1 round per Advantage.

RISING STORM

Star Wars: Red Peace - Rising Storm

DROID FIGHTERS

Star Wars: Red Peace - Droid Fighter

DROID PILOTS

Star Wars: Red Peace - Droid Pilots

Go to Node 3: Jedi Temple of Lothal

Star Wars: Red Peace

August 31st, 2015

Star Wars: Red Peace

It’s the end of the Clone Wars. Order 66 hasn’t happened yet. General Grievous is at-large.

During the latter days of the Clone Wars, the Council became increasingly desperate and began pushing less experienced Jedi into service. In order to mitigate the risks, a large number of less-trained Jedi would act in small groups. You form one of these Adept Task Forces. You have not been active for very long (one or two operations; or this could even be your first mission in the field).

One or more of you could easily be an older Jedi who has been assigned to the task force in order to oversee the adepts.

The Council’s restrictions on the age of would-be Jedi have also weakened over the long years of the war. And the war itself has brought to light a large number of potentials who would otherwise have never been identified. So if you want to play someone who was raised outside of the Order, there’s your window. You could also be a force-sensitive potential who got swept up by the task force on their last op.

Another option would be that four of you are playing force-sensitives outside the Order who are working with a Jedi contact. This would be highly unorthodox and you’d want to come up with some sort of back story for how/why the Jedi ended up working with a ragtag band of misfits.

SANGUINE SHRIKE

Star Wars: Red Peace - Sanguine Shrike

The Sanguine Shrike is the Adept Task Force’s vessel. It’s an ILH-KK Citadel-class light freighter (Edge of Empire, pg. 260).

(My players christened their own ship, which is where the name Sanguine Shrike comes from.)

MISSION BRIEFING

The PCs are contacted by Mace Windu via hologram.

  • While the PCs have been in the field (possibly while they were out of communication on their last mission), the Separatists have attacked Coruscant.
  • General Grievous’ flagship was captured by General Kenobi and General Skywalker.
  • General Grievous himself escaped.
  • The databanks on Grievous’ flagship have been analyzed. They’ve yielded dozens of possible leads on where Grievous might be hiding.
  • One of these leads are records of encrypted communications with a planet called Mustafar. The contents of the message couldn’t be retrieved, but any communication using such high-level encryption methods must have been of vital importance to the Separatists.
  • General Grievous must be located for the war to end. It’s possible that he’s hiding on Mustafar. If not, it’s likely that there are Separatist contacts there who may know where it is.

The PCs can ask any questions they’d like.

NODE 1: MUSTAFAR

Star Wars: Red Peace - Mustfar

The PCs are arriving on Mustafar just before the events shown on the planet in Episode III: Revenge of the Sith: General Grievous has not yet ordered the Separatist leaders to Mustafar, but Darth Sidious knows that he’ll be sending them here shortly.

LANDING PLATFORM: There’s a squad of six battle droids on the landing platform. (Edge of Empire, pg. 410)

CENTRAL CONFERENCE ROOM: As seen in the film. Geonosian protocol droids (insectile in appearance with fractal-digit arms) are making preparations for the imminent arrival of the Separatist leaders.

VOLCANIC CRUCIBLE: Below the central conference room is a large, industrial chamber of blackened machinery and force screens — a volcanic crucible designed to channel the heat and lava of the volcano upon a single structure surrounded by heat-shielded droid arms and laser arrays in the center of the room.

Lying near the central crucible is a half-slagged ovoid. It has the appearance of green jade, but its surface (what remains of it) is marked with incredibly intricate, scrimshaw-like carvings that resemble computer circuitry filled with some kind of reddish-gold material. It bears the mark of a phoenix (which can be identified through a Knowledge check as the emblem of the Jedi Empire).

GEONOSIAN OVERSEER: Eorlax, a geonosian overseer, has been left to oversee the facility. He might be encountered in the central conference room giving orders to the protocol droids; or he might come out to greet the “visitors” on the landing platform. If questioned:

  • Doesn’t know what was being studied in the Volcanic Crucible. He’s just an ensign charged with base maintenance.
  • A black float-palette was being sent to Endor. He heard Captain Andromias mention it by name.
  • General Grievous was never here, but Darth Sidious and Darth Tyrannus both came here frequently.

CLUES:

  • Computer records indicate a Theta-class shuttle named Red Hawk recently departed the facility, heading for the gas giant Endor.
  • Holographic records in the Volcanic Crucible were purged, but can be partially reconstructed: They show Geonosians moving a black float palette. Commander Andromias (their leader, see Node 2) mentions the name Endor.

GM BACKGROUND: This facility was primarily constructed in order to house the Volcanic Crucible, which was used to crack open the Jedi Empire seal which had been placed upon the Red Holocron. When that work was completed, the Red Holocron was moved to the Naval Yards of Endor (see Node 2). Darth Sidious then decided to repurpose the facility as a convenient place for killing all the Separatist Leaders.

BATTLE DROIDS

Star Wars: Red Peace - Battle Droid Stats

EORLAX – GEONOSIAN OVERSEER

Star Wars: Red Peace - Geonosian

INTERLUDE: REPORTING TO THE COUNCIL

If the PCs report their findings to Master Windu, they’ll be ordered to pursue their leads to Endor. Furthermore, with significant results in their pocket, their investigation has been prioritized and additional resources are placed at their disposal: They’ll be ordered to rendezvous with Commander Racto and a squadron of clone troopers on the edge of the Endor system.

COMMANDER RACTO

Star Wars: Red Peace - Commander Racto

CLONE TROOPERS (MINIONS, x10)

Star Wars: Red Peace - Clone Troopers

Go to Node 2: Naval Yards of Endor

The Strange: Mastodon - Bruce Cordell

As I’ve done previously for Into the Violet Vale (for Numenera) and Eschatology Code (for The Strange), I’m offering up the prep notes I made for Mastodon — an introductory scenario for The Strange designed by Bruce Cordell — before running it at Gen Con 2015.

Unlike those previous adventures, I didn’t put together a GM cheat sheet for the adventure. But I did put together a bunch of other cool tools that I hope you’ll find useful.

MASTODON – NOTICE OF TERMINATION

The Strange: Mastodon - Notice of Termination

(click for PDF)

This Notice of Termination is designed to be given to your players as they approach the table. (Or you could e-mail it to them as a pitch for the scenario.) It’s designed to serve as an initial briefing for the background of the scenario.

CHARACTER BACKGROUNDS

The Strange: Mastodon - PC Cheat Sheets

(click for PDF)

The adventure includes pregenerated characters. The PC cheat sheets I’ve prepared are designed to eliminate book look-ups for the abilities that aren’t fully described on the character sheets. (I’ve found that this usually saves about 20-30 minutes of playing time, so their use greatly improves pacing if you’re using Mastodon as a one-shot for introducing people to the game.)

These cheat sheets, however, also include additional briefing material regarding PROJECT MASTODON and a “flashback memory” specific to each character that reveals a slice of what happened 10 years ago. (Note that I’ve specifically altered the background of the adventure to include the “amnesia” the PCs are suffering from.)

If you’re not using the pregenerated characters, it should still be relatively easy to adapt these flashbacks to whatever characters the players are running. They serve three functions:

First, in combination with the Notice of Termination, they eliminate the need for the GM to do a verbal exposition dump at the beginning of the session. Instead, you can frame hard to the PCs having drinks in the hotel bar before going up to their meeting with Alessandra Torres.

Second, they introduce an element of mystery around their experiences on Ruk. I found that this provided an additional driver for the scenario and also delivered a bigger pay-off for the players when they finally reach Ruk.

Third, by giving each PC a different clue/memory about their experiences 10 years ago, it gives them a topic of meaningful conversation for that first meeting in the hotel bar. This allows that conversation to continue at greater length, which means it also works better at introducing and establishing the characters. (Before I introduced this change to the scenario, the hotel bar meeting would usually consist of everyone saying “hi” and then sitting in awkward silence until I cut away from the scene.)

OTHER RESOURCES

  • Mastodon Handouts: These include a Deinonychus photo, the whiteboard in the conference room, the Breakaway Couriers logo, Anson’s note, and photos of both Amla-Shoon and the Rukian guards. (You’ll need a couple of envelopes: One for the Breakaway Couriers delivery. The other for Anson’s briefing on Ruk. Glue the logo to the former; paperclip the note to the latter.)
  • PC Tent Cards: Using the pregen characters included in the scenario, I put these in the middle of the table. As people approach, they can select whichever character looks appealing to them and put the tent card in front of them. It’s a nice, quick way to facilitate character selection and also means that you (and other players) can quickly identify who’s playing who with a quick glance during play. These files are designed to be printed with Avery “Small Tent Cards” (template 5302), but you could also just print them on normal cardstock. What you need to do is take each A file and then flip it and print the matching B file. (Each sheet has four tent cards, so I’ve designed the three files so that I get two complete sets of character names if I print all three (to minimize wastage). If you just want one set, print sets 1 and 2 and you should be good to go.)
  • Cypher Cards: These are for all the cyphers that the PCs can find or gain during the adventure. (This includes the three cyphers that Frin brings them, see above.) These cards are designed to be printed on Avery 8471 business cards, but can easily be printed on any paper or cardstock and then cut out.

Go to Part 1

A few thoughts on follow-ups to this scenario:

  • Enkara-ulla contaminated the reservoir at the water tower with Rukian biology. That reservoir is connected to the water supply for thousands of San Francisco residents. What effect may it have had on them?
  • The Strange: Violet Spiral Gambit - Transamerica PyramidThe crisis at the Transamerica Pyramid may result in a huge up-tick in quickened individuals throughout the San Francisco region. (Particularly if the fractal worm showed up.) The Estate may be working overtime tagging new threats and recruiting new assets.
  • Speaking of the fractal worm, the PCs may need to work fast to plant a cover story capable of explaining its presence. (LSD in the water supply?)
  • What made the Transamerica Pyramid so special? Did Jack R. Beckett (CEO of Transamerica when the Pyramid was built), William Pereira (the architect), and/or someone at the Dinwiddie Construction Company include Strange technology in its construction? (Perhaps recursion keys or inapposite gates?)
  • The most obvious step is tracking Enkara-Ulla’s operation back to Ruk. As long as he, his notes, and/or his prototypes survive there’s a significant danger to Earth. (Such an investigation might start with tracking down the inapposite gate he was using to bring Rukian equipment and personnel to Earth.) Things could get even more interesting if the entity behind the Qinod Singularity takes an inexplicable interest in his technology.
  • The mailing list of Eschaton Electronic’s customers represents a database of people with potentially strong or unusual interest in cyphers. If the Estate became aware of it, they might attempt to secure a copy (if the PCs have not already done so). And once they’ve done that, they’ll start sending teams to investigate it.

TRANSAMERICA GATEHOUSE

Alternatively, the recursion rupture powers up the Transamerica Pyramid as a giant, multifaceted inapposite gate.

Because of the building’s unusual shape, all of the windows in the building are designed to rotate 180-degrees – flipping around so that they can be cleaned from the inside. After the Incident, however, when you flip one of the windows around you’ll find yourself looking into another recursion (or out into the Strange).

The Estate (or some other organization) moves in to secure the building and begin exploring the 3,600+ gates that the building now plays host to.

(Alternatively: Perhaps the windows act as gates without showing you what’s on the other side. That turns the building in to the recursion-equivalent of Frederick Pohl’s Gateway.)

PDF DOWNLOAD

If you’d like to download a PDF version of The Violet Spiral Gambit, click the link below. There’s also a link for downloading all of the props for use with this scenario.

The Strange: Violet Spiral Gambit - PDF Download

(PDF)

The Strange: Violet Spiral Gambit - Props Pack

(Zip File)

 

Go to Part 1

The Strange: Violet Spiral Gambit - Crown Jewel Alight

BACKGROUND

  • Enkara-ulla has replaced the Crown Jewel beacon atop the Transamerica Pyramid and filled the Spire below it with his multiply field-tested equipment.
  • When the PCs arrive, Enkara-ulla’s machinery is up-and-running.
  • His goal is to temporarily blanket downtown San Francisco with the law of Mad Science.
  • Enkara-ulla’s experiment will actually fail regardless of what the PCs do. However, if it’s allowed to continue to conclusion what it will do is rip a huge recursion rupture in the sky above downtown San Francisco. (See Failure, below.)

GM Note: The general intention here is that the Rukians on the 48th Floor will fall back into the Spire. There will be a big, climactic fight in the Spire itself. And then the PCs will need to ascend to the Crown Jewel and prevent Enkara-ulla’s machine from opening the recursion rupture.

GM INTRUSION: THE RUPTURE BEGINS

This intrusion can be triggered at any time when it would complicate something the PCs are trying to accomplish: Just as the PCs arrive at the building. While they’re arguing with security guards in the lobby. Just after they’ve been arrested by security. As the fight breaks out on the 48th Floor. (It should definitely start before they reach the Crown Jewel.)

BLUE LIGHTNING: Races up and down the exterior of the Pyramid, dancing across the surface of white quartz and between the 3,600 windows.

  • Speed defense (level 4) to avoid 6 points of ambient damage, then Might defense (level 4) to avoid losing next action.
  • Entering/Exiting Building: Blue lightning affects anyone trying to enter or leave the building.
  • GM Intrusion: Can be used for a blue lightning strike almost anywhere, but particularly in the Spire and Crown Jewel.

PANIC: Once the blue lightning starts, people will begin to panic (both inside the building and outside of it). PCs may need to deal with mobs (Might task to move through them). Once it becomes clear that the lightning is striking people trying to run out of the building, they may also need to take action to save people.

STRANGE CREATURES: The rupture can also serve as a vector for a GM intrusion which adds creatures from anywhere in the Strange or the recursions of Earth.

STOPPING THE RUPTURE: Once the experiment has been triggered, the equipment in the Spire is largely irrelevant. Its purpose was to catalyze the Enkara-ulla’s Ersatz Jewel. Once that’s done, the Ersatz Jewel runs by itself (see The Crown Jewel below).

FAILURE: If the PCs fail to prevent or interrupt Enkara-ulla’s experiment, the sky above the Transamerica Pyramid ruptures and a portion of the Strange is copied into the sky above downtown San Francisco.

  • Clouds billow out of the rupture, rapidly filling the sky above the pyramid.
  • Then the clouds are eaten away by huge, fractal roils of purple and blue which burn the eye that tries to follow them.
  • FRACTAL WORM: The massive tentacles of a fractal worm (Strange Bestiary, pg. 55) descend out of the roiling fog of the chaos-stuff. (Followed by the full bulk of the thing moments later.)

ACCESSING THE 48th FLOOR

  • The public is only allowed on the ground floor of the Pyramid (where a gift shop and historical center are located).
  • Access to the elevators requires passing through metal detectors monitored by security guards.
  • The 48th Floor is rented out by “Uller Manufacturing”: Mentioning that name or Andrew Uller counts as an asset for convincing the guards that you have legitimate business up there.

TRANSAMERICA SECURITY GUARDS (Level 3): health 12, damage 4, armor 1.

  • Perception as level 4.
  • Paranoid, all activities involving suspicion as level 5.

48th FLOOR

The Strange: Violet Spiral Gambit - 48th Floor of the Transamerica Pyramid

A single conference room with an elevator in a niche off to one side and a flight of stairs that lead down to the restrooms on the 47th Floor

VIEW: Surrounded by windows looking out over Alcatraz, Coit Tower, Golden Gate Bridge and Bay Bridge. (The Bank of America building to the south takes a chunk out of the view.)

SPIRE DOOR: On the wall of the conference room opposite the elevator, there’s a metal security door in the wall next to a 55” television. It leads to a short flight of stairs up to the base of the Spire.

VENOM TROOPERS (x2): The Strange, pg. 300.

  • Armed with slaughter accelerators that spit out a hail of plasma-charged flechettes.
  • After a round or two of combat, they’ll fall back into the Spire.

ENKARA-ULLA ON AIR: Enkara-ulla will commandeer the TV, displaying his face and using it to shoot electrical bolts.

  • Electrical Bolts (Level 5): 6 damage

THE SPIRE

The Strange: Violet Spiral Gambit - Spire of the Transamerica Pyramid

BASE OF THE SPIRE: A broad, open space with diamond-like girders above. The walls of the Spire are only open, aluminum grating – the window howls straight through them.

  • Strange, alien machinery has been suspended from the support beams like scaffolding. Thick, black cables run between them.
  • There are several ominous hums in the air; each overlapping and harmonizing with each other in a horrible, broken cacophony.
  • Bright lights pulse randomly here and there. Several thick laser beams stutter-step back and forth, like some sort of fiery morse code.
  • GM Note: The Spire is 212-feet tall.

STAIRS: Lower Spire is lined with a 100-foot steel stairway at a steep, 60-degree angle (+1 difficulty to move up or down it).

LADDERS: At the top of the stairs, there are two steel ladders that climb another 100 feet to the Crown Jewel above.

VENOM TROOPERS (x2): The Strange, pg. 300

  • 1 near the top of the stairs, 1 near the bottom.

RUKIAN SERVITOR DRONES (x8): Flying here and there throughout the entire height of the Spire.

ENKARA-ULLA: He’s up on the ladders, finishing adjustments to the last bit of machinery.

  • Andrew Uller: Non-descript guy. Mousy brown hair. He’s taken off his suit coat and has the sleeves on his dress shirt rolled up. His eyes have purple irises.
  • Manipulating Machinery: Causes various pieces of machinery to jut out or spark, causing 4 points of damage. (If he feels eminently threatened, he triggers his battle chrysalid transformation.)
  • Battle Chrysalid Transformation: Rips out of his skin. Mechanical wings spread wide. His human face sloughs away. (Prop: Enkara-Ulla)

GM Intrusion: Instead of dying, Enkara-ulla smashes out through the aluminum grating. (He’ll begin using his shoulder cannons to attack from a Long range, firing into the interior of the Spire.)

ENKARA-ULLA: level 5, health 30, damage 5, armor 2

  • Performs Mad Science tasks as level 7.
  • Melee Flurry: Can make two melee attacks as a single action.
  • Shoulder-Mounted Slaughter Accelerators: Can also fire two shoulder-mounted slaughter accelerators as part of the same action.

RUKIAN SERVITOR DRONES: level 2, health 6, damage 2

  • Rukian Servitor Drones are the size of a small dog with a vaguely insectoid appearance.
  • They’re biotech, with either metal wings or aeropter rotors grafted to their backs.

THE CROWN JEWEL

The chamber at the top of the Spire is a glass cap perched atop the Pyramid. It’s roughly the size of an office cubicle.

  • GM Note: The beacon that is normally located in the center of the Crown Jewel is a multi-faceted reflector inside a glass cylinder. Puts out 6,000 watts and is only lit on special occasions.

ERSATZ JEWEL: A huge, cylindrical console thrusts up out of the floor. Atop it is a device studded with long, purple crystals.

  • Strange Lore – Intellect task (difficulty 3): To recognize the purple crystals as violet spiral (see Scenario Background).
  • Removing the Jewel: Intellect task (difficulty 6). On failure, the person pulling the jewel out is struck by arcs of blue lightning.

BREAKING THE JEWEL: Deal 10 damage to the Ersatz Jewel and it will explode. (The explosion takes off the top of the Pyramid.)

  • Explosion: 12 ambient damage, Speed task (difficulty 6) to jump down the stairs and only take 2 ambient damage.

REMOVING THE JEWEL: As they begin working to deactivate the Ersatz Jewel, it will begin sending pulses of energy up into the air. The blue lightning will intensify. It’s a race to finish before the rupture occurs.

  • Rupture Race: Must succeed at 5 Intellect tasks (difficulty 5). If the PCs ever have more failures than successes, they’ve failed and the rupture occurs (see Failure, above).
  • Special: PCs can’t fail on the first check. If they fail the first check, arcs of blue lightning (6 ambient damage) course through them. (This still counts as a failure; they’ll need to dig out of the hole.)

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