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Prelude to Defiance
A Star Wars d20 Campaign
Run by Andy Richier
Heroic Classes
Equipment
Destiny
The Force
Character Death
Prelude to Defiance
Summaries**
Updated 02-08-08 **
I would like the players to e-mail me a little background on their character, things like who they are, how they earn their credits and what motivates them.
The game will begin with the characters on board a space station, so if the players can let me know a reason for them to be there, (i.e.: live there, travelling through, stranded etc).
If PC's have a thing or two in common then they might well already know other PC's in the group.
All info given to the GM will be rewarded.
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 Emperors 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, seditious acts are punished harshly.
Despite the difficulties the heroes face in terms of Imperial dominance, they are in a unique position, 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.
For the most part all classes are allowed, but as every one would be starting at level 1 there would be no full blown Jedi's. You could well be force sensitive but it would be VERY dangerous for it to be found out.
Races that would not be allowed as PC's are: Droids, Ewoks, Sand People & Jawa's
Heroic Classes and Class Features:
[Top]
All heroic classes in the core rulebook are available for play, although due to the Galactic Empires merciless policy towards Jedi, Force-using characters should be
careful where they display their powers.
Characters begin play with maximum credits at 1st level.
Character Options:
In addition to options presented in the core rulebook, additional rules options may become available throughout the campaign. Currently, the following rules options
for characters are allowed:
Core rulebook (including the Jensaarai Defender talent tree and the Dathomiri Witch talent tree)
Tech specialist web enhancement
Star Wars Rewards cards
Unavailable Character Options:
While walking the balance between darkness and light might be an interesting character concept, the Dawn of Defiance campaign does not abide characters that fall
completely to the dark side. The following character options are not available:
Sith Apprentice (SWSE)
Sith Master (SWSE)
Equipment: [Top]
All equipment with a military or illegal rating is unavailable for purchase at character creation, with the following exceptions: heavy blaster pistol and hold-out
blaster pistol. You must pay the additional license fee for any available equipment that has a restriction rating (see page 118 of the core rulebook). At 1st
level, you need not make any skill checks to obtain an available item with a restriction rating; simply pay the additional license fee, and the items all yours.
Once you begin Dawn of Defiance, you may find equipment that is normally unavailable or that has a restriction rating. If someone in your group wants to keep the piece of equipment, simply decide who in your group wants it, and that person writes the item in the notes section of their log sheet for the adventure. Make a notation of (unlicensed) after the items name. Be advised though carrying items that are unlicensed may get you into trouble with the Empire.
You may also attempt to purchase licensed or restricted equipment (plus hold-out blaster pistols and heavy blaster pistols) after you begin the campaign by using the rules on page 118 of the core rulebook (either through legal means or the black market). Black market items you obtain are considered legit for purposes of Imperial scrutiny (they’re not treated like unlicensed equipment you find).
Vehicles:
Vehicles in the Dawn of Defiance campaign use the same purchasing rules as other equipment. All military and illegal vehicles are unavailable for purchase, as well
as the droid star fighter and droid tri-fighter.
Destiny: [Top]
When you create your character, you may choose a destiny from the following list presented under Sample Destinies on page 113 of the core rulebook: destruction,
discovery, or rescue. No other destinies are available.
The rules under Death and Destiny on page 115 of the core rulebook are used in the Dawn of Defiance campaign, with one exception. If a character becomes a Force Spirit, they become tied one other Force-sensitive character at the table. The player of the living character the Force Spirit is tied to should make a note on their log sheet pertaining to the Force Spirit. During future adventures, GMs may have the Force Spirit appear to impart some information, but this should be used only sparingly (when the group is really stumped or a dramatically appropriate moment occurs).
The Force: [Top]
The Force rules present in the core rulebook with are used, with the following exceptions:
You may not reduce your Dark Side Score in any manner, thus increases of the Dark Side Score are permanent.
If your character falls to the dark side, treat this result as a character death (see below)
Character Death: [Top]
While it is rare, it is possible that a character may die during the Dawn of Defiance campaign. If this happens, the player cannot participate with a PC (player
character) in the rest of the adventure where the characters death occurred. This may mean that a player may have to sit out more than one session while the rest of
the group finishes the adventure; if this happens, the GM might want to consider having that player play the part of some of the NPCs (non-player characters) the
others meet and play some of the bad guys during combat encounters. At the start of the next adventure after the characters death, the player may create another
character set to the minimum level of play for that adventure. The character gains credits equal to a 1st level character, and may purchase equipment with the
same restrictions as a 1st level character.
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 Empires tyranny can be felt. Fleeing from the oppression of the Emperors 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....
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 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.
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.
The stations central information terminals, which can be found at regular intervals throughout public areas and in private rooms. 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. 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.
Mechanical Allies: A droid repair and sales shop, this is one of the few businesses run by a non-Human that hasn’t been shut down by the Empire. Operated by a Twi’lek named San, Mechanical Allies sells all manner of droid parts and reconditioned droids. San has remained in business thanks to his own savvy and his ability to buy off the Empire from time to time.
There are two primary sources of law enforcement aboard Sel Zonn Station. The Empire has a moderate presence, with a garrison aboard to keep the peace and enforce Imperial law. In addition to the storm troopers and Imperial officers, Brentaal’s planetary security force keeps a watchful eye on everything that happens on Sel Zonn Station. The planetary security force gets along well enough with the Empire, though questions of jurisdiction have caused tension between the two in the past. For the most part, the planetary security force operates out of the local security office, where it keeps a number of cells open for criminals and malcontents. Those captured by the Empire, however, are incarcerated in the security office briefly before being transported via shuttle to the planet’s surface. Customs enforcement is relatively light simply because large cargo haulers cannot dock with the station. As such, usually only a single customs officer is on hand for any cargo inspection.
The main commercial area of Sel Zonn Station is known as the Promenade. Filled with shops of all kinds, as well as large, open seating areas with fountains, plants, and other decorations, the Promenade is where Brentaal’s nobles and other station visitors go to enjoy themselves. Security is tight on the Promenade, and Imperial Storm troopers are on hand at all times to keep the peace. Additionally, the Empire tries to keep the area free of aliens, and as such they harass any non-Humans moving about the Promenade. Although they won’t go so far as to arrest anyone, they often try to start fights with aliens just to have an excuse to lock them up. For this reason, most non-Humans tend to stay clear of the Promenade, except on rare occasions
STAR WARS: DAWN OF DEFIANCE
Episode I Episode II Episode III Episode IV ** Updated ** Episode V ** New **
Incident Report - 001 Incident Report - 002 Incident Report - 003
Episode I
THE TRAITOR’S GAMBIT [Top]
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. . . .
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 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
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.
- - - Incident report from C.O. Sel Zonn Station to core command - - -
Two agents in the course of apprehending the spy Maja called in support from near by patrol.
Troopers 2546192 and 2546110 attended to assist in the capture.
All were ambushed by unknown individuals believed to be sleeper agents images attached form security footage from the Sel Zonn promenade, and identified by out agents.
These unknown assailants stole equipment from the patrol. The troopers involved have been arrested and are being disciplined.
Further to the above incident, reports of another fire fight between rival gangs in the deep storage sector have been reported. A response team is to be assigned to monitor further activities.
- - - End transmission C.O. Sel Zonn Station - - -
Episode II
A WRETCHED HIVE [Top]
Between the stars in the blackness of space, the Nebulon-B frigate Resurgence floats silently away from the prying eyes of the Empire.
Meanwhile,
the galaxy continues to sink further into darkness. Each day, remnants of the Old Republic are crushed and a New Order is more firmly established. Former Imperial
Admiral Gilder Varth has provided Alderaanian agents with vital information on secret projects, and even now events are in motion to reveal the Empire’s misdeeds
to the galaxy . . .
At a briefing aboard the Resurgence, Admiral Varth explains that part of his responsibility in a secret Imperial scheme known as the Sarlacc Project was to arrange the covert exchange of resources through a Hutt crime lord on the planet Cato Neimoidia. Captain Verana orders the heroes to travel aboard Captain Okeefe’s transport to Cato Neimoidia, make contact with Darga, the Hutt gangster, and discover what he’s trading with the Empire.
First, the heroes must find one of Darga’s underlings—a Devaronian named Warrick Raden—at a ruined warehouse. Though Raden does not wish to help them, the heroes must convince him to lead them to a hidden location in the city of Zarra . The building is in fact Darga the Hutt’s palace, which the crime lord took over after its previous Neimoidian inhabitant (a high-ranking member of the Trade Federation) vanished, leaving it abandoned. The heroes enter the palace and are granted an audience with the Hutt. Darga has ordered them brought to him so that he can size them up, and he offers to let the heroes stay in his court for a few days, giving them a chance to impress him and gain his trust.
The heroes stay in the palace’s guest quarters. During the final night of their stay, any Force-sensitive characters begin to hear whispers, as though someone were trying to communicate with them telepathically, and they feel a tugging in the Force toward one of the other rooms. Following the whispers, they discover a secret set of chambers below the guest quarters. Inside is a comatose woman, older and gray with weathered features, who is hooked up to machinery that is keeping her unconscious. Once the heroes revive her, they discover that she is a former Jedi Master named Denia who has been kept comatose ever since she fell in battle during the Clone Wars. Unfortunately, the heroes’ meddling hasn’t gone unnoticed, and Darga calls the palace guards, leaving the entire building in an uproar.
As the heroes fight their way back to the upper levels of Darga’s palace, they quickly discover that the Hutt is living up to his species’ reputation for cowardice. Terrified at the prospect of having a Jedi loose in his palace, Darga flees to his space yacht and takes off for the planet Bespin. Though the Hutt leaves town in a hurry, his minions remain behind to try to finish off the intruders.
- - - Sit Rep Zel Ronn Stn - - -
Agents discovered the leak and whilst transferring to secure location were ambushed by persons un-known. Presumed persons identified as the same as those who attacked un-discovers earlier and who instigated the fire fight in Deep Storage V14
- - - End Sit Rep. - - -
- - - Sit Rep Central Intelligence - - -
Reports from Alderaan suggest that traitors to the Empire met with Senator Bail Organa and handed over merchandise from Sel Zonn Stn.
- - - End Sit Rep - - -
- - -Sit Rep. - - -
Felucia
Loss of contact with holding facility. On investigation local population with outside assistance destroyed facility. Population cleansing now in
progress.
One traitor to the empire escaped, high probability of project compromised.
Investigation on going. High possibility of Organa influence.
- - - End Sit Rep. - - -
- - -Sit Rep. - - -
From ISIS agent stationed on Cato Neimoidia,
information received: possible 4 subjects of interest arrive on Planet purposes unknown, but seeking audience with Draga (a local Hut).
Further information tells of subjects of interest have gained access to the Hut.
Security systems breached hacker unknown additional firewall installed.
Iron Ring R.V. interrupted subjects involved. ID of subjects still no actual confirmation but believed to have had some previous experience with AF and possible low level political levels. Organa involvement not yet proved.
Agents attacked at Hut palace, by Hut forces Hut has escaped and rumoured to have fled to Bespin.
Loss of contact with the subjects of interest, they are believed to have travelled with the Hut to Bespin.
- - - End Sit Rep. - - -
KEY:
Sit Rep = Situation Report
ISIS = Imperial Secret Intelligence Service
R.V. = Rendezvous
AF = Imperial Armed Forces
Episode III
THE QUEEN OF AIR AND DARKNESS [Top]
The search for the truth continues. Darga the Hutt, fleeing his palace on Cato Neimoidia, has traveled to the planet Bespin to seek refuge. Bespin, home to the famous resort and mining outpost known as Cloud City , remains free of Imperial rule for the time being, and the city teems with criminals and gamblers.
Meanwhile, intrepid heroes working with the Alderaanian Resistance travel to Bespin to find the Hutt and learn more about his dealings with the Galactic Empire . . .
The heroes arrive on Bespin, Darga is firmly secluded on Cloud City, and his luxury yacht is hidden. When the heroes begin their search for him, most of the usual avenues turn up nothing—the Hutt has paid his associates handsomely to keep him hidden, and none would jeopardize their health and wealth to reveal his location to anyone.
The heroes’ only lead comes when they learn that Cloud City will be holding a major sabacc tournament in a matter of days, and that it is rumored that an Imperial officer will be arriving to participate. Rumor has it that this officer is in the pocket of Darga the Hutt, and that his participation in the tournament is merely a cover-up for a clandestine meeting between them. The tournament takes place.
The heroes also discover that the reason for the officer’s visit was not only to play in the tournament but also to deliver payment for the biggest shipment of Tibanna gas yet. In addition, the payment for the gas is unusual as well: the officer brought an entire transport ship full of slaves to trade to the Hutt. The vessel with the Tibanna gas was
launched before the tournament started, and the slave ship remains in orbit, having been brought to the system earlier.
The heroes discover that Darga has been hiding in a hangar in the underside of Cloud City. When the heroes arrive, they face a combined force of Darga’s minions and a small detachment of Imperial stormtroopers. Darga makes a stand and engages the heroes in combat (or at least, his minions do, while the Hutt prods them from the back of the chamber). After Darga is defeated, the heroes learn that the Empire has set the cruiser carrying Tibanna gas on a collision course with the slave ship, eliminating the two biggest pieces of evidence of their deal, which has now gone sour thanks to the heroes’ intervention.
Fortunately, the heroes still have a chance to stop the collision. Inside the hangar are a number of brand-new Z-95 Headhunter Starfighters. As they reach low orbit, the heroes can see the Tibanna gas carrier blazing toward the slave ship. Unfortunately, the dagger-shaped form of a Star Destroyer appears out of hyperspace bearing down on the heroes. The heroes must race to destroy the ship carrying the Tibanna gas before it can crash into the slave ship, fending off TIE fighters at the same time.
Episode IV **
Updated 02-08-08**
ECHOES OF THE JEDI [Top]
It is a dark time in the galaxy. The Jedi Knights, peaceful guardians of the Old Republic, are all but extinct, exterminated by the Emperor’s sinister agents. But a few Jedi still survive, exiled from the galaxy they once protected and leaving echoes in the Force behind. The Emperor has sensed these remnants and seeks to control them, leaving no chance for future Jedi to arise from the ashes. Most Jedi stay in hiding, some try to foil the Empire without revealing their existence, and others seek links to their former way of life, risking the wrath of the Emperor in hopes of re-igniting the flame of their ancient order . . .
((the party should find out all this background info by talking to the Jedi they have saved, this also includes some clues as to what the party may have missed))
Abandoned and half buried in the sands of Almas for more than a millennium, Darth Rivan’s fortress has been recently invaded and pillaged by Jedi and Sith cultists. His tomes, amulets, and other artefacts have been stolen. Even the corrupt spirit of his failed apprentice Darsin, left behind as the stronghold’s guardian, has been defeated. But Rivan’s sarcophagus has been found empty.
In truth, the remnants of his dark influence has lingered for centuries in a diluted state in the cold, desert wastes surrounding the fortress, inching gradually toward the Force nexus over which the Jedi built their academy. This dark energy is responsible for the death of the world’s kaluthin plant—which Rivan himself engineered so long ago—as death and decay slowly spreads outwa rd from his fortress. The recent destruction of the Almas Academy has strengthened this evil energy in this region. The spread of the dark side across Almas has left behind a blight of withered kaluthin that is visible from orbit. The power of the dark side in Almas has also attracted other creatures that feed on the Force, and they have followed it to its source in the bowels of the ravaged Jedi academy.
The residents of the city of Forard, still reeling from the destruction of the academy at its center during Order 66, made an effort to go on with their lives, but they couldn’t escape the impact of the dark side. Over a few short months, many local citizens inexplicably became violent, crime rose far beyond what local police could handle, and some people simply dropped dead. Fear and death quickly left the city deserted as residents relocated to other planets in the system with help from the now-independent Cularin Militia.
After months of interrogating Force-sensitive prisoners, Inquisitor Draco learned of a holocron in the Cularin system that supposedly contained ancient Sith knowledge. He swept the system for Jedi who might have survived the Almas Academy bombardment but did not find the refugees protected by Cularin’s natives, the Tarasin. Draco arrived at the academy ruins and was immediately entranced by an intoxicating surge of the dark side. Attempting to locate the source of this power, Draco went into the sublevels of the Jedi academy, where he chanced upon a fortunate discovery.
Deep within the academy was the Sith holocron he sought, which once belonged to the Sith Lord Darth Rivan. Moreover, the growing dark side energy on Almas had suffused the Rivan holocron with a powerful evil. As a result, the holocron’s gatekeeper took on a life of its own, believing itself=2 0to be the actual spirit of Darth Rivan, and it gained the power to activate itself and act of its own free will. Draco learned much from the faux Sith Lord spirit, and he remained in the academy to study the holocron further.
Master Vhiin’Thorla, a Twi’lek Jedi, who had been away on his homeworld when Order 66 took place, visited the Almas Academy with his Padawan in hopes of finding survivors. When Draco encountered them, a fierce lightsaber duel ensued, and Draco’s protégé used trickery to induce Thorla’s Padawan into a murderous rage directed at his own master. Thorla was forced to kill his own Padawan in selfdefense, and, wracked with grief, was easily captured. Draco imprisoned the Jedi Master in a Force-annulling Universal Energy Cage. For a week leading up to the heroes’ arrival.
Episode V **
New 02-08-08 **
THE FIRST TO STRIKE [Top]
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 . . .
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