Starting Adventure on Hoth at Time of Battle of Hoth

By GM Hooly, in Game Masters

I'm looking for an adventure idea for a group of pilots who arrive at the Battle of Hoth to help with the evacuation. Any suggestions from the brains trust?

You mean other than the evacuation? Like after they evacuate a group or during the evacuation?

During. The plan is that the battle is well underway and the PCs arrive. I was thinking of fighting off some TIEs to get to the surface and the help a stranded Rebel Transport with some indignant diplomats aboard. The PCs need to assist some of the rookie engineers to fix the ship, while dealing with the diplomats and some snow troopers. Once the ship is back up and running, they need to escort it to the hyperspace jump off point.

I wanted something a little more juicer and a "twist".

Well you could take a look at that old rogue Squadron video game the one that starts with the evacuation of Yavin.

Have you played Star Wars Uprising?

That deals with Hoth admittedly long after ESB but worth checking out.

When I played through the aftermath of Hoth in a WEG game we had to head to another evacuation zone and learnt there was an imperial spy in our midst.

How about having your players left stranded and forced to take shelter discovering their "cave" actually is part of an ancient crashed ship that has a shuttle that could be repaired and used to escape once the snowstorm subsides... of course that's when the Imperials turn up as they can detect the ship's power core.

So its a rush to get the shuttle operational, survive the cold and then blast clear as the star destroyer above blows up the crashed mothership.

That exciting enough for you?

Edited by copperbell

Exciting it is! But it's not quite what I'm after.

The PCs are from an XWing Squadron similar to Rogue Squadron, called Dragon Squadron. So my intention is to have them jump in after the Rebel Base sent a call for any ships nearby to lend a hand.

Uprising is where I got the idea from to travel to Hoth (plus I love that place), and I thought the evacuation was a cool backdrop.

How about "the first transport is away!" the second one, not so much, awwwww. It ends up disabled by imperial fire and crashes on the far side of Hoth. The PCs have to make planet-fall and engage some TIEs escorting an Imperial landing party. Once they reach the crash site they discover the ship was attacked by someone or something and several of the passengers taken. The ship needs to be repaired quickly to escape and the passengers recovered as they are an elite infiltration unit comprised of some very special Bothans that have a big destiny to fulfill....they enemy could be Wampa and dream up some new fangled use for them, either just a Wampa, or maybe some crazy Dr. Moreau hermit type has trained them as pets and they've brought the Bothans back to his hidden evil lair...

I'm liking a few concepts there.

So basically:

Part 1 - PCs arrive a battle some TIEs, but catch a distress signal of another ship that has lost its escort and about to crash.

Part 2 - When they arrive, the ship needs to be repaired but their lead technician has been taken by some large creatures

Part 3 - PCs need to repair ship and find the missing technicians before the Empire shows up

Part 4 - PCs get the ship up and running and then escort the ship to safety

Don't forget the biggest enemy, the sub zero cold. Those temps are like lawyers, bending the laws of physics. Flesh burns like fire when exposed to the air and even inside the ship the metal near the outer skin could cause nasty frost burns to an un-gloved hand with little more than a moments touch. I can imagine all manner of attention to detail rolls to avoid damage. Systems will need to be kept warm so they can be used the moment power gets back on line. The passengers could be a bunch of politicos with no survival skills so all manner of idiotic injuries will happen and the ships medic could be one of the unconscious making it one of the PCs that need to deal with them. The ships power core should be one of the systems that need to be repaired first so these fun little problems can come up.

The laws of thermodynamics are wicked and cruel masters. Always watch your back.

I like that suggestion MrMxyzptlk.

Another thing I thought of was that as 2P51 suggested regarding the Wampas. When the PCs go to find the wampas, they see that they have cybernetic enhancements, similar to the Nexu from Beyond the Rim. The PCs find the missing engineers, including the lead engineer (who also happens to be a bio-engineer) in what appears to be a destroyed laboratory. What the PCs may discover is that he wasn't captured at all when he went to "fix the ship", he was trying to destroy evidence of the experiments. When the other engineers followed him to assist with repairs, the lead engineer (I think I'll make him a Drall) controlled the wampas to take the other engineers in order to cover his tracks!

Edited by GM Hooly

I like that suggestion MrMxyzptlk.

Another thing I thought of was that as 2P51 suggested regarding the Wampas. When the PCs go to find the wampas, they see that they have cybernetic enhancements, similar to the Nexu from Beyond the Rim. The PCs find the missing engineers, including the lead engineer (who also happens to be a bio-engineer) in what appears to be a destroyed laboratory. What the PCs may discover is that he wasn't captured at all when he went to "fix the ship", he was trying to destroy evidence of the experiments. When the other engineers followed him to assist with repairs, the lead engineer (I think I'll make him a Drall) controlled the wampas to take the other engineers in order to cover his tracks!

Gotta love secret evil lairs, of course if it doesn't involve a volcano you're a poser.......

Not to siderial this, but I love this idea.

I was thinking about an adventure that had the players in the environment with AT-ATs. Just the chaos of being under and around those machines could lead to some great adventure.

This was my final version:

PART 1 – IN THE NICK OF TIME

The PCs arrive at the Battle of Hoth in the midst of an epic fire fight between Imperial and Rebel forces. Two Star Destroyers are currently in orbit around the planet, with the massive Super Star Destroyer Executor in the far distance. A single Star destroyer lists between them, spiraling slowly directly above the Hoth Rebel Base, sparks arcing across its surface.

The PCs are bombarded with calls for help from screaming pilots which are suddenly cut short, followed by small flashes in the distance. Suddenly an announcement comes across the communications array, “The first transport is away. Repeat. The first transport is away.” As the PCs pass through the first wave of TIEs, they just catch a glimpse of a Rebel Transport bursting into hyperspace preceded by a single X-Wing fighter.

Suddenly the crew hear through the noise of comm-chatter, a call from another Rebel Transport. The transport claims that it has lost its escort, and has been impacted by debris from several exploding TIE fighters. It claims that it is about to go down, at which point the comms from the craft falls silent.

The PCs can pinpoint its location, and there are several TIEs moving into the area. The PCs must deal with two wings of 4 TIE fighters within 3 rounds otherwise the TIEs will find the Rebel Transport and call for ground troops to engage. If the PCs succeed in eliminating the TIEs, they have 2 hours before troops go to investigate. If at least one TIE is not eliminated before the end of the 3 rounds, the PCs will have an hour to get the ship up and running before Imperial troops arrive.

PART 2 – SNOW CRASH

When the PCs arrive, they find that the pilots have been seriously injured. The ship contains technical equipment and several diplomats who have been crammed aboard during the evacuation. There was also 4 engineers that were aboard the vessel initially, but when the vessel crashed, they went to assess the damage. One of the diplomats claimed that he saw a large shape moving through the now and heard screams soon after. The lead technician told them to shut the doors, and they have been there ever since.

The ship is heavily damaged but can be repaired without needing extra parts, or if they do need some, parts can be stripped from the equipment aboard the ship to get it up and running.

The PCs will need to calm down the diplomats with a Hard (<D><D><D>) social skill check. Once calm, the diplomats can be directed to assist or whatever the PCs want them to do. If asked the diplomats can reveal the names of the technicians who are all Bothans, with the lead technician being a Drall.

The PCs explore outside and find the remains of one of the technicians who appears to have been ripped apart. The PCs can attempt to examine the area of where the technicians were, and with a Daunting (<D><D><D><D>) Survival check (plus <SB><SB> for the environmental conditions). Success reveals two distinct paw prints going off towards the direction of Echo Base. Drag marks also appear next to the paw prints indicating that the technicians were dragged away. A result of <AD><AD>, reveal that there are no signs of the forth technician. A <TR> however will result in the PCs finding a single set of small sized boot tracks which appear to go off in the same direction of the paw prints.

The PCs can repair the ship but it will take a Hard (<D><D><D>) Mechanics check to complete. Up to 4 people can assist, but due to the cold and blizzard, the heck will be incur a penalty of <SB><SB>. 3 separate checks will need to be made, with each check taking an hour to complete. Due to the dropping temperatures, each subsequent check be upgraded once.

Part 3 – CROUCHING TECH, HIDDEN WAMPA

Whilst the ship is being repaired, the PCs follow the tracks to Echo Base. A blasted open section of the outer shell of the base is where the creature’s tracks lead as do the tracks of the small humanoid. The PCs find enter the area and find the Drall attempting to destroy equipment in what appears to be a makeshift laboratory. Standing on either side of the room are two Wampas with cybernetic neural devices implanted in that heads. On a table lies a strange device with several blinking lights and a control dial. If the device is damaged, the creates go into a rampage, and attempt to kill the Drall technician, however if the Drall technician is allowed to get the device, the Wampas attack the PCs. The device is part of a control module which the Drall has installed into the Wampas as an experiment. If the Wampas are attacking the Drall, the PCs can rescue the two Bothans and run from the lab. The Wampas do not follow. It should be played up that these Bothans must live only to die later after they leave the PCs, but only so that may bring information to the Alliance about the second Death Star.

Part 4 – ESCAPING THE COLDER CLIMES

With the ship up and running, the PCs may need to deal with 3 squads of 4 Imperial Snowtroopers, but if none of the TIEs escaped the PCs can get away from the planet without any further dramas on the surface. Once in orbit, the PCs will have 3 wings of 3 TIEs to deal in order to allow the transport to escape.

Edited by GM Hooly

Does anyone know if there has ever been any Wampa stats?

This was my final version:

PART 1 – IN THE NICK OF TIME

The PCs arrive at the Battle of Hoth in the midst of an epic fire fight between Imperial and Rebel forces. Two Star Destroyers are currently in orbit around the planet, with the massive Super Star Destroyer Executor in the far distance. A single Star destroyer lists between them, spiraling slowly directly above the Hoth Rebel Base, sparks arcing across its surface.

The PCs are bombarded with calls for help from screaming pilots which are suddenly cut short, followed by small flashes in the distance. Suddenly an announcement comes across the communications array, “The first transport is away. Repeat. The first transport is away.” As the PCs pass through the first wave of TIEs, they just catch a glimpse of a Rebel Transport bursting into hyperspace preceded by a single X-Wing fighter.

Suddenly the crew hear through the noise of comm-chatter, a call from another Rebel Transport. The transport claims that it has lost its escort, and has been impacted by debris from several exploding TIE fighters. It claims that it is about to go down, at which point the comms from the craft falls silent.

The PCs can pinpoint its location, and there are several TIEs moving into the area. The PCs must deal with two wings of 4 TIE fighters within 3 rounds otherwise the TIEs will find the Rebel Transport and call for ground troops to engage. If the PCs succeed in eliminating the TIEs, they have 2 hours before troops go to investigate. If at least one TIE is not eliminated before the end of the 3 rounds, the PCs will have an hour to get the ship up and running before Imperial troops arrive.

PART 2 – SNOW CRASH

When the PCs arrive, they find that the pilots have been seriously injured. The ship contains technical equipment and several diplomats who have been crammed aboard during the evacuation. There was also 4 engineers that were aboard the vessel initially, but when the vessel crashed, they went to assess the damage. One of the diplomats claimed that he saw a large shape moving through the now and heard screams soon after. The lead technician told them to shut the doors, and they have been there ever since.

The ship is heavily damaged but can be repaired without needing extra parts, or if they do need some, parts can be stripped from the equipment aboard the ship to get it up and running.

The PCs will need to calm down the diplomats with a Hard (<D><D><D>) social skill check. Once calm, the diplomats can be directed to assist or whatever the PCs want them to do. If asked the diplomats can reveal the names of the technicians who are all Bothans, with the lead technician being a Drall.

The PCs explore outside and find the remains of one of the technicians who appears to have been ripped apart. The PCs can attempt to examine the area of where the technicians were, and with a Daunting (<D><D><D><D>) Survival check (plus <SB><SB> for the environmental conditions). Success reveals two distinct paw prints going off towards the direction of Echo Base. Drag marks also appear next to the paw prints indicating that the technicians were dragged away. A result of <AD><AD>, reveal that there are no signs of the forth technician. A <TR> however will result in the PCs finding a single set of small sized boot tracks which appear to go off in the same direction of the paw prints.

The PCs can repair the ship but it will take a Hard (<D><D><D>) Mechanics check to complete. Up to 4 people can assist, but due to the cold and blizzard, the heck will be incur a penalty of <SB><SB>. 3 separate checks will need to be made, with each check taking an hour to complete. Due to the dropping temperatures, each subsequent check be upgraded once.

Part 3 – CROUCHING TECH, HIDDEN WAMPA

Whilst the ship is being repaired, the PCs follow the tracks to Echo Base. A blasted open section of the outer shell of the base is where the creature’s tracks lead as do the tracks of the small humanoid. The PCs find enter the area and find the Drall attempting to destroy equipment in what appears to be a makeshift laboratory. Standing on either side of the room are two Wampas with cybernetic neural devices implanted in that heads. On a table lies a strange device with several blinking lights and a control dial. If the device is damaged, the creates go into a rampage, and attempt to kill the Drall technician, however if the Drall technician is allowed to get the device, the Wampas attack the PCs. The device is part of a control module which the Drall has installed into the Wampas as an experiment. If the Wampas are attacking the Drall, the PCs can rescue the two Bothans and run from the lab. The Wampas do not follow. It should be played up that these Bothans must live only to die later after they leave the PCs, but only so that may bring information to the Alliance about the second Death Star.

Part 4 – ESCAPING THE COLDER CLIMES

With the ship up and running, the PCs may need to deal with 3 squads of 4 Imperial Snowtroopers, but if none of the TIEs escaped the PCs can get away from the planet without any further dramas on the surface. Once in orbit, the PCs will have 3 wings of 3 TIEs to deal in order to allow the transport to escape.

Looking good, as always :)

Does anyone know if there has ever been any Wampa stats?

Don't think so. I probably would've just used the Gundark ones, they seem like similar critters.

That's exactly what I used as a base :)

Consider your idea stolen...

Steal away!