[GAME] Wookiees Amuck!

By Desslok, in General Discussion

Another ancient D6 game from the depths of my hard drive. This one could be used for either EotE or AoR - while it could be, it's not very rebel-centric. And as always, I probably missed some old D6 Game Engine mechanics throughout. Just ignore and restat as you see fit!

WOOKIEES AMUCK!

An adventure for the Star Wars Role Playing Game

Captain: "Hey, this isn't Hoth!"

Wookiee: "Uuoor arrghss gomm. "

Captain: "What did the Wookiee say?"

Rebel 1: "That this is Branth, captain. "

Captain: "So why is Branth here?"

Rebel 1: "Well, because millions of years ago tiny particles of space dust... "

Captain: "I mean why are we here?"

Wookiee: "Grra:ouau uahmm rauou. "

Rebel 1: "He says that there is an Imperial prison base down there where his

family is being held captive. "

Captain: "Hey, wait a minute! I'm not going to be blaster fodder for this flea-

bitten Kashyyykian carpet bag! Why should I risk my ship for... "

Wookiee: "GRRRAAOUUOO!" Rebel 1: "He said..."

Captain: "I know what he said, you sybrial brain slug. just tell him to hurry up

with the landing coordinates before I change my mind. "

INTRODUCTION

The planet Kashyyyk, homeworld of the Wookiees, has been under Imperial marshal law for some time now. Some Wookiees have managed to escape the tyranny of the Empire and actually leave the planet, but because of the strong social bonding between Wookiee families and friends, they do not travel the galaxy seeking personal wealth or fame. Instead, they dedicate themselves to freeing their friends and fighting the Empire. Unfortunately, it doesn't take many mad Wookiees running amok for the Empire to sit up and take notice.

In an attempt to end the uprising, the Empire hunted down escaped and free Wookiees alike, arrested them and anyone found with them, then incarcerated them on a special high-security prison planet. The whereabouts of this planet are generally unknown (thought to be somewhere at the very dark heart of the Empire), but the horror of the place is hinted at often.

You can get characters involved in this adventure in several ways:

1 - If a wookiee is in the party, let him "hijack" the other characters by performing the astrogation and setting the coordinates for Branth unbeknownst to the rest of the party.

2 - The players may be approached by several wookiees (a potentially frightening and comic thought) or contacted by a human representative for the Wookiees and asked for help - the Wookiees don't have a ship, can't be seen in the open, need a pilot, etc.

3 - The Rebel Alliance has an operative that was captured and is being held on Branth.

ADVENTURE BACKGROUND

The dark minions of the Empire often exhibit an evil cunning which is only surpassed by their cruelty to the decent people of the galaxy. Not long ago it was decided that all free Wookiees and anyone found in their company should be incarcerated as a warning to all who might fight the Empire. The nefarious Imperial secret agents let it be known that the treasonous subjects were being imprisoned near the heart of the glorious Empire, where the Emperor himself might decide their fate. In reality, the Empire wanted as much space between itself and these Wookiees and their supporters as possible, so the hapless prisoners were all deposited on Branth. The planet Branth is far from the center of the Empire. It is situated on the very edge of the galaxy, weeks' travel from practically anywhere else.

Many years ago, Branth was a booming industrial planet which produced an incredible variety of highly specialized droids. And in spite of its remote location, Branth was so rich in minerals and had such a mild climate that the industry there grew quickly. Too quickly. Soon the Imperial demands for droids outgrew the planet's ability to produce them -Branth quickly became polluted and unsuitable for supporting any kind of population.

To most subjects of the Empire, Branth is just one of numerous planets that the Empire has destroyed in its in- satiable drive for power. The Empire has taken advantage of Branth's seclusion and has reactivated an old starbase on the planet's surface to use as a prison. The Wookiees and their friends have been incarcerated there.

EPISODE ONE: DO THESE THREE BLIPS HERE MEAN ANYTHING?

The planet Branth hangs before you silent and alone-the only planet in the system. You cannot discern any land masses beneath the thick, sullen, gray smog of the planet's atmosphere. A quick scan of the instrument panel verifies that your ship came out of hyperspace safely - all ship systems have a green light. Suddenly three blips appear on the computer's battle screen. TIE fighters! And they're closing fast!

The Rebels must decide whether they should try to outgun or outrun the three TIE fighters. Stats for TIE fighter pilots are found below. In any case, use this opportunity to make the players think and react quickly and to get the adventure rolling. Punish them if they are slow to act (gee, that last shot seems to have shut the computer down), but don't turn their ship into a flaming hulk spinning off into the icy void of space.

Eventually the Rebels will come hurling toward the planet's surface (either to avoid the three TIE fighters above, or to avoid the five or six more that suddenly show up to check out all the fireworks). As they enter Branth's atmosphere, read the following passage aloud.

Seeking to hide yourself and avoid further trouble, you plummet toward the planet's night side. The clear black of space is gone. A thick, dirty, gray blanket enwraps you and completely obscures your vision as you dive into the heavy cloud of smog. Greasy dark droplets of black dirt cling to the canopy of the cockpit until you can't even see the gray clouds. Everything is black. The instruments tell you that you are near the planet's surface, but you can't be certain. Suddenly you break through the clouds: Through the filthy streaked canopy you can see that the planet's surface is only seconds away!

The pilot must roll make a Difficult Space Transports Piloting roll to avoid plowing straight into the ground. If he makes his roll, the ship turns sharply and weaves in between several tall, dark buildings, scraping along the top of a low group of maintenance sheds before coming to a gut wrenching halt. If the pilot fails the roll, the gamemaster must decide how extensive the damage to the ship and characters is. We recommend a <><><> difficulty Mechanics roll and at least three hours of work before the ship will be able to leave the ground.

Regardless, the characters have a long walk in front of them.

EPISODE TWO: CRAWLING THROUGH THE RUBBLE

The thick smog on Branth cuts out any view of the sky, but since it's dark on the surface, the characters will assume it is nighttime (they are correct, although this is how it looks in the daytime, too). The air is extremely warm and damp, and there is such a thick mist that it is difficult to tell whether it is actually raining or the fog is just very heavy. Everything they can see, and everything they will walk on and rub up against, is wet and dirty. In short, being on Branth is about as pleasant as watching Jabba the Hut eat spaghetti.

Adventuring On Branth

Because of the continuous mist, smog, and rubble, the characters will seldom be able to clearly see things which are more than 15 feet in front of them. Beyond this range things tend to dissolve into big, black, sinister shapes. For this reason, the GM should be liberal with the black [] dice. On the other hand, it is very easy to hear things because fog tends to carry sounds well, so rolls involving audio should get blue []s.

The gamemaster should emphasize the fact that the entire planet seems to be a wet, grimy mess-the air smells faintly greasy, and if any Wookiees are in the party, their fur is going to turn black and smell real bad before it's all over.

The Factory Complex

The characters' ship has landed in the middle of a decrepit factory complex-one of the thousands which almost completely cover the surface of Branth. Think of this complex as a colossal metal web of old walkways, broken pieces of machinery, dangling wires, assorted metal tubes, and occasional thin (impossible to see in this light), rubbery vines that hang down from unknown heights (and hit the characters in the face at appropriate moments). It is impossible to walk through the complex without constantly ducking, climbing, and weaving around unknown objects. Remember, too, that it is very dark (as In ouch, oops, excuse me, something just brushed up against me, that was me, what's that? get off my foot!, etc.).

After the Rebels check the ship and assess the damage, they will have to determine where they are in relation to the prison. The ship's computer will be useless in this endeavor, but any character who rolls a good perception roll will notice that the low-hanging smog is reflecting light from some point on the ground less than an hour's walk through the dreary metal jungle of the complex from where they crash landed.

Probots!

As the rebels creep along, they encounter probe droids patrolling the parameter. Imperial doctrine demands that biker scouts perform this duty, but since seclusion is the base's main line of defense and security the rules have become more lax as time goes by. Regardless, the Rebels must slip past several of these patrols on their way to the base - or disable the probots quickly before they can raise an alarm back at base. Failure in either of these results at a heightened level of alert at the prison complex. Inside the base, the size of all stormtrooper postings and patrols are doubled. All external watch towers

are manned.

Strange Noises

At an appropriate point during the Rebels' sojourn through the complex, they will hear faint scraping noises from somewhere far behind them. If the characters stop to listen, the noises will also stop. As soon as the characters begin walking again, they will hear what sounds like something rather heavy dragging its feet. But again, as soon as the characters stop, the sound does too.

Make the players roll a <><><> difficulty Perception. Sucess means they hear the scraping noise the first time. Every time the characters stop and then start walking again, lower the difficulty of hearing the noise by one level. This method accomplishes two things: First, it gives you, the gamemaster, an easy way to deal with the strange scraping noises that encroach upon the players, but more importantly, it will heighten the tension by making the most perceptive of the characters appear paranoid, especially if they hear the noise once (when they succeed with their roll) but don't hear it the next time (if they fail their roll).

The characters can dimly perceive what seems to be a small clearing just ahead. As soon as they move into the clearing, the desperate dragging noises become even louder and quicker! Something is lurching down the path that they just came from. They hear pieces of metal pipes falling over as the heavy scraping noise quickens. The characters should have drawn every weapon they have by now.

A dim, shifting shape begins to appear in the rubble of tubes and machinery. Suddenly a small droid comes hobbling into the clearing.

If the characters shoot at the droid or physically attack it, the droid will light up, whoop, try to turn around, and fall flat on its face. Any actual hits on the droid become glancing blows or shots which may leave ugly burn marks or big dents that heighten the characters' sympathy for the little droid but will not affect its ability to function.

The Poor Crippled Droid

The droid looks somewhat like an R2 astromech droid, except that it is slightly larger (1.1 meters tall instead of 1 meter), is gray - although that may be dirt - and does not seem to have the small retractable leg of the R2s. This is, in fact, a very early model R2 unit - it is very old. Most importantly, the wheel housings are completely gone from the bottom of this droid's two "legs." The droid (or someone else) has fixed small metal plates there (kind of like runners on a sled) so that it is mobile.

Watching this poor, crippled droid hobbling slowly along (especially through the cluttered factory complex) is enough to make even the hardest-hearted Jawa pause

to choke back a few tears.

The droid communicates in a series of whistles and beeps reminiscent of the R2 units. The droid is very lonely and wants to follow the Rebels, no matter where they are going. It knows where the starbase (which has been converted into a prison base) is and long ago was part of an experimental fighter program which the Empire was conducting before Branth was deserted. The droid would like to help the characters. If asked about its damaged legs,1he droid will relate in a series of low chirps and mournful whistles the story of how it was damaged during a test flight, and the workmen had to cut it out of the fighter. It was deemed useless by the Imperial Navy and tossed out on the garbage heap to rust. The droid repaired itself as best it could and has felt shunned by humans since.

The up side of this? The droid does know his way around the base. The Empire has changed security codes since he served, of course - but the layout (and best approaches to the base) are still the same. In short, if they think of it, the droid could be a big asset around the prison complex.

All this should have the Rebels crying in their boots. If they decide to take the droid along, it will slow them down and make any sort of' sneak attack all but impossible. If they absolutely refuse to take the droid with them, it will follow the Rebels and make plaintive bleeping sounds until they accept it as part of the group.

After picking their way through the debris with the little droid dragging itself comically and noisily along (remember the effects of fog mentioned earlier), the Rebels come upon the prison base.

The Prison Base Through The Mist

The prison is actually an old, nonmilitary starbase which has been partially converted (mostly on the inside) to house the Wookiees and other . . . undesirables. The prison lies in a shallow valley below the characters. The mist and smog prevent the characters from seeing anything other than the huge dark shapes of the building. There seems to be a lot of flat open space between the characters and the main building. Several rather short, thin structures are in between the characters and the main prison complex. These small interposing buildings are guard towers, but some of them are not even manned (it is impossible to tell which are and which aren't without walking right up to one). Manned guard towers generally contain two storm troopers with blaster rifles.

Of course if the base is on a heightened state of alert, all towers are manned and there is a Scout Walker patrolling the grounds.

Of more important concern is the three Turbolaser emplacements on the prison complex. If these are not destroyed or disabled in some way before the transport loaded down with liberated prisoners flees the facility - well, it's going to be a real short trip.

Twelve towers surround the prison base; the gamemaster may decide if the characters come across manned ones or not. A token chain link fence designed to slow an escapee for a few moments connects all the guard towers. Three stormtroopers armed with blaster rifles patrol the fence. Even if the characters are quiet, the droid will present problems. In any case, you should probably fire a few shots at the characters and make them dive down on the wet, filthy ground.

EPISODE THREE: THOSE WOOKIEES BETTER BE GRATEFUL

Once the players have reached the main prison complex (dripping with mud and smelling like the Dagobah swamp), they must find the Wookiees and free them. Of course nothing is really that simple.

The Prison Base:

Up Close And Personal The prison base is a four story building (one level of which is underground); it is a huge, sprawling complex which provides ample opportunity for the characters to become lost, confused, cornered, make narrow escapes, and find lucky secret passages (even if these are garbage chutes and oily machinery shafts). If the characters were able to sneak past the guard towers unobserved, then there is a good chance that they will be able to enter the actual prison building without being seen. Since the base is so secluded, no one really expects any trouble - to sneak into the base pretty easy.

If, however, the characters shot up a few guard towers, were shot at and hit by one of the storm troopers, were seen by the storm troopers who patrol the fence, set off any alarms or otherwise caused the base to become aware of something wrong, the characters will find that the corridors of the base have small groups of stormtroopers and bounty hunters running in every direction. Sneaking around now is considerably more difficult. If the Rebels slip up enough times; the base commander will assume the worst: it is being attacked by mad Wookiees!

Stormtroopers inside the base are under strict orders to have their blasters set at stun. The reason for this is simple: If the stormtroopers started dropping Wookiees like flies, there would be a wild, full scale breakout attempt. It is very possible during this adventure that at least some of the characters will get cornered, knocked unconscious, and imprisoned with the Wookiees.

Adventuring in the Prison Base

At some point during the Rebels' adventure, they will notice that the droid is gone. If some of the characters were giving the droid a hard time because it was slow, loud, useless, or told it that it would be unable to follow them into the prison base, the droid will disappear before entering the base. If the characters have been kind to the droid, it will get lost somewhere inside the base (perhaps during a fire fight or when the characters try to dodge a group of storm troopers). In either case, with no other options, the droid will return to the character's ship and await their return.

The characters spent at least an hour or more walking, crawling, and climbing over the muddy, polluted, wet factory complex before they got to the prison base. They are not clean. They are not dirty - they are filthy. They are leaving tracks on the clean prison floors and wet hand prints on the walls. Unless the Rebels clean themselves up (which is up to the gamemaster and the players' ingenuity), any stormtrooper using his Search skill need only to look at the ground to see something amiss. The first time the characters stop for a moment to rest, they will notice that they are tracking mud all over the place.

If the characters are captured by the stormtroopers, they will be disarmed and stripped of equipment, escorted to the nearest turbolift and taken to cells on the basement level. Once in the turbolift, the characters can try and sneak a peek to look over a stormtrooper's shoulder and learn the turbolift code for the basement level.

Level 2: The Ground Level

The ground level of the prison base has one main entrance and several maintenance entrances. The cavernous, fully enclosed flight hangar is also on this level.

Entrances: Only one main entrance leads into the building at ground level. This is a wide, double doorway which opens into a fairly large lobby area. The room was formerly the registration area for the starbase - now it is a checkpoint for storm troopers assigned to outside guard duty. Two storm- troopers will always be at the desk, and at least two more will be checking in or out. Doorways to the right and left sides of the lobby lead to corridors and (eventually) turbolifts.

In addition to the main entrance, several maintenance door- ways and shipping docks are at ground level, but these are locked from the inside.

Corridors: This level is a maze of hallways which leads to many small (mostly dusty and unused) offices; prisoners are never brought in on this floor (see The Basement level: Prison Block W below).

Computer Consoles: Most of the offices on the ground level contain computer consoles, but many of these are not in working order. Furthermore, the consoles that do operate are only capable of retrieving information-they cannot be used to operate the turbolifts and security doors as can the console which is located in Commander Lassard's office on the fourth level. The consoles which are on the ground level may be used to obtain a layout of the base. The characters may also choose to retrieve information concerning how many prisoners are being held (there are 390 Wookiees, 43 humans, 18 Mon Calamaris, 2 Bith and 1 Dug), and how many ships are currently docked here (see The Hangar Deck section below). Any other information which the gamemaster deems appropriate may be obtained through these computer consoles.

Turbolifts: Distributed rather sporadically throughout the maze of hallways are turbolifts which connect all four floors of the base. Inside each turbolift is a small keyboard which is used to enter the desired floor number. To go to the basement level (where the prison cells are) a special code must be entered or the locks can be hacked (very difficult). The turbolifts can also be overridden from a computer console on level four. After pressing the button next to the turbolift, it takes a few momenst to arrive - or whatever amount of

time the gamemaster thinks is dramatically appropriate (the turbolift may not be empty when it arrives, either!).

The Dirty, Oily, Maintenance Ducts: Long forgotten by any cleaning crew, these dimly lit ducts wind their way above the ceiling of each level and can be used to climb or descend levels in the base. The ducts are fairly tight quarters - Wookiees will most likely rub against the walls. Various pieces of machinery can be accessed from these ducts, but it will be hit-and-miss for the most part (oops, I think you just turned off all the lights).

The Hangar Deck: A large door opens into a short, wide corridor which leads to the hangar. Another door at the end of I the hallway opens into the hangar itself. Inside the hangar is a turbolift which goes only to the basement level and is used mainly to bring in prisoners (you must have the code to use this turbolift). Inside the hangar is a variety of ships, including 25 TIE Fighters, 2 standard Bulk Freighters, 3 standard Stock Light Freighters, 1 Imperial Corvette, 4 AT-STs, a large number of speeder bikes, and countless small repair vehicles.

The inside of the hangar is cluttered with defunct machinery and the worthless shells of old experimental ships and vehicles. If the gamemaster wants to create an experimental starship that the characters can steal (that is, liberate from the tyrannical use of the evil Empire), this would be the perfect place to put it. All the ships and vehicles are fully functional and follow the statistics given in other Star Wars sourcebooks unless otherwise noted.

Level 3: The Armory and Storm trooper Barracks

The third level of the prison base has many more open areas and fewer winding corridors than the second level.

The Armory: A long, well lit (dead-end) hallway leads to the armory. There is a desk in front of the armory door with two storm troopers sitting there and 10 extra storm troopers checking weapons in and out. A camera above the armory door is trained on the desk. A security guard on level four watches the monitor connected to this camera. This guard will sound a red alert and dispatch 10 storm troopers to the armory if he sees any trouble and may activate the Decimator 397.

The armory is fairly well equipped and contains the following supplies: 83 blaster pistols, 95 blaster rifles, 54 repeating blasters, 12 heavy repeating blasters, 25 thermal detonators, and 120 grenades. There are no boxes in here: Everything is loose (hanging on wall racks or lined up on shelves). Also in the armory, standing up against the far wall, is a Decimator 397 series assassin droid (statistics for the droid are below). The droid is frighteningly tall (2.2 meters) and dull black with sharp angles and long, dagger-like fingers. Its head is vaguely humanoid, with thin eye slits and a heavy metal "brow" which makes it appear to be looking very hard for something. The Decimator 397 has a thin wire running from the base of its neck into the wall behind it (it is hooked into the computer on level four). It doesn't seem to be activated.

If the players shoot at it or cut the wire, two small red points of light will appear beneath its heavy brow, and the droid will become fully functional. The assassin droid will pursue the players relentlessly, but it is not stupid. If it thinks it is over- powered or is in danger of walking into a trap, it will break off its attack. The droid may simply follow the characters and try to get aboard their ship. The gamemaster should use the droid as a wildcard, something unpredictable that can add suspense and complications if needed, or can be blown away in the name of the Rebellion.

Storm trooper Barracks: Several large connected rooms function as barracks for the 150 storm troopers who are stationed here. No more than a third of these storm troopers will be present at one time. Blundering into the barracks is a real good way to get captured.

Level 4: Commander Lassard's Headquarters

The forth level is not as large as the other floors. It contains all the security systems for the base, as well as the base commander's headquarters. There are essentially three important rooms here: the computer room, the security/communications room, and Commander Lassard's office.

The Computer Room: This room houses the computer which operates the base. The computer controls everything from the life support system to the turbolifts and the opening and closing of the prisoner doors on the basement level. The computer console here can be used to override any computer - controlled system.

Security / Communications Room: Guards here monitor the cameras which are placed at key places in the base (e.g., the armory, the cell block, the entranceway on level 2, and anywhere else the gamemaster deems necessary). From here general announcements can also be made which are broadcast through the entire base. If the armory is attacked, the guards here will announce a "red alert" status for the base, meaning that al1150 storm troopers are to ready themselves for combat, and that all doorways in and out of the base are to be secured. Commander Lassard's Office: Two storm troopers stand guard outside the commander's office at all times.

Commander Lassard is a fat man with a broad, generous face but tiny, darting eyes. He is unarmed and wears no armor. Regardless of what has happened, if the players enter Lassard's office, he will greet them kindly and ask them to sit down. He will explain (in a lavish and gracious backwoods drawl) that he is not so loyal to the Empire as they might think (a lie, of course) and that he would like to share with them some of the wealth which he has accumulated. Commander Lassard will offer them the Imperial Corvette which is docked in the hangar. He will suggest that they take this and give it to the Rebels, who need it worse than he does. He will explain that he only wants to be left alone here; he makes some money selling scrap metal to the droid companies (true) and simply likes to feel in control. This place makes him happy.

The commander would gladly escort the players personally to the Corvette (where they will be ambushed and imprisoned), but the prisoners, alas, must stay. Of course the players will not go for this (if they do, then they will gain a rather bad reputation for deserting all those prisoners). If the characters become hostile, Lassard will pull a heavy blaster pistol from beneath his desk top and fire at the characters.

The computer console on Lassard's desk can be used in the same manner as the one

in the computer room.

Fire Control: This station is the turbolaser fire control for the prison complex. Secure behind a closed blast door, and under constant guard by at least two stormtroopers. Inside the control center are three technicians, all armed. In short, this will be a difficult nut to crack. However once under rebel control, it's a simple matter to disable the turbolasers.

The Basement level: Prison Block W

The first level is a sprawling labyrinth of tunnels and corridors much like the ground level (just as confusing and the same potential for hitting dead ends while being chased by storm- troopers). The entire level has very poor lighting, making it a very dank and dreary place. The prison cells are in the same general area, but there are many of them (approximately 45 with 18 prisoners each).

Two storm troopers will be posted at each of the five turbolifts -these are the only exits out of the prison block. One of these turbolifts goes to the hangar deck. A central control column in the middle of the cell area has a computer console which controls the jail cell doors, and a communications console which is tied into the security room on the forth level. This communications console can also be used to make announcements to the entire base, as well as sound an alarm in case of trouble. Four storm troopers are posted here at all times.

Periodically dotting this level are the ceiling mounted automated blaster emplacements. Designed to react to any motion, they are a devastating package, and probably the most dangerous feature of this portion of the complex.

EPISODE FOUR: WOOKIEES AMOK

From this point in, the game should be a running fight between the battle frenzied wookiees, overwhelmed Imperials and a handful of rebels causing trouble wherever they can. Chaos is the order of the day here.

Most of the wookiees and other prisoners will remember which turbolift leads to the hangar deck because that's the way they were brought in. Some have been here long enough that they won't remember. All the Wookiees want to bash stormtrooper heads. Trying to organize the Wookiees, once they are free, is like trying to direct a stampede of wild Banthas.

After the prisoners have been freed, the most sensible thing for the characters to do is steal the Corvette, or simply leave it for the crazed Wookiees (they are, after all, mechanically adept and would really have no trouble flying it) and head back to their own ship. A few of the more level-headed Wookiees (and out of 390, there would only be a few) may want to go back to the characters' ship with them. Perhaps an arrangement could be made for the Wookiees to provide firepower in the Corvette while the characters escape in their much smaller ship.

If the turbolasers have not been previously disabled, then the emplacements open fire as the corvette lifts off. The gunners on the ship manage to destroy the turrets - but not before the corvette is crippled and forced down in the jungle. Now the rebels either have a fight on their hands or have to draw the Imperials off onto themselves. The prisoners manage to make repairs, but not before the loss of life is enormous.

If they leave by the corvette, they are instantly beset by TIE Fighters that dog their every step back to the downed ship. If they leave by foot or speeder bike, the remaining Imperials give chase. Either way, it's a running battle back to their ship.

If the players go back to their own ship (which should be encouraged - aside from normal player attachment to material goods, aren't there sensitive documents on board?), they will find it exactly as they left it. When they enter the ship, the little lame droid will be there. It has been fixing the sublight maneuver drive to the best of his ability. It has a bunch of little pieces that used to be the magnetic drive coupler set neatly next to each other on the floor. It is humming softly to itself as it cleans the parts. It just wanted to

help.

Under normal conditions, it would take 10 minutes to restore the drive to some level of operating status. This is less than normal conditions, however - time to jury rig the drive. Repairing the drive is dependent on how well the mechanic rolls on their Mechanics roll. More successes and triumphs, means faster launch time.

Needless to say, a Force Point is appropriate at this point.

Meanwhile the other players get to hold off the minions of the Empire as they spread out and surround the ship. They start out with just Stormtroopers, but eventually heavy weapons squads show up with E-Web cannons. For maximum tension and drama, the AT-STs arrive on the scene just before the ship is ready to lift off.

It should be, in every sense of the word, close.

Once in space, they could have as many as 25 TIE fighters to deal with, depending on whether the Corvette got there first. For the sake of dramatics, have the player characters get there first, and just as the TIE Fighters are starting to inflict serious damage on them, the Corvette can blow the rest away. Remember that Wookiees always pay back their friends.

After that it's a quick astrogation calculation, and home is just a hop, skip, and a jump away.

EPILOGUE

The two big outcomes of this successful adventure? The first of these are new enemies, in the form of an angry Commander Lassard and the persistent (and upgraded) Decimator 397 assassin droid. The second? 150 wookiee life debts. This of course could make the players lives VERY interesting in the future, either in the form of help (either wanted or unwanted) or annoyance. The GM is recommenced to play this out in whatever manner he feels best for the campaign.

Our EoE campaign includes a wookiee who is a freedom fighter/guerilla commander for his people. He tends to drag the other Krayt Dragons into pro-wookiee scenarios, whether they like it or not!

Might even make this one an AoR crossover...! Crimson Phoenix are trying to rescue a prisoner at the same time those loveable scoundrels of the Krayt Dragons are reluctantly saving wookiees...

Edited by Maelora

Another great addition, Desslok!

I have two questions for you: a) are you opposed to anyone making use of your material in their own campaigns? I'd assume not, but it's always better to ask; and

b) If you have more that you haven't shared, could I persuade you to send me them via PM? I might use a few bits and pieces (subject to your answer to the above question), and thus would like to avoid the chance that any of my players from these boards might read into them.

Another great addition, Desslok!

I have two questions for you: a) are you opposed to anyone making use of your material in their own campaigns? I'd assume not, but it's always better to ask; and

NO! You may not use this game that I wrote up! I only put it here to show off how awesome I am! (:

Of course - adapt, integrate, rewrite, do as you please!

b) If you have more that you haven't shared, could I persuade you to send me them via PM? I might use a few bits and pieces (subject to your answer to the above question), and thus would like to avoid the chance that any of my players from these boards might read into them.

As far as games go, I've got some bits and pieces here and there. Gimmie a sec and I'll hook you up with a wayback machine link to my old page (and the tons of stuff I had on line at one time).

Thanks, mucker! :D

Hey desslok! how about fixing me up to that way back machine as I would love to see what you have that I could pilfer for my game.

(I have been waiting to inlude this adventure in my campaign for a while, the old challenge magazine material has quite a lot of use in EotE or AoR campaigns. ;) )

Weren't the Trandoshians helping the empire to enslave the wookies?

Might be awkward if one of the players has a trandosian character.

On the other hand, playing a remorsefull ex-slaver/bountyhunter trandosion would make for a cool concept.

Sure thing guys - this is the main page: https://web.archive.org/web/20050204032917/http://www.the-chaos-crew.com/swrpg/home.htm

and all the games and GM material were located here: https://web.archive.org/web/20050204105426/http://www.the-chaos-crew.com/swrpg/gm/gm.htm

The links should still work, even if some of the pictures don't anymore. (And yes, the old Challenge was a great resource back in the day, before the internet!)

Weren't the Trandoshians helping the empire to enslave the wookies?

Yeah, but that wasn't a development until later. When this was first written (sometime 90-93ish), that wasnt a concept yet.

Edited by Desslok

anyone have a good map that i could use for this prison?