Tomb Raiding on Yavin 4 (ADVENTURE)

By CrunchyDemon, in Game Masters

I'm not really going to do a whole lot of explaining in this thread. I'm just going to post the adventure that I've written and am running for my group. I'll post bits of the adventures here little by little as we play through them, as my players also have access to this forum and I can't stop them from reading.

If you've got questions like "who is Bargos the Hutt', I'll answer in IM if you really want me to, but this adventures was written specificially for our group.

I figure most creative GMs will take any given adventure and modifiy for their group's needs.

I'll try to break the posts up by "acts" if you wanna call them that. Basically this is me copying and pasting my adventure outline notes to these forums.

The only disclaimer here is that this was written without so much of reading a teaser or forum posts about the upcoming "Jewel of Yavin" adventure. Basically I've ignored the upcoming adventure entirely and chose to do my own thing. This is an original work.

I am making a conscious effort to not make this, TLDNR.

Edited by CrunchyDemon

MISSION SETUP OR “LET THE GM GET A FEW BEERS IN HIM”:

On Nar Shadaa, the PCs have a meeting with Bargos the Hutt’s majordomo, a Devaronian named Silas Nyx, who will lay out the mission.

The mission will be stealing artifacts from Sith temples on Yavin 4 and returning them for black market sale. Due to the recent destruction of the first Death Star from here, the planet is currently occupied by the Empire.

A new ship will be provided, due to the Imperials being familiar with the PCs’ current ship, its registration, and its status as a fugitive vessel from the Empire. It will be a beat up, YT-1000 with falsified registration as an independent hunting party hunting the beasts of Yavin for Imperial Biological Research. I've named this ship, "The Huntsman".

The party will be given a stipend of 2,500c up front for supplies for the expedition. The pay will be 5,000 (half was given up front) to the party flat, plus 1000c for each, in-tact, verifiably authentic artifact recovered.

One temple pillaged should be enough for Bargos’ needs at this time.

Edited by CrunchyDemon

LANDING ON YAVIN 4 OR “HTF DO WE GET DOWN THERE”:

On Yavin 4, the PCs will be hailed by the Empire to transmit codes “It’s an older code, sir, but it checks out”. The code is good, but will make the Imperials suspicious and they will pry the PCs over coms for additional info about their identities, point of origin, destination, etc.

  • A successful (Difficult 3) Deception check will grant the PCs access to the planet (by way of imperial landing pads). *ONLY ONE PLAYER WILL HAVE OPPORTUNITY TO MAKE THIS CHECK*
  • Success with Triumph means the PCs may land anywhere on the planet and will have no further conflict with Imperial forces with regards to their ship coming or going.
  • Failure means they may land on an Imperial landing pad, but will be searched by Stormtroopers (this should trigger ground combat, either on the landing pad or in the ship).
  • Failure with Despair means at least one up-armed Lambda shuttle will be dispatched to destroy them (space combat ensues).
  • If conflict with Imperials is successful, a map to temples could be recovered.

SETTING OUT INTO THE JUNGLE OR “WHERE YOU GONNA FIND A MAP”:

The PCs will need to enter the jungle and find any ruins of Sith Temples to explore. As they have no maps (unless they recovered one from the Imperials), they can wander around searching aimlessly, or they can raid another Imperial camp.

  • If they raid a camp, they’ll fight with Stormtroopers, Imperial Officers, and a dig team which may or may not be hostile to the PCs after the soldiers are defeated. Of note, there will be at least one Imperial Shadow Guard present at each camp, due to the Dark Side mysteries waiting to be unlocked by the Sith ruins of this planet. Survival gear, weapons (at least one, crewed Heavy Repeater), landspeeders (for the teams), cargo sleds (for the artifacts), and maps will be present at each site. *for my group, a showdown with an Imperial Shadowguard has a big reveal that some Shadow Troopers have been cloned from our PC Tameron Suun, upon victory, Tameron will find that this Shadow Guard’s Laminate armor fits him perfectly and has the Superior Quality
  • If they wander aimlessly, they will be accosted by the native inhabitants of the moon. They may face flying insects with monomolecular-thin poisonous stingers (Pierce 5 and Neuroparalytic), predatory animals tainted by the dark side, and possibly even mutated, feral, cave-dwelling Massassai (which when defeated, would yield crude weapons, as well as maps or cave paintings showing the locations of ancient temples).

Either way, after the PCs have a lead on a temple, they will come across Han Solo and Chewbacca trapped in a ravine with cliffs on each side and a waterfall some distance away. Han and Chewy have the same idea as the PCs; they are here to pillage tombs and sell artifacts to help finance the Rebellion. They have been swept away by the waters and are unable to reach their climbing gear.

Love this idea. Where is the rest?

Excellent! Know that I will copy parts of this story for my own group. The lay out is perfectly detailed for my liking and it this works just as well as a bought adventure.

I will choose not to use Han Solo/Chewbacca but they can be switched into any "more common" smuggler with ties to the rebellion.

I am really looking forward to your next installment!.

Good job and thank you!

HAN AND CHEWY ON YAVIN 4, OR “IT’S NOT MY FAULT!”: Han Solo and Chewbacca have come to Yavin 4 to pillage tombs and sell artifacts on the Black Market to help finance the republic. They have been attacked by beasts of Yavin 4 and knocked into a ravine. Their climbing gear will be in a pack near the top of the ravine, it is a relatively trivial thing to retrieve it and help them climb out, but time will be of the essence, as there are river-dwelling, reptilian predators in the water and both Han and Chewy are trapped on separate rocks near a waterfall. Additionally, a scuffle with a pack of land-based predators is responsible for Han and Chewy winding up in the ravine to begin with, and they are still in the area. To complicate things even further, Han’s blaster-arm is broken from the fall, while his injury is not life-threatening, he will require medical attention to regain the use of his arm and time for it to heal. He will not be able fight or use his good arm for this adventure. The Millennium Falcon is on-world, covered with some quite incredible camouflage. If Han notices the party, he will offer to reward them for assistance.

  • The PCs may opt to completely leave Han and Chewy to their fate, and that’s fine, they are not vital to this adventure.
  • If anyone falls into the water, there will be a fight with some nasty crocodilians with needle-like, bacterial teeth (Pierce 4 and Neurotoxin).
  • If assistance is given getting Han and Chewy out of the ravine, the predators which knocked them in will return in greater numbers with their pack during the rescue.
  • Assuming victory, Han will the request the PCs’ assistance back to the Falcon; it will be, at present, being raided by Massassai tribesmen, who are amazed by this magical construct. Move to optional mission.
  • If the PCs opt to help them, after the battle on the Falcon, Han will tell Chewy to give the PCs one of the artifacts they’ve recovered. This particular artifact (a stone tablet) from Han has a matrix that will translate any Sith Runes encountered Yavin 4 into galactic basic.
  • If the PCs are Persuasive enough, they can convince Han and Chewy to join them as they raid a temple, but Han will negotiate for half of all findings, and his effectiveness will be severely hampered by his injury. I recommend against this, but it’s something the players may want to do.

*OPTIONAL MISSION* “GET OFF MY SHIP!”: If the PCs agree to help Han and Chewy get back to their ship, rather than try to convince them to join in their tomb-raiding, play this adventure. The Falcon has been discovered and invaded by a small group of mutant Massassai tribesmen. They have built a fire in the cargo hold and are carrying out tribal rituals to bring their Master, Lord Naga Sadow, back to the world of the living. While their supernatural efforts will be in vain, combat will ensue when the PCs, Han and Chewy get to the Falcon. If victorious, Han and Chewy will leave the planet, but the PCs will end up with a high-ranking contact in the Rebellion for future adventures.

Edited by CrunchyDemon

INTO THE TEMPLE, OR “THE TEMPLE OF ALCHEMICAL EVIL!”: I wanted to run this part of the adventure as an old-school D&D Dungeon crawl filled with traps and beasties. Based on the map to a temple they acquired any number of ways in previous encounters, they can follow that to get to the temple they’ll be raiding.

  • I recommend a large underground, tomb-style map, for my group from the fantasy genre. I’m using 0one’s Coloprints, “Tomb of the Shadow King” available here: http://rpg.drivethrustuff.com/product/25520/0ones-Colorprints-%231-Tomb-of-the-Shadow-King?it=1&filters=0_0_0_0_45208
  • I’ve populated my dungeon with traps, such as the following
    • Pressure plates that will make Neurotoxin darts fly out of the walls
    • Pressure plates that will make trap doors open and cause PC’s to fall on spike traps
    • Tripwires which drop ceiling slabs on top of the PCs
    • Pressure plates which Sith artifacts rest upon, chose your traps and keep them varied
  • I’ve populated my dungeon with many unique monsters, such as the following:
    • Angry Massassai Spirits (ethereal, deal strain damage, can possess PCs if they fail Discipline checks, bypass soak, can only be killed by destroying their phylacteries, which I’ve embedded in my dungeon’s pillars.
    • Sith alchemical beasts of all sizes, (likely templated from Beyond the Rim’s Nexu and CRB Gundark)
    • The “big-bad”, is an ancient Sith Alchemical Beast, templated from a Captive Rancor, given special weapons (its arm is a long, black, obsidian blade, can shriek for strain damage which bypasses all soak, and breathes fire).
  • For every two or three “rooms” in my dungeon, using this map, there will be one, retrievable, in-tact artifact in it. All are highly breakable, use your judgment.
  • The PCs will receive “assistance” from the two guards of the tomb, they are bound here. Their names are “Honesty”, who always lies, and “Understanding” who adds a kernel of truth to everything that Honesty says. They take the form of two ghostly faces of the ancient trueblood Sith race. For example, upon entering a library, Honesty might say, “Yes, yes, come into the bathhouse, no danger here”, after which Understanding would add something like, “For those who have the strength to dominate it (referring to the danger, not the bathhouse [which is actually a library])”.
Edited by CrunchyDemon

THE END! OR, “GOOD GAME, TIME FOR MONEY AND XP, BRO!”: When the “big bad” is defeated, there should be a big reward, perhaps money or some really cool Sith artifact that has some in-game benefit for the PCs, perhaps with some risk associated in its use. For my group, it’s a Sith Holocron, recorded by Darth Revan during his brief trip through Exar Kun’s empire, as well as a selection of one of five lightsaber crystals (blue, green, purple, red, silver), whichever is chosen, the others retract back into the pedestal and cannot be recovered. The holocron will contain a lesson on building a lightsaber, as instructed by Darth Revan himself. The holocron will require a Hard (4) Discipline check to open, and a destiny point must be spent, and only a character with Force rating of at least 1 can open it. Revan will give a brief overview of the history of the Sith up until his time recording this, and the fall of Exar Kun. He will warn future Sith of dangers of having too many apprentices, and will advise that an aspiring Sith Lord never take more than one. This will provide a free rank of Knowledge: Lore to all PCs who can listen to his lesson. He will then explain that he foresees his demise, and his eventual return to this place, as well as a great, impending doom to all Sith and Jedi of the galaxy. Revan’s holocron is recoverable by the PCs, can be sold, or kept for further study, but the only secret of the Force it will bestow is the construction of a Lightsaber, and only a Force Sensitive PC may do this (construct the lightsaber).

My PCs did not make planetfall without incident. They had to steal back their borrowed ship, The Huntsman, back from the Imperials, but this could just as easilly have been handled with them stealing a Lambda.

The PCs should make their way back to Bargos the Hutt's Majordomo, Silas Nyx, who will handle the peculiars of the payout. I made the call that Nyx was going to short change them, and he was going to leave quickly with a whole mess of his private thugs, because I wanted to breed animosity with this character for my group for the future.