SWD20 - Adv (lvl 01-02) - Rendezvous at Ord Mantell.pdf

(788 KB) Pobierz
SW RENDEZVOUS
Rendezvous at
Ord Mantell
A Star WarsMiniadventure
By Andy Collins
58970580.051.png
DESIGN
ANDY COLLINS
In “Rendezvous at Ord Mantell,” the heroes help a stranded
explorer recover her crashed ship so that she can blast off
from that rough-and-tumble world and get on with some
sensitive business. But first, they’ll need to overcome
uniformed thugs in a bar brawl, navigate rocky canyon
mazes, elude a Twi’lek bounty hunter, and deal with a band
of fringe-dwelling raiders.
“Rendezvous at Ord Mantell” is a Star Wars Roleplaying
Game adventure set during the Rebellion era and is
designed for four 1st- or 2nd-level heroes. A scout or
fringer would be especially useful among the characters, as
most of the adventure takes place in Ord Mantell’s wild
back country. This low-level scenario first appeared in Star
Wars Gamer #1 but has been updated to reflect the revised
game rules.
If you plan to play a character in this adventure, don’t
read any further. The information below is meant for the
Gamemaster’s eyes only.
EDITING
RAY AND VALERIE VALLESE
TYPESETTING
NANCY WALKER
WEB PRODUCTION
BART CARROLL
WEB DEVELOPMENT
THOM BECKMAN
ART DIRECTION
ROB RAPER
LUCAS LICENSING EDITOR
LELAND Y. CHEE
STAR WARS RPG DESIGN MANAGER
CHRIS PERKINS
Getting Started
By the beginning of the adventure, the heroes should be
acquainted with one another. Maybe some of them grew up
together (either on Ord Mantell or elsewhere), or perhaps
they served on a starship together. For the purposes of this
adventure, the reason isn’t important. If you want, you can
even run a “pre-adventure” scenario in which the heroes
meet each other for the first time.
DIRECTOR OF RPG R&D
BILL SLAVICSEK
U.S., CANADA
EUROPEAN HEADQUARTERS
ASIA, PACIFIC, & LATIN AMERICA
Wizards of the Coast, Belgium
Wizards of the Coast, Inc.
P.B. 2031
Why Are the Heroes on Ord Mantell?
Particularly if this adventure forms the starting point for
your campaign, you might want to determine why the
heroes are present on Ord Mantell. Here are a few ideas:
P.O. Box 707
2600 Berchem
Renton WA 98057-0707
Belgium
Questions? 1-800-324-6496
+32-70-23-32-77
www.wizards.com/starwars www.starwars.com
002
This d20 System™ game utilizes mechanics developed for the new
D UNGEONS & D RAGONS ® game by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, and Peter Adkison.
This Wizards of the Coast™ game product contains no Open Game Content.
No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Gaming License
and the d20 System License, please visit www.wizards.com/d20.
©2004 Lucasfilm Ltd. and ® & ™ where indicated. All rights reserved.
Used under authorization. Made in the U.S.A.
D UNGEONS & D RAGONS and the Wizards of the Coast logo
are registered trademarks owned by Wizards of the Coast, Inc.
The d20 System logo and d20 are trademarks owned by Wizards of the Coast. Inc.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form
without written permission.
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of
Wizards of the Coast, Inc. This product is a work of fiction.
Any similarity to actual people, organizations, places,
or events is purely coincidental.
Fringers: Natives of Ord Mantell—especially those who hail
from the wilder areas of the planet—often fall into this class.
Alternatively, the fringer hero might have come to Ord
Mantell from an even more backwater world in search of
civilization.
Nobles: Any world needs administrators and ambassadors,
and though most legitimate nobles steer clear of worlds like
Ord Mantell, those interested or involved in illegitimate
activity flock to the planet.
Scoundrels: Ord Mantell draws lawless characters of every
type, from gamblers to pirates to petty thieves. The hero
may be a native but more likely is a visitor to the planet.
Scouts: Pilots use Ord Mantell as a midpoint of journeys
through the stars. Hunters and explorers come to the planet
to investigate its wilderness.
Soldiers: Spacehands, bodyguards, mercenaries, and former
soldiers all frequent Ord Mantell.
www.wizards.com
www.starwars.com
Tech Specialists: Pirates and pilots always find uses for some-
one who can repair their equipment and ships. Tech specialists
who visit Ord Mantell can also acquire rare or illegal technical
gadgets from assorted outlaws and black marketeers.
58970580.061.png 58970580.063.png 58970580.064.png 58970580.001.png 58970580.002.png 58970580.003.png 58970580.004.png 58970580.005.png 58970580.006.png 58970580.007.png 58970580.008.png 58970580.009.png 58970580.010.png 58970580.011.png 58970580.012.png 58970580.013.png 58970580.014.png 58970580.015.png 58970580.016.png 58970580.017.png 58970580.018.png 58970580.019.png 58970580.020.png 58970580.021.png 58970580.022.png 58970580.023.png 58970580.024.png 58970580.025.png 58970580.026.png 58970580.027.png 58970580.028.png 58970580.029.png 58970580.030.png 58970580.031.png 58970580.032.png 58970580.033.png 58970580.034.png 58970580.035.png 58970580.036.png 58970580.037.png 58970580.038.png 58970580.039.png 58970580.040.png 58970580.041.png 58970580.042.png 58970580.043.png 58970580.044.png 58970580.045.png 58970580.046.png 58970580.047.png 58970580.048.png 58970580.049.png 58970580.050.png 58970580.052.png 58970580.053.png 58970580.054.png
003
Force Adepts: As a wild, unexplored area, Ord Mantell
makes a fine location for unusual or unique Force-wielding
characters. Its rocky backcountry might even be home to a
secret enclave of Force adepts.
imprisoned by a group of thugs working for a local crime
lord. Despite her injuries, Tosh escaped her crude cell and
fled into the streets. At the same time, a group of raiders
investigating the crash site hauled away Tosh’s crippled
starfighter to sell for scrap.
The adventure opens as Tosh encounters the heroes in a
spacer bar, where they’ve gathered to look for work,
transport off-world, or perhaps even trouble. She needs
their help to get her out of town and to recover (and
repair) her ship.
Jedi Consulars and Jedi Guardians: Jedi of any stripe are rare
enough during the Rebellion Era to be unique visitors to Ord
Mantell. They might come here seeking rumors of others like
them, or while on the run from Imperial forces or assassins.
Customizing the Adventure
Though the scenario is designed for four low-level heroes,
it’s easy enough to adjust it for different power levels. If
you have fewer than four heroes, you can make Renci Tosh
(the “explorer” who asks them for help) a more active
participant in combat. With more than four heroes, or if the
average hero level is above 2, bump up the power level of
the opponents slightly. For instance, you can add one or
two thugs to the first encounter, or increase the bounty
hunter to 3rd level. Don’t go overboard, though. The heroes
should be able to get through the adventure without much
“down time” required for resting.
Scene 1: A Fateful Meeting
Read or paraphrase the following text to the players:
You’re gathered together in Qexi’s, an absolute dive of
a bar filled with the dregs of the galaxy. Most of the
customers are Human, though a number of Rodians,
Sullustans, Bothans, and even a pair of Trandoshans are
present as well.
A woman interrupts your peaceful afternoon by slid-
ing into an open seat at your table. You didn’t see her
come in, and she isn’t dressed like a local—in fact, her
clothes look pretty expensive, though they’re spotted
with mud and torn in several places. You also notice
some recent bruises and scrapes on her arms.
Before you can open your mouths, she puts a finger
to her lips and glances furtively across the room. Then
she turns back to you and says in a low voice,
“Interested in helping out a girl in trouble?”
Adventure Background
Renci Tosh is a Rebel spy and recruiting agent.
Unfortunately, she suffered mechanical problems on her
most recent trip and was forced to crash-land on Ord
Mantell, not far from the frontier settlement of Great Rock.
As Tosh stumbled toward town, she was intercepted and
003
58970580.055.png 58970580.056.png
 
Assuming the heroes are interested, Renci Tosh continues:
WHAT IF THE HEROES
DON’T TAKE THE BAIT?
“I’m a visitor to this world, and I seem to have fallen
afoul of the local crime element. I could use some help
getting back to my ship. I can’t pay you anything now—
I have no credits on me—but I can promise a reward of
500 credits apiece as soon as I get to my ship.
“If you’re interested, we need to get started right
away. Can you help me?”
An ever-present threat to adventures such as this one—where you,
the GM, present a “hook” designed to lead the heroes into the
adventure—is the possibility that the heroes simply choose not to
involve themselves in your plot. Eventually, you’ll be able to judge
what types of missions best suit your heroes (and your players),
but until that point (and even sometimes after it), sometimes
heroes just don’t “take the bait.” For instance, what if the heroes
turn down Renci’s plea for help?
In such a case, you have three options. The first is to force the
players to involve their heroes despite their lack of interest. This is
probably the worst choice, as it breaks the suspension of disbelief
between the players and their heroes. If the players feel brow-
beaten into going on specific missions, the game just becomes the
GM telling the players what to do.
The second option is to accept their decision and let them veer
from your carefully crafted mission into other adventures. This is
all right, and sometimes it’s inevitable, but if you do this too often,
you risk wasting many hours creating plots, settings, and charac-
ters that never get used.
The third option, while the most difficult, can be the most
rewarding. This boils down to keeping your heroes involved in the
adventure without them feeling railroaded into a storyline. In the
case of “Rendezvous at Ord Mantell,” there are a few options to
keep the heroes involved:
Renci claims to be an explorer who experienced mechanical
difficulties before crash-landing her Z-95 Headhunter in the
wilderness a couple dozen kilometers from town. She says
it’ll take at least a couple of days to get there. If the heroes
try to negotiate with Renci, a successful Diplomacy check
(DC 15) gets her to raise her reward to 750 credits each
(she’s desperate), but she won’t go any higher.
Renci Tosh, Female Human Scout 2: Init +2 (Dex); Defense
14 (+2 Dex, +2 class); Spd 10 m; VP/WP 9/10 (currently 4/8);
Atk +0 melee (1d3–1,
unarmed) or +3
ranged; SQ
Trailblazing; SV Fort
+2, Ref +4, Will +4;
FP 1; DSP 0; Rep +0;
Str 8, Dex 15, Con 10,
Int 13, Wis 14, Cha 12.
Equipment : None.
Skills : Astrogate
+5, Bluff +3, Climb
+3, Hide +6, Listen
+7, Pilot +6,
Read/Write Basic,
Read/Write Rodian,
Search +5, Speak
Basic, Speak Rodian,
Spot +7, Survival +6,
Swim +3.
Feats : Alertness, Starship Operation (starfighter), Track,
Weapon Group Proficiency (blaster pistols, blaster rifles,
simple weapons).
The same local crime lord who captured Renci targets the
heroes. This might require the heroes to get Renci’s help.
The heroes keep running into the same thugs and choose to
leave town to maintain a low profile.
The bounty hunter Gida Luroon learns of the heroes’
contact with Renci and decides to include them in her hunt.
An Imperial informant recognizes Renci as a Rebel and
believes that the heroes are also Rebels.
004
Don’t get too heavy-handed with this option. For instance, a
bad way to manipulate the heroes would be to send a group of 20
thugs after them so they had no choice but to flee town. Always
give heroes a choice of options, or at least the appearance of
choice. Even if it doesn’t matter what they do (and that should
only rarely be true), the players should always believe firmly that
their heroes’ actions control the outcome of the story.
Interrupted!
Just as the heroes complete the deal with Renci, two goons
wearing crude uniforms burst through the door into the bar
and start looking around. Neither Renci nor the heroes are
surprised; however, roll Spot checks for the thugs to see
Renci (DC 11). If either thug fails, he is surprised and can’t
act in the surprise round. (If no one is surprised, roll initia-
tive and move directly into the first round.)
If the heroes don’t attack, the thugs rudely look for Renci
until they find her, whether by spotting her or interrogating
bar patrons. When they find her, they attempt to drag her
away. If the heroes try to stop them, they open fire.
Renci doesn’t have a weapon and is injured, so she takes
cover and tries to hide during the fight. If things go badly
for the heroes, she tries to grab a weapon from a fallen
character and defend herself.
The rest of the bar’s occupants avoid the fight. Assuming
the heroes win, Renci insists that they get out of town as
quickly as possible.
Goons (2): Male Human Thug 2: Init +4 (Improved
Initiative); Defense 10; Spd 10 m; VP/WP 0/12; Atk +3
melee (1d4+1, unarmed with Martial Arts) or +2 ranged
(3d6, blaster pistol); SV Fort +4, Ref +0, Will +0; Str 13,
Dex 11, Con 12, Int 8, Wis 10, Cha 9. Challenge Code A.
Equipment : Blaster pistol.
Skills : Intimidate +3, Spot +1.
Feats : Armor Proficiency (light), Improved Initiative,
Martial Arts, Weapon Group Proficiencies (blaster pistols,
simple weapons).
58970580.057.png 58970580.058.png 58970580.059.png
005
Scene 2: Into the Wilderness
The heroes can linger in town if they want (or if they need
to pick up supplies), but Renci reminds them constantly
that they need to leave soon. If they remain in town too
long, another group of thugs or the bounty hunter Gida
Luroon (see below) comes to find them.
Once the heroes are safely out of town, they must back-
track Renci Tosh’s original trail through a maze of rocky
canyons. She can find the starting point—where the patrol
captured her a few hundred meters outside town—but the
heroes must follow her tracks back to her ship using the
Track feat along with Survival checks. The base DC is 20
(firm ground) +2 for the two days that have passed since
she made the trail, for a total DC of 22. If no hero has the
Track feat, Renci offers to do the tracking. She can take 20
and successfully follow her tracks.
The crash site is 20 kilometers away. Since the tracking
character must move at half rate to follow the tracks (or
suffer a –5 penalty), and the rocky terrain limits movement
to one-half normal, the heroes move at only one-fourth
their normal speed. This means that if the slowest hero’s
speed is 10 meters, they can cover 1.25 km per hour (or
about 10 km for eight hours of travel each day). If the slow-
est hero’s speed is 6 or 4 meters, they can cover only 6 or 4
kilometers each day, respectively. Thus, the trip requires 16,
27, or 40 hours (assuming they encounter no other delays)
of walking, plus one or more nights spent under the twin
moons of Ord Mantell.
Every hour of travel or rest, roll d% on the table below to
see whether the heroes encounter anything while traveling
through the canyons (add +10 to the roll at night). After
any encounter in which the heroes take their attention away
from the tracks, they must relocate the trail with another
Survival check (DC 22).
Along the way, Renci Tosh tries to feel out the heroes’
attitudes toward the Empire and the Rebellion. She tries not
to reveal her leanings, though a successful Sense Motive
check (DC 18) may indicate that her queries are more than
mere conversation.
Roll d% Encounter
01–50
None . The heroes don’t see or hear anything
unusual during this hour in the wild.
51–60
Hazardous terrain . The heroes encounter a patch
of dangerous terrain, such as quicksand, a thicket
of poisonous shrubbery, or an unstable hillside. If
one of the heroes is specifically looking out for
such dangers, a successful Survival skill check (DC
15) allows them to avoid it. Otherwise, they will
encounter the hazard.
Adjudicate the danger as appropriate. For exam-
ple, have heroes make a Dexterity check (DC 15) to
avoid falling 2d8 meters down an unstable hillside;
a Swim check (DC 15) to remain afloat in quick-
sand; or a Fortitude saving throw (DC 12) to avoid
losing 1 point of Dexterity from poisonous thorns.
If the heroes aren’t moving this hour, treat as no
encounter.
61–63
Rodian Savrip Hunter. This local hunter is following
the trail of a Mantellian Savrip, a deadly predator
unique to this world. Teerik hides on a ledge until he
determines the heroes’ intent (a Spot check of 18 or
better allows a hero to notice him). He’s not inter-
ested in fighting the heroes and flees if attacked. His
initial attitude is one of indifference, though if
approached peacefully (and if the heroes shift his atti-
tude to friendly or better with a Diplomacy check or
similar action), he gladly tells them what he’s doing
here and warns them about encountering Savrips in
the jungle. “Don’t let them grab hold of you, or you’re
done for,” Teerik warns. He’ll even share some of his
food if his attitude is changed to helpful.
64–67
Twi’lek Bounty Hunter. Gida Luroon was just
about to leave Ord Mantell when she intercepted a
transmission regarding Renci Tosh’s escape. Hoping
to make a few credits, Luroon decided to track her
down and cash in on the (admittedly small)
reward put up for her. She has no idea of Renci
Tosh’s Rebel connections. Gida attempts to sneak
up on the heroes from behind. Allow each hero a
Listen check (opposed by Gida’s Move Silently
check) to hear her from about 12 meters away. If
the heroes fail, they can’t act during the surprise
round (during which Gida fires on Renci Tosh with
her heavy blaster pistol set on stun). She only
needs to capture Renci Tosh, but she gladly takes
any heroes she can get, figuring that she can get a
decent price for capturing those who are “aiding
and abetting” the prisoner’s escape.
Teerik, Male Rodian Fringer 1: Init +2 (Dex); Defense 15
(+2 Dex, +3 class); Spd 10 m; VP/WP 10/14; Atk +1 melee
(2d4+1, vibrodagger) or +2
ranged (3d6/19–20, sporting
blaster rifle); SV Fort +4,
Ref +3, Will +1; FP 1; DSP
0; Rep +0; Str 12, Dex 15,
Con 14, Int 10, Wis 13,
Cha 8. Challenge Code A.
Equipment :
Sporting blaster
rifle, vibrodagger,
camouflage gear
(+2 to Hide checks
in rocky terrain), 6
days of food,
canteen of water.
Skills : Climb
+5, Hide +6 (+8 in
rocky terrain),
68–70
Mantellian Savrip. This fearsome beast is hungry
and looking for a meal, particularly one that walks
on two legs. Allow each side Listen checks (DC 15)
to hear each other. Anyone who fails the check
can’t act during the surprise round. If the Savrip
fails its check and the heroes remain quiet and
hidden, it may pass them by. Compare the result
of the Savrip’s Spot check to the heroes’ Hide
checks; if the Savrip’s check is less than the worst
Hide check, it doesn’t notice them.
71–00
Wilderness Noises. Have each hero make a Listen
check (DC 15). Those who succeed hear noises
(animals chirping, rocks tumbling, a bird crying over-
head, or whatever else you want to include). These
don’t represent a threat, but they serve to keep the
heroes on their toes (or encourage them to let their
guard down after a few false alarms).
58970580.060.png 58970580.062.png
 
Zgłoś jeśli naruszono regulamin