Dawn of Defiance - Chapter 10: Jaws of the Sarlacc

by Mishy

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STAR WARS: DAWN OF DEFIANCE EPISODE 10 - Jaws of the Sarlacc

Jaws of the Sarlacc is the tenth and final adventure in the Dawn of Defiance campaign, which should take heroes from 1st level through 20th level in a continuous storyline designed to give players and Gamemasters a complete SW5e experience. This adventure sends the heroes to the Deep Core world of Byss, where the Sarlacc Project—the construction of a massive Super Star Destroyer prototype—is underway. The heroes should advance to 20th level by the end of the adventure. Over the course of this adventure, the heroes will have a chance to finally confront and defeat the traitorous Admiral Varth and the vile dark Inquisitor, Valin Draco. Jaws of the Sarlacc is the finale of the story arc that makes up the Dawn of Defiance campaign. After completing the adventure, the heroes will have saved the galaxy from an Imperial superweapon and paved the way for other rebellious elements to strike back at the Galactic Empire.

What is Dawn of Defiance?

Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set in the months after the events of Revenge of the Sith, the adventures in the Dawn of Defiance campaign are designed to provide players and GMs with the iconic SW5e experience, set against the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 20th level, and features an ongoing storyline that progresses over the course of the campaign. Each adventure can also be played individually, and should provide the heroes with ample challenges to gain two levels per adventure. Gamemasters should feel free to use the Dawn of Defiance adventures either as an entire campaign or as fillers for their own home campaigns.

If you are a Gamemaster wishing to run the campaign, read the GM’s Primer, which summarizes the overall plot of the campaign and the events of each adventure.

Warning! If you will be playing in a Dawn of Defiance campaign or in a campaign utilizing its adventures, read no further.

Adventure Background

The entire Dawn of Defiance campaign has led up to this point. Having finally uncovered the truth about the Sarlacc Project and traveled to the Deep Core in pursuit of their ally, Jedi Master Denia, the heroes are poised to shut down the Empire's plans. Lady Alya Aldrete, an ally they made during a recent visit to Alderaan, has provided them with aid thus far. Now, she is ready to help them make their final push to stop the Empire from completing the construction of their first Super Star Destroyer.

Sadly, during their trip to Prakith in the ninth adventure, Sword of the Empire, the heroes suffered the loss of one of their staunchest allies, Master Denia. They are now truly their own masters, and others are looking to them as leaders of the fledgling rebellion. Lady Aldrete has summoned the heroes to rendezvous with her, and she will help fill them in on the plan to finally put an end to the Empire's Sarlacc Project.

Adventure Summary

The heroes are summoned to a rendezvous in the Deep Core, where they meet with Lady Aldrete and discover that she has summoned her entire fleet of smugglers and criminals. Combined with the remnants of the battle group belonging to the Resurgence, these ships form a relatively impressive fleet, which Lady Aldrete and Bail Organa hope to use to stage a daring mission against the Sarlacc Project. After being briefed on the plan, the heroes set course for the planet Byss, the Emperor's secret throne world.

Once they arrive at Byss, the heroes must infiltrate a Golan Defense Platform and shut down its defense mechanisms. There, they confront Inquisitor Draco for the last time, only to discover that the traitorous Admiral Varth has taken command of the Super Star Destroyer. In a stunning move, he fires up the ship's engines and makes a short hyperspace jump to join the battle.

The heroes, along with the pilots of Blue Squadron, must brave the battle between the defenders of Byss and Lady Aldrete's fleet, fly into the superstructure of Super Star Destroyer, and blow up its main reactor. That is the only way to destroy the vessel and save what's left of Lady Alya's fleet.

Opening Crawl

If you wish to have an opening crawl before the adventure, consider using the boxed text below.

STAR WARS : DAWN OF DEFIANCE

Episode X: Jaws of the Sarlacc

The galaxy rests on a tipping point as the forces of evil have struck a devastating blow against the Alderaan Resistance.

Yet all is not lost, and even now the Alderaanian noble Lady Alya Aldrete has summoned allies and great heroes to take part in a daring attack on the Empire.

As the fate of the Resistance hangs in the balance, a small band of heroes has a chance to strike a blow that will echo through the ages, and show others that even the mighty Empire can be defeated . . .

Part 1: A Bold Plan

After speaking with Bail Organa at the conclusion of the previous adventure, the heroes are directed to meet up with Lady Alya Aldrete. They find her at a rendezvous point in space, outside a massive gas cloud where she has amassed a small armada of ships. The rendezvous point is only two hours away via hyperspace, still well within the Deep Core Security Zone, and Lady Aldrete's communications officer transmits a hyperspace route for the heroes to follow that will get them there safely. As the heroes approach the rendezvous point, describe the other vessels here as a rag-tag collection of tramp freighters, modified bulk haulers, a few Clone Wars-era capital ships, and an overall motley assortment of vessels that look vastly different from the pristine ships of the Empire.

Lady Alya invites the heroes to dock on her flagship, a heavily modified Corellian gunship. As the deck crew sets to refueling and restocking their ship (or ships), the heroes are shown to temporary quarters and allowed to refresh themselves. Once suitably rested and cleaned up, they are invited to join Lady Aldrete in the ship's command bridge to discuss the next step.

Lady Aldrete's Briefing

Lady Aldrete welcomes the heroes into her ship's command bridge, where she and some other rough-looking ship captains are quietly talking next to a holographic display that looks positively chaotic from a distance. The heroes also spot two familiar faces—Captain Adrian Verana and Captain Sirona Okeefe, who seem to be deep in their own conversation. As the heroes approach, they realize that the display shows a single, massive planet around which hundreds, if not thousands, of ships and space stations can be seen in continuous orbit.

When the heroes step up to the projector, Lady Aldrete ends her conversation and turns to them. Read the following aloud:

"My dear friends," says Lady Aldrete, a look of pity in her eyes. "It is good to see you alive. Bail told me about Master Denia—she will be sorely missed.

"I'm afraid that we have little time for mourning. Too many lives have already been sacrificed to stop now. While you were traveling to Prakith, I sent out the call for all of my contacts in the Deep Core to come to me, and one of them brought some very timely data. We have not only discovered the location of the Sarlacc Project above the planet Byss, but we have also obtained a full readout of the vessel's defenders, and we know that the Sarlacc Project, while not yet complete, is within weeks of being so.

"What I have proposed to my captains is a mission to destroy the prototype. We've got enough ships to distract its defenders, but we can't hope to beat them and destroy the ship—just survive. What we need is someone to take control of their defenses and turn them against the prototype. You're our best, and probably only, hope for that."

With that, Lady Aldrete begins outlining what little they have of their plan. First, the smuggler fleet will jump into the Beshqek system and engage the Sarlacc Project's defenses. Then, while feigning a retreat, they will draw the defenders away from the Super Star Destroyer and its Golan Defense Platform. The heroes' strike team will then infiltrate the platform, seize control of its weapon complement, and turn the weapons on the Sarlacc Project. Undefended, it shouldn't take long for the Super Star Destroyer to become so much debris drifting into the atmosphere of Byss. The heroes and the smuggler fleet will then retreat and jump to lightspeed, leaving Byss far behind.

The Calm Before the Storm

Of course, heroes being what they are, they might have some alternative plans they would like to enact. Lady Aldrete's plan is left somewhat vague intentionally, and if the players show some initiative, you should let them fill in the gaps or even rebuild the plan from the ground up. Of course, allowing them to do so will alter the way this adventure plays out, but given the fact that this is the climax of the Dawn of Defiance campaign, feel free to let the players concoct a better plan if they see fit.

The two most important parts of the plan, and the two events around which this adventure is engineered, are taking control of the Golan Defense Platform and flying into the superstructure of the Super Star Destroyer to take out its main reactor. When the heroes are cooking up their plan, keep in mind that, in general, those two events need to happen, and they must take place in that order.

Naturally, this adventure cannot cover every eventuality or plan that the heroes might come up with, but the following information should help you determine whether they succeed.

  • The Sarlacc Project is a Super Star Destroyer that has not yet reached completion. Many of its systems are still offline, but (unknown to Lady Aldrete and the heroes) its engines, life support, and weapons are online.

  • The Super Star Destroyer is defended by a Golan Defense Platform. However, something the heroes do not know is that the platform also acts as a stabilizer by using its incredibly powerful tractor beams. The upshot is that the platform anchors the Super Star Destroyer in place; as long as the tractor beams are active, it cannot move.

  • The smuggler fleet is ragged, but well defended and captained by some of the best in the galaxy. Given the fact that the defense forces around Byss are not quite up to what they will be by the time of the Rebel Alliance, the smuggler fleet can survive about 20 minutes of direct fire, plus another 20 minutes during the faux retreat. If starfighters take part in the conflict, the fleet can survive for another 10 minutes during both the initial assault and the retreat.

  • Even when the main defense forces pursue the smuggler fleet, a small number (mostly starfighters and Skipray blastboats) will stay behind. However, good piloting might allow a ship to avoid notice by more than one patrol.

  • Lady Aldrete's smuggler fleet has a number of slicers that can alter a starship's IFF transponders and other transmitters to disguise a small number of ships as Imperial vessels. This won't stand up to closer visual inspection, but it should fool sensors.

  • Admiral Varth is commanding the skeleton crew currently operating the Super Star Destroyer. When the smuggler fleet appears, he immediately suspects a trap and begins ordering the crew on the defense platform to begin emergency shutdown procedures of their tractor beams. However, due to the high power being pumped through the beams, shutting them down is a lengthy process—upward of 30 minutes if all protocols are observed.

  • Inquisitor Draco has retreated to Byss, where his time spent in dark meditation has revealed that he will face his final conflict with the heroes. With Admiral Varth's blessing, Draco has placed himself in charge of the defense platform, and he believes that once he defeats the heroes and crushes Alderaan's resistance, he will be given command of the Sarlacc Project and its associated fleet. He has not warned Varth of his visions. Instead, Draco plans to step in and save the day when Varth would have failed, thus removing the Admiral as a rival for control of the Emperor's greatest fleet.

  • The Golan platform is manned mostly by droids. Admiral Varth did not trust Humans to operate his prize ship's defenses, although he has allowed a complement of the Emperor's hand-picked agents to occupy the station for defense.

  • Varth will order the defense fleet to pursue the smugglers, hoping that they will be crushed by his ships. However, Admiral Varth is no fool, and he would not leave the Super Star Destroyer unprotected if it weren't defensible on its own. Varth believes (and rightly so) that the Super Star Destroyer, although incomplete, is still powerful enough to obliterate the smuggler's ships on its own.

One way or another, a large chunk of the ship's hull will be ripped away, exposing the interior superstructure and providing access to the main reactor. Although this can happen in several ways (see Part 3 of the adventure), the heroes might come up with their own plan to gain access to the core.

Getting to the Golan

Once the heroes have a plan, the mission can begin. Captains Okeefe and Verana are both taking part in the mission. Captain Verana will command Blue Squadron, a collection of starfighters cobbled together from the various smuggler crews, while Captain Okeefe will serve as Verana's wingman and executive officer. Lady Aldrete will lead her ship and the rest of the smuggler fleet into battle. The heroes have a chance to say their goodbyes, then it is time for leaving.

When the heroes depart, they make the short jump to hyperspace to the planet Byss. Upon arrival, they find everything going according to plan. The smuggler fleet is occupying the ships defending the Sarlacc Project, giving the heroes a clear shot at the Golan Defense Platform. Read or paraphrase the following aloud:

Before your eyes hovers the oddly colored planet of Byss, its orange land masses and purple oceans casting the cockpit in an eerie glow. However, drawing your eyes away from the planet is the largest capital ship you have ever seen. The dagger-shaped hull of the Super Star Destroyer, known to you as the Sarlacc Project, looms large against the backdrop of the planet.

The Golan Defense Platform anchoring the massive ship looks tiny in comparison. All around, you see flashes of light as starships burst into flames and then flicker out, or watch the glowing light of turbolasers streaking between the vessels. The smuggler fleet has distracted the Sarlacc Project's defenders; now is the time to strike.

Luckily for the heroes, the plan is working, and only a few small patrols remain near the Super Star Destroyer. Unfortunately, being spotted by one is nearly unavoidable. A small patrol, consisting of a few elite TIE fighters, is on a course that will intersect with the heroes. If the heroes have taken precautions against being detected, play them out. Otherwise, the patrol spots the heroes' ship and attacks. This close to the Sarlacc Project, the patrols are ordered to fire on non-Imperial vessels without warning.

If the heroes can sneak by, deceive, or otherwise deflect the attention of the patrol, they should be able to avoid a violent conflict before docking with the Golan. Otherwise, the heroes must defeat the patrol before they can go on with their mission.

If the players engage with the TIE fighters, spawn up to 6 TIE L/Ns using the statblock from Chapter 1 except their proficiency bonus is +6 to represent their skills, modifying the stats as appropriate.

Part 2: Aboard the Golan

Once the heroes have dealt with the patrol, they have the opportunity to land on the Golan Defense Platform. Assuming they have taken some steps to disguise their ship's sensor profile and IFF transponders, they can land in the docking bay without challenge thanks to the droid traffic controllers' lack of suspicion. If they took no such responses, the platform might open fire on the heroes' ship, but they can still blast their way into the docking bay in a matter of rounds.

Once inside, the heroes know they need to seize control of the defense platform to turn its weapons on the Super Star Destroyer. First, however, they must deal with the station's defenders. Their arrival has not gone completely unnoticed, and they will face a challenging series of encounters to reach the central reactor control chamber.

As the Gamemaster, you might find it tempting to turn the following series of encounters into little more than a linear group of challenges, offering the heroes no choice in the matter. The encounters described below are meant to be used in any order that you see fit (with one exception; see "Security Corridor" on page 7), although they do make some basic assumptions about the order in which most heroes will tackle them. As with the planning of the operation in Part 1, give the heroes a chance to come up with their own methods for reaching the reactor. Then, each time they reach a good point, drop in one of these encounters to challenge them.

As the heroes progress toward the central reactor chamber, take into account the following basic information about the platform.

The Station Interior

The Golan Defense Platform orbiting Byss is designed primarily to defend and anchor the Super Star Destroyer at the center of the Sarlacc Project.

Command Bridge: The primary command bridge for the Golan platform has been shut down in favor of rerouting control to an auxiliary bridge, located near the central reactor core for the whole platform. If the heroes reach the primary command bridge, they find it abandoned.

Computers: The station's main computer system and is one of the most sophisticated computers currently used by the Empire, giving any check involving the main computer of the station are made at DC 30. However, since the Empire staffs the station with droids, the central computer isn't always used to its full potential. Checks using the computers in auxiliary areas, such as corridors and nonessential locations are made at DC 25 and can be used to gain access to the station's main computer.

Docking Bays: The Golan platform has three main docking bays, one of which is used for ships other than starfighters. Each of the other two bays holds a squadron of 12 TIE L/N fighters, which the heroes might have encountered already. Docking Bay 616 is the shuttle docking bay and is the one through which the heroes likely enter and exit.

Patrols: Standard security protocol for the Golan platform calls for two stormtrooper squads per patrol (using the trooper squad statblock), each commanded by an Imperial officer (using the senior officer statblock). The Imperial officers in these patrols carry code cylinders for auxiliary computer systems (but not the main computer system).

Security Control Rooms: Each level of the space platform has its own security control room. These control rooms remain in constant contact with the auxiliary command bridge. Each one has security control computers that count as an auxiliary system, is staffed by four Imperial officers (using the senior officer statblock), and has a stormtrooper squad (using the trooper squad statblock) defending the control room.

Sensors: The sensors in the station are extremely sophisticated. When properly focused, they can detect everything from the number of beings in a room to the current health of each one. However, such focus is typically unneeded, and the droids controlling many of the station's sensors rarely perform such a sweep. Slicing the station's sensors to make them ignore the heroes requires a DC 26 Intelligence (slicer's kit) check, made from a security control room.

Docking Bay 616

The docking bay most likely used by the heroes to enter and leave the platform—Bay 616—is typically used by the Empire to rotate crewmembers on and off the platform via shuttlecraft. When Lady Aldrete's fleet arrived, most of the ships normally kept in this hangar (Skipray blastboats, command shuttles, and so on) either joined the fight or departed for the relative safety of the planet below. It is likely that only one ship (other than the heroes' vessel) occupies this hangar: a Republic Sienar Systems Star Courier used by Inquisitor Valin Draco.

If the heroes made a grand show of their entrance or took no precautions against being identified by the sensors, they find a welcoming party waiting for them. After the heroes deal with the encounter, they can start making their way deeper into the platform.

If the heroes were cautious and managed to sneak their ship onto the platform, they might instead find the docking bay empty. In this case, they can deal with the "Docking Bay 616" encounter later, when they are attempting to fight their way back to their vessel as the station crumbles around them.

Setup

If the heroes deal with this encounter upon first arriving, the enemies approach from the interior of the docking bay, as though coming from deeper in the station. If the heroes deal with this encounter during their attempted departure, the enemies instead are waiting for them near their ship(s).

Read-aloud text

When the encounter begins, read or paraphrase the following aloud:

Before you stand four more Imperial Guard Champions, likely fresh off their training on Byss. Worse, two small clusters of stormtroopers advance on you as well, taking advantage of your momentary distraction to begin taking shots at you. These Imperial Guard and the stormtroopers are clearly not interested in parley.


Stormtrooper Squad

Gargantuan swarm of Medium humanoids (human), lawful dark


  • Armor Class 15 (mesh armor)
  • Hit Points 175 (13d20+26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws Dex +5, Wis +3
  • Skills Perception +3
  • Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic
  • Challenge 5 (1,800 XP)

Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad is immune to any power or effect that would alter its form.

Reactive. The squad can take one reaction each turn.

Actions

Multiattack. The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, reach 100/400ft., one target. Hit 7 (1d8+3) energy damage.

Massed Fire. The squad fires en masse at a point within 150 feet Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.


Imperial Guard Champion

Medium humanoid (human), lawful dark


  • Armor Class 18 (heavy exoskeleton) or 20 (knight speed)
  • Hit Points 180 (24d8+72)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 17 (+3) 16 (+3) 20 (+5)

  • Saving Throws Str +7, Con +7, Wis +6
  • Condition Immunities Frightened
  • Skills Intimidation +9, Perception +7
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 11 (7,200 XP)

Innate Forcecasting. The Imperial Guard Champion's innate forcecasting ability is Charisma (force save DC 17, +9 to hit with force powers). It can innately cast the following force powers:

At will: Enfeeble
3/Day: Fear
1/Day: Battle Meditation, Phasewalk, Knight Speed

Choreography of Belligerence. The Imperial Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

Imperial Training. The Imperial Guard Champion deals an additional weapon die of damage with its weapons (included).

Keen Striking. The Imperial Guard Champion scores a critical hit on a roll of 19 or 20. If at least one other Imperial Guard is within 5 feet of its target and the ally isn't incapacitated, the creature instead scores a critical hit on a roll of 18-20.

Rally the Troops. As a bonus action, the Imperial Guard Champion can end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Actions

Multiattack. The Imperial Guard Champion makes three weapon attacks.

Doublesword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 17 (3d8+4) kinetic damage.

Heavy Pistol. Ranged Weapon Attack: +7 to hit, range 40/160, one target. Hit: 7 (1d8+3) energy damage.

Reactions

Parry. The Imperial Guard Champion adds 4 to his AC against one melee attack that would hit him. To do so, the Imperial Guard Champion must see the attacker and be wielding a melee weapon.

Encounter Map

[To Be Added]

Security Corridor

One encounter the heroes cannot avoid is the security corridor leading into the auxiliary command bridge and main reactor. The defenses in this corridor are always in place whenever the auxiliary command bridge is active (as it is now). This security corridor is the only way in or out of the auxiliary command bridge, and the heroes have a fight on their hands to reach it.

Setup

The access corridor leading to the auxiliary command bridge and main reactor is a one-way corridor designed to keep intruders out. The heroes must enter from the end opposite the blast doors leading into the reactor chamber, and the defenders place themselves in the way where they have cover. Two of the Death Troopers is manning the E-Web as gunner and engineer.

Read-Aloud Text

When the encounter begins, read or paraphrase the following aloud:

Before you is a long, narrow corridor with bulkheads protruding from each side, providing ample cover to the deathtroopers within. At the far end are massive blast doors; warnings emblazoned on them can only mean that they lead to the main reactor. An E-Web heavy repeating blaster cannon sits in front of the doors, spewing laser fire to deter anyone from entering.



E-WEB Heavy Repeating Blaster

Medium construct, unaligned


  • Armor Class 10
  • Hit Points 36 (8d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Circuitry. The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Targeting Systems. The turret uses its Intelligence modifier for attacks, save DCs, and damage rolls.

Engineer. The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

Explosive Destruction. When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Actions

Multi-Attack. The turret makes two burst attacks.

Burst Fire. The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

Regulate. The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

Saturate. This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

Death Trooper (6)


Death Trooper

Medium humanoid (Human), lawful dark


  • Armor Class 16 (weave armor)
  • Hit Points 97 (15d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Skills Perception +7, Stealth +10, Survival +4
  • Senses truesight 15 ft., blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Death Trooper Encryption
  • Challenge 6 (2,300 XP)

Skirmish. The trooper can use Disengage as a bonus action.

Precise Shot (3/Day). As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

Enhanced Sensors. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Enhanced Weapons. The troopers weapon attacks are enhanced.

Stealthy. The trooper can take the Hide action as a bonus action.

Surprise Attack. If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The trooper makes two melee attacks or four ranged attacks.

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

Techblade Melee Weapon Attack:* +7 to hit, range 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

Encounter Map

[To Be Added]

Conclusion

With the guardians of the corridor defeated, the heroes still need to gain access to the auxiliary command bridge beyond the blast doors. These doors are sealed from the inside but can be cut through by a lightsaber, opened with a DC 26 Intelligence (slicer's kit) check, or disabled with a DC 28 Intelligence (Technology) check and opened with a DC 18 Strength check. Opening the doors grants access to the main reactor chamber and the auxiliary command bridge.

The Final Showdown

When the heroes finally reach the auxiliary bridge, they find a familiar face awaiting them. Having seen visions of this encounter in the Force, Inquisitor Draco has allowed to the heroes to reach him, sure that his victory will end their aspirations for inspiring rebellion and earn him a spot near the top of the Empire. When the heroes first arrive at the auxiliary command bridge, read or paraphrase the following aloud:

The auxiliary command bridge is lit by the eerie red light of the main reactor. Standing near the junction between the two chambers is a sinister form of the cybernetically enhanced Inquisitor Draco, an ignited red-bladed lightsaber humming in his hand. Imperial technicians seem to be working furiously at control panels throughout the chamber. A pair of black-robed Imperial Shadow Guards stand just behind the Inquisitor, flanking him, lightsaber pikes at the ready.

"You're too late, my friends, too late," sneers Draco. "Had I known, when our paths crossed so long ago on Almas, that you would become such a thorn in the Empire's side, I would have had the planet razed from orbit. Yet I did not, and here we stand. If you throw down your weapons now, I guarantee you a quick and painless death. As you can see, I have been looking forward to this meeting for some time now."

A large display screen on one side of room flickers to life, revealing the stern face of Admiral Varth, decked out in his resplendent Imperial admiral's uniform. "Draco, why aren't those tractor beams offline yet? We're losing valuable men out there."

Draco offers you a small smile and says, "In a moment, Admiral, your ship will be free of the station, and I will have disposed of these traitors in plenty of time for you to crush their fleet."

Inquisitor Draco has ordered his men to power down the tractor beams connecting the defense platform to the Super Star Destroyer. The heroes have only moments to stop that from happening before the Super Star Destroyer is free to destroy the fleet.

Setup

When the encounter begins, Draco and the two Imperial Shadow Guards are at the forefront, with the stormtroopers taking up advantageous positions toward the rear. Five Imperial officers man the tractor beam control stations and continue to work throughout the encounter.

The heroes have approximately 10 rounds to bring the tractor beams back up to full strength. There are five stations at which the tractor beams are being deactivated; each station is manned by an Imperial officer. Once the beams are down fully, the Super Star Destroyer will be free to make the short microjump into the middle of the ongoing battle, where it will devastate the enemy fleet. To restore the tractor beams, a hero must use their Action. If done at each station, the tractor beams power back up to full strength, which will severely damage the Super Star Destroyer when it tries to jump.

If the heroes fail to restore the tractor beams, the outcome of the adventure is not strongly affected. Their failure merely alters the method by which the Super Star Destroyer is damaged enough for the heroes to fly inside of it in Part 3.



Valin Draco

Medium humanoid, lawful dark


  • Armor Class 20 (Heavy Exoskeleton + Cybernetics)
  • Hit Points 276 (29d8+145)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 18 (+4) 20 (+5) 24 (+7)

  • Saving Throws Str +13, Con +12, Wis +12, Cha +14
  • Skills Athletics +13, Acrobatics +10, Intimidaion +14, Lore +14, Perception +12
  • Damage Resistances kinetic and energy damage from enhanced weapons
  • Damage Vulnerabilities lightning
  • Damage Immunities kinetic and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive perception 22
  • Languages Galactic Basic
  • Challenge 23 (50,000 XP)

Legendary Resistance (3/day). If Valin Draco fails a saving throw, it can choose to succeed instead.

Forcecasting. Valin Draco is an 18th-level forcecaster. Valin Draco’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points. Valin Draco knows the following force powers:

At-will: affect mind, denounce, feedback, force push/pull, necrotic charge, saber reflect
1st-level: force jump, improved feedback, sap vitality, wound
2nd-level: darkness, drain vitality, force sight, force throw
3rd-level: choke, force lightning, force scream, knight speed, sever force
4th-level: drain life, force immunity, improved force camouflage, shroud of darkness
5th-level: greater feedback, improved force scream, improved phase strike, telekinesis
6th-level: crush, force chain lightning
7th-level: force lightning cone, ruin
8th-level: death field

Force Resistance. Valin Draco has advantage on saving throws against force powers.

Pinpoint Power. When Valin Draco casts a power that allows it to force creatures in an area to make a saving throw, Valin Draco can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

Quickened Power. When Valin Draco casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Cybernetic Enhancements. Valin Draco wears armor reinforced by cybernetic enhancements. Valin Draco is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If Valin Draco takes ion damage, this trait does not function until the start of its next turn.

Regeneration. Valin Draco regains 25 hit points at the start of its turn if it has at least 1 hit point. If Valin Draco takes ion damage this trait does not function until the start of its next turn.

Actions

Multiattack. Valin Draco makes four melee attacks, or casts a power and makes a melee attack.

Martial Lightsaber. Melee Weapon Attack: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) energy damage.

Legnedary Actions

Valin Draco can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Valin Draco regains spent legendary actions at the start of its turn.

At-Will Power. Valin Draco casts an at-will power.

Move. Valin Draco moves up to its speed without provoking attacks of oppurtunity.

Forcecasting (1 legendary action per power level). Valin Draco can cast a force power by spending a number of legendary actions equal to the power level.

Deathblow (Costs 3 Actions). Valin Draco makes a melee attack. If the attack hits, Valin Draco deals maximum damage, and the target cannot regain hit points until the end of its next turn.

Imperial Shadow Guard (2)

This warrior, wearing black armor reminiscent of that worn by the Royal Guard, carries a lightsaber pike tipped with a glowing red blade.


Imperial Shadow Guard

Medium humanoid (human), lawful dark side


  • Armor Class 17 (powered battle armor)
  • Hit Points 118 (15d8+45)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 12 (+1) 10 (0) 19 (+4) 11 (0)

  • Saving Throws Dex +8, Con +5, Wis +8
  • Skills Athletics +9, Perception +8, Insight +8
  • Senses passive Perception 18
  • Languages Glactic Basic
  • Challenge 10 (5,900 XP)

Devotion. The Imperial Shadow Guard has advantage on saving throws against being charmed or frightened.

Forcecasting. The Imperial Shadow Guard's innate Force casting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: force pull/push

3/day each: affliction, hex, saber reflect, wound, sap vitality

1/day each: master speed, force lighting, choke

Actions

Multiattack. The Imperial Shadow Guard makes two attacks.

Blaster Pistol. Ranged Weapon Attack: +8 to hit, range 40/160, one target. Hit: 7 (1d6+4) energy damage.

Lightsaber Pike. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 10 (1d10+5) energy damage.

Encounter Map

[To Be Added]

Conclusion

With Draco and his minions defeated, the heroes have a chance to deal some serious damage to the Sarlacc Project before they leave the Golan platform. Once the station is damaged by turbolaser fire, the main reactor chamber becomes a much more dangerous place, and the heroes will need to flee quickly or face severe radiation hazards.

Get to the Hangar!

When the encounter with Draco is complete, the heroes find themselves confronted with the grimacing visage of Admiral Varth, who has watched the progress of the fight from the safety of the Sarlacc Project's bridge. Read or paraphrase the following aloud:

Admiral Varth scowls at you through the video screen, the bridge of the Super Star Destroyer visible in the background behind him. "Why couldn't you have been killed when Organa's fleet fell apart? At least you won't live to see me crush your new allies. This makes twice that I've had to wipe out your little insurrection; how many other deaths are on your hands?"

With that, the admiral turns and speaks to someone offscreen. "I want all available turbolasers to target the anchoring platform and fire when ready. Helm, engage the microjump. Let's end this farcical rebellion."

The platform rocks under your feet as turbolaser bolts slam into the station. The video display cuts out abruptly, and the computer monitors show a chilling sight—the Super Star Destroyer has jumped to hyperspace, reappearing in the middle of the ongoing battle.

With that, the heroes find themselves in a dangerous position they likely never expected. The space platform has been critically damaged by the Sarlacc Project, but it hasn't quite been destroyed. The heroes have mere minutes to make their way to their ship before the defense platform disintegrates with them inside it. Already they can feel the station listing as it begins to fall into Byss' atmosphere. At this point, the heroes are running for their lives, but once they are free of the station, they will realize that there are bigger things at stake, such as the success and survival of their friends.

Part 3: Into the Sarlacc

Once the heroes are back outside the Golan Defense Platform, they receive some disturbing news from Lady Aldrete's ship. The Super Star Destroyer has appeared in the middle of the battle and is devastating the smuggler fleet. Unfortunately, the ship was able to make a precise microjump thanks to an interdiction vessel in the middle of the battle, which yanked the ship out of hyperspace and is also currently preventing the smugglers from making the jump to lightspeed and escaping. The smuggler fleet is being slaughtered by the overwhelming firepower of the Super Star Destroyer. Lady Aldrete has ordered the fleet into a defensive formation, and starfighters have been launched to attack the interdicting vessel, but the situation looks grim.

However, depending on how the heroes did at the end of Part 2, there might be a chance for survival. If they succeeded at returning the platform's tractor beams to full power, they discover that a huge chunk of the Sarlacc Project's still-under-construction superstructure has been ripped free, exposing the interior of the ship to space. Lady Aldrete's tactical advisors have concocted a reckless plan to pull their starfighters back from the attack on the interdictor and redirect them toward the Super Star Destroyer. Those ships will fly into the ship's superstructure, cruise along the narrow access tunnels, and destroy the main reactor with a well-placed proton torpedo. It's a desperate plan, but the heroes have pulled off incredible missions before, and Lady Aldrete begs them to take command of the starfighter squadron. It is the only hope the fleet has for surviving the battle. Skip to "Blue Squadron," below.

If the heroes did not stop the tractor beams from powering down, the Super Star Destroyer is not ripped open as it tears free of the Golan platform. Instead, when the heroes arrive at the scene of the battle, read or paraphrase the following aloud:

A familiar voice crackles over your communications system. "Well, it would come to this, wouldn't it? Trapped by the Empire, with all of these loyal men and women crushed by its might." The voice of Lady Aldrete sounds ragged and weary, and there is a hint of fear behind it.

"What we do now, we do for the good of the galaxy. Good luck, my friends. See to it that everyone knows that the Empire can be brought low—we merely failed today."

In your front viewport, you see the thrusters of Lady Aldrete's command ship fire, and the vessel quickly picks up speed. It makes a straight shot for the Super Star Destroyer, shuddering as turbolaser fire splashes against its weakening shields. At the moment of impact, when Lady Aldrete's ship slams into the side of the Sarlacc Project, there is a bright flash of light and a short burst of static over the comm. In seconds, the light from the explosion fades, and her ship is no more. Where the command ship collided with the larger vessel, a huge hole now exposes the interior of the Super Star Destroyer.

The hole opened in the Super Star Destroyer's hull allows the heroes to fly inside, just as in Lady Aldrete's plan described above. In this case, it is Captain Verana who proposes the plan to the heroes.

Blue Squadron

The remaining starfighters—11 ships in all--rally to the heroes' position and affirm that they are prepared to fly into the Sarlacc Project and take out the ship. Among the pilots are Captains Verana and Okeefe, both of whom have survived the battle thus far. Blue Squadron, as they have been dubbed, is at the heroes' disposal.

For the purposes of the final three encounters of the adventure, Blue Squadron is considered to be engaging in their own encounters when flying into the superstructure. Basically, the starfighters are flying alongside the heroes and keeping the path clear. However, if it looks like any of the heroes is in real danger of dying (at least before the final encounter), you can have a member of Blue Squadron help. Their entrance can be dramatic, such as chasing a TIE fighter that is disintegrating in flames, or it can be a surprise, such as when Han saves Luke above the first Death Star in A New Hope.

If any of the heroes have developed a strong attachment to either Captain Verana or Captain Okeefe, this might be a good time to introduce dramatic tension by putting their lives in danger. While the death of either captain might be suitably dramatic and motivate the heroes to complete their mission, neither one has to die. At this point in the campaign, you'll know whether their deaths would serve the story or harm it, but one way or another, the heroes should have to face the reality that some of their most stalwart allies are in real danger.

Flying through the Superstructure

When the heroes have rallied Blue Squadron around them, they must enter the ship's superstructure and destroy the main reactor inside. The three encounters below must be completed in the order presented. Because the heroes will be racing toward the center of the Super Star Destroyer as fast as possible, these three encounters could be considered to be one large encounter, but they are offered here separately to make the sequence easier to run.

Into the Ship

First, the heroes must get inside the Super Star Destroyer. Unfortunately, a small group of TIE fighters is approaching to assist. Before the heroes can try to fly inside the ship, they must deal with the TIE fighters. Only then can they enter the superstructure at its weak point.

Use a generic space battle map and place 6 TIE L/N Fighters (Stats can be found in Traitors Gambit) except their proficiency bonus is +6, adjusting stats accordingly.

The Fastest Path

Once inside the Super Star Destroyer, reaching the main reactor is no easy task. The tunnels within the superstructure (a necessity of design, making it possible to work on the vessel) do not simply connect point A to point B in a series of straight lines. Instead, the tunnels twist, turn, and curve. When beginning this encounter, reveal the paths available to the heroes only as they take them. This will reinforce the blindness they should experience while flying into the ship without knowing exactly where to go.

Read-Aloud Text

Streaking through the interior of the vessel, you see the superstructure fly by you on both sides. Laser fire continues to hound your movements, coming from TIE fighters as well as interior defense laser cannons. The twisting passageways ahead of you come up rapidly, giving you only seconds to react.

Place 4 TIE L/N Fighters once again (with their proficiency bonus being +6 as before) and have them chase the players. Their only goal is to destroy the players and will do everything in their power to do so.

Encounter Map

[To Be Added]

Main Reactor

The main reactor chamber is a large, cavernous area where the vacuum of space is used to diffuse the heat generated by the reactor. A deflector shield protects the reactor from the outside, so the heroes will have to use tertiary or secondary weapons to destroy the reactor. If the heroes do not have access to these, there is one alternative: sacrifice. A collision between a ship and the reactor, even a ship as small as a starfighter, is enough to destroy the reactor core and, by extension, the Super Star Destroyer.

Read-Aloud Text

Suddenly, the narrow corridors within the superstructure open wide, revealing a cavernous chamber. At the center of this chamber sits the main reactor, shielded and waiting for you to destroy it.

Any TIE L/N Fighters that have not been destroyed continue to harass the players, attempting to prevent them from destroying the Super Star Destroyer. Feel free to add more if you feel the tension would be increased by it.

Concluding the Campaign

After 10 full adventures, the Dawn of Defiance campaign finally draws to a close. What began with the heroes rescuing a supposed Imperial traitor on Felucia culminates in the destruction of the first prototype Super Star Destroyer, the deaths of a powerful Imperial Inquisitor and the traitorous Admiral Varth, and the Empire suffering its first great defeat at the hands of a resistance. If you've made it this far, congratulations! We hope that you and your players have enjoyed the experience. Below, you will find suggestions for wrapping up the campaign and, perhaps, the seeds of future campaigns.

Long-Term Repercussions

At first, the heroes might feel as if their efforts have done little good in the grand scheme of things. After all, the Empire will simply rebuild the Super Star Destroyer years later, in the form of the Executor and similar vessels. However, the heroes' actions result in two major positive outcomes. First, other minor rebellions of the galaxy realize that it is possible to resist the Empire with success. In essence, the heroes have bloodied the nose of the Empire for the first time, and other fledgling rebellions (which will eventually grow into the Rebel Alliance) now see that their causes are neither futile nor doomed to failure. Second, after the Sarlacc Project is destroyed, the Empire holds off on rebuilding the massive ship until its control over the galaxy is more firmly established. This gives its foes many years to build up small space fleets that are able to flee from Star Destroyers and other, smaller ships. Thus, the heroes' victory provides much-needed breathing room for other rebellions to build up their space forces, which directly affects the existence of the Rebel Alliance's eventual Navy.

Any heroes who died during the Dawn of Defiance campaign are remembered as martyrs for the cause of resisting the Empire, regardless of whether that was their intent. Likewise, any major Gamemaster characters who sacrificed themselves are memorialized by future rebellions.

Heroes who survive the campaign have achieved their destinies and lived to tell about it, a feat few people in the galaxy have managed. At this point, it's likely that your players have some idea of how they want their characters to continue. Take their wishes into account, and work with the players to determine the next step. Jedi heroes might be troublesome for campaigns looking to fit in perfectly with the Rebellion era, so it's probably a good idea for such heroes to effectively leave the civilized galaxy. For example, perhaps those heroes, now Jedi Masters, head into the Unknown Regions in search of allies to help them bring down the Empire, or they might vanish within the Deep Core while on an undercover mission to subvert the Emperor's schemes. Other heroes might show up again in future campaigns as Gamemaster characters, giving you a great way to let them become part of the larger universe.

As for Bail Organa, after his involvement in the heroes' rise, he becomes an icon around which many rebellious elements rally. However, the Empire does not forget his role in these events, and his involvement is just one more mark against him that results in the eventual destruction of Alderaan.

What If They Fail?

Despite the adventure's assumptions that the heroes succeed in their tasks, the Empire might yet win the day. If the heroes fail to destroy the Sarlacc Project, they likely all die, bringing the campaign to an end. However, their failure can serve as the genesis of a future campaign, in which the Empire has a prototype Super Star Destroyer that it uses to terrorize the galaxy in secret. Admiral Varth isn't ready to reveal the ship's existence publicly—at least, not until the Emperor demands it—and in the meantime, a new generation of heroes hears rumors of a massive ship that leaves only debris in its wake. The new campaign can consist of chasing the Super Star Destroyer's trail across the galaxy and culminate when the heroes lay a trap for the vessel, luring Admiral Varth and his prize into a position from which the ship can be destroyed.

 

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