Round-Up on Salliche

by Andross

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Round-Up on Salliche

Upon announcing his New Order, Palpatine immediately seeks to solidify his hold on systems vital to the Empire's survival. Imperial forces spearheaded by ISB agents descend on Salliche, an agricultural planet that supports many neighboring Core Worlds with its abundant crops and efficient harvesting corporation.

Although Imperial military units quickly deploy to key residential, commercial, and transport centers, undercover agents set traps to cull potential malcontents and future political troublemakers out of the general population of disgruntled laborers and transient travelers. Palpatine intends to make sure the Core Worlds--and, more important, his military personal deploying to key trouble spots throughout the galaxy--continue to receive food stores from Salliche.

This adventure can serve as a starting point for a campaign set in the early Imperial period. If the heroes previously met and decided to band together, they can dive right into the action as a team of freedom fighters intent on opposing the Empire. The Gamemaster can use the introductory setup and opening encounter to bring together heroes who have yet to meet, forging them into a team by experiencing a common incident of Imperial treachery that galvanizes them into action.

Each hero--individually or as a group--hears of a meeting of sympathetic citizens disgruntled by the sudden change in galactic government and the Empire's military presence on this formerly quiet, industrious Core World. Rumors claim Graaf Savraan, a noble relative of Salliche's governor who is critical of Palpatine's rise to power and his actions during the Clone Wars, backs the meeting; he has a solid base of resources on Salliche, enough to establish his own resistance group if necessary. The heroes might have picked up gossip at a local club, seen graffiti scratched into a wall or sprayed in an alley, overheard some reliable people talking in public, or noticed a small advertisement flashed across a news ticker. All these clues point to a meeting at Docking Bay 723, an abandoned landing bay in an unused corner of Salliche's starport ... where Imperial forces wait to ambush and arrest them. Some might walk into the trap, while more cautious heroes might watch and try to help fleeing fugitives escape from hiding places nearby.

The heroes then follow the guarded caravan of speeder trucks as Imperial forces transport imprisoned dissenters away from the starport and into the countryside. After predicting that the prisoners are heading out to the Graaf's rural estate, the heroes prepare an ambush at a suitable location. Any heroes who fell into the trap at the docking bay have a chance to try breaking out of the secure speeder truck's passenger bay during the commotion.

Whether or not the heroes successfully ambush the prisoner transport caravan, they can proceed to the remote country estate. Imperial forces have hastily converted the main house and surrounding grounds into a fenced detention camp for processing citizens suspected of surreptitiously opposing the New Order. The heroes must reconnoiter the defenses and plan a breakout for as many prisoners as they can ... each of whom might serve as a vital member in their growing resistance movement.

Docking Bay Ambush

Setup

The heroes should decide before this encounter whether they have any suspicions that this meeting might be a trap. They can enter Docking Bay 723 and wait for the Graaf to meet with a crowd of other dissenters, or they might check out the area and find a place from which to observe the gathering without actually getting involved. If they join the crowd, the action starts with them inside the confines of the docking bay amid the other people. If they act warily, they could station themselves anywhere nearby with a good view of the bay entrance: inside the abandoned buildings across the street, on an adjacent rooftop, or around a corner in an alley.

Read-Aloud Text

Just as the heroes settle in--either mingling with the crowd or hidden elsewhere--the Graaf emerges from his waiting place in the docking bay's control office and sets the trap in motion.

The door to the docking bay's control booth opens and out steps Graaf Savraan. "Greetings, fellow citizens of Salliche and honored visitors to our planet," he announces. "Gather round, for today we embark on a desperate journey to free this world, and perhaps many others, from the growing Imperial tyranny." The throng of dissenters coalesces from various groups hanging around the abandoned docking bay, everyone focusing on the regally dressed, charismatic figure of the Graaf. Suddenly several sealed doors in the bay burst open and Imperial troops stream out, weapons raised, and order everyone to surrender. "Everyone take cover!" the Graaf shouts. He pulls out his blaster pistol and dives for cover, ready for a fight.

The Graaf

The man calling himself the Graaf is actually an agent of the Imperial Security Bureau. This field agent has been put in place to lure dissenters into an ambush, and though he maintains the illusion throughout the encounter, some savvy heroes might note the deception and realize that the imposter is part of the Imperial trap.


"The Graaf"

Medium humanoid (human), neutral dark


  • Armor Class 14 (fiber armor)
  • Hit Points 39 (7d8+7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 12 (+1)

  • Saving Throws Dexterity +4, Intelligence +3
  • Skills Deception +3, Perception +4, Persuasion +3, Stealth +6
  • Senses passive Perception 14
  • Languages Galactic Basic, High Galactic
  • Challenge 2 (450 XP)

Cunning Action. The Graaf can take the Disengage or Hide action as a bonus action on his turn.

Sneak Attack. Once per turn, the Graaf can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the roll.

Actions

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage

Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage

Imperial Tactics

The Imperial stormtroopers have orders to capture anyone gathered in the docking bay, whether or not they really believe they're meeting with Graaf Savraan to talk about opposing the Empire. They unseal the previously locked doors and quickly move in from their hiding places in the warehouses on each side of the bay and the nearby office. They move on the dissenters from every vantage point, blasting away with their weapons set on stun.

Since they intend to overwhelm the crowd--and the heroes--send three stormtroopers into the docking bay for each hero attending the meeting. The ISB doesn't underestimate the danger these dissidents pose to the maintenance of order on Salliche, so they also keep a reserve of three more stormtroopers per hero just outside the main docking bay entrance (they move here from their hiding places in the run-down office); several patrols might also lurk in nearby alleys to pose as obstacles to anyone who successfully manages to climb the high docking bay walls and drop down into the adjacent streets.

The stormtroopers are counting on the ISB field agent posing as the Graaf to distract the dissenters and cause them to focus on him as the troopers close the trap. When the ambush starts the "Graaf" stays in character by feigning surprise and alarm; he draws his blaster pistol and seeks cover while still keeping an eye on the gathered dissenters. The stormtroopers know he's an infiltrator (and in fact the mastermind behind the ambush setup), so they avoid shooting him. The "Graaf" doesn't shoot until any dissenters (or heroes) gather with him behind cover, or someone suspects his complicity in the ambush. At this point he turns his blaster on the dissenters--setting it to stun to ensure their capture.

The stormtroopers react to anyone nearby who interferes with the ambush. Cautious heroes who decide to observe the dissenters' meeting with the Graaf from afar might stage their own counterambush or even take some random potshots at stormtroopers closing in on the docking bay. As soon as they realize that a third party seems intent on harassing their police action, they detail two troopers per hero to take up defensive positions and engage the heroes with blaster fire.


Stormtrooper

Medium humanoid (human), lawful balanced


  • Armor Class 15 (mesh armor)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/2 (100 XP)

Actions

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

Stock Strike. Melee Weeapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage

Features of the Area

ISB agents have converted the dilapidated docking bay into an effective trap. The walls of the circular landing area rise 40 feet to help deflect the blasts from incoming and outgoing starships. Although the sheer surfaces consist of rough stone, heroes must make DC 20 Strength (Athletics) checks to surmount this high wall and reach the flat roof that connects the bay with the adjacent warehouses and a run-down office.

Enough wreckage and debris remains along the docking bay walls to obscure some of the locked hatchways leading to other areas, though these might also provide cover for anyone evading the ambush.

Most doors leading to areas in which the Imperial troops wait remain sealed, including main doors to both warehouses and the smaller hatches allowing access along narrow corridors. Trying to open any of the sealed doors requires a DC 25 Intelligence (Technology) check (using a Security Kit reduces the DC by 5), though by the time the hatch opens, the heroes find themselves directly in the path of the Imperial ambush.

Conclusion

When the fight dies down, two speeder trucks swiftly pull up to the docking bay entrance with a stormtrooper escort. The troopers herd anyone who surrendered into the trucks--relieving them of weapons, comlinks, and other useful equipment--then pick up anyone who's stunned and throw them inside, too. Any heroes subdued during the docking bay ambush find themselves inside a speeder truck with the rest of the prisoners. Those cautious enough to observe the ambush from afar--even if they tried to intervene and escaped into the labyrinthine streets of the ramshackle starport sector--scramble to find transport and follow the prison convoy out of the city and into the countryside.

Prisoner Convoy

Setup

The heroes determine that the prisoner convoy follows a route out into the countryside toward the rural estate of Graaf Savraan. Scouting ahead, they find a portion of the road ideal for an ambush; a light wood with two boulders provides some cover on one side, with rocky hills on the other offering a height advantage and partial cover. Allow the players to decide beforehand where to position their characters in staging their own ambush.

Read-Aloud Text

Allow the players to discuss their ambush tactics briefly before the convoy arrives.

The whine of repulsorlift engines grows as several vehicles approach your positions. The Imperial prisoner convoy rounds a bend in the road and comes into view. An armed landspeeder escort appears first, followed by two speeder trucks, with three biker scouts taking up the rear. As the vehicles come around the curve, they slowly accelerate toward the straightaway just beyond your position.

The heroes should all make Stealth checks against the passive Perception (10) of the lead drivers in the armed landspeeder escort; if they succeed, their ambush catches those in the convoy--the drivers in the armed landspeeder escort and speeder trucks as well as the three biker scouts--by surprise, and the heroes get to attack during an initial surprise round.

Convoy Vehicles

The lead escort vehicle looks like a used SoroSuub landspeeder hastily modified with an enclosed operator cabin for the driver and passenger and a remote laser cannon mounted on the forward fuselage.

The speeder trucks have no armament. Like the modified landspeeder, they fully enclose their passengers and crew; use the landspeeder statistics--without the attack--if the speeder trucks become involved in the fight. Use the statistics for the Aratech 74-Z speeder bike (below) for the three biker scouts bringing up the rear of the convey.


Modified Landspeeder, X-34

Large construct, unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 45 (6d10+12)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +4
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 1 (200 XP)

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

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

Quick Escape. The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

Actions

Multiattack. The construct makes two attacks with its blaster cannon.

Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 5 (1d6+2) energy damage


74-Z Speeder Bike

Large construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 39 (6d10+6)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 2 (450 XP)

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

Comm Jammers. The construct suppresses all electronic communications devices within 60 feet of it.

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

Actions

Multiattack. The construct makes two attacks with its blaster cannon.

Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Escort Tactics

When the heroes open fire (whether or not they catch the convoy by surprise), the Imperial drivers fall back on their training for such scenarios. The escort speeder pulls to one side of the road where it can target the heaviest fire coming from the heroes. This also allows the two speeder trucks to race through the clearing and down the road, away from danger. The heavy repulsorlift craft have a low operational celing, so they can't fly over obstacles higher than 6 feet that block the road; fallen trees from the woods or a small landslide blasted from the rocky heights would do the trick.

The three speeder bikes pose the greatest challenge to the heroes. Once they make sure the speeder trucks escape, they gain altitude and circle the area to spot where targets are hiding. They dive down and strafe these locations from above, negating most of the cover benefits. Ensuring the safety and escape for the two speeder trucks remains the primary mission for the escort landspeeder and speeder bikes. Eliminating any resistance once the prisoner transports get away has secondary priority. The scout troopers and escort speeder return fire to keep the heroes at bay, but don't pursue them if they flee. If the heroes emerge from cover, the Imperial troops take full advantage and continue the attack. After a few rounds the speeders move off in the direction of the speeder trucks, though they probably called in reinforcements.

Imprisoned Heroes

Any heroes who were stunned and captured in the ambush at Docking Bay 723 start this encounter inside one of the two speeder trucks. The prisoners sit on benches inside the main passenger area; they aren't individually restrained, but the side entry hatch remains sealed from the outside. The driver and guard--both stormtroopers--sit in the forward control cabin sealed off from the prisoners, so the heroes can scheme to escape even before their friends ambush the convoy. Prying open a bulkhead panel and short-circuiting the door controls from the inside requires a DC 20 Intelligence (Technology) check. If they manage to open the hatch while the convoy is still in transit, they (and the rest of the escaping prisoners) can jump from the moving speeder truck and run for cover in the woods. If they wait for the ambush, however, they can try escaping when the speeder trucks momentarily slow down (or halt entirely if the heroes manage to block the road) and the escorts are busy hunting down their attackers.

Features of the Area

The woods offer heroes half cover as long as they remain within the trees and low underbrush. The two boulders alongside the road offer three-quarters cover to those firing around or over them at Imperial forces. Although the rough ground of the rocky heights offers only some cover, it also provides a higher vantage point from which to attack. Anyone moving out of the woods, from behind the boulders, or down from the rocky heights loses any bonuses from cover; heroes must leave cover to reach any vehicles on the road, such as a halted or disabled speeder truck.

Conclusion

After the convoy and escorts move off, the heroes can gather any freed prisoners, return to their vehicles, and continue down the road to discover where Imperial forces are taking captured dissenters. They'd better hurry, though, since the troopers driving the convoy followed standard protocol, reported the attack, and called the reinforcements to mop up any resistance.

At the Graaf's Pleasure

Setup

The heroes follow the road and escaping remnants of the prisoner convoy to the rural estate of Graaf Savraan. Imperial forces have surrounded the manor house and grounds with a fence, guard towers, and support buildings to serve as a detention camp. Allow the heroes to position themselves in the nearby forest and rocky hills to survey the area and launch a rescue attempt.

Read-Aloud Text

The players should describe how their heroes approach the prison camp and from what position they reconnoiter the Imperial installation.

Imperial forces have established a makeshift prison camp on what was formerly Graaf Savraan's country estate. The sprawling mansion and surrounding grounds now lie within a hastily erected wire fence--probably electrified--with guard towers at each corner and one by an opening that functions as the gate (no doubt it seals with some kind of lethal force field). About 40 prisoners mill around the estate's enclosed grounds awaiting their fate. Most lounge on the grass, some pace pensively, and a few gather in angry clusters for heated discussions.

Several support structures stand outside the guarded enclosure. Two prefab barracks provide shelter for the guards, while a metal-walled shack with a roof bristling with communications antennae serves as a command post. A cleared area outlined by blinking guide lights serves as a landing zone for transport craft, though nothing occupies the space at the moment.

Observing the patrol routine for a few minutes reveals that several pairs of stormtroopers march along the fence's outer perimeter while others mount a fixed guard at key locations. Lone stormtroopers in each of the 20-foot-tall sentry towers keep an eye on the prisoners and the fence, ready to fire at anyone with light repeating blasters.

The compound's major weakness appears to come from the incomplete perimeter fence. Posts support the wires only a few meters into the estate's pond, leaving a gap someone might swim through to reach the prisoners or escape.

Sentry Tactics

The detention camp's complement of guards conssists of 16 stormtroopers: 10 in pairs on patrol or at duty posts and one in each of the sentry towers. A lone Imperial officers works in the command shack. They remain at their posts and patrol routes unless they notice susicious activity or come under attack.

When fighting breaks out, stormtroopers on patrol immediately move to charge any threat. Those troopers standing guard at stationary posts hold their positions, but take cover and return fire as necessary. Guards in the sentry towers swing their light repeating blasters into action, assuming they have line of sight to attacking heroes. The Imperial officer emerges from the command bunker to direct the stormtroopers; he reacts defensively to any changes in attack strategy. They assume the prisoners remain neatly locked up inside the electrified enclosure unless they somehow escape and pose an actual combat threat.


Imperial Officer

Medium humanoid (human), lawful dark


  • Armor Class 15 (weave armor)
  • Hit Points 38 (7d8+7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2)

  • Skills Perception +3, Persuasion +4
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Superior Aura of Command. Friendly creatures that can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6+1) energy damage

Call to Attack. Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.

Rally Allies. The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.

Reactions

Human Shield. When the officer is targeted by a ranged attack while an ally is within 5 feet of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.


Stormtrooper, Tower

Medium humanoid (human), lawful balanced


  • Armor Class 15 (mesh armor)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic
  • Challenge 1/2 (100 XP)

Actions

Light Repeater. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage

Stock Strike. Melee Weeapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage

Burst. The trooper sprays a 10-foot-cube area within normal range with shots. Each creature in the area makes a DC 13 Dexterity saving throw, taking 6 (1d6+3) energy damage on a failed save, or half as much on a successful one.

Imprisoned Heroes

Any heroes who were stunned and captured in the ambush at Docking Bay 723 and failed to escape from the speeder trucks during the ambush find themselves deposited inside the perimeter fence at the beginning of this encounter. They can plan their own escape independent of their comrades' rescue attempt, though the attack offers an opportunity to execute it in the ensuing confusion. Assuming they can convince their fellow inmates to actively resist the Empire, the imprisoned heroes might find some allies willing to aid in their escape attempt and possibly assist future resistance efforts.

Features of the Area

The light woods and rocky hills offers heroes half cover as long as they remain within that terrain. They must cross open ground, however, to reach any of the detention camp buildings or the fence. They can fire around the barracks and command shack if they can reach them and use them as three-quarters cover.

The guard towers stand 20 feet high, providing cover to the stormtroopers within. A ladder up the metal tube support structure allows access to the sentry box above. The fence deals 2d10 points of damage to anyone touching the wires. The lines are strung close enough to prevent anyone from slipping through no matter how nimble they are. Destroying one of the support pylons cuts the wires; felling two pylons cuts the power in between. The command shack contains controls for opening and shutting the force field gate and powering down the current charging the fence wires. Comm equipment allows transmissions to the Imperial installation in the nearest city as well as communications with all troopers and sentry towers on site.

The pond presents a natural obstacle that seems easy to swim across. But deep muck lurks beneath the shoreline that snares anyone trying to climb ashore or wade into deeper water to escape. Pulling oneself out of the muck--either back to shore or into open water--requires a DC 15 Strength check.

Conclusion

After the heroes help the prisoners escape they must quickly flee the area, using whatever transportation they can find to reach a safe haven. Even if they managed to take out all the Imperial personnel, the officer might have had time to send out a distress call. In any event, more transports arrive bringing fresh guards or new prisoners and quickly initiate operations to suppress what the Empire believes is an active resistance cell on Salliche.

If the heroes managed to rescue any prisoners, some might channel their resentment for the Empire into working for a resistance cell organized by the heroes.

 

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