Operation: First Breach
Foreword
This adventure is entirely adapted from the CL 4 Adventure made for the Star Wars Saga Edition Roleplaying Game by Wizards of the Coast, found in the Galaxy At War Sourcebook. Several parts of this adventure are recreated with the core SW5e ruleset and materials, while others are adapted with homebrew materials developed by independent contributors on the SW5e Discord (see Credits).
Introduction
"Operation: First Breach" is a complete adventure heavily focusing on planetary warfare. This adventure is set during the Clone Wars, but with some slight adaptation it can be altered to fit almost any era that features two powerful military forces at war with one another. In this adventure, the heroes take on the role of a strike force sent to soften the defenses of a world controlled by their enemies, a theme that fits in with almost any era.
This adventure is designed to run with 3rd and 4th level characters. Although some of the challenges in this adventure may be a bit tougher than 3rd-level heroes normally have to face, resourceful characters should be able to handle themselves.
If you are a player, you should stop reading now so that you do not spoil any surprises for yourself. If you are the Gamemaster, be sure to read through this adventure thoroughly before running it.
Opening Crawl
For Gamemasters who wish to have an opening crawl before their adventure, consider using the read-aloud text below:
Operation: First Breach
It is a time of desperation for the Galactic Senate. Separatist forces have captured the planet TIRAHNN, shutting down a major source of much-needed resources along the Perlemian Trade Route.
Sensing the urgency of the situation, the Republic has prepared an invasion force to liberate the planet. The SEPARATIST FORCES present a daunting front, and more than brute force is necessary for victory.
In order to ensure victory, the Republic has prepared a plan to soften the planet's defenses ahead of the invasion. This STRIKE TEAM will be the first to breach the Separatists' defenses, and will make way for the liberation of the world…
Setup
While there is plenty of room for individuals of varying skill sets and methods to contribute in such a vital galactic battle, this adventure makes several assumptions around the nature and expected actions of the characters in this adventure. It is also important to be aware of the internal and external factors influencing the mission.
Republic Allies
The heroes of this adventure will be allied with the Galactic Republic during the era of the Clone Wars, whether as reserve troopers, mercenaries, or even a member of the Jedi Order. While they may differ in motivation, beliefs and methodology, this adventure assumes that the heroes should ultimately be against the Separatists and/or in favor of the Republic. Also keep in mind that outwardly dark side-aligned force users are unlikely to be called upon, as the prolific Jedi are staunchly against the use of the dark side.
Victims of War
The planet of Tirahnn was reported to have changed hands many times over the course of the Clone Wars. Depending on what stage of the war you choose to set this adventure, the planet could be only recently affected by such sudden and violent conflict, with refugees attempting to escape en masse and lively protests in the streets, or it could be worn down from months of attrition, with any remaining citizens choosing to keep their heads down or even acting as informants for either side.
Liberation
Above all other objectives, the liberation of the planet is what is most important to the Republic. What this means exactly may differ amongst members of the Galactic Senate, however - some may see it only important to ensure that the affluent and wealthy intergalactic merchants of the Heights be able to continue trading with the rest of the Republic, while others may wish to maintain the culture and livelihood of the local merchants on the lower level bazaars. In either case, the party may have to be careful in how they approach their objectives, lest they cause more problems than they solve in their attempt to remove the Separatist presence.
Playing a Clone Trooper
Should any player/s express interest in playing a Clone Trooper for this mission, keep in mind that the adventurers are being requested for this mission because they can pose as civilians of Tirahnn - an advantage the distinctive Clone Troopers sorely lack. To circumvent this, you may allow the player/s to come up with a method of disguising themselves, or provide them with the following options, to prepare for the mission in advance:
- Disguise Kit - A 250c Disguise Kit can be used to create a suitable humanoid disguise over the course of a long rest, and takes 10 - 30 minutes for moderate-to-extensive changes.
- Powers - The tech power alter self and force power force mask can be used to significantly alter your appearance in a pinch, though only temporarily. You may also only target yourself with these powers.
Part 1: Insertion
The adventure opens with the heroes being summoned to the tactical operations center aboard The Solidarity, a Venator-Class Star Destroyer that serves as the flagship for Jedi Master Ezar Elasra's small but successful Min Rim battle group. This adventure presumes that the Republic has some reason to trust the heroes, either because they have worked with the Republic before, or because they come recommended by a trusted ally. The heroes receive not only a summons, but directions that a Theta-Class Shuttle will pick them up and transport them to The Solidarity. Be sure to give the heroes time to set their affairs in order, do any shopping they need to, or perform any downtime activities they wish before the shuttle arrives. Although there should be a sense of urgency about the communiqué, this will be the last chance the heroes will have to do these things until the end of the adventure.
The shuttle arrives at the appointed time and location- somewhere near the heroes' location when they are ready to go- and within hours they are dropping out of hyperspace at a rendezvous point. The Solidarity appears to be much the same as all of the other Venator-Class Star Destroyers, although it has clearly seen its share of battle. Repair crews work all over the outside of the ship, patching holes that were punched in the hull by turbolaser fire. As the shuttle docks with The Solidarity, describe the battle damage to the cruiser, the space suit-wearing repair crews, and the gaping holes that reveal deep gouges into the interior of the ship.
The Briefing
The heroes are escorted by a pair of Clone Troopers to Master Elasra's private briefing room. Ezar Elasra is a tall, powerfully-built Barabel with crimson scales covering most of his body. He has donned a functional set of black Jedi robes, and paces before a hologram of a yellow planet hovering above a tactical display. Attending Master Elasra is the captain of The Solidarity, a meticulous looking Human from Corulag who introduces himself as Captain Ralen. Also in the room, peering closely at the tactical display, is a Clone Commando with his helmet removed.
Captain Ralen introduces the commando as Commander Husk, and then dismisses the clones that escorted the heroes to the briefing room. Once introductions have been made, Master Elasra begins the briefing. Read the following aloud:
"The planet you see before you is Tirahnn, a world on the Peremian Trade Route. Some months ago, the planet fell into Separatist hands, and we could not spare the resources to oppose them. Since that time, the Separatists have used their control of the world to disrupt trade and supply lines, and the Jedi Council has tasked us with dislodging the Separatists and reopening the trade route."
"This display shows the Separatist defense fleet around Tirahnn. As you can see, the planet is extremely well defended, and a direct attack against such a fleet would be costly."
"Tirahnn's capital city possesses a Planetary Ion Cannon that was used unsuccessfully in its defense when the Confederacy took control of the planet. We believe that a small strike force can slip past the blockade, seize control of the Planetary Ion Cannon, and use the cannon to launch a surprise attack against the fleet in orbit. With a large amount of the defense fleet disabled by the Planetary Ion Cannon, out fleet will jump into the system, engage the remaining defenders, and launch a full-scale ground assault to liberate the planet."
At this point, it should be clear to the heroes that they are to be the strike force. Captain Ralen then continues his briefing to explain that the heroes will be transported by an LAAT/s Gunship used by the Republic Commandos for covert insertion into enemy territory. The heroes will also be accompanied by a squad of four Clone Commandos (known as Aurek Squad) and a contingent of six Clone Troopers. While the heroes perform their assigned mission, the Clone Troopers will remain at the landing site to guard the LAAT/s Gunship from snooping Droids. The Clone Commandos have their own mission: infiltrate and sabotage the primary Separatist military base on Tirahnn. The Republic needs the heroes because they can pass as citizens of Tirahnn, while the clones would be recognizable even without their armor.
This is a good chance for the heroes to ask questions about the mission. Below are some answers to common questions the heroes may have:
Q. How do they find the Planetary Ion Cannon?
A. Republic Intelligence has pinpointed the cannon's location. The data will be transferred to a set of datapads, then given to the heroes individually.
Q. How are they supposed to capture the Planetary Ion Cannon?
A. That is a decision largely up to them. The heroes are expected to make an on-site assessment of how to capture the cannon. Republic Intelligence has identified a Zygerrian Separatist, identified as Commander Zolghast, as the man in charge of the cannon's security. Should the heroes encounter Zolghast, their orders are to capture him alive and hold him for interrogation.
Q. What does the Republic know about Commander Zolghast?
A. He is a paranoid man who has tried to remain hidden even during the occupation. He issues commands from a remote location, but little else is known. It is believed that he is the only one with the firing codes necessary to operate the Planetary Ion Cannon.
Q. What kinds of opposition are they likely to face?
A. The Separatists have a wide array of Droids and Vehicles occupying the planet, but for the most part the heroes should only have to deal with Battle Droids in capturing the cannon.
Smooth Landings
Once the heroes have prepared for the mission, they are loaded onto the LAAT/s Gunship and the mission begins. The gunship disembarks from The Solidarity and then jumps to lightspeed, leaving the fleet behind. Within a matter of hours, the ship emerges from hyperspace well away from the planet of Tirahnn. From there, the pilot powers down most nonessential systems and the ship begins the long, nearly silent trip from the edges of the system toward Tirahnn itself.
After several hours, the planet Tirahnn fills the forward viewport of the ship. The Clone Pilot calls back to everyone that they are going to full silent mode and orders that all electronics be shut down (including Droids).
Read the following description:
The transport glides silently through space, appearing as a black speck to anyone that happens to be observing from one of the Separatist ships. There are long, tense moments that pass as the dropship passes through the Confederacy blockade, but no turbolaser fire flashes after you. The ship begins to rattle as it plunges into atmosphere, seeming to be nothing more than a meteorite burning up on entry.
Once clear of the blockade, the Clone Pilot begins firing up the dropship's systems to bring it in for a covert landing on the night side of the planet. However, before the pilot has a chance to set up a suitable approach vector, the entire ship bucks as it is tossed around by errant wind currents. There is the sound of tearing metal, and alarm klaxons begin to sound throughout the interior of the ship.
"Strap in!" calls the pilot. "This is going to hurt."
Due to unforeseen weather patterns, the ship's angle of decent is much more severe than the pilot had planned for. Moreover, multiple maneuvering repulsors were damaged during the initial stages of reentry, sending the ship careening toward the ground. There is little the pilot can do to control the descent.
At this point, the heroes have the chance to make a big difference in how severe the crash is. Allow each player character to take a single action to aid in the landing of the careening ship. Below are a few examples of the kinds of things the heroes can do to help with the landing, but they are by no means every possible measure that can be taken; if your heroes come up with creative solutions, don't be afraid to improvise.
- A character with proficiency in a mechanic’s kit can attempt to repair some of the maneuvering repulsors that burned out during atmospheric entry, using either their own or the ship's onboard one. A successful DC 19 Mechanic's Kit check restores some maneuverability that had been lost.
- A character with proficiency in Piloting can attempt to take the copilot seat, assisting the Clone Pilot in the descent. A DC 14 Piloting check helps level the angle of descent, reducing the chances of a fatal crash.
- A character with proficiency in Technology can operate the ship's sensors, calculating a better approach vector given the new circumstances. A successful DC 19 Technology check not only calculates a new approach, it also grants any character acting as copilot a +2 bonus on a Piloting check.
- A character with proficiency in Medicine can prepare the ship's passengers for a hard landing. A DC 24 Medicine check allows the character to administer sedatives and prepare protective gear, helping reduce the chance of injury on impact.
- A character with force-casting capabilities can use their skill in manipulating objects telekinetically to hold the ship together and prevent further damage. A successful DC 24 check (adding the character’s force-casting modifier and proficiency bonus to the result) allows the character to keep any other external pieces from being torn off during the landing.
If the heroes are successful in at least three of these Skill Checks, read the following aloud:
The ship plunges toward the ground at a steep angle, and the pilot yells a battle cry as he pulls back on the yoke. The ship lurches upon impact with the ground, and threatens to rattle itself apart as it digs a deep furrow in the ground. After what seems like hours but is really less than a minute, the dropship comes to a halt.
Long moments of silence follow, until Commander Husk calls out to the cabin, "Everyone 100 percent?" Within moments, the remaining Clone Troopers and Clone Commandos all signal that they are fine, and bright moonlight streams into the ship's passenger hold as one of the side doors is forced open.
If the heroes do not succeed in at least three Skill Checks to reduce the severity of the crash, read the following text instead:
The ship plunges toward the ground at a steep angle, and the pilot yells a battle cry as he pulls back on the yoke. The ship lurches upon impact with the ground, and threatens to rattle itself apart as it digs a deep furrow in the ground. After what seems like hours but is really less than a minute, the dropship comes to a halt.
Long moments of silence follow, until Commander Husk calls out to the cabin, "Everyone 100 percent?" A few voices answer in the affirmative, but there is silence from others. One of the Clone Commandos looks up from where he is hunched over another clone. "Looks like some of our boys are on permanent R&R." Once the side door of the ship opens, letting the bright moonlight in, you see that only two of the six Clone Troopers survived the crash, and that the pilot was killed as well.
Welcoming Commitee
Unfortunately for the heroes, a downed dropship is not the end of their tribulations. A Weakened Roggwart from Vendaxa was accidently released from captivity during the Separatist invasion, and it has sought refuge in the wilds nearby. Unfortunately, the sound of a crash and of small and delicious humanoids exiting the crashed ship have attracted its attention. As the heroes and clones are removing their supplies from the LAAT/s Gunship, the Weakened Roggwart roars to announce its presence.
Drop Zone
SETUP
The heroes have crash-landed on Tirahnn in their LAAT/s Gunship, and have just finished shaking off the effects of the crash when a hungry Weakened Roggwart, abandoned in the wilds as a result of the Separatist invasion of the planet, comes seeking food. The area of the crash is a rocky section of flat land, but the crash of the LAAT/s Gunship has not only dug a furrow in the ground behind the ship but also flung up chunks of earth that have been scattered around like boulders.
The heroes and the clones who survived the crash have hauled themselves outside the downed ship; allow the heroes to place themselves around the LAAT/s Gunship as they see fit, based on what their characters would be doing after the crash. The surviving Clone Troopers and Clone Commandos are busy unloading the ship, and should be positioned near the rear cargo hold. The Weakened Roggwart enters from the northwest edge of the map, from behind some of the larger boulders.
Read-Aloud Text
The Weakened Roggwart is hungry, and it is making no real attempt at stealth as it approaches. However, it is night, the heroes might be disorientated, and the boulders are large enough to obscure direct line of sight to the Weakened Roggwart as it enters. Allow the heroes to make a Wisdom (Perception) check to notice its approach; those who succeed on a DC 14 check notice the Weakened Roggwart's approach and are not surprised. Those who fail the check are surprised, and a surprise round occurs at the beginning of combat. When combat begins, read the following text aloud:
With a thunderous roar and rumbling footsteps, a massive, horned creature emerges from behind the boulders tossed from the ground by your crash. The creature is nearly three times the size of a Human, and has massive claws and a long, powerful tail. The creature walks with a loping gait and seems to be hunting for something small to eat- it looks like it thinks you will do!
Conclusion
When the Weakened Roggwart is defeated, the heroes (and the Clone Commandos of Aurek Squad) can go about their assignments on the planet. The Clone Troopers haul away the Weakened Roggwart's body, and then set about disguising not only the area of the battle but also the trail left by the LAAT/s Gunship when it crashed. If any of the clones were killed in the fight, they are placed inside the LAAT/s Gunship before Commander Husk orders the explosives placed on the ship, ensuring that their bodies are cremated along with the LAAT.
Encounter
Creatures
- 2 or 6 Clone Troopers (See Smooth Landings)
- 0 or 1 Clone Pilot (See Smooth Landings)
- 4 Clone Commandos
- 1 Weakened Roggwart
Clone Trooper
Medium humanoid (human), lawful good
- Armor Class 15 (mesh armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+0) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)
- Senses darkvision 60 ft., passive Perception 10
- Languages Galactic Basic, Mando'a
- Challenge 1/4 (50 XP), PB +2
Actions
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.
CLONE PILOT
Medium humanoid (human), lawful good
- Armor Class 13 (combat suit)
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 11 (+0)
- Saving Throws Dex +4, Int +4
- Skills Perception +3, Piloting +6
- Senses darkvision 60 ft., passive Perception 10
- Languages Galactic Basic, Mando'a
- Challenge 1/8 (25 XP), PB +2
Bad Feeling. When the Pilot rolls for initiative, it can move up to its speed. This movement happens before the initiative order is determined.
Actions
Light Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 4 (1d4+2) energy damage.
CLONE COMMANDO
Medium humanoid (human), lawful good
- Armor Class 16 (battle armor)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 10 (+0)
- Saving Throws Str +4, Dex +5
- Skills Acrobatics +5, Intimidation +2, Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Galactic Basic, Mando’a
- Challenge 2 (450 XP), PB +2
Brave. The commando has advantage on saving throws against being frightened.
IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.
Specialist Training. Commandos are trained in various skill sets. Roll a d6 or choose one of the following specializations for a commando:
(1) Leader. Friendly creatures that can see and hear the commando within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the commando is incapacitated.
(2) Demolitions. The commando can throw or fire grenades as a bonus action on its turn.
(3) Technical. The commando can cast the following at-will tech powers: combustive shot, encrypted message, targeting shot.
(4) Field Medic. Any friendly creature reduced to 0 HP within 15 feet of the commando is automatically considered to be alive and stabilized. This effect fails if the remaining damage dealt after reaching 0 HP would equal or exceed the friendly creature's maximum HP.
(5) Heavy Weapons. At the end of each of its turns, if the commando moved less than half its speed, it has advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of its next turn.
(6) Infiltration. Once per turn, the commando can deal an extra 4 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trooper that isn’t incapacitated.Actions
Multiattack. The commando makes two weapon attacks.
IWS Blaster Mode. The commando sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (1d8+3) energy damage on a failed save, or half as much on a successful one.
IWS Sniper Mode. Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit: 9 (1d12+3) energy damage.
IWS Antiarmor Mode (2/day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.
Hidden Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage.
Reactions
Commando's Order (1/Day). When an allied creature the commando can see within 30 feet would miss with an attack roll, it can issue a special command. The ally can roll a d4, adding the result to the roll. If the attack would hit, the ally adds the die roll to the attack's damage as well.
Weakened Roggwart
Large beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 17 (+3) 6 (-2) 14 (+2) 15 (+2)
- Saving Throws Str +9, Wis +6
- Skills Athletics +13, Intimidation +6, Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Challenge 5 (1,800 XP), PB +3
Weakened. The roggwart does not apply its Strength modifier on attack rolls, and halves the damage modifier (rounded down) added to any attack it makes.
Actions
Multiattack. The roggwart uses its Frightening Presence, then makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) kinetic damage, and the target is grappled (escape DC 15). While grappled in this way, the target is restrained.
Tail. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) kinetic damage.
Frightening Presence. Each creature of the roggwart's choice that is within 120 feet of the roggwart and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the roggwart's Frightful Presence for the next 24 hours.
Standing nearly 5 meters tall and weighing as much as a Rancor, this lumbering beast looks to be a predator that is used to getting what it wants. However, this particular creature looks somewhat malnourished, and there is a sluggishness in its movement that suggests weakness.
Roggwarts are large, horned creatures with subspecies native to two known planets; Vendaxa, where they are natural enemies of the Acklay; and Mustafar, where they prowl magma-formed tunnels in search of prey. A Roggwart's evolutionary adaptation makes it ideally suited for taking on single foes, since it rarely encounters more than one large prey animal at a time. A Roggwart stands on its hind legs and uses its sharp fangs, wicked claws, and thick tail to subdue its prey. The Roggwart is not terribly cunning, but it is difficult to surprise, retaining its predatory instincts even in captivity.
This particular Roggwart recently escaped from captivity during the Separatist invasion of Tirahnn, but it has had to subsist on far less food than it normally would on Vendaxa. As such, it has become weakened, and although it still fights fiercely to protect itself, it is noticeably less of a threat to the heroes than it would be in its prime condition.
Roggwart Tactics
- The Weakened Roggwart is hungry, and it plans to eat.
- The Weakened Roggwart doesn't mind moving up into a position where it is surrounded, as it can scare opponents away easily with its Frightening Presence action.
- The Weakened Roggwart wants to be as close to as many enemies as possible, allowing it to split its Multiattack among those who threaten it.
Features of the Area
Although the Clone Pilot of the LAAT/s Gunship managed to bring the dropship down in an area that is relatively open, the crash itself has marred the terrain around it. All of the squares within or crossed by the furrow of earth leading out from behind the crashed ship count as difficult terrain.
The large boulders on the map vary in size from 1.5 to 3 meters tall; all of them can be used to provide total cover for a Medium-sized character standing adjacent to one of the boulders. However, the boulders are not big enough to completely hide the Weakened Roggwart, and while it may be able to take advantage of cover, the boulders are not large enough to provide it with total cover.
The wrecked LAAT/s Gunship is large enough that the Weakened Roggwart could use it for total cover. Characters can enter the wrecked ship's cargo hold and passenger bay by spending 5 feet of movement; exiting the ship onto the ground costs an additional 5 feet of movement.
Drop Zone Map
1 square = 5 feet
Development
With the Weakened Roggwart slain or otherwise subdued, the mission can begin. The twinkling lights of the capital city glimmer in the night, only klicks away according to Commander Husk, and the Clone Commandos have their own mission to perform. As they unload BARC Speeders from the hold of the dropship and begin assembling them, Commander Husk hands the heroes a datacard with information for a datapad to project a three-dimensional topographical map of their surrounding area, pulled from the sensor banks of the LAAT/s Gunship. He informs the heroes that if they set out now, they should reach the city before dawn, making it easier to avoid notice by Separatist sentries.
If the Clone Troopers survived, they load up as much as they can carry and set off to make a base camp in the nearby foliage. Since they would be recognized inside the city, they prepare to hunker down and wait for the invasion to begin. The Clone Commando demolitions officer rigs the LAAT/s Gunship with explosives, and once everyone is safely clear he blasts the dropship into so much scrap metal, preventing the sensitive information it might be carrying from falling into Separatist hands.
With that, Commander Husk dons his stealth armor helmet and turns to the heroes. "Good luck," he calls, "And watch out for the clankers."
Finding Commander Zolghast
Once the heroes have made their way into the capital city, their first task is to find Commander Zolghast. Based on what they were told during their briefing, Zolghast is a paranoid man, but he is also the only person on the planet with access to the firing codes for the Planetary Ion Cannon. Zolghast has commandeered a small building that was once a police outpost in Tirahnn's main financial district. The building has been converted into a defensible bunker by the paranoid commander, and now it is defended by Battle Droids and the commander's two Geonosian Bodyguards. From the bunker, Zolghast issues commands remotely, only occasionally venturing out to make sure that everything is running smoothly at the Planetary Ion Cannon.
Tirahnn
Tirahnn is the sector capital of the Zeemacht Cluster, a knot of stars that is home to a number of ancient spacefaring species. Tirahnn’s bazaars have been famous for millennia, and the summer-long Great Tirahnn Fair draws crowds from throughout the galaxy.
- Both “Summer” and “Fair” are relative terms on Tirahnn, where the weather is mild year-round and even the smallest village is built around a bazaar.
The precincts of the planet’s largest city, also known as Tirahnn, stretch for hundreds of miles in all directions and are divided into a multitude of levels. Street level is a lively place of endless bazaars separated by warrens given over to craftsbeings’ shops and neighborhoods. The higher you go in Tirahnn’s emerald skies, the richer the residents get: the merchant princes who rule the planet work in skyscrapers rising kilometers above the ground and, after work, descend only slightly to their palatial home towers in the Heights.
Despite having been inhabited for eons, large swaths of Tirahnn remain countryside, with forests and farmers’ fields alternating with small settlements.
Tirahnn Statistics
Region: The Mid Rim
Climate: Warm
Standard: Standard
Moons: 9
Length of Day: 28 Standard Hours
Length of Year: 172 Local Days
Sapient Species: 60% Human, 40% Other Species
Government: Merchantile Oligarchy
Capital: Tirahnn
Major Exports: Luxury Items, Agricultural Goods
Major Imports: Technology
Intelligence (Lore) Check
DC | RESULT |
---|---|
10 | Tirahnn is a planet that thrives on commerce. It is a major hub on the Perlemian Trade Route and is at the center of the Zeemacht Cluster. |
15 | The various towns and cities on Tirahnn are famous for their large bazaars, where nearly any item imaginable can be bought- for the right price. |
20 | Tirahnn's wealthy live in towering skyscrapers, rarely descending to areas that they see as "Below their Station," and many claim to have not set foot on the ground in decades. |
Tirahnn, Capital City
The capital city of Tirahnn, also called Tirahnn, is a place full of towering skyscrapers and wide, broad bazaars throughout the city. The Separatist invasion has done little to stop the bazaars from operating, although the populace does seem a bit subdued. The signs of Confederacy presence can be felt everywhere. Droid squads march down the streets, the glinting diode eyes of Droideka-Series Destroyer Droids watch for signs of dissent from rooftops, and Droid Starfighters zoom overhead with the whine of repulsors. At first glance, it seems as the though the city is heavily occupied, if not repressed.
Most of the inhabitants of Tirahnn seem to be going about their business as usual, though there are occasionally signs of trouble. Battle Droids cluster around a stall in a bazaar, rifling through the owner's possessions looking for smuggled weapons. IG-227 Hailfire-Class Droid Tanks roll down the street, turning their armament of missiles toward any gatherings of people until they disperse. Separatist leaders ride in armored vehicles, flanked by dozens of B2-Series Super Battle Droids that indiscriminately shove people out of the way. These minor background elements can help reinforce the presence of the occupying force, and should motivate your heroes to help liberate the planet.
The heroes need to find Zolghast, and they have several avenues available to them to accomplish this. The following are some explanations of the most common methods the heroes might use to find out where Zolghast is hiding.
Gather Information
Any character can choose to ask citizens and consult public terminals to find Commander Zolghast. Their inquiries lead them to a Draethos woman named Shara-Or who was once a police officer who lost her job when Zolghast ousted her from command of the building that would become his bunker. Shara-Or has been working as a private security officer in one of the skyscrapers owned by TaggeCo. A successful Charisma skill check points the heroes in her direction; alternatively, they might use other skills, pay out bribes, or find other means of locating Shara-Or. She's none too pleased with being displaced by the Separatist leader, and willingly tells the heroes the general location and information about Zolghast's bunker. She's bitter, and she wants to see Tirahnn liberated by the Republic, so the heroes should have no fear of revealing their identities or their mission to her.
Guerilla Tactics
Alternatively, the heroes might decide to ambush a Separatist patrol and get the information out of them. Most Droids on the planet are controlled by one of the Lucrehulk-Class Droid Control Ships orbiting the planet, and most cannot willingly reveal the location of Zolghast's bunker. However, ambushing a Battle Droid patrol does open up the option of tapping into their internal computer systems to try and retrieve data. Most Battle Droid patrols on Tirahnn consist of eight B1-Series Battle Droids, two B2-Series Super Battle Droids, and either a T-Series Tactical Droid or a Commander OOM-Series Battle Droid (see Droids of Tirahnn). The memory banks of T-Series Tactical Droids and Commander OOM-Series Battle Droids contain basic information that can be used to triangulate Zolghast's bunker; retrieving that data requires a DC 19 Technology check, or the effective use of an appropriate tech power such as frequency scan.
If your heroes choose neither of these two methods, here are some of the most pertinent facts about Zolghast's hiding place that can help you figure out how to adjudicate their efforts.
- Zolghast spends the majority of his time in the bunker. His food and supplies are brought to him, and he sleeps on a bed that slides out from the wall.
- Zolghast tells no one the location of his bunker, except for those who already know: the police that once occupied the bunker, his superiors in the fleet above, his personal servant droid that brings him supplies, and a small number of Confederacy officers on the ground (see Appendix A: Bonus Creatures).
- The bunker is connected to the Ion Cannon Control Room directly by underground tunnel. Zolghast never exists the front door of his bunker; if he must leave, he travels to the Planetary Ion Cannon, exiting its structure to hide the presence of his bunker.
- The Battle Droids that occupy the bunker, and the Lucrehulk-Class Droid Control Ship that commands them, are the only Droids and computers that know Zolghast's true location at any time.
- Zolghast occasionally issues orders directly to patrols in the city via computer in order to protect the bunker from imagined threats.
Zolghast's Bunker
SETUP
Having located Commander Zolghast's secret bunker, the heroes have the chance to apprehend the Zygerrian Separatist and obtain the firing codes for the Planetary Ion Cannon. The bunker is situated on open ground near several larger buildings.
When the encounter begins, Commander Zolghast is inside the bunker, looking over the tactical display in the northeast corner of the bunker. His two Geonosian Bodyguards stand flanking the barriers in the entranceway. One B1-Series Battle Droid mans the anti-personnel turret on the eastern side of the building, while the three remaining Battle Droids are standing at various computer stations throughout the bunker.
Read-Aloud Text
If the heroes make no attempts at stealth in their approach, they are easily spotted by the Battle Droid in the turret tower. Given Zolghast's paranoia, the Droid has been ordered to open fire on anyone who has not been pre-authorized to approach. However, the turret has a limited line of fire, so it's possible the heroes can approach without alerting the Droid. When the heroes approach, read the following text aloud:
The bunker - clearly a former police structure - sits in the middle of an open expanse that would have once held a variety of police and civilian vehicles. Atop one side of the building sits a small tower, possibly once attached to a landing pad, that has been converted into a gun turret. The front of the building boasts large blast doors, which are the only visible entrance.
Conclusion
When the enemies are defeated, the heroes have the opportunity to take the code cylinder from Commander Zolghast. This code cylinder contains all of the firing codes necessary to operate the Planetary Ion Cannon. Furthermore, the heroes gain access to the turbolift in this building, which leads to a secret tunnel; that tunnel, in turn, leads to the secret entrance into the Planetary Ion Cannon. The heroes can travel to The Ion Cannon this way, if they choose.
If the heroes manage to subdue Commander Zolghast (such as by forcing a surrender or knocking him unconscious), they must decide what to do with him until he can be extracted by the Republic for questioning. The heroes can choose to leave him here or take him to another location for safekeeping. If the heroes decide to take Zolghast with them while he is unconscious, he may wake up and try to sound an alarm; simply carrying around his unconscious body could be a great inconvenience. That said, if the heroes take this course of action, feel free to let them; dealing with moving a prisoner around while also trying to raid the Planetary Ion Cannon should prove challenging and entertaining.
Encounter
Creatures
- 4 B1-Series Battle Droids
- 2 Geonosian Bodyguards
- Commander Zolghast
Geonosian Bodyguards
These squat, insectoid aliens have wrinkled brown skin and elongated faces that give them a morose expression. Each carries a long, thin pole, around the end of which crackles electrical energy, and each carries a Sonic Rifle on their backs.
Recognizing that Commander Zolghast's paranoia can make him unstable at times, his Confederacy superiors assigned a pair of Geonosian Bodyguards to protect him from harm- and to keep an eye on him, should he finally crack under the pressure of his own suspicion. Former picadors in the Geonosian Arena, both of the bodyguards are skilled warriors and masters of the Electrostaff.
Geonosian Tactics
When it becomes clear that Commander Zolghast is in danger, the Geonosian Bodyguards spring into action. They try to use the movement that Zolghast grants them to close the distance and attack with their Electrostaffs, hoping to inflict shocked on any approachers. When faced with Jedi, they will use their Sonic Rifles to prevent their attacks from being deflected.
B1-Series Battle Droid
Medium droid (class IV), unaligned
- Armor Class 14 (armor plating)
- Hit Points 7 (2d8 - 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 10
- Languages Binary, Galactic Basic
- Challenge 1/4 (50 XP), PB +2
Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.
Stock Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage.
Geonosian Bodyguard
Medium humanoid (geonosian), lawful balanced
- Armor Class 15 (natural armor)
- Hit Points 30 (4d8+12)
- Speed 30 ft. 30ft fly.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 8 (-1) 11 (+0) 8 (-1)
- Skills Stealth +5
- Senses darkvision 60 ft., passive Perception 10
- Languages Geonosian
- Challenge 1 (200 XP), PB +2
Actions
Electrostaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.
Sonic Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) sonic damage.
Commander Zolghast
Medium humanoid (zygerrian), 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) 16 (+3) 11 (+0) 17 (+3)
- Skills Intimidation +5, Perception +2
- Senses passive Perception 12
- Languages Bocce, Galactic Basic, Zygerrian
- Challenge 3 (700 XP), PB +2
Maneuvering Strikes. When Zolghast hits a creature with a weapon attack, he can choose one ally within 60 feet of him who can see or hear him. That ally can immediately use its reaction to move up to half its speed without provoking opportunity attacks from the target of Zolghast's attack.
Superior Aura of Command. Friendly creatures that can see and hear Zolghast within 30 feet of him add a +2 bonus to their attack and damage rolls. This effect ends if Zolghast is incapacitated.
Actions
Blaster Pistol. Ranged Weapon Attack: +3 to hit, 50/200 ft., one target. Hit: 4 (1d6+1) energy damage.
Call to Attack (3/Day). Zolghast chooses up to three allies within 120 feet of him that can hear him. Each ally can use its reaction to make one weapon attack.
Rally Allies. Zolghast targets up to three allies within 120 feet of him that can hear him. Charmed and frightened effects affecting each creature immediately end.
Reactions
Human Shield. When a creature Zolghast can see targets him with an attack, he can choose an ally within 5 feet of him. Zolghast and the ally swap places, and the chosen ally becomes the target instead.
This Zygerrian officer stands about as tall as a Human, with dark red hair that almost seems crimson. Bony protrusions jut from the skin of his face, and his features seem angular. Though he appears to be in good shape, his cheeks are somewhat hollow, suggesting that he does not keep himself in excellent health.
Commander Zolghast is a Zygerrian, a native of The Outer Rim whose species is known for its violence and combat prowess. Zolghast's paranoia leaves him holes up in his bunker for long periods of time. Since Zolghast is the only one with the firing codes, the heroes will need to subdue him and take the codes from him. If the heroes speak to Zolghast, he adopts the sneering tone of a man who thinks his enemies are beneath his notice. He will not give up the codes willingly, and if he sees a chance to escape out the front of the bunker, he does so.
Zolghast Tactics
Commander Zolghast's paranoia has prepared him well for the day he always suspected would eventually come when the Republic would send its assassins, which is what he assumes the heroes to be. He uses Maneuvering Strikes to move his allies into position whenever the heroes try to approach him, trying to use the B1-Series Battle Droids and his Geonosian Bodyguards to keep them far enough away that it is difficult for them to subdue him. Likewise, he remains close enough that his Superior Aura of Command grants his Geonosian Bodyguards a better chance to hit the heroes with their Electrostaffs, and that he can use Human Shield on any bodyguard or droid unlucky enough to be nearby.
Zolghast's Bunker Map
1 square = 5 feet
Features of the Area
Zolghast's bunker has the following features:
Blast Doors: The front doors to the bunker are standard blast doors. The Blast Doors have 150 Hit Points and require a Strength check of DC 30 to be broken. However, Zolghast hastily had a supposedly "upgraded" locking mechanism put on the doors, which was poorly installed by Battle Droids. A DC 19 Technology or Sleight of Hand check causes the Blast Doors to open.
Tactical Display: The command bunker has a holographic tactical display that shows various location on Tirahnn and tracking Separatist patrols throughout the city.
Gun Turret: This external gun turret was mounted at Zolghast's request. It has 12 AC (armor plating) and 33 hit points, and requires an active gunner to be used. When using the turret, a creature gains +2 on attack rolls using the turret, and can perform a single-target blaster shot as an action, dealing 2d10 energy damage on a successful hit. It may also perform a burst attack on a 10-foot area it can see, requiring all creatures in that area to make a DC 13 Dexterity saving throw and take 2d10 energy damage on a failure or half of that damage on a success.
Computer Terminals: The computer terminals in this room are used to monitor communications of the various Separatist forces on Tirahnn. A character attempting to access these computers must succeed on a DC 19 Technology or Slicer's Kit check or be locked out until they succeed on a subsequent DC 24 Technology or Slicer's Kit check. This check can be bypassed with access to Commander Zolghast’s code cylinder.
Turbolift: This turbolift leads down to a series of tunnels that travel several miles across the city to the Planetary Ion Cannon's secret entrance.
Development
With Commander Zolghast subdued and the firing codes for the Planetary Ion Cannon in hand, the heroes also make another discovery: an underground tunnel leading from the bunker to a secret entrance of The Ion Cannon. Although Zolghast denies knowledge of it, the passageway twists and turns under the streets of Tirahnn until it reaches a secret basement in the Ion Cannon Control Room. The heroes can use this to gain access to The Ion Cannon, without having to go through the front doors. However, this secret entrance is guarded (as they may later discover), whereas going through the front doors, while more difficult, allows them to bypass this encounter.
Droids of Tirahnn
B2-SERIES Super Battle Droid
Medium droid (class IV), unaligned
- Armor Class 16 (armor plating)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 11 (+0)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 11
- Languages Binary, Galactic Basic
- Challenge 1/2 (100 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.
Wrist Blaster. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Wrist Blaster Volley (Recharge 6). The battle droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
Commander OOM-Series Battle Droid
Medium droid (class IV), unaligned
- Armor Class 14 (armor plating)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 9 (-1)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 10
- Languages Binary, Galactic Basic
- Challenge 1/2 (100 XP), PB +2
Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.
Stock Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Reactions
Redirect. When a creature the battle droid can see targets it with an attack, it can choose another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.
T-Series Tactical Droid
Medium droid (class IV), unaligned
- Armor Class 13 (armor plating)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 19 (+4) 16 (+3) 11 (+0)
- Saving Throws Int +6, Wis +5
- Skills Deception +2, Insight +5, Investigation +6, Lore +6, Technology +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 13
- Languages Binary, Galactic Basic
- Challenge 1/4 (50 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Innate Techcasting. The droid’s techcasting ability is Intelligence (tech save DC 14). It can innately cast the following tech powers:
At-will: assess the situation, encrypted message, on/off, alarm
3/Day each: element of surprise, repair droid, stack the deckPredictive A.I. The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.
Actions
Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage.
IG-227 HAILFIRE-CLASS DROID
Huge droid, unaligned
- Armor Class 16 (armor plating)
- Hit Points 168 (16d12+64)
- Speed 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 19 (+4) 10 (+0) 10 (+0) 1 (-5)
- Saving Throws Dex +9, Int +5, Cha +0
- Skills Deception +2, Insight +5, Investigation +6, Lore +6, Technology +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 120 ft., passive Perception 10
- Languages Binary, Galactic Basic but cannot speak it
- Challenge 14 (15,000 XP), PB +5
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Nimble Escape. The droid can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The droid makes three medium laser cannon attacks.
Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the droid's path. On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid and is no longer restrained.
Medium Laser Cannon. Ranged Weapon Attack: +9 to hit, 100/400, one target. Hit: 20 (3d10+4) energy damage.
Missile Launchers (10/Day). The droid launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 18 Dexterity saving throw, taking 27 (6d8) fire and 27 (6d8) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 18 (4d8) fire and 18 (4d8) kinetic damage if they fail the save by 10 or more.
Part 2: The Ion Cannon
Armed with the firing codes to the Planetary Ion Cannon and having access to a secret entrance into the cannon's structure, the heroes must seize control of the Ion Cannon and fire it at the fleet waiting in orbit. From this point, the heroes have three major options. Their first option, and perhaps the most obvious, is to infiltrate the Ion Cannon by accessing the secret entrance beneath the structure. However, there are two other options they might consider.
First, the heroes might try and breach the Planetary Ion Cannon through the Blast Doors leading out onto the street. Alternatively, the heroes might choose to infiltrate the Ion Cannon through the roof access. Either of these two options circumvent the Back Door encounter, though this may not necessarily be a good thing. The following sections describe the various parts of the Planetary Ion Cannon and how the encounters within that structure fit together.
Breaching the Secret Entrance
If the heroes follow the long tunnel leading from Zolghast's Bunker to the Planetary Ion Cannon, they emerge from the tunnel in a small security room meant to guard the secret entrance from intruders. This Control Room's computer has the ability to show current personnel on-site, room connections and structural layout, while also containing functions to raise alarms and lockdown doors and turbolifts.
Back Door
When the heroes travel through the secret tunnels beneath Tirahnn to the Planetary Ion Cannon, they must first get past a security checkpoint that Zolghast has positioned at the base of the structure. This secret entrance is guarded by Battle Droids as a safeguard against the commander's bunker being compromised. This room functions as a Security Control Room for the Planetary Ion Cannon.
Setup
When the heroes approach, they have the opportunity to do so with caution. The tunnel turns at an angle shortly before it intersects with this security checkpoint, meaning that the Droids in the checkpoint may not be immediately aware of the heroes' approach. The heroes can make Stealth checks to hide, gaining the element of surprise when the security checkpoint is breached. The Droids in this area are not exceptionally alert, as this supposedly secret passageway is known only to Zolghast and the few Droids that guard it.
Read-Aloud Text
The Droids go about their business in silence, so the heroes may not immediately know that they are about to walk into a security checkpoint. While the heroes are approaching the final bend in the tunnel, which will lead them into this encounter, allow them to make Perception checks; if any of the heroes gets a result of 14 or higher, they hear the Droids moving around in time to stop before entering the security checkpoint. When the heroes engage the Droids inside, read the following text aloud:
This small room is lit from above by luminescent glow panels, casting the entire permacrete room in a sterile light. Two sets of stairs lead up from the floor to a raised section, at the rear of which are two turbolifts. A single computer terminal is located between the turbilifts, its screen lit up with images of another location. A Battle Droid sits at this computer terminal, manipulating what are obviously security systems and alarms.
Conclusion
If the heroes manage to take out the two B1-Series Battle Droids before the Droids can raise an alarm on the computer console, they can deal with the other Droids without fear of alerting the rest of the facility. If an alarm is raised, however, the Ion Cannon Control Room for the Planetary Ion Cannon is placed on alert, and the heroes have no chance to surprise the Droids guarding the control center. Additionally, in this situation, the Droids guarding the Ion Cannon Control Room will Ready actions to fire on any intruders that exit the turbolifts, altering the set-up of that encounter.
Encounter
Creatures
- 2 B1-Series Battle Droids
- 2 B2-Series Super Battle Droids
- 1 Droideka-Series Destroyer Droid
B1-Series Battle Droid
Medium droid (class IV), unaligned
- Armor Class 14 (armor plating)
- Hit Points 7 (2d8 - 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 10
- Languages Binary, Galactic Basic
- Challenge 1/4 (50 XP), PB +2
Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.
Stock Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage.
Tactics
The two B1-Series Battle Droids are the primary operators of the Security Systems in this Security Control Room. One of the Droids is always sitting at the Control Room Computer, watching the screens for signs of security alerts from above. The other, when not performing this duty, stands aside and idles. If combat breaks out and the heroes fail to secure a surprise round, the Battle Droid sitting at the computer console uses its object interaction on its turn to trigger an alarm, which sounds throughout the complex, then engages the heroes in battle.
B2-SERIES Super Battle Droid
Medium droid (class IV), unaligned
- Armor Class 16 (armor plating)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 11 (+0)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 11
- Languages Binary, Galactic Basic
- Challenge 1/2 (100 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.
Wrist Blaster. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Wrist Blaster Volley (Recharge 6). The battle droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
Droideka-Series Destroyer Droid
Medium droid (class IV), unaligned
- Armor Class 13 (armor plating)
- Hit Points 30 (4d8 + 12)
- Speed 15 ft. (attack form) or 60 ft. (ball form)
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+2) 7 (-2)
- Skills Perception +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 16
- Languages Binary, understands Galactic Basic but can't speak it
- Challenge 2 (450 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +1 AC when the deflector shield is active. The deflector has 40 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 5 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.
Actions
Twin Blaster Cannons. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 13 (2d8+4) energy damage.
Twin Blaster Cannon Burst (Recharge 4-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 15 Dexterity saving throw, taking 13 (2d8+4) energy damage on a failed save, or half as much on a successful one.
Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.
Droideka Tactics
Unless the party gives themselves away early, the Droideka-Series Destroyer Droid does not have its Deflector Shield active when initiative is rolled. The Droideka will activate the shield as soon as possible, however, and will stay in Attack Form at all times if possible.
Attack Form
Ball Form
Back Door Map
1 square = 5 feet
Features of the Area
The security checkpoint at the secret entrance has the following features:
Control Center Computer: This standard Control Center Computer requires a DC 24 Technology or Slicer's Kit check to access most functions, increasing to DC 29 if they fail. As before, Zolghast's code cylinder bypasses this check; however, if the alarm has been activated, Zolghast's code cylinder will not provide access to any functions until the alarm is disabled. The alarm controls can be accessed separately with a DC 19 Technology or Slicer's Kit check on the Control Center Computer.
Door: This door leads to the narrow passageway heading back to Zolghast's Bunker. The door is a Standard Metal Door, with 20 Hit Points and requires a Strength DC of 15 to be broken.
Turbolifts: The two turbolifts lead up to the Ion Cannon Control Room, several stories above at ground level. Each turbolift is currently on this floor; access to the turbolifts is locked by the Control Center Computer in this room.
Development
If the heroes managed to take out the defenses in this area without an alarm being raised, they should have the element of Surprise when they enter the main floor of the Ion Cannon's structure. Should the heroes successfully access the security checkpoint's computer, they can see live video feeds of the Ion Cannon Control Room above. This should give them ample opportunity to plan their attack, or come up with a different strategy. The Droids elsewhere in the facility are controlled by a Lucrehulk-Class Droid Control Ship above, meaning that the heroes have no opportunity to shut them down from within the Ion Cannon facility.
The Ion Cannon Control Center
Eventually, the heroes will need to seize control of the main control center of the Planetary Ion Cannon. The Ion Cannon can only be fired from the computers in the main control center, and the cannon requires that Zolghast's command codes be provided before the firing sequence can begin.
This room has three access points: a pair of turbolifts leading down to the secret entrance several stories below, a short stairwell leading onto the roof, and a pair of Blast Doors (150 Hit Points, Strength DC 30) leading out to the street. The Blast Door can be opened from the outside using a Control Panel embedded in the wall; by default, this Control Panel requires a code cylinder (possessed only by high-ranking Separatist officers) to open, and it is connected to the security control computer (DC 24 Technology check). Additionally, Security Cameras look out over the entrance, alerting the security post in the secret entrance if anyone is trying to get inside. The rooftop entrance is a Standard Metal Door (20 hit points, Strength DC 15), and it is likewise locked by the security control computer.
Attacking the Ion Cannon Control Room sets off an alarm throughout the control center, alerting the security checkpoint (see Back Door) in the secret entrance below. If the heroes did not have the Back Door encounter, reinforcements take the turbolifts up to the Ion Cannon Control Room, arriving in 1d12 rounds.
Ion Cannon Control Room
The Ion Cannon Control Room is the site of the heroes' main objective for the first part of their mission. In order to seize control of the control center, they must deal with a small army of Battle Droids, positioned to defend the control center against an assault.
If the Droids at the security checkpoint (see Back Door) have not raised an alarm, the control center features a variety of B1-Series Battle Droids at control stations throughout the room. A T-Series Tactical Droid coordinates their efforts, and four B2-Series Super Battle Droids stand watch.
Setup
The Droids on the inside of the control center have orders to attack and kill any unauthorized intruders, so the moment the heroes show themselves they will almost certainly have a fight on their hands. If the heroes did not trigger an alarm (either by trying to break into the Ion Cannon Control Room or when dealing with the Droids in the secret entrance (see Back Door)), they may have the opportunity to surprise the Droids inside, which would not be expecting an attack.
Read-Aloud Text
When the heroes enter the control center, read the following text aloud:
This large chamber features the main firing controls for the Planetary Ion Cannon. Three tactical displays stand on the western sides of the room, near the main Blast Doors that lead into the building. A pair of turbolifts adorn the southern edge of the room, while stairs lead up to a catwalk that follows the eastern and northern walls. The catwalk circles a massive power column, around which several computer consoles are connected to the column. A conference table, and a small number of chairs, sit unused below one section of the catwalk.
Conclusion
When the heroes have subdued or destroyed all of the Droids in the room, they will have successfully taken control of the Ion Cannon facility. The heroes now have the chance to open fire with the Planetary Ion Cannon, completing their mission. If the heroes did not come through the secret entrance below the facility, it is at this point that the heroes may be ambushed by the Droid reinforcements rising up through the turbolifts from below (see Back Door); these reinforcements shouldn't arrive until the fight is over (or nearly so) to keep from overwhelming the heroes.
Encounter
Creatures
The Ion Cannon Control Room encounter has the following setup:
- 9 B1-Series Battle Droids
- 4 B2-Series Super Battle Droids
- 1 T-Series Tactical Droid
B1-Series Battle Droid
Medium droid (class IV), unaligned
- Armor Class 14 (armor plating)
- Hit Points 7 (2d8 - 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 10
- Languages Binary, Galactic Basic
- Challenge 1/4 (50 XP), PB +2
Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.
Stock Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage.
B1-Series Tactics
The Battle Droids in the room begin the encounter operating the control computers of the Planetary Ion Cannon. When combat begins, the Droids open fire on the heroes; if they have difficulty hitting the heroes, they split into groups of three, with one Droid using the Help action to assist the other Droids' attacks.
B2-SERIES Super Battle Droid
Medium droid (class IV), unaligned
- Armor Class 16 (armor plating)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 11 (+0)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 11
- Languages Binary, Galactic Basic
- Challenge 1/2 (100 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.
Wrist Blaster. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Wrist Blaster Volley (Recharge 6). The battle droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
B2-Series Tactics
The Super Battle Droids are not distracted by the control room's computers, so they open fire on the heroes as soon as it becomes apparent that the heroes are there. If the Super Battle Droids have difficulty hitting the heroes, they split into groups of two, with one Super Battle Droid using the Help action to assist the attacks of the other Droid.
Ion Cannon Control Room Map
1 square = 5 feet
T-Series Tactical Droid
Medium droid (class IV), unaligned
- Armor Class 13 (armor plating)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 19 (+4) 16 (+3) 11 (+0)
- Saving Throws Int +6, Wis +5
- Skills Deception +2, Insight +5, Investigation +6, Lore +6, Technology +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 13
- Languages Binary, Galactic Basic
- Challenge 1/4 (50 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Innate Techcasting. The droid’s techcasting ability is Intelligence (tech save DC 14). It can innately cast the following tech powers:
At-will: assess the situation, encrypted message, on/off, alarm
3/Day each: element of surprise, repair droid, stack the deck
Predictive A.I. The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.
Actions
Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage.
Features of the Area
The Ion Cannon control room has the following features:
Blast Doors: The front doors to the Ion Cannon control center are standard Blast Doors. The Blast Doors have 150 Hit Points and require a Strength check of DC 30 to be broken.
Catwalk: The catwalk leading around the Ion Cannon's power conduit is roughly 2 squares (10 feet) off the ground, and it is made of solid metal.
Tactical Displays: The Ion Cannon control center has a holographic tactical display that shows the state of the Separatist fleet in orbit above the planet, and it is constantly updated with sensor readings fed down to the planet by those ships. The control center likewise has two vertical tactical displays that can be used as cover.
Turbolift: Two turbolifts in this room lead down to the secret entrance below.
Development
Once the heroes have gained control of the command center, they will have fulfilled the first (and arguably most important) part of their mission. As long as they obtained the firing codes from Commander Zolghast earlier in the adventure, they can access the main firing computer and prepare the Ion Cannon to fire (no skill check required). If, for some reason, the heroes failed to get the firing codes from the commander earlier in the adventure, things become much more difficult.
A hero with proficiency in Technology or Slicer's Kit can make skill checks to attempt to gain access to the Main Computer; if the hero manages to beat a DC 24 Technology or Slicer's Kit check, the Planetary Ion Cannon can be fired even without the firing codes.
Additionally, failure to successfully access the computer triggers alarms elsewhere in the city and onboard the Separatist command vessel orbiting Tirahnn. Should this happen, the Separatists send reinforcements to reclaim the Ion Cannon; if that fails, they prepare to fire on the cannon from orbit.
Assuming the heroes use Zolghast's firing codes, slice into the Main Computer, or otherwise use their wits and resources to obtain control of the Planetary Ion Cannon, a firing sequence can be programmed and then activated. If any heroes have any way to obtain updated sensor data about the ships in orbit (for example, by calling in favors, utilizing Background Features or using any benefits of the Faction system (outlined in Wretched Hives) to obtain up-to-the-minute intelligence), so much the better; this allows the character activating the Ion Cannon to aim the weapon more precisely and efficiently, knocking out a larger percentage of Confederacy ships. If this happens, the heroes automatically receive a Victory Point for the battle that takes place in Part 3: The Invasion of Tirahnn.
When the order is given and the command entered, the Planetary Ion Cannon fires. Within the cannon's control center, the sound is thunderous, and as the firing sequence progresses the control room computers show more and more ships in orbit being disabled by the cannon. As long as the heroes did not alert the fleet above to their presence, the ships are caught completely unaware, and they never have a chance at retaliation. Additionally, as soon as the Ion Cannon starts taking out targets, the Republic fleet under Master Elasra exits hyperspace close to Tirahnn and begins its attack.
Victory Points
In Part 3: The Invasion of Tirahnn, this adventure begins using the Victory Points system - one of which the party may receive as a bonus for damaging the Confederacy ship blockade with the Planetary Ion Cannon. This system, directly adapted from the one found in Saga Edition's Galaxy at War, acts as a method of determining how the party's small-scale missions can turn the tide of the planet-wide conflict.
When the party completes a mission, they are granted a Victory Point for succeeding in their main objective, or a Defeat Point for failing. Once all missions are completed and the battle ends, the outcome of the battle is impacted by the ratio of Victory Points to Defeat Points.
The exact outcomes for succeeding or failing each mission are detailed in their respective sections, and the overall impacts are detailed in this adventure's Epilogue. For now, grant points as appropriate and make sure the party understands - the fate of Tirahnn lies in their hands.
Unexpected Visitors
As the cannon continues to fire and the Battle of Tirahnn begins, the heroes are warned by the control center's security system that something is trying to interfere with the flow of power to the Ion Cannon. Further inspection reveals that several Droids are on the roof, trying to set fragmentation charges to destroy the Ion Cannon. These Droids were sent by the Separatists to stop the Ion Cannon before it could do any more damage to the Confederacy fleet in orbit, and the explosion would not only rob the Republic of a valuable weapon in the ongoing battle, but would also devastate several city blocks.
Rooftop Saboteurs
After the heroes have seized control of the Ion Cannon control center, they have little time to enjoy their victory. When the heroes initiate the Ion Cannon's firing sequence, the Separatists immediately realize that the station has fallen into enemy hands. Confederacy Command on Tirahnn dispatches a squad of BX-Series Droid Commandos, with an OOM-Series Battle Droid acting as a spotter, to destroy the Ion Cannon before the heroes can do any more damage.
The heroes will need to engage the Droids on the roof and stop them from setting their charges. Of course, the heroes may choose to abandon the cannon and flee, but doing so would leave thousands of citizens to die in the explosion or, should the Droids discover that the control center has been abandoned, lead to the Ion Cannon being turned against the Republic fleet.
Read-Aloud Text
The heroes are alerted by the computer systems inside the control center when the Droid Commandos arrive. The commandos begins setting charges and disrupting the flow of power to the Ion Cannon, which triggers alarms in the control center. When this happens, read the following aloud:
Alarm klaxons sound in the Ion Cannon control center, and the screens of computer banks light up with intruder alerts. When examined, the displays show that several Droids have begun disrupting the flow of power to the Ion Cannon and placing charges on the roof. One of the Droids notices the security cameras and orders the others to fire. The displays in the command center go blank, but alarms continue to sound.
Fragmentation Charges
A fragmentation charge normally takes one minute to set properly - however, this is difficult to achieve under the fire of combat. Instead, any creature with a demolitions kit can use their action to make a DC 14 check (adding proficiency if applicable) to attempt to set the explosive instantly. This comes with its own risks, as rolling a 1 while attempting to set the explosive instead sets it off on the user, requiring them to make the DC 14 Dexterity saving throw with disadvantage.
Encounter
Creatures
- 4 BX-Series Droid Commandos
- 1 Commander OOM-Series Battle Droid
Commander OOM-Series Battle Droid
Medium droid (class IV), unaligned
- Armor Class 14 (armor plating)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 9 (-1)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 10
- Languages Binary, Galactic Basic
- Challenge 1/2 (100 XP), PB +2
Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.
Stock Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Reactions
Redirect. When a creature the battle droid can see targets it with an attack, it can choose another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.
OOM-Series Tactics
The OOM-Series Battle Droid is present simply to act as a spotter and coordinator for the Droid Commandos, although they are competent enough not to need it. The OOM-Series Battle Droid keeps watch until combat begins, at which point it attacks the heroes directly or uses the Help action to assist the Droid Commandos.
BX-Series Droid Commando
Medium droid (class IV), unaligned
- Armor Class 15 (plate armoring)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 13 (+1) 15 (+2) 13 (+1) 7 (-2)
- Skills Perception +3, Stealth +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 13
- Languages Binary, Galactic Basic
- Challenge 2 (450 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy. Once per turn, the droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the droid that isn’t incapacitated.
Actions
Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 9 (1d6+3) energy damage.
Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Stealth Field Generator. The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility at any time (no action required). The invisibility ends if the droid attacks.
Droid Commando Tactics
The Droid Commandos are setting fragmentation charges around the Ion Cannon when the heroes arrive. As the charges take one minute each to set, they may have one or two charges already set by the time the heroes arrive.
The Droid Commandos must set one charge at each corner of the Ion Cannon's space to trigger the chain reaction that will completely destroy the Planetary Ion Cannon. If the heroes arrive and begin shooting, the Droid Commandos stop setting charges and start attacking the heroes, using the Guard and Help actions as necessary to protect and assist one ally while it continues to set charges.
If only one Droid Commando is left, it will activate its Stealth Field Generator and attempt to Hide long enough to sneak in around and set any remaining charges, forgoing any attempts at combat unless fully cornered.
Rooftop Saboteurs Map
1 square = 5 feet
Features of the Area
The roof of the Ion Cannon facility features the Ion Cannon itself, as well as several other objects of importance. The stairwell from the control center reaches the roof at the southeast corner of the roof; a set of stairs leads up to a walkway that then connects to this platform. Characters can move freely under the walkway, but the stairs are solid.
A small safety area sits on the southwest corner of the roof. This is a three-walled transparisteel booth, where observers can stand to watch the cannon fire without suffering the negative effects of being close to the weapon when it discharges. The transparisteel walls of this booth have 30 Hit Points, and can be broken with sudden force by a DC 20 Strength check. Otherwise, several vents and crates provide small amounts of Cover on the roof.
Development
After all the Droid Commandos have been felled, the party can find four spare fragmentation charges and demolition kits amongst their possessions. These charges will prove useful in the upcoming ground assault, as they form the basis for the main plan in The Overpass.
With the Planetary Ion Cannon secured and the battle in space going in favor of the Republic, the ground assault begins. Although the Republic has broken through the Separatist battle lines, Separatist ground forces are firmly entrenched.
Part 3: The Invasion of Tirahnn
Less than 30 minutes after the Republic's attack begins, the heroes' commlinks crackle to life with a secure communication from The Solidarity. The communiqué orders the heroes to connect the control center's main computer to The Solidarity, allowing Captain Ralen's ship to control the firing of the Ion Cannon. Once the heroes have successfully placed the control center under the control of the Republic vessel, the tactical holographic display flickers to life with a full-size image of Master Elasra. Read the following aloud:
"I congratulate you on your success. Our forces have broken through the Confederacy blockade and established a defensive position. As we speak, out ground forces have begun moving into Tirahnn's outskirts."
"I have received word from Commander Husk that their mission has been largely successful. Our invasion force has encountered light resistance thanks to sabotage at the Separatist Vehicle depot. However, a small force of tanks has begun moving through the city toward some of our troops, and it looks like they will reach our forces before we can drop in artillery of our own."
"Husk's commandos are too far out to stop them, but you might be able to. Unfortunately, the tanks are too small for us to target them easily from orbit, at least without civilian casualties and significant damage to the surrounding infrastructure. If you can plant a signal beacon on each of the tanks, we can pinpoint their positions from space and target them with more precise laser fire. I'm transmitting data on their route, including a narrow street that Intelligence has identified as a prime spot for an ambush."
Before breaking communications, Master Elasra asks to know the location of Commander Zolghast; he then dispatches a squad of Clone Troopers to retrieve Zolghast and bring him up to The Solidarity.
With their new mission in hand, the heroes can prepare to join in the fighting of the Battle of Tirahnn. The Battle of Tirahnn uses the Victory Points system to determine whether or not the heroes' actions contribute positively or negatively to the outcome of the battle. The three major events that the heroes will participate in include the attack on the GAT convoy (GAT Ambush), the collapse of the access bridge (The Overpass), and preventing Commander Zolghast from escaping the planet (No Escape).
Calling in Reinforcements
If the heroes managed to prevent the Clone Troopers from being killed in the crash of the LAAT/s Gunship earlier in the adventure, their efforts are rewarded in this section. Shortly before the Invasion of Tirahnn begins, the heroes receive a distorted message via commlink from the Clone Trooper squad. The squad has been assigned to support the heroes in their efforts, since they are already in close proximity to the city. The heroes can call upon the six Clone Troopers and the Clone Pilot to assist them in any of the following three major encounters. Tell your players that they can call on the Clone Troopers for reinforcements, but warn them that they will likely be able to do so only for a short period of time. After the clones assist the heroes, they receive new orders from Ops to regroup and join the main force invading the city.
Tanks In The Streets
The first mission set before the heroes is to ambush a convoy of Separatist tanks, planting signal beacons on them so that ships in orbit can target them without the fear of collateral damage. The heroes receive specific instructions on where to ambush the tanks, as well as instructions on how to convert a commlink into a signal beacon that The Solidarity's computers will recognize. There are plenty of spare commlinks in the Ion Cannon control center's equipment stores for the heroes to bring four with them.
GAT Ambush
The heroes should have no trouble reaching the ambush point without running into Confederacy interference, as most of the Separatist force is busy fighting off the Republic elsewhere.
Setup
Having received orders from the Republic to ambush a convoy of GATs, the heroes finally reach the ambush point to see the vehicles rolling along before them. The four GATs are placed in a roughly square formation in the middle of the road. The four B1-Series Battle Droid Squads are placed around the GATs: one squad in the front, two squads between the GATs, and one squad to the rear.
The ambush point that the Republic has chosen prevents the GATs from lining up effective shots on the heroes, so the GATs only use their area effecting attacks. Moreover, the heroes have a particular objective in this encounter: placing the signal beacons on the GATs. Planting a signal beacon on a GAT is not a simple process; each beacon must be attached to a vehicle, which requires a character to be adjacent to the GAT and to use their action to attach the beacon. The beacon cannot be easily attached from range, because the beacon must be attached to the hull of the GAT in such a way that it can use the metal of the hull to boost the signal that the Republic will use to target it.
Read-Aloud Text
When the heroes reach the ambush point, read the following text aloud:
Moving down the street slowly with a deep mechanical hum are four Separatist tanks. Marching alongside the tanks are four squads of Battle Droids, watching for attackers. The tanks seem to be having trouble maneuvering, and it's clear that their firing capability is quite limited.
Conclusion
If any of the heroes manages to destroy one or more of the GATs, this counts as if the heroes had planted a signal beacon on that tank. If the heroes manage to tag all four tanks with signal beacons, they need only get clear of the area before the Republic opens fire. All four tanks are destroyed by precision laser fire from The Solidarity, and the heroes are successful in their mission. If for some reason any of the tanks manage to escape, the heroes fail in their mission.
Encounter
Creatures
- 4 B1-Series Battle Droid Squads
- 4 GATs
Tactics
Due to the nature of the ambush, the heroes can prevent the GATs from turning their weapons on the heroes directly, preventing the use of their Laser Cannon action. Each of the four GATs uses the Shock and Awe action each round, effectively blanketing the area of the combat encounter in their fire effect. During the fight, the GATs slow to a crawl, not wanting to be separated from their escorts; however, if all the Battle Droid squads are defeated, the GATs begin preparing to move again. If the heroes do not plant all of the signal beacons within 3 rounds after all of the Battle Droid squads are defeated, the GATs exit the narrow streets and gain the ability to turn their weapons on the heroes once more.
Each Battle Droid squad tries to take full advantage of their Multiattack capability. As the heroes attempt to move through the tanks planting the beacons, the Battle Droid squads start using Ready on their attacks to prevent the heroes from moving quickly from one tank to the next.
B1-Series Battle Droid Squad
Large swarm of medium droids (class IV), unaligned
- Armor Class 14 (armor plating)
- Hit Points 36 (8d10 - 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)
- Saving Throws Dex +4, Int +3
- Skills Perception +2
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities charmed, disease, grappled, paralyzed, petrified, poison, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 12
- Languages Binary, Galactic Basic
- Challenge 1 (200 XP), PB +2
Battle Droid Swarm. When an ally of the battle droid squad hits a hostile creature that it can see with a weapon attack, the battle droid swarm can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The droid squad has disadvantage on saving throws against effects that would deal ion or lightning damage.
Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium droid. The squad can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The squad makes three blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.
Massed Fire (Recharge 5-6). 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 18 (4d8) energy damage, or 9 (2d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
Ground Assault Tank
Huge droid, unaligned
- Armor Class 16 (armor plating)
- Hit Points 126 (11d12 + 55)
- Speed 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 18 (+4) 21 (+5) 10 (+0) 10 (+0) 7 (-2)
- Saving Throws Str +9, Con +8
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities blinded, charmed, disease, frightened, incapacitated, petrified, poisoned, prone, restrained, stunned
- Senses passive Perception 10
- Challenge 6 (2,300 XP), PB +3
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Freedom of Movement. The droid ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.
Heavy Durasteel Armor. The outer layer of the droid is covered in heavy armor, making it difficult for smaller arms to damage it. The tank takes no damage from an attack or effect that deals less than 15 damage.
Actions
Multiattack. The droid makes two laser cannon attacks.
Laser Cannon. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 15 (2d10+4) energy damage.
Blaster Cannon Volley (Recharge 5-6). The droid launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.
Shock and Awe. Until the end of the droid's next turn, a 5-foot radius around the area occupied by the tank is hit by sustained blaster fire. While this effect is active, the droid cannot take any other action or move, and the droid may end this effect at any time on its turn (no action required). Any creature that starts their turn or moves into a space affected by this blaster fire must make a DC 16 Dexterity saving throw, taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.
GAT Ambush Map
1 square = 5 feet
Features of the Area
The narrow streets in which this encounter takes place have seen some combat earlier in the invasion, but most buildings remain standing and intact. Any of the squares filled with debris counts as difficult terrain; most of the debris is large enough that it can be used as cover. The buildings along this narrow street are small shops and storage facilities, each belonging to one of Tirahnn's merchants. Most are locked and have Standard Metal Doors (20 Hit Points, Strength DC 15), and inside the heroes find a variety of mundane items and trade goods. Each building is roughly two stories tall, with about 4 squares (20 feet) separating the roof from the street below.
Development
If the heroes manage to plant the signal beacons on the four GATs, their mission is a success. The Solidarity fires a precision strike down at the four tanks, obliterating each of them in a single shot. The heroes earn a Victory Point for success. If they fail to tag all four GATs with signal beacons, the untagged tanks continue forward to reinforce the Separatist lines. This earns the heroes a Defeat Point.
The following two encounters can happen in any order, as determined by the Gamemaster. If you choose, you can set it up so that the heroes receive both of the communications that kick off the following two encounters at or around the same time, giving them a choice of which to tackle first.
A Turn of Good Luck
With the Battle of Tirahnn turning more and more in favor of the Republic, the heroes begin to catch fleeting glimpses of the Separatists falling back after repeated defeats in ongoing skirmishes. The heroes' commlinks crackle to life with a message from Commander Husk. It seems that the Clone Commandos have managed to completely cut off the Separatists' main lines of retreat, and the heroes are close to the secondary path the Confederacy is using. This path crosses an overpass above a road in the lower levels of the city. If the heroes can reach the bridge and collapse it in time, they can stop the Confederacy from retreating further, allowing the forces of the Republic to crush the resistance.
The Overpass
Commander Husk relays the location of the overpass to the heroes, giving them simple directions to reach it from their current position.
Setup
If the heroes decide to intercept the Separatist retreat, they have the opportunity to collapse a bridge on their escape route, effectively pinning the Separatist troops and heavy Vehicles between the bridge and the oncoming Republic forces. The heroes have several options for collapsing the bridge; four well-placed fragmentation charges (previously acquired from the fallen Droid Commandos) will do the trick, but the heroes may have other ideas. A sufficient amount of damage along the cracks in the bridge (visible on the map, and discussed in Features of the Area) can collapse it, but feel free to allow the heroes to explore other options.
The Separatists are on their way, and an advance scout force arrives at about the same time as the heroes. The heroes have 10 rounds from the time combat starts before the main Separatist force arrives; if the bridge has not been collapsed by then, they fail to achieve their mission.
Read-Aloud Text
When the heroes arrive at the overpass, read the following text aloud:
This section of street features an overpass with a ramp leading down to the street below. The bridge has seen better days, and has clearly sustained some damage in the fighting. As you approach the area, a small scout force of Confederacy Droids enters the area near the bridge. It's clear they mean to stop any opposition, as they have weapons at the ready.
Conclusion
If the heroes manage to collapse the bridge in fewer than 10 rounds, the Separatist retreat has nowhere to go, and the mission is a success. If the heroes take 10 rounds or more, the Separatists arrive, and it becomes too late to stop the retreat. The heroes may stay to collapse the bridge anyway, but some of the faster elements of the Separatist forces (such as rolling Droideka-Series Destroyer Droids and IG-227 Hailfire-Class Droid Tank) make it past the overpass.
Encounter
Creatures
- 2 Droideka-Series Destroyer Droids
- 2 LR-57 Combat Droids
- 1 BX-Series Droid Commando Sniper
Droideka-Series Destroyer Droid
Medium droid (class IV), unaligned
- Armor Class 13 (armor plating)
- Hit Points 30 (4d8 + 12)
- Speed 15 ft. (attack form) or 60 ft. (ball form)
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+2) 7 (-2)
- Skills Perception +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 16
- Languages Binary, understands Galactic Basic but can't speak it
- Challenge 2 (450 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +1 AC when the deflector shield is active. The deflector has 40 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 5 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.
Actions
Twin Blaster Cannons. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 13 (2d8+4) energy damage.
Twin Blaster Cannon Burst (Recharge 4-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 15 Dexterity saving throw, taking 13 (2d8+4) energy damage on a failed save, or half as much on a successful one.
Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.
LR-57 COMBAT DROID
Large droid, unaligned
- Armor Class 16 (armor plating)
- Hit Points 30 (4d10+8)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+3) 13 (+2) 10 (+0) 12 (+1) 9 (-1)
- Skills Perception +3, Stealth +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft, passive Perception 13
- Languages Binary, Galactic Basic
- Challenge 1 (200 XP), PB +2
Circuitry. The combat droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Tunneler. The combat droid can burrow through solid rock at half its burrow speed and leaves a 5-foot diameter tunnel in its wake.
Sentry Mode. While out of combat, the combat droid can quickly conceal itself in the ground, out of sight, and enter a sentry mode. Unaware creatures must pass a DC 13 Perception check to spot the droid's antennae sticking out of the ground, and any creature entering a 5-foot radius around the concealed combat droid must pass a DC 18 Stealth check to avoid activating it. If the combat droid is activated, it immediately rises out of the ground, surprising any creatures within 30 feet that failed a Perception check to spot it.
Actions
Multiattack. The combat droid makes two weapon attacks with its strike or blaster cannon.
Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+1) kinetic damage.
Blaster Cannon. Ranged Weapon Attack: +5 to hit, Range 60/160 ft., one target. Hit: 7 (1d8+3) energy damage.
BX-Series Droid Commando Sniper
Medium droid (class IV), unaligned
- Armor Class 15 (plate armoring)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 13 (+1) 15 (+2) 13 (+1) 7 (-2)
- Skills Perception +3, Stealth +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 13
- Languages Binary, Galactic Basic
- Challenge 2 (450 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy. Once per turn, the droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the droid that isn’t incapacitated.
Sharpshooter Style. The droid can mark a target 30 feet or greater from it as a bonus action. Attacks it makes against the target ignore one-quarter and half cover while the target is 30 feet or greater away from it. Additionally, if the target moves at least 5 feet before the start of the droid's next turn, it provokes an opportunity attack from the droid, and it can use a blaster weapon for the attack.
Actions
Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12+3) energy damage.
Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Stealth Field Generator. The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility at any time (no action required). The invisibility ends if the droid attacks.
Droid Commando Sniper Tactics
The BX-Series Droid Commando Sniper begins the encounter hidden on one of the nearby buildings. This Droid was left behind after an earlier skirmish, and it has been holding its position to help defend the retreating Separatist force. The Droid has used its Stealth Field Generator to hide its position and made a Stealth check with +5, preventing any creature without truesight or some other method of seeing through invisibility from spotting it and forcing those who can to make a Perception check.
The BX-Series Droid Commando Sniper marks the first hero it sees as a bonus action using Sharpshooter Style, and will attempt to pin them down with Sniper Rifle attacks to prevent them from placing charges on the bridge.
As soon as any creature manages to land a hit on or come within 30 feet of the Droid, it will cease attacking and activate its Stealth Field Generator. The Droid then spends the next 1d4 turns finding a new vantage point, at which point it continues its attack.
The Overpass Map
1 square = 5 feet
Features of the Area
Most of this area is taken up by the main street and a single, damaged bridge that crosses over it, perpendicular to the street. The bridge is made of thick permacrete, but the damage it has sustained since the invasion has weakened key parts of the structure. The bridge is 3 squares (roughly 15 feet) above the road, and a gently sloping ramp connects the two. A small barrier at the edge of the bridge provides cover from attackers below, and lights on that barrier provide illumination (bright light) around the bridge at all hours.
Four fragmentation charges, placed on opposite sides of the bridge at both ends, would be enough to collapse the bridge. Barring that, if any of the squares through which the bridge runs should take more than 80 points of damage, the bridge would collapse entirely.
Development
If the heroes manage to destroy the bridge before the retreating Separatists reach it, their mission is a success. The heroes earn a Victory Point, and the battle nears its conclusion. If most of the retreating force reaches the overpass before it is destroyed, however, the heroes earn a Defeat Point.
Jedi Lies
At some point in the conflict, the heroes receive a message on a secure channel from a Clone Trooper squad leader elsewhere in the city. According to the clone, he and his men were dispatched to retrieve Commander Zolghast and bring him back to The Solidarity. When they arrived at his location, they discovered he was gone. After a brief investigation, the clones discovered that Master Elasra had been seen escorting Zolghast at the point of a lightsaber out of the location where the heroes had left him. This particular clone commander was present at the Battle of Brentaal IV where another Jedi Master, Quinlan Vos, betrayed the Republic to the Separatists. The clone suspects that Master Elasra may have betrayed the Republic, and is trying to keep Zolghast out of the heroes' hands.
The truth of the matter is that the communications between the heroes in the Ion Cannon Control Room and The Solidarity was intercepted by Confederacy spies. They dispatched one of their agents, a Clawdite transporter named Braxus Lyn, to rescue Zolghast and bring him out of the war zone. Lyn disguised herself as the Barabel Jedi Master (using a lightsaber she had taken from a dead padawan during another battle) and retrieved Zolghast before the Republic could get there. Unfortunately, this coincided with Master's Elasra's departure from The Solidarity in his Delta-7 Aethersprite Interceptor to lead a squad of V-19 Torrent Starfighters in the space battle above Tirahnn. The clones have been unable to raise Master Elasra on the commlink, heightening their suspicion.
The clone commander requests that the heroes intercept 'Master Elasra', who was last seen with Zolghast headed for a landing pad near the heroes' current location. The clone doesn't usually question the motives of the Jedi, but he has been suspicious ever since Brentaal IV, and Commander Husk has vouched for the heroes' reliability.
What if Zolghast is dead?
If, for some reason, the heroes killed Zolghast earlier in the mission, or if they chose to keep Zolghast with them the entire time, you may need to modify the No Escape encounter to fit these developments. In the case of either of these scenarios, Braxus Lyn is a Separatist agent that has retrieved a number of datapads containing sensitive Separatist documents that would be of great value to the Republic. The clone commander that contacts the heroes instead requests that they intercept Lyn and retrieve the Datapads, changing the objective of the No Escape encounter to stopping Braxus Lyn from escaping. Commander Zolghast, of course, does not appear in the encounter in this situation.
No Escape
After many skirmishes, the liberty of Tirahnn is assured, but the heroes have yet more work to do. When the heroes respond to the tip that a being that appears to be Master Elasra has retrieved Commander Zolghast, they make their way toward a landing platform on which sits a Confederacy shuttle. When the heroes arrive, Commander Zolghast and Braxus Lyn, the Clawdite impersonating Master Elasra, are just heading toward the shuttlecraft. The shuttle sits on the landing pad, warming up, and two squads of Battle Droids lurk around the edges of landing pad.
In order to achieve victory in this encounter, the heroes need to stop Commander Zolghast from boarding the shuttle and ensure that he can be taken back to The Solidarity for questioning.
Setup
When the heroes follow the clone's directions to the landing pad, they arrive to see a Sheathipede-Class Shuttle warming up on the landing pad, and several figures making their way toward its boarding ramp.
Read-Aloud Text
When the heroes arrive, read the following section aloud:
A single Separatist shuttle rests on the landing pad, lights flashing and steam billowing out of vents on its underbelly. Crossing the distance between you and the shuttle are two figures. The first is instantly recognizable as Commander Zolghast. Surprisingly, the second appears to be the Barabel Jedi Master, Ezar Elasra. He holds the commander at the point of his lightsaber, as though marching a prisoner along.
Conclusion
If the heroes fail to prevent Zolghast from boarding the shuttle, it blasts off for space and the heroes fail this aspect of their mission. If they manage to subdue Zolghast, they succeed and the Republic takes possession of him. Similarly, if the heroes manage to subdue Braxus Lyn, the Republic is doubly grateful to the heroes for having removed a Separatist pawn from play on Tirahnn.
Encounter
Creature
- 2 B1-Series Battle Droid Squads
- Commander Zolghast
- Braxus Lyn
B1-Series Battle Droid Squad
Large swarm of medium droids (class IV), unaligned
- Armor Class 14 (armor plating)
- Hit Points 36 (8d10 - 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)
- Saving Throws Dex +4, Int +3
- Skills Perception +2
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities charmed, disease, grappled, paralyzed, petrified, poison, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 12
- Languages Binary, Galactic Basic
- Challenge 1 (200 XP), PB +2
Battle Droid Swarm. When an ally of the battle droid squad hits a hostile creature that it can see with a weapon attack, the battle droid swarm can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The droid squad has disadvantage on saving throws against effects that would deal ion or lightning damage.
Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium droid. The squad can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The squad makes three blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.
Massed Fire (Recharge 5-6). 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 18 (4d8) energy damage, or 9 (2d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
Commander Zolghast
Medium humanoid (zygerrian), 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) 16 (+3) 11 (+0) 17 (+3)
- Skills Intimidation +5, Perception +2
- Senses passive Perception 12
- Languages Bocce, Galactic Basic, Zygerrian
- Challenge 3 (700 XP), PB +2
Maneuvering Strikes. When Zolghast hits a creature with a weapon attack, he can choose one ally within 60 feet of him who can see or hear him. That ally can immediately use its reaction to move up to half its speed without provoking opportunity attacks from the target of Zolghast's attack.
Superior Aura of Command. Friendly creatures that can see and hear Zolghast within 30 feet of him add a +2 bonus to their attack and damage rolls. This effect ends if Zolghast is incapacitated.
Actions
Blaster Pistol. Ranged Weapon Attack: +3 to hit, 50/200 ft., one target. Hit: 4 (1d6+1) energy damage.
Call to Attack (3/Day). Zolghast chooses up to three allies within 120 feet of him that can hear him. Each ally can use its reaction to make one weapon attack.
Rally Allies. Zolghast targets up to three allies within 120 feet of him that can hear him. Charmed and frightened effects affecting each creature immediately end.
Reactions
Human Shield. When a creature Zolghast can see targets him with an attack, he can choose an ally within 5 feet of him. Zolghast and the ally swap places, and the chosen ally becomes the target instead.
Zolghast and Battle Droid Tactics
The Battle Droid Squads have been ordered to guard the landing platform from inconspicuous positions, but once the shooting starts they emerge from hiding to fire upon the heroes. They take advantage of Commander Zolghast's Maneuvering Strikes and Superior Aura of Command traits, and try to focus their fire on any heroes that cluster together.
Braxus Lyn
Medium humanoid (clawdite), chaotic balanced
- Armor Class 15 (combat suit)
- Hit Points 52 (8d8 + 16))
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 18 (+4)
- Saving Throws Dex +6, Cha +6
- Skills Deception +8, Insight +3, Performance +8, Persuasion +8, Stealth +6
- Senses passive Perception 11
- Languages Galactic Basic, Clawdite, Huttese
- Challenge 3 (700 XP), PB +2
Ambusher. In the first round of a combat, Braxus has advantage on attack rolls against any creature she has surprised.
Bad Feeling. When Braxus rolls for initiative, she can move up to 30ft. This movement happens before the initiative order is determined.
Clawdite Instincts. Braxus has expertise in Deception, Performance, and Persuasion checks.
Innate Forcecasting. Braxus' innate forcecasting ability is Charisma (force save DC 15, +7 to hit with force powers). She can innately cast the following force powers:
At-will: force push/pull, saber reflect
3/day: force current, force reflect
1/day: force throwShapechanger. Braxus can use her action to shapeshift into a Small or Medium humanoid she has seen, or back into her true form. Braxus' statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. Braxus reverts to her true form if she dies. While in this form, Braxus has advantage on Deception checks made to maintain her disguise.
Surprise Attack. If Braxus 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. Braxus makes two weapon attacks.
Lightsaber. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 3 (1d6) energy damage.
Blaster Pistol. Ranged Weapon Attack: +7 to hit, 50/200 ft., one target. Hit: 7 (1d6+4) energy damage.
Reactions
Unsettling Visage. When a creature Braxus can see makes an attack roll against her, she can use her reaction to impose disadvantage on the roll. Using this trait reveals her shapeshifting nature to any creature within 30 feet that can see them.
Braxus Lyn is a Clawdite mercenary and general con artist for hire. Although she has seen her share of action during the Clone Wars, she is not technically a member of the Separatists' forces, preferring to remain a freelancer. Lyn specializes in fixing problems, particularly problems that involve intrigue and espionage. She was hired by the Separatists to help keep the wealthy elite of Tirahnn under control, and she was tapped to rescue Commander Zolghast when news of his capture reached the Separatists.
Realizing that the Republic would have both troops and Probe Droids throughout the city, she disguised herself as Master Elasra so that any Republic forces they encountered would be less likely to suspect deception. Gifted with basic force-sensitivity and a few tricks she has picked up in her travels, she has managed to maintain the deception thus far.
Braxus Lyn Tactics
Since Lyn's mission is to get Zolghast on the ship and to keep him alive, her first instinct when to heroes arrive is to maintain the bluff. She makes a Deception check to disguise herself as Master Elasra. Should the heroes see through the disguise, whether through beating her Deception check with an Insight check or by other means, she leaps into action, hurling enemies away with uses of force push/pull, force current and force throw, generally attempting to move her enemies into a position where the B1-Series Battle Droid Squads have optimal shots.
Take note that Braxus Lyn is not proficient in the use of a lightsaber - while she can pass herself off as an effective Force user, she may give herself away through improper weapon handling, and is unlikely to use the lightsaber in combat unless forced to.
No Escape Map
1 square = 5 feet
Development
If the heroes manage to stop Zolghast from escaping on the shuttle, they can once again capture him and turn him over to Republic Intelligence. This earns them a Victory Point. If Zolghast manages to escape on the shuttle, however, the Republic loses a valuable source of intelligence, and the heroes earn a Defeat Point.
Epilogue
Thanks to the efforts of the heroes, the Republic is able to liberate Tirahnn from the Confederacy and to restore order. Although the Republic suffered some losses, the battle went overwhelmingly in its favor. The real Jedi Master Elasra commends the heroes for their efforts, and assures them that they will receive honors for their assistance.
If the heroes earned more Victory Points than Defeat Points, the battle is even more of an overwhelming success for the Republic. It not only liberates Tirahnn, but also destroys or captures most of the Separatist fleet defending the city. Among the spoils is the personal Starfighter belonging to Commander Zolghast, a P-38 Starfighter, which Master Elasra presents to the heroes as a token of gratitude. Moreover, thanks to the heroes' efforts, most of the fighting was localized in areas away from large civilian populations. Each of the heroes receive a commendation from the government of Tirahnn, and the party is rewarded with a gift of a top-floor suite of apartments in one of Tirahnn's most elegant skyscrapers and access to a private landing pad that leads directly to the suite. These accommodations are available for the heroes' use whenever they are on Tirahnn (and can serve as their base of operations for future adventures).
If the heroes earned more Defeat Points than Victory Points, the battle is still won but casualties - both Republic and civilian - are high. The heroes receive the same offer of thanks from Master Elasra, but neither of the boons granted by victory.
If the heroes have the same number of Victory Points as Defeat Points (possible only if they achieve excellent results in Part 2: The Ion Cannon), the heroes receive either the P-38 Starfighter or the commendation from Tirahnn's government (GM's choice).
Where to Now?
With the liberation complete, the party is free to pursue their own objectives. If this is being run as a standalone adventure, some players may choose to have their characters settle down in the apartment suite, while another may take the P-38 Starfighter and take it on further space adventures - or sell it for a quick buck.
If this is part of a larger campaign, consider using elements from this adventure later on in your campaign. For instance, if Zolghast or Braxus Lyn managed to escape in the shuttle, they could be found once more later down the line; Zolghast in particular would be more than eager to have his revenge on the party, while the pragmatic freelancer Lyn may be willing to help them out for a price - provided they don't hold a grudge.
Whatever happens next - may the Force be with you!
P-38 Starfighter
Apartment Suite in 'The Heights'
Appendix A: Bonus Creatures
Major NPC Stat Blocks
Custom interpretations of the named NPCs without any statistics in the base adventure; feel free to come up with your own as you feel is appropriate.
Master Ezar Elasra
Ezar Elasra
Medium humanoid (barabel), lawful light
- Armor Class 17 (thick hide, 19 with knight speed)
- Hit Points 190 (20d8+100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 20 (+5) 11 (+0) 17 (+3) 12 (+1)
- Saving Throws Dex +8, Con +9
- Skills Acrobatics +4, Perception +7, Survival +7
- Senses darkvision 60 ft., passive Perception 17
- Languages Galactic Basic, Barabal, Binary
- Challenge 10 (5,900 XP), PB +4
Forcecasting. Elasra is an 11th level forcecaster and his forcecasting ability is Wisdom (force save DC 17, +9 to hit with force attacks, 27 force points). Elasra knows the following force powers:
At-will: force leap, force push/pull, rebuke, saber reflect, saber throw, saber ward
1st-level: burst of speed, force jump, force reflect, saber assault
2nd-level: battle meditation, force barrier, saber strike
3rd-level: knight speedForce-Empowered Strikes. Elasra deals an additional 4 (1d8) weapon damage when he attacks with his lightfoil (included).
Prehensile Tail. Elasra can manipulate objects with his tail as effectively as with his hands.
Form: Juyo/Vaapad (Recharge 5-6). As a bonus action, Elasra can designate one creature within 30 feet as his prey. For 1 minute, Elasra has advantage on all attacks against the creature.
Actions
Multiattack. Elasra makes three weapon attacks.
Lightfoil. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) energy damage.
Tooth and Nail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.
Reactions
Ataru Leap. When targeted by a melee attack, Elasra leaps 10 feet in a direction of his choice without provoking opportunity attacks, while imposing disadvantage on the attack.
Captain Ralen
Captain Ralen
Medium humanoid (human), lawful balanced
- 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) 16 (+3) 11 (+0) 17 (+3)
- Skills Intimidation +5, Perception +2
- Senses passive Perception 12
- Languages Galactic Basic, High Galactic
- Challenge 3 (700 XP), PB +2
Maneuvering Strikes. When Ralen hits a creature with a weapon attack, he can choose one ally within 60 feet of him who can see or hear him. That ally can immediately use its reaction to move up to half its speed without provoking opportunity attacks from the target of Ralen's attack.
Superior Aura of Command. Friendly creatures that can see and hear Ralen within 30 feet of him add a +2 bonus to their attack and damage rolls. This effect ends if Ralen is incapacitated.
Actions
Blaster Pistol. Ranged Weapon Attack: +3 to hit, 50/200 ft., one target. Hit: 4 (1d6+1) energy damage.
Call to Attack (3/Day). Ralen chooses up to three allies within 120 feet of him that can hear him. Each ally can use its reaction to make one weapon attack.
Rally Allies. Ralen targets up to three allies within 120 feet of him that can hear him. Charmed and frightened effects affecting each creature immediately end.
Reactions
Human Shield. When a creature Ralen can see targets him with an attack, he can choose an ally within 5 feet of him. Ralen and the ally swap places, and the chosen ally becomes the target instead.
Shara-Or
Shara-Or
Medium humanoid (draethos), balanced good
- Armor Class 12 (combat suit)
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
- Skills Intimidation +2, Perception +2
- Senses darkvision 60 ft., passive Perception 12
- Languages Galactic Basic, Draethos, Telepathy 30 ft.
- Challenge 1/4 (50 XP), PB +2
Techcasting. Shara-Or is a 1st-level techcaster. Her techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks, 4 tech points). Shara-Or knows the following tech powers:
At will: encrypted message, mending, ward, wire line
1st-level: alarm, copyActions
Electrobaton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage and the target makes a DC 13 constitution saving throw or takes 1d4 lightning damage and gains the shocked condition.
Light Pistol. Ranged Weapon Attack: +3 to hit, 40/160 ft., one target. Hit: 3 (1d4+1) energy damage.
Miscellaneous Creatures
Separatist Officer
Separatist Officer
Medium humanoid (any), any dark
- Armor Class 12 (combat suit)
- Hit Points 13 (3d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0) 12 (+1)
- Skills Intimidation +3, Perception +2
- Senses passive Perception 12
- Languages Galactic Basic, any one other language
- Challenge 1/8 (25 XP), PB +2
Aura of Command. Friendly creatures that can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.
Actions
Blaster Carbine. Ranged Weapon Attack: +3 to hit, 60/240 ft., one target. Hit: 4 (1d6+1) energy damage.
Command Ally. The officer targets one ally within 30 feet of it. If the ally can hear the officer, the ally can make one weapon attack as a reaction and gains advantage on the attack roll.
Reactions
Human Shield. When a creature the officer can see targets it with an attack, it can choose an ally within 5 feet of it. The officer and ally swap places, and the chosen ally becomes the target instead.
LEP-Series Servant Droid
LEP-Series Servant Droid
Small droid (class III), unaligned
- Armor Class 10 (armor plating)
- Hit Points 7 (2d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 11 (+0) 14 (+2) 12 (+1) 11 (+0)
- Skills Lore +4, Persuasion +2
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 11
- Languages Galactic Basic, Binary
- Challenge 0 (10 XP), PB +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Integrated Holocomm. The droid can act as a holocomm as long as it has access to the Holonet.
Nimble Escape. The droid can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage.
LEP-702
The personal servant droid of Zolghast, this droid reflects its master's paranoia and is more likely than not to flee from any suspicious characters. These qualities endear the droid to Zolghast, providing a possible weak point in his defenses.
Ground Vehicles
If the party feels a certain need, feel free to integrate these vehicles into the adventure. Keep in mind how this may affect encounters and plan accordingly.
BARC Speeder
BARC Speeder
Large construct, unaligned
- Armor Class 16 (armor plating)
- Hit Points 59 (9d10 + 9)
- Speed 0 ft., fly 50 ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-2)
- Saving Throws Dex +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Challenge 3 (700 XP), PB +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Hovering. Creatures of medium size or smaller can stand in the construct's space.
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.
Twin Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 14 (2d10+3) energy damage.
Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.
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.
STAP
STAP
Large construct, unaligned
- Armor Class 14 (armor plating)
- Hit Points 46 (7d10+7)
- Speed 0 ft., fly 70 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 12 (+1) 10 (+0) 10 (+0) 7 (-2)
- Saving Throws Dex +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poison, disease
- Challenge 1 (200 XP), PB +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Hovering. Creatures of medium size or smaller can stand in the construct's space.
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 twin blaster cannon.
Dual Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 14 (2d10+3) energy damage.
Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.
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.
Appendix B: Bonus Loot
Some suggestions for additional loot if the heroes choose to look for material rewards for their efforts.
Miscellaneous
- Droids and Clone Troopers' armor contain integrated equipment such as headcomms and datacards, which can be extracted over the course of one minute with the use of appropriate tools such as a mechanic's kit or a hydrospanner. They contain limited information, but can be repurposed for the heroes' uses.
- Armed humanoids such as Separatist officers and corporate security officers (such as Shara-Or) usually carry a commlink or holocomm, a datapad (with datacard) and a chronometer for their duties, as well as a wristpad for any tech-casters.
- Commander droids, such as T-Series and OOM-Series, carry a set of macrobinoculars to designate targets for their squads, as well as holocomms to address Separatist officers directly.
Hydrospanner
A hydrospanner is an all-purpose hand tool for engineering practices, used to tighten and loosen fasteners with an internal rotary driver powered by a hydraulic compressor (much like a power drill). The tool can be fitted with a number of different bits to match the necessary fasteners, which are often provided along with the hydrospanner.
Drop Zone
The Weakened Roggwart doesn't carry much of immediate worth, but the Clone Commandos have some equipment they can spare. If the party is in need of supplies, Commander Husk is willing to supply them with the following from their packs:
- 2 traumakits or 1 medpac
- 2 fragmentation grenades and either:
- 1 ion grenade or
- 1 stun grenade
- 1 computer spike or 1 security spike
Husk will not allow the party to take any armor or weapons from fallen Clones, as it will make them more conspicuous and is a dishonor to the dead.
Computer and Security Spikes
For the purposes of this adventure, spikes can be used for slicer's and security kit checks regardless of the ability score used, instead of only Intelligence.
Zolghast's Bunker
Zolghast has a locked security chest he recently lost the key to, requiring a DC 17 Sleight of Hand or Security Kit check to open. The chest contains a Premium-rarity blaster weapon of the GM's choice, which Zolghast complains about as it was one of "his favourites".
Back Door
The shield generator on the Destroyer Droid can be effectively re-purposed as a light or medium shield generator, provided the heroes are willing to spend at least one minute with a mechanic's kit or hydrospanner to remove it. While Destroyer Droids can be found later in the adventure, there will be little opportunity to salvage their parts as effectively.
Ion Cannon Control Room
As part of its duties, the T-Series Tactical Droid in this encounter carries a datacron with confidential blueprints for the mechanics and components of the Ion Cannon. The datacron requires a DC 24 Technology check to bypass the code, which can be lowered to DC 19 by successfully accessing data from the Tactical Droid's memory banks. The blueprints lower the Technology check to fire the Ion Cannon without codes to DC 19, but are also of potential worth to Factions who would be interested in valuable weapons data.
Rooftop Saboteurs
The Stealth Field Generator each Droid Commando is integrated with is programmed to destroy its internal components when the droid's main functions are cut off. However, successfully reducing a Droid Commando to 0 hit points with ion damage prevents this automatic function, allowing the components to be recovered. These components can be sold for 500 credits each ('one' per droid), or be used when crafting a Stealth Field Generator with Gadgeteer's Implements to reduce the crafting cost by half.
GAT Ambush
If the GATs are successfully destroyed, a merchant hiding in his nearby shop expresses gratitude that the Republic is coming to liberate them, and grants the heroes an valuable item of choice from his shop as a show of welcome to the Republic. This item should ideally be Premium-rarity or higher, both to grant the heroes a boon and as a show of the merchant's willingness to defer to the Republic occupation.
The Overpass
If the Separatists are prevented from moving across the bridge, it is revealed that a Separatist officer was attempting to escape across the bridge with several valuables taken from various Tirahnnian merchants. He is also carrying a personal Premium-rarity vibroweapon, although he fails to use it and simply surrenders if cornered.
No Escape
The lightsaber Braxus Lyn took from a fallen padawan, though otherwise unremarkable, can be recovered and given back to Ezar Elasra after the battle in exchange for a suitable reward, either by the party's request or purely from Elasra's gratitude. If any heroes are part of the Jedi Order or Republic Military, consider using this opportunity to further their current rank.
Appendix C: Knightfall
This bonus scenario is intended to occur in place of the adventure's original epilogue, once all missions have been completed and the party is due to meet back up with Jedi Master Ezar Elasra. The inclusion of this encounter assumes that the adventure takes place at the end of the Clone Wars, and should only be used in this context. It is also recommended that you either use this encounter as the final portion of a mini-campaign or one-shot using this set-up, as it is intended to be a heavily unorthodox encounter that will likely end up with one or more of the heroes dead.
You may choose to have this encounter occur at any time after the battle is completed, such as meeting up with the Jedi on the bridge of The Solidarity, but this appendix initially assumes he is meeting up with the party shortly after their final mission. After the party has gathered themselves, they receive a transmission from Master Elasra with coordinates to a forward base camp set up at the start of the invasion. Once the party has reached the base camp, read the following:
As you make your way toward the base camp, you notice Ezar Elasra speaking with Commander Husk. Both of them appear weathered by battle, but mostly unharmed. Noticing you, he excuses himself and turns with a beaming smile. "Congratulations, my friends! You have helped secured another victory for the Republic - and thankfully, I think it shall be one of the last we require for some time. We have just received word that Master Kenobi has dueled and slain the dreaded General Grevious at Utapau. With him gone, the Separatist movement is all but finished." He laughs heartily and begins to approach, then freezes in place for a second before touching a hand to his head and wincing as though in pain. Behind him, you can see Commander Husk receiving a transmission on a personal holocomm.
At this point, the party can be affected in two major ways. First, have any Clones currently in the party or accompanying the party receive a network-wide alert from Coruscant on their commlinks. Tuning in, they hear only a single phrase spoken:
Execute Order 66.
Secondly, any Jedi currently in the party take note of a mass disturbance in the Force, as though many sources of living Force across the galaxy were disappearing. They must succeed on a Wisdom or Charisma saving throw (their choice) or become temporarily overwhelmed by the sudden mental strain.
If any party members are not Clones or Jedi, they instead see Commander Husk, two other commandos and the five other clone troopers around the camp simultaneously receive an order, then slowly stop whatever they are doing and take their weapons in hand. As they do so, Ezar comes to his feet and sees all clones around him raise their weapons towards them.
Commander Husk then orders Elasra and whatever Jedi are in the party to drop their lightsabers and surrender, that they may be taken into custody for treason against the Republic. Elasra, recognising that this is a ruse to render them defenseless, refuses to do so, and instead ignites his lightsaber, initiating the encounter.
Jedi Purge
Setup
For the sake of ongoing benefits between players due to powers or similar enhanced sources, Jedi and Clones are now considered hostile to each other. For example, if a Jedi Scholar has had a Clone Fighter targeted with Critical Analysis leading up to this encounter, the Fighter can no longer expend the analysis to add the Scholar's Critical Analysis modifier to their next roll, and any appropriate weapon attacks made by the Scholar against the Fighter may use the Scholar's Critical Analysis modifier in place of Strength or Dexterity. Any beneficial boons granted between them, such as from the stack the deck tech power, also disappear if the party who granted that power wishes it so.
Ezar Elasra starts at the centre of the battlefield, having just ignited his lightsaber for a last stand - the clones, in turn, are readying their weapons to fire upon the Jedi Master. The heroes are positioned wherever they approached the camp from, though it must be somewhere from which Elasra could have seen them. Any Jedi heroes who have failed their previous saving throw are surprised for the first round of this encounter, while any Clone heroes are compelled to attack or subdue the Jedi they see as the biggest threat as soon as they get the opportunity. Any other heroes that do not fit this criteria can make the decision to fight alongside or otherwise assist either the Jedi (whether that is their fellow heroes or just Elasra) or the clones, or to simply ignore the conflict and choose not to join initiative, as they will not be targeted by default.
Conclusion
The encounter ends once either all the clones have been defeated, all the Jedi have been defeated, or if either side abandons the battle. If the party has no stake in the fight and chooses to leave, the battle ends with Commander Husk, another commando and two clones being killed before Elasra is taken down. Ezar's lightsaber is collected and secured by the remaining clones, and they drag his body beneath the awning for confirmation of his death by a Republic official.
Encounter
Creatures
- 4 Clone Troopers
- 3 Clone Commandos
- Ezar Elasra
Clone Trooper
Medium humanoid (human), lawful good
- Armor Class 15 (mesh armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+0) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)
- Senses darkvision 60 ft., passive Perception 10
- Languages Galactic Basic, Mando'a
- Challenge 1/4 (50 XP), PB +2
Actions
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.
CLONE COMMANDO
Medium humanoid (human), lawful good
- Armor Class 16 (battle armor)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 10 (+0)
- Saving Throws Str +4, Dex +5
- Skills Acrobatics +5, Intimidation +2, Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Galactic Basic, Mando’a
- Challenge 2 (450 XP), PB +2
Brave. The commando has advantage on saving throws against being frightened.
IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.
Specialist Training. Commandos are trained in various skill sets. Roll a d6 or choose one of the following specializations for a commando:
(1) Leader. Friendly creatures that can see and hear the commando within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the commando is incapacitated.
(2) Demolitions. The commando can throw or fire grenades as a bonus action on its turn.
(3) Technical. The commando can cast the following at-will tech powers: combustive shot, encrypted message, targeting shot.
(4) Field Medic. Any friendly creature reduced to 0 HP within 15 feet of the commando is automatically considered to be alive and stabilized. This effect fails if the remaining damage dealt after reaching 0 HP would equal or exceed the friendly creature's maximum HP.
(5) Heavy Weapons. At the end of each of its turns, if the commando moved less than half its speed, it has advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of its next turn.
(6) Infiltration. Once per turn, the commando can deal an extra 4 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trooper that isn’t incapacitated.Actions
Multiattack. The commando makes two weapon attacks.
IWS Blaster Mode. The commando sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (1d8+3) energy damage on a failed save, or half as much on a successful one.
IWS Sniper Mode. Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit: 9 (1d12+3) energy damage.
IWS Antiarmor Mode (2/day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.
Hidden Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage.
Reactions
Commando's Order (1/Day). When an allied creature the commando can see within 30 feet would miss with an attack roll, it can issue a special command. The ally can roll a d4, adding the result to the roll. If the attack would hit, the ally adds the die roll to the attack's damage as well.
Commando Specialists
For the purposes of this battle, Commander Husk acts as a Leader-type specialist, making him a priority target; the other two commandos can be any type of the DM's choice.
Ezar Elasra
Medium humanoid (barabel), lawful light
- Armor Class 17 (thick hide, 19 with knight speed)
- Hit Points 190 (20d8+100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 20 (+5) 11 (+0) 17 (+3) 12 (+1)
- Saving Throws Dex +8, Con +9
- Skills Acrobatics +4, Perception +7, Survival +7
- Senses darkvision 60 ft., passive Perception 17
- Languages Galactic Basic, Barabal, Binary
- Challenge 10 (5,900 XP), PB +4
Forcecasting. Elasra is an 11th level forcecaster and his forcecasting ability is Wisdom (force save DC 17, +9 to hit with force attacks, 27 force points). Elasra knows the following force powers:
At-will: force leap, force push/pull, rebuke, saber reflect, saber throw, saber ward
1st-level: burst of speed, force jump, force reflect, saber assault
2nd-level: battle meditation, force barrier, saber strike
3rd-level: knight speedForce-Empowered Strikes. Elasra deals an additional 4 (1d8) weapon damage when he attacks with his lightfoil (included).
Prehensile Tail. Elasra can manipulate objects with his tail as effectively as with his hands.
Form: Juyo/Vaapad (Recharge 5-6). As a bonus action, Elasra can designate one creature within 30 feet as his prey. For 1 minute, Elasra has advantage on all attacks against the creature.
Actions
Multiattack. Elasra makes three weapon attacks.
Lightfoil. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) energy damage.
Tooth and Nail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.
Reactions
Ataru Leap. When targeted by a melee attack, Elasra leaps 10 feet in a direction of his choice without provoking opportunity attacks, while imposing disadvantage on the attack.
Legendary Actions
Ezar Elasra 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. Ezar Elasra regains spent legendary actions at the start of their turn.
Attack. Elasra makes one Lightfoil attack.
Cast At-will. Elasra casts an at-will power.
Leap. Elasra jumps 30 feet in a direction of his choice without provoking opportunity attacks.
Elasra's Strategy
As a Jedi Master, Elasra is the top priority of clones currently following Order 66. He understands that he is the key target and may use this as an opportunity to draw attention away from any hero Jedi who have been surprised, hoping to spare them from this sudden betrayal. If so, he is likely to focus first on clones who are closest to any other Jedi, and command the Jedi to escape while they can. He may even Help or Guard Jedi as necessary to cover them.
Once the safety of any other Jedi has been assured or if there are no Jedi in the party, he will focus on bursting down single targets, prioritizing Clone heroes or Commander Husk as the highest ranking troopers present. He uses Form: Juyo/Vaapad to designate his main target and uses a mixture of his Force abilities such as saber assault and knight speed to deal as much damage to them as possible. Unlike his previous incarnation in Appendix A, Elasra is pushing himself to the limit here as he believes this will be his last stand, allowing him to use Legendary Actions.
Order 66
'Order 66', also known as 'Clone Protocol 66' is a contingency protocol implemented by Sith Lord Darth Sidious, the acting Chancellor of the Republic. When activated, this protocol activates a biological chip implanted into Kamino-grown Clone Troopers at birth to enforce adherence to the protocol's core initiative: to exterminate all members of the Jedi Order, as well as any clones that demonstrate steadfast refusal to follow that order.
The successful execution of this order is key to the fulfillment of the Grand Plan of the Sith, set down nearly a thousand years prior by the Sith Lord Darth Bane with the aim of corrupting the Republic from within and supplanting it with an Empire ruled from the shadows by the Sith, the ancient enemies of the Jedi Order.
Jedi Purge Map
1 square = 5 feet
Features of the Area
This forward base camp was set up near the start of the invasion, and was in the process of being dismantled when the encounter starts. This camp contains some crates filled with miscellaneous technology, an awning for shelter and an empty speeder pad at the southern end. The nearby crates may provide some basic half or total cover, but are easily circumvented due to the small size of the camp.
There is also a rack of blasters sitting nearby. These blasters, which include two Blaster Rifles and two Blaster Carbines, are pre-loaded in case of a surprise attack, and can be taken off the rack with an object interaction. There is also an unloaded Blaster Pistol lying on the nearby workbench.
Developments
After the dust clears from the battle's end, the heroes are faced with the gravity of the situation, and possibly split apart or even killed due to their newfound hostilities. One thing has become abundantly clear; the galaxy is about to change, and it is no longer a place where the Jedi are welcome.
If any Jedi who were a part of the party managed to escape, they may be able to enter Tirahnn and escape on a vessel from the spaceport; alternatively, they may be able to commander Zolghast's prized starfighter and use its advanced capabilities to head to a destination of their choosing, provided they succeed on any necessary Piloting checks.
Credits
Star Wars Saga Edition Wiki - Easily accessible information on this adventure and associated systems
Wizards of the Coast - Publishers of the original Galaxy at War SW Saga Edition Sourcebook
Dungeon Scrawl - A free online tabletop map building software used to make the 'Jedi Purge' map
SW5e Community Compendium - Google Drive folders containing several map assets used for 'Jedi Purge'
Creature Statblocks
All of the following can be found in The Hypercodex (https://www.gmbinder.com/share/-MBeUt8yxfWKg2QGRPEM), a compilation of SW-themed creature statblocks compiled by Aziz.
Steev/Galiphile - B1 Battle Droid, B2 Super Battle Droid, Trooper (as Clone Trooper), B1-X Battle Droid (as Commander OOM-Series Battle Droid), BX Commando Droid (as BX-Series Droid Commando Sniper, altered, and BX-Series Droid Commando), Protocol Droid, 3PO Series (as LEP-Series Protocol Droid, altered)
Zed - Commando (as Clone Commando, heavily altered and downscaled)
Saintdane - T-Series Tactical Droid
Vesh - Roggwart (as Weakened Roggwart, altered), Shifty Shapeshifter (as Braxus Lyn, altered)
Rick Fisto - Navy Pilot (as Clone Pilot), TX-225A Occupier Tank (as Ground Assault Tank, altered), B1-Series, Squad (as B1-Series Battle Droid Squad, downscaled)
fynikz - Officer, Senior (as Commander Zolghast and Captain Ralen), Officer, Junior (as Separatist Officer, slightly altered)
Drake - Droideka (as Droideka-Series Destroyer Droid, downscaled), BARC Speeder, STAP
Nozzi-chan - Geonosian Warrior (as Geonosian Bodyguard)
ArtificalDragon - LR-57 Combat Droid (altered)
Aziz - Revised IG-227 Hailfire Droid
Collian Andor - Corporate Intern (as Shara-Or, altered)
Images
Venator Wallpaper (Cover/pg 1) - https://wallpaperaccess.com/star-wars-venator
Venator Profile (pg 3, badly photoshopped) - https://www.artstation.com/artwork/YeLda3
LAAT/i Gunship (pg 4) - https://clonetrooper.fandom.com/wiki/
Low_Altitude_Assault_Transport/infantry
Roggwart Attack (pg 5) - https://starwars.fandom.com/wiki/Roggwart/Legends
Clone Trooper (pg 6) - https://www.pngkey.com/detail/u2w7w7e6y3e6r5o0_dogma-star-wars-the-clone-wars-clone-trooper/
Clone Pilot (pg 6) - https://starwars.fandom.com/wiki/Clone_trooper_pilot/
Legends
Clone Commando (pg 7) - https://www.pinterest.com.au/pin/746401338226324574/
Roggwart vs. Vader (pg 8, photoshopped) - https://www.starwars-holonet.com/encyclopedie/creature-roggwart.html
Drop Zone Map (pg 9) - https://swse.fandom.com/wiki/Drop_Zone_(O:FB)
Tirahnn Starmap (pg 10) - https://starwars.fandom.com/wiki/Tirahnn
B1 Battle Droid (pg 11) - https://thelastofthedroids.fandom.com/wiki/B1_battle_droid
Geonosian Bodyguard (pg 11) - https://starwars.fandom.com/wiki/Geonosian/Legends
Commander Zolghast (pg 13, photoshopped) - https://www.starwars.com/databank/zygerrian
Zolghast's Bunker Map (pg 14) - https://swse.fandom.com/wiki/Zolghast%27s_Bunker_(O:FB)
B2 Super Battle Droid (pg 15) - https://starwars.fandom.com/wiki/B2-series_super_battle_droid
OOM Battle Droid (pg 15) - https://star-wars-canon.fandom.com/wiki/OOM_command_battle_droid
Tactical Droid (pg 16) - https://starwars.fandom.com/wiki/TF-1726
Ion Cannon Battle (pg 17) - https://starwars.fandom.com/wiki/Battle_of_Tirahnn_(Clone_Wars)
Confederacy Bebop at his Computer (pg 18) - https://starwars.fandom.com/wiki/Unidentified_OOM_security_battle_droid_(Citadel)
Droideka, Not Ballin (pg 19) - https://starwars.fandom.com/wiki/Droideka
Droideka, Ballin (pg 19) - https://archive.org/details/DroidekaRollPosition
Back Door Map (pg 20) - https://swse.fandom.com/wiki/Back_Door_(O:FB)
Ion Cannon (pg 21) - https://starwars.fandom.com/wiki/V-150_Planet_Defender/Legends
Ion Cannon Control Room (pg 23) - https://swse.fandom.com/wiki/Ion_Cannon_Control_Room_(O:FB)
Blockade Battle (pg 24) - https://starwars.fandom.com/wiki/Battle_of_Sullust
Commando Droid (pg 26) - https://www.pinterest.com.au/pin/817121926132511214/
Rooftop Saboteurs Map (pg 27) - https://swse.fandom.com/wiki/Rooftop_Saboteurs_(O:FB)
Street Battle (pg 28) - https://www.artstation.com/artwork/RYRVbv
Ground Armoured Tank (pg 29, photoshopped) - https://www.reddit.com/r/lego/comments/jkinpc/lego_cis_ground_armored_tank_moc_from_pandemic/
GAT Ambush Map (pg 31) - https://swse.fandom.com/wiki/GAT_Ambush_(O:FB)
LR-57 Combat Droid (pg 33) - https://swse.fandom.com/wiki/LR-57_Combat_Droid
Commando Droid Sniper (pg 33) - https://www.fantasyflightgames.com/en/news/2020/7/23/deadly-droids/
The Overpass Map (pg 34) - https://swse.fandom.com/wiki/The_Overpass_(O:FB)
Sheathipede-class Transport Shuttle (pg 35) - https://starwars.fandom.com/wiki/Sheathipede-class_transport_shuttle
Braxus Lyn (pg 37) - https://djs-dd-world.fandom.com/wiki/Clawdites
No Escape Map (pg 38) - https://swse.fandom.com/wiki/No_Escape_(O:FB)
P-38 Starfighter (pg 39, minimum effort PS) - https://www.walmart.com/ip/SnapTite-Star-Wars-MagnaGuard-Fighter/143927436
Commendation Suite (pg 39) - https://starwars.fandom.com/wiki/500_Republica