STAR WARS: DAWN OF DEFIANCE EPISODE 5 - The First to Strike
The First to Strike is the fifth adventure in the Dawn of Defiance campaign, which will take heroes from 1st level all the way through 17th level in a continuous storyline designed to give both players and Gamemasters a complete SW5e experience. This adventure is the midpoint of the overall campaign and represents a shift from investigating to actually taking on Imperial forces—and winning. Though a serious of rough and action-filled encounters, the heroes should advance to 11th level by the conclusion of the adventure. Over the course of this adventure, the heroes will free a planet from Imperial tyranny, become allies with some of that planet’s leaders, and discover that the trail to the Sarlacc Project leads right into the heart of the Empire—to Coruscant itself.
Credits & Module Info
- Original Sw5e Conversion: Mishy
- Adjustments & Scaling: zeldafreak6245
- Scripting: zeldafreak6245 & Old Ben
- Scaling: 4 players
- Last Revision: 11/11/2022
- Maps: Click for Map Access
Enhanced Items:
These are the number and rarity of enhanced items to distribute as you see fit within this chapter. These totals are based off the enhanced item distribution per level found within Wretched Hives
Minor: 2 Premium, 4 Prototype, 4 Advanced
Major: 3 Advanced
What is Dawn of Defiance?
Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set in the months after the events of Revenge of the Sith, the adventures in the Dawn of Defiance campaign are designed to provide players and GMs with the iconic SW5e experience, set against the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 17th level, and features an ongoing storyline that progresses over the course of the campaign. Each adventure can also be played individually, and should provide the heroes with ample challenges to gain two levels per adventure. Gamemasters should feel free to use the Dawn of Defiance adventures either as an entire campaign or as fillers for their own home campaigns.
If you are a Gamemaster wishing to run the campaign, read the GM’s Primer, which summarizes the overall plot of the campaign and the events of each adventure.
Warning! If you will be playing in a Dawn of Defiance campaign or in a campaign utilizing its adventures, read no further.
Adventure Summary
After many weeks of meditation and study, Master Denia once more calls the heroes together with news. The meditation techniques she learned from the holocron have proven to be helpful, and she believes that she has located the home planet of the slaves the heroes rescued in Cloud City Royal. After consulting the Force, she believes that the alien slaves were in fact Nazren, a species from Nizon, an obscure planet in the Maldrood Sector.
A special request by Senator Organa to the University of Aldera revealed only that the planet Nizon is a barren world in the Centares System. It lies near Centares, an industrial world occupied by the Empire from which Imperial forces have been withdrawing for some months now. Captain Verana has managed to locate Nizon in his navcomputer and is willing to share the coordinates with the heroes if they agree to investigate the world.
Arrival
When the heroes arrive in the Centares System, they discover an Imperial presence not so lessened as they would like to believe. A Victory II-class Star Destroyer floats in orbit, and a number of smaller capital ships and corvettes dot the space above Nizon. As the heroes arrive, they witness a transport ship (similar to the slave ship from Cloud City Royal) leave Nizon’s orbit and jump to hyperspace for parts unknown. Slipping past the Imperial Navy will not be easy; the heroes are fired upon for violating Imperial space. To make matters worse, the space around Nizon is filled with fragmentary asteroids, known as rogue fragments, that pose a constant danger to anyone without access to the tracking information being broadcast from the planet’s surface.
After the heroes land (or crash) on Nizon, it soon becomes clear that their help is sorely needed. Nizon is a barren world covered in dirty red clay with powerful gusts of wind. The gales kick up dust storms that make the planet barely habitable, and the heroes are required to wear breath masks to filter out the dust. The Nazren’s only major city lies not far from the heroes’ vessel and should be a natural place for them to begin their search for information.
The Lay of the Land
Inside the city, the heroes discover that Imperial oppression is alive and well on Nizon; stormtroopers march down the streets, an AT-ST walks around the wider avenues, and V-wing starfighters scream overhead every now and again. The Nazren themselves, hulking beings comparable in size to Wookiees, lumber through the streets with their shoulders hunched and their eyes downcast, but a smoldering look of hatred boils just below their stoic surfaces. In addition to the Nazren and the Imperials, Trandoshan slavers prod groups of Nazren along or gather at the entrances to buildings, eyeing the Nazren like farmers eyeing cattle. Other species are present in the city, too, allowing the heroes to move through the streets without being accosted at every turn.
The heroes eventually make contact with Sartok, the leader of an underground resistance movement. The Nazren have been planning to overthrow their Imperial masters for a while, but thus far, Sartok has been unable to convince enough of his people that it is possible to defeat the Empire and reclaim their world. After learning of the heroes’ previous successes against the Empire, Sartok pleads with them to help him reclaim the capital city, which should inspire his people to continue their rebellion. If the heroes agree, he fills them in on his plans.
Resistance
When Sartok gives the word, his allies throughout the city begin to riot. The heroes tackle a number of encounters during the riots that aid the Nazren in their struggles to reclaim their capital. They must help capture an Imperial checkpoint, rescue Nazren children trapped in a collapsing building, stop Trandoshan slavers from herding frightened Nazren onto their space ship, and so on. The critical battle of the revolt takes place in Martyr’s Plaza, which contains the entrance to the planetary control center, which runs all global communications as well as the rogue fragment tracking station.
Moreover, the heroes face one other unforeseen challenge: a bounty hunter. Inquisitor Valin Callus posted a bounty on the heroes after their last encounter, and a Zabrak named Vril Vrakth has been on their trail for a few weeks. Having learned about Senator Organa’s request to the University of Aldera, Vrakth has set himself up on Nizon as a scout for the Imperials and the slavers, but the heroes are his true prey. The bounty hunter plans to capture the heroes and kill Sartok, who also has a bounty on his head (though his is “dead or alive”). Vrakth has crab droids from the Clone Wars crawling through the city, reporting anything they find and attacking his prey when possible. If the heroes don’t deal with him prior to their capture of the control center, they must face Vrakth outside the city, at a planetary defense battery being installed by the Empire.
Conclusion
With the capital city securely in the hands of the Nazren rebels, word begins to come in that Nazren in other settlements have begun their own uprising. Meanwhile, the heroes gain access to an Imperial intelligence datachip that was entrusted to Vril Vrakth. From this datachip, they learn that the Nazren slaves were used as a part of the Sarlacc Project, and that every so often, the slaves were executed to keep them from spreading word of the project. Additionally, the datachip indicates that the orders regarding the Sarlacc Project originate from Coruscant, which is also referred to as the home of the project’s designers and architects. Thus, the best source of information on the Sarlacc Project seems to be one of the most heavily guarded planets in the galaxy. With this knowledge in hand, the heroes return to the Resurgence.
Opening Crawl
If you wish to have an opening crawl before the adventure, consider using the boxed text below.
Video Link: Opening Crawl
Credit: zeldafreak6245
STAR WARS : DAWN OF DEFIANCE
Episode V: The First to Strike
It is a time of rebellion in the galaxy. Members of the Alderaanian resistance have won a major victory against the Empire, and more battles are close at hand.
The Empire’s mistreatment of non-Humans continues throughout the galaxy, as Wookiees, Mon Calamari, and other species are forced to work as slaves on Imperial projects.
Aboard the Resurgence, Master Denia has peered into the Force and discovered another group of oppressed beings, ones who might hold the key to unlocking the mystery of the Sarlacc Project . . .
Part 1: Whispers in the Force
Campaign Update
Several weeks have passed since the Denia began studying the holocron. During this time you assisted the resistance in the capture of an imperial transport laden with extremely valuable goods and equipment, earning an additional 65,000cr (each) from the profits in addition to the equipment you kept for yourselves.
With your ship in the maintenance bay for repairs you spend the following week enjoying some much needed rest & relaxation aboard the Resurgence.
Loot
- Czerka Variable Claw-Hand Multitool [Minor, Prototype]
- Contoured Grip [Improved] [Minor, Protoype]
- Neutronium Edge [Minor, Advanced]
- Amplifying Barrel [Minor, Advanced]
- Ion Carbine Chassis [Advanced] [Major, Advanced]
- Vibroblade Chassis [Advanced] [Major, Advanced]
Total Free Downtime: 2 weeks
- DM Note: I dislike having to front-load the mission like this, but I was unfortunately unable to logistically place these items elsewhere due to the relatively primitive nature of the featured planet.
Some weeks after their last mission, Denia asks the heroes to come speak to her about things they have encountered before, especially the slave ship from Cloud City Royal.
Denia sits cross-legged in the center of her quarters, her eyes shut in deep mediation. “Thank you for coming. I know that you have many demands on your time."
“As I had hoped, my training with the holocron has proven very useful, and I thank you again for your assistance in recovering it. With its aid, I have intensified my meditations and have begun to understand the glimpses I receive with greater accuracy. Unfortunately, the galaxy is filled with great suffering, and the cries of whole worlds oppressed come through the Force most clearly." Denia opens her eyes and rises, with surprisingly little effort for someone of her age, before continuing.
“In particular, I have been hearing cries for help from what I believe to be the homeworld of the slaves aboard the Shackles of Nizon. Having seen and heard them more clearly, I now believe these prisoners were Nazren, a species from Centares, an obscure system in the Malrood Sector. I passed this information to Senator Organa, and he sent a few discreet inquiries to Aldera University.
“It seems that the Nazren are a species from outside the Empire. They never joined the Republic and thus have no representation in the Senate. The Empire has a small force on the mining planet Centares, the third world in the Centares System, but has been reassigning those ships for some weeks. The Nazren are native to Nizon, the fifth planet in the system. Since the Empire has no official interest in Nizon, it seems likely that they have made raids on Nizon for slave labor, perhaps originally to run the mines on Centares. My strongest visions have revealed a promising lead regarding the Sarlacc Project—it appears that records, clues, or additional information may be concealed within the depths of Nizon. Despite the absence of substantial data concerning Centares or Nizon in our archives, Captain Verana's dedication has borne fruit. Through countless nights of meticulous study, consultation with underworld contacts, and the exchange of favors, he has successfully pinpointed the hyperspace coordinates for Nizon. Should you choose to pursue this path, Captain Verana stands ready to share these coordinates with you."
After speaking to Denia, the heroes are likely to have numerous questions. Denia admits that she has few hard facts, but her sense through the Force is that the Nazren are suffering in a way that could be stopped, and that the heroes will find something worth their time. Here are some possible answers to questions that the heroes might ask.
-
Why don’t you go yourself, or at least come with us? “Though this is one of the strongest visions I have had in my meditations, it is far from the only tremor I have sensed in the Force. I need to remain here for some weeks yet to meditate on these feelings and try to clarify them. Unfortunately, I feel that the threat—and the opportunity—on Nizon cannot wait for me to be ready.”
-
What is Centares or Nizon like? “We don’t have much information about them. Both are apparently very dusty planets, and I can provide breath masks for any of you that don’t already have them. There is a single mining operation on Centares, with no native life, and one major city on Nazren. That’s all we know.”
Once the party finished speaking with Denia, they must locate and speak with Captain Verana to obtain Nizon's hyperspace coordinates and some additional information. The captain can be found in the briefing room studying imperial movements on a holomap alongside Admiral Gilder Varth, R5-27, and some additional crew.
As you enter the briefing room a few crew members take a glance towards you before resuming their activities. The now familiar droid, R5-27, projects a large holomap into the center of the room. Captain Verana closely examines the map, his brow furrowed in concentration. Admiral Gilder Varth stands beside him, occasionally pointing at locations on the map and offering insight on potential imperial travel routes.
After several minutes Captain Verana flicks off the holomap. "That's enough for now, thank you for the insight Admiral."
"Happy to be of assistance, captain." Gilder replies giving you a nod as he exits the briefing room.
Verna retrieves a flask from his jacket and takes a long swig. R5-27 lets out a chirp and Verna turns towards you. "Ah, Denia said you might stop by. After much thought I believe that Nizon could be a great opportunity for the resistance. If these beings are being mistreated by the empire as Denia suggests you may be able to fuel the sparks of another rebellion. Additionally, proof of this mistreatment will be excellent political clout for our benefactor which is invaluable for combating the empire. I have been authorized to pay you each 15,000 credits up front for provisions and supplies on this mission, and the hyperspace coordinates have been transmitted to your ship.
-
What kind of opposition are we likely to face? “The Empire has been removing its forces from Centares for some time; that much is clear through reports filed with the Senate. It has no official presence on Nizon, but it seems likely that the empire is there. I can’t give you more advice than this: Be cautious, and don’t grow overconfident.”
-
What do you know about Nizon? Unfortunately, not much. We know that the air is extremely dusty and hazardous- breath masks will be essential planetside. Additionally, it appears that Nizon's atmosphere is heavily polluted by dust and rogue asteroid fragments- another reason that you and your ship are perfect for this assignment. The advanced sensor package you secured on your mission to Almas will give you a massive advantage on navigating the debris.
Once the party has accepted the mission they are free to prepare as they see fit. Allow the party to address any outstanding issues (repair their ship, install modifications, ect.) before departing on this mission.
Part 2: Into the Jaws
The first arc of the adventure involves getting past Imperial forces and finding someone to talk to on Nizon. Stealth and speed will serve the heroes well. The Resurgence is currently stationed in the Inner Rim, and Nizon is located within the Mid Rim.
Travel Time = (48 hours x Hyperdrive Class)
The Centares System
The Centares system has seven planets. The first and second are a gas giant and a toxic ocean, respectively, and an asteroid belt separates them from the rest of the system. The third planet is Centares, the fourth is another gas giant, the fifth is Nizon, the sixth is barren, and the seventh is yet another gas giant. Fragments from the asteroid belt have spread throughout the system, such that several worlds (including Nizon) are surrounded by asteroid rings and clouds of dust and debris. The clouds are thickest as they reach the upper atmosphere of these worlds, wreathing them in dirty halos. The clouds are not solid, however, and a few thin pathways through them allow access to the planets.
When the heroes drop out of hyperspace in the Centares System, they find the Imperial presence not so much lessened as moved. There aren’t many Imperial ships around Centares, which is the only official reason for anyone to be here. However, there is a surprising amount of activity around Nizon.
Nizon Space
Setup
Map: Approaching Nizon
- The players start 500 feet away from the Arkanian Dragon and the 4 V-Wing's acting as an escort and the dust cloud is behind the Arkanian Dragon and is 2,000 feet deep. (Space maps are 50ft per square)
Read-Aloud Text
As the players exit hyperspace and approach Nizon, read the following text aloud.
Hyperspace fades, and the stars find their rightful positions again as you arrive in the Centares System, far enough from Centares to avoid any starship with sensors sharp enough to find you. A Message to Spacers broadcasts automatically, warning travelers to be cautious of rogue meteor fragments. You can see that the system has seven planets, many of which are ringed by fragments from a large asteroid belt between the second and third planets. Centares and Nizon sit within asteroids, too, but they’re also cloaked by dust clouds and densely packed meteor fragments. Many larger asteroids fill your viewport in the space around you.
Chatter over the transceiver reveals additional ships in the system. At least two other Star Destroyers are in orbit around Nizon, though nowhere near your position. Dozens of starfighters, mostly V-wings and V-19 Torrent models, are also in orbit around the planet. A few other ships, including bulk carriers and personal starships, are flying about in the planet’s atmosphere, below the dust cloud.
At least one ship still orbits Centares, maintaining an Imperial presence there. From the sound of the chatter, it’s another old Star Destroyer design, though perhaps one of the larger models.
As you continue your approach to Nizon, you watch as a GR-75 medium transport emerges seemingly unscathed from dust cloud surrounding the planet. Suddenly all of your ship’s sensors and warning alarms go off at once as a Victory II class Star Destroyer emerges from behind an enormous asteroid, flanked by several V-Wings. The massive capital ship and its star fighters escort the transport beyond the planet’s orbit before it jumps into hyperspace. A moment passes, but it feels like a lifetime, as you wait with held breath, hoping beyond hope that they haven’t noticed you. Your heart sinks, as the Star Destroyer slowly turns and begins its intercept course with your ship.
The Arkanian Dragon (1)
A Victory II-class Star Destroyer, the Arkanian Dragon controls access to space around Nizon. It is currently escorting a transport ship (similar to the slave ship from Cloud City Royal) out of the planet’s orbit, at which point the transport jumps into hyperspace. The heroes’ ship has no cover and no business being in the Centares System, so the Arkanian Dragon immediately orders them to stop and prepare to be boarded. Presumably, the heroes refuse.
This is likely the first time that the heroes have had to confront a Star Destroyer directly, so you should warn them of the danger of trying to defeat such a ship. It’s also important for them to learn that the Arkanian Dragon can’t land or operate in the atmosphere of Nizon. It’s bound to the reaches of space, so if the heroes can get past the ship and through the dust cloud that surrounds the planet, they can escape its attentions. Doing so, however, requires the heroes to fight their way past the Star Destroyer and its complement of starfighters.
Sixteen of the Arkanian Dragon’s V-wing fighters are deployed elsewhere around Nizon, out of range of this battle. Of the remaining eight, the captain of the Star Destroyer opts to keep four in reserve (in case the heroes are just a diversion) and sends four out after the heroes.
The Arkanian Dragon Tactics
The Arkanian Dragon is only truly afraid of capital ships and will attempt to engage the player's ships without hesitation though if it feels threatened by the players sufficiently, it will deploy the remaining 4 V-wings to save itself. The Arkanian Dragon cannot operate in atmosphere or land on the ground so if the players manage to get through the dust cloud, it will be forced to stop chasing them.
"The Arkanian Dragon"
Victory-II class Star DestroyerTier 2 huge starship, unaligned, Battleship role
- Armor Class 8 (reinforced)
- Hit Points 130 (12d12+52)
- Shield Points 130 (12d12+52) (directional)
- Shield Regeneration Rate 12
- Speed 300 ft., turning 500 ft.
- Reactor 1d2 / round (power core)
- Power Coupling 10d6 (distributed)
- Crew Proficiency +3
STR DEX CON INT WIS CHA 18 (+4) 4 (-3) 18 (+4) 11 (0) 16 (+3) 14 (+2)
- Saving Throws Constitution +7, Wisdom +6
- Skills Regulation +7
MODIFICATIONS
Action: self-destruct mechanism, *threatening hardware (DC 13), tractor beam (DC 14, 2/recharge),
Bonus action: command center, damage control system (2/refit),
Reaction: countermeasures, emergency generator (1/recharge), power backup (1/recharge)
No action: threat tracker (3/recharge),
*The Executor uses threatening hardware once every round.
Damage Control. (8/refit) Once per turn, as a reaction to being dealt damage by a ship weapon, a crewmember can use their reaction and roll a Damage Control die, which is a d6, and subtract it from the damage roll.
Armament
The ship can take up to a combined total of 13 actions, bonus actions, and reactions. The ship may fire up to 8 times on its turn.
Attacks
Laser cannon point-defense (turret) Each ship entering or beginning their turn within range, 200/800., DC 19 Dex, Failed save, 16 (3d6+6) energy damage, half on success. Additionally, normal range is treated as difficult terrain and the Executor has advantage on Dexterity saving throws against tertiary weapons launched outside normal range of the weapon.
6 x Heavy Turbolaser battery (fixed: 3x left, 3x right) Ranged Ship Attack: +6 to hit, range 1,200/4,800., one target. Hit: 24 (3d12+4) energy damage.
4 x Twin turbolaser battery (turret) Ranged Ship Attack: +6 to hit, range 600/2,400., one target. Hit: 13 (2d8+4) energy damage.
2 x Assault missile launcher (fixed: 1x left, 1x right) The ship fires a barrage of missiles in a 150-foot-cube area or rapidly at one starship within 600/2400 ft. Each starship in the area must make a DC 14 Dexterity saving throw, taking 18 (4d8) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 14 Dexterity saving throw, taking 32 (8d8) energy damage on a failed save.
V-wing (4)
V-wing Starfighter
Tier 1 small starship, unaligned, no role
- Armor Class 13 (lightweight)
- Hit Points 15 (3d6+4)
- Shield Points 13 (3d6+8)
- Shield Regeneration Rate 9
- Speed 350 ft., turning 100 ft.
- Reactor 1d2-1 / round (ionization)
- Power Coupling 4d4 (Direct)
- Crew Proficiency +2
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 10 (0) 14 (+2) 10 (0)
- Saving Throws Strength +4, Dexterity + 5
- Skills Data +2
MODIFICATIONS
Bonus Action: astromech socket, s-foils
Reaction: flare pods (2/refit)Armament
The V-Wing can fire its weapon once.
Attacks
1 x Twin laser cannon (fixed: 1x front) Ranged Ship Attack: +5 to hit, range 600/2,400., one target. Hit: 7 (1d8+2) energy damage. Alternatively, the V-Wing can have a ship make a DC 13 Dexterity saving throw, taking 12 (2d8+3) energy damage on a failed save.
1 x Missile launcher (fixed: 1x front) The V-wing fires a barrage of missiles in a 150-foot-cube area or rapidly at one starship within 600/2400 ft. Each starship in the area must make a DC 12 Dexterity saving throw, taking 9 (2d8) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 12 Dexterity saving throw, taking 18 (4d8) energy damage on a failed save.
V-wing Tactics
The V-wings will attempt to push the players towards the Arkanian Dragon and prevent them from entering the dust cloud and escaping. The V-wings are also receiving tracking information from the surface below meaning that they do not have to make checks to navigate the dust cloud but it is still difficult terrain. If the players manage to escape the Arkanian Dragon the V-wings break off and return to it, unwilling to continue without support or risk the safety of their parent ship on what could possibly be a diversion.
Features of the Area
The space around Nizon is filled with a thick cloud of dust and rogue asteroid fragments that can do serious damage to a starship with very little warning, filling a 800 foot area between the atmosphere of the planet.
The cloud is considered difficult terrain and ships entering the cloud for the first time on their turn or ending their turn in the cloud must make a DC 16 Intelligence (Piloting) check to avoid hitting a rogue fragment and taking damage. The players get Advantage on this roll due to the advanced sensor package on their ship. On a failed roll, the starship collides with a meteor fragment and takes 3d10 kinetic damage or half as much if they still have shields remaining. The dust clouds also cause poor visibility, causing all ships inside the cloud to be lightly obscured and be granted half cover.
Conclusion
There are three possible outcomes. In the event the players manage to escape the Arkanian Dragon and its escort, they are not chased further and can see there is only one major city anywhere on the surface and plenty of places to hide their ship.
Although unlikely, it’s possible that the heroes—through great skill, great luck, or more firepower than the adventure is designed for—destroy the Arkanian Dragon and enough of its escorts to take control of the star system. If this happens, you as the GM have two basic options. First, you can run the adventure as written, but allow the PCs to use their starship as a weapon during the riots on Nizon. They can’t bypass certain encounters (for example, finding Sartok is possible only on foot, and the Imperial ground troops don’t evaporate just because their support ship is gone), but a functioning starship makes other encounters (such as the Battle for Martyr’s Plaza) much less challenging. However, ships of size Huge or Larger cannot bypass and enter Nizon's atmosphere due to the density of the asteroids- even with the proper navigational data.
The third and final outcome is the Arkanian Dragon defeats the heroes. This adventure changes very little. If the heroes’ ship is destroyed, inform the players that they have been shot down and crash outside a large city, and proceed with the adventure normally. If the heroes are captured, the Dragon’s captain informs them that a bounty hunter is looking for them, and the Empire is inclined to turn them over. The heroes are placed in a detention camp, where Sartok finds and rescues them before asking for their help to free his world.
Landing Site
Once the heroes are within Nizon’s atmosphere, visibility clears up slightly. Any effort to scan the surface visually or listen to incoming communications reveals that there is only one major city on the whole planet. When the heroes begin to examine the city or look for a place to land, read the following text.
The city is a major metropolis, but it’s also the only big city you find anywhere. You can see starship traffic, proving that the city has a spaceport—most likely, the only one on the planet. The city is built on a flat, rocky region between a large mountain and rough badlands of valleys and hills. There is construction on the mountain overlooking the city, but from here it’s impossible to tell exactly what’s being built.
Starship traffic is regular enough to suggest the presence of more than just Imperial forces and the local population. A few small freighters, manufactured by numerous different companies, are landing or taking off. Given that they lack any sign of Imperial markings or identification broadcasts, they are probably privately owned, meaning that at least a few members of other species will be found in the city, making it easier for you to move around there.
Though they are nowhere near you, you pick up transceiver broadcasts from patrols on the far side of the city. If you want your ship to remain undiscovered, you’ll have to make some effort to conceal it once you land.
Critical Challenge: The heroes must prevent their ship from being spotted by Imperial ground patrols or V-wing flyovers. The high level of dust and poor visibility will help, but additional action is required.
Have the players make a Wisdom (Survival) check to conceal the ship, keep track of this check. Each day, allow local patrols to make a Wisdom (Perception) check with at +5. On any successful check, the starship is found and placed under guard (until the Empire is forced to withdraw from the system). In the first fight to take place on the day their ship is discovered, the heroes face an additional crab droid from Vril Vrakth’s forces. The crab droid carries something that it took from the heroes’ ship, which was used by Vrakth to guess their plans.
Many caves and valleys can be used to conceal their ship, but getting into these locations is tricky at best. If the heroes’ ship has crashed, the caves and valleys aren’t an option. If the heroes land under their own power, they can try these difficult landing spots. A valley landing requires a DC 18 Intelligence (Piloting) check and gives disadvantage on any Wisdom (Perception) checks to find the ship. A DC 22 Intelligence (Piloting) check allows the heroes to land deep in the back of a cave, which ensures that no one will find their starship for at least several days (which should cover the timeframe of the adventure). Characters might wish to rig some kind of tarp or wall to hide their starship, constructed from local material or appropriate camouflage they bring with them. Doing so will also grant advantage to any Wisdom (Survival) checks to hide the ship.
Auxiliary Challenge: Nizon is an inhospitable planet. Visibility on the surface is limited, the native dust makes it difficult to breathe without assistance, and it’s easy to get lost. Since the heroes are unlikely to have landed within sight of the city, they must make their way there from the outer reaches of the badlands without being spotted or getting lost. Doing this successfully requires a group DC 15 Wisdom (Survival) check. If one or more heroes does not have a breath mask of some kind, the DC of the Survival check increases by 5. On a failed check, the heroes either get lost or are forced to take cover from the worst of the dust, losing a day of travel time. This increases the chances that their starship is discovered and that they’ll encounter crab droids deployed by Vrakth. If the heroes take more than two days to reach the city, they run into one crab droid in the badlands each day until they make it to the city. The statblocks for the crab droid and Blade Scorpion are further below.
After succeeding the survival check, the party will encounter a young wookie under attack by a blade scorpion. When this occurs read the text below.
As you continue through the oppressive dust you emerge into a rocky clearing. The dust begins to disperse revealing a young wookie locked in combat with a blade scorpion. Blood seeps into the rocky soil from the wookie's wounds- clearly the fight is not going in its favor. It is unlikely they will survive without assistance.
Setup
Map: Blade Scorpion
Assuming the party rescues the wookie, he will introduce himself as Jurrhol, son of tribe leader Narful. The wookie will explain that his father and most of his tribe were captured by Trandoshan slavers. His father, Narful, is being held within the detention camp in the center of the city (Jurrhol does not know this). Jurrhol explains he managed to escape by fleeing into the badlands before the trandoshans noticed him.
Jurrhol will ask to accompany the party to rescue his father promising the aid of his tribe in return. If the party accepts, use the statblock below:
Jurrhol
Medium Humanoid, Balanced Lawful
- Armor Class 17 (hide)
- Hit Points 97 (15d8+30)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 14 (0) 11 (+2) 15 (Mod) 10 (0)
- Skills Stealth +10, Athletics+7, Perception +5, Survival +8
- Condition Immunities condition_Immunities
- Senses darkvision 60 ft., passive Perception 15
- Languages Shyriiwook, Understands Galactic Basic but cannot speak it
- Challenge 4 (2,300 XP)
Surprise Attack. If the wookiee surprises a creature during the first round of combat, the wookiee has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.
Actions
Multiattack. The wookiee makes two melee or two ranged weapon attacks.
Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 4) kinetic damage or 15 (1d10 + 4) kinetic damage if wielded with two hands.
Bowcaster. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 9 (1d10 + 4) energy damage.
LM-432 "Muckraker" Crab Droid
Large droid, unaligned
- Armor Class 17 (armorplast shielding)
- Hit Points 77 (9d10+27)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 17 (+3) 10 (+0) 14 (+2) 8 (-1)
- Saving Throws Str +6, Con +5
- Skills Athletics +6, Survival +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, diseased
- Senses passive Perception 12
- Languages Binary, Galactic Basic but can't speak it
- Challenge 3 (700 XP)
Blindspot. The crab droid's actions and traits are incapable of targeting any creature or space directly above it.
Circuitry. The crab droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Duranium Stabilizers. The crab droid can dig its claws into difficult surfaces, like sheer bedrock, to climb them without needing to make an ability check. It is also not slowed by muddy or swamplike difficult terrain.
Pin. The crab droid can use a bonus action to attempt to grapple a prone target within 5 feet.
Actions
Multiattack. The crab droid makes three blaster cannon attacks, or uses its muckrake and then its mud spray.
Blaster Cannon. Ranged Weapon Attack: +1 to hit, range 100/400 ft., one target. Hit: 5 (1d12-1) energy damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) kinetic damage. If the target is a Large or smaller creature, it must make a DC 14 Strength saving throw or be knocked prone.
Muckrake. The crab droid targets a square of muddy or swamplike difficult within 5 feet of it and transforms that area into normal terrain, filling its tank with mud.
Mud Spray. The crab droid jet-sprays the contents of its mud tank onto a space within 30 feet, turning that space into difficult terrain, and forcing any creatures standing on it to make a DC 14 Dexterity saving throw or be blinded 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. This attack cannot be used if the crab droid's mud tank is empty.
Blade Scorpion
Huge Beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 173 (15d12+75)
- Speed 40 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 5 (-3)
- Senses passive Perception 10
- Languages -
- Challenge 8 (3,900 XP)
Trampling Charge. If the blade scorpion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the blade scorpion can make one claw attack against it as a bonus action.
Actions
Multiattack. The blade scorpion can make one claw attack and one blade net attack.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 34 (5d10+7) kinetic damage.
Blade Net. Ranged Weapon Attack: +3 to hit, reach 60/240 ft, one target. Hit: The creature is restrained until until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, the blade scorpion can make no further attacks with it.
The City
The city of the Nazren has no name. None is needed, as it is the only settlement larger than a town on the entire planet. The Nazren refer to it as ahdjok, but this is nothing more than their word for “city,” and the Empire hasn’t bothered to assign it a name. Its position behind Mount Antas protects the city from the worst of the planetary dust, and it has a large, flat area on which to build a spaceport. As a result, the city has been the main point of contact between the Nazren and offworlders. It sits atop an underground river, which provides an endless supply of fresh water. This, combined with offworld trade, allowed the city to grow much larger than local agricultural conditions would otherwise permit. It is a traditional pilgrimage site for Nazren worldwide, making it a convenient location for the Empire to gather slaves.
The city is sprawling, with 10- to 15-story buildings crowded around wide streets and public fountains. Most of the city looks old, constructed of stone and natural caverns. Ancient statues of rock and ornate decorative carvings are worked into most buildings, and even the roads are paved with carved stones. More modern constructions can also be seen, mostly watch-posts bolted onto buildings or gates that block access to some streets. Posters, wanted signs, and recruitment fliers for the Empire have been plastered everywhere, ugly debris atop the city’s natural charm.
Most of the creatures you see are obviously locals, the Nazren. None seem to carry weapons, not even something as crude as a knife or club. Their heads are generally downcast and their shoulders slumped, but whenever one glances at an Imperial poster or flyer, it looks up, and a flash of hatred shows briefly in its eyes.
Though much less common, aliens from dozens of worlds also walk through the streets. Most are followed by one or two Nazren carrying heavy bundles of goods. The aliens go by without comment and are diverse enough that you see no reason your own appearance should draw unwanted attention.
The Imperial presence here is also obvious. Stormtroopers in small groups patrol openly through the city, and in the distance you can hear the mechanical stomp of military walkers, though nothing as big as an AT-AT would fit in the streets.
The Nazren
Nazren are tall humanoids, approximately the same height as Wookiees, but broader at the shoulders and narrower at the hip, with longer arms and torsos but shorter legs. They are hairless, with thick skin that has a heavy hide or leather look. They are brown to light yellow in color, a natural camouflage for their dust-bowl world. The head of a Nazren has no nose and is flatter than a Human's. A prominent brow ridge protects their eyes, and a series of small knobs start at the back of the head and run down to a visible spine.
Nazren wear sleeveless tunics tucked into black hide pants and heavy boots. Their clothes are normally fastened with hooks or clamps on the end of short lengths of cord or attached belts. Pads that strap onto the shoulders (to cushion a heavy load) and arm bracers are common, also attached with the hook system.
Critical Challenge: Now that the heroes are in the city, they need to learn what’s going on and what they can do about it.
The easiest option is to make an Intelligence (Investigation) check. A result of 10 to 14 reveals that the Empire took control of the city about a year go and has been shipping Nazren off as slaves ever since, mostly with Trandoshan slavers. It also reveals that any Nazren who resists the Empire is placed in a detainment camp in the center of town, and thus, most Nazren leaders are now in that camp.
A check result of 15 to 19 also reveals that many Nazren are prepared to fight back as soon as they receive a signal from Sartok, a Nazren leader recently arrested and thrown into the detainment camp. However, the Empire doesn’t realize that Sartok is anyone special.
A check result of 20 or more also reveals that a bounty hunter named Vril Vrakth has recently arrived on Nizon with a collection of old crab droids. Most people think that Vrakth is hunting Sartok (which is true), but they note that he keeps asking about newcomers, and that he seems to have the aid of Imperial troops. Many believe that Vrakth is chasing an Imperial bounty on a non-Nazren target (which is also true; the Zabrak was hired to find & kill the heroes).
A hero could also attempt to gain this information from an Imperial administrator or slaver by making a Charisma (Deception) or Charisma (Persuasion) check. The DC for either is only 12, and reveals the same amount of information as a result of 10 to 14 for the Intelligence (Investigation) check.
With a DC 18 Intelligence (Technology) check, a hero can slice into the local datastreams and pick up broadcasts from Imperials and Nazren insurgents (with the same results as the Intelligence (Investigation) check.
Auxiliary Challenge: The oppression the Nazren suffer is obvious, and patrols of stormtroopers march through the streets. At a dramatically appropriate point, the heroes see six heavy stormtroopers kick down the door of a building and drag a screaming Nazren mother out of the house. If the heroes do nothing, the mother is hauled off, and the cries of a Nazren child can be heard within the structure.
That's enough!
As you continue through the city you spot a squad of six stormtroopers and an imperial officer ahead of you. The troopers circle the entrance of a small home and without warning kick the door off it's hinges before rushing into the home. You hear screams of protest as a Nazren mother is dragged out into the streets. "Where are the rebels hiding?" the officer shouts at the woman. The crying of a small child can be heard from within the home. "I don't know anything! Don't hurt my child!" The Nazren pleads.
If the heroes are do nothing or refuse to act, read the following.
"Take her back to base for questioning." the imperial officer snarls. "What should we do with the kid, sir?" one of the stormtroopers asks as they scan the area. "We have no use for it- leave it behind." "Yes, sir." the stormtrooper responds closing the door on the screaming child, ignoring its mother's outstretched arms and cries of anguish, as she is dragged off into the city.
Setup
Map: Mother in Distress
If the heroes fight the stormtroopers, the real challenge is to be fast and quiet. If the heroes defeat the stormtroopers silently or in 1 or 2 rounds, no one reports the fight. If the fight is noisy and lasts for 3 or more rounds, someone calls more stormtroopers. A squad of six more arrives in 2 minutes, a group of 12 arrives in 5 minutes, and an AT-ST arrives in 10 minutes. use the Heavy Trooper statblock from Scum and Villainy for these troopers.
If the heroes manage to keep mother and child together, give them inspiration as a bonus. If the mother is saved, she says that Sartok will wish to talk to the heroes, but she is too fearful to answer questions about the resistance leader, other than to choke out “detainment camp.” She then runs off to go into hiding.
"Thank you strangers- I am truly in your debt. Sartok will want to speak with you, but I think he was captured a few days ago. Thank you again." The shaken Nazren scoops up her child and rushes off into a winding alleyway.
Part 3: Insurrection
Eventually, it should be clear to the heroes that their best chance to help the Nazren and gain information about the Imperial forces is to rescue Sartok from the detention camp. The camp is easy to find because it takes up the center of town, which used to be an open market before the Empire shut it down. The heroes’ attack on the camp is critical to the rest of the adventure. It is a challenge that can likely only be overcome only through battle—an important evolution from the stealth and investigation of the early stages of the Dawn of Defiance campaign to the beginning of open opposition to the Empire, of course if the players have a sufficiently good plan it should be allowed. It is also where the heroes first encounter Sartok, who will guide them in the rest of the adventure.
If the heroes don’t seem inclined to free Sartok from the detention camp, you might need to encourage them.
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If they have befriended any characters in the city, that character can be grabbed and thrown into the camp (specifically Jurrhol).
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If they are focused on finding and stealing information from the Empire, Jurrhol will mention that one of his capture tribesmen are a skilled data slicer and may be at the detention camp.
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If they seem worried about particular Imperial forces (such as the AT-STs), let them see those forces head out to patrol several hours away from the city, creating a window of opportunity.
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If they think that the Nazren in the camp are safe, at least temporarily, have stormtroopers start to post execution times for the next day.
If the heroes attack the camp, run “The Breakout” encounter below. If they simply refuse to get involved, Sartok escapes on his own after a few days and seeks the heroes to propose an alliance between them. In that case, skip “The Breakout” encounter and proceed with the adventure without this encounter.
The Breakout
Setup
Map: Prison Yard
The detainment camp has a 30 foot tall wall around it, with a single 10 foot wide gate in the middle of the northern wall. There are four 40 foot tall towers, one at each corner of the yard. Each tower contains two experienced heavy weapons stormtroopers. Being in the towers gives the stormtroopers three quarters cover and a clear shot at any target in the yard. There are 20 to 30 Nazren in the yard, most huddled together in the center, away from the walls and gate. Two Nek dogs patrol the inside of the yard, but they don’t get closer than 10 feet from any of the Nazren.
Read-Aloud Text
When the heroes scout the detention camp, read the following text.
There are several small yards near the center of town, but these are clearly only for the elderly and very young. They have few guards and low walls, and the Nazren within them seem unlikely to be able to run even if unguarded.
The central detainment yard is different. 100 feet on a side, it is a large square enclosed by a tall stone wall, which looks like it was built from the rubble of collapsed buildings. A metal gate in the north wall of the yard controls access and is apparently remotely operated. There are four guard towers, one at each corner of the yard, with two heavily armed stormtroopers in each. Two Trandoshans patrol the inside of the yard, threatening and striking the prisoners on a whim. Most of the captives are Nazren, huddled together in the center of the yard. You spot handful of other races mixed within the group- including a lone wookie. You also notice one older-looking Nazren keeping an eye on the captives and moving around the outside of the group to stay between the crowd and the Trandoshans.
Guard Trooper (8)
Guard Trooper
Medium humanoid, lawful dark
- Armor Class 17 (assault armor)
- Hit Points 30 (3d8+12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 17 (+3) 9 (-1) 10 (+0) 10 (+0)
- Skills Atheltics +4
- Senses passive Perception 10
- Languages Galactic Basic
- Challenge 1 (200 XP)
Actions
Assault Cannon. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.
Burst. The trooper 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 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.
Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.
Trandoshan Hunter (2)
These bipedal reptilian humanoids patrol the inside of the yard, each carrying a blaster rifle and wearing a combat suit. A pair of bolas hang off their belt, likely used to ensnare anyone who tries to flee.
TRANDOSHAN HUNTER
Medium humanoid, any dark
- Armor Class 15 (combat suit)
- Hit Points 77 (14d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 13 (+1) 10 (0) 14 (+2) 9 (-1)
- Saving Throws Strength +5, Wisdom +4
- Skills Athletics +5, Perception +4, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Galactic Basic, Dosh
- Challenge 3 (700 XP)
Hunter's Eye. (3/Day) As a bonus action, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.
Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.
Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The trandoshan makes two ranged weapon attacks.
Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) energy damage.
Reactions
Bolas. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target, Hit: Target is restrained until freed. DC13 Dexterity check to escape.
Tactics
At least half the stormtroopers stay in their towers unless a pressing need (such as the tower being set on fire or targeted by a thermal detonator) drives them out. With heavy weapons, a clear field of fire, and fortified positions, the stormtroopers simply shoot at any characters breaking in or out. Most of the captives throw themselves prone when any fighting starts (so as not to get in Sartok’s way) and are ignored by the stormtroopers. This also prevents the tower guards from going after the heroes immediately, as they must continue to watch the prisoners.
The stormtroopers who are free to engage the heroes move onto the stone wall around the yard to get closer to any heroes shooting or escaping.
The trandoshans attack heroes who have melee weapons over those who have ranged weapons. If a character tries to leave the yard, the nearest trandoshan attempts to restrain that character with their Bolas.
Loot
- Thermal Detonator (Average) x2 [Minor, Premium]
Features of the Area
The outer wall of the yard is made of 5 feet-thick stone (DR 10, 250 hit points per 5 feet section). The gate is neutronium-reinforced lanthanide, but much thinner (DR 15, 75 hit points). A breaching charge can be used instead of attacking the wall.
Gravity plates have been placed 5 feet underground around each tower. Within 10 feet of a tower the gravity is incredibly high, counting as difficult terrain but giving any creature in that area advantage on Strength saving throws to be moved. A DC 18 Wisdom (Perception) check is required to notice the effects of the gravity plates at range, and a DC 18 Intelligence (mechanic's kit) check is required to disable a plate.
Conclusion
If any prisoners escape from the yard, reinforcements a squad of 8 more guard troopers are dispatched to track and recapture them. It takes the reinforcements 5 minutes to muster and reach the detention camp. The wookie chief, Narful, is easily located within this camp- he is the only wookie there among the other beings and will follow the party without question (for now). It is evident that he was mistreated and badly beaten during his captivity.
If the heroes are willing to be led by Sartok, he guides them through a series of caves (parts of the underground river that ran dry decades ago) to a particular hidden cavern. If they refuse, Sartok follows them and offers his aid once the reinforcements track them down. After that, the heroes can find any place to hole up as long as they stay off the streets. Within hours, their faces are plastered on posters all over the city.
As the blasterfire ceases, Jurrhol sprints towards the captive wookie, letting out a concerned moan at the sight of his father's injuries. The older wookie shakes his head making a dismissive gesture towards his wounds and embraces his son in a heartfelt reunion. As most of the other captives scatter into the city the older Nazren you noticed earlier approaches you. "I'm Sartok- thank you for your aid but we need to move, and quickly! Reinforcements are likely on their way." Both wookies nod in agreement and look expectantly at you. Suddenly, a long-range blaster shot streaks past where Sartok stood just moments ago, causing you to scramble for cover. "We need to move- NOW! Follow me!" Shouts Sartok as he sprints towards the city, with Jurrhol and Narful following closely behind.
Allow the players to make a DC 16 Perception check. Any player that succeeds is able to catch a glimpse of a sniper dropping prone onto an elevated outcropping overlooking the prison yard. The sniper will continue to take shots at Sartok & the heroes until they are out of range (Leave the map). If the players follow Sartok, read the following.
As you dash through the city, sticking to the shadows and alleys, Sartok leads you to what appears to be a dried up riverbed leading into the side of Mount Antas. After following the riverbed for several minutes you are lead through a series of dark twisting caves within the mountain before finally arriving at your destination. Narful collapses to the ground, his gray fur matted with sweat and blood. Jurrhol sits beside him and begins tending to his father's injuries. Sartok fetches a satchel from a nook in the cavern, returning with a glowrod and fresh bandages for the injured wookie.
Nuturing a Revolt
If the heroes allow Sartok to lead them to his safe cavern, the resistance leader picks up a few cached belongings and asks his guests to sit comfortably. At this point, Sartok is dressed as humbly as any Nazren, but he carries a satchel over one shoulder, in which he keeps a hidden blaster. The second and fourth fingers are missing from his left hand, and he has numerous scars, including some across his face. He is darker brown than most Nazren, with lighter splotches of skin at his wrinkles and creases. As an older member of his species, he has seen much that he'd rather not have witnessed.
If the heroes have any pressing needs (such as treating serious injuries), Sartok helps see to them before speaking.
Sartok makes a quick sweep of the cavern, checking to ensure that it has not been disturbed. Apparently satisfied, he places his glowrod on the ground and motions for you to sit. He takes a few long breaths, then turns and speaks to you.
“My world is enslaved, and we have come to realize that no negotiation or appeal to reason can free us. The only way we shall regain control of Nizon is to take it back by force, which requires us to face the weapons and training of the Empire. That battle must begin here—all other settlements look to us for inspiration and leadership. For the sake of our world, we must take up arms against our oppressors.
“The cost shall be high for my people, but they are eager to pay it. The cost for remaining slaves would be higher, and it would be paid by our children and our children’s children. He looks at the wookies, then back to you. If you will help us, we are ready to throw off the yoke of tyranny, even if we lose our lives. Liberty is too precious to sell for the chance of quieter, safer lives under the dark shadow of oppression.
“I have allies throughout the city who are ready to raise arms against the Empire at my signal. We are not a warlike people, but the stormtroopers have shown us the basics of violence, and we have learned the lesson well. Against soldiers, I have no doubt that my people would fight bravely with a fair chance at victory. But the Imperial forces have vehicles—large, metal, two-legged machines of war—that we cannot face. My people fear these machines, and though many would still fight bravely, too many would wait to see if we could topple them. Such an attack would be staggered and lose too much of its impact. Only if many of us take up arms at once can we overthrow our oppressors.
“But you are outsiders, and to be standing here, you must have opposed the Empire’s machines successfully. Many of my less confident allies believe that with your aid, even the walking war machines could not stop us. This would give them the confidence to bring enough forces to bear at once. If we can take control of the planetary shields they have nearly finished building on Mount Antas, we can complete those structures ourselves and use them to defend against further Imperial attack. The first step in such an attack is a citywide riot, which I am prepared to trigger.
Obviously, this is a big step, and the heroes probably have numerous questions. Below are answers to some likely questions.
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How did the Empire seize control? “They came as friends, claiming that we were in danger of being attacked by Separatists who wished to use our world as a secret base. The Empire landed troops and built barracks. Then, after they had more weapons than we did, they took over the city and the mountain and begin shipping our people off like cattle.”
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What are you planning to do during the riot? “I have every intention of fighting alongside my people. I can guide you around the city and ensure that your help goes where it is needed the most. I would not ask you to take any risk that I am unwilling to take myself.”
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How many Nazren will join you? “Dozens at first, then hundreds, and then, I believe, thousands. Eventually, we might be able to bring the whole world into the fight.”
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Where does the Empire keep its important records? “They might be in the control center below Martyr’s Plaza. It houses our most advanced computer system, which controls all of our planetary communications. The Empire currently controls it and has also captured our head shaman, allowing them to safely navigate the rogue fragments in orbit. Another possible location is the construction site on Mount Antas. It is heavily guarded currently, but if we take the city the Empire will be forced to move many soldiers into the streets leaving the site more vulnerable.”
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How will you prevent the Empire from returning and taking over again? “If we regain control of the communications tower and rescue the head shaman, we can ensure that the Empire’s ships are threatened by space debris and that only our allies can safely fly near our world.”
If the heroes reject Sartok’s request for help, the resistance leader still gives the signal for his people to riot, thus allowing the adventure to continue. However, the Nazren are brutally suppressed and treated even more harshly by the Imperials.
>> Rescuing Sartok and finishing the discussion with him before the riots start is a level-up milestone. (Level 10) <<
Sartok
Medium humanoid, chaotic light
- Armor Class 16 (fiber armor)
- Hit Points 84 (13d8+26)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 15 (+2)
- Skills Deception +5, Perception +6, Persuasion +5, Stealth +7
- Senses passive Perception 16
- Languages Galactic Basic, Dosh, Nazren
- Challenge 5 (1,800 XP)
Cunning Action. On each of his turns, Sartok can use a bonus action to take the Dash, Disengage, or Hide action.
Nazren Resilience (1/Long Rest). If Sartok would gain an exhaustion level from an effect, he can choose instead to not gain an exhaustion level instead.
Sneak Attack (1/turn). Sartok deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Sartok that isn't incapacitated and the Sartok doesn't have disadvantage on the attack roll.
Actions
Multiattack. Sartok makes three weapon attacks.
Blaster Pistol. Ranged Weapon Attack: +7 to hit, reach 40/160 ft., one target. Hit: 7 (1d6+4) energy damage.
Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.
The Riots
Sartok allows the heroes as much time as they need (a long rest is recommended) to prepare before sending the word to begin the uprising. Once he does, however, things start to move very quickly. He can lead the heroes through the city to these encounters, or they can find their own way. The events unfold in the order listed. Additionally, you can design your own noncombat encounters, particularly challenges that require the use of skills. For these challenges, use the following guidelines: easy task: DC 10, moderate task: DC 15, hard task: DC 20, and challenging task: DC 25.
For example, during the riots, an injured Nazren resistance fighter might become trapped on top of a condemned building, with no way to get down. You might determine that getting to the Nazren would be a hard task (allowing Dexterity (Acrobatics) checks to balance on the crumbling stairs or Strength (Athletics) checks to scale the outside of the building) at DC 20. Once the heroes reach the roof, they can provide medical assistance or lower the Nazren safely to the ground.
Below are several skill-based encounters that you can use between combat encounters.
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A Nazren resistance fighter picks up transmissions on an Imperial channel from a guard post that has received word of the riots. The heroes must pose as Imperial officers, making Chasrima (Deception) or Charisma (Persuasion) checks to convince the guard post not to send reinforcements.
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A stash of weapons in an Imperial garrison could be enough to turn the tide in several sections of the city. The heroes try to use Charisma (Deception) to bluff their way into the garrison or Dexterity (Stealth) to sneak in, obtaining the weapons and funneling them to the resistance.
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A group of captured resistance fighters was abandoned in a detention facility when the Imperial guards were called away to reinforce another position. The heroes must make Intelligence (slicers kit) or Strength checks to open the cell doors, allowing the prisoners to escape and join the resistance.
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The chaos of the riots has left many resistance groups scattered and uncoordinated. One group in particular has obtained access codes to the Imperial garrison, but the group cannot be found. The heroes must make Intelligence (Investigation) checks to locate the missing Nazren or find alternative ways to contact them.
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Once the riots are well underway, Sartok needs the heroes’ assistance in coordinating the rest of the attacks. They can make Intelligence checks to plan the next attack or make Intelligence checks to notice flaws in Sartok’s plans.
Communications Tower
Shortly after the uprising begins Sartok informs the party about the Nazren's head Shaman, who was captured early on during the imperial incursion. He explains that the Shaman's abilities (he is force-sensitive, but Nazren do not know this) are how the imperials are able to pass through the debris field unabated- without the Shaman the Empire will have a difficult time sending reinforcements to quell the uprising.
Sartok asks the party to free the Shaman from the communications tower and tells the party that he will rally the other Nazren to cause a distraction deeper within the city, forcing the imperials to respond by re-allocating their troops- hopefully away from the Shaman.
As the cries of revolt begin to echo throughout the city, Sartok turns to speak with you. "Shortly after the imperial occupation began our head shaman was captured. We Nazren have studied the asteroid belt surrounding our planet for centuries using the observatory on Mount Antas, in hopes for discovering pattern for safe passage for our people. Our head shaman has a special connection with the world around him, and the ability to feel a safe route through the debris. We transmit that information through a powerful interplanetary communications array to any authorized vessel looking to visit our planet. Currently, the Imperials are forcing him to provide their ships with safe passages. If he does not comply, the Imperials publicly execute 10 of our people for every Imperial that dies as a result of his non-compliance. Our first mission is to rescue our head shaman and reclaim the communications tower, effectively cutting off interplanetary communications for the imperials and limiting their ability to send off-planet reinforcements. The riots will soon force the imperials to thin their available units to address the rising threats spreading throughout the city- now is the best time to strike!
Sartok leads the party to the ouskirts of the city where the communications tower is located. Read the following once the party arrives.
The communications tower is 2 levels higher than the surrounding buildings and stands in the middle of an otherwise empty lot. A two meter tall chain-link fence surrounds the area around the tower. There are 4 heavy stormtroopers standing to the west of the fenced perimeter, though their body movement suggests that they are bored. Though you can’t hear them, their heads move in such a way that you suspect they are talking amongst themselves. Sartok pulls a rudimentary comm-jammer from his satchel and sets in on the ground. "I will remain here to jam their communications. It should buy you enough time to rescue the shaman before the Imperials can call for backup."
This is not intended to be a difficult encounter, and no map is provided. It's just a chance for the players to be creative in how they choose to solve the problem. The shaman is located within a makeshift cell in the communications tower guarded by 2 additional heavy troopers and a BX SERIES, BX-5C droid. Due to the communications jammer, if the party makes little to no noise before entering the tower they are able to get the drop on the remaining guards.
Once the shaman is rescued Sartok assigns several rebels to secure the location. With the tower no longer under imperial control, the imperials can no longer use any interplanetary communications. Now the Empire will have to deal with rogue fragments if they wish to land on Nizon from space, greatly increasing the difficulty of an Imperial mission to retake the planet.
Checkpoint Gamma
One of the ways that the Empire has kept the local population under control is with heavily armed checkpoints throughout the city. Movement is limited to those with the proper Imperial forms, making it difficult for the Nazren to gather and plan. Now, reports come to the heroes that a central checkpoint, Gamma, is being held by AT-RT walkers equipped with heavy weapons. Unless it can be opened up, the small units of Nazren trying to start an uprising won’t be able to get together to form more effective squads of rioters.
Setup
Map: Checkpoint Gamma
This is a wide street, littered with abandoned crates and broken-down speeders. The checkpoint is a gate between two ferrocrete barricades. Behind it, three AT-RT personal walkers fire freely at anyone who does not have clearance to pass through.
Read-Aloud Text
Read the following text aloud as soon as the insurrection starts. If the heroes have agreed to help the Nazren, they are sought out for aid. Otherwise, they happen to be the first people the wounded Nazren finds while looking for assistance.
A Nazren with serious battle wounds comes stumbling out of the smoke. Upon seeing you, she rushes up, pointing to a rubble-choked street behind her.
“The Imperials have set up a new checkpoint, with heavy weapons guarding it! We can’t break through, and it’s preventing our two largest groups from connecting and taking control of the outer sections of the city!”
Through the smoke, you see flashes of heavy blaster fire and hear more Nazren running from a fight that seems to be too much for them.
AT-RT (3)
Because the dust and grit in the air tends to cause fast wear and tear on speeders, the Empire has assigned a dozen old AT-RTs (one-person walkers) left over from the Clone Wars to reinforce ground troops in the city. Three of them are present at this checkpoint. The pilots of the vehicles are veteran clone troopers, in the last years of their service to the Empire. If you need statistics for the pilots, use those the 'Stormtrooper' statblock from the "Collateral Damage" encounter further down. However, if an AT-RT is taken down, its pilot most likely is out of the fight.
AT-RT
Large construct, unaligned
- Armor Class 15 (armor plating)
- Hit Points 58 (9d10 + 9)
- Speed 50 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 12 (+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)
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Actions
Multiattack. The AT-RT makes two attacks with its Repeating Blaster Cannon or uses its its Mortar Launcher.
Repeating Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 10 (2d6+3) energy damage
Mortar Launcher. The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a successful one.
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.
Tactics
This early in the insurrection, the Imperial forces aren’t taking the uprising too seriously. If the AT-RT pilots don’t see any heavy weapons, they march out and deal with attackers directly. If an obvious threat (such as a blaster cannon) is present, the pilots stay behind their barrier and fire from cover, using mortars to attack foes in cover or tight groups.
Features of the Map
The barrier across the roadway is made of ferrocrete (DR 10, 150 hit points per section). It’s 5 feet high and gives half cover to the AT-RTs against any attacks from the far side. The gate is only wire mesh and gives no cover.
The stone buildings to either side are old, and chunks of them can be brought down on a 10 foot square with an attack or explosion. At least one AT-RT pilot tries this with his laser cannon if any heroes stay behind cover, and the option is available for the heroes as well. A creature must make a DC 15 Dexterity saving throw or take 22 (4d10) kinetic damage on a failed save. A chunk caused by an explosion instead causes a DC 18 Dexterity saving throw or take 55 (10d10) kinetic damage as the chunk is far larger than one caused by a normal weapon.
Conclusion
If the heroes take out Checkpoint Gamma the Nazren successfully link up to take control of various parts of the city. If the heroes don’t destroy the checkpoint (either because they don’t try or because the fight goes badly for them), Vril Vrakth gathers information about their activities from his Imperial allies and sends two crab droids into the next encounter the heroes have.
If any AT-RTs survive, they show signs of damage. The Nazren offer to haul the walkers to an underground shop to see if they can be repaired. Sartok, Jurrhol and Narful remain here to assist with coordinating more strikes around the city, promising to contact the heroes via commlink with any additional intel or instructions. If a hero insists on piloting a walker, he must make a DC 18 Mechanics check between each encounter to keep it running smoothly. Be sure to keep track of its reduced hit points.
Collateral Damage
As the Imperial forces begin to react to the rioting, a set of mortar cannons on Mount Antas starts to bombard residential areas. As the heroes run by a building, it takes a hit and begins to collapse. Fire breaks out in the lower floors, and numerous young Nazren are trapped within the structure.
Setup
Map: Collateral Damage
This area features two buildings, the collapsing residential building and a small warehouse. 12 Stormtroopers (Squad) are positioned on the roof of the warehouse. Anyone inside either building has three quarters cover from attacks from the outside, and anyone on the roof of either building has three quarters cover from those not on one of the two roofs.
Read-Aloud Text
Read the following text aloud any time the heroes are moving from one part of the city to another.
The sounds of distant combat echo from every street as the city erupts into widespread violence. The smell of smoke and burned insulation becomes thick enough to reach you even through your filter masks. A loud clap of thunder announces the opening of heavy blaster artillery bombarding the city from the base of Mount Antas. One of the heavy bolts arcs into the city near you, and a wave of debris showers over you as a building takes a direct hit.
Nazren children inside the building cry for help as the structure leans to the side, and fire bursts out through the lower-floor windows. A few adult Nazren rush toward the building but are forced to take cover as stormtroopers on the roof of a nearby warehouse open fire on them. While the children seem to be moving safely to the top of their ravaged home, the burning building will claim their lives in a matter of minutes if the stormtroopers don’t allow some rescue effort.
Nazren Children
There are a dozen panicked Nazren children trapped on the roof of the burning building. They are Small creatures, unwilling to make attacks and not currently the targets of any enemy fire. Treat them as having an AC of 10 and 5 hit points. If their abilities become important, they have no proficiencies and attributes scores of 10. The children will obey anyone who is clearly trying to assist them.
Stormtrooper Squad
Stormtrooper Squad
Gargantuan swarm of medium humanoids (any), any alignment
- Armor Class 15 (mesh armor)
- Hit Points 175 (13d20 + 26)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)
- Saving Throws Dex +5, Wis +3
- Skills Perception +3
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 13
- Languages Galactic Basic, any one other language
- Challenge 7 (2,900 XP)
Reactive. The squad can take one reaction each turn.
Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.
Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d8+3) 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 14 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
Tactics
The stormtroopers are here to call in targeting instructions to the blaster artillery on Mount Antas. They had the residential building hit to ensure that no provocateurs were inside (none were). They have no interest in the trapped children and don’t target them, but the stormtroopers shoot at any hero or armed Nazren. The stormtroopers try to hold their defensible position on the warehouse roof, but they move if forced to (such as if someone throws a gas grenade onto the roof). Otherwise, they shoot first at any hero who doesn’t have cover, and then at any hero who seems heavily armed. If you need to use a single stormtrooper for any reason rather than the entire squad, use the following statblock.
Stormtrooper
Medium humanoid (any), any alignment
- Armor Class 15 (mesh armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)
- Senses darkvision 60 ft., passive Perception 10
- Languages Galactic Basic, any one other language
- Challenge 1/4 (50 XP)
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.
Loot
One of the children gives the heroes an ornate tunic that was once owned by their late father.
- Tunic Chassis [Advanced] [Major, Advanced]
Encounter Map
[To Be Added]
Features of the Area
The collapsing building is four stories, 40 feet tall, and all Nazren inside it are currently on the top floor. Moving through the building is difficult because it’s badly damaged, and the whole building counts as difficult terrain.
The bottom floor is on fire. Each round that the heroes are in it, they must make a DC 12 Dexterity saving throw, taking 2d10 fire damage on a failed save and catching fire with a success only taking half damage and not being set on fire. Taking reasonable precautions (such as getting wet or covering up with a thick blanket) grants advantage to the saving throw. A character who is on fire can put themselves out as an action.
The interior of the entire building is also a smoke hazard. Each round that a character is exposed to a smoke hazard, every creature inside needs to hold its breath or begin to suffocate from the smoke inhalation. The smoke hazard is also considered to be heavily obscured.
Though the stairs in the burning building still work, they are in the far corner, reachable only by moving through a lot of smoke and fire. The turbolift shaft, which is closer, no longer has a working turbolift, but it can be climbed with a DC 20 Strength (Athletics) check. A character can also climb up the outside of the building with a DC 15 Strength (Athletics) check. Climbing up the outside of the building protects a hero from smoke damage but not from the fire. Climbing while carrying another creature imposes disadvantage. A success on either of these checks lets the player climb one story higher.
The roof of the burning building is currently free of fire and smoke hazards, but that won’t last long. Every 5 rounds, one randomly selected square of the roof catches fire, and all surrounding squares become smoke hazards. Once there is no longer enough room on the roof for all refugees, they begin to jump. A falling creature must make a DC 13 Dexterity (Acrobatics) check. On a failed save, the character takes 14 (4d6) points of kinetic damage taking half damage if they pass. (The adult Nazren in the area gather around the building, ignoring stormtrooper fire to catch any children who jump so that the kids don’t take falling damage.)
The warehouse is in much better shape. A lip runs around the outer edge, allowing any prone character to gain full cover against attacks made from the ground or the burning building. The outer wall of the warehouse is more difficult to climb than the residential building requiring a DC 20 Strength (Athletics) check, but the building has two working lifts inside.
Any time a frag grenade or other explosive is set off inside the burning building, everyone in the building is showered with rubble as the damaged structure shudders. Have every creature inside make a DC 11 Dexterity saving throw, taking 5 (1d10) kinetic damage on a failed save.
Conclusion
Nazren civilians come out of basements and bunkers to offer to care for any rescued child. These adult Nazren are grateful to the heroes for their help and offer what minor assistance they can. A single medpac may be available for wounded heroes, or the Nazren can give directions to any other part of the city, including Martyr’s Plaza, the spaceport, or even the artillery if a hero thinks to ask—one of the Nazren here helped dig the moorings for the blaster cannons.
If a stormtrooper is killed or captured, his utility belt beeps, revealing a coded comlink. A DC 15 Intelligence (Technology) check allows a character to activate the commlink and receive communication from the blaster artillery on the lower levels of Mount Antas. The artillery is reporting to all spotters to hold targeting commands until further notice. The old Clone Wars-era artillery has suffered a malfunction and won’t be able to fire for another 15 minutes or so. The commlink is attached to a datapad that shows the artillery’s concealed location. Armed with this information, the heroes can contact Sartok who successfully coordinates an attack with other rebels to disable the artillery.
Rest Stop
As the heroes make their way through the city, they find themselves cornered by advancing Imperial artillery. Fortunately, the heroes have earned a reputation in the city by now, and a Nazren woman comes to their aid, leading them to a safehouse to rest. This should give the heroes a chance to recover and heal, though their respite doesn’t last long. Crab droids sent by Vril Vrakth find the safehouse and burrow inside.
Setup
Map: Rest Stop
As starfighter-damaged buildings bury a street, an old Nazren woman leads the heroes to safety. They get a few minutes of respite before some of Vril Vrakth’s crab droids find them.
Read-Aloud Text
Read the following text aloud any time the heroes seem to need a break from nonstop rioting.
V-wings go screaming overhead, making blaster-fire runs across the city. One of the buildings beside you explodes, sending chunks of rubble everywhere. The buildings groan and look ready to collapse.
From a set of stairs leading down into a sturdy-looking basement bunker, a voice calls to you. “Over here! Quickly, you’ll be safe here!” A frail, older Nazren female waves you to follow her into the lower level of what seems to be a church or old meeting house. With a loud crack, other buildings begin to slide into the street and threaten to bury you.
Yurka Aggel
The old Nazren is Yurka Aggel, a healer and wise woman among her kind. She aids the heroes in any way she can, which is mostly limited to her single Force power, Give Life. Aggel has seen her people go from a proud and independent civilization to Imperial slaves, and she is happy to see the Nazren rise up to throw off the Empire’s shackles.
Aggel wont fight any enemies and wont accompany the heroes but can use the Give Life at-will force power, acting as if she had 8d6 hit dice available.
Crab Droid (3)
Unless they’ve all been destroyed already (which is unlikely), three of Vril Vrakth’s crab droids crawl in through a tunnel in the back of the shelter and attack the heroes. The crab droids have no interest in Yurka Aggel but are happy to attack Sartok if he’s present.
Stats for the Crab Droid can be found on page 13.
Tactics
The crab droids aren’t complicated. They march in, start firing, and continue to fire until destroyed.
Features of the Area
The walls of this basement are sturdy, as are the pillars holding it up. The crab droids dig their way in across from the entrance and leave a tunnel leading out. The stairs are buried when the buildings outside collapse, so the tunnel becomes the only exit.
Conclusion
Yurka Aggel suggests that the crab droids must have been looking for someone, possibly based on spotter’s reports from the V-wings. An inspection of the crab droids shows that they have been heavily damaged, repaired, and modified over the years, but not by the Empire. Each droid bears an owner’s stamp. Anyone who knows Zabrak or who makes a DC 15 Intelligence (Lore) check can identify the stamp as a Zabrak symbol that is best translated as “long hunter.” This might be the heroes’ first clue that a bounty hunter is on their trail.
Detention Facility
Your comlink beeps. Sartok says, “We need to do something about those starfighters- their attack runs are destroying the city and killing hundreds of innocents. We did, at one point, have some anti-aircraft weapons hidden away. But in an effort to keep vital information away from the Imperials, only two people knew where it was hidden. Both of them were detained a few days ago. But I have just received word that the riots have forced a sizable portion of their guards out into the streets. I believe we now have a good chance of freeing them. And as you can tell, we are in desperate need of such weapons. There is also a good chance that Narful's tribe is held within this detention facility as well. Will you help us?”
Assuming the heroes agree to help Sartok will send them his coordinates and ask them to meet him up with him when as soon as they can. Upon meeting up with Sartok, read the following.
Sartok, Jurrhol and Narful stand at the smoldering remains of what once was an imperial checkpoint, awaiting your arrival. Several other Nazren keep lookout and give you a nod of respect you pass. The two Wookies clean their weapons and speak excitedly to each other. After a brief conversation, Sartok guides you about a mile west of your current position, until you find yourselves in a back alley behind a group of buildings. Sartok indicates one of the buildings – “That is where they are held. That building used to belong to a friend of mine who was trying to tame blade scorpions. The basement had four holding cells for the creatures, but when the Empire took over, they commandeered the building to use as a detention facility. Because the cells were meant for blade scorpions, there was a fail-safe mechanism to ensure that the vicious creatures never escaped – activating the mechanism will send poison gas into the cells, killing whatever is in them. The Empire has threatened that if there is ever any attempt to free the captives, they will activate the fail-safe and kill them. So I fear that a direct assault will only end in their deaths." Narful lets out a roar of disgust and frustration. Sartok gives the wookie a sympathetic look before continuing. "However, we know of a secret way in – my friend was wary of the Empire from the moment they came to our planet, and he made an escape route just in case. We believe that the Empire has not yet found this route.” Sartok directs you to a manhole cover – “Enter that, and follow the tunnel, and you will emerge in the basement of the building. That is where the prisoners are held. I’m afraid I can’t offer much more guidance than that, since nobody has seen the conditions and troop movements in that area. But many troops were seen leaving the building a short time ago. They should be understaffed at the moment. We would undertake the effort ourselves, but as you might guess, we are not particularly suited for stealth. If any of you are skilled at stealth, I believe you would have a much better chance of success.”
If none of the players are good at stealth, Jurrhol offers to help (+10 to stealth). If his help is accepted, allow a player to control him for this encounter. Narful will wait outside with the remainder of the party. No map is provided for this section as it is intended to be run using theater of the mind. DM's may choose to create a map at their own discretion.
Entering the building:
You crawl through a tunnel that is narrow, but is large enough for you to move comfortably. A typical Nazren should have no issues using this passage to escape. At the end of the tunnel, there is a grate above your head, and through it you can make out that the walls and ceiling in the passage above you is made of stone and cement. The grate itself looks like a waste drain, probably originally used to dump excrement from the blade scorpions. The grate looks firmly in place, but as you touch it, it is surprisingly loose. You lift the grate and move it to the side, silently setting it on the floor. As you peek over the lip of the hole, you see that you are at the end of a short passageway, and several empty crates shelter you from view and also prevent you from seeing further down the passage.
Allow the player(s) to make a perception check:
- DC15: You don’t hear any sudden sounds that would indicate that anyone heard you.
- DC20: You hear steady footsteps that sound like they are coming from another room. They sound like plastoid on stone, and while it is difficult to guess exactly how many there are, you estimate that there are perhaps around 3 people walking around.
- DC25: You hear steady footsteps that sound like they are coming from another room. They sound like plastoid on stone, and while it is difficult to guess exactly how many there are, you estimate that there are perhaps 2 people walking around.
NOTE: There are several troops in the room to the east (only 1 has line of site to the passageway with the secret grate). They will come running at the first sign of trouble, and will attempt to trigger the fail-safe mechanism. There are 2 stormtroopers patroling the room to the south. 1 is walking north along the eastern walkway, and 1 is walking south along the western walkway. The 2 cells are in the middle of the room. By cleverly walking with stealth in the same direction as the troopers are walking, it might be possible to reach a cell withouth being detected. Once the cell is opened, it is unlikely that the Nazren inside would be able to move with enough stealth. Once they are heard, the alarm will be sounded.
You slowly peak your head above the nearest crate, and you see that the passage you’re in extends to the east, up a few steps into a much larger room where you see a stormtrooper looking north. There is also an arch leading to another room to the south. The room to the south is where you hear footsteps coming from. On the inside of the arch, there is a rudimentary computer console set into the wall.
Once the player(s) begin to move, it will be a contested stealth check vs the perception of the Stormtrooper (+4). However, grant a +2 bonus to the player(s) stealth rolls since the stormtrooper to the east is not looking in their direction.
Once the player arrives at the arch, allow another perception check.
- DC15: As you approach the arch, you see that the screen on the computer console is very basic. You doubt that it is connected to any sort of network. It shows that the status of the fail-safe is currently armed.
- DC20: As you approach the arch, you see that the screen on the computer console is very basic. You doubt that it is connected to any sort of network. It shows that the status of the fail-safe is currently armed. You hear two sets of footsteps, one moving closer and one moving away. Neither is right on top of you, but the one moving towards you might come around the corner in 10 seconds to 15 seconds. The echoing nature of the stone hallways makes it difficult to determine which hallway the approaching footsteps are coming from.
- DC25: As you approach the arch, you see that the screen on the computer console is very basic. You doubt that it is connected to any sort of network. It shows that the status of the fail-safe is currently armed. You hear two sets of footsteps, one moving closer and one moving away. Neither is right on top of you, but the one moving towards you might come around the corner in 10 seconds to 15 seconds. The approaching steps are coming from the eastern-most hallway leading to the south. The receding steps are coming from the western-most hallway leading to the south.
Have the player(s) make a Technology attempt to disarm the fail-safe.
- DC10: You disarm the fail-safe, but you are unable to determine any way to prevent someone from simply re-arming it. At best, you have bought the prisoners an extra few seconds, should someone attempt to trigger the fail-safe.
- DC15: You disarm the fail-safe, but you are unable to determine any way to prevent someone from simply re-arming it. You exit out of several menus, which will force another user to get back to the correct menu before being able to re-arm and activate the fail-safe. You have bought the prisoners an extra 12 to 15 seconds, should someone attempt to trigger the fail-safe
- DC20: You disarm the fail-safe, and then place the computer in a recursive loop, making it unresponsive to most commands. It would take a very knowledgeable user to correct the error and be able to again access the fail-safe controls.
Freeing the Prisoners
As you approach the small cell, you see that there is a force field in place, imprisoning 5 Nazren. They look shocked to see a non-Imperial, and they glance nervously from side to side, as though suspecting a trap. The cell door is locked, but the controls are easy to understand. In just a few seconds the forcefield dissipates allowing the prisoners to exit freely. The Nazren look grateful, but still wary of any nearby Imperials. They feverishly motion (towards the other cells).
There are four cells total in the facility each contain five prisoners. Two of them contain wookies and the other two Nazren. The nazren prisoners who know the location of the anti-air weaponry are brother and sister and are both contained in the same cell. Roll a D20, if the roll is 11 or higher these Nazren are located in the first cell containing Nazren the player(s) open. The Nazren and wookies are not very stealthy and it is unlikely that escape will be possible without defeating the few stormtroopers that remain. If the alarm is raised, the stormtrooper closest to the terminal will attempt to engage the fail-safe immediately, regardless if the prisoners are in the cell or not. Once the troopers are defeated the player(s) must make a hasty retreat before reinforcements arrive.
Retrieve and assemble AA weaponry
Retrieving the Anti-Air Weaponry
The Nazren (and wookies) squeeze through the hole in the floor, and wriggle their way through the tunnel. They are able to move through the tunnel with surprising speed, considering the tight fit for their large frames. In a matter of moments all of the prisoners have made it and are now standing behind the detention facility. When they hear the explosions and blaster fire nearby in the city, they speak quickly amongst themselves and the wookies unleash a mighty warcry in their native tongue. One of the Nazren addresses you: “Thank you for freeing us. It sounds as though the fight has begun. We are eager to join it. I suspect I know why Sartok had you free us. Rattaka and I will take you to the anti-aircraft weapons. We know how to use such weapons, but we do not know how to assemble it. We could use your assistance in that regard. The rest of us are eager to join the fighting directly. Do you have any weapons they could use?”
Allow the party to answer and decide on the supplies, if any, they wish to use or give to the Nazren.
The Wookie Chief gives you a bone-crushing hug as the wookies and eight of the Nazren run off to join the riots with Narful, Jorrhul and Sartok following closely behind. The other 2 Nazren lead you a few blocks away, to a run-down area of the city. They quickly enter one of the small buildings, and once inside, you can see that there are 6 other Nazren already inside. They are armed with blaster rifles, and 2 of them are injured, though they look determined to fight through the pain they must obviously feel. One of the 6 Nazren speaks to the 2 newcomers: “Sartok told us to come. Once the weapons are set up, we will protect them.” Rattaka pulls back a rug, revealing a trap door. She opens it, and several of the Nazren work together to lift out 2 heavy-looking crates. “We will need to assemble these on a rooftop so we can bring down any Imperial craft that attempt to attack. I will take one to the neighboring building – it is taller than the others in the area. My brother Marrak will take the other one some distance away – that way we can cover a larger area. Do you have 2 people who can assemble these for us?”
The point of this request is to split the party to cover more ground. If the party refuses to split whomever they do not assist will be killed during another imperial air-raid while setting up the weapons. (Either Rattaka or Marrak)
Path 1: Rattaka
Rattaka leads you next door to a building three stories tall. Three of the armed Nazren follow her, carrying the large crate between them. By the time you reach the roof the Nazren set the crate down with a loud thud, visibly exhausted from the exertion. Rattaka opens the crate, revealing multiple pieces of equipment.
Path 2: Marrak
Marrak leads you a couple blocks away. The sounds of fighting echo all around you, but through either sheer luck or by expert knowledge of the city you encounter no imperials on your journey. Marrak selects a 2 story building and begins to climb the stairs to the roofm sharing the burden of the crate with another Nazren. Once at the top, Marrak opens the crate, looking at you expectantly.
Each player may make 3 checks total, or help another player, giving that player advantage on the roll. Each check represents one hour of work. If the players fail all the checks, the AA weaponry is still assembled but the proceed takes a total of 6 hours. In this timeframe hundreds of Nazren are killed from further V-Wing attack runs.
- Technology DC10: You can tell that the parts will fit together to form a surface-to-air concussion missile launcher.
- Technology DC15: There are no instructions for how to put this thing together. You work for several minutes, and are able to construct the base that steadies the weapon, but the launching mechanism itself is proving difficult to put together.
- Technology DC20: There are no instructions for how to put this thing together. Nevertheless, you are able to see how each part relates to each other, and you quickly construct the entire weapon. You have constructed a surface-to-air concussion missile launcher. The missiles are smaller versions of those used in starships, but they look formidable nonetheless.
After setting up the Anti-Air:
The Nazren eagerly take the controls of the missile launcher once you have completed it. “Thank you for your help. We should be able to keep those Imperial ships from making air attacks so freely. Go -- I am sure your presence is needed elsewhere.”
The Black Ships
During the rioting, the heroes see two black cargo vessels fly overhead. The ships have the same markings as the slave transport they saw in Cloud City Royal, as well as the ship that was being escorted off Nizon by the Arkanian Dragon. The black ships shrug off light weapons fire from the surface and lands a short distance away. Sartok contacts the heroes via commlink informing them that the vessels landed near the slave pens, where many captive beings are contained to be shipped offworld and sold into slavery. Sartok asks the heroes to rescue stop the slavers and rescue the captives, adding them to the rebel forces.
The black ship is the same type as the one encountered in Cloud City Royal—a Gallofree Yards Medium Transport. It is staffed by 18 Trandoshan slavers, though only nine of them are free to fight at any given moment. The rest remain inside the ship, struggling to repair the damaged systems so that it can take off again as soon as the latest crop of slaves is aboard.
You regroup with the rest of your allies in a narrow alleyway, several blocks from the newly assembled anti-air weaponry. You glance upwards and spot two black cargo vessels in the distance attempting to land further within the city. Both ships bear similar markings as the slave transport you encountered on Bespin, as well as the ship that was being escorted off Nizon by the Arkanian Dragon. A salvo of anti-air missles streaks towards one of the transports striking a glancing blow. Black smoke trails from the damaged vessel as both transports land deep within the city, shrugging off small weapons fire from the surface as they approach. Your commlink beeps. "Those ships landed near the slave pens." Sartok growls "Likely trying to cut their losses and flee with whatever they can. It is unlikely they will be able to make it past the rogue fragments, but I do not want my people to die needles deaths." Blasterfire echoes through the commlink "My forces are otherwise occupied and cannot assist. Do what you can to stop the vessels and rescue the captives."
Setup
Map: The Black Ship
The cliff wall that runs along the north edge of the landing platform is very rough and has numerous cables and sensors bolted to it. This makes it very easy to climb, only requiring a DC 7 Strength (Athletics) check and gives characters the opportunity to take cover if they wish. A cable can be used as an improvised electrostaff but can’t be taken more than 15 feet from the wall without breaking loose and losing power. A DC 20 Intelligence (Technology) check allows a wrenched-free cable to incapacitate the black ship, stranding the Trandoshan slavers here.
The slavers also have four nashtah, six-legged lizards about the size of a big dog.
Read-Aloud Text
When the heroes approach the site of the remaining slaver ship (named The Bloody Credit), read the following.
Twenty minutes later you arrive at the slave pens, utterly exhausted from the exertion of sprinting through the city. The foul scent of acidic vapors and damaged components chokes the air, and you hear the barks of rushed orders ahead of you. Turning the corner, you see a group of Trandoshans in old military jumpsuits, along with four multilegged lizard beasts, all wearing breath masks and driving a line of Nazren toward the damaged black ship. You’ve seen ships of this type before—they typically carry slaves. The Trandoshans seem to be in a hurry and aren’t being gentle. They cuff and beat the captives, forcing them along a docking wall covered with cables and into the ship’s loading ramp. You just catch a glimpse of the boarding ramp closing on the undamaged vessel as it quickly takes to the sky, heading towards Mount Antas. With no other options you turn your full attention to the remaining ship.
Slavers (9)
The Trandoshan slavers are experienced mercenaries who work under Vril Vrakth. They fought as Separatist soldiers during the Clone Wars and have been capturing and moving Wookiees and other beings for the Empire. Because they usually want to capture subjects alive and often have to deal with rebellious slaves without damaging them too badly, the slavers have more experience in unarmed combat than with firing blasters.
Nine Trandoshans remain inside the ship, trying to repair its systems so that it can take off again. Meanwhile, nine more slavers are rounding up Nazren outside.
Much of the cargo space in 'The Bloody Credit' and 'Reclaimed Calamity' have been converted to slave pens. The Trandoshans use all the regular passenger space for themselves, allowing the ships to have a larger-than-normal crew.
Loot
- Each trandoshan has 6,000 credits on them, for a total of 54,000 credits.
- Charge, Fragmentation (Deadly) x2 [Minor, Advanced]
Nashtah (4)
Like the slavers, the nashtah have breath masks strapped on to protect them from the smoke. Choose one of the slavers to be the nashtah handler. If that slaver is taken out, the nashtah flee the scene if they are intimidated or suffer any fear effect. Otherwise, the beasts attack the closest hero at the beginning of each round.
Tactics
The Trandoshans want to escape with enough slaves to turn a profit. If that doesn’t seem likely, however, they run for it. If they can get all their forces into the ship, it takes off with whatever slaves are already inside. If the heroes gain control of the ship, the remaining slavers run into the city and try to hide from the Nazren’s wrath.
Trandoshan Slaver
Medium humanoid (Trandoshan), chaotic dark
- Armor Class 14 (natural armor)
- Hit Points 69 (7d8+7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 9 (-1)
- Saving Throws Str +5, Wis +3
- Skills Athletics +5, Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Galactic Basic, Dosh
- Challenge 1 (200 XP)
Infared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.
Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The trandoshan makes two Subduing Strike attacks.
Subduing Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.
Nashtah
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 45 (7d8 + 14)
- Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)
- Skills Perception +5, Stealth +6
- Senses darkvision 60 ft., passive Perception 15
- Challenge 3 (700 XP)
Ambusher. The nashtah has advantage on attack rolls against any creature it has surprised.
Keen Striking. The nashtah scores a critical hit on a roll of 19 or 20. If at least one of the nashtah's allies is within 5 feet of its target and the ally isn't incapacitated, the nashtah instead scores a critical hit on a roll of 18-20.
Pack Tactics. The nashtah has advantage on an attack roll against a creature if at least one of the nashtah's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tracking Venom. A creature hit by the Nashtah's bite or barbed tail is coated in a unique venom. The Nashtah always knows the location of this creature as long as it is on the same planet, and the venom lasts for 3d10 days.
Actions
Multiattack. The nashtah makes one attack with its bite and one attack with either its claws or its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage. The target is grappled (escape dc 16) Until this grapple ends, the target is restrained, and the nashtah can't bite another target
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target not grappled by the nashtah. Hit: 13 (2d8+4) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Features of the Area
The entire area is filled with smoke; the damaged ship belches gas and impurities into the air. The slavers had planned to repair the damage before taking off, but the rioting has convinced them otherwise. The smoke acts as an atmospheric hazard, forcing all creatures not wearing breath masks (as all the slavers and nashtah are) to make a Constitution saving throw at the end of their turn. A failed save causes the creature to take 9 (2d8) points of poison damage gives the creature a level of exhaustion. Crude efforts to block the smoke (such as tying a wet cloth across the mouth) don’t prevent the damage but do stop the creature from gaining a level of exhaustion. All of the Nazren slaves are protected in this manner, but each slave would gladly give his or her protection to a hero in trouble. The smoke also gives everyone in the area concealment if they are not adjacent to their attacker.
The nine Trandoshans in the ship are too busy to fight anyone who gets inside; the ship is in bad shape and needs care or it won’t take off. Any hero inside the ship can free five Nazren slaves each round. There are 60 slaves inside the ship. (Twelve rounds total)
Conclusion
If The Bloody Credit gets away, it heads to Mount Antas to rendezvous with Vril Vrakth and the Reclaimed Calamity.
Any freed slaves immediately grab weapons from the slavers (or use tools or sticks to arm themselves if nothing else is handy) and rush off to join the revolt. (They don’t attack the Trandoshans, leaving that to the heroes, which prevents you from having to run too many GM characters in this conflict.) This escalates the rioting within the city to its peak and draws Imperial forces away from Martyr’s Plaza. If the heroes fail to free any slaves (and thus don’t draw forces away from the plaza), add an AT-RT (from the “Checkpoint Gamma” encounter) to the “Battle for Martyr’s Plaza” encounter.
If there are any crab droids left in Vrakth’s arsenal (He starts with 8 total), they attack the heroes at the landing pad 5 minutes after the slaver encounter ends. They fight until one crab droid is destroyed, at which point the remaining droids flee in different directions to rendezvous with Vrakth.
Martyr's Plaza
As the riots spread through the city, more and more Imperial forces leave their posts to reinforce troops in trouble elsewhere. Eventually, up to half the forces in each security zone have moved off, leaving those locations as vulnerable as they’ll ever be. In particular, the forces in Martyr’s Plaza have sent away one of their two AT-STs and several dozen troopers, leaving it less well guarded than at any time during the Imperial occupation. At the center of the plaza is the access to the underground control center, which directs all planetary communications on Nizon.
When word comes of the reduced security at the entrance to the control center, Sartok tells the heroes to move to Martyr’s Plaza and secure the entrance. If the heroes do so, they will allow the Nazren to take control of the center, which will enable them to keep the Empire off their world indefinitely.
As you head towards a safehouse within the city a pair of v-wings scream overhead preparing for another attack run. You glance upwards as barrage of anti-air salvo slams into both v-wings, immediately eviscerating the starfighters in a fiery explosion. A victorious battlecry erupts around you as moral soars among the Nazren. Your commlink crackles to life "My friends, now is the time to deal a fatal blow against the empire." Sartok says, his voice filled with pride. "I have just received word that the imperials have been forced to re-allocate their forces out of Matyr's Plaza. Secure the plaza and communications center within. Doing so will allow us cut off all imperial communications planet-wide, further inhibiting their ability to retake Nizon. I will send reinforcements to assist you as soon as I am able."
Setup
Map: Martyr's Plaza
At the center of Martyr’s Plaza is a 30-feet wide stone dome with a hatch on top. Three massive statues surround it, depicting ancient martyred heroes of the Nazren. The Empire has set up three defensive turrets between the statues. An AT-ST patrols the 30-meter-wide empty circle around the dome and statues. If there are any other forces here, they support the AT-ST.
The AT-ST is a major foe for the heroes, and this battle is one of the centerpieces of the adventure. The heroes might be able to defeat the walker through sheer firepower, but they can also attempt to take control of a turret or topple a giant statue onto the AT-ST. If the heroes come up with another workable plan for dealing with the walker, feel free to run with it. Beating the machine that has terrified the Nazren for months should be the heroes’ greatest moment of glory to date.
Five rounds after combat starts Naruf and two other wookies will join the battle to assist the heroes.
Read-Aloud Text
Read the following text as soon as the heroes can see the plaza.
Martyr’s Plaza is a picture of dichotomy. The ornate central stone dome is covered in scrollwork and decorative bas reliefs of Nazren history. A hatch sits atop the dome, its thick metal etched with golden colors. Standing around the dome are three 50 feet-tall statues. Each depicts a Nazren in robes, arms extended and face tilted up to the sky. Though the statues are noble and moving, they are also centuries old. Each shows signs of wear from the elements, and their bases are cracked and worn away. One of the statues leans slightly, and the others don’t seem securely set in their mountings.
Marring this peaceful and holy place are the ugly scars of Imperial occupation. Three armored turrets sit between the statues, blasters tracking the outer rim of the plaza. Walking in patrol around the dome is an All-Terrain Scout Transport, a massive war machine armed with twin blaster cannons and a grenade launcher. The walker seems undamaged and is alert for possible trouble.
Each turret is located between two of the three statues. As a result, each one has line of sight to only a third of the battlefield, and the turrets cannot target each other. They are currently inactive however and thus will not target the players as they lack gunners.
If you wish to increase the difficulty of the encounter, feel free to place enemies inside the turrets but be careful that you don't push the encounter too hard on the players, Vril Vrakth is still out there.
If the pilot or gunner of the AT-ST becomes relevant, use the 'Stormtrooper' statblock from 'Collateral Damage'.
AT-ST
Huge construct, unaligned
- Armor Class 18 (armor plating)
- Hit Points 262 (25d12 + 100)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 19 (+4) 14 (+2) 13 (+1) 9 (-1)
- Saving Throws Str +9, Con +9
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities disease, exhaustion, poisoned
- Senses passive Perception 11
- Challenge 15 (13,000 XP)
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Heavy Durasteel Armor. The outer layer of the AT-ST is covered in heavy armor, making it difficult for smaller arms to damage it. The AT-ST takes no damage from an attack or effect that deals less than 10 damage.
Operated. The construct is operated by both a pilot and gunner and roll initiative separately.
Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Piloted. The construct requires an active pilot to take any actions controlled by the pilot, 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.
Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.
Towering. Creatures of Medium size or smaller can stand in the AT-ST’s space.
Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Pilot. The pilot of the AT-ST can attack once with the Chin Mounted Blasters and Stomp.
Chin Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 200/400 ft., one target. Hit 16 (2d10+5) energy damage.
Stomp. All creatures within 5 feet of the AT-ST must make a DC 18 Dexterity saving throw, taking 17 (2d12+4) kinetic damage on a failed save, or half as much damage on a successful one.
Gunner. The gunner of the AT-ST can attack twice with the Cheek Mounted Blasters and once with the Concussion Grenade Launcher if it is available.
Cheek Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 120/240 ft., one target. Hit 14 (2d8+5) energy damage.
Concussion Grenade Launcher (Recharge 6). The AT-ST launches a barrage of grenades at a point within 120 feet. Every creature within 15 feet must make a DC 18 Dexterity saving throw, taking 32 (5d12) kinetic damage on a failed save, or half as much damage on a successful one.
Imperial Security Turret
Large construct, unaligned
- Armor Class 10 (armor plating)
- Hit Points 75 (10d10 + 20)
- Speed 0 ft.
STR DEX CON INT WIS CHA 16 (+3) 2 (-4) 15 (+2) 14 (+2) 11 (+0) 4 (-3)
- Skills Perception +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities disease, grappled, poison, prone, restrained
- Senses darkvision 60 ft., passive Perception 14
- Challenge 7 (2,900 XP)
Circuitry. The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Heavy Armor and Shielding. The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. The turret takes no damage from an attack or effect that deals less than 15 damage.
Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and initiative rolls.
Vulnerable Interior. The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Multiattack. The turret makes two laser cannon attacks.
Laser Cannon. Ranged Weapon Attack: +6 to hit, range 300/900 ft., one target at least 60 feet away from the turret. Hit: 16 (4d6+2) energy damage. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.
Tactics
The AT-ST is aggressive, hunting down any heroes it spots and attacking with a full weapon load. If a hero has cover, the walker isn’t shy about using its grenade launcher to attack an area or firing all weapons at the cover in attempt to destroy it. The walker tries to ensure that no one swarms over and takes control of a turret as it could be a major threat to it.
If the heroes defeat the AT-ST, they can open the hatch in the stone dome and descend into the underground control center. The six Imperial technicians resist the intruders in an attempt to buy time, use the 'Stormtrooper' statblock from 'Collateral Damage' for these technicians. A deletion program is currently running on the main computer within, threatening to wipe all information about the imperial's involvement with Nizon and the sarlaac project.
Features of the Area
The three central statues of the martyrs are sitting loose on their bases, and each weighs as much as a space transport. However, a judicious use of explosives might be able to knock one over, possibly crushing a turret or even the AT-ST. A single breaching charge, four or more grenades, rockets or other similar explosives. Also, any attack at the base of a statue that hits an AC of 25 and does more than 15 damage can knock over the statue. If attack does not hit the AC of the statue, it does not miss but rather damages the statue itself.
If a statue is knocked over, it covers an area 15 feet wide and 50 feet long, starting from its base. Whoever knocked it over decides exactly what area it covers and any creature caught inside the area must make a DC 15 Dexterity saving throw or take 4d10 kinetic damage on a failed save. In addition if a creature fails this save they are pinned by the rubble and are affected by the restrained and prone conditions. A creature can use its action to make a DC 15 Strength check to free itself from the rubble. Anyone unable to free themselves can be dug out by a dozen or so workers in 10 to 20 minutes.
The hatch on the dome, which leads to the underground control center, has an AC of 18 and 150 hit points. It can be bypassed with a DC 22 Intelligence (slicer's kit) check.
Conclusion
With the AT-ST dealt with you rush over to the hatch leading into the command center. Prying it open, you hear the panicked shouts of several imperials from within. Six imperial technicians type frantically on their terminals executing one final command before turning to face you, blasters drawn.
The imperials have started a deletion program within the command center and are hoping to buy enough time to allow the program to finish. If combat lasts for over 10 rounds (very unlikley) the program completes and all the data is lost. A DC 13 Technology check is needed to stop the deletion program. A roll of 18 or higher also reveals that there was one unauthorized download of the Sarlaac Project files prior to the heroes' arrival. Vril Varkth managed to download this information onto a datacard without permission at some point while on the Nizon in hopes of using it as a bargaining chip against the empire in case they ever tried to betray him.
Either way, the data the heroes recover will be damaged and impartial. The data recovery DC starts at 16 and increases by 1 for each round the deletion program is left running. Record the result, it will be used later.
Additionally the heroes find a message from an unknown sender addressed to Vril Vrakth, the Zabrak bounty hunter who has been stalking them. It provides an extremely detailed description of each hero with orders to kill on sight- offering a 75,000cr bounty for each confirmed kill. In reality this message was send by Inquisitor Valin Callus- who the heroes assume is dead.
Once the heroes and their allies take over the control center they are in control of all communication on the planet. They can cut off all Imperial communications planetwide, and they begin to hear reports of Nazren defeating stormtroopers throughout the city. Shortly after leaving the dome Vrakth will attempt to assassinate another character only to be foiled by Narful, who will sacrifice himself to block the attack. Vrakth will command a few crab droids to attack the party before fleeing to Mount Antas to cut his losses, attempting to flee with the slaves his men have already captured.
A Wookie's Sacrifice
(PLAYER) uploads the recovered Intel onto a secure datacard and gives a nod of affirmation. You inform Sartok via commlink that the communications center is now secure and requires reinforcement. As Sartok gives his heartfelt thanks and acknowledgement the thunderous cheer of Jorrhul and several other wookies echoes in the background. A slight smile crosses your lips as you gather your belongings and follow the wookies outside. As you all prepare to secure the perimeter, Chief Narful tenses up. Placing a stern hand on (PLAYER’s) chest, he sniffs the air. For a calm moment you scan the area with him, when you spot a bright flash on the horizon. In an instant, Chief Narful shoves (PLAYER) aside as a long-range blaster shot streaks through the air striking him dead in the chest. As the Wookie chief collapses in a heap on the ground, you all scramble for cover and spot three crab droids descending the ridge overlooking the plaza. A lone sniper lays prone atop the ridge, their rifle’s scope just barely glistening in the setting sun as they line up their next shot.
Vrakth will continue to take shots at the heroes from his position until he is reduced to half health or two of his crab droids are destroyed. Vrakth is considered to have 3/4th cover due to his high ground advantage. When Vrakth retreats radios his men to prepare to leave the planet and hops into his cloakshape starfighter, taking off to his base within Mount Antas.
Read the following when Vrakth retreats.
The prone figure retreats, disappearing from view behind the obtrusive ridgeline. A few moments later you hear the faint roar of engines as a single pilot cloakshape fighter takes off towards Mount Antas.
Point Gold
Capturing the control center is the endgame of Sartok’s plans to take back the planet, and once that has been accomplished, the Nazren believe that victory and freedom are inevitable. The players have a choice at this point. They can either pursue the bounty hunter or let him escape.
The players also have the option of contacting Sartok via commlink to let him know what occurred, if they so choose. If they relay the information of Chief Narful's death a sorrowful roar of anguish and anger can be heard from Jorrhul. Additionally, one of the Narzen with Sartok overhears the conversation and informs the players about a secret tunnel hidden in the communications center that leads directly to Mount Antas. Using this passage, or other faster means of transport, will allow the players to arrive at Point Gold before Vrakth and his men flee the planet.
(reports of a cloakshape fighter)
Ignore Vrakth
If the heroes opt to let the Bounty Hunter go, or take a long rest Vrakth will have enough time to flee the planet, risking the rogue fragments in attempt to escape. He does succeed at leaving the planet though his ship suffers heavy damage and the transports, The Bloody Credit (if it was not destroyed or disabled earlier) and Reclaimed Calamity, do not survive the journey. Vril Vrakth will return in The Gem of Alderaan later in the Dawn of Defiance campaign.
Persue Vrakth
Vril Vrakth has been using Point Gold as a base of operations for his attempts to target Sartok and the heroes. His cloakshape fighter is docked on a small landing bay at the edge of a construction platform, guarded by however many crab droids remain. The remaining transports, The Bloody Credit and/or Reclaimed Calamity are docked here as well. With the whole planet in open revolt, Vrakth and his remaining mercenaries decide to cut their losses and flee the planet with whatever slaves they already captured.
Point Gold is currently manned mostly by neutral technicians and minor Imperial officers. While Imperial doctrine calls for it to have an AT-AT and a division of troops, they have not arrived yet. All ground forces from the Arkanian Dragon were deployed throughout the city, and since the heroes have taken out the AT-ST already, they’ve dealt with the largest part of the ground forces. These technicians and officers do not participate in any combat.
Setup
Map: Point Gold
This encounter follows immediately after the heroes defeat Vrakth's crab droids in Martyr’s Plaza. It takes place atop a shield generator on Mount Antas, which was under construction when the riots began.
Read-Aloud Text
When the heroes arrive in this area, read the following text aloud:
The massive shield generator is incomplete but is already the biggest structure in or near the city. While the eastern third is finished, the rest is a mass of unfinished framework and construction platforms. The far western section of the frame has a platform many feet in the air, with a cloakshape fighter docked next to it. A familiar GR-75 medium transport is docked at the far end of the base overlooking the edge of mountain, its engines whirring in preparation for takeoff. A Zabrak male in battle armor and several armed beings stand in front of the transport's boarding ramp. A Nazren bound in binders stands behind them on the ramp looking terrified. The Zabrak takes a few steps forward and beckons in your direction. He keys his wristpad and touches his throat, his artificially amplified voice booming out over you.
"You've certainly made a mess of things- I can see why my employer has authorized such a large bounty. Too bad about the furball back there, his interference cost me a fortune. However, a business-being such as myself knows when to cut his losses. My men and I are leaving, and I have 60 reasons- he nods towards the ship as to why you'll let me.
The bounty hunter will answer and entertain any questions the party has that you feel are appropriate, as long as they remain civil.
- If the party mentions the unauthorized download from the communications center or that they are looking for information on the Sarlacc Project, read the following.
"Oh, is THAT what all this fuss is about?" The Zabrak pulls a datacard from his pocket, twirling it between his fingers. "Let me and my men leave, and its yours."
This offer is sincere- the datacard he is offering is a blank. The real datacard is hidden away in a secret pocket of his clothing. A DC 14 Insight check will be able to determine that the Zabrak isn't being entirely forthcoming.
- If the party threatens or otherwise harasses the Zabrak, read the following.
In one fluid motion the Zabrak pulls the captive Nazren off the boarding ramp and throws them off the mountainside. Their screams ring in your ears as they plummet to their death. “Make that 59 reasons.” he shouts to you.
Vril Varkth is also willing to negotiate the release of his hostages for a sizeable fee and the promise of his safety. At the end of the day, he just wants to be paid and make it out alive. A DC 22 persuasion check will convince Vrakth to let his hostages go in return for garunteed safe passage of himself and his men- including valid coordinates for bypassing the rogue fragments. A DC 26 deception check is required if the party does not intend to honor their side of the bargain. Alternatively with a DC 16 persusasion check Vrakth with accept payment of 65,000cr in addition to valid coordinates through the rogue fragments, promising to transfer the captives to another vessel of the parties choosing upon safely leaving orbit. Vrakth is sincere in these terms as well- he knows he is currently outmatched by the heroes. If Vril catches the heroes in a lie he will order his men to open fire.
The ships will be ready to take off after 5 rounds of combat, or whenever you deem fit depending how long the party talks to Vrakth. If combat erupts, the mercenaries will flee on the transport unless they are clearly winning the fight sticking around a bit longer in attempts to secure their bounty. Vrakth will retreat into the safety of the transport if he falls below half health. He will return in The Gem of Alderaan later in the Dawn of Defiance campaign. While the ship is preparing for departure the mercenaries attack the heroes at range providing covering fire for the ship. The remaining crab droids also move into position and attack. When the ships leave they fly directly behind Mount Antas, preventing them from being targeted by the anti-air weaponry. Vril abandons his cloakshape fighter within Mount Antas, prioritizing his personal safely over his vessel- unless the heroes negotiate other terms for a deal.
If Vrakth and his men successfully flee from Mount Antas without the coordinates to the rogue fragments the bounty hunters still make it out alive. However, their ship is critically damaged and is tractored onto the Arkanian Dragon for repairs.
GM NOTE: Vril Vrakth will return in The Gem of Alderaan later in the Dawn of Defiance campaign- it is very important to prioritize his safety to ensure he makes it out of this chapter alive.
Vril Vrakth
Vril Vrakth was raised on a failed colony, a world too harsh to support much life. As food and resources became increasingly scarce, his people turned on themselves in a series of increasingly vicious settlement wars. Though Vrakth originally began training as a soldier, he changed to follow the career of a scout. He learned the value of hunting prey with caution, but he also learned that most battles are won by those who shoot the fastest and can withstand the most damage. When a bounty hunter named Jeyrs Hundar followed a criminal to Vrakth’s homeland, the young Zabrak was one of only a handful of colonists still alive. Impressed with Vrakth’s tenacity and self-reliance, Hundar took him on as an apprentice bounty hunter.
Vrakth alternated between training to be a warrior and training to be a hunter, eventually becoming a crack shot with both a pistol and sniper rifle. He served as Hundar’s backup, covering escape routes and double-teaming the targets that were too dangerous to take solo. When Hundar proved too slow to bring in a particularly vicious Rodian, Vrakth completed the job. This established him as a feared bounty hunter. He soon came to the attention of a local Republic governor, who used him to hunt down CIS generals during the Clone Wars. Vrakth now works almost exclusively for the Empire, especially Inquisitor Valin Callus.
Vril Vrakth
Medium humanoid (any), chaotic balanced
- Armor Class 17 (fiber armor)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 16 (+3)
- Saving Throws Dex +8, Cha +6
- Skills Acrobatics +8, Deception +9, Perception +6, Persuasion +6, Piloting +10, Stealth +9
- Senses passive Perception 16
- Languages Galatic Basic, Huttese
- Challenge 6 (2,300 XP)
Bad Feeling When the smuggler rolls for initiative, it can move up to 30 feet. This movement happens before the initiative order is determined.
Cunning Action. On each of the smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Once per turn, the smuggler can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the smuggler that isn’t incapacitated.
Techcasting. The Smuggler is a 6th-level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points). The Smuggler knows the following powers:
At-will: assess the situation, combustive shot, encrypted message
1st-level: element of surprise, flash, oil slick, smoke cloud, stack the deck, target lock
2nd-level: capacity boost, infiltrate, mirror image, smuggle, translocate
3rd-level: debilitating gas, invisibility to camerasActions
Multiattack. The smuggler makes two weapon attacks.
Heavy Blaster Pistol Ranged Weapon Attack. +8 to hit, range 40/160 ft., one target. Hit 9 (1d8+5) energy damage.
Sniper Rifle Ranged Weapon Attack. +8 to hit, range 150/600 ft., one target. Hit 12 (1d12+5) energy damage.
Hidden Blade Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d4+5) kinetic damage.
Reactions
Uncanny Dodge. The smuggler halves the damage that it takes from an attack that hits it. The smuggler must be able to see the attacker.
Crab Droids (8)
Vrakth has eight crab droids that he has modified to obey him and serve as his scouts and hunting drones. Each has an added comlink, which allows him to give them override orders from his cloakshape fighter. The droids have been hunting and harassing the heroes throughout their time on Nizon, and if any remain, they are here. Since Vrakth is not directly controlling the crab droids, they attack the nearest foe who attacks Vrakth. Any hero who does not attack the bounty hunter is ignored by the crab droids.
The statblock
Features of the Area
Vril Vrakth has a cloakshape fighter with an open cockpit docked on the southern edge of a construction platform. The fighter is datalocked and cannot be used in the battle; even a dedicated slicer would need too much time to crack it. However, in the cockpit is the control system with which Vrakth gives override orders to the crab droids. With a DC 15 Intelligence (Technology) check, a player could send an override command as an action, controlling a droid’s turn or resetting which targets it considers hostile, thus allowing it to make its own decisions.
There is a framework all around the construction platform, which requires a DC 10 Strength (Athletics) check to move around in. The framework extends above the platform, starting 20 feet higher, so characters can jump up to it or climb to a higher vantage point (and potentially jump down). However, the area is quite open, and there’s very little cover to allow a Stealth check unless Vrakth is distracted.
One square of the platform has a loose plate that a character might fall through. Vrakth arranged this as a simple trap if he’s rushed; he and the crab droids avoid that square. Any hero stepping on it must make a DC 15 Dexterity (Acrobatics) check or fall at least 30 feet and take 3d6 points of falling damage. In addition, anyone who falls through must make the DC 10 Strength (Athletics) check to get back up to the platform.
Conclusion
When the encounter has concluded, the heroes and their Nazren allies control the city, communications center, and the construction on Mount Antas. Any remaining Imperial forces evacuate or surrender, and reports begin to come in of Nazren seizing control in smaller outposts and settlements. Between the rogue fragments and the planetary shields (which they can complete), the Nazren can make retaking their planet too costly for the Empire. A funeral is held for Narful and the Nazren inform you that they intend to erect a statue in his honor within Martyr's Plaza. Jurrhol dutifully accepts the role as chieftain within his tribe, deciding that he and his tribe will remain among the Nazren for the next upcoming months to help them rebuild and to bring honor to his father's sacrifice.
>> Finishing the encounter with Vril Vrakth and his men (regardless of outcome) is a level-up milestone. (Level 11) <<
Concluding the Adventure
Though the imperials did not fully erase the Sarlacc Project information they still corrupted it. It takes time and a DC X (see Intelligence (Technology) check to get anything out of the fragmented information. If the heroes can’t manage that task, they have allies who can. Eventually, they discover that the Sarlacc Project is a massive construction effort taking place in the Deep Core, with costs so high that the Empire decided to complete it with slave labor. The information on the datachip does not specify any details about what, exactly, is being built. But all contacts and notes are tied directly to Coruscant, which seems to be the place to go for more information on the project.
The heroes are now honored allies of Nizon, treated with respect by any Nazren they encounter. Sartok begins to work toward a planetary council, though he confesses to the heroes that he hopes he isn’t on it— he’d prefer to leave his leadership role behind. He does, however, ask the heroes to take a message of friendship to Senator Organa, along with an offer that the Nazren will help him against the Empire in the future. This victory is minor in the grand scheme of things, but it’s an important beginning, proving that the Empire can be defeated, at least on small planets outside the Core Worlds.
If any heroes were killed during the adventure, the grateful Nazren erect a statue in their honor in Martyr’s Plaza.
The Nazren also help the heroes repair their ship, if needed, restoring it to 50% its maxmium hull points over the course of 5 days. Returning to the Resurgence in the Inner Rim takes (48 hours x Hyperdrive Class).
For the Empire’s part, losing the Nazren as a source of slave labor is irritating, but thanks to the heroes, they have little choice but to stay clear of the planet—at least temporarily. The Empire is too new to spend many resources dealing with the Nazren, and work on the Sarlacc Project can continue with Wookiee and Mon Calamari slaves. Believing that all information on the project has been destroyed, the Imperials abandon the world for the time being.