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Echoes of the Jedi
Episode IV of Star Wars: Dawn of Defiance
ABEL G. PEÑA AND JF BOIVIN
Design
Abel G. Peña and JF Boivin
Development
Rodney Thompson
Echoes of the Jedi is the fourth adventure in the Dawn of Defiance
campaign, which will take heroes from 1st level all the way through
20th level in a continuous storyline designed to give both players and
Gamemasters a complete Star Wars Roleplaying Game Saga Edition
experience. This adventure begins the second act of the campaign, which
consists of four adventures: Echoes of the Jedi, The First to Strike, The
Core of Corruption, and A Reckoning of Wraiths.
By now, the heroes have been on a series of adventures together
and should be well acquainted with one another. Several months have
passed since the last adventure, and the heroes should start Echoes of
the Jedi at 7th level and reach 9th level by the conclusion. With some
modifications, this adventure can also be used as a stand-alone scenario
or as part of your existing campaign. Over the course of this adventure,
the heroes will visit the ruins of a Jedi academy on the planet Almas in
search of a Jedi holocron, confront evil forces brought forth by a Sith
holocron gatekeeper, and come face to face with Inquisitor Valin Draco.
Editing
Ray Vallese
Typesetting
Ray Vallese, Gary M. Sarli
Production
Chad Laske, Matt Burke
Cartography
Corey Macourek, Jason Engle
Art on pp. 5, 21
Elizabeth McLaren
Lucas Licensing Editors
Leland Chee, Frank Parisi
Design Manager
Christopher Perkins
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Director of RPG R&D
Bill Slavicsek
Authors’ dedication: To Jim Bambra and all the unsung authors of the early
Star Wars Expanded Universe.
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 Star Wars Roleplaying Game experience,
set against the backdrop of the tyranny of the Galactic Empire. The
Dawn of Defiance campaign takes the heroes all the way from 1st level
up to 20th level, and features an ongoing storyline that progresses over
the course of the campaign. Each adventure can also be played
individually, and should provide the heroes with ample challenges to
gain two levels per adventure. Gamemasters should feel free to use the
Dawn of Defiance adventures either as an entire campaign or as fillers
for their own home campaigns.
If you are a Gamemaster wishing to run the campaign, read the
GM’s Primer, which summarizes the overall plot of the campaign and the
events of each adventure. The GM’s Primer is available at the Star Wars
Roleplaying Game Web site ( www.wizards.com/starwars ). The site also
features other articles related to the Dawn of Defiance campaign,
including the official campaign standards and an FAQ.
Map on page 43 constructed with tiles from Dungeon Tiles 5: Lost Caverns of
the Underdark, designed by James Wyatt and illustrated by Jason Engle.
Some rules mechanics are based on the Star Wars Roleplaying Game Saga Edition by Christopher Perkins, Owen K.C. Stephens, and
Rodney Thompson; the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson; and the new
DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form
without written permission. To learn more about the Open Gaming License and the d20 System License, please visit
www.wizards.com/d20.
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Warning! If you will be playing in a Dawn of
Defiance campaign or in a campaign utilizing its
adventures, read no further.
Campaign Update
Echoes of the Jedi opens some months after the last adventure, The
Queen of Air and Darkness. The few Jedi who managed to survive Order
66 are in hiding, hunted down by the Emperor’s Inquisitors and
stormtroopers—and by bounty hunters encouraged by the large sums
offered. One Jedi was recently found inside Darga the Hutt’s palace on
Cato Neimoidia, but luckily it was by an organization opposed to the
Emperor’s tyrannical rule. Thus, Jedi Master Denia joined Senator Bail
Organa’s small rebellion, now headquartered in a secret fleet of ships
spearheaded by the Nebulon-B cruiser Resurgence. The fleet’s focus is
the investigation of a top-secret Imperial military operation called the
Sarlacc Project. The existence of the project has been revealed to Organa
by an Imperial defector, Admiral Gilder Varth.
The heroes who rescued Master Denia have spent the past months
investigating the Sarlacc Project and pursuing other ventures to further
their individual careers, though they never lost contact with Senator
Organa. However, Captain Sirona Okeefe, who transported the heroes
aboard her ship the Banshee during their early adventures, has decided
to part ways and take her chances with a more lucrative smuggling
business. Left without a fast transport, the heroes should have been able
to purchase their own starship in recent months, either with credits they
acquired or by getting a bank loan. (If necessary, Senator Organa used
his influence to smooth out any difficulty the heroes might have had and
recommended a reputable banking institution. He might even have lent
them the credits for a down payment, which could have unfolded as part
of a side quest.)
For the heroes' new ship, you can use the stock YT-1300 statistics in
the Saga Edition Core Rulebook or the Ghtroc 720 statistics in Starships
of the Galaxy. (If you don't have Starships of the Galaxy, you can
download the Ghtroc 720 from the Star Wars Roleplaying Game Web
site at http://www.wizards.com/default.asp?x=starwars/article/SotG1.)
Aside from furthering the training of Jedi heroes, Master Denia, now
back to full health, has been meditating on the possibility of a link
between the Sarlacc Project and the slaves rescued by the heroes (at the
end of the last adventure). But her ability of farseeing through the Force
is limited, and she has encountered road blocks where there should be
answers. One possible solution has been revealed to her: If she were to
obtain a rare Jedi holocron, she might be able to augment her Force
abilities. By doing so, she could better assist Senator Organa and the
heroes with their goal of foiling the Empire’s nefarious plans. To
accomplish this, she requests the heroes’ help.
Unknown to the heroes, Inquisitor Valin Draco felt a strong tremor
in the Force while they were all in close proximity over Bespin—a tremor
the Inquisitor hasn’t felt since in the presence of his old master. In the
course of Echoes of the Jedi, the heroes will come face to face with the
Inquisitor for the first time inside the ruins of the Jedi academy on
Almas. Although the meeting appears to be one of pure chance, there
might be a greater force at work.
Over the course of the campaign’s second act, the heroes will learn a
bit more about Denia’s past, her tutelage of Inquisitor Draco, and the
Sarlacc Project. Additionally, this campaign arc concludes much like The
Empire Strikes Back, with a series of bad things happening to the heroes.
The events of this act are darker in tone but shouldn’t be a series of
nothing but down notes. The heroes should reel from their battles, but
they also should have a chance to succeed and make progress.
Echoes of the Jedi will give existing Jedi heroes a chance to use
their abilities to the fullest and allow new Jedi trained by Master Denia
to practice what they have learned. But the adventure is not designed
for Jedi alone. Heroes of other classes will also contribute their unique
talents and skills to resolve conflicts.
Adventure
Background
Abandoned and half buried in the sands of Almas for more than a
millennium, Darth Rivan’s fortress has been recently invaded and
pillaged by Jedi and Sith cultists. His tomes, amulets, and other artifacts
have been stolen. Even the corrupt spirit of his failed apprentice Darsin,
left behind as the stronghold’s guardian, has been defeated. But Rivan’s
sarcophagus has been found empty.
In truth, the remnants of his dark influence has lingered for
centuries in a diluted state in the cold, desert wastes surrounding the
fortress, inching gradually toward the Force nexus over which the Jedi
built their academy. This dark energy is responsible for the death of the
world’s kaluthin plant—which Rivan himself engineered so long ago—as
death and decay slowly spreads outward from his fortress. The recent
destruction of the Almas Academy has strengthened this evil energy in
this region. The spread of the dark side across Almas has left behind a
blight of withered kaluthin that is visible from orbit. The power of the
dark side in Almas has also attracted other creatures that feed on the
Force, and they have followed it to its source in the bowels of the
ravaged Jedi academy.
The residents of the city of Forard, still reeling from the destruction
of the academy at its center during Order 66, made an effort to go on
with their lives, but they couldn’t escape the impact of the dark side.
Over a few short months, many local citizens inexplicably became
violent, crime rose far beyond what local police could handle, and some
people simply dropped dead. Fear and death quickly left the city deserted
as residents relocated to other planets in the system with help from the
now-independent Cularin Militia.
After months of interrogating Force-sensitive prisoners, Inquisitor
Draco learned of a holocron in the Cularin system that supposedly
contained ancient Sith knowledge. He swept the system for Jedi who
might have survived the Almas Academy bombardment but did not find
the refugees protected by Cularin’s natives, the Tarasin. Draco arrived at
the academy ruins and was immediately entranced by an intoxicating
surge of the dark side. Attempting to locate the source of this power,
Draco went into the sublevels of the Jedi academy, where he chanced
upon a fortunate discovery.
Deep within the academy was the Sith holocron he sought, which
once belonged to the Sith Lord Darth Rivan. Moreover, the growing dark
side energy on Almas had suffused the Rivan holocron with a powerful
evil. As a result, the holocron’s gatekeeper took on a life of its own,
believing itself to be the actual spirit of Darth Rivan, and it gained the
power to activate itself and act of its own free will. Draco learned much
from the faux Sith Lord spirit, and he remained in the academy to study
the holocron further.
Master Vhiin’Thorla, a Twi’lek Jedi, who had been away on his
homeworld when Order 66 took place, visited the Almas Academy with
his Padawan in hopes of finding survivors. When Draco encountered
them, a fierce lightsaber duel ensued, and Draco’s protégé Raik Muun
used trickery to induce Thorla’s Padawan into a murderous rage directed
at his own master. Thorla was forced to kill his own Padawan in self-
defense, and, wracked with grief, was easily captured. Draco imprisoned
the Jedi Master in a Force-annulling Universal Energy Cage. For a week
leading up to the heroes’ arrival, Draco has conspired with the holocron
gatekeeper to break Thorla and turn him to the dark side.
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Adventure
Summary
Echoes of the Jedi opens with the heroes being sent to the planet Almas,
in the Cularin system, to retrieve an ancient holocron from the ruins of
the Jedi academy that once stood there. En route they are attacked by
pirates, and eventually they make their way down to the surface of the
planet. Delving deep into the ruined academy, they fight off evil dark
side creatures, zealous followers of an ancient Sith lord, monstrous
beasts, and the crumbling ruins of the academy itself. Finally they
encounter Inquisitor Draco, who has fallen strongly under the sway of an
evil Sith holocron gatekeeper. After doing battle with Draco, the heroes
should recover the holocron and escape the collapsing academy,
returning with the artifact to the Resurgence.
Opening Crawl
If you wish to have an opening crawl before the adventure, consider
using the boxed text below.
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STAR WARS: DAWN OF DEFIANCE
Episode IV
ECHOES OF THE JEDI
It is a dark time in the galaxy. The Jedi Knights, peaceful guardians of the Old Republic,
are all but extinct, exterminated by the Emperor’s sinister agents.
But a few Jedi still survive, exiled from the galaxy they once protected and leaving
echoes in the Force behind. The Emperor has sensed these remnants and seeks to
control them, leaving no chance for future Jedi to arise from the ashes.
Most Jedi stay in hiding, some try to foil the Empire without revealing their existence,
and others seek links to their former way of life, risking the wrath of the Emperor in
hopes of re-igniting the flame of their ancient order . . .
Part 1: Mission to Almas
Before starting the adventure, you should bring the players up to speed
about what their characters have been doing since the end of The Queen
of Air and Darkness. Afterward, read the following text aloud to them. It
takes place in a briefing room aboard the Resurgence, where Master
Denia briefs the heroes on a new mission.
Several hours after leaving the Corellian Run, your starship exits
hyperspace at the calculated point just outside the Cularin system.
Exactly as you were warned by Master Denia, you notice
innumerable comets of all shapes and sizes occasionally colliding
with each other, forming an enormous cloud around the system.
Fortunately, you were supplied with a sensor package that analyzes
their erratic patterns and calculates a safe path through the cloud.
Once past that danger, another jump must be calculated to avoid
flying for weeks at sublight speeds. However, this time the
calculations are trickier due to large, overlapping gravity wells
created by the system’s dense planet cores. But you know people
who’ve made the Kessel Run, and this can’t be worse than skirting
the Maw cluster. An hour later, you again emerge from hyperspace
and the planet farthest from Cularin’s twin suns comes into view,
lambent and mysterious: Almas.
The first thing you notice from orbit is the strange luminescence
that emanates from the planet itself. The twin suns are too distant
to illuminate the planet, and you are approaching from the side
facing away from them. Yet most of the surface emits a faint glow,
except for one dark spot where the Jedi academy happens to be
located according to your nav computer.
“Your help to our cause in the last few months has been invaluable
and your dedication exemplary. During my recovery, I had time to
reflect on our goal—to discover the purpose of the Sarlacc Project.
“While studying at the Jedi Temple on Coruscant, I learned
about holocrons—recording devices into which Jedi stored their
wisdom to pass on to future generations. Some holocrons, such as
the prized Tedryn Holocron of Jedi Master Ashka Boda, were tailored
toward helping Jedi Masters penetrate the secrets of the Force. Even
beings already trained in the Jedi ways, like myself, greatly benefit
from such a source of learning.
“I summoned you because the Force has pulled together threads
of knowledge to reveal the location of a holocron similar to the
Tedryn. Shortly after the fall of the Republic, Master Ashka Boda
contacted me with news that he had joined the former Almas
Academy student Halagad Ventor in trying to form a network
between the scattered Jedi survivors of Order 66. During the Clone
Wars, an orbital bombardment decimated the Jedi Academy in the
Cularin system, and if any artifacts have survived, common sense
suggests that they have since been stolen. But the Force tells me
that the holocron we require is there.
"I’ve never been to the planet Almas in person, but I knew the
headmaster there, a serene Jedi Master named Lanius Qel-Bertuk. I
have no current information on the planet, but I can provide you
with coordinates and a path through the treacherous comet cloud
that surrounds the Cularin system. These were obtained at great
expense thanks to Senator Organa’s vast connections.
“I feel this is crucial to our cause, because I have sensed a link
between the Sarlacc Project and the slaves that you rescued above
Bespin. But I have probed the Force tirelessly and at last reached my
limits. With this Jedi holocron, however, I might expand my ability
to see through the Force and find the answers we seek. Furthermore,
I will be able to pass on the lessons it contains to a future
generation of Jedi, thus coming one step closer to restoring peace
and justice to the galaxy."
Almas
As soon as they near Almas, the heroes’ starship sensors start beeping,
alerting them to a nearby ship. A modified consular-class cruiser was
hiding in orbit close to planet’s moon Dorumaa and is now coming at
them fast, with cannons and tractor beams trained on the heroes’ ship.
The Red Fury
Brotherhood
Since the destruction of the Almas Academy, the pirates of the Red Fury
Brotherhood emerged as the dominant corsairs in the Cularin system.
Inquisitor Draco cut a deal to have them patrol the orbit of Almas while
he investigates the darkness saturating the
planet. Policing duties have fallen to one of
the Red Fury’s most hardhearted and
arrogant swashbucklers, the pirate Reddjak.
His menacing scarlet vessel, the Blood
Brother, tries to ensnare and board the
heroes’ ship within moments of its arrival.
See “Seeing Red” (page 23) for more
information on running this encounter. It
might turn into a space battle, but the
pirates prefer boarding the heroes’ ship and
fighting them in person. Either way, the
heroes should land (or crash) in or near the
city of Forard and make their way toward
the Almas Academy ruins (see the map of
Forard on page 6).
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The coordinates to Cularin are programmed into the nav computer
of the heroes' ship, which should be consulted for additional information
about the system. If the heroes have more questions before the mission
starts, you should clarify or repeat only what Master Denia already told
them. Don’t reveal too much, aside from what the heroes’ Knowledge
checks entitle them to know about Almas (see the sidebar on page 7).
The trip takes approximately one day. When they drop out of hyperspace
near the Cularin system, the heroes can use the coordinates supplied by
Master Denia to navigate the evershifting comet cloud that blocks the
entire system.
Master Denia
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