Rescue on Sandstone IV

 

Overview: This adventure is designed for a team of Rebel or New Republic agents. It focuses around the rescue of a key official from an Imperial prison. Those of you who are paying close attention, will notice that it has some similarities to A New Hope. This was intentional, as it really helps get the players into the story. The adventure can be tuned for beginner or advanced players, and does not take long to roleplay, so it's good for those quick sessions.

 

The Plot: The story occurs on the Imperially controlled planet of Sandstone IV, a world on the brink of upheaval. The population has been opposed to imperial control for some time, but a lack of a charismatic leader and the threat of stricter Imperial occupation has kept them at bay. This changed when a young senator, Jaila Homekon, began openly voicing her support for the Rebel Alliance, (New Republic) and opposition of Imperial forces. Imperial forces seized her before a large speech, (which threatened to turn into an anti-Imperial riot) and imprisoned her. The Rebels, (New Republic) have realized that there is a massive opportunity for a revolt on this planet, and need a local leader like Homekon to move the population to action, and organize a resistance. Many citizens are still unaware of her intentions and views due to the swift Imperial response. Furthermore, senator Homekon is undergoing interrogation, designed to lead to a public confession of her crimes, which would be followed by execution or life imprisonment. A public trial is scheduled in 15 hours, and Rebel, (NR) Command has little choice but to send in the nearest team capable of accomplishing the mission.

Sandstone IV

Planet Profile: Temperate Plains

Type: Terrestrial

Temperature: Temperate

Atmosphere: Type I (breathable)

Hydrosphere: Moist

Gravity: Standard

Terrain: Plains, Mountains

Length of day: 21 standard hours

Length of Year: 401 standard days

Sapient Species: Humans, others

Starport: 8 Imperial Class, 6 Standard Class

Population: 5 billion

Planet Function: Manufacturing, Agriculture

Government: Democratic (Imperial Controlled)

Tech Level: Space

Major Exports: High Tech Goods, Agricultural Products

Major Imports: Raw Materials, Food

 

World Summary: Sandstone IV is a well-populated planet located in the Expansion Region. It has been inhabited for over 200 years, and has a long history with the Old Republic. During the rise of the Empire, it was easily deceived by Palpatine in his rise to power, and was rapidly occupied by Imperial forces, with the citizens not realizing their mistake until a few years later. Currently, the world is a center for commerce, agriculture, and mass manufacturing. Whole cities have been converted to automated factories, while others serve as Starports and places of business. The countryside is dominated by domed, automated farms, and inside the cities, the Imperial presence is always close at hand. The planet features a large Imperial Space Platform which serves as the home base for several Star Destroyers, ensuring that one is always near.

 

The Plan: The plan calls for a team of Rebels to make their way onto the planet, where they will meet with a contact named only as Red. Red is a rebel-friendly arms dealer, who will provide the supplies needed for the mission, and the knowledge of accessing the prison. The Senator is being held at the Central Imperial Headquarters in the planet's capital, Zargrev. The building is a monstrous palace over 200 floors high, with numerous smaller facilities located in the compound including a large Naval base, ISB Headquarters, and an Army barracks. The prison is located inside the main building and stretches 5 floors underground. Beneath the facility liess a long-abandoned and forgotten sewer system. Red has much experience exploring these passages as he uses them to store weapons caches and other valuable equipment. Discovering that one of the tunnels lay directly below the prison, he secretly drilled a small hole allowing him to send a small probe through, revealing that it led to an unguarded basement. He reported these findings to the Rebels, who decided not to act upon the knowledge until a good opportunity arose. After inserting the team into the base, Red will wait for them outside, and the team will be left on its own to find their way around. Though no blueprints are available, it is suspected that Homekon is being held at the maximum-security wing deep underground, or close to the point of access. The team must be able to locate her and escape with speed. Once safely away, she should be capable of providing the Rebels with a safehouse.

Arrival: The players will arrive on a large passenger transport. The ship will land at Zargrev Spaceport where they will be cleared by customs. No weapons, armor or illegal equipment is allowed. I created the following scenario specifically for my group of players, and it will probably not work for you, unless one of your players has decided to be an illegal race such as Wookie, Mon Cal, Talz, etc. Mainly, I wanted to show them that being a hairy behemoth with 6D Strength has its social disadvantages, but it ended up being an integral part of the story. Here is more or less what happened.

(The players are in separate lines at the customs area, awaiting clearance to proceed. Eventually, the Wookie approaches the desk)

Customs Officer: Yes?

Wookie: (Speaking through translator chip) Me would like to go through

Customs Officer: Sigh… Where is your owner?

Wookie: What? Oh shit… (catching on)

Two Imperial Guards approach

Wookie: (Pretending to look through crowd for his master) Grrruw! (Whimper)

Customs Officer: If we can't find your owner, you know were going to have to take you into custody…

Player 2: (Finally approaching in hopes of saving his friend's ass) Yes, is there a problem?

Customs Officer: Are you this animal's owner?

Player 2: I am, here's my ID, now if that's all we'll just be on our…

Customs Officer: Hold on, where's you Slave License?

Player 2: Umm, I must have forgotten it at home…

Customs Officer: (me giving players a break, but not really, calculate the amount of cash they have and charge them 50 over) Sighh… That'll be 2,670 for the license, plus a 300 credit fine. You do have the money, right?

Player 2: 700, 800, 900 Shit! I mean, you could give me a break right? (Officer shakes head)

Mysterious Well Dressed Man: That's all right, a hundred credits shouldn't be a problem. Here you go.

Customs Officer: (A 5D Perception check will reveal he's somewhat confused) Alright sir, (printing a license) here's your license. Your animal must be kept leashed and muzzled at all times, (shatter that Wookie ego!) please proceed through for your medical test.

Player 2: (To Mysterious Man) Thanks a lot, any reason you decided to help out?

Mysterious Well Dressed Man: Oh, I've always got plenty of spare change. I hate to see sentient beings treated like animals. By the way, could I see your ID card? I'd just like to jot down your name in case I'm asked about this later...

Upon arrival, the players should be confronted with this type of situation if there is an illegal alien, droid, or some other being that the Empire can choose to fine. If this is not the case, perhaps one of the more exotic items a character is carrying is outlawed on this particular planet, or they break some minor law. The end result of this is that the players will be forced to pay an amount which they can not afford, (no pawning equipment either) and will be approached by a well-dressed, middle-aged, human businessman who will offer to pay whatever the players are lacking. The man is in actuality an Intelligence agent, and the players have aroused his interest. It would make the most sense if this is because one of the group is an illegal alien without papers, but most of the other scenarios will work as well. If the players let him, he will examine one of their belongings, and discreetly place a miniaturized tracking bug on it. The bug is so small that it will require a 5D Search test to find. Make any player observing the man closely roll their perception against the Intelligence agent's Hide when he places the bug. It should be noted that this particular officer is a specialist in surveillance so the players are expected to fail. If the players refuse to provide him with an object, the bug will be planted on their clothes through a friendly pat on the back.

Perception notes: If you are the type of GM that doesn't normally go into details like a pat on the back, there is a good chance the players will know something is up. This goes for any detail you may think is important to the story but which you would never describe under normal circumstances. The goal is to make the player feel like nothing out of the ordinary is happening. They will probably know that this encounter had some significance, but will not assume that the man is out to harm them. Also, when rolling against the players Perception, it's a good idea to do it well before the encounter, this way the players won't realize that something sneaky is happening even if they fail, and will never know what they were rolling for.

Meeting the Contact: Red will be extremely paranoid about being compromised by the Imperials, and the players must be careful to reassure him that they are the Rebels sent to meet him. When they contact him on his comlink, he will instruct them to meet him in an alley across town in 30 minutes, to ensure that the players arrive with no time to spare. Red has a hidden camera in the alley (5D to spot) and will arrive in a stolen speeder van. He is a short human and will be wearing a mask at all times. Inside the van is the equipment that he will provide for the operation:

-4 Blaster Pistols (4D)

-3 Blaster Rifles (3D)

-4 Glowrods

-2 Blast Vests (+1D/+1D)

-2 Helmets (+1D/+1D)

-1 Vibroblade

-3 Grenades (4D)

He will insist that the Rebels make their move before sunrise, (It should be the middle of the night) and will transport them to the entrance to the sewers.

RED

DEX: 3D
Blaster: 5D
Brawling Parry: 4D
Dodge:4D
Melee Parry: 3D
KNO: 3D
Business: 3D
Streetwise: 5D
Value: 5D
Value: Blasters: 6D
Willpower: 4D
MEC: 2D
Repulsorlift Operation: 2D
PER: 4D
Bargain: 6D
Con: 4D+2
Forgery: 4D+2
Hide: 5D
Search: 4D
STR: 3D
Brawling: 3D
TEC: 3D
Armor Repair: 3D
Blaster Repair: 4D
Computer Programming/Repair: 3D

Character Points: 8

Equipment: Blaster Rifle (5D+2), Hold-Out Blaster (3D+2), Vibroblade (STR+2D), Blast Helmet (+2D physical +1D energy), Blast Vest (+1D/+1D), Glowrod, Comlink, Datapad

 

 

 

 

The Sewers: Red will take the players to a large building under construction. The structure is only in its early stages, as the foundation is still being laid. During the construction, one of the digging teams accidentally penetrated into an old drainage tunnel. This will be the players access to the sewers. Red will break through the electronic lock on the fence, and drive the van into the site, on which all work has stopped for the night. He will then lead them to a large hole in ground, descending to a circular passage about 2 meters high. Once down a fixed ladder, the team will enter the dark sewer. Make sure to describe just how dark it is, and how foul it smells. There is about a foot of thick, disgusting liquid on the bottom, and anyone not wearing good boots will develop a severe rash, and possible infection within a few hours. The Players should also go through a variety of tunnels, some enormously large, and others so cramped they have to crawl on their hands and knees. Eventually, after about 45 minutes of travel, they reach the base. Somewhere along the way however, there should be a complication. This should depend on the player's ability. It could be a pair of archeologists, a harmless looking beggar who threatens the group with a grenade, or some sort of resident creature. I had the player wade through a large room with murky water up to their waists, and a Dianoga hiding in a deep crevice waiting to pull someone through. It worked surprisingly well, and the team Wookie was lucky to escape with his life. Dianoga: Dexterity 2D, Perception 3D+1, Strength 6D. Special Abilities: Can change color to match surroundings (+4D to sneak); tentacles (target must make opposed Strength roll to escape and not be dragged under). Move: 5

The Base: Eventually, Red will inform the players that they have arrived at their destination. He has already drilled a large chunk out of the wall, and only a few centimeters of concrete remain. It only takes him a couple of minutes to laser-drill the rest out. He then wishes the group farewell, and tells them he will wait in the van. Before he leaves, Red presents them with a rough map instructing them how to get back. Climbing through the hole, the players will find themselves in a pitch-black basement. All around them are extremely noisy generators and turbines making it almost impossible to communicate. If any players use their glowrods or night-vision equipment, they will find that the chamber they are in is massive, about 100x100 meters, and filled with rows of mechanical equipment. There is also a door very near to them. No matter how careful, (or noisy) they players are, they will not be discovered, as there is no detection equipment or personnel on this floor. Inside the door is a small chamber with a control board and a turbolift. Two simple droids are plugged into the console, and are not programmed to recognize the players as intruders. They will follow simple commands and will otherwise ignore the players. Messing with the control board or shooting the droids may attract attention however. The small turbolift leads to three floors, all above.

Floor 0- basement

Floor 1- Another enormous chamber. This one is only 1.5 meters tall and is crisscrossed with girders and supports. It is entirely empty, but sounds of engines and machinery can be heard directly above.

Floor 2- The door opens to an extremely small passage, leading to a double door. Through a window in the door the players will see a large hangar. It is filled with repulsorcraft. Repulsorsleds, speeder trucks, vans, and sedans, along with two imperial Vesones. These vehicles are used for transport in and out of the prison. Inside the hangar are about 10 technicians and crew, as well as three guards, making sneaking around very difficult. The character's turbolift is used primarily for maintenance access, so there is a larger exit out of this floor, as well as a ramp leading up for the vehicles.

Floor 3- This floor is a small control center for the hangar. It is located near the roof of the chamber and has a wide window looking out. Off to the side the sounds of two Imperials can be heard. They may not hear the door opening, (Difficulty 3D Perception) so it is best for the players to leave. If the players enter the room they will have to explain their presence, or fight the staff, (in which case they better find the senator quickly).

Floor 4- This is a small maintenance room. On the walls are various cleaning chemicals and power tools. Three deactivated maintenance droids stand upright on one side, (these droids are just as stupid as the ones in the basement). There is also a door, which leads to the cell block, (describe as on Death Star).

Hopefully, the players will reach floor 4 without incident, otherwise, what happens is entirely up to you. Once there, they will be able to hear someone walking past their door every five to ten minutes. Now they must think of a plan. Opening the door when no one is walking past will reveal the cell block and not attract any attention. Looking down toward the control center however, may get the players noticed by the guards. Acting as janitors will not work, as Imperial facilities are maintained by droids, so the players only have two options; act as Imperials, or come out guns blazing. If they take too long making up their mind, a lone guard will come up the lift for them to deal with, (quietly) and possibly provide a uniform for the players if they do not blow a few holes in it. If they players make a lot of noise or run out of the room looking for trouble, good luck. Make it possible to complete the assignment, but quite difficult, to teach them a lesson. Acting as Imperial Guards would be smarter, and will require a human in the group, (one of their many advantages). This is the path my players chose after dispatching the guard in the lift, the following is a brief run-down on what happened.

Imperial Commander: (after seeing Player 3 exit the maintenance room and walk down the corridor) Yes Trooper?

Player 3: Sir, I um, have orders to transport a prisoner.

Imperial Commander: Really? From my cell block?

Player 3: I think so, um sir. I'm looking for a Jaila Homekon.

Imperial Commander: (checking on computer) Ahh yes. It appears you've got the wrong floor, go up to cell block 12B.

Player 3: Sure… (looking for a turbolift, then walking towards it trying to look confident, and then relieved to find a 12B on one of the buttons inside)

A few moments later in Cell Block 12B

Imperial Commander 12B: Now, what you have to do when they bite you like that is insert your fingers in the pressure point under their nose and give three firm blows to the… (noticing Player 3) Yes???

Player 3: Sir, I've got orders to transport a Jaila Homekon.

Imperial Commander 12B: You mean the prisoner in cell 37? She's not scheduled for trial until 2 hours from now.

Player 3: Change of plans sir.

Imperial Commander 12B: Alright, cell 37. Wait, where's the other guard?

Player 3: Sir?

Imperial Commander 12B: I don't care how harmless you think she is, it's still against the regs to transport a prisoner alone. Deitrich and Grobawsk, go with him.

Player 3: (After retrieving the prisoner and reentering the turbolift with the two guards, one of whom is about to press the wrong floor) What are you doing?

Imperial Detention Guard Grobawsk: You're taking the prisoner to the top floor, right?

Player 3: Not on your life you stupid ass! (click, bang! bang! bang! bang! bang!) Here, (giving blaster to Homekon) take this.

Homekon: What's going on here? (Lift opens on floor 4, bang! bang! bang!)

Imperial Guard: Aaaaaa! My eyes!

Player 1: We're coming! (BANG! click-click, BANG! click-click, BANG!)

and so on…

This is not the only way of going about it, but the players will need to find out where she's being held. Each cell block has two guard and an officer in the monitoring station, plus a guard on patrol. Reinforcements can arrive any time, and will be Detention Guards at first, and eventually turn into fully equipped Stormtroopers and Army personnel. Once the players rescue the senator, their priority should be to escape through the sewers. They may attempt to hijack a craft in the hangar, but they will have to break out of a heavily defended Imperial fortress with it. Their journey down to the basement should be uneventful, and if they make it to the tunnel, they will be fairly safe. It will be a while until the Imperials figure out where they went, and will have a hard time following them in the maze of passages.

Jaila Homekon

DEX: 2D
Blaster: 4D
Brawling Parry: 2D
Dodge:4D
KNO: 4D
Alien Species: 4D
Bureacracy: Sandstone IV: 6D
Cultures: 4D
Languages: 5D
Planetary Systems: 4D
Scholar: Galactic History: 4D
Streetwise: 4D
Willpower: 6D
MEC: 2D
Repulsorlift Operation: 2D
PER: 4D
Bargain: 4D
Command: 4D
Con: 4D+2
Investigation: 4D
Persuasion: 6D
Search: 4D
STR: 3D
Brawling: 3D
TEC: 3D
Computer Programming/Repair: 5D

Character Points: 7 Force Points: 1

Equipment: None

Capsule: Jaila was one of the younger, and less influential Senators on Sandstone IV. She had slowed her rise to power numerous times through protests concerning her planet's corrupt government, and her recent tough stand on Imperial policy has made her a prisoner of the state she once served. She will help the players any way she can and will fight if asked or needed.

 

Imperial Guards

DEX: 2D
Blaster: 3D+2
Brawling Parry: 3D
Dodge:3D+2
KNO: 2D
Intimidation: 3D
MEC: 2D
Repulsorlift Operation: 2D
PER: 2D
STR: 2D+2
Brawling: 3D
TEC: 2D

Equipment: Blaster Pistol (4D), Helmet and Vest (+1D Physical, +2 energy), Comlink, Magnacuffs, Sedative Syringe (6D+2 Stun)

 

Imperial Intelligence: The name of the man the players met at the spaceport is Intelligence Agent Bordan. Since the RIX-431A bug planted on the team was so small, it is only able to transmit to group's position once every five minutes, and to a limited range. Therefore, Bordan and his team had a hard time following the crew. When they finally caught up with the van, they confirmed that it was stolen, proving Bordan's suspicions correct. The Intelligence team decided to follow far behind and see what the Rebels next move would be. When the signal disappeared, they went to the last known position, and found the empty van by the entrance to the tunnel, which was blocking the signal. Unable to anticipate what the players were doing, the Intelligence agents took up positions at the site and waited. When Red emerged, they attempted to arrest him. Red resisted, and when finally cornered, shot himself in the head, (as any good rebel should). They cleaned up the site, and were unsure of what to do when they received a message that a prison break at Imperial HQ had been carried out through the old sewer system. Bordan called for reinforcements, (5-10 minutes) and ordered his men to take up positions again. The Rebels emerged shortly after.

The Construction Yard: When they players arrive at the yard, do nothing to put them on edge, but try to find out where they are in relation to cover. Most likely they will assume the mission complete and walk boldly towards the van in the open. If they do this, the Intelligence team will act. One of the agents has set himself up in a window on the 40'th floor of the adjacent skyscraper. He will put the crosshairs on the most dangerous target and aim. Then, a van will burst through the fence and pull up near the players, and the remaining 3 agents will disembark. If the players make any threatening gestures, or attempt to flee the scene, the sniper will fire. He will then continue shooting until the players are all in cover. During the firefight, the Intelligence Agents will attempt to capture Homekon, but will rather kill her than let her get away. There are two possibilities for escape, by speeder or sewer. The number and skills of the Intelligence agents should be altered to the capabilities of your players.

Construction Yard Map

Surveillance Agent Bordan

Surveillance Agent Farro

Surveillance Agent Tariff (Driver)

Assasination Agent Lolosk (Sniper)

DEX: 3D
Blaster: 5D
Dodge: 4D
Melee Combat: 3D+1
KNO: 3D
Bureaucracy: 5D
Intimidation: 4D
Law Enforcement: 4D
Streetwise: 3D
MEC: 2D
Repulsorlft Op: 3D
PER: 4D
Command: 4D
Con: 4D+2
Hide: 6D+1
Search: 5D
Sneak: 4D
STR: 3D
Brawling: 3D+2
TEC: 3D
Comp Prog/Rep: 5D
Security: 6D+1

DEX: 3D
Blaster: 4D
Dodge: 4D
KNO: 3D
Bureaucracy: 3D
Intimidation: 4D
Law Enforcement: 4D
Streetwise: 3D
MEC: 3D
Repulsorlft Op: 3D
PER: 3D
Command: 4D
Hide: 5D+1
Search: 4D
Sneak: 4D
STR: 3D
Brawling: 3D+2
TEC: 3D
Comp Prog/Rep: 5D
First Aid: 4D
Security: 6D

DEX: 3D
Blaster: 4D+1
Dodge: 3D
Melee Combat: 4D
KNO: 3D
Bureaucracy: 3D
Intimidation: 4D
Law Enforcement: 4D
MEC: 3D
Repulsorlft Op: 4D
Space Transports: 4D
PER: 3D
Command: 3D
Hide: 5D
Search: 4D
Sneak: 4D
STR: 3D
Brawling: 4D
TEC: 3D
Comp Prog/Rep: 5D
Security: 6D+1

DEX: 3D
Blaster: 5D+1
Blaster:Sniper Rifle: 6D
Brawling Parry: 4D
Dodge: 4D
Grenade: 3D
Melee Combat: 5D
Melee Parry: 4D
Missile Weapons: 4D
KNO: 3D
Intimidation: 4D
Law Enforcement: 3D
MEC: 3D
Repulsorlft Op: 3D
PER: 3D
Command: 3D
Hide: 6D
Search: 4D
Sneak: 5D
STR: 3D
Brawling: 4D
TEC: 3D
Security: 6D

Character Points: 4

Equipment: 2 RIX-431A bugs, Other surveillance devices, RIX transmission receiver, Blaster Pistol (4D), Datapad, 300 credits, Comlink

Character Points: 2

Equipment: Blaster Shotgun (5D+2), Blaster Pistol (4D), Comlink, Blast Vest (+1D/+1D), Medpac, Magnacuffs

Character Points: 2

Equipment: Blaster Pistol (4D), Comlink, Datapad, Magnacuffs

Character Points: 2

Equipment: Super Marksman Sniper Rifle (6D), Blaster Pistol (4D), Comlink

 

The Getaway: If the players survive the battle at the construction yard, they will either escape, (or retreat) into the sewers, or flee in a vehicle. If they flee in a speeder, run a lengthy chase involving the Imperials, and Police in cruisers and Vesones, (use stats from previous adventure). If they dash back into the sewers, they will face Imperials dispatched to find them. These will be Army Troopers and Stormtroopers on foot, or in speeders. The players will probably try to get back to the surface any way they can, but because the city has long-forgotten these passages and built over them, all exits will be blocked. Eventually, they will hear running water down a passage, but following it will bring them to a sealed door. A few grenades or other means will blow it open, and send all Imperials in the area running to the source of the noise. Inside will be a completely clean sewer shaft. This, unlike the others the players have been travelling through, is still in use. There is a walkway beside a fast-moving current of clear water. The walkway runs about a hundred meters, and then the tunnel ends. The walkway leads to a locked door, (no, blasting the lock won't open it, only proper tools, time, and a 4D difficulty Security roll will) and the current is swept down into some sort of vertical tunnel. Just then, Imperials should begin pouring out of the door behind them and shooting. The players only hope will be to hold their breath, and hop in. The water will sweep them under and down, until they hit a wire mesh, which lets the water through, but not the characters. Nearly immobilized by the pounding current streaming down from above, they must attempt to cut through it before air runs out, (4D dexterity test, 3D Stamina or Swimming test to avoid damage). With the mesh broken, they will be poured out in a cascade of water into another current, which passes by a platform, (3D dexterity to grab on). It would help if Homekon failed her roll and the players had to grab her before she was sucked down the passage to the Hydro-Electric turbines. On the platform is a door, which leads to a turbolift which leads to a number of other sewers, and finally the Sewer Management Agency. Once the players have explained their situation to sewer officials, (or threatened them with weapons), a call from Homekon will bring a friend in a speeder. Unfortunately, it would be very hard for the players not to be ID'd during this adventure as there are cameras located in the detention block as well as the sewer system. The Imperials will blockade the planet but Homekon can arrange a safehouse until she is able to smuggle the players off planet. She will also provide them with her eternal gratitude, and 40,000 credits, (all she can spare)

Game Notes: This adventure was only written out the way it happened with my players, and you might end up with something completely different. I rarely figure out the whole game-plan beforehand, and tend to just wing it once I have a starting point figured out. If your group gets "off-track" from what I've laid out here, either just go with it, or alter the story to get them back in. Never force your players to take a straight path from the beginning, to the conclusion of the mission, as they will not enjoy the loss of freedom. Give them plenty of choices, and be ready to make up the consequences of these decisions.