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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:51 pm Post subject: |
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ENCOUNTER 2: KLIERI'S APARTMENT
Location: A dim, sealed apartment unit in Locus.
Purpose: Crime scene investigation leading to discovery of a critical datapad.
Electronic Door Lock: Security or Computer Programming/Repair (15) check to slice open.
Add +5 to the difficulty if the heroes lack appropriate tools (e.g., datapad, slicer gear).
Use Strength to force open the door: Strength (20) check.
Demolitions or Blaster to blow it open (risking alerting neighbors).
Crime Scene Overview
Once inside, the heroes find:
Signs of struggle (overturned furniture, broken glass, scorched carpet).
Klieri’s body in the bedroom:
She was shot multiple times and crawled from the living room before dying.
Perception-based Discoveries:
Easy (10) Search: Notice evidence of a struggle and the body’s final movements.
Moderate (15) Search: Realize Klieri was likely shot in the living room, not the bedroom.
Difficult (20) Investigation (or Scholar: forensics): Determine the weapon used (blaster) and time of death (2–3 days prior).
The Datapad & Encrypted Card
The datapad is destroyed beyond repair, however, a datacard inside is undamaged and removable.
To access the encrypted contents:
Interface With Datacard: Computer Programming/Repair (15) to connect the card to a working system (e.g., another datapad or computer).
Break Encryption: Make 2-3 consecutive Computer Programming/Repair rolls vs. the card’s security protocol (20):
Failure: Wait 1D6 minutes before retry.
Optional: Add modifiers for high-end slicing tools or if the heroes already know something about the contents.
Success:
Access the full contents of the card (plot-relevant data; GM decides specifics).
Optional Clues
Heroes who investigate further can find:
Blaster residue at the entry point (Search or Investigation vs. 15).
Footprints or drag marks (Tracking vs. 15 if relevant).
A small tuft of dark fur or fabric possibly belonging to the killer (GM’s discretion).
Galaxy of Intrigue (p.196, column 2, paragraph 4-6)
Searching Klieri’s Apartment
The heroes can conduct a Search (or Perception) check to uncover items hidden around the apartment. Each result tier includes all rewards from lower tiers.
Easy (10): 3x blank datacards, 4x ration packs, breath mask with filter, glow rod
Moderate (15): Includes all Easy-tier items, plus: 2x energy cells, medpac, short-range comlink
Difficult (20): Includes all Moderate-tier items, plus: hold-out blaster pistol (3D, concealed), pair of combat gloves (medium-sized; +1D to climbing/jumping or melee damage at GM discretion), pocket scrambler (adds +1D to Security when attempting to block or trace comlink signals).
Heroic (30): Includes all previous items, plus: 1 explosive charge with timer (damage 5D, blast radius 3 meters, timer adjustable in 10-second increments)
Galaxy of Intrigue (p.197, column 2, paragraph 2)
MRD-398 Assassin Droid Ambush
If any hero enters the bedroom, have them make a Search roll vs. the droid's Stealth 4D+1.
If the hero succeeds: They spot the MRD-398 before it attacks.
If the hero fails: The droid ambushes them with surprise.
If no one enters or detects it within 3 rounds: It strikes when the heroes are engaged or distracted—GM's discretion for best timing.
MRD-395 Asassin Droid (1)
Type: Corporate Sector Authority MRD-39B Assassin Droid
DEXTERITY 5D
Blaster 6D, dodge 6D+1, melee combat 5D+2
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 2D
Search 4D, sneak 4D+1
STRENGTH 2D+2
Climbing/Jumping 3D+1
TECHNICAL 2D
Security 3D+ 1
Equipped With:
Integrated blaster (3D damage)
2 vibrodagger claws (STR+2D damage)
4 climbing claws (+2D to climbing)
Infrared sensors (ignores low-lighting penalties)
Improved sensor package (+2D to search)
Internal comlink
Self-destruct system (5D/4D/3D, blast radius: 0-1/2/3)
Move: 6 (walking), 3 (climbing)
Size: 1.2 meters tall
Cost: 2O,27O
Source: Galaxy of Intrigue D6 (page 16)
Tactics:
If the MRD-398 cannot establish contact with its CSA assassin handlers, it proceeds independently.
The droid favors attacking isolated targets or those without cover.
Uses ambush, then pursues targets of opportunity, prioritizing threats to the Deluge Device.
Galaxy of Intrigue (p.197, column 2, paragraph 4)
Galaxy of Intrigue (p.208-209) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:52 pm Post subject: |
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SKILL CHALLENGE: LOCUS STREET CHASE
Difficulty: Moderate to Very Difficult
Challenge Complexity: Standard Chase (8 cumulative successes before 3 group failures)
Recommended Use: When pursuing enemies through a populated, unfamiliar city using vehicles (e.g., landspeeders).
Narrative Premise
The heroes pursue Corporate Sector assassins through the rainy, fog-choked streets of Locus, navigating twisting alleys, looming buildings, and unpredictable foot traffic. They must succeed at enough key maneuvers to trap the assassins before they disappear into the Neutral Zone.
Challenge Structure
Goal: 8 total group successes before 3 group failures.
Failure accrual rule (Containment): Only accrue a failure in a round where no character earns a success.
Opposed Rolls: Some rolls may be opposed by the assassins’ stats (noted below).
Streetwise (28) or (23 if familiar): Recall street maps, gang routes, or shortcuts through Locus.
Search (25): Notice recent speeder tracks, signal lights, or visual cues to track the target’s route.
Repulsorlift Operation (18) or vs. Assassin's Repulsorlift Operation (4D): Pilot through debris, alleys, and sharp turns to maintain pursuit.
Sneak vs. Assassin's Search (4D+1): Maneuver silently to cut off or ambush the assassins down side routes. Add +1D due to gloom.
Only one success per player per round counts toward the goal.
A roll that beats the Difficulty by 10+ counts as 2 successes.
A roll that fails by 10+ counts as 2 failures.
Optional Challenge Effects
Containment Rule: Failures are only counted if no hero succeeds in a round.
Combined Actions: Multiple heroes may combine their rolls on a single skill to help another player (standard D6 combined action rules).
Pursuit Modifiers: Heroes may spend Character Points or Force Points to enhance rolls at critical junctures.
Success (8 Successes): The assassins are cornered in a dead-end alley or jammed plaza. They must abandon their speeder and face the heroes on foot.
Failure (3 Failures): The assassins vanish into the maze of Locus, their trail going cold. Tracking them further may require a new adventure hook or lead.
GM Notes: Use the Chase Rules from The Star Wars Rules Companion or Mini-Adventure Booklets for optional chase flowcharts. If using a battlemap, change terrain each round to create environmental shifts (e.g., market, alley, bridge, tunnel).
Galaxy of Intrigue (p.197, column 1) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:54 pm Post subject: |
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ENCOUNTER 1: MAIN STREET FIGHT
Corporate Sector Assassins (2): all attributes 2D except Dexterity 3D, blaster 5D, dodge 4D+2, melee combat 4D, intimidation 3D+1, streetwise 3D+2, repulsorlift operation 4D, investigation 3D+2, search 4D+1, sneak 4D, Strength 3D. Move: 10. Character Points: 5. Blaster pistol (4D), hold-out blaster (3D+2), vibrodagger (STR+1D+1), comlink
Galaxy of Intrigue (p.206-207) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:55 pm Post subject: |
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YRSSK'S APARTMENT
Location: Locus – Upper Neutral Zone
(Read aloud to players)
The apartment building is a decaying block of permacrete stained green with moss and industrial slime. A slick set of exterior stairs climbs the side of the building, leading to a modest second-story unit. The keypad lock on the door hums faintly.
Accessing the Apartment
Stairs: Slick permacrete. Optional Dexterity (15) check to avoid slipping.
Electronic Lock: Security (15) to disable.
Failure by 5+ triggers a silent alarm.
If tripped, the repulsorlift garage owner arrives in 2D10+5 minutes, accompanied by 2 local thugs.
Repulsorlift Garage Thug: All stats are 2D except: Dexterity 3D, brawling 4D, dodge 3D+1, melee combat 3D, Perception 3D, con 3D+1, Strength 3D. Move: 10. Stun baton (STR+1D), blaster pistol (4D), commlink, street clothes.
Searching the Aprtment
(Read aloud to players)
Inside, Yrssk’s apartment is sparse and smells faintly of reptile musk. The furniture is basic, the kitchen sparsely stocked—clearly a place used only for sleep or short visits. Everything is unnervingly tidy.
Characters may use Perception or Search to investigate. Roll once per character.
Easy (10): Electrobinoculars, liquid cable dispenser, targeting scope
Moderate (15): Above, 3x power packs
Difficult (20): Above, holorecorder with 2x datacards
Very Difficult (25): Above, credit chip (5,000 CSA credits)
Data Analysis
One datacard contains holorecordings of Klieri speaking to various figures.
Computer Programming/Repair (20) or Perception (25) reveals: The recording of Klieri accepting a credit chip and additional notes its a digital forgery, spliced from multiple older clips.
Development
If the alarm was triggered, the garage owner and thugs arrive mid-search.
If the heroes piece together the forgery, it can clear Klieri's name or be used to discredit the CSA.
The presence of 5,000 credits may raise moral questions or attract suspicion if spent too freely.
Galaxy of Intrigue (p.198, column 1, paragraph 3-4) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:56 pm Post subject: |
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INTO THE WILDERNESS
Daily Survival Check
Each day spent in Nyriaan’s wild backcountry requires a Moderate Survival check (Difficulty 15) to avoid natural hazards such as:
Toxic bogs and quickmire
Sudden fog banks
Predatory wildlife (e.g., Chlovi Cats)
Sudden temperature shifts and acidic rainfall
Characters who fail the check may suffer one or more of the following at the GM's discretion:
1D damage from exposure or terrain (armor may not apply)
Delayed travel
Alerting nearby predators
Fatigue (−1D to checks for 1D hours)
Unfamiliarity Penalty
Characters not familiar with Nyriaan’s terrain suffer a −1D penalty to all Survival skill checks in the wilderness.
“Familiarity” is gained after 7 days of continuous travel or survival in the wild.
Characters guided by a native (e.g., Finvarra) do not suffer this penalty while following instructions.
Navigation Difficulties: Know Direction
Due to the planet’s dense cloud cover and magnetic interference:
Determining cardinal directions (North, South, etc.) requires a Survival (20) check.
Even Nyriaan natives are subject to this difficulty.
Failure may lead to getting lost, going in circles, or misjudging distances.
GMs may call for periodic Know Direction checks when:
Navigating unfamiliar terrain
Using maps or sensor readings is impossible
Pursuing or evading enemies through the wild
Galaxy of Intrigue (p.198-199, column 2-column 1, paragraph 3-4 and paragraph 1)
BEASTS OF PREY
ENCOUNTER 3: CRIMSON AND CHLOVI
Location: Nyriaan wilderness
Trigger: The party is camping, traveling on foot, or moving through a dense chlovi copse.
Challenge: Sudden ambush by a group of territorial predators—chlovi cats—that attack to defend hunting grounds or feed their pride.
This encounter can be used as a standalone wilderness challenge or integrated into a larger encounter such as “Crimson and Chlovi.”
Setup
Timing: Night or late dusk is ideal (-1D skill modifier).
Number of Enemies: 1 chlovi cat per two PCs, minimum 2.
Terrain Modifiers: Dense Chlovi copse (Difficult)
Stealth Ambush: Chlovi cats get +1D to their sneak attempts if PCs are distracted, resting, or without perimeter sensors.
Tactics
Chlovi cats ambush from above or the underbrush.
They focus on isolated or wounded targets.
Will retreat if more than half the pack is injured or killed, or if met with overwhelming Force powers or heavy fire.
GM Tips
Use the Survival (15) to detect signs of predator activity beforehand.
Alert characters may make Search vs. Chlovi Sneak (5D) to avoid surprise.
Chlovi Cat (4)
Type: Stealth Ambush Predator
DEXTERITY 3D
Dodge 4D+1
PERCEPTION 3D+2
Search 4D+1, search (tracking) 5D+1, sneak 5D
STRENGTH 4D
Brawling 5D+2, climbing/jumping 5D+1, stamina 4D+1
Special Abilities:
Claws: STR+2D damage.
Bite: STR+1D+2 damage.
Pounce: If a chlovi cat successfully sneaks and wins initiative, it may leap and gain +1D to its first brawling damage roll.
Darkvision: Can see in total darkness up to 30 meters without penalty.
Pack Hunter: When fighting alongside another chlovi cat within 5 meters, gains +1D to brawling.
Bioluminescent Signaling: Uses colored pulses on its skin to silently coordinate pack tactics.
Move: 14
Size: 1.5 meters at shoulder
Galaxy of Intrigue (p.199, column 1, paragraph 2, p.210-211) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:56 pm Post subject: |
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ENCOUNTER 4: NATIVE HOSPITALITY
Malvina Clan Scout (6): all stats 2D except for: Dexterity 3D, blaster 4D+2, dodge 4D+1, melee combat 5D, intimidation 3D, languages 3D, survival 4D, Beast riding 3D, sensors 2D+1, Perception 3D+1, hide 4D, search (tracking) 5D+1, sneak 5D, Strength 3D, brawling 4D, climbing/jumping 4D+1, stamina 4D, first aid 3D, equipment repair 2D+2. SA: Low-light vision, Natural Camouflage, Clan Loyalty. Move: 10. Native garb, machete, sporting blaster or blaster carbine, rations
Galaxy of Intrigue (p.212-213) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:56 pm Post subject: |
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ENCOUNTER 5: CHILDREN OF THE TEMPEST
Features of the Area
Rocky Terrain (Difficult)
Boiling Water or Mud (Very Difficult): 1 to 2 meters (waist- to chest-deep), swimming (15) per round required if deeper than waist-high, 5D heat damage per round.
Yrssk
Type: Trandoshan Mercenary and Intelligence Asset
Age: 39 Height: 2.01 m Weight: 145 kg
Appearance: A hulking, scarred reptilian biped with red eyes and native clothing. Carries himself with coiled tension and veiled contempt.
DEXTERITY 4D
Blaster 6D, dodge 5D+2, grenade 5D+1, melee combat 6D+1, melee parry 5D+2
KNOWLEDGE 3D+1
Bureaucracy 4D+1, intimidation 5D+1, law enforcement 4D, streetwise 5D+1, survival 5D+1, willpower 5D
MECHANICAL 2D+1
Repulsorlift operation 4D+1, space transports 4D, starship gunnery 4D+1
PERCEPTION 3D+1
Bargain 4D, con 4D+2, hide 5D+1, persuasion 5D, search 5D+1, sneak 5D+1
STRENGTH 4D+2
Brawling 6D, climbing/jumping 5D+2, stamina 5D+1
TECHNICAL 1D+2
Demolitions 3D, equipment repair 3D+1, security 3D+2
Special Abilities:
Vision (Infrared): Can see in darkness without penalty if heat sources exist.
Clumsy: ‑2D to fine manipulation tasks (e.g., security, surgery, lockpicking). Difficulty using standard-sized weapons unless modified.
Regeneration: Once per day, Moderate Strength/stamina check. Success restores 10% of lost limb. Fails with age.
Story Factors:
Wookiee Hate: Moderate willpower check to avoid attacking Wookiees or their allies.
Hostility: Gains +1D to intimidation rolls against non-Trandoshans.
Move: 10
Force Points: 1
Dark Side Points: 2
Character Points: 10
Equipment: Native clothing, knife, blaster carbine (5D), 2× fragmentary grenades (5D/4D/3D), hidden datacard
Background: Yrssk once served as a Republic intelligence asset, using his knowledge of the Outer Rim to feed data from the shadows. In truth, he joined to escape debts and enemies in Hutt Space. Years of hiding among the Nyriaanans have eroded his loyalty to anyone but himself. His only desire now is to profit from what he knows, escape this backwater world, and buy freedom from everyone he’s betrayed.
Personality: Suspicious, greedy, easily irritated, and aggressive when cornered. Yrssk knows he’s burned bridges and intends to survive by making himself too useful to kill.
Objectives: Get off Nyriaan. Sell intelligence to the highest bidder. Avoid capture. Never face a Wookiee again.
A Quote: "Just because I’m helping you doesn’t mean I like you. Or won’t shoot you later."
Sith Descendant (6): all stats 2D except for: brawling parry 4D+1, melee combat 5D, melee parry 4D+1, Knowledge 1D, intimidation 4D, survival 3D+2, willpower 4D, Perception 3D, search 4D+1, sneak 4D, Strength 3D, brawling 5D+1, climbing/jumping 4D+2, stamina 4D. SA: Low-Light Vision: Can see clearly in dim light and moonlight without penalty, Ferocity: When reduced to half health or lower, gain +1D to all attacks, Resist Pain: resist stun and wound effects, Primal Force Affinity: Can instinctively sense nearby Force-sensitives. FS: Control 4D+1, Alter 5D+1, C: Dark rage, surge, A: Force thrust. Move: 10. Character Points: 6. Dirty robes, fetid beads and bones, spear (STR+1D) or pulse wave pistol (4D damage, 3-8/20, unreliable).
Dark Rage (Dark Side)
Control Difficulty: Moderate
This power may be kept up.
Effect: Enhances Strength-based melee attacks with rage-driven aggression. The user gains +2D to Strength-based attacks (brawling, melee combat) and damage. The user cannot perform any action except attacking or charging while using this power.
Force Thrust
Alter Difficulty: Moderate
Effect: Uses the Force to knock an enemy back violently. The target is violently pushed back up to 10 meters. Treat as 4D impact damage vs. the target’s Strength for knockdown only (not wound damage unless they hit a hazard).
0–4: knocked prone
5–9: thrown 2–3 meters
10+: thrown long distance or into danger
+5 difficulty for each additional target beyond the first.
Surge
Control Difficulty: Easy
Effect: Grants a burst of speed or heightened reflexes. Increases the user’s Move by +5 and adds +1D to initiative rolls. This is a utility power for closing distance or escaping quickly.
Galaxy of Intrige (p.214-215) _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:57 pm Post subject: |
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PART 3: THE COMING FLOOD
ENCOUNTER 6: SIXTEEN TONS
Corporate Sector Mine Guard (8): All stats are 2D except: Dexterity 3D, blaster 4D, dodge 3D+1, Perception 2D+1, intimidation 3D, search 3D, Strength 2D+1, brawling 3D. Move: 10. Combat jumpsuit (+1D physical, +1 pip energy), stun baton (STR+1D stun), blaster pistol (4D), blaster carbine (5D), comlink.
Corporate Sector Miner (6): All stats are 2D except: Strength 3D, stamina 4D, equipment operation 3D, survival (mining) 3D. Move: 10. Mining equipment, tools, satchel for ore samples, datapad, glowrod.
Galaxy of Intrigue (p.216-217)
CUTTING THE WIRE
Location: Deluge Device Control Room Access
The heroes are at the final barrier to halting the Deluge Device. A massive blast door seals off the control room. This encounter emphasizes infiltration, slicing, deception, or demolition—depending on the party’s skills.
Objective: Gain access to the Deluge Device control room, then disable or destroy the weapon.
Blast Door
Body Strength: 6D
Material: Reinforced durasteel
Special: Immune to most handheld weapons. Can only be affected by explosives, cutting tools, or starship-scale weaponry.
Slicing the Door Panel: Security (25). If the roll fails by 5+ the panel locks out for 5 minutes and triggers an internal alert.
Fast-Talking the Guard | Intercom system active: Con, Persuasion, or Command vs Willpower 3D.
Base: Moderate (15)
+5 if story is implausible
+5 if the party has no internal clearance credentials
Forcing the Door
Demolitions (e.g., shaped charges, thermal detonators): Heavily damaged or better to breach.
Cutting Equipment: A fusion cutter or plasma torch requires 5+ rounds and a Technical (15) check each round.
Galaxy of Intrigue (p.203, column 1-2, paragraph 4 and 1-2) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:57 pm Post subject: |
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ENCOUNTER 7: THE END OF WORLD
Deluge Facility Guard (6): All stats are 2D except: Dexterity 3D+1, blaster 4D, melee combat (stun baton) 4D, intimidation 3D+1, sensors 3D+1, Strength 3D+1, brawling 4D, computer programming/repair 3D+1. Move: 10. Character Points: 0–3. Battle armor with helmet package (+1D+2 physical, +1D energy, helmet systems: flash visor, comlink, breath filter), stun baton (STR+1D stun), blaster rifle (5D), blaster pistol (4D).
Deluge Facility Technician (4): All stats are 2D except: Knowledge 3D, bureaucracy 4D, scholar (vaporator tech) 4D, Mechanical 3D, equipment operation (Deluge Device) 4D, Technical 3D, computer programming/repair 4D, equipment repair (Deluge Device) 4D. Move: 10. Coveralls, tools.
Galaxy of Intrigue (p.218-219)
SKILL CHALLENGE: DISABLING THE DELUGE DEVICE
The Deluge Device is a massive CSA superstructure that, if left unchecked, could flood entire valleys, alter Nyriaan’s unstable atmosphere, and permanently damage the planet’s ecology. Deactivating it requires methodical, coordinated skill use under extreme pressure.
Challenge Type: Cooperative Multi-Skill Challenge
Difficulty Level: Veteran-tier complexity
Success Threshold: 11 successful rolls before 3 failures
Catastrophic Error: Any failed skill check by 10+ results in 2 failures
Participating Players
Any character trained in relevant skills may contribute to this challenge. The GM should track each success and failure carefully.
Primary Skills and Tasks
Each skill must be attempted individually, one per round. Multiple characters may attempt different tasks simultaneously or in successive rounds.
Scholar [meteorology, physical sciences] (25): Analyze the principles behind the vaporator system and determine which climatic sequences must be reversed. Each successful roll represents a deep understanding of the local weather effects being manipulated.
Technical (20): Recognize key control nodes and subroutines. Allows players to map out how shutdown protocols should cascade. Helps direct which system must be shut down first to avoid overload.
Engineer [GM's decision] (25): Interface with the exposed mechanical guts of the Deluge Device and disable critical actuators or seals without triggering an emergency override. Reduces danger to the team; essential for shutting down the device cleanly.
Computer Programming/Repair (20): Bypass CSA systems and shut down environmental control software. +1D if the slicer uses CSA-specific login credentials or a Deluge technician's access code. Enables careful sequential shutdown of the Deluge Device's primary functions.
Persuasion or Intimidation (15): Coerce or convince frightened CSA technicians to help or reveal crucial shutdown information. May substitute for one technical/computer check if technician obeys.
Failure Consequence: On a failure, the technician wastes the round. On a failure by 10+, they sabotage the shutdown attempt (count as 2 failures).
Initiative
The challenge progresses in initiative order as if it were combat.
Special Rules
Recovery (Rectifying Mistakes): If a character exceeds the target number on any check by 10+, they may erase 1 previous failure instead of counting that roll as a success.
Outcomes
Success (11 successes before 3 failures): The Deluge Device is fully shut down. A separate Computer Programming/Repair roll (20) allows the heroes to overload and destroy it safely.
Failure (3 failures before 11 successes): The Deluge Device surges, weather turns catastrophic, and the machine’s systems lock down. The heroes must flee as the environment begins to collapse—possibly irreversibly.
Galaxy of Intrigue (p.204, column 1-2) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:58 pm Post subject: |
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PART 4: AFTERMATH
ENCOUNTER 8: CORPORATE WRATH
Corporate Sector Authority Commando (4): All stats are 2D except: Dexterity 3D, blaster 5D, dodge 4D, grenade 4D, melee combat 3D+2, tactics 4D, sensors 3D+1, Perception 3D, search 4D, Strength 3D, brawling 4D, stamina 4D+1, first aid 4D. Move: 10. Character Points: 3-5. Blaster rifle (5D), blaster pistol (4D), battle armor with helmet package (+2D physical, +1D energy, −1D to Dexterity and related skills; includes infrared visor and commlink), 2x frag grenades (5D/4D/3D), medkit, datapad.
Galaxy of Intrigue (p.220-221) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Fri Aug 01, 2025 12:12 am Post subject: |
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MINI-ADVENTURE 2: ARMS DEALERS BEWARE
BARGAINING WITH CALTOS
If the heroes want to negotiate for more credits from Lt. Caltos, use the Bargain or Persuasion skill.
Opposed Roll: Players roll Bargain or Persuasion against Caltos's skill 5D (18).
Tie or win by <5
Payment increased to 3,000 credits
Win by 5+
Payment increased to 4,000 credits
THE STAKEOUT
When the heroes reach the warehouse district at dusk, they may attempt to sneak into position.
Players must succeed at a Very Difficult (25) Sneak or Hide check to remain undetected while taking positions around the warehouse district.
Hiding spots: Abandoned alleyways, shipping containers, rooftop shadows.
Failure: Alerts guards or triggers surveillance sensors, possibly escalating to an early confrontation or chase.
Success: Allows players to observe and potentially ambush the true target if this turns out not to be a decoy.
INTERCEPTING THE CALL
One thug answers a comlink call.
A hero carrying Caltos’s special comlink may attempt to tap into the thug's signal.
Treat as Computer Programming/Repair or Communications (20) skill check.
Success = Hero intercepts conversation confirming this is the correct warehouse.
Optional Bonus: If the player rolls 25+, they also catch part of the thug's call ID, possibly useful for tracking the wider network or identifying who's giving the orders.
If heroes succeed at Sneak checks and initiate the attack, they gain a surprise round. During this round, thugs cannot act (unless they have a special reason to be alert, which they don't in this case). After the surprise round, combat proceeds as normal.
RUMBLE IN THE WAREHOUSE
Thugs (4): all stats 2D except for: Dexterity 3D, blaster 4D, dodge 4D, intimidation 3D, Perception 2D+1, Strength 3D, brawling 4D, stamina 3D+1. Move: 10. Blaster pistol (4D), comlink, street clothes
BREACHING THE WAREHOUSE
The heroes must bypass layered security and enter a potential weapons facility while thugs engage them. Each successful action bypasses a level of security. Each failure escalates the fight or activates more defenses.
Complexity: 5 successes (locks, splices, etc) before 3 failures.
Slice into the door's control panel:
Computer Programming/Repair (20)
Failure by 5+: The interface sparks (have to wait a rond before trying again).
Bypass physical and electronic locks (GM may require a security kit):
Security (20)
Failure by 5+: Lockdown escalates (new thug squad arrives or automated turret activates).
Source: Galaxy of Intrigue (p.160-163) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 12:14 am Post subject: |
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MINI-ADVENTURE #3: CHASE THROUGH CLOUD CITY
PHASE 1: PURSUIT
Goal: Achieve 8 successes before 3 failures
Planetary Systems or Cultures (20): Knowledge of Cloud City layout; reduces difficulty for perception/search rolls.
Search (20–25): Track Odan’s movements through crowds and corridors.
Sneak vs Odan's Perception 5D+1 (19): Take alternate routes to cut her off.
Computer Programming/Repair (25): One player may exit the chase to guide the rest using surveillance/traffic data.
Running (20): Used to gain or close distance each round; success grants +1D to next round's roll.
If the group earns 5 successes or 2 failures, Phase 2 begins.
PHASE2: CHANGING OBJECTIVES: THE ASSASSIN APPEARS
An unknown assassin opens fire on Koon Odan. She stops and takes cover. Now the heroes must intercept the assassin and/or save Odan.
First Aid (15): Treat Odan’s injuries (from blaster fire).
Dodge/Sneak or Running (20): Close in without getting shot.
Brawling or Blaster: Subdue the assassin.
Search (20): Spot sniper location or secondary ambushers.
Changing Objectives: Goal shifts from catching Odan to saving her from assassination.
SUCCESS
Odan is saved.
The assassin is subdued or flees after combat.
The heroes gain information exposing the true saboteur.
FAILURE
Odan dies or escapes.
The political negotiations collapse.
Possible manhunt for the heroes or political fallout.
Source: Galaxy of Intrigue (p.164-167)
CLOUD CITY UPPER PLAZA: TACTICAL FEATURES
Illumination: Bright daylight; no visibility penalties.
Scale: Most chase paths are Moderate terrain, but interior areas (like the cantina or restaurant) may be Difficult (20) due to crowding or furnishings.
Corridor Corners, Columns
1/2 cover (+2D)
Computer Terminal Station
1/4 cover (+1D)
Restaurant
Difficult Terain (20), +1D to Dodge from furniture
Cantina
Very Difficult Terrain (25): +1D to Dodge from booths, bar
Loud, chaotic: Stealth at −1D
Dance Hall (ground level)
Normal Terrain, minimal cover
Bystanders may interfere or obstruct. Use crowd modifiers.
Window Exit Point
Jumping (15): Failure, fall 4D
Docking Pad
Open terrain unless in cover.
Crates/landing gear: 1/4 (+1D0 tp 1/2 (+2D)
Reaching the cloud (40 meters, Easy terrain)
Moderate civilian presence: −1D to Sneak or Search due to distractions.
Post-Blaster Fire:
First round: Civilians scream and scatter (possible Obstacle course-style rolls).
Second round: Crowds thins.
If a PC fires a blaster, roll 1D at end of the round. On a 5–6, Cloud City Security arrives in 1D+1 rounds.
Public Computer Terminal
Computer Programming/Repair (20): Grants +1D to Search or Tactics rolls to anticipate target movement.
Computer Programming/Repair (25): Hack into docking pad systems to delay cloud car lift-off (Very Difficult).
Cloud City Security Response
Security Team (x3): all stats 2D except for: blaster 4D, dodge 4D, command 3D+2. Light armor (+1D vs energy), stun batons (STR+2D), comlinks
Detain and question armed participants unless obvious justification (diplomatic ID, emergency).
Source: Galaxy of Intrigue (p.164-168) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 12:15 am Post subject: |
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MINI-ADVENTURE #4: EYE ON THE PRIZE
Kidnap Dr. Saludor Narubo, a neurobiologist under Imperial custody in the Middle City of Taris, and escape with him to the spaceport.
Dr. Saludor Narubo (non-combatant NPC, INT-based scholar)
Imperial Escort:
Imperial Field Officer (1)
(Use: Imperial Intelligence Agent template with Command 5D, Blaster 5D, Tactics 5D)
Covert Agents (7):
(Use: Rebel Elite Trooper template, minus armor; Blaster 4D, Dodge 4D, Tactics 3D+2)
Traffic Note: Aerial vehicles restricted to upper lanes. Ground-level travel restricted to groundspeeders and public transit.
SURVEILLANCE PHASE
3× Perception (16)
Success (3 of 3): PC team learns guard rotation and number of personnel. Only 1 agent stands watch outside at any given time.
RESOURCES
10,000 credits (for gear, bribes, or logistics), fake ID (+1D modifier during escape or bribe attempts).
VEHICLE OPTIONS
Rent Corona Limited Luxury Speeder: 500 credits (4 passengers + 1 driver)
Move: 120; Body Strength: 2D+1
Steal Corona Speeder: Security check (20)
Steal Imperial Escort Speeder: 4x Guards
STRATEGY CHECKS
Tactics (15): Recognize the best ambush spot, (20) locate sniper positions with line-of-sight to the lab exit and retreat zone.
TACTICAL ENCOUNTER: THE KIDNAPPING
Street-level urban district.
Imperials form body shield around Narubo and move toward a driverless Corona speeder.
4 agents provide rear-guard cover.
SKILL CHALLENGE: FLEEING THE IMPERIALS
Success Threshold: 11 successes before 3 failures
Team Structure: Heroes in a speeder vs pursuing Imperials
Planetary Systems (15): If familiar with Taris, +1D bonus.
Perception (15–20): Spot escape routes or traffic bottlenecks.
Repulsorlift Operation (15) vs 5D+2 (19).
Sneak vs Search to lose pursuers in traffic.
Stunt Maneuvers: PCs may describe specific actions (swerve through a food market) to justify skill use; GM discretion for bonus or penalty.
SUCCESS
PCs shake the pursuit and reach the Taris spaceport.
They extract Narubo for debriefing.
FAILURE
Imperials catch up; begin firefight.
Local security forces intervene:
PCs arrested unless they bluff/bribe their way out (Very Difficult).
Field Officer uses bribes to recover Narubo; PCs detained or marked for future tracking.
ENCOUNTER ZONE: YT-1300 FLIGHT DECK
Lighting
Status: Power is cut, plunging the ship into dim light conditions.
Effect: All Perception-based checks (including Search and ranged attacks) suffer a -1D penalty unless characters possess low-light vision or are using glow rods/lamps.
Bridge Blast Doors
Material Strength: Durasteel (Reinforced)
Body Strength: 8D (requires heavy weapons, cutting tools, etc)
Manual Override: Strength (25) to pry open due to loss of power, hydrospanner or cutting torch reduce difficulty to (15)
The flight deck has multiple sources of cover:
Behind crates, machinery: 1/4 (+1D)
Inside a loading vehicle (e.g., cargo crawler or lifter): 1/2 cover (+2)
Refresher Compartment
Contents: One medpac
Source: Galaxy of Intigue (p.168-171) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 12:59 am Post subject: |
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MINI-ADVENTURE #5: MY ENEMY'S ENEMY
Setting: Mon Calamari and Quarren embassies on a neutral planet or sector capital (suggested: Coruscant, Chandrila, or Cloud City).
Plot: Political radicals attempt to assassinate key ambassadors during peace negotiations. The PCs must protect the targets, investigate the plot, and stop a second assassination.
SCENE 1: SHOWTIME (Protecting Ambassador Nuukol)
Main lobby with antechambers on each side.
2x disguised Mon Calamari radicals.
12x embassy aides (treat as unarmed Rebel Troopers).
Pre-Assassination Skill Challenge
Skill (D6) Difficulty Use
Search (15) Spot odd behavior or concealed weapons.
Perception Opposed Detect suspicious movement vs. Deception 6D+1
Streetwise Difficult (20) Know where radicals would obtain faulty gear.
Con or Persuasion Moderate (15) Interrogate radicals post-failure or during stall tactics.
Success: PCs identify radicals before the explosion.
Failure: One radical sets off a defective thermal detonator.
Explosion Effects
Blast Radius: 0-5/5D
Everyone takes 1/2 damage (rounded up).
5x bystanders Wounded 1. PCs can perform First Aid (15) to stabilize.
Aftermath
Nuukol is Incapacitated.
Medical team arrives in 1D4 rounds.
Surviving radicals offer cryptic info: "Avreet" leads other cells.
Another attack is planned on Quarren ambassador Tsillog tomorrow.
Faulty gear was picked up from a seedy hotel – possible sabotage.
SCENE 2: DESPERATE DIPLOMACY (Meeting Tsillog)
PCs must Persuade Tsillog of the threat.
Persuasion (25).
Failure = message goes through lesser aide.
Success = audience granted, but Tsillog is aloof and dismissive.
Regardless of outcome, Tsillog proceeds with the conference.
SCENE 3: HUNT FOR THE ASSASSIN
Location: Quarren Embassy Plaza (Crowded).
Target: Tsillog.
Assassin: Rodian named Loodux.
Search vs. Loodux's 6D Hide (concealed weapon or smoke grenade).
Tactics (20): Identify most likely attack route.
Con or Streetwise (15): Talk with civilians for clues.
Stealth vs. Loodux’s 6D Sneak (approach undetected).
Cultures (30); Read body language, detect out-of-place behavior.
Goal: 5 successes before 3 failures.
Success: PCs spot Loodux before the attack.
Failure: Loodux uses smoke grenade (3×3m cloud, -2D to vision and ranged attacks within/through it), starts surprise round.
AREA FEATURES: SCENE 3
Plaza Crowd: Difficult terrain. -1D to Search.
Trampling: Knocked prone = 3D damage per round until upright.
Cover: All characters outside the podium area have 1/4 cover (+1D, STR 2D)
Podium Reporter Pit: Occupied by journalists and holocams.
Smoke Grenade: -2D to all vision-based rolls unless wearing breath filters.
Security Reaction: Arrive in 2D6 rounds after blasters are fired.
Source: Galaxy of Intrigue (p.172-175) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 1:27 am Post subject: |
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MINI-ADVENTURE 6: OPPORTUNITY KNOCKS
DECODING THE TRANSMISSION
STAGE 1: Capture the Signal
Communications (25) roll to intercept and record the fleeting signal.
STAGE 2: Decode the Algorithm
Computer Programming/Repair (35) roll to break the encryption.
STAGE Verify Authenticity (Optional)
Bureaucracy (15) to determine if the diplomatic protocol matches known standards.
Planetary Systems or Alien Species (regarding Duros) (15) to confirm contextual details.
SKILL CHALLENGE: CONVINCE THE DURO OFFICIAL
Objective: Secure insider access to the auditorium via a sympathetic Duro bureaucrat.
Difficulty: 11 cumulative successes before 3 failures
Con vs Willpower (20): Forge convincing lies about Palpatine’s betrayal of Duros.
Bureaucracy (20): Leverage procedural insight into the Duro government.
Persuasion vs Willpower (20): Plead for justice and the need to act now.
Cultures (25): Invoke Duro philosophical ideals to move the official emotionally.
Special Rule:
A hero who beats a roll by 5 or more may convert the success into removing 1 failure instead.
Outcomes:
Success: The official arranges all-access passes and clears a balcony area for you.
Failure: The heroes must infiltrate by stealth, and security is on alert.
ENCOUNTER: ASSASSINATION AMBUSH
Setting: Government auditorium. Emperor's entourage arrives. Heroes have a perfect shot.
Read-Aloud (Paraphrased):
Trap Reveal:
The Emperor is a decoy.
Once attacked, the room floods with enemies.
Imperial Forces:
2x Royal Guards
4x Imperial Officers
8x Stormtroopers (2 per doorway)
2x Duros Corporate Agents
Strategy: Imperials aim to wound, track, or delay the heroes. At least 1–2 PCs are intended to escape so they can be traced.
AFTERMATH
If the heroes survive, they flee into the city streets and reach their ship. As they take off, they're ordered to stand down—but the Imperials let them go, thanks to a hidden homing beacon aboard.
A final call from the Duro official:
“I swear I didn’t know. But someone wanted you to survive. Be careful.”
SKILL CHALLENGE: DISABLING THE TRACKER
Goal: Remove a booby-trapped tracking beacon from the engine room.
Difficulty: 8 cumulative successes before 3 failures
Computer Programming/Repair (25): Slice into beacon’s signal to disable comms.
Equipment Repair (25): Recall safe disarming procedures.
Demolitions (25): Carefully disable explosive charges (requires toolkit).
Complication:
Catastrophic Failure: If a roll fails by 10+, 2 failures accrue instead of 1.
Outcome:
Success: The device is safely disarmed.
Failure: Roll 1D and add number of successes; if result < 15, beacon explodes in engine room (10D damage).
FEATURES OF THE AREA
Illumination: Fully lit auditorium.
Cover: Balcony, seat rows, and wall alcoves provide (+2D, 4D STR).
Escape Routes: 4 ground-floor exits, potential rappel from balcony.
Source: Galaxy of Intrigue (p.176-179) _________________ Don Diestler
Host, Shooting Womp Rats
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