| Summary: The Eirrauc known as Harsoroc has discovered a legend about a lost trove of ancient artifacts. He would have dismissed it as nothing, except he overheard certain questionable people talking about it. They also said something about using the artifacts to conquer the galaxy. Now he plans to stop them.
Background: It is fifteen years since the Battle of Yavin. The player characters have come to Coruscant for any number of reasons. (Gamemaster's Note: have players choose the reason why their character is on the planet) While on Coruscant, the characters feel the need to check-out the Cantina Corusca. As usual, Cantina Corsuca is crowded. However, the characters mange to get a table on the second level. (Gamemaster's Note: if the player characters don't know each other, tell them their forced to sit together.)
Scene 1: Harsoroc's Deal Read to players: You are sitting at a table on the second level of Cantina Corusca, one of the fanciest cantinas on Coruscant. The floor is covered in blue bantha wool carpet and every square ince of the walls are covered in corusca gems. The gems provide the main source of lighting. The second floor is u shaped and runs three-quarters the length of the cantina. The north end of the second floor faces a stage on the first floor.
As you're sipping your drinks, a bag lands on the table in front of you. You look up to find an Eirrauc.
Harsoroc: "I am Harsoroc. I fear something terrible is about to happen if I don't stop it. I ask for your help. If you help me, you may keep what is in that to start with."
Ask the players what they want to do. They can ask Harsoroc some questions about what he needs help for, though he won't be very forth coming. The following are questions he'll answer:
Why did you choose me/us? Harsoroc explains it's because they look like the adventurous type. Or else he explains they look like they might have the skills needed to help him accomplish his mission.
What's in the bag? Harsoroc tells them there is ten thousand credits worth of valuable corusca gems and kyrat dragon pearls.
What's he so afraid of? He learned of some artifacts that in the wrong hands could be disasterous for the galaxy.
What are the artifacts? He tells them that will have to wait until it is time for them to know.
Who's after the artifacts? He can't tell them that at the moment.
Try to make it clear that the fate of the galaxy depends on the characters helping Harsoroc. Eventually the characters should agree to help Harsoroc.
Scene 2: Cantina Break-Out
Some notes on dimensions of the cantina you should know before stating this scene. The overall size of the cantina on the first floor is 36 meters long and 12 meters wide. The customers area of the cantina is is 26 meters long by 12 meters wide while the area behind the stage is 10 meters long by 12 meters wide. The stage is 5 meters from the end of the stage to the back wall of the customer area, 6 meters across, and 1 meter high, with a set of stairs at both ends of the stage. There are fourteen booths along both walls of the cantina with a column of five tables between them and each side of the bar (ie, two columns of five table on either side of the bar). Between the bar and the front door is three rows of three tables and between the bar and the stage is a "row" of three sets of five tables (fifteen total in this "row") The three sets of five tables are arranged to look like the way five looks on a die. The bar 6 meters long by 3 meters wide and is located in the center of the first floor. Stairs to the second floor are located towards the front wall on either side of the cantina with a two meter long wall hiding the folks using each stairwell from those coming through the front door. The front door is on the south side of the building.
Backstage the area is dominated by a large space filled with crates and props people can hide behind. On the east side is three dressing rooms, each covering 5 meters of the 12 meter wide area. Two are 2.5 meters long and one is 5 meters long. The doors to the dressing rooms are locked. There are exactly 11 large crates and eight props located in the backstage area.
Read to players:
Harsoroc gives you the location of his ship and tells you to meet him there in two hours. You then decide to spend the next hour in the cantina drinking and watching the band play. But after a half hour you get bored and decide to leave.
You get down to the first floor and start heading for the door when you notice six men standing by the door. One of the men is wearing a helmet which hides his face while the others are merely wearing normal blast helmets. They don't appear intrested in the band or a drink.
Have the players make a Perception role. All non-Jedi and all Jedi without Magnify Senses have a difficulty of 13, all Jedi with Magnify Senses have a difficulty of 9. Jedi with Magnify Senses also get a +1D+2 bonus for the roll. Results of the roll, starting with non-Jedi and Jedi without Magnify Senses: Non-Jedi and Jedi without Magnify Senses
- 0-8: Characters notice nothing else about the six men.
- 9-13: Characaters notice they appear to be looking ofr someone.
- 14-16: Same as 9-13, plus the characters hear someone behind them whispering their description into a comelink and hear one of the six men by the door answer.
- 17+: Notice the same as 9-13 and 14-16 plus the characters notice their is a har to see tatoo on five of the six mens forheads (The tatoo is the Imperial insignia)
Jedi with Magnify Senses
- 0-6: Characters notice nothing else about the six men.
- 7-9: Characaters notice they appear to be looking ofr someone.
- 10-14: Same as 7-9, plus the characters hear someone behind them whispering their description into a comelink and hear one of the six men by the door answer.
- 15+: Notice the same as 7-9 and 10-14 plus the characters notice their is a har to see tatoo on five of the six mens forheads and realize it's the Imperial insignia.
After the Perception roll, explain to the players that there are two ways out of the cantina, the front door before which the six men are standing and a backdoor behind the stage. Then ask them what they want to do, go out the front door and possibly have to fight or else try to sneak out the back way. If any of the characters no that the men are looking for them, then it should be strongly recomended that they all go out the back way.
If they go out the front door, their going to have to fight not only the six men at the door, but an additional eight men waiting just outside the door. Read the following to them:
You head towards the front door, ready to fight if need be. Before you even reach the door, the man in the all encompasing helmet steps forward and points at you. "Selling your services to that Eirrauc was a stupid idea. Now your bantha fodder." With that, all six attack.
The characters do not get past these six. And after four rounds the eight ment waiting outside join them, forcing the characters to try getting out the back way.
If the players decide to try and sneak out the back way, then read the following to them:
You reach the end of the bar when the six men finally notice you. They begin firing at you, but because of the low lighting and the crowd, they miss you. You fire back in their direction knowing you won't hit any of them, but mostly you use the now panicking crowd for cover. As you reach the stage the front door blows open. You turn just long enough to see eight men running through the door.
Ignoring the new arrivals, you rush past the band, who appears not to notice what's going on, and into the area backstage. Un fortunately there are four more men back here dressed just like the guys you're running from. Looks like you've got no choice but to fight, and hopefully get out of here before those fourteen back there can join them.
The following stats are used for the NPCs in this scene:
- Lead Searcher: All stats 3D except: blaster 4D, dodge 3D+2, vehicle blasters 3D+2, repulsorlift operations 3D+1, command 4D, search 4D. Move: 10. Blaster Pistol (4D), blast helmet (+1D physical, +1 energy (head), built in comlink, limited esesors give a +1 search bonus), blast vest (+1D physical, +1 energy (torso))
- 5 Remaining Searchers: All stats 2D except: blaster 3D, dodge 2D+2, vehicle blasters 2D+2, repulsorlift operations 3D, search 3D+1. Move: 10. Blaster Pistol (4D), blast helmet (+1D physical, +1 energy (head), built in comlink, limited esesors give a +1 search bonus), blast vest (+1D physical, +1 energy (torso))
- 8 Backups: All stats 1D+2 except: blaster 3D, dodge 2D, melee combat 3D, vehicle blasters 2D, repulsorlift operations 2D, Strength 2D+2. Move 10.. Light repeating blaster (6D), comlink, bounty hunter armor (+2D physical, +1D energy)
- 4 Gaurds: All stats 1D except: blaster 2D+1, dodge 2D+1. Move 10. Sportting Blaster (3D+1), blast vest (+1D physical, +1 energy (torso))
Scene 3: Escape
By the start of this scene the four gaurds should either be dead or out of commision, so they should not play a part in the third, and final, scene to episode 1. The fourteen remaining men will be playing a part in this scene.
Read to players:
You have only a couple of minutes before the gaurds' buddies make it back stage. Quickly you check the dressing room doors. Locked! You then check the back door. The fools left it unlocked. Slipping out the door into the back alley you find, much to your surprise, that their speeder bikes and swoops are ungaurded, with the keys still in them. How foolish are these guys?
Ask the players what they want to do. Try to get them to steal speeder bikes or swoops, perferably speder bikes. The speeder bikes are mostly matte black, except for the leader's bike, which is grey. The leader's bike also has an auto-map and radar system, which any character who takes it will learn as soon as they turn it on.
Once the characters are on the move, explain to them that they have to go up 2 levels to reach the level the spacport their after is on. The spacport is located eight kilometers west of the Cantina Corusca. Once they reach the spaceport, they must reach docking bay 12, which is located in the north east corner of the docking bay.
Don't forget that the players are going to be chased. The fourteen searches and backups are going to be using any remaining speeder bikes and swoops to follow the characters, and if there are no remaining speeder bikes and swoops, they'll steal some landspeeders, speeder bikes, and swoops to chase the players in. Level three, the level the cantina is on, is mostly roadway in the area of the cantina and spaceport, no place for airspeeders to get into and be able to maneuver. The first and second levels are more open, less in the way of roads for things like landspeeders, speeder bikes, and swoops to use and more in the way of airways for airspeeders to use. On these levels the PCs will find themselves being chased not only by the searchers and their backups but by six cloud cars as well.
Stats for this scene:
- Leader's Nightfalcon Speeder Bike: Type: modified speeder bike, Scale: Speeder, Crew Skills: varies, Cover: 1/4, Altitude Range: ground level to 10 meters, Maneuverability: 3D+1, Move: 160, 400 kmh, Body: 1D+2, Weapons: Laser Cannon (Fire Control 2D, Range: 3-50/100/200, Damage: 4D), Equipped with auto-map and radar system (radar plots all vehicles within a 50 meter range and gives their type)
- 13 Nightfalcon Speeder Bikes: Type: speeder bike, Scale: speeder, Crew Skills: varies, Cover: 1/4, Altitude Range: ground level to 10 meters, Maneuverability: 3D+1, Move: 160, 400 kmh, Body: 1D+2, Weapons: Laser Cannon (Fire Control 2D, Range: 3-50/100/200, Damage: 4D)
- 4 Skybird Swoops: Type: racing swoop, Crew Skills: varies, Cover: 1/4, Altitude Range: ground level to 35 meters, Maneuverability: 4D, Move: 210; 600 kmh, Body: 1D,
- 6 Cloud Cars: Type: urban patrol cloud car, Crew Skills: varies, Scale: speeder, Cover: full, Altitude Range: 80 meters-5 km, Maneuverability: 2D+1, Move: 400, 1,150 kmh, Body: 3D, Weapons: Blaster Cannon (Fire Control 2D, Range: 50-300/700/200, Damage: 5D)
- Cloud Car Crews: Type: all skills 1D+1 except: vehicle blasters 2D, repulsorlift operation 3D
If you're allowing the NPCs to steal landspeeders, speeder bikes, or swoops, feel free to come up with the stats for the vehicles they steal.
End of Epsiode 1
As soon as the PCs reach docking bay 12, read the following to the players:
You arrive in docking bay 12 to find a Suwantek TL-1800 Transport dominating the docking bay, it's starboard landing ramp lowered. At the foot of the ramp stands Harsoroc, frantically waving all four arms and motioning to the ramp.
"I've already got the clearance to lift-off so if you'd please hurry before anything happens!"
Harsoroc doesn't leave you anytime to ask him who it is that's been chasing you, or what their after. With no choice you board the ship, the ramp closing as soon as everyone is aboard. Before you even have a chance to find your seat, you can already feel the ship lifting off, forcing you to brace yourself as best as possible. Soon you can tell the ship has left the atmosphere and is already accelerating towards a point where it can jump to hyperspace. Looks like you now have little choice but to help Harsoroc.
Episode Rewards
Each character recieves six Character Points for this episode. Also, if any characters managed to destroy a cloud car, they recieve an additional two Character Points cloud car for each one they destroyed. Harsoroc also volunteers to help characters improve one of their skills or learn new a skill. Follow the teaching rules for anyone who takes him up on his offer.
Harsoroc DEXTERITY 3D+1 - blaster 3D+2, dodge 5D, running 6D, KNOWLEDGE 4D+2 - alien species 5D, cultures 5D+1, languages 5D, planetary systems 6D, scholar 7D, survival 5D, MECHANICAL 3D - astrogation 3D+2, space transports 4D, PERCEPTION 4D - bargain 5D, gambling 5D, search 5D, sneak 5D, STRENGTH 4D - brawling 4D+2, TECHNICAL 3D - first aid 3D+1, space trasnports repair 4D
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