A HIDDEN DANGER

By JONATHAN HICKS

 

ADVENTURE SYNOPSIS

In this short adventure, the heroes must enter the slow moving Cawbate planetoid field to locate a missing Rebel intelligence gathering starship, which was lost there recently. After being warned of strange goings on and the presence of pirates, they set out to find that not all is what it seems...

GAMEMASTER’S NOTES

The author has written this scenario using the first edition rules. It’s easy enough to convert the stats over, so any GM will have to read the whole document first to be sure that the statistics given are suitable for their game.

There is no required mix of capabilities and skills as far as the player characters are concerned. A lot of the action takes place aboard starships, so a good dollop of Starship Piloting wouldn’t go amiss on at least one of the player’s sheets. Other than that, the game should suit any combination of templates and skills.

IF YOU INTEND TO BE A PLAYER IN THIS GAME THEN GO BACK NOW! READING THE FOLLOWING INFORMATION WILL RUIN THE ENJOYMENT OF THE GAME, NOT JUST FOR YOU BUT FOR EVERYONE INVOLVED.

THE CAWBATE PLANETOID FIELD

On the outskirts of the Cawbate (Cow-bat-ay) system is the CPF, the Cawbate Planetoid Field. It is a huge stretch of space that consists of chunks of rock no smaller than fifty kilometres across. They are slow moving and, in most cases, virtually stationary. Every few hours' small meteor showers fly through the amassed rock and bombard the planetoids. Although the field is easy to navigate, considering the size and spacing out of the planetoids, these meteor showers appear without warning and can be quite nasty. The mineral composite of the field make anything within it difficult to detect on sensors, which makes it an ideal place for pirates to hide.

REBEL INTELLIGENCE PRESENCE

Considering the sensor disruption, Rebel command stationed a starship with long range transmission scanning equipment to monitor the build-up of Imperial troops on Cawbate, the settled planet of the Cawbate system. They have been there for only a few standard weeks, and recently all communication was lost. A scout ship was sent to locate the vessel but it had gone from its pre-determined position. An energy wake and laser damage to the planetoid it was stationed over told the scoutship that the vessel had been damaged and had fled into the field - of course, once it entered it’s trace was lost as sensors became muddled.

Rebel Command really wants to know what happened to the vessel. It has reports of the Imperial presence it wants, and they are also concerned for the safety of the crew. If they were captured, by the Empire or otherwise, they could give away the locations and transmission frequencies of many Rebel operations in this sector.

THE SCANSHIP TRACER IV

Tracer IV is the designated codename of the intelligence-gathering vessel stationed by Rebel command at the CPF. It sat on the edge of the field so that sensor disruption was at a minimum, and would retreat into it if anything threatened the vessel. So far, it has done well. So far.

The vessel is a standard YT-1300 Correllian Stock Light freighter, with twice the normal number of weapons, 2D shields and a full sensor suite. There are three members of the crew.

Lieutenant ARGS FEDAY: A tall imposing man, who does not like sitting on his laurels watching reports flash across his screen. He would rather be out there, where the action is. He is a fair man, with a penchant to back up his orders with a mild stare that gets his point across. Although he knows he is needed here, he would much rather take his vessel and strike at the Empire where it hurts. Many believe this is because his family line is descended from pirates.

DEX (3D) : Blaster 4d, Dodge 3d+2

KNO (2D+2) : Planetary systems 3d, Languages 3d+1, Survival 4d

MEC (3D) : Starship piloting 3d+1

PER (3D) : Command 4d, Search 3d+2

STR (3D) : Stamina 3d+1, Brawling 3d+2

TEC (3D+1) : Computer prog/repair 4d, Security 4d

Private LEDDY TURFREE: A young human male with a shy demeanour and a real passion for his work. He is a great believer in the Rebel cause, and helps with a purpose. He has no legs and due to his religious beliefs refuses to have any cybernetic replacements. He gets about by using a small repulsor device, but prefers to walk on his hands when possible. Once talking, he is quite jovial and friendly.

ALL STATS (2D) except for the following skills: Blaster 3d+2, Dodge 2d+2, Planetary systems 4d, Starship gunnery 3d, Computer prog/repair 5d, Scanning systems 5d.

Private WARWA ECHEE: Echee is a Twi’lek with a strange penchant for underdressing. He likes to keep things simple and to the point, and therefore speaks with a very monosyllable style. Although he doesn’t talk much about himself, he does like to try and pry information out of anyone he meets. He appears very untrustworthy.

ALL STATS (2D) except for the following skills: Melee 3d, Alien cultures 4d, Starship shields 3d, Search 3d+2, Brawling 3d, All repair skills (Comp, Starship and repulsor) 4d.

BRIEFING

Wherever the Rebels are based, they are summoned to a meeting room and are confronted by a mean looking General with a square jaw and narrowed eyes.

Read the following aloud to the players:

‘Good day, gentlebeings. I’m not sure whether you’ve met me before, but I’m General Soli, and I am pretty much in charge of all strategic operations in the Setnin Sector. You people wouldn’t have been called in, and neither would I, if Command didn’t think this important. So listen up.

‘A few standard hours ago one of our listening posts, a scanship called the Tracer IV, went missing by the Cawbate Planetoid Field. It sits there and scans local Imperial transmissions in the Cawbate system, and now it’s gone.’

If any of the players request information on the CPF, the rebel intelligence presence or the Tracer IV, then read out the applicable information above. Leave out the crew’s character descriptions but divulge their names. If they ask what they were scanning for, just tell them that the Empire is building forces on Cawbate as part of a standard military garrison, and that the scanship was to just observe their progress.

‘Command wants their ship back. It has reports and information on there that may damage our operations in this sector if the Empire gets their hands on it.

‘So, your mission is simple. Get to the CPF and get inside it - we have reason to believe our vessel is in there and it may even be damaged, according to our scoutship reports. We have a vessel you can use but if you’ve got your own, so much the better. I have a problem with wasting rebellion resources. There’s a mining station on one of the planetoids on the edge of the CPF called Digger Central. If you need any more Intel go there and ask around. Everything we know about the field was on the Tracer. It’s annoying, but there you have it. Now get going.’

If any of the players want to ask any more questions, they’d better do so now. General Soli grabs his datapads and walks briskly from the room.

SUPPLY AND EQUIP

If the players require any equipment, then the following is available:

2 rifles.

6 pistols.

1 thermal detonator.

8 grenades.

4 syntheropes.

4 gasmasks.

4 glowrods.

4 medpacs.

3 comlinks.

The ship they are supplied with (if they don’t already have their own to use) has the stats of a standard Stock Light Freighter, but the design of it is up to the GM. The only difference between it is that it has an extra light laser cannon and two concussion missiles in a forward launch bay. It also has 1D shields.

All equipment must be returned if not used or destroyed. The rebellion isn’t a charity, you know.

THE ADVENTURE

EPISODE 1 - APPROACHING THE FIELD

As the whirling tunnel of hyperspace evaporates and the starfield returns to its normal appearance, the first thing the players become aware of is the apparent lack of sensor ability. Although they are just outside the field, their sensor instruments have a tendency to blur and then reset, making tracking and scanning a long, laborious task. The only thing they detect is Digger Central, which is sending out a high-powered signal to guide incoming ships over the interference.

The CPF is enormous. Stretching for as far as the eye can see, huge rocks, the size of small moons, are drifting slowly across the field of vision. In the distance, a small meteor shower screams through the field and collides with a rock, destroying part of it and sending a second storm off in different directions.

DIGGER CENTRAL

Digger Central is a rough-looking station that basically consists of half an asteroid. The other half is the station, under a grimy protective dome, shimmering with a half-working impact shield that stops the meteor showers from hitting it square on. There is no apparent traffic.

If the PC’s wish, they may dock with the station. If not, they may go straight into the CPF. If they elect to by-pass the station, go to Episode 2. If they dock, then proceed on with this episode.

After being given clearance by Digger Central Guidance, the PC’s ship id directed to a small slot to one side of the dome. After travelling a long docking tunnel they emerge into the dome proper. It is roughly two kilometres across with low-lying buildings. Huge moisture-emitters and a single glowball are suspended from the ceiling which imitate weather conditions and the daylight hours. At the very edge of the dome are several landing pits where the ship is instructed to land. There are no other ships parked there, and half the dome appears to be deserted. There will be no mention of docking fees unless the PC’s enquire about them, and even then they’ll be told not to worry about it by whoever they ask; the residents of Digger Central are just glad to have visitors.

The whole dome is only one-quarter manned by just over a hundred personnel. Most of the planetoids in this quadrant of the CPF have been hollowed out by mining and are now just floating husks. The ones that are still workable are deep within the CPF and, since the ore the miners extracted fell in value, there hasn’t been much need for work. Most of the miners here stay because of lack of options.

The miners are an assortment of beings, from huge Barabels to smaller Sullustians, all working side-by-side to earn enough credits to get off Digger Central. In fact, once the PC’s touch down they will be made several ungenerous offers from workers for passage off. Considering the PC’s affiliation that may not be a good idea.

MEETING THE LOCALS

The person who runs the dome is a tall, white-haired human woman called N’dee Coul. She does a lot of physical work and has muscles like steel cables although she is still manages to retain some of her figure. She is very friendly, in a rough sort of way.

N’DEE COUL: STR (4D), ALL OTHER STATS (2D) except for the following skills: Technology 3d, Brawling 5d, Lifting/Jumping 4d+2, Digging equipment Prog/Repair 4d+1.

She will try everything she can to dissuade the PC’s from going into the CPF. As far as she’s concerned, no one goes in if they don’t know much about mining. She will say that she monitors the traffic going into and out of the field and has seen too many ships vanish in there to feel comfortable about anyone else going in.

The general talk around Digger Central about the CPF is basically nothing good. Many of the miners are scared to venture too deep into the field, as there are stories of ghostships and giant space slugs. The stories get wilder as the PC’s ask more miners and the GM is given free reign to make up mad stories of tales that are basically not true. These will either dissuade the players or intrigue them; sooner or later they will have to go out into the field anyway.

One story is that of pirates using the field to hide from Imperial patrols. These stories will be generally the same throughout the miners, adding to their authenticity. They say that the pirates seem to know pre-navigated courses through the field and jump on vessels passing through. None of them know of the Tracer IV, but they will verify they have seen a vessel matching it’s description hanging around the field and recently it has vanished.

When the PC’s are ready to leave the station and head into the field, N’dee will insist that she leads the PC’s part of the way into the field. If they ask her about the Tracer IV she will say that she has observed the ship on her scans and it ignores hails. It headed into the field and she never saw it again. She may be able to follow its course.

It’s time to scratch gravel and hit the CPF.

EPISODE 2 - INSIDE THE FIELD

The PC’s approach the field. As described, it is quite easy to navigate and the planetoids are large and slow moving.

Whilst inside the field, the GM should consider the following:

Every five minutes playing time (not game time), the GM should roll 1d6. If a six is rolled, a meteor shower is heading in the direction of the PC’s vessel. The pilot must make a Moderate starship-piloting roll to avoid the shower or the craft will take 4d damage. Shields may be used to lower the damage.

A NAVIGATIONAL NIGHTMARE

Even though the field is slow moving, the pilot must keep an eye on their trajectory. Smaller rocks emerge from behind the larger ones at high speed. The GM may, if they wish, have the pilot make starship-piloting rolls every few rounds. Don’t overdo it; there’s plenty for the PC’s to do yet and it would be a shame if they got smashed up before the fun started.

Communications are down except for short range connections of about 5 km. Sensors are blind; it’s real ‘seat of the pants’ stuff.

If N’dee Coul accompanied the PC’s, she will lead the way. The comline to her is weak but they can hear her giving instructions and warnings. She is an accomplished pilot in a small shuttle:

SPEED: 2D

MNVER: 1D

HULL: 3D

SHLDS: 1D

WPNS: 1 Laser cannon (FC 1d DMG 4d)

IT’S A TRAP!

Suddenly, four shuttles of the same design as above surround the PC’s ship as they come about a huge hollowed-out planetoid. They train weapons.

If N’dee is still with them, she will laugh at them down the comlink and taunt them for being gullible fools. She has been leading vessels into traps, and when the TracerIV needed help when they were discovered by Imperials she led them in. The pirates here are her friends and will not let anyone disrupt the little enterprise they have going here.

In the distance the PC’s will see the Tracer IV. It’s engines have been knocked out another shuttle is docked to her, obviously trying to cut through her hull. There is no answer on the comlink.

In time honoured fashion, N’dee says down the com:

‘Prepare to die, fools’

SLUGFEST

Suddenly, out of the huge hollow planetoid, appears the biggest space slug any of them have ever seen (a-la The Empire Strikes Back). It roars as it approaches and it’s huge gaping maw swallows N’dee’s attack shuttle whole. The other shuttles break away to avoid it’s huge form.

SPACE SLUG: DEX 2d, PERCEPTION 1d, STRENGTH 20d (40 meters long) DAMAGE bite 10d.

This denizen of the CPF is large for it’s type but appears old and badly hurt, probably from many meteor impacts. The slug will only attack ships attacking it, and if it destroys these it will head for the nearest target.

Two of the shuttles attack the slug whilst the other two go for the PC’s. Use the shuttle stats as listed above and use the following stats for their pilots. STARSHIP PILOTING 4d, GUNNERY 4d, SHIELDS 3d.

A fantastic space battle should result from the slug’s appearance, with ships darting about the huge creature, trying to destroy both it and each other. But remind the players why they are here. If threatened, the shuttle trying to cut through the Tracer IV’s hull will break off and attack, fleeing if hit only once. Free of the hold, the Twi'lek on board, Warwa Echee, will have to succeed a Moderate starship repair roll to fix the drive and get the vessel moving. Args Feday will pilot, and Leddy Turfree will use the guns and shields of the craft if necessary. They will blast their way out, back the way N’dee had lead them. If possible, have the slug or the shuttles give chase, and get that ‘asteroid pursuit’ scene going.

KISS THIS CPF GOODBYE

Idealistically, the PC’s should escape the CPF with the Tracer IV. Args Feday will be very, very grateful. Upon return to the Rebel Base he will (if applicable) praise the PC’s valiant efforts and give them a commendation, pushing for them to be promoted and allowed to keep any equipment they have acquired or been given.

The NPC stats presented for the crew of the Tracer IV are for future use. The world of Imperial observation and subterfuge missions is what the ship is designed for, and adventures concerning this type of game will be fun.

In all, the PC’s should be rewarded between 6 and 8 skill points.

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