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THE GREAT DISASTER
CALL TO ACTION ARRIVAL
SETUP
T he Third Horizon emerges from hyperspace on the outskirts
T
of the Hetzal System. The Aurora VII receives instructions
he characters start the adventure on the space station to remain docked with the larger cruiser. Brastix remarks that
called the Starlight Beacon. Jedi characters may have the charts say that the monitoring static is supposed to be
assigned to the temple while others might be transiting nearby, but there's nothing on sensors.
through the station.
HETZAL
Regardless of why they are here, they are all answering to a
general call for volunteers by Master Ava Kriss, one of the Sector : Hetzal
senior Jedi of the station. She instructed any volunteers to Grid : Q-16
immediately report at the docking bay. Climate : Temperate
Affiliation : Republic
THE DOCKING BAY Population : 40 billions
Exports : Agriculture, experimental bacta
S
dispensed upon completion of the mission. Once everyone in
oon, a message comes in from the Third Horizon - a
the party has done so, the officer directs the party toward a
specialized message meant for the Aurora VII. With the
Longbeam cruiser making final preparations for takeoff.
ship's specialized sensor array, they have permission to
The characters are greeted at the boarding ramp by a Zabrak undock and carry out a few sensor scans. Brastix recommends
male in his mid 30s named Brastix, a good natured but the following scans:
somewhat inexperienced RDC officer. He brings the characters
Sensor scan for the monitoring station :
to the bridge, just as a message comes in from the Third
(dd Astrogation check) reveals that there is no
Horizon, a last call for ships to dock before it departs. Brastix
conventional debris from the monitoring station,
notes that his ship, the Aurora VII, is undermanned but is
which would be consistent with an attack. Instead, it
equipped with an advanced sensor suite. He can double as both
appears that the station was atomized in a pattern
captain and pilot, but if any of the characters are capable, they
that indicates collision with an object going at near-
can stand in for the pilot and/or sensor tech roles.
light speed.
Once the Aurora VII docks with the Third Horizon, the huge
cruiser maneuvers away from Starlight Beacon and makes the Sensor Scan for anomalies :
jump to hyperspace. The character performing this scan should make a
(dd Mechanics check). Automatically detected are
Once the cruiser is underway, all ships receive a signal from dozens of objects in the system moving at incredible,
the Third Horizon. Brastix routes the signal to the bridge's near-light speeds. Expanding a holo of the system
holoemitters, and a holo of a female Jedi, with shoulder-length shows the path of the shrapnel heading toward the
blonde hair held in place by a gold circlet, light skin and blue populated planet of Hetzal Prime and its two moons.
eyes, looking solemn and regal in her jedi robes. She provides In addition, if the character's Mechanics check
the following briefing: generates aa, the character detects incoming
debris ahead of the proximity alarm below.
Just
Horizon to all ships. Thank you for joining this as the characters complete reporting on the scans, a
rescue effort. We're currently enroute to the proximity alarm sounds. Brastix reports that a piece of
Hetzal System, a populated trinary system here in debris is approaching fast!
the Outer Rim.
It's suffering some measure of serious emergency, A character or Brastix can perform a (cc Piloting Space
though we know very little detail. We received a check) (Brastix has ccd Piloting) - this check can be made
partial distress call from a monitoring station that with bb if sensors picked up the approach early. On success,
triggered a system-wide emergency alert before the Aurora VII evades the debris. On failure, the debris
going silent. punctures a hole through the ship (even if shields are up): All
We'll be arriving in the system within the hour. Be characters on board must make a dd Athletics or
ready for anything. Good luck to all. Remember - Coordination check to hold on, or to maintain their balance,
or take 1 wound as they crash against the floor or other objects.
we are all the Republic!"
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Blast doors can easily close to contain the affected areas of the As the characters leave the ship, Brastix offers a commlink to
ship, luckily it did not hit a critical system! whomever of the characters he believes would be best suited
to be in charge, likely a Jedi or one who is affiliated with the
HYPERSPACE HOP Republic. The commlink is hooked up to the fleet network.
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into and out of the main hangar chamber ahead, which is
he Third Horizon has arrived in orbit and is deploying all
sectioned from the lobby by sliding glass doors. Two inactive
of its docked ships: over 2 dozen Longbeam Cruisers and
droids appear on either side of the entrance (close inspection
over 50 Jedi Vector fighters, all of which are spreading out all
reveals that several key components have been sabotaged by a
over the system.
cutting tool, rendering them inoperable. The Thugs in the
Brastix relays orders from the Third Horizon: the characters will Artifacts Room disabled them before entering). Halos play
be dropped off at the Museum Immemorial, a museum that along the walls advertising the various attractions inside the
houses some of Hetzal Prime's best minds and most museum, including starships, droids and agricultural and
historically significant technological advances. There, they pharmaceutical achievements. A half-dozen kiosks on the
must gather the staff for evacuation, while Brastix takes the west side of the chamber advertise entry badges for 3 credits
ship back into orbit so the fleet can gather more information each. Close inspection of one of the kiosks reveals that it has
on the hyperspace anomalies. been forced open. Inside are 17 additional entry badges and
293 credits. The east side of the lobby is made up of tables of
Smaller pieces of debris are already striking the planet and various sizes, with various tchotchkes including scale ship
moons with devastating effects, and the characters only have models, stylized caf containers, low concentration bacta test
two hours before a large piece of debris strikes the area tubes and more.
containing the Museum Immemorial, decimating the
surrounding area. The glass doors are locked, only opening if the approaching
humanoid has an entry badge. Most attacks shatter the glass,
The characters can maneuver the Aurora VII toward the alerting the thugs in the Artifacts area.
Museum Immemorial, located in a more sparsely populated
agricultural area, with a landable location located near the
main entrance. The building itself is an immense, three-story-
tall structure artistically constructed of carved stone and a
roofed with grassy flora that gives it an earthy feel despite the
gargantuan nature of the structure.
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Hangar : This cavernous chamber measures about 350ft by components, including weapons, electronics, fuel
550 ft, clearly designed to hold hundreds of people. It is lit by canisters and most anything else of value.
the Hetzal suns streaming through a translucent ceiling,
despite the fact that agricultural plots line the top of the
building. The main highlight of the room is a large starship
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Each ship has an ornate, engraved plaque on a
occupying the back half of the chamber, though it looks old it
stand in front of it.
appears to be well maintained, though it appears to be resting
Large ship: The Sirena. A multi-purpose vessel, the
on struts that seem to indicate it has been here for years. In
Sirena was in the original convoy to colonize Hetzal
the front half are several fighter-sized ships arranged in a neat
Prime over 200 years ago, and was subsequently
row, appearing to be variations on a singular ship design, and
used as an agricultural seed ship, patrol ship and
each has the transparisteel of the cockpit removed and a
delivery of the first shipment of Hetzalian barley
ladder that leads up to the pilot's seat. Each of the fighters and
with an armed droid escort before she was retired.
the larger starship are large plaques with text on them. Next
Though she will never fly again, she remains here
to the plaque for the larger ship is an old astromech droid on
for the appreciation of all. Long time ship astromech
its own stand. Smaller doors appear to lead to adjacent
B3-EP remains by her side.
chambers, labeled "Agriculture", "Artifacts", and "Bacta." All
Fighters: SCYTHE-CLASS CROPDUSTER.
the doors are unlocked, though the door to the "Artifacts"
Agricultural one-man ship, the Scythe-class Mark I,
room is open, and voices from inside are easily heard. A close
Mark II, Mark Ill and Mark IV were iterations on a
inspection of the roof reveals that it may be designed to be
design used by Hetzalians who had the need to
opened, but the controls are not visible, and the scientists
maintain their first crops before droids were widely
have never operated it before.
available. Each featured significant updates from
Cruiser : The exterior of the ship appears generally the previous model until they were phased out 100
whole but poorly unkempt and rusted and may not be years ago.
flyable, though the interior components are difficult
to identify from the outside. The only way into the
ship is via a landing ramp that can only be accessed Examination of B3-EP reveals that the droid is mostly intact
wirelessly via B3-EP. Interior details can be found in except for weaponry and power converter being removed. A
Part IV of this adventure. droid power converter can be found in the Artifacts room and
Fighters : The four fighter craft show minor structural can be installed with a DC12 Technology check and 10 minutes
improvements and variations across the series. It is per installation attempt. The check is automatically successful
obvious that the ships are all missing some key if using Astrotech Implements.
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If activated, B3-EP is grateful for being included with the immune to most weapons. A light weapon or fusion cutter
characters' group, but will notify them (in a dialect of Binary could cut through a container with 10 minutes required per
that involves mainly beeping at varying volume levels) that container.
some of his cognitive functions are disabled due to age.
In the center of the room, between the rows, a group of four
It will not suggest any courses of action to the group, but will armed humanoids are brandishing weapons and wearing
be as helpful as it can for any of the characters' needs. He can cheap-looking military armor over attire that would be better
automatically lower the landing ramp of the Sirena without suited for a swoop gang. The leader, a human named Boryl, has
performing a check and can perform any checks involving an intense look and a bit of a sadistic streak that the disaster
repairs of the Sirena with advantage. He also has knowledge of is providing an outlet for. The group is holding three scientists
the droid defenses onboard the Sirena but will not volunteer under guard as one of them who is strapped with a bandolier
that knowledge unless asked. with grenades and a fusion cutter works on cutting open the
transparisteel containers, with three open so far. They will
attempt to intimidate anyone that interrupts them to try and
make them leave.
While the whole group cannot be persuaded to leave, a (ddd
Coercion) check will convince one of the minion group to
stand down.
If the sound of the characters entering the Hangar area are
heard, Boryl sends one of his minions to investigate. If the
minion spots any threats, he reports back to Boryl and they set
up an ambush in the Artifacts room.
Defeating the thugs yields two Fragmentation Grenades, a
Fusion Cutter and three Power Cells.
Being held hostage by Boryl's crew are four scientists,
employees of the museum who returned to the deserted area
after sending their families to safety in order to extract what
they consider to be high value items from the museum before
they escape. They are too scared to speak while the thugs are
in the same room. They are :
Af gcd Qagcl rgqr @g_j_ Rwnf m 8 A
devaronian female who often speaks
for the group of scientists. Along with
the others, refuses to leave the
Museum Immemorial until key items
have been secured. While in a
position of leadership, Dr. Typho
ensures her position of authority by
ending most sentences in an exclamation. She promises that
the Hetzalian government can provide a credit reward for each
item they recover. However, Dr. Typho could be convinced to
only leave with two of the three items with a (ddd Coercion
or Negotiation check). If asked about the Sirena, Dr. Typho
discourages it. She does not know if the hangar chamber opens
at all, and has heard rumors that some particularly stubborn
anti-piracy droids could not be removed from the interior of
the ship before it was laid out in the hangar. Luckily, the droids
remain inside the ship at all times.
Qagcl rgqr ? qrgl Dgl l _jj* ? prgd_ar qncag_jgqr 8 A human male who
curates the Artifacts hall, Dr. Finnall insists on saving the
platinum-gilded mandoviol. He will argue that the impact of
Artifacts Room : The Artifacts room is dimly lit, about 30ft by the owning artist Gwio Bin's impact on Hetzalian culture
50ft, and a stark contrast to the brightly light cavernous justifies retrieval of the artifact.
Hangar. It is arrayed with 10 4ft high pedestals illuminated by
Qagcl rgqr R_k cr Npgl e` cw*? epgas jrs pc Qncag_jgqr 8A quiet human
overhead spotlights, each one topped with an electronically
female who is really into geometry as it pertains to flora
locked, magnetically sealed transparisteel container with an
artifact inside each, and a small label plaque. Opening a
transparisteel container can be sliced with a (ddd
Skullduggery check) that takes 5 minutes per attempt, and is
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proliferation. Tends to view most life as math equations. She refrigeration system underneath the melons helps them stay
wants the master Ice Melon picked from the Agriculture Room, at below-freezing temperatures, and a frost-resistant
irrigation system keeps the vines watered. All of the 100 ice
as its seeds are the most potent with which they could regrow melons are cold to the touch, and are organized into one large
the crop if necessary, by a complex heating and re-freezing vine matrix measuring 10 x 10 ice melons. Ice melons removed
process. She knows the master Ice Melon is the melon with the from freezing temperatures go bad and turn a sickly brown
coldest core temperature in the crop, and that there is a color after one hour. On a display table next to the plot is a
portable freezing unit on display next to the Ice Melon plot in portable refrigeration unit big enough to hold one ice melon
the Agriculture room. and keep it frozen far 6 hours.
Qagcl rgqr B_pm? l cl *@_ar_ Qncag_jgqr 8A human male who loves If she is with the characters, Dr. Pringbey wants the characters
barley and is only in the bacta business because of the to retrieve the master Ice Melon, which is the coldest melon in
economic implications for Hetzal and medical implications for the plot. Without the use of specialized equipment, comparing
the galaxy, though he still considers it critical to retrieve the ice melon temperature by hand requires holding two melons
bacta sample in the Bacta Room. He will profess his love of for 1 minute. Alternatively, a bioanalysis kit could identify the
barley to anyone who will listen, including its role in bacta master ice Melon with 5 minutes spent scanning the plot.
creation, use in beer and whisky, animal feed and more. Dr.
Anen carries a special Bottle that can safely transport the When comparing two melons within two melons of the master
unstable bacta sample. Ice Melon (blue area below), 2 minutes are required.
Agriculture Room : The Agriculture Room is divided up into Bacta Room : The Bacta Room features a dimly lit space, filled
three plots of land that are designed to appear like fields of with large holos describing the origins and potential
crops. There are three plots that hovering halos above them applications of Bacta, a liquid substance that is poised to
label as Ice Melons, Honeyfruit and Kingsberries. overtake kolto in the one-size-fits-all medical applications
field.
The ice melon plot involves a square plot of melons that smells
vaguely sweet and is somehow much colder than the rest of One wall of holos describes the scientific makeup of bacta: a
the room; frost covers all the fruits and vines in this area. A combination of kavam and alazhi bacteria and a type of barley
RGK C RMGK N? AR
At this point, the characters should be dramatically
under time pressure to escape. If appropriate, adjust
the amount of time remaining until impact to allow
the characters just enough time to escape - they will
need to bring B3-EP onboard the Sirena and conduct
repairs, at minimum. Master Avar Kriss can
communicate an update via commlink.
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BOARDING AND REPAIRS
Boarding the Sirena requires accessing a loading ramp that
cannot be manipulated by an exterior control point. The only
way to lower it is to restore B3-EP and request he lower the
ramp.
Hallway : The ramp leads up to a hallway in the middle of the
ship. Dim interior lights illuminate, indicating there must be
some measure of power left on board. The hall leads to
openings at the front (bridge), side (modular bay) and rear
(engine room).
Engine Room : A layer of dust on the controls indicates that
nobody has been in the engine room in some time, though all
the hardware appears to be intact. The main interface panel is
operational, right next to a droid interface port. B3-EP can, if
requested, plug in and acquire the list of repairs required. This
takes 5 minutes, or 10 minutes for any character to run the
diagnostic manually instead.
The diagnostic reveals that ship power reserves are at 5%, with
the only power draw being diverted to the Modular Bay. 5%
should be enough to lift off. All that is required to get the ship
going is reactivating the ship's power modulator, which can be
done instantly by anyone with a rank in Mechanics.
Modular Bay : The huge lower level runs from one side of the
ship to the other, and is clearly designed to be modular (for
example, cargo or extra living quarters). The only exception is
four droid power sockets that are connected to the ship's main
power grid. On the nearby wall, a smaller-than-human-sized
ventilation shaft entrance has been opened.
Bridge : Many of the bridge consoles and chairs have been
removed, replaced with dust that has caked most of the
FINALE
remaining surfaces. Light streams into the dim room from the
open hangar doors through the cockpit window. One basic
station remains that controls a basic sensor suite and piloting
W ith the Anti-Piracy Droid defeated, the Sirena is able to
depart the planet surface just in time, as the hyperspace
debris races past the ship and impacts on the surface,
controls, but they are not operational until power is restored. completely leveling the Museum Immemorial and the
surrounding several miles.
Success on a (ddd Perception check) check reveals a small
ventilation shaft that opens to a tiny crawlspace. With that, the mission is accomplished. Rescue operations
continue on Hetzal Prime and its two moons, and the ship's
LIFTING OFF antiquated sensors are picking up several Republic and Jedi
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The collective effort on the canister mounts, but the effect is
negligible so far. Some Jedi begin to struggle to stay focused.
The canister begins to enter the star's photosphere.
My Jedi friends, this is Avar Kriss. I am on the
surface of Hetzal Prime. You know I've been 3 Move it! Kriss is drawing upon the effort of the Jedi, trying
watching you all work so hard to save this system to force the canister to change trajectory. Her will urges you
and its people. You've done incredibly well. But on : "We WILL move it."
something else is about to happen, something
The canister changes its trajectory, but it isn't enough to avoid
terrible, and we all need to act together to stop it.
the star. Characters involved in this effort can sense many Jedi
One of the hyperspace anomalies is headed
losing consciousness from the sheer effort. Outside the ship,
directly for the system's largest sun--and it is a one Jedi pilot loses consciousness and crashes his Vector into
container of liquid tibanna. I am told that when another's ship, with three total destroyed.
it hits, a rare chain reaction will result that will
destroy everything in this system. 4 MOVE IT! With one final push, Kriss reaches out, drawing
It is up to us to move the container to a new path. together what strength remains with the Jedi in the system.
We will ask the Force to come to our aid. It might The cadence of her use of the Force intones: "WE WILL MOVE
not be possible, and anyone who stays runs the IT, and it will not hit the sun!"
risk of dying if we fail. The Third Horizon is about The tibanna canister is finally nudged completely clear of the
to transit the system. Anyone who wants to leave sun, slingshotting around the star and out into open space.
can dock with it. My good wishes will go with The contents of the canister are heated to dangerous levels,
you ... Let's begin. but immediately begin to cool off.
Kriss calls out to the fleet, sounding exhausted, but confirms
If the Force-sensitive characters reach out with the Force, they the success of deflecting the canister, and even confirms that
come into contact with Avar Kriss's consciousness, and they most of the largest pieces of shrapnel have been destroyed or
experience the Force as she does - as song. You can feel the recovered, with innumerable lives saved. The day is won!
collective efforts coming together with Kriss, joining your own
will. During the progression below, characters can remove
themselves from the collective Jedi effort at any time. Rewarding Jedi efforts
Any Force-using characters that
1 Find it : You feel Kriss's will, channelling everyone together. live through participation of each
''There is a thing, moving very fast. It is very large, and very stage of Master Avar Kriss's plan to
heavy. We will find it together." Participating characters must move the liquid tibanna container
make a Forcecasting check to contribute to locating the gain a permanent+ 1 to their Force
tibanna canister. The effort takes a toll. rating.
A
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s the crisis has passed, all ships are able to return to and
dock with Starlight Beacon. Waiting in the oversized
Characters should meditate to connect to the force
docking bay is a crowd of civilians, greeting those that return
and Master Kriss. This should be automatic.
with a cheer, and an RDC officer rewards the characters with
Every character should roll equal to their force
an amount of credits based on the table below. Characters will
rating. In my game, you can always use the dark side
gain access to Jedi Master Nubarron's stores onboard Starlight
without flipping a destiny point.
Beacon.
Record the use of z for conflict resolution.
There will be 4 phases ; at each phase either decide Objective completed Credits received
narratively that Master Kriss succeeds on a
Discipline check or roll it for her. Each character Saved the Hetzal system 1000
using the force suffer 1 strain per Z or z used (+1
in case of dark side used). Recovered the Sirena 600
Increase that number by 1 for each phase. If a Recovered gilded mandoviol 300
character goes over his threshold, he can continue,
but suffering wounds this time. Recovered Bacta Sample 300
If a character refuses to use dark side point and they
were the only available, then he is expulsed from the Recovered Master ice melon 300
collective effort.
2 Move it : With all Jedi now focused in the right location, Kriss
changes her focus to moving the object. You feel her will: "We
will move it." Participating characters must make a
Forcecasting check to contribute to the effort. The strain starts
to mount.
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