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Otherspace III: Extinction is a Star Wars the Desolate was the flagship of the Charon, the
adventure for a gamemaster and four to six players. instrument of their conquest of their galaxy. In
The Characters should ideally be experienced, as order to run the third chapter, we must assume that
they will face great challenges in this adventure. the Desolate was but one of many such vessels, and
Beginning level characters can play this adventure, its leader also one of many. It only stands to reason
but the encounters should be ‘toned down’ to reflect that the conquest of an entire galaxy would require
their overall toughness. Gamemasters should read more than one vessel. Imagine then, thousands of
the entire adventure before play begins so that the these ships, working in concert.
action and storyline can progress naturally, without In Otherspace II: Invasion, the Desolate (now
a lot of page flipping and undramatic pauses. commanded by the Charon construct of Moff
Players, however, should stop reading this Ravik) crosses over to the Star Wars galaxy in
booklet now. The information contained herein is an abortive invasion attempt. Assume instead that
for gamemasters only. the Desolate was merely an advance scout for the
armada to follow; its crossover made possible by a
In This Adventure... malfunctioning prototype of the dimensional drive.
...a group of heroes responds to a call from a In essence, you must assume that there was
remote military outpost and arrives to discover a more going on in the first two modules than even
strange visitor from another dimension. This young the author’s of those adventures knew. The Charon
woman brings news of an impending invasion, menace is more than a single ship, it is an entire
and has been sent by her mistress, Ellen Varnay, to race, numbering in the billions, led by a ‘Mother-
find help. Surely this cannot be the legendary Jedi Queen’ of immense power. If you are willing to
Knight presumed dead in a hyperdrive accident fudge the background just this little bit, you’ll find
decades ago... can it? the trilogy of Otherspace fits together quite nicely.
The heroes are quickly swept up in a tide of events
that takes them across dimensional barriers and Adventure Background
into conflict with both the genocidal Charon and This adventure is the final chapter in a trilogy
a legendary Jedi Knight teetering on the brink of of Star Wars: The Roleplaying Game adventures.
darkness. The fates of two dimensions hang in the What began with Otherspace and continued in
balance as this epic struggle unfolds. Otherspace II: Invasion, culminates in Otherspace
III: Extinction. If you have not played the previous
Integration with Previous adventures, you may wish to consider running them
Otherspace Adventures first, but this is not necessary for enjoyment of this
In order to integrate this adventure with the adventure. The necessary information from those
previous two Otherspace modules there are a adventures is summed up below.
few basic assumptions that must be made. First
and foremost, you must assume that the first two Summary of Previous
adventures were merely the ‘tip of the iceberg’ as Otherspace Adventures
far as the Charon menace is concerned, and that In Otherspace, the Celestial, an Alliance prison
there is a larger power at work behind the scenes. transport, suffers a hyperdrive accident which hurls
In the first module, Otherspace, we are told that it into another dimension known as Otherspace.
Troubleshooting
Game masters should keep in mind that even
though this book presents a definite storyline, their
players are by no means obligated to follow it.
Therefore, the various episodes and events should
not be treated as a ‘script’, but rather as an outline
of how things could possibly go. You can steer
players in certain directions, but you should never
dictate to them. Nobody enjoys being told what
to do, especially when its supposed to be fun. So,
when your players do something unexpected (and
they will), don’t force them back into the storyline.
Adapt. Nudge them subtly if you can, and if you
can’t, make sure you know the adventure well
enough that you can alter it. The bottom line is, be
flexible... and be ready for anything.
A strange pod and its single occupant bring EXTERIOR: SPACE. A sea of white stars
news of a great danger from another dimension: shines against the velvet black of space. A slight
Otherspace. This emissary asks the heroes to distortion appears, causing the stars to shimmer,
journey back with her to stop the threat before it then blur. And then, with a rending sound, a
is unleashed on the galaxy. hole of flat grey tears the fabric of space. An
oblong spheroid of some sort hurtles out of the
anomaly. The camera angle changes as the hole
Starting the Adventure seals, following the path of the sphere as it arcs
Make sure you have read the adventure and towards a nearby planet, trailing a cloud of
understand the motivations of its characters as smoke and debris...
well as the general flow of its storyline. To help
with the atmosphere, try dimming the lights [The scene shifts to show...]
or playing some kind of ‘spooky’ background EXTERIOR: SURVEILLANCE TOWER.
music. You don’t need to go to extremes here, Suspended in a slender tower high above a
just have fun with it (that’s the whole point of the forested mountain range, a Republic soldier
game anyway, right?) tracks the path of an asteroid as it burns across
This done, begin by reading the introduction the sky and impacts over a distant ridge. She
above and then the cut away. From there, proceed lowers her macro-binoculars and pulls out a
with the rest of the adventure, reading aloud from comlink...
the text when prompted (and when appropriate to [Fade to:]
the PC’s actions). EXTERIOR: CRASH SITE. A squad of
Republic soldiers move cautiously across a circle
of blasted trees towards a blackened spheroid.
R ead Aloud:
A long time ago, in a galaxy far, far away...
One trooper moves forward, his companions
covering him from defensive positions. Tentatively,
the soldier reaches a gloved hand out to touch
As the war between the Empire and the the charred side of the pod. A loud hiss and blast
New Republic rages, a storm gathers. A dark of steam cause him to stagger back; the squad
presence waits, consolidating its forces in a raises its weapons as a circular hole irises open.
place far removed, yet all too close to the known Then there is silence. The trooper approaches
Galaxy. Twice before the storm has touched the again and peers cautiously inside. The camera
galaxy; twice before it has been thwarted. Now focuses on his face as his eyes widen. He glances
begins the final chapter in the struggle against over his shoulder and shouts “Sir, we’ve got a
the darkness, with a only a small band of heroes visitor.”
standing in the way of... Extinction.
[Cut to:]
INTERIOR: CHARACTER’S SHIP.
G
will recognize the sphere for what it is: a Bio-pod.
enevra-IV Military Outpost A ship composed of biological and mechanical
This small outpost is really nothing more components. All the controls of this particular pod
then a forward observation post situated seemed to be shorted out or fused: it must have
in the ‘no-man’s-land’ between Republic and had a rough trip. A difficult search roll will reveal
Imperial space. Housing roughly two hundred one odd, fist sized, piece of machinery which
support and combat troops, Genevra serves as appears unharmed. An easy starship repair roll
a base for reconnaissance and scouting mis- will allow the character to realize the component
sions in the area and as a minor fuel and supply has something to do with the hyperdrive, but just
depot for any New Republic naval vessels oper- what it does is anyone’s guess. As is typical with
ating nearby. The terrain of the planet is mostly most Charon technology, this vessel exudes an
untamed, temperate forest and mountains. aura of unease, any force sensitive character will
NOTE: You do not have to use this spe- pick this up.
cific base. If you wish to substitute it for a Cracken will explain that the pod crashed
similarly remote base you have developed in some thirty-eight hours ago, and that the sensors
your campaign, feel free to do so. didn’t pick it up till it was entering the atmosphere.
He has read the reports on the Celestial and
Stronghold missions (Otherspace and Otherspace
D
called “Sanctuary”, they will be introduced to amage Report
several major players in the Resistance– and will
begin to see alarming signs of darkness within the An inspection of the ship reveals
Resistance itself. the following:
Read Aloud:
C ut-Away to Ruins:
Read aloud:
here... We must go now!”
The Trap
INTERIOR: A BARREN ROOM IN
Unknown to Tishana, her people’s base was
ONE OF THE RUINED BUILDINGS. The discovered shortly after she left. The Charon wasted
Camera looks out a window across the wind- no time in destroying the complex and killing all its
swept wastelands surrounding the city. A inhabitants. They left a force behind, dormant, in
small group of figures emerge from the haze, case someone should return to the base... someone
the only signs of life in the barren landscape. like the PCs. Tishana has sensed the Charon trap
The wind moans sadly through the room and will urge the players to flee back to their ship.
then fades away... leaving only the sound of Very soon, the magnitude of the trap will
faint rustling and clicking. A shadow moves become apparent to the players: there are several
slightly, at the edge of the frame as the shot thousand Charon in the city. Rising out of their
fades. dormancy, the arachnoid hordes will begin to close
[Fade to:] in on their prey. The players can either run or fight.
EXTERIOR: RUINS. Where a group of Either way they will be cut off and encircled.
heroes enters the remains of a great city...
T he RSS Triumph
The game stats for the Triumph are as
follows:
Disruptors, Particle Beams
Craft: Rendili StarDrive’s Victory I
and Electromagnetic Rail Guns)
Type: Victory-Class Star Destroyer (Modified) Fire Arc: 18 Forward, 12 Port, 12 Starboard
Scale: Capital ship Crew: 3-10
Length: 900 meters Skill: Capital ship gunnery
Skill: Capital ship piloting: Star Destroyer Fire Control: 2D
Crew: Skeleton Crew: 1,723 with Command Space Range: 3-15/35/75
7D+2; Total crew 2,305
Crew Skill: Capital ship piloting 8D, capital XX Light Batteries (Including Laser
ship shields 8D, sensors 8D, astrogation 8D, Cannons, Blaster Cannons and
capital ship gunnery 8D, starship gunnery, Autocannons)
communications 8D Fire Arc: Forward
Troops: 230 Crew: 5
Cargo Capacity: 9,000 metric tons Skill: Capital ship gunnery
Fire Control: 4D
Consumeables: Unlimited*
Space Range: 3-15/35/75
Hyperdrive Multiplier: x1
XX Laser Cannons
Hyperdrive Backup: x15
Fire Arc: Forward
Nav Computer: Yes Crew: 5
Maneuverability: 1D Skill: Capital ship gunnery
Space: 5 Fire Control: 4D
Hull: 6D+2 Space Range: 3-15/35/75
Shields: 3D+2 XX Concussion Missile Tubes
Sensors: Fire Arc: Forward
Passive: 75/2D Crew: 5
Scan: 75/2D Skill: Capital ship gunnery
Search: 110/2D Fire Control: 4D
Space Range: 3-15/35/75
Focus: 5/3D
Weapons: XX Tractor Beam Projectors
Fire Arc: Forward
XX Heavy Batteries (Including Plasma
Crew: 5
Cannons, HeavyTurbolasers,
to Varnay, however, refusing to listen to any talk of you eyes adjust, a balmy breeze swirls in around
the dark side— for now at least. She has convinced you, carrying the scent of wild flowers. The
herself that the change in Varnay is just temporary doors open onto a ledge overlooking a gigantic,
and that she just needs time to recover and she’ll be kilometers-wide cavern. Lush vegetation covers
her old self again (though her belief in this fades a the entire floor below: trees, shrubs, grass and
little every day). vines— a carpet of green climbing the cliff-like
When the conversation slows (or if it never walls all around. In the distance, a waterfall
began), have the PCs reach their final destination: rumbles, its waters forming a wide stream
which meanders across the length of the cavern.
Paradise Found Amid the wilderness stand acres of tilled fields
Read Aloud: and lush orchards and even a quaint village,
tucked away at the base of a nearby cliff-wall.
A pair of blast doors stand at the end of A squinted glance overhead reveals some kind
the gloomy stone tunnel. As you approach, the of huge, artificial sun-dome, its life giving rays
doors grind open and you are overwhelmed by making this paradise possible.
bright rays of what appears to be sunlight. As Tishana stands nearby, the cares seeming to
[Cut to:]
EXTERIOR: SPACE. An armada of
Charon vessels emerges from the clouds of
the nebula. Hundreds of larger ships begin
disgorging thousands of smaller craft as they
fan out into formation in front of the Sanctuary
asteroid. In hasty response, Resistance attack
ships begin launching to intercept, but they
seem pitiful few against the arachnoid fleet.
[Cut to:]
INTERIOR: COMMAND CENTER. A
Resistance officer stands amidst the chaos of
activity, shouting orders. “Finish launching
all defense craft! Signal the evacuation!... and
notify the Triumph of our situation!” He pauses
to glance at the sensor display screen again,
exchanging glances with the technician moni-
toring it. The officer hisses to himself worriedly
“Damnit... Where is Varnay?”
[Cut to:]
INTERIOR: CAVE. Where Varnay kneels
beside a fallen Kordak...
C
ut-Away to Space: following scenes). The Jedi directs the players to
Read aloud: the Village in the main cavern, asking them to help
oversee its evactuation and escort the people there
EXTERIOR: SPACE: The battle rages to their designated evactuation ships.
between the vastly outnumbered resistance Meanwhile, the Charon have already begun to
attack ships and the Charon armada. Waves of infiltrate the asteroid with their borers and other
ships blast through the defenses to hammer the vehicles. There will only be a few scouts and raiders
Sanctuary asteroid itself. to begin with, but these will soon be followed by
hordes of warriors...
[Cut to:]
EXTERIOR: ASTEROID SURFACE.
Scenes of Evactuation:
Dozens of huge, beetle-like Charon vehicles land
Once the players are on their way, run the
on the surface of the asteroid and begin to bur-
following scenes, keeping in mind the current
row into the stone, throwing up clouds of debris
condition of the PC’s and the fact that you do
behind them.
not want to kill them, but rather just make life a
[Cut to:] ‘challenge’ for them. As always, though, if your
INTERIOR: COMMAND CENTER. A players make foolish decisions, then they should
grim officer watches the display screens, then pay the price. Players who do not use their heads in
announces over the base-wide comm-unit “We these encounters could easily lose them.
have Charon borers inbound, Sanctuary has
been compromised, I repeat, we have been com- Scene One: Chaos in the Village
promised...” Upon arriving in the villge, the players find a
scene of pure chaos. Despite their dedication and
[Fade to:] training, the people here are afraid. Though they
INTERIOR: SANCTUARY. Where Varnay have been prepared to evacuate ever since they
and our heroes hear the grim news... moved here, many had begun to believe it would
never happen and are now in shock. Without any
Loose Ends
Any number of things may have happened
during the last episode, and once onboard the
Triumph, the PCs will have a chance to catch their
breath. During the three day trip to the rendezvous,
any wounded players will have their injuries treated
and any equipment that was lost will be replaced as
best as possible (keeping in mind the Resistance’s
limited resources). If the player’s ship was damaged