hapes insurgency
DESCRIPTION
Star Wars Saga Adventure OutlineTRANSCRIPT
A Hapan Spring
Adventure 1: Damsel in DistressPart 1: Forgery, Fraud & Felony
Skill Challenge: Negotiations with a HuttSkill Challenge: Breaking and enteringEncounter: GuardsSkill Challenge: InfiltrationEncounter: Shipjacking 101
Part 2: Traversing the MistsSkill Challenge: Travering the mistsSkill Challenge: Smuggling Encounter: Imperial Customs
Part 3: To Find the HeirSkill Challenge: Finding some friendsTactical Encounter: Lock downTactical Encounter: Pirate attack!
Part 4: The Green HellSkill Challenge: Dangerous GroundTactical Encounter: Wild Life
Part 5: Saving the PrincessSkill Challenge: Infiltrating the VillaTactical Encounter: PatrolTactical Encounter: Personal Guards/Prisonguards
Part 6: Hunted!Skill Challenge: A Narrow Escape Tactical Encounter: The Wild HuntTactical Encounter: Watery Grave
Part 8: Laying lowSkill Challenge: Phase I: Hiding out, Phase II: Run for it
Adventure 2: Mustering the troopsPart 1: A worthy hunter Part 2: Solving the PuzzlePart 3: On thin IcePart 4: Family Matters Part 5: Armed to the Teeth Part 6: The Gun of Command
Extra Part: Prison Break
Adventure 3: Vive la Revolution!
Part 1: A Dangerous ApproachSkill Challenge: Palace EntryTactical Encounter: Capture not a Kill (Infiltration)Skill Challenge: GatecrasherTactical Encounter: Gate guards
Part 2: In ControlTactical Encounter: Guard Patrol Tactical Encounter: Main Control Room
Part 3: Gardens of DelightTactical Encounter: Crossing the Royal GardensTactical Encounter: The Royal ZooSplit-Screen Encounter: Strafing Run
Part 4: Royal DangersTactical Encounter: Hall of the Wind CrystalsTactical Encounter: The Queen Mothers’ Royal SalonOptional Split-Screen Encounter: Disabling the Royal Hangar doors
Adventure 3: Vive la Revolution!
Part 1: A Dangerous Approach
- Climbing the cliff
- Optional Encounter: Capture not a Kill (Infiltration)
- Royal Guards
Skill Challenge: Gatecrasher
Tactical Encounter: Gate guards
- Enemies
o Royal Guard Officer
o Royal Guard
Part 2: In Control
Tactical Encounter: Guard Patrol
o Enemies
Royal Guard Officer
Royal Guard
o Features of the Area:
Hallway
- Tactical Encounter: Main Control Room
o Enemies
Royal Guard Officer
Royal Guard Security Specialist
Royal Guard
Part 3: Gardens of Delight
- Encounter: Crossing the Royal Gardens
o Enemies:
Royal Guard Fountain Snipers
Royal Guard Fountain Gunner
o Features of the Area:
Fountains, Trees, Luxury
Trees
- Tactical Encounter: The Royal Zoo
o Enemies:
Royal Guard Fountain Sniper (freeing Wild Animal)
Wild Animals
o Features of the Area:
Cages, Moats
Blowing the door
- Optional Split-Screen Encounter: Strafing Run
o Enemies
Miy’Til Fighter(s)
Part 4: Royal Dangers
Tactical Encounter: Hall of the Wind Crystals
o Enemies:
Royal Guard
Royal Guard Officer
o Features of the Area:
Long corridor
Wind Crystal Chandeliers
Tactical Encounter: The Queen Mothers’ Royal Salon
o Enemies
Favored Bodyguard
Queen Tel Kadoro
Ambassador Darth Malvax
o Features of the Area:
Couches
Big Door to Hangar
Optional Split-Screen Encounter:
Disabling the Royal Hangar doors
Epilogue
Appendices
Appendix 1: Galactic Gazetteer
Arabanth
Charubah
Hapes
Terephon
Zalori
Appendix 2: Hapan Starships in the Legacy Era
Appendix 3: Hapan Opponents
Appendix 4: Arms & Equipment
Appendix 5: The Terephonian Eagle
A Hapan Spring:
A Hapan Spring is a complete adventure that can be used as part of Legacy Era campaign. Ideally, this adventure will involve a group of to five level 10 heroes, which will gain around 3 levels during this adventure. Scoundrels, Nobles and other heroes with skills in negotiation and stealth are at an advantage is this adventure, although heroes can come from any background and almost any race.
If you are a player, you should stop reading now so that you don’t spoil any surprises for yourself. If you are the Gamemaster, please feel free to continue on. As the GM, you should also review the Galactic Gazetteer in Appendix I before running this adventure.
Adventure Summary:
The heroes are contacted by the Emperor-in-Exile’s Imperial Intelligence to perform a mission in the Hapes cluster. The heroes are requested to enter the Hapes cluster secretly, avoiding Sith and Hapan patrols. Once in the Hapes Cluster, the heroes will have to locate the true heir to the Hapan throne who has disappeared 7 years ago, rescue her and then and convince her to stage an insurgency. Following this rescue they will then have to mobilize enough support to storm the Royal Palace and stage a coup d’état, thus winning an important ally for the Emperor-in-Exile. Can the players locate the royal princes, and convince her to lead a palace revolt against the current ruler?
Alternative Employers
Though this adventure assumes that the heroes have had prior contact with the Emperor-in-Exile and are willing to perform some acts of violence to promote the greater good, the scenario could be tailored to another group of adventurers. Some examples are given below. If none match your campaign feel free to tweak them to fit or use them as springboards for your own ideas:
The Galactic Alliance Remnant
The Galactic Alliance needs allies just as much as the Emperor-in-Exile if not more so. Galactic Alliance Intelligence might also have received information on the survival of the Hapan heir, and might use this information to their advantage.
Adventure 3: A Gathering of Friends
Solving the Puzzle – Arabanth
A worthy hunter – Zalori
On Thin Ice - Ediorung
Familiy Matters – The Transitory Mists
Armed to the Teeth - Space
The Gun of Command - Charubah
Encounter:The Royal ZooChallenge Level 15This encounter begins when the PC’s cross the grounds of the Royal Zoo. One Chume'doro Fountain Sniper has taken refuge in this area and she has rigged the cages of the zoo animals in such a way that she can open them by shooting their lock from afar. The PC’s will have to eliminate the sniper while avoiding or fighting off the zoo’s wild animals.
Read-Aloud-TextHeroes entering the Royal Zoo through the gates of the Royal Gardens are spotted by the Sniper. If the PC’s take care to enter the Zoo stealthily the Sniper gets a Perception check to spot them, without any penalties for distance as she is using her binoculars.
When the heroes enter the Royal Zoo, read the following text aloud:
The heroes can make a perception check to spot the hding Sniper. However, as she is well hidden and is using camouflage techniques the difficulty to spot her is XX. If they spot her, read the following text aloud:
Chume’doro Fountain Sniper TacticsThe sniper will focus her shots on one target, and will focus on the hero she perceives to be the most dangerous. She will aim before each shot, (thus profiting from her Assassin Talent and Careful Shot, Deadeye Shot and Sniper Feat and will use her talents to keep or get concealment as often as possible. Some of her preferred sniping positions are indicated on the map.
During the fight, the Sniper will try to open the cages of the animals closest to the heroes. This requires an attack against Ref 20.
If the heroes manage to reach her, she resorts to using her bluebolt Blaster Pistol, and will fight to the death.
Zoo Animal TacticsThe zoo animals don’t use any real tactics, but just attack the creatures closest to them. The Rancor and Dragonsnake fight to the death, however the other animals try to hide when reduced to half health. The animals are:A Dragonsnake (See Threats of the Galaxy page 108), a group of 2 Nighthunters (See Jedi Academy page 139), a Rancor (See Threats of the Galaxy page 122).
Conclusion:If the heroes kill or disable the sniper and the animals, they can search her body and take her gear. Once the fight is over the heroes will need to get through the gates. They can try to open them (Use Computer: DC 25) or blow them up using explosives. Once they open the door they can now proceed into the Royal Residence.
As you pass through the large ornate gates, you see a large open space with many cages and compounds containing all kinds of wild animals. Except for the animals, the area seems deserted.
You see something glistening behind a low wall on the far side of the Zoo, then you see that someone is looking at you through a scope!
FEATURES OF THE AREA:
The royal zoo has the following features.Illumination: The zoo is not lit. However, the moons and
transitory mists do provide shadowy illumination in the whole area. (See Core page 257)
Fences: All of the fences are electrified. Each round a character or animal touches an electrified fence, make an attack roll (1D20+10) against the targets Fortitude Defense. If the attack succeeds, the target takes 3d6 stun damage and is pushed 1 square directly away from the fence. If the attack fails, the target takes half damage.
Cages: The gates to the cages are normally locked (DC 30 Use Computer check, DR 15, hp 40). However, the sniper has rigged these gates to open automatically once the locks are destroyed. (Ref 20, DR 10, hp 10).
Gates: The gate to the Royal Residence is locked (DC 35 Mechanics check, DR 15, hp 40).
Appendix 1: Galactic Gazetteer
HapesRegion: Inner Rim TerritoriesClimate: TemperateGravity: standardMoons: 7Length of Day: 22 standard hoursLength of Year: 240 local daysSapient Species: 100% HapanGovernment: Hereditary MatriarchyCapital: Ta'a Chume'DanMajor Exports: Foodstuffs, High TechnologyMajor Imports: None
Knowledge (Bureaucracy)DC Result15 Hapes is ruled over by the Queen Mother,
who is treated like a goddess by the Hapans.
20 Hapes is the main planet of the Hapes Consurtium. All important commercial business has to take place on the surface of Hapes itself, and can’t take place on other planets.
25 The title of Queen Mother is hereditary, passed down from mother to daughter. However, to be in the line of succession both the Queen Mother and her heirs have to avoid constant attempts on their lives.
Knowledge (Galactic Lore)DC Result15 Hapes is the homeworld of the Hapans, a
human race ruled by female Monarch and the administrative capital of the Hapes Consortium.
20 Hapes is surrounded by shimmering nebulae, and has seven moons, and is bathed in the light of these celestial bodies by night and by day.
25 Prior to 8 ABY, the Hapes Cluster was highly isolated, and foreigners were not admitted in the Cluster. This isolation was accommodated by the transitory Mists, a region of ionized space surrounding the Hapes cluster that inhibits travel to the region.
30 Besides a few well guarded routes through the mists, some secrets routes used by pirates and smugglers are told to exist.
TerephonRegion: Inner Rim TerritoriesClimate: HumidGravity: standardMoons: 3Length of Day: 24 standard hoursLength of Year: 300 local daysSapient Species: 100% HapanGovernment: Hereditary MatriarchyCapital: Ta'a Karet Major Exports: Royal GuardsMajor Imports: Luxury Goods
Knowledge (Galactic Lore)DC Result15 Terephon is a quite isolated world that is part
of the Hapes Consortium and is located in the Transitory Mists. Terephon is very marshy but also has a large number of mesa’s. Even though it is marshy some large garden cities exist on the planet.
20 Travelling to Terephon is quite risky, as Hapan pirates are known to attack transport and even military ships from the Transitory Mists.
25 Many Hapan nobles and important politicians have estates on Terephon. These estates are used as hunting lodges, from where the nobles hunt native beasts. During these hunts they often use a local, domesticated beast, called a Murg to assist in the hunts.
Chume'doro Favored Bodyguard CL12Medium soldier 7/elite trooper 5Force: 3Init +14; Senses Perception + 15Languages Basic, HapanDefenses Ref 33 (flat-flooted 28), Fort 27, Will 24hp 105; DR 2; Threshold 28Speed: 4 squaresMelee + 14 (d10+9) orMelee + 12 (2d10+9) with rapid strikeRanged +15 (3d8+6) with Assault Blaster Rifle or Bluebolt Blaster pistolBase Atk +12; Grp +14Atk Options Melee Smash, Rapid Strike, Special Actions Harm’s Way, Ward, Armored Guard, Guard’s Endurance.
Abilities Str 14, Dex 17, Con 12, Int 13, Wis 14, Cha 12Talents Armored Defense, Improved Armored Defense,
Melee Smash, Harm’s Way, Ward, Armored Guard, Guard’s Endurance
Feats Armor Proficiency (light, medium), Improved Damage Threshold, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Point Blank Shot, Precise Shot, Rapid Strike, Weapon Proficiency (pistol, rifle, simple weapons)
Skills Endurance +12, Initiative +14, Knowledge (Tactics) +12, Perception +15, Treat Injury +13
Possessions ceremonial armor with helmet package, combat gloves, Assault Blaster Rifle with targeting scope, Bluebolt Blaster Pistol
Chumedo'ro Fountain Sniper CL 15
Medium Human scout 6/soldier 1/gunslinger 8
Init +15; Senses Perception +9
Languages Basic, Hapan
Defenses Ref 32 (flat-footed 29, with Sniper Shot 27), Fort 28, Will 29
hp 105; second wind +26/52; Threshold 33
Speed 6 squares
Melee by weapon +14
Ranged hunting blaster carbine +16 (3d8+11) or
Ranged hunting blaster carbine +18 (3d8+11) with Sniper Shot
Base Atk +13; Grp +16
Atk Options Careful Shot, Deadeye, Deadly Sniper, Far Shot, Pinning Shot, Point Blank Shot, Precise Shot, Precision Shot, Shadow Striker, Sniper, Sniper Shot
Special Actions Ambush Specialist, Draw a Bead
Abilities Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 14
Special Qualities trusty sidearm +4
Talents Ambush Specialist, Draw a Bead, Hidden Movement, Improved Stealth, Old Faithful, Pinning Shot, Precision Shot, Shadow Striker
Feats Armor Proficiency (light), Careful Shot, Deadeye, Deadly Sniper, Duck and Cover, Far Shot, Improved Damage Threshold, Point Blank Shot, Precise Shot, Sniper, Sniper Shot, Weapon Proficiency (pistols, rifles, simple)
Primary Skills Endurance +13, Initiative +15, Knowledge (tactics) +13, Mechanics +13, Stealth +15 (may reroll but must keep the result of the reroll even if worse), Survival +14, Use Computer +13
Secondary Skills Acrobatics +10, Climb +8, Deception +9, Gather Information +9, Jump +8, Knowledge (bureaucracy) +8, Knowledge (galactic lore) +8, Knowledge (life sciences) +8, Knowledge (physical sciences) +8, Knowledge (social sciences) +8, Knowledge (technology) +8, Perception +9, Persuasion +9, Pilot +10, Ride +10, Swim +8, Treat Injury +9
Possessions hunting blaster carbine
Appendix 3: The Terephonian EagleThe Terephonian Eagle
The Terephonian Eagle is an extensively upgraded YX-1980 space transport, making it more likely to survive its often perilous journeys than a stock model YX-1980. The Terephonian Eagle is a relatively quick ship that has been given enhanced armor plating, improved shielding and additional weaponry to fight off the Hapan Pirates all too common in the Telephone system and throughout the galaxy. The previous owners of the Terephonian Eagle were also involved in smuggling operations at times, and as such the ship contains a 1000 kg smuggler’s compartment. Like with all YX-1980’s the Mechanics checks to install or upgrade the starship’s systems take a -5 penalty due to the dispersal of the YX-1980’s systems.
Terephonian EagleColossal* Space TransportInit +0 Senses (See below)Defenses Ref 20 (flat-footed 11). Fort 28; +15
armorhp 150; DR 15; SR 45; Threshold 88Speed fly 12 squares (max. velocity 950 km/h),
fly 3 squares (starship scale)Ranged medium laser cannons +5 (see below) and Ranged Fire Linked Heavy Laser Cannon +5 (see below) andFighting Space 12x12 or 1 square (starship
scale); Cover total (crew)Base Atk +2; Grp +38Atk Options: Autofire (Fire Linked Heavy Laser Cannons)Abilities Str 46, Dex 20, Con -, Int 16Skills Initative +0, Mechanics +5, Perception +5,
Pilot +0, Use Computer +5Crew 2 (normal); Passengers 6Cargo 110 tons; Consumables 2 months; Carried Craft noneHyperdrive x2 (backup x10), navicomputer 10-Availability Restricted; Cost Not for saleEmplacement Points: 3* This ship is treated as a gargantuan starfighter for
the purposes of being targeted by capital ship weapons, dogfighting and using starship maneuvers.
Advanced Medium Laser cannons (copilot) Atk +5. Dmg 6d10x2
Fire Linked Heavy Laser Cannons (Gunner)Atk +5. Dmg 6d10x2