SW D20 Adventure - Mission To Myrkr (YVI, RPG, Star Wars D20
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Mission to Myrkr
A
New Jedi Order Sourcebook
Web Enhancement
DESIGN
JD WIKER
EDITING
RAY AND VALERIE VALLESE
TYPESETTING
SUE WEINLEIN COOK
WEB PRODUCTION
DANIEL STAHL
WEB DEVELOPMENT
THOM BECKMAN
ART DIRECTION
SEAN GLENN
001
LUCAS LICENSING EDITORS
MICHELLE VUCKOVICH AND LELAND CHEE
STAR WARS RPG CREATIVE DIRECTOR
CHRIS PERKINS
VICE PRESIDENT AND DIRECTOR OF RPG R&D
BILL SLAVICSEK
Based on the
Star Wars Roleplaying Game
by Andy Collins, Bill Slavicsek, and JD Wiker, utilizing mechanics developed for
the new D
UNGEONS
& D
RAGONS
® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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©2002 Lucasfilm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
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“Mission to Myrkr” is a short adventure
for the
Star
Wars Roleplaying Game
. It’s set in The New Jedi Order era,
during the events of the novel
Star by Star
, and it’s
designed for four to six Jedi heroes of 6th to 8th level.
Gamemasters who wish to present this adventure to their
players should read the entire adventure first and be at least
passingly familiar with The New Jedi Order era.
Although the adventure calls for purely Jedi characters,
it’s not necessary for the success of the scenario. Non-Jedi
characters may find it a bit more challenging, especially
when encountering Yuuzhan Vong warriors, but Jedi won’t
necessarily find the adventure easy, either. While on Myrkr,
Jedi characters are going to find that they’re fairly limited
by the presence of so many Force-dampening ysalamiri.
At least some Jedi should be included on this mission,
however, and considering just how dangerous the mission is
likely to be, the GM might want to let his players create
entirely new Jedi characters just for the purpose of telling
this tale.
This bonus material, designed for use with
The New Jedi
Order Sourcebook,
is exclusive to the Wizards of the Coast
website:
www.wizards.com/starwars
.
tion between voxyn and vornskrs. In a meeting in a confer-
ence hall on Coruscant, near the Imperial Palace, Skywalker
explains the situation:
“These new creatures seem specially bred to hunt
Jedi—and since we know the Yuuzhan Vong didn’t
know Jedi existed before they arrived, it’s no leap of
logic to assume the voxyn were recently created.
More to the point, since the Yuuzhan Vong are ‘blind
spots’ in the Force, it’s also fairly obvious that they
found some creature in our own galaxy that can
sense beings who use the Force. The evidence points
to vornskrs.”
“Vornskrs are predators that live in the forests of Myrkr.
I ran into them several years ago, and they’re formida-
ble creatures. They’re even more dangerous on Myrkr; a
Jedi is cut off from the Force while in the presence of
so many ysalamiri.”
“The ysalamiri are natural Force-dampers. They’re
harmless by themselves, but a single ysalamiri can
extend a ‘null-Force’ bubble for about 10 meters
around. When they’re in numbers—like they are on
Myrkr—a Jedi is effectively Force-blind.”
“If the Yuuzhan Vong are mutating vornskrs, there’s
only one place they could get them without someone
noticing: Myrkr. If we can get proof that the Yuuzhan
Vong are hunting vornskrs on Myrkr, we might be able
to convince the New Republic to help deal with the
problem.”
“Your mission would be to verify that there are
Yuuzhan Vong on the surface of Myrkr. For the time
being, we just want information. If you meet any
Yuuzhan Vong, we don’t expect you to stage an
assault. Just get some holos and get out.”
“Once you’ve got the information, get out of the Myrkr
system before transmitting it back. We know that the
Yuuzhan Vong have developed ways to transmit on our
frequencies, so it’s very possible they’ve learned how to
listen in as well. We don’t want them to know that
we’ve learned anything.”
“We’ll provide you with a small ship and a line of credit
for equipment. The ship is waiting for you; the equip-
ment youÌll have to buy. We’ve arranged a small line of
credit for you. Again, though, remember to focus on
stealth and speed, rather than strength, for this mission.
Striking a blow against the Yuuzhan Vong is less
important than getting this information.”
002
Introduction
With the extragalactic Yuuzhan Vong invaders now
perilously close to Coruscant, the only thing that stands in
their way is the determination of the Jedi Knights. Ships
and defense platforms can only slow the Yuuzhan Vong, but
the Force is a power they don’t understand and can’t
counter—at least, not until they discover vornskrs.
The feral vornskr is a vicious predator native to the planet
Myrkr. It’s capable of sensing Force-users and has a particu-
lar dislike of Jedi—an attribute that makes them useful to
the Yuuzhan Vong. But wild vornskrs are far too difficult to
train, and the Yuuzhan Vong are in a hurry to capture and
kill their Jedi enemies.
The answer, as always for the Yuuzhan Vong, lies in
biogenetic engineering. Captive vornskrs—dutifully provided
by traitors within the New Republic—are delivered to the
Yuuzhan Vong shaper caste, and their genetic material
mixed with that of Yuuzhan Vong predators.
The result is the voxyn. A monstrous beast, it can track—
and kill—Jedi with frightening ease. And the Yuuzhan Vong
have begun to set these creatures loose on any world, any
ship, any station that they even
suspect
harbors a Jedi. They
have been terrifyingly successful.
As more of these creatures appear, the Jedi begin to
discern the vornskr-like traits of the voxyn and guess the
truth—that the voxyn are vornskr hybrids. But they need
proof, and the only way to get that proof is to find out if
Yuuzhan Vong are operating on Myrkr. That means they
need someone to go to Myrkr and have a look.
If the heroes have more questions, Master Skywalker
answers as many as he can. When the heroes have finished,
Luke tells them where the ship is berthed and gives them a
credit chip with which to purchase equipment. The chip is
worth 5,000 credits on any New Republic world. Luke
advises them to spend at least part of it on creating the
appearance that they’re smugglers trying to capture
ysalamiri to sell to the Peace Brigade—just in case they’re
captured.
Even if the heroes have their own ship, Skywalker
suggests they take the ship that’s been provided for
them; their own vessel may be too well known to the
Peace Brigade, which would blow their cover as smug-
glers.
Scene 1: Summoned to
Service
After an incident in which Rogue Squadron stops a refugee
ship full of Yuuzhan Vong voxyn from landing on
Coruscant, Jedi Master Luke Skywalker sends word to the
heroes that he would like them to investigate the connec-
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The Lady Starstorm
When the heroes have finished kitting out, they can go
check out the ship. The
Lady Starstorm
is a previously
owned YV-100 light freighter, scarred and stained, but still
fast enough for most purposes. It won’t outrun coralskip-
pers, but it will get them into the system
quietly
.
YSALAMIRI AND JEDI
Force powers are effectively unusable on Myrkr
because of the ysalamiri. These innocuous creatures
generate a “bubble” within which the Force can’t be used. The
bubble has a radius of 10 meters around each individual
ysalamiri, and several of the creatures spaced accordingly can
create an even larger bubble.
Characters can’t access the Force when inside a ysalamiri’s
bubble. They can’t use Force feats or Force skills, and they can’t
use Force Points. Force feats or skills activated outside the area
don’t penetrate it, although they function normally up to that
point. Characters with Force abilities become aware of this lack of
the Force the instant they attempt to use a Force skill or feat.
The effect is so readily apparent that heroes know there’s no
point in attempting to use Force feats or skills. A character that
tries to use a Force power inside a ysalamiri’s “bubble” doesn’t
spend vitality points or lose an action for his attempt—instead, he
realizes instantly that it just won’t work. After the GM informs the
hero that his Force powers are completely gone, he’s free to take
any normal action.
Note that there’s no other sign to indicate that a ysalamiri is
blocking use of the Force. Thus, a Force-user standing just outside
the damping bubble would not be aware of it.
Craft:
YV-100;
Class:
Transport;
Cost:
50,000 (used);
Size:
Small (46.5 meters long);
Crew:
2;
Passengers:
10;
Cargo Capacity:
150 metric tons;
Consumables:
6
months;
Hyperdrive:
x3 (backup x12);
Maximum Speed:
Attack;
Defense:
21 (+1 size, +10 armor);
Shield Points:
30;
Hull Points:
150; DR: 10.
Weapon:
Blaster cannons (2 fire-linked);
Fire Arc:
Partial turret (front, right, left);
Attack Bonus:
+5 (+1 size,
+4 fire control);
Damage:
4d10x2;
Range Modifiers:
PB
+0, S +0, M/L n/a.
Weapon:
Laser cannons (2 fire-linked);
Fire Arc:
Front;
Attack Bonus:
+5 (+1 size, +4 fire control);
Damage:
5d10x2;
Range Modifiers:
PB +0, S +0, M/L n/a.
Scene 2: Arrival at Myrkr
Myrkr lies right on the edge of Yuuzhan Vong-occupied space,
so getting to the system is not terribly difficult. But the heroes
are greeted by a strange anomaly—the Myrkr system has an
additional planet, one that’s defended by at least a dozen
Yuuzhan Vong ships and coralskipper squadrons.
Fortunately, the Yuuzhan Vong don’t appear to have
noticed the arrival of the heroes’ ship. In fact, they seem to
be concentrating on guarding a Yuuzhan Vong warship that
has just entered the system and is heading for the new
planet. This temporary distraction means that the heroes
can reach the surface of Myrkr if they don’t attract undue
attention, but the longer they wait, the smaller their
window of opportunity becomes. The heroes have roughly
three minutes before the warship reaches the new planet
and thus no longer provides a distraction. (The GM might
want to keep track of how long it takes the players to arrive
at the decision to carry on.)
To reach the surface of Myrkr without arousing suspicion,
the heroes must make a Pilot check (DC 25) to approach
Myrkr surreptitiously. The pilot gains a +2 synergy bonus to
this check if he has 5 or more ranks in Hide. If the check
succeeds, the heroes manage to imitate an asteroid or
meteor long enough to reach Myrkr without incident.
If the check fails, a flight of four coralskippers detaches
from the Yuuzhan Vong flotilla and begins heading toward
the heroes’ ship. The heroes can attempt the Pilot check
again to avert suspicion and satisfy the coralskippers that
the heroes’ ship is just space debris. If the check succeeds,
the coralskippers withdraw. If the check fails, the heroes may
have to fight. Place the four coralskippers at Sensor range
on the Starship Ranges Diagram (see Chapter 11 of the
Star
Wars Roleplaying Game
core rulebook) and resolve the
combat normally.
If the heroes’ ship becomes damaged, the coralskippers
block its escape from the system, but they allow it to land
on Myrkr. If the heroes choose to flee, they can go to
hyperspace if they can put the coralskippers outside Sensor
range for two consecutive rounds.
Ysalamiri
: Herd animal 1; Init –4; Def 8 (+2 size, -4 Dex); Spd 2
m; VP/WP 1/6; Atk N/A; SQ Low-light vision, nullify Force; SV Fort
+0, Ref -4, Will -2; SZ T; Rep 1; Str 3, Dex 3, Con 6, Int 2, Wis 6,
Cha 6; Challenge Code: A.
Skills:
Spot +3, Survival +3.
003
Scene 3: The Dangers of
Myrkr
If the heroes land on Myrkr, any remaining coralskippers
withdraw. The heroes are free to explore the surface of
Myrkr without interference from the Yuuzhan Vong—for a
while, anyway. Note that the high metal content of Myrkr’s
plant life fouls most sensor scans (a –10 penalty to
Computer Use checks made to scan the surface of Myrkr)
and prevents all but the most high-powered communica-
tions from operating (comlinks are useless at distances of
over 1 km).
Still, on the way down to the planet’s surface, the heroes
catch a quick glimpse of what looks like a chunk of multi-
colored asteroid resting on the surface of Myrkr. It’s most
likely a Yuuzhan Vong vessel. The heroes don’t have time to
take a holo-recording, but they can mark its position.
The Vornskrs
After the heroes set down (or crash) on Myrkr, a small
number of vornskrs approach to investigate. Initially, they
only prowl around the edge of the landing zone, but if the
heroes stray outside the landing area at night in a group of
fewer than four, the vornskrs attack. They also attack if a
group of
any
size includes a Force-user—and they preferen-
tially attack Force-users over other characters.
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The vornskrs don’t attack head-on, however. They use
Hide to try to get within attack distance. The GM should
make a separate check for each vornskr (and remember that
if it’s night, the creatures receive a +10 bonus). If the heroes
notice a vornskr approaching, they spot it at 2d4 x 5 meters,
moving toward them through the thick underbrush.
Yuuzhan Vong Warriors (4):
Yuuzhan Vong, soldier 4;
Init: +0; Def: 14 (+4 armor); Spd: 10m; VP/WP: 30/12; Atk:
+5 melee (dmg 1d6+1, amphistaff ) or (dmg 1d4+1,
coufee); +4 ranged; SQ: Immune to Force, Sense, and Alter,
DR 5 (armor); SV: F +7, R +1, W +0; SZ: M; FP: 0; DSP: 8;
Rep: 4; Str 13, Dex 10, Con 12, Int 10, Wis 8, Cha 10.
Challenge Code: C.
Equipment
: Amphistaff, coufee (dagger), vonduun crab
armor (subaltern’s armor), thud bugs (x2), blorash jelly (x1),
razorbug (x2).
Skills
: Climb +4, Intimidate +6, Jump +4, Knowledge
(Yuuzhan Vong) +4, Pilot +6, Survival +5.
Feats
: Armor Proficiencies (heavy, light, medium), Exotic
Weapon Proficiency (amphistaff), Great Fortitude, Power
Attack , Two-Weapon Fighting, Weapon Group Proficiency
(simple weapons).
Vornskrs (4):
Jungle predator 8; Init +3 (+3 Dex); Def 18
(+5 natural, +3 Dex); Spd 15 m; VP/WP 57/17; Atk +11
melee (dmg 1d6+3, 2 claws), +6 melee (dmg 1d8+3, bite)
or
+6 melee (dmg 1d4+3, tail), +11 ranged; SQ Venomous tail,
Force use; SV Fort +9, Ref +9, Will +4; SZ M; FP 2; Rep 2;
Str 16, Dex 17, Con 17, Int 5, Wis 14, Cha 10. Challenge
Code E.
Skills
: Climb +3, Hide +9, Jump +3, Listen +7, Move
Silently +9, Spot +5, Survival +6.
Force Skills
: See Force +12.
Feats
: Alertness, Force-Sensitive, Stealthy, Track.
Force Feats
: Sense.
The Voxyn
Voxyn possess the same dangerous tail poison that vornskrs
have. Any opponent struck by a voxyn’s tail must make a
Fortitude save (DC 16) or be dealt 1d4 points of damage.
Six rounds later, the target must make a second save at the
same DC or be paralyzed for 2d6 minutes. The poison
causes swelling and redness in the flesh of most creatures,
which lasts for one to six days.
Voxyn also spit a similar poison, in the same fashion as
their Yuuzhan Vong progenitor. The voxyn may make a
ranged touch attack up to 6 meters away instead of its
normal attacks. On a successful hit, the target must make a
Fortitude save (DC 14) or suffer 1d6 points of Constitution
damage. The target’s vision is also affected; he suffers a –2
penalty to Search and Spot checks and treats everything as
though it had one-half concealment for him (a 20% miss
chance). On a failed secondary save one minute later, the
character suffers an additional 2d6 points of Constitution
damage and is blinded. The initial effect passes after two
days, but if the character fails the second save, the blindness
does not pass for 1d4+4 days.
The voxyn also has the ability to utter a compressed-
wave screech of sufficient power to shatter eardrums. The
voxyn may forgo all its other attacks to deliver this screech,
and all living beings within 10 meters of the creature must
make a successful Fortitude save (DC 16) or be deafened for
2d4 days. Whenever possible, a voxyn uses this ability before
its initial attack to disorient its opponents.
As if its offensive capabilities weren’t enough, the voxyn
is also particularly difficult to kill. Its fast healing ability
allows it to recover quickly, and its extra vitality ensures that
it stays at peak efficiency for a long time.
004
The Yuuzhan Vong
Some distance from the place where the heroes landed, a
small group of four Yuuzhan Vong warriors mind a small
campsite near a yorik-trema landing craft. The Yuuzhan
Vong are trying to get voxyn and vornskrs to mate so that
they have a less unstable variety of voxyn with which to
hunt Jedi (the cloned voxyn don’t live very long). They have
a voxyn in a cage near their ship and are preparing a meal
while one of their number reports, via villip, on their
progress.
The heroes can use Hide to try to approach the camp
undetected. If they’re successful, they can make a holo-
recording of the campsite, the Yuuzhan Vong, and the
caged voxyn. For each round they spend doing this, they
must attempt another Hide check to remain unnoticed.
When they’re finished, one more successful Hide check will
get them out of the area without the Yuuzhan Vong react-
ing.
However, if there are any Force-users in the group that
approaches the camp, the voxyn in the cage automatically
attempts a See Force check every round while the heroes are
making their recording. If this check is successful, the voxyn
growls anxiously, alerting the Yuuzhan Vong.
Once the Yuuzhan Vong warriors are aware of the pres-
ence of the heroes, they move to attack the characters and
cut them off from fleeing. One of the warriors circles
around to the right, and one to the left. The third Yuuzhan
Vong throws himself at the heroes, while the last moves to
release the voxyn.
Faced with four Yuuzhan Vong warriors and a voxyn, the
heroes’ best bet may be to run. While their enemies will
certainly follow, the heroes don’t want to let the Yuuzhan
Vong enclose them in a pincer—especially with the voxyn so
close. Alternatively, they can concentrate on keeping the
voxyn under wraps in its cage. This plan means that they’ll
have to kill the Yuuzhan Vong warrior who’s trying to
release the beast and make sure that the others don’t get
close enough to set it free, but four Yuuzhan Vong is inher-
ently less of a threat than four Yuuzhan Vong
and
a blood-
crazed voxyn.
Voxyn:
Predator 12; Init +2 (+2 Dex); Def 20 (+8 natural,
+2 Dex); Spd 14m; VP/WP 88/12; Atk +16 melee (dmg
1d6+4, 2 claws) or +11 melee (dmg 1d8+4, bite) or +6
melee (dmg 1d4+3, tail), +14 ranged (dmg
special
, spit
poison); SQ Immune to Force, Sense, and Alter, Bonus vital-
ity (+20 VP), Fast healing 2, Low-light vision, Sonic screech,
Poison tail, Spit poison; SV Fort +9, Ref +10, Will +7; SZ
Medium (2.3m long); Rep 2; Str 18, Dex 14, Con 12, Int 6,
Wis 16, Cha 12. Challenge Code F.
Skills:
Hide +8, Listen +9, Move Silently +10, Spot +7,
Survival +7.
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Force Skills:
See Force +15.
Feats:
Alertness, Force-Sensitive, Stealthy, Track.
Force Feats:
Sense.
Rewards
As a short adventure, “Mission to Myrkr” is worth 1,000
experience points, multiplied by the average level of the
heroes involved and then divided equally among them. If
the heroes escape with their information—without facing a
confrontation with the Yuuzhan Vong—they each gain a
1,000-experience-point bonus. And if they return success-
fully to Coruscant with their holo-recording, they receive
the gratitude of Master Luke Skywalker.
Scene 4: Escape from Myrkr
If the heroes manage to get their holos without alerting the
Yuuzhan Vong or the voxyn, they’ll have a fairly easy time
leaving Myrkr. They’ll still have to get off the planet with-
out alerting the Yuuzhan Vong in the system, but this time
there’s no distraction to let them slip away (a Pilot check
against DC 30, with a +2 synergy bonus for 5 or more ranks
in Hide). If the check fails, four coralskippers move in. Still,
because the heroes are so far from the bulk of the Yuuzhan
Vong flotilla, they only need to avoid the Yuuzhan Vong for
five rounds. After five rounds have passed, the heroes can
go to lightspeed and escape.
On the other hand, if the heroes have already encoun-
tered Yuuzhan Vong (either the coralskippers in space or the
warriors on the planet’s surface), leaving becomes much
more difficult. They can’t slip away stealthily and will have
to avoid six coralskippers long enough to escape to hyper-
space. To do this, the heroes must keep the coralskippers at
greater than Sensor range for three consecutive rounds.
If the heroes can’t slip away, the Yuuzhan Vong cripple
their ship and take them prisoner. Should this occur, the
heroes are taken to the mysterious new planet in the Myrkr
system: a Yuuzhan Vong worldship, where the Yuuzhan
Vong shaper caste is actually creating the voxyn—and test-
ing them on live Jedi in a diabolical labyrinth. (See
The New
Jedi Order Sourcebook
for more information.)
About the Author
JD Wiker came to Roleplaying R&D from Wizards of the
Coast’s Customer Service team. He has worked on
A
LTERNITY
, S
TAR
*D
RIVE
, D
ARK
•M
ATTER
, and D
IABLO
II for the
new edition of D
UNGEONS
& D
RAGONS
.
He was 11 years old when
Star Wars
first came to
theaters, and he recalls that, initially, he wasn’t interested in
seeing it. But while on vacation in Florida—during which it
rained day and night—JD’s father dragged him to the
cinema to see it. After that, JD was hooked. Now, he works
on the game every day, and is slowly building an army of
battle droids with which to seize control of his neighbor’s
garden.
JD also does a pretty mean Jimmy Stewart imitation.
You can see more of his roleplaying work on the Web at
www.wizards.com/starwars
.
005
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