SWD20 - Adv (LVL 04-06) - The Rycar Run
SWD20 - Adv (LVL 04-06) - The Rycar Run
SWD20 - Adv (LVL 04-06) - The Rycar Run
DESIGN
428.m 1837b
BRIAN CAMPBELL
EDITING
RAY AND VALERIE VALLESE
WEB PRODUCTION
SUE WEINLEIN COOK AND DANIEL STAHL
WEB DEVELOPMENT
THOM BECKMAN
ART DIRECTION
SEAN GLENN
LUCAS LICENSING EDITORS
MICHELLE VUCKOVICH 001
STAR WARS RPG CREATIVE DIRECTORS
THOMAS M. REID AND 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 DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
www.wizards.com/starwars www.starwars.com
©2001 Lucasfilm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
Dungeons & Dragons and the Wizards of the Coast logo are registered trademarks owned
by Wizards of the Coast, Inc. The d20 System logo is a trademark owned by Wizards of the Coast. Inc.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental.
Rycar Ryjerd is a wanted man. As one of the top smug- For a start, the ship the heroes use in this scenario should
glers in the Tatooine system, he has a reputation for have at least one gun turret—after all, the skills to use it
taking on runs so risky that no one else would dare depend on a hero’s attack bonus, not his piloting skill.
attempt them. Most of the locals who know the smug- Computer Use and Repair will also be useful skills; one hero
gler’s handiwork consider him psychotic or suicidal—or might need to jury-rig a few systems while another operates
both. It’s only fitting that the hidden base he uses as his the ship’s sensors. In addition, don’t count out the possibil-
center of operations is well hidden, cautiously guarded, ity of a co-pilot using his own Pilot skill to augment the
and dangerous to even approach. And it shouldn’t come as ship’s capabilities. If the co-pilot can make an “aid another”
much of a surprise when someone approaches the heroes roll with a Pilot check against DC 10, he can add a +2
of your Star Wars campaign to track him down and bring circumstance bonus to one of the pilot’s rolls. If, by some
him back alive. strange twist of fate, only one character has all of these
The Rycar Run is a free mini-adventure suitable for four skills, there’s still an extremely challenging firefight at the
4th- to 6th-level heroes. Although it’s a one-shot scenario end of the story.
playable in an evening or two, it can also serve as the reso- If several heroes have piloting skills, you could easily
428.m 1837b
lution of a more elaborate storyline. The adventure uses expand this adventure by loaning them an extra starfighter
several of the advanced rules from the Starships of the or two, increasing the difficulty of the space encounters,
Galaxy accessory, so you’ll need that book for some of the and using the streamlined space combat rules from
encounters featured here. Starships of the Galaxy. As a suggestion, we’ve included a
few alternate game mechanics for a group of 4th- to 6th-
level heroes using a YT-1300 and two Z-95 Headhunters.
Background For truly ambitious Gamemasters, we’ve included sugges-
Rycar Ryjerd likes big challenges, so it’s only fitting that he’s
tions for adapting this story to the Rebellion era by rework-
hidden his secret base in the midst of an asteroid field.
ing it for a wing of four 7th- to 9th-level starfighter aces
(After all, according to a particular protocol droid, the
piloting a small squadron of X-wings. In any era, a
chances of successfully navigating an asteroid field are
reputable hero (like a Jedi) or a diplomatic hero with
7,320 to 1.) The Obana Belt is a short hyperspace jump
credentials (like a noble) might be able to talk someone into
away from the Tatooine system. Like many space hazards of
loaning them an extra ship or two for the mission.
this kind, the Obana Belt has many smaller asteroids
428.m 1837b
There’s a chance that a clever Jedi might attempt to use caves with a thicker concentration of atmosphere. Several of
Farseeing to look into the asteroid field. If this happens, these pits are stable enough for a space transport or
determine the result with the DCs listed above, but use more starfighter to land for repairs. This is not without its
dramatic imagery (and less specific details) when describing hazards, however, as the asteroid holds a nest of 18
what’s ahead. Even with the Force, tracking down this infa- mynocks that prey upon ships in the system. Mynocks
mous character should take a bit of work. resemble leathery bats with large, suckered mouths, and
they feed upon energy and absorb minerals, making them
Successfully Navigating the Field especially dangerous to the heroes’ ship.
The asteroids make for a significant hazard, and this time,
the heroes’ ship is at stake. Reaching the open area at the Mynock: Vacuum parasite 1; Init +0; Def 12 (+2 natural);
center of the asteroid field takes about two minutes; this Spd 8m fly; VP/WP 6/11; Atk +0 melee (1d4, bite), +0
requires two Pilot checks against DC 15. Failing the check ranged; SQ electricity resistance 10; SV Fort +2, Ref +0, Will
pounds the ship for 2d10x2 points of damage. (If you want –3; SZ M; Rep 2; Str 10, Dex 10, Con 11, Int 4, Wis 4, Cha
to increase the challenge of this hazard for 7th- to 9th-level 6; Challenge Code: A.
heroes, increase the check to DC 20 and the damage to
4d10x2 points.)
As the ship gets closer, the heroes notice that there’s a
Skills: Hide +4, Move Silently +6.
003
large open area at the center of the asteroid field.
Scene 3: Enemy Fighters,
Scanning this interior becomes easier as the heroes Coming Your Way!
approach it. For further Computer Use checks, reduce the The third mass in the center of the asteroid belt is clearly
DCs from the table above by 5, but for each check, call for a starfighter base: a large rectangular “docking bay” has
another piloting roll as the scanning ship holds its posi- been carved out of its surface. Because this massive
tion. On any check that beats a DC 15, it’s evident that asteroid never drifts from its position at the center of the
something of Colossal size is drifting towards the heroes’ Obana Asteroid Belt, the three rectannas mounted on its
ship. It’s alive, and it’s waiting to meet them in the center exterior have remained undisturbed. Someone has also
of the belt. mounted a massive ion engine on the far side opposite
the docking bay, possibly for making minor course
corrections.
Scene 2: That’s No Moon For all intents and purposes, the massive rock has been
No matter where the heroes enter the gaseous cloud at the
converted into a small space station; well-worn corridors
center of the Obana Belt, there’s a surprise waiting for
function as its interior. The crew inside has had plenty of
them. The trace gases and minimal ecosystem support two
time to scan the heroes’ ship for weapons, scramble
herd creatures of Colossal size drifting at the center of the
starfighters reserved for this type of emergency, and warn
asteroid belt. Anyone who’s been to Bespin (or a similar gas
their boss, Rycar Ryjerd, of the threat.
giant) may notice their similarity to beldons. One of the
Battered CloakShape starfighters (described fully in
massive creatures slowly drifts toward the heroes’ ship,
Starships of the Galaxy) launch out of the space station
emitting a series of brief electrical pulses that temporarily
docking bay. No doubt they’ve practiced this maneuver
short out the vessel’s sensors.
hundreds of times before. It may be evident that the pilots
A successful Knowledge (spacer lore) check against DC 20
need a little more practice, however, as the surface of each
reveals that the “space beldons” aren’t a predatory threat—
ship is pock-marked and dented from dozens of near-misses
they’re herd animals curious about their environment. If the
with the surrounding asteroid field.
heroes move at any rate faster than cautious speed, they
can easily outrun the creatures. Reckless action, on the
Craft: Modified CloakShape Fighter; Class: Starfighter;
other hand, can have catastrophic results. (Full details on
Cost: Likely valued at 83,000 credits; Size: Tiny (15 m
these esoteric creatures are included in November’s Creature
long); Initiative: +4 (+2 size, +2 crew); Crew: 1 (Normal
Feature at the Star Wars Roleplaying Game website.)
+2); Passengers: 0; Cargo Capacity: 40 kg;
Consumables: 1 day; Hyperdrive: None; Maximum
Star Wars Roleplaying Game core rulebook. If you’ve a fiery maelstrom equal to twice the beldon’s diameter.
modified the adventure for 7th- to 9th-level starfighter
aces, use the 8th-level pirate template instead. Damage Control
The story can get even more exciting if you decide to
Running the Fight for a Single Ship incorporate the advanced rules for battle damage from
If your heroes are piloting a single YT-1300 transport (or Starships of the Galaxy. (However, as that book advises,
something roughly equivalent), two damaged CloakShapes discuss this option with your players before adding this, or
should work well for this encounter. (Each ship currently has any other advanced rule, to your game.) The defenders are
half its normal hull points.) Since two ships are attacking a hoping to damage the heroes’ ship(s) badly enough for
lone space transport, the starship combat template in Rycar to escape easily. As such, they’ll try to target the
Chapter 11 of the Star Wars Roleplaying Game core rule- heroes’ ion engines, damaging them badly enough to slow
book should be sufficient for this encounter. potential pursuers. Rycar may try to escape immediately
after the fight if one or all of the heroes’ ships are
Running the Fight for Several Ships damaged in this way.
428.m 1837b
may be in for a surprise. The 6th-level bodyguard with an
depending on the heroes’ actions. Of course, your players
E-Web blaster (dealing 6d8 points of damage!), backed up
may devise a brilliant plan to defuse all of these possibili-
by Rycar’s proficiency with a carbine, easily figures as an
ties, but these are the three most likely resolutions to the
Extreme encounter. (As compensation, the heroes can keep
plot.
the E-Web if they kill the bodyguard.)
If you’re running this fight for 7th- to 9th-level heroes,
Rycar Is Taken Down in the Hallway
keep the encounter with the bodyguard, but place Rycar
As soon as the heroes see Rycar in the hallway, it may be
farther down the hallway and have him run for his space
possible to take him out with a single lucky shot. Although
transport right after the first attack. Set the Blaze of Glory
he’s a 6th-level character, a critical hit and a missed
to full strength (without any hull damage) and use that
Fortitude save can still take him down. It’s also possible that
confrontation as the final Extreme encounter.
a valiant Jedi with Burst of Speed will overtake him. As
soon as it’s evident that he can’t escape—or can’t regain
Shud Haloo, Rycar’s Bodyguard:: Human soldier 5;
consciousness—bagging the smuggler is a piece of cake
Init +6; Def 17 (+2 Dex, +5 armor); Spd 10 m; VP/WP
30/10; Atk +7 melee (vibroblade, 2d6), +6 range (6d8
dmg, E-web blaster or 3d6 dmg, blaster pistol); SQ none;
SV Fort +5, Ref +4, Will +2; FP 2; Rep 1; Str 14, Dex 12,
(rycake soaked in Corellian whiskey, if you prefer).
chance he’ll actually make all these rolls and escape, the the Vampire, Werewolf, Mage, and Changeling product
heroes can still score a significant victory by capturing his lines. Now a Seattle resident, Brian currently serves as an
hidden base of operations. editor with the Star Wars Roleplaying Game design team at
Wizards of the Coast.
006