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    The Quarantine Quandary is an adventure for the Star Wars cross-compatible RPGs Edge of theEmpire , Age of Rebellion , and Force and Destiny by Fantasy Flight Games. It was written by TommyVerdantSF Roddy as part of an open, modular campaign aimed at pick-up games for players & GMsunable to commit to a regularly scheduled game night. It doesnt assume a static party or crew. Instead ,it features a central figure, known only as The Broker, who provides contracts that bring characterstogether for a single session.

    First created in 2013, this adventure was modified in October 2014 into a special 2-GM, 12-Playermodule to celebrate Halloween. It features 2 teams of 6 players who are in different portions of themap, with each teams actions able to influence the other in real time. However, it can easily be split inhalf for a more traditional single party session.

    Special thanks to Peter Thompson for his help, insight, and encouragement in expanding the adventurefor two teams, artwork, and editing/formatting, as well as OggDude for his incredible CharacterGenerator with GM Tools .

    In the course of the adventure, each team will experience 4-8 scenes, depending on their actions, withthe following locations.

    Scene 1, Waking to a Nightmare: Holding CellsScene 2, Locked and Loaded: ArmoryScene 3, Take Your Medicine: Medical BayScene 4, Liquid Courage: Mess HallScene 5a, Eye on You: LogisticsScene 5b, Comfort Zone: Life SupportScene 6a, Sweet Digs: Captains Quarters Scene 6b, Booty: Treasure VaultScene 7, Sorted Out: Sorting DepotScene 8, Killjoy: HangarScene 9, Punch It!: The Ship Grave

    The Clock is Ticking

    This adventure has the potential to be very non-linear. While the party can take a direct route to thefinal destination, they also have the option of exploring the station, while gaining allies and equipment.However, time is an essential element.

    Each step past Scene 1 will increase the mission timer, visible to all, by 1. The value of the timer when ascene is reached will determine what is found inside. Each increment of the timer also requires a roll onthe random encounter table, unless otherwise noted by the scene.

    Along with the in-game mission timer, a real life timer is also running. Special events will triggeraccording to both. Convey to the players that while they have choices, those choices come withconsequences. Keep the pressure on and remind them that time waits for no one!

    http://community.fantasyflightgames.com/index.php?/topic/122067-shadow-of-the-broker-modular-campaign/http://community.fantasyflightgames.com/index.php?/topic/122067-shadow-of-the-broker-modular-campaign/http://community.fantasyflightgames.com/index.php?/topic/122067-shadow-of-the-broker-modular-campaign/http://thompsonpeters.com/eote/http://thompsonpeters.com/eote/http://thompsonpeters.com/eote/http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/http://thompsonpeters.com/eote/http://community.fantasyflightgames.com/index.php?/topic/122067-shadow-of-the-broker-modular-campaign/
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    Station Layout

    Grimwrath Station consists of two relatively independent hubs joined by a long axis that houses themain cargo bay and docking anchors . Each hub has duplicates of most of the buildings present in theother. Thus, the station has a pair of armories, medical bays, mess halls, and holding cells. However,there are four unique locations, two of which led to the nicknames for the two halves of the station.

    Captain-side

    Captain's Quarters: Draskoss quarters located at the top of the station. This occupies the Observationarea.

    Logistics: Controls the droid security detail, gunnery turrets, surveillance cameras, and lights. Thisoccupies the Power/Operations area.

    Booty-side

    Treasure Vault: Where most of the non-weapon plundered booty from raids ends up. This occupies theObservation area.

    Life Support: Maintains artificial gravity, oxygen levels, water supply, and temperature. This occupies thePower/Operations area.

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    Scene 1: Waking to a NightmareHolding Cells

    The following text only applies to organic partymembers.

    Captain-side:

    Booty-side:

    They never should have experimented onthe rats! Those things always find a wayout! one of the guards exclaims to theothers. Running through the vents, biting people in their sleep, and now look whathappened!

    It was the rats, man! One of the guardsexclaims to the others. I told Mez to go seea doc as soon as he got bitten. But no , thestupid jerk-off is scared of needles. He was probably the first one to turn!

    You and your team purposely allowedthemselves to be captured by theGrimwrath Pirates, certain they wereconnected to Jaspers disappearance. Thatmuch you discovered to be true, as you rubthe needle wound in your arm. Looking up,youre in a stark metal cell with barsinstead of force fields keeping you in. Onlythe organic members of the party are withyou, with none of the droids in sight.

    As the fighting begins to near your holdingcells, judging from the increasing sounds ofbattle, you notice four frightened guards,

    one of which is holding the keys to your cell.

    You wake up foggy-headed. Your ribs acheand you have trouble opening one eye. Thelast thing you remember is searching for Jasper Sunflare, a fellow agent of theBroker. He went missing while investigatinghotspots of Pig-Lizard Flu, Corellian Mumps,and Cardooine Chills that had forced a

    quarantine of a cluster of colonies in theOuter Rim.

    A sharp pinprick in your left arm gets yourattention and you look up, feelingmomentarily faint from the sudden changein head position. The indistinct form in frontof you slowly comes into sharp relief. Yousee Jasper standing above you, dressed in awhite lab coat, and wearing a grimexpression. As you feel cold liquid spillinginto your vein, you hear him say, Im sorry,but this is th e only way

    Darkness overtakes you once more until youare awoken by a blaring klaxon, along withshouts and explosions in the distance. Asyou regain awareness, your memories beginto creep back.

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    The PCs can try to convince 4 guards to let themhelp with whatever is going on outside. They

    have a total of 3 attempts at a Hard ( )Charm, Coercion, Deception, Negotiation, orStreetwise check. If one skill is used, it cannot

    be used again for the remaining attempts. Ifsuccessful, the guards let the PCs out just asone of the guards doubles over in pain.Otherwise, the PCs remain in their cells.

    Captain-side:

    Booty-side:

    Both sides:

    A Hard ( ) Lore or Xenology check willreveal that the guard was in the process ofbecoming a rakghoul.

    No I the guard in question mutters,then lets out an inhuman screech as hebegins to transform right in front of his friends. The guards back up and let loosewith their blaster rifles, killing the formerguard before the transformation iscomplete.

    Ven tell me you werent bitten by a ratbecause if so, I swear to

    Sithspit, Jaro, were you bitten by a rat?!

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    Captain-side:

    Booty-side:

    If Jasper or Eston are accompanied by droidparty members, read the following:

    At which point Jasper or Eston berates theguard for their stupidity given the situation. Ifthe other PCs didn t manage to convince theguards to free them, the guards tell Jasper orEston good luck and toss them the keys to thecells.

    Jasper/Eston go on to describe the layout of thestation using the external or internal labeled

    maps.

    After this, Jasper/Eston walks over to anearby holoprojector. Theres not muchtime; Ill fill you in on as much as I can whilewe move. With a flick of the switch, hebrings up a readout on the station.

    Grimwrath Station is a Senth-Niner-classoutpost. Originally designed as a fuelextraction facility in the late Clone Wars, itwas taken over by the Grimwrath Pirateseight-and-a- half years ago. Theyve sinceconverted it to serve as their base ofoperations in this sector. The exact locationof Grimwrath Station is a secret jealouslyguarded by Captain Draskos and a few ofhis handpicked pilots.

    And where are their restraining bolts?Those arent authorized station security

    droids! another guard remarks, his handstensing on his blaster rifle.

    Open up! Its me, Eston!

    The guards cautiously open the door toreveal a tall, tanned human male withbrown hair and hazel eyes flanked by anydroid party members.

    Whos there?! One of the guards stepsback, hey, wait, shouldnt you be in the medbay with that doctor friend of yours?

    Look, we dont have time for this. Wevegot a station full of people turning intomindless monstrosities! Eston protests.

    Open up! Its me, Jasper!

    The guards look relieved and immediatelyopen the door to reveal Jasper along withthe droid members of the party. Hes ofaverage height with jet-black hair, golden-brown skin, and almond-shaped eyes.

    Never thought Id be this glad to see you,Doc, one of the guards nervously chuckles.

    Believe me, the feeling is mutual, Jasperreplies with a sour face.

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    If the PCs convinced the guards to help them,the guards get over their qualms and join theparty as cohorts of whoever rolled thesuccessful social check. As cohorts, they followspecial rules:

    Cohorts, regardless of weapon type, have nodisplayed stats or skills. Instead, in combat,they directly aid the PC who won theirallegiance. Each cohort grants the associated

    PC with + on any combat checks, as well as +1damage. If they are equipped with weaponsthat have the Stun quality, the PC maysubstitute +1 strain for each cohort.

    As pirates with working knowledge of the

    station, each cohort in the party gives + toany Mechanics and Computers check. The

    presence of a cohort also gives + to any socialchecks with other survivors.

    The PCs enter a large common area that housesmultiple cellblocks with three large blast doorsblocking the exits. Jasper/Eston digs into hisduffel bag and hands out 1 heavy blaster pistol,1 blaster pistol, 1 light blaster pistol, and 1holdout blaster pistol to the party. Along withthe blas ter rifle from the fallen guard, thatsenough weapons for 5 of the 6 members of theparty.

    Sorry, this was the best I could grab on the wayhere, Jasper/Eston says as he distributes thepistols.

    The sounds of nearby battle come through each

    of the corridors. 1 group of three securitydroids immediately call the PCs to halt. Ascanner passes over them. While this is going

    on have the PCs roll a Hard ( ) Perceptioncheck. Those who succeed notice a scratchingsound coming from the ceiling. The droid withthe scanner loudly announces, positive for RGV

    antibodies. You have been exposed and mustbe exterminated!

    However, before anyone can act, panels in theceiling are torn aside as a horde of rakghouls

    spills from above. Roll for initiative. Anyonewho succeeded with the Perception check gainsa on initiative and can use Cool or Vigilance.Otherwise, you must roll Vigilance. 12rakghouls appear close in (3 groups of 4). Theywill prioritize the party, but the security droidswill split their attention equally.

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    Rakghoul Terror

    Rakghouls are so frightening that everyencounter featuring them requires an

    immediate Hard ( ) Fear check (Cool or

    Discipline). Failure incurs a penalty onall checks for the encounter. Each Threat incursequal strain, while 3 Threat also causes the PCto become staggered and unable to performany actions for that round (maneuvers are stillpossible). If successful, the PC has overcometheir fear of rakghouls and no longer needs toroll Fear checks when encountering them.

    However, even if a PC has overcome the

    immediate fear of rakghouls, the overalltension of the situation prevents the use ofDiscipline or Cool to remove strain. Relaxationis simply not possible except when notedotherwise in key scenes.

    The PCs must escape through one of the threeblast doors. Each door requires a Daunting( ) Computers check to slice. One PC,along with a single additional PC for unskilled orskilled assistance, may try once per round.

    However, doing so will make them vulnerable incombat as they must apply full concentrationon the task (this includes PCs giving assistance).

    Foes targeting them are granted on anycombat checks. Try to stress to the PCs thatsome need to stand guard over their friendsworking on the the doors. At the GMsdiscretion, more rakghouls can drop from theceiling if the initial wave proves too easy.

    Once the PCs manage to open a door, theyreable to immediately close it behind them,momentarily blocking off the rampagingrakghouls.

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    Jasper/Eston continue to explain the situation:

    Captain-side:

    Booty-side:

    Both teams:

    You were brought to Grimwrath Station, ahidden facility located within a nebula andsurrounded by the floating remains ofcountless starships from a long-gone age.Known as the Ship Grave, it and the haze ofthe nebula are clearly visible from theoccasional viewports dotting the corridorsof the station.

    You banked on being interrogated thendeceiving your way into being press-gangedinto service as researchers or manualworkers. Using the cover of forced-labor positions, you planned on making contactwith Jasper, then working out an escape plan. Unfortunately, the pirates had no further need of researchers or workerswhen you were captured. Instead, youbecame medical test subjects.

    While the other team blasted off to pose asa medical relief vessel, you stayed on TorvuIV. With bluster and bravado, you posed as

    smugglers looking to edge in on Grimwrathbusiness while visiting the local cantina. Assoon as you left, you found yourselvessurrounded and quickly subdued. Unlike theother team, however, your ship was left faraway at the spaceport dock under the careof N1M3, the Brokers protocol droid.

    You approached the nearest hyperspacelane junction, then dropped to sublightspeed. Posing as a medical convoy that wasexperiencing engine trouble, you were soonapproached by several pirate vessels and

    boarded. Meanwhile, the other team stayed planetside and visited the local cantina.Thats the last thing you rememberregarding them.

    Youve been vaccinated against theRakghoul plague, but unfortunately, the presence of antibodies against the virus is amark of exposure for all security droids onthe station, Jasper/Eston explains.

    Youre probably experiencing short -termmemory loss due to the anesthetics thatwere used on you while you were medicaltest subjects. The different strains of theRakghoul virus all tend to cause violentoutbursts even before transformation setsin, so heavy sedation was standard.Hopefully things are starting to come backto you, though, Jasper/Eston continues.

    And indeed they do!

    Both Broker teams arrived on the colony ofTorvu IV together, and after a week, you found enough clues to establish that Jasperhad been abducted by Grimwrath Pirates.Both teams decided to take a risk and leavethemselves purposely open for capture.

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    Captain-side:

    Booty-side:

    At this point, the team(s) should proceed to thenext chosen area.

    On the Clock, Real Time

    1 hour : Critical system failure initiated by Killjoyif one not already initiated by players.2 hours : Self-destruct system activated by

    Killjoy, if not already initiated by players.2.5 hours : Get PCs to the Sorting Depots3 hours : Final confrontation

    On the Clock, In-game

    When the Mission Timer increases by 1,proceed with both Rakghoul checks and aRandom Encounter:

    Rakghoul Checks

    1) Any PC who has suffered at least one woundfrom any rakghoul (not nekghoul) must make a

    Daunting ( ) Resilience check or suffera Rakghoul vira l critical hit. Each time a playersuffers a viral critical, the next check isupgraded by 25.

    Destiny Points may affect this roll by 50,depending on Player or GM.

    Rakghoul crit table

    01-33 : Mild headache (Take 1 strain)34-66 : Sharp jolts of pain (Take 2 strain, onnext roll)

    67-100 : Rising fever (Take 1 wound, everyroll)101-111 : Skin pales, occasional musclecontractions (Take 3 strain, upgrade each rollonce)111-120 : Mild bleeding from ears and eyes

    (Take 2 wounds, each roll increased by )121+ : Uncontrollable impulse (Player attemptsto bite or claw nearest ally - unarmed Brawl

    attack with a )

    Eston speaks up again: Before they couldinject you with one of two strains of theRakghoul virus, Jasper beat them to the punch by injecting you with the vaccine theywere also developing. However, its anattenuated vaccine, this with a weakenedvirus, rather than just viral components

    Jasper was working on booster injectionsthat could increase the efficacy of theoriginal vaccination, but there s no tellingwhats happened at the medical bay.

    Jasper speaks up again: Before they couldinject you with one of two strains of theRakghoul virus, I beat them to the punch by

    injecting you with the vaccine they werealso developing. However Jasper gulps,its an attenuated vaccine, thus with aweakened virus, rather than just viralcomponents

    But! I was working on booster injectionsthat could increase the efficacy of theoriginal vaccination. We just need to go tothe medical bay!

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    Random Encounters

    The station is a warzone, with security droids,Rakghouls, and pirates all fighting it out. If yourparty is making good time, consider rolling

    1d100 for a random encounter:

    01-40 : Nothing41-70 : 3 groups of 3 Rakghouls71-80 : Rakghoul Sand Panthers81-90 : 2 groups of 3 security droids91-100 : 1 group of 3 pirates (Ion weapons)

    Pirates will fight the PCs unless a successful

    Hard ( ) Charm, Coercion, Deception,Negotiate, or Streetwise check is made. Only 1check out the four is allowed. If pacified,another successful Hard check of any of theabove will convince the pirates to join the thePC who made the winning check as cohorts.

    Note:Be aware that the players may progress throughscenes 2-6 (usually) in an order of their ownchoosing (or not at all). The numbering is notindicative of when the party will be at certainplaces.

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    Name Skill Dam Crit Range Encum HP Price Rarity SpecialSonic BlasterRifle

    Ranged(Heavy)

    5 5 Medium 4 0 (R)3700

    6 Cumbersome 3, Slow-Firing 1, Concussive2, Blast 8, Knockdown

    StunpulseCannon

    Ranged(Heavy)

    9 4 Medium 4 0 (R)2600

    6 Inaccurate, StunDamage, Auto-Fire,Disorient 1, Vicious 1

    BladedFlashpistol(Pistol mode)

    Ranged(Light)

    7 3 Medium 2 1 (R)1800

    7 Prepare 1, Accurate,Immune to Sunder

    BladedFlashpistol(Bayonet)

    Melee +1 3 Engaged * * * * Pierce 1, Vicious 1,Immune to Sunder

    WhipcordLauncher

    Ranged(Light)

    5 5 Short 1 0 600 5 Ensare 3, StunDamage, Concealable

    Scene 2: Locked and Loaded Armory

    Increase the mission timer by 1.

    Each Armory is responsible for the weaponprovisions of its station hub. Normally well-stocked, most weapons have been taken ordestroyed due to the intense fightingthroughout the station. Depending on howlong it took for the PCs to reach an Armory,represented by the Mission Timer, the

    following items are available cumulatively:

    1) Heavy Repeating Blaster with weaponharness2) Sonic blaster rifle 3) Stunpulse Cannon 4) Bladed Flashpistol [This shares the Pistol andBayonet modes]5) Whipcord launcher, 2 Frag Grenades6+) No weapons remain

    Possible Roadblocks:

    Arc Flash : There is exposed electricalequipment, with dangerous arc flashes atrandom intervals. Droids are in particular

    danger if trying to pass through this area.

    Live armament : It looks like someone tried toset up a barricade here. A visible corpse (orcorpses) is sitting next to a crate/container ofbeeping/otherwise-obviously-activegrenades/mines. What will happen if theyrenot disarmed(Gunnery/Ranged/Education/Warfare)? Chanceof critical system failure if players decide todestroy mines remotely.

    Collapsed corridor: As evidenced by the carbon-scoring (and the rubble), something clearlyexploded nearby. The unfortunate result is thatthe doorway/passage is littered with twistedmetal and destroyed station components.Unless moved (Athletics) it will be difficult toproceed.

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    Scene 3: Take Your MedicineMedical Bay

    Increase the mission timer by 1.

    Each Medical Bay provides residents of itsstation hub with advanced medical care, whilesimultaneously serving as a laboratory for theGrimwrath biological weapons program. Due tothe rakghoul emergency, most medicationshave been taken or destroyed. Depending onhow long it took for the PCs to reach a MedicalBay, represented by the Mission Timer, thefollowing items are available cumulatively:

    1) 2nd generation booster vaccine, completelynegates rakghoul symptom progression if usedbefore first exposure.

    2) 1st generation booster vaccine, adds toall checks vs. rakghoul symptom progression ifused before first exposure.

    3) Antipyretics, removes from fever.4) Physicians kit 5) 5 Stimpacks

    6+) Nothing of note remains.

    Possible Roadblocks:

    Improper Disposal : Syringes and broken glasslitter the floor. Why? Ask Jasper. (He probablydoesnt know either.) In any case, the floor is a

    dangerous place, and navigating it will requireCoordination.

    Collapsed corridor: As evidenced by the carbon-scoring (and the rubble), something clearlyexploded nearby. The unfortunate result is thatthe doorway/passage is littered with twistedmetal and destroyed station components.Unless moved (Athletics), it will be difficult toproceed.

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    Scene 4: Liquid CourageMess Hall

    Increase the mission timer by 1.

    Depending on how long it took for the PCs toreach the Residential Deck, represented by theMission Timer, the following items are availablecumulatively:

    2) Enough alcohol to allow every PC to gainLiquid Courage.3) Enough alcohol to allow every PC, except 1,to gain Liquid Courage.

    4) Enough alcohol to allow every PC, except 2,to gain Liquid Courage.5) Enough alcohol to allow every PC, except 3,to gain Liquid Courage.6+) Nothing of note left.

    To gain Liquid Courage, a PC must drink one ofthe alcoholic beverages available. Doing soincurs a penalty on all checks for theremainder of the session unless the PC succeeds

    at a Hard ( ) Resilience check.Regardless of that result, the PC gainson any Fear checks.

    There are also foodstuffs and non-alcoholicdrinks available. The quick boost of nutritionallows the PCs to make a Cool or Disciplinecheck to regain strain.

    Possible Roadblocks:

    Meat Popsicle : Players can hear voices andbanging coming from the mess coldstorage/kitchen area. One of the pirates, driven

    to near-madness from seeing his compatriotsturn into monsters, has locked himself inside.Hopefully he hasnt found the good whiskey(Social skills)!

    Quickest Way to a Panthers Heart : The playershear a low growl as they enter the mess -patrolling near the other exit (with a rough-looking pile of food) is one of the pirates SandPanthers. He doesnt appear to have caught thevirus. Will he see the players as friends or food(Survival)?

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    Scene 5a: Eye on YouLogistics (Captain-side only)

    Increase the mission timer by 1.

    Controls for the manual security turrets, droidsecurity force (except for Killjoy), securitycameras, lights, and most blast doors are foundhere. General access requires a Daunting

    ( ) Computers check + 1 missiontimer . Once general access is granted,attempting to access each function requires an

    additional Daunting ( ) Computerscheck +1 mission timer.

    Attempting to access Logistics remotely

    upgrades the check once per map step.

    Accessing the droid control nexus will allow thePCs to completely shut off all enemy droids withthe exception of Killjoy. When rolling on therandom encounter table, if it lands on droids,either ignore the result completely, or buildtension with several droids suddenly advancingon the team, only to stop moving completely.

    Accessing the manual security turret link canallow one team to add a security turret into afight for the other team. The PCs gunnery skillreplaces the default gunnery skill listed, thoughdue to faulty calibrations, any combat checkswith the remote turret are upgraded once (thedefault amount is used in a later scene).However, each encounter helping the otherteam adds +1 to the mission timer of the turret

    team.

    Monitoring the security cameras can also aidthe other team by warning them of approachingenemies. If a team is moving into an area whilewatched over by the other, reduce the result ofa random encounter roll by half, rounded down.

    However, watching over a team as it movesfrom one area to the next adds 1 to thesurveillance te ams mission timer.

    Any Despairs while attempting to access general

    Logistics or a specific subsystem can causecritical system failure to another subsystemthroughout the station at the GMs discretion.Two examples:

    1) Lights Out! The emergency lights are cut,plunging the entire station into completedarkness. All PCs must roll a Hard ( )Fear check (Cool or Discipline) or suffer to allcombat and skill checks, as well as strain equalto amount of Threats generated. This penaltyremains until the lights are brought back to atleast dim, emergency level. Additionally, all PCs

    incur a penalty to all combat and skillchecks, unless they have a significant source of

    light. A source of illumination may removefor everyone within short range. Rakghouls

    only suffer a single , while the stations droidsare outfitted with nightvision ocular implantsand are completely unaffected.

    Once the lights are cut off, it will take another

    Daunting ( ) Computers check (+mission timer and distance modifier) to bring

    them back up to emergency level ( penalty toPCs, none to Rakghouls or station droids), andanother to bring them back up to full and erasethe penalty completely.

    2) That was the wrong switch. The playersaccidentally cross some wires and bring thestations full complement of security turretsonline, targeting all organics.

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    Scene 5b: Comfort ZoneLife Support (Booty-side only)

    Increase the mission timer by 1.

    Controls for artificial gravity, oxygen levels,water supply, and temperature are found here.

    General access requires a Daunting ( )Computers check + 1 mission timer . Oncegeneral access is granted, attempting to accesseach function requires an additional Daunting( ) Computers check +1 mission timer .

    Attempting to access Life Support remotely

    upgrades the check once per map step.

    Jasper will inform the other team through thecommlink with Eston that rakghouls run hot.Their core body temperatures are significantlyhigher than non-infected individuals and theymight not be able to compensate well if thetemperature in the station is raised. Accessingtemperature control will allow the PCs to putthe stations temperature at sweltering. PCs

    must make a one-time Hard ( )

    Resilience check or suffer a penalty to allcombat and skill checks until the temperature isreduced to normal. However, rakghouls suffer

    far more, incurring for all combat andskill checks without any opportunity to mitigatethis with Resilience.

    Any Despairs while attempting to access generalLife Support or a specific subsystem can causecritical system failure to another subsystemthroughout the station at the GMs discretion.Some examples:

    1) Spare the Air! Multiple vents are opened inthe opposite hub, rapidly leaking air into space.Closing them requires a Hard

    ( )Computers check (+ distance

    modifier) + 1 mission timer. After 1 round of airleaking, treat the location(s) affected as aVacuum (p214, EotE CRB).

    2) Brrr! Its Cold in Here! Heat for the station

    shuts off completely. There is a delayed effect,up to GMs discretion, but once it gets going,the temperature will begin to drop sharply. All

    PCs suffer to all checks, unless they

    succeed at a one-time Hard ( ) Resilience

    check which reduces the penalty to .Rakghouls and droids are unaffected by theheat loss. Bringing the heat back up to normal

    requires a Daunting ( ) Computerscheck (+distance modifier) + 1 mission timer.

    3) Which way is up? The stations gravitygenerators have gone haywire. Every few[insert time], the gravity shifts from high to low,causing the players extreme disorientation (theplayers are heavily disoriented; all PCs andrakghouls suffer an upgrade to all checks). Theeffects of the switch can be averted by passing

    a one-time Hard ( ) Athletics orCoordination check. Stations droids (due to

    standard issue magnetic boots) are immune tothis effect.

    Note:If no negative station-wide effects have beentriggered by the 1 hour mark by either team,Killjoy will access a critical system remotely tocause failure, determined by both GMs. Thatteams hub must bring the system back onlineeither remotely, as well, or at the appropriatecontrol center.

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    Scene 6a: Sweet DigsCaptains Quarters (Captain -side only)

    Increase the mission timer by 1, but do not roll

    for a random encounter.

    As the team rides the lift toward the Captain'sQuarters, a tremor runs through Jaspers bodyand he blanches. Theres theres somethingvery dangerous waiting for us! Jasper calls out just as the lift doors open to reveal severalRakghouls huddled around a taller monstrosity.This creature stands tall, and while it lookssimilar to a rakghoul, its eyes are filled with

    equal measures of cruelty and intelligence. AHard ( ) Lore or Xenology check willreveal it as a Nekghoul, the result of when aForce sensitive being succumbs to the Rakghoulvirus. Any survivors will cry out in horror asthey identify the Nekghoul as Captain Draskos.He will smirk, press a button that locks the liftand doors in place, then address the team whilehis Rakghouls snarl and hiss, but keep theirdistance.

    Everything is so clear now. My men and Iare now pure, and with that purity comes power, he says, gesturing with his righthand as a large chair is lifted into the airwith the power of the Force.

    "Youve been infected! Jasper retorts.

    Ive been reborn! Captain Draskos exults,

    clenching his fist, causing the chair tosplinter as it is telekinetically crushed. Joinme and embrace the Rakghoul gift, or serveas food for your betters!

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    There is no negotiating with Draskos. He willaccept nothing less than complete surrender.Any survivors with the party are absolutelyterrified of him and will not aid in the fightunless someone in the party (along with aid

    from a single ally) can succeed on a Hard ( ) Coercion or Daunting ( )Charm, Deception, or Negotiation check. Only1 check out of the four skills is allowed.

    Unlike normal Rakghouls, Draskos cannotphysically spread the Rakghoul virus, but he isstill a dangerous foe with a powerful connectionto the Dark Side of the Force. Once defeated,the Captain's Quarters offers the following

    items (along with the Captains weapons)according to the mission timer.

    2) Jedi holocron (roll once found to determineskills*)3) Krayt Dragon pearl4) Dantari crystal5) Mephite crystal6+) nothing of note left

    *Table 2 7: Holocron Skills, d10 Skills

    1) Knowledge (Outer Rim) and Piloting (Space)2) Computers and Perception3) Brawl and Streetwise4) Mechanics and Ranged (Light)5) Astrogation and Gunnery6) Discipline and Medicine7) Knowledge (Lore) and Lightsaber8) Cool and Coordination9) Skulduggery and Vigilance

    10) Knowledge (Xenology) and Survival

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    Scene 6b: BootyTreasure Vault (Booty-side only)

    Increase the mission timer by 1, but do not roll

    for a random encounter.

    Before the players enter the room, Eston haltsthem, and with a stern look on his face, pulls apolished cylindrical hilt from the folds of hisclothing. He immediately ignites the lightsaberand barks at the players:

    When/if the players ignore him, Eston shouldlook nervous. If the players heed his warning,Eston turns into a Nekghoul anyway (as per thebelow description) as theyre headed to the lift.

    When the lift doors to the Treasure vault open,there are no enemies in sight. It has clearlybeen looted, though there are still valuables tobe found according to the mission timer when

    the team arrives:

    2) 100 dose cargo container* of Yarrock (doseremoves the need for any Fear checks for 1scene. All Willpower and Presence-related

    checks suffer for the remainder of thesession).3) Damaged Personal Stealth Field (roll 1d10each turn in use, malfunctions on a 1 or 2), 20dose enviro-sealed cargo pod** of Lesai spice

    4) Outlaw Tech Flesh Camouflage set, 100 dosecargo container* of Glitterstim5) Outlaw Tech Databreaker, 100 dose cargocontainer* of Booster Blue6+) nothing of note left

    * Cargo containers of most spices are 3encumbrance** cargo pods of Lesai are 2 encumbrance

    We can t go in there. There is a darknessabout this room. We need to turn back!

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    As the team is sorting through the goods, have

    everyone roll a Hard ( ) Perception check. Those who succeed notice that Eston issweating profusely and trying his best to avoidshowing that he is in great pain. Lifting his

    sleeve, he takes a quick look at what appears tobe a rat bite on his arm. Have everyone rollinitiative as Eston transforms into a creaturesimilar to a Rakghoul, but clearly distinct (stands

    tall, can speak). A Hard ( ) Lore orXenology check will reveal him as a Nekghoul,the result of when a Force-sensitive beingsuccumbs to the Rakghoul virus.

    Everyone who succeeded on the Perception

    check can act during the surprise round as Estontakes a swing with his lightsaber at the nearestPC. The transformation terrifies Eston, whoreacts in fear, which quickly transforms intoanger as he irrationally blames the PCs for notsending help sooner. Due to his Force Stealthpower, even when he talks, the sound cannotbe used to locate him, as the ability affects thevery minds of his foes.

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    Scene 7: Sorted OutSorting Depot

    The mission timer does not advance, however,

    each encounter still requires a Rakghoul check.The party s personal equipment can be found

    here.

    Once the team reaches their sorting depot,theyre able to close the blast door behindthem, effectively ending both the rakghoul anddroid threat. The sorting depot has severalfood rations within easy reach. Thecombination of food and calm allows everyone

    to make two Discipline or Cool checks to regainstrain. However, once they attempt to openthe shielded passageway connecting to theHangar Bay, they find that it will not bedisabled. Attempting to slice the controls with

    a Hard ( ) Computers check will revealthat due to the station-wide security lockdown,the other Sorting Depots shield must beaccessed at the same time. The team can thennotify the other team of their discovery. Once

    both teams are in place in their respectiveSorting Depots, a simultaneous success on their

    Hard ( ) Computers checks will open theshielded passageway to reveal the Hangar Bay.

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    Scene 8: KilljoyHangar

    The mission timer does not advance, howevereach encounter still requires a Rakghoul check.

    The players should roll for initiative.

    Killjoy acts twice each round, once on hisinitiative roll and once at the very end of theround . He has 1-2 missiles left and willprioritize their use, unless he is also in the blastradius. Spread throughout the Hangar Bay are2-4 security turrets that Killjoy has also hackedinto, effectively giving him 4-6 attacks perround. Each turret houses a heavy repeating

    blaster. As with all gunnery weapons, theturrets cannot attack a target that is engagedwith it.

    You enter the empty hangar bay to begreeted by the sounds of metal clankingcoming from the externals of the station.The sound grows louder and louder, untilthe you can see what looks like a giantColicoid enter the hangar bay through the protective forcefield leading to outer space.

    Killjoy now stands in the center of theHangar Bay. As the only entity withcomplete security clearance, he has beenable to move unhindered throughout thestation.

    All infected organisms are slated fortermination. I regret to inform you thatyour demise is imminent.

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    Alternative Player Options for Combat

    Computers Skill

    While the turrets can be attacked, they can alsobe hacked. The PC attempted to wrest controlof a turret from Killjoy must succeed on a

    Daunting ( ) Computers check. Oncesuccessful, any PC may man the stationary gunand use their own gunnery skill to attack.

    Killjoy was created by Jeppo Eddo Sr. and is thereason he retired. Like Jeppo, Jr., Killjoypossesses an advanced processor that allowshim to multitask. Every turn, even whilefighting, he will attempt to regain control of aturret.

    To block him, another Daunting ( )Computers check must be made. To use eachturret effectively, PCs with a high level inComputers must engage in an ongoing digitalbattle against Killjoy while the physical battlerages around them. Pairing a PC skilled inComputers and one skilled in Gunnery at turretcan change the flow of battle significantly.

    Mechanics Skill

    The turrets can also be sabotaged. Whileengaged with a turret, a PC may roll a Hard

    ( ) Mechanics check. As this check isdirectly against the physical housing of theturret, Killjoys skills do not apply. A successfulcheck deals 5 damage against the turret,ignoring soak. Each Triumph deals an extra 5damage, also ignoring soak.

    Jumpmaster Scout

    There is a damaged Jumpmaster Scout ship inthe hangar. There is a large hull breach nearthe cockpit, precluding spaceflight by an organicpilot, but the weapons are operational and can

    be used if a PC can maneuver past Killjoy andthe security turrets.

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    Scene 9: Punch It!The Ship Grave

    Upon successfully making it past Killjoy, the

    players should be able to access the Broker sYT-2400, docked at the station s Large ShipMoorings (accessible through the hangarturbolift).

    The countdown is imminent as they racethrough the Ship Grave. The pilot and co-pilotmust take 5 turns to navigate through whateffectively amounts to an asteroid field whileother crew members try to determine exactlywhere they are so that they can chart ahyperspace route to safety. A single PC withregular or skilled assistance from one other PC

    may make 5 Hard ( ) Astrogation checks.Once a check is successful, no further checksare needed.

    Meanwhile, the pilot, with regular or skilledassistance, must make 5 consecutive Hard ( ) Piloting (Space) checks. Each failure

    deals 9 hull damage (effectively 5 after armor isapplied). Once the ship is clear of the ShipGrave, a hyperspace jump can be initiated ifthere was a successful Astrogation check withinthat time period. The ship blasts off for TorvuIV, a colony within the quarantine zone.However, before they do, scanners may pick upa Jumpmaster scout exiting the Ships Grave.There are no life forms detected on board and it jumps to hyperspace.

    If not, the ship is caught in the blast, whichknocks out nearly all systems, casting the shipadrift. However, luck is on their side, as theyare soon hailed by a medical relief frigate, theRed Star, which picked up the YT- 2400sautomatic distress signal. Unfortunately, the

    Brokers ship is unsalvageable. The team isbrought over to the new ship, which thencontinues on to Torvu IV.

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    Mission Wrap-UpTorvu IV

    Once on Torvu IV, the combined teamestablishes contact with the Broker. The overallreward is 24,000, minus 500 pe r point of hulldamage to the Brokers ship. The second ship,the YT-1300, is safe and sound on Torvu IV, asthe second team was abducted planetside,rather than en route.

    If the YT-2400 was lost due to being caught inthe stations blast, the PC recei ve the fullamount of credits along with 5 points each ofObligation (Lost Ship). If that Obligation istriggered in the future, a side quest is initiatedwhere the PCs must do their best to steal a shipof equal or greater value (130,000).

    Base 20xp

    +2 for defeating Captain Draskos+2 for defeating Eston+1 for each cohort group that survives

    +1 for successfully raising the temperature ofthe station+1 for successfully disabling the droid securityforce+1 for navigating the Ship Grave with half orless total hull trauma.+1 for charting a hyperspace route away fromGrimwrath Station within 5 turns+1 for misc. roleplay

    The PCs can then attempt to buy and sell afterthe session, however, due to the quarantine,they must remain on Torvu IV until the nextadventure (where they must start, as well). Thecolony is in the Outer Rim, so adjustaccordingly.