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Echoes of The Past
Echoes of The Past
Peter Meindertsma
Monjoni Osso
Fire across the Galaxy
Fire across the Galaxy
STAR WARS: AGE OF REBELLION, STAR WARS: EDGE OF THE EMPIRE, and STAR WARS: FORCE
AND DESTINY are licensed to and published by Fantasy Flight Games. STAR WARS is © 2017 & ™
Lucasfilm Ltd. All rights reserved. This scenario is intended for entertainment purposes only and may
not be reproduced without permission.
This module is for the Star Wars role-playing game line produced by Fantasy Flight Games. Star
Wars is the property of Lucasfilm Ltd. and The Walt Disney Company.
What is Star Wars Fire Across the Galaxy and Star Wars Legends of the Galaxy. They are community
driven organized play for the Star Wars Roleplaying Game by Fantasy Flight Games. Created in an
effort to encourage players and game masters to get together and create exciting roleplaying
experiences in a Galaxy Far, Far Away….
Fire Across the Galaxy is a 5 year long campaign set in the time 2 years after Star Wars Episode IV A
NEW HOPE. Created by a Texas based Roleplaying Group. Their goal is to create new adventures
every month during the 5 years long campaign. Visit
https://www.facebook.com/groups/927489040710018/ to get more information on Fire Across the
Galaxy including Organized Play Rules, Adventure Logs, and more.
Legends of the Galaxy is a World Wide Organized Play that has teamed up with Fire Across the
Galaxy. Set in the same timeline as Fire Across the Galaxy, you work along side THE BARON and take
part in exciting adventures all across the galaxy. To get more information on the Star Wars Legends
of the Galaxy Community Driven Roleplaying Experience visit www.LegendsoftheGalaxy.com to
read the official play rules, download helpful tools, adventure logs, download adventures, find
adventures in your local area, and get to know the community.
ADVENTURE SUMMARY
THIS SCENARIO SHOULD NOT BE RUN COLD and Penalties
This adventure contains suggested Duty,
Please read this scenario thoroughly before Obligation, and Morality awards (and
attempting to run it. penalties) for dealing with the challenges
presented herein. However, at times the
A four-hour time block is allocated for playing players may take extra actions which the GM
this adventure. It should take three hours of judges worthy of additional reward or
actual play to complete. punishment. Please consult the Edge of the
Empire Age of Rebellion, and Force and Destiny
It is a good idea to request that the players have books for the relevant tables.
name tags. The tag should have the player's Specifically, be mindful of the performing
character’s name at the bottom, and the PC’s current relevant statistic when meting
character's name, gender, race, duty and out rewards and punishments.
motivation at the top. This makes it easier for
the players to keep track of who is playing Reminder: This module is intended for
which character. entertainment purposes; this means that the
goal is to provide an enjoyable playing
Some of the text in this scenario is written so experience for the players. The events of the
that you may present it as written to the module should be challenging, so as to ensure
players, while other text is for your eyes only. the players have a sense of accomplishment,
Text for the players will be in bold italics. It is but the mechanics presented here are,
strongly recommended that you paraphrase ultimately, guidelines. If adjustments are
the player text, instead of reading it aloud, as necessary to adapt to the specific group of
some of the text is general and must be adapted players, it is suggested that care should be
to the specific situation or to actions of the taken to ensure the player characters do have a
player characters. All bulleted information is reasonable chance of achieving their goals (or
just that, pure information. Feed it to the at least of achieving an entertaining failure).
players through an NPC when appropriate, as Remember that the GM has the final word at
sometimes reading it straight just doesn’t the table, and use that power with discretion
sound right. and consideration.
DANTOOINE
Astronavigational Data: Dantooine
System, Raioballo Sector, Outer Rim
Territories
“Hello, my name is Crix Madine. Before we get • What’s the situation on Dantooine?
What do we know about Imperial
started, I know that you haven’t been
presence there? “Unknown. We haven’t
introduced to each other. The Rebellion’s been
been to Dantooine in a year, and the Empire’s
growing at a rate we can hardly keep up with,
been keeping an eye on it. They might have
so let’s handle introductions. I will begin. I
gotten the signal from the datacore as well,
joined the Rebellion four years ago after… some
but we can’t be certain. Your best source of
time in the Imperial military. I led small squads
information will be Mos Ayedu, the port city
and, with the recent losses in Rebel leadership,
closest to the base.” What else is in the
I’m now assigning teams myself.”
base? “We didn’t manage to get everything
out when we evacuated, and we have no way
of knowing what the Empire took from the
base. If they didn’t get the datacore, there’s
some hope that you might be able to recover
some badly needed supplies.”
At this point, players should introduce
themselves. • Is there any equipment you can
provide? “We’ve outfitted you as best we
can. I do have a datapad with a map of the
Fire across the Galaxy
9
APPROACHING
DANTOOINE
To reach Dantooine, the players must make an
Average (d d ) Astrogation check.
Depending on the results of the roll, players will
come out of hyperspace and see the following:
a Imperial Gozanti
Cruiser
aa 1 extra Tie
Fighter
t 1 Venator-class
Star Destroyer
tt 1 Victory-class
Star Destroyer
The first option would be to Bluff their way 1000 credits for letting the players land on
past the TIE Fighters with an Average Dantooine, but with successful skill checks
(d d ) Charm or Deception check. A that amount can be reduced to 150 credits or
successful Average Lore Outer Rim or Easy less.
Lore Underworld check would inform the
players that Imperials guarding out of the
way planets like Dantooine often accept
bribes or other compensation to allow
Smugglers to land at the space port near Mos
Ayedu. The TIE pilots are looking to collect
1
1
MOS AYEDU
corner of the bar is a small group of humans,
Duros, and Bothans discussing recent Imperial
As you disembark your ship, you are met by a activities. High Imperial tithes and taxes have
bored looking Imperial official and a contingent of left many locals destitute, and farmers are
equally disinterested Imperials. After they check working around the clock to meet the Imperial
your manifest and cargo, you’re permitted into quotas for grains. The farmers who fail to meet
Mos Ayedu. The city, or such it must be on this the quota disappear, and not even their families
planet, smells of animals and sweat. A shepherd are told what happens to them.
drives a herd of Nerfs in front of you, leading them Destiny). A Hard (d d d ) Leadership
towards another waiting starship. The city is check, with roleplaying, could also convince
dominated by small buildings and tenements, the locals to lend more aid to the Rebellion.
overseen by a large black cube structure They would tell the players of the explosives
emblazoned with the symbol of the Galactic the Imperials left behind in the base, lowering
Empire.
The bar is dingy, poorly lit, time-worn, and even
Imperial Administration Building in the middle of the day is packed with locals
Heavily guarded installation, on successful trying to forget their problems. It is a site more
infiltration players can gain valuable Imperial and more common throughout the galaxy as the
intelligence on Dantooine and its surrounding strength of the Empire grows. When you enter, a
systems as well as data on traps left at the old pair of off-duty Imperials shove past you with a
Rebellion base. It is a Hard (d d d ) Stealth sneer. One says to the other, “This whole planet is
check to infiltrate the facility, but once inside career suicide, old rebel base or not.”
the players discover that much of the planet’s
Imperial contingent is on patrol leaving the the difficulty to Average (d d ) when looking
center lightly manned. Accessing the Imperal
for and disarming the traps in Act 4.
databanks will require one of the PCs to have
Slicer Gear. Without the Slicer Gear, breaking Zabrak Zak’s Fine Used Vehicle
into the Imperial systems is not possible due to Emporium
the heavy security in place. With the Gear, it is Zabrak Zak is a purveyor of “fine, quality,
a Hard (d d d ) Computers check to slightly-used” hovercraft, wheelcraft, and
retrieve information on Dantooine and the other assorted motley travel gear. Zak himself
Imperial activities there. aaa or a x will is an outsized, loud, and altogether
also enable the players to obtain information disreputable and untrustworthy salesman who
on Imperial activity through this section of the largely stays in business due to having no
Outer Rim. competition in Mos Ayedu or other nearby
The information on Dantooine reveals that the communities. For the low priceof 1500 credits,
Rebel base has been thoroughly trapped with he will rent the players an old, rusted
explosive mines, both to act as a deterrent for
intruders and a warning should any visit the
old base. This will confer bb to players
looking for explosives and traps in Act 4.
1
3
A Relic of a More Civilized Age
The ruined Rebel base on Dantooine would,
once, have been an imposing, almost scholarly With the Imperial explosives dealt with, you
structure. That was a long, long time ago, are more easily able to explore the remains of
the base. A strange sense of serenity and calm
though. The ruined edifice before you reaches
surrounds you, standing in stark contrast to
broken into the sky. The surrounding mesa is
the destruction you perceive. Two doors lead
eerily quiet, and your ears are greeted only
deeper into the base, with a third route
with the slow blowing of the wind and the
blocked off by a cave-in.
rustle of the tall, unkempt grass around you.
You realize that you and your companions are
the only living things near this base. If the players want to totally disarm the traps,
it is a Daunting (d d d d ) Mechanics
Entering the base requires an Average check. If they do not wish to remove the
(d d Computers check, or an Easy explosives (leaving them behind for other, less
(d Athletics check to force the doors lucky adventurers), it is only an Average
open. Once inside, read (d d ) Mechanics check however this is a
the following. gain of one conflict.
ANCIENT SECRETS
If, on any roll made in the Act, a
Triumph or Despair is rolled, the
players will be presented with this
encounter: If the players rolled a
Triumph, they find a light-side Jedi
Holocron. There is only one, and the
players must determine which of them
will take it. If they rolled a Despair,
they find a dark side Sith Holocron.
As you proceed deeper within the base,
a strange feeling comes over you. You
turn down a previously unseen
hallway, shrouded in darkness. You
step on a pressure plate, and tense as
you expect an attack.
Instead, with an ancient whirr and the
tumble of layers of dust, part of the
wall near you slides open. Inside is a
small, pyramid-like object… 1
5
Hot Pursuit
After getting the Datacore loaded into their
vehicle, it’s an hour or so ride back into town.
After about 15 minutes of travel, have the
party make a Vigilance roll.
TROUBLED TERRAIN
This combat is meant to be cinematic, played
with a feeling of high speed and pressure.
Potential hazards to include during the
combat:
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7
Escaping Dantooine
After the players make it back to their ship,
they find a small squad of 6 Imperial Army
troopers protecting it (the same ones that
gathered their details in Act 3). The troopers
have placed maglocks on the landing struts of
the freighter, and they must be defeated or
driven off if the players are going to take off.
the Ro 1
9
Rewards
15XP
GM Reporting
Did the players retrieve the datacore
from the rebel base?
10