Seeds of Hatred: Episode I of Star Wars: Fall and Rebirth of The Galactic Alliance
Seeds of Hatred: Episode I of Star Wars: Fall and Rebirth of The Galactic Alliance
Seeds of Hatred: Episode I of Star Wars: Fall and Rebirth of The Galactic Alliance
Adventure Summary:
Encounters:
5000 XP
Encounter: Hidden in Dust
Encounter: Unnatural enemies
Encounter: Citizens Distraught
Encounter: No mind of their own
Encounter: Escape & Duck
Encounter:
Hidden in Dust
Challenge Level 12
This encounter begins a little while after the
heroes ship drops out of hyperspace near the
Tantara system. When travelling toward Selvaris at
sublight speed, the heroes pass an asteroid field.
As you fly towards Selvaris, you reflect on your uneventful
trip from Ossus, then however you feel the ship shaking,
and hear an explosion. you are under attack!
Read-Aloud-Text
When passing the asteroid belt, read the following
text aloud:
Conclusion:
If the heroes manage to destroy or chase off the
pirates, they can continue their journey to Selvaris
safely.
Encounter:
Citizens Distraught
Challenge Level XX
This encounter begins if the heroes fail at the
Calming a Crowd skill challenge.
Read-Aloud-Text
When the heroes fail at the Calming a Crowd skill
challenge read the following text,
You hear a rumor going through the crowd, and they
seem to become more and more unruly, then you hear an
outcry: Death to the Abominations, Death to their
cronies which is then taken up by many people and the
crowd starts advancing towards you!
Conclusion:
If the heroes manage to destroy or chase off mob
they can continue their investigation on Selvaris
relatively safely, but feel followed and are treated
unfriendly further during any conversations.
Agitator CL1
Medium Human scoundrel 1
Dark Side 3
Init +7; Senses Perception + 5
Languages Basic, Huttese
Defenses Ref 15 (flat-footed 13), Fort 11, Will 12;
Evasion
hp 18; second wind +4/9; Threshold 11
Speed: 6 squares, Running Attack
Melee Unarmed + 0 (d3) or
Ranged bluebolt blaster pistol +2 (3d8)Fighting Space
2x2: Reach 1 square
Base Atk +0; Grp +2
Atk Options Point Blank Shot, Precise Shot
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 16
Talents Evasion
Feats Point Blank Shot, Precise Shot, Running Attack,
Weapon Proficiency (pistols, simple)
Skills Deception +8, Gather Information +8, Initiative +7,
Perception +5, Persuasion +8, Pilot +7
Possessions bluebolt blaster pistol
Encounter:
No mind of their own
Challenge Level XX
This encounter begins when the heroes enter the
hidden underground base. The underground base
seems to be completely organic, and the walls
sometime seem to be moving. While travelling
through the base the heroes are attacked by
groups of Chazrach Skirmishers and Warriors.
Read-Aloud-Text
When passing the asteroid belt, read the following
text aloud:
As you fly towards Selvaris, you reflect on your uneventful
trip from Ossus, then however you feel the ship shaking,
and hear an explosion. you are under attack!
FEATURES
OF THE AREA:
NEW SPECIES
Species
Traits
TheChazrach
underground
base has
the following features.
Ability
Modifiers:
+2 Constitution,
-2 Wisdom,
Illumination: Underground
base is very
dimly lit,-2
Charisma
and there is shadowy illumination in the whole area.
Size:
Small
(See Core
page
257)
Speed: Chazrach base speed is 4 suares
Darkvision: Chazrach ignore concealment
(including total concealment) from darkness.
However,
theyThe
cannot
perceive
in total
Pirate
Tactics:
pirates
usecolors
attack
and fade
darkness.
tactics, trying to hide behind asteroids and dust
Natural Armor: Chazrach posses a thick, scaled
clouds
much
as possible.
Whenever
onetoofReflex
the
hideas
that
provides
a +2 natural
armor bonus
pirate
ships Aisnatural
moved
-3 bonus
steps stacks
on the
condition
Defense.
armor
with
an armor
track,
it tries to break-off the fight. If two pirate
bonus.
Technophobic:
Chazrach
do not
Weapon
ships have
been moved
-3 steps
on gain
the condition
Proficiency
weapons,
pistols,
track,
all pirate (heavy
ships try
to break
off. or rifles) as
starting feats at 1st level, even if their class normally
grants them.
Weapon Familiarity: Chazrach treat Coufees as
Conclusion:
simple weapons instead of exotic weapons.
If the heroes
manage to destroy or chase off the
Mindless: Because of the changes wrough upon
pirates,
they
can
continue
theirmost
journey
to Selvaris
them by the Yuuzhang
Vong,
Chazrach
are
safely.
incapable of independent thought and are immune to
mind affecting effects. When the connection to their
controller is severed they go into a rage, attacking
anyone in sight, including other Chazrach.
Exotic Weapons
Coufee
Costs
Damage
Stun DMG
Weight
Type
Availability
D6
0.5 kg
Slashing
Rare, illegal
Selvaris
Region: Inner Rim Territories
Climate: Humid
Gravity: standard
Moons: 3
Length of Day: 24 standard hours
Length of Year: 300 local days
Sapient Species: 900% Human
Government: Hereditary Matriarchy
Capital: Ta'a Karet
Major Exports: Royal Guards
Major Imports: Luxury Goods
Knowledge (Galactic Lore)
DC Result
15
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
mesas. 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.