Restless Natives
This scenario is intended to be open form, that is, there
is no linear path though from start to end. The Games Master
must be prepared to use his own initiative in deciding when,
where and how the various competing factions interact. I’ve
made suggestions and detailed the motivations of each group
but once the player characters are introduced into the equation
things can wind up going off at a tangent.
A brief synopsis: The characters are hired by a Twi’lek
merchant who thinks he just might have received the bad end
of Hutt’s scam but wants to be sure before he takes
action. The scenario will unfold on Ganipres a mid rim swamp
world just inside the limits of Hutt Space. The characters
may be hired while on that world or may be hired else where
and sent to Ganipres, the important thing is that you may
have to adjust the timing of events if the characters have
a long hyperspace voyage to reach their destination.
Once on Ganipres, the characters can arrange to tour the
merchant’s investment, a sluice mine used to sift various
useful chemicals and minerals from the swamp and investigate
the increasing production delays. Of course this where complications
begin the security captain is none to happy to see them, the
local wild life threatens the mine and a terrorist cell makes
its move. Who will the characters try to protect, and will
they honour their own deal with the merchant?
Prelude: Making
the Deal
The characters are hired by the Twi’lek Monda Tal a
representative of the Ashur Trade Legislate that monopolises
all commerce in the Ashur System and is making a bid to exploit
trade links with other systems, within the Republic and in
Hutt Space. Monda Tal is a canny businessman and he has specifically
tried to hire troubleshooters who have no ties to Ganipres
or the organised crime there, which he suspects may be in
control of his investment.
How the characters get to Ganipres depends on them, if they
have their own transport all well and good, if not then Monda
Tal will take the liberty of providing them with accommodations
aboard one of the Ashur Trade Legislates ships bound for that
system. These accommodations are comfortable but not luxurious.
Scene One: Customs Inspection
The stilt city of Gamch is the arrival point for the characters,
and the first problem is the customs inspectorate which secures
their landing platform and demands both a docking fee and
to be permitted access to the ship, cargo and passengers for
a routine inspection. The customs inspector in a Gran by the
name of Lorm Trot <View
Character>, he presents himself as slow witted and
just interested in getting all the paper work out of the way.
In truth he uses this method to exasperate and bore people
into making mistakes. Lorm Trot has some heavy backup if anyone
wants to start anything. The inspection will take the best
part of a day as Trot examines everything in minute detail
and functions as a distraction while one of his lieutenants
takes the opportunity to plant contraband for him to find.
There are several ways that the characters could chose to
deal with Lorm Trot and his thugs, the fastest one would be
the simple bribe, the more they offer the faster Lorm will
dispense with the paper work. Violence is not recommended
as Lorm has a number of henchmen who are looking for an excuse
to break some heads. If violence overflows the landing pad
then other customs inspectors are likely to take an interest.
If Lorm performs his inspection and finds the planted contraband
(which he will) he will fine the captain of the vessel, and
tell characters that they must buy blaster permits of each
of their weapons, after they have bought these permits they
will be able to take them ‘legally’ through customs
for an additional small administration charge. In fact Lorm
will push the characters for as many small charges as he thinks
he can get them to pay for.
Lorm Trot’s henchmen should use the Thug Archetype
on page 355 of the Star Wars Revised Rulebook.
Once the characters have been processed through customs and
are free to go about their business. Feel free to have them
run into trouble or do some exploration of Gamch.
Scene Two: From A to
B
Once the characters have sorted out their travelling arrangements
they can head for the Sluice Mine, it’s only about an
hours travel by air car or three days on foot through the
dense mangrove swamps.
As the characters fly to the Sluice Mine their air car comes
under attack by the Green Fringe. The air car flies only a
few meters above the treetops so when the shot from a heavy
ion cannon breaches the tree canopy the characters have little
chance of avoiding it. If one of the characters is the pilot
give him a Pilot check with a DC of 25 to avoid being hit.
If the characters hired someone to fly them have them hit
automatically.
If they avoid the shot they can escape, if they choose to
circle and fight, a Spot check DC of 30 is required to locate
the camouflaged gun emplacement. And they run the risk of
being shot at again. Landing in the mangroves this dense is
near impossible so the characters are limited to trading blaster
fire, a situation they are unlikely win, the green fringe
freedom fighters will break and scatter quickly being obscured
by the dense jungle.
If on the other hand they are hit the air car suddenly loses
all power and plummets into the trees. The crash will inflict
2D10 damage to Fatigue and 1D10 damage to Wounds; the characters
may attempt a Fort Save to stay conscious. The Green Fringe
will break from their position and retreat at this point.
But the characters may have to survive for several days as
they traverse the mangrove.
Scene Three: Sluice Tour
Once the characters actually make it to the sluice mine,
the trouble can really start. They will be met by a small
security force (either at the perimeter field fence or at
the landing pad). The security force is little more than a
bunch of five thugs (Use the Thug Archetype on page 355 of
the Star Wars Revised Rulebook). The sluice mine security
will make the characters feel very unwelcome if they cannot
identify themselves as representatives of their investor,
even then their safety is not assured. Gort <View
Character>, the Durg security captain will warn them
against wandering too far or staying to long.
Torg Jurl is the site manager for the slice mine, he is typical
of the Ugnaught race, short, pig-like, balding and a preference
for grunting acknowledgements rather than speaking. He will
offer to provide a guided tour of ‘his’ facility,
he speaks highly of Gort explaining that what he lacks in
social nicety he makes up for in dedication to his job. If
Torg is questioned about production delays he explains that
they are having trouble with local resistance.
Torg can be a handy source of information, not only will
he take considerable time to describe and explain the workings
of the sluice systems and various pieces of machinery used
in the mine site, he can also explain the production delays
that the characters have been sent to investigate. The matter
is some what embarrassing they suffer raids from jungle by
the local wildlife, hence the recent investment in a perimeter
field fence. Previously an old ultrasonic perimeter field
was used to scare the wildlife away but recently it stopped
being effective and a raid caused massive damage to sluice
filters and cause many of the production delays.
Scene Four: Tribal Trouble
The night after the characters arrive the Grappa Tribals
mount another assault on the compound, they are trying to
recover Sol Tou-Kour, but have no idea where he is. The small
force will consist up to ten Grappa <View Archetype>.
They will leap from surrounding mangrove trees to make it
over the security cordon. They will use stealth to investigate
the sheds first; once the alarm has been raised they will
try to escape by deactivating the security fence. They are
primitive but they understand fire can cause a big distraction
if the filter vats are ignited. Security will not pursue the
Grappa in to the mangroves once they are repulsed, those that
have pursued in the past have never returned.
Asking questions after the attack can yield small pieces
of information. The attacks are a recent thing; they are becoming
more frequent and desperate; there were to attack prior to
that scout coming though here; the scout returned two miners
who had become lost in the mangroves; the scout also got into
a bit of trouble while he was here and got into a fight; the
scout was killed in that fight; the scout beat up a member
of security so Gort shot him; no one is sure where the body
is probably at the bottom of the swamp. No one except Gort
knows that the scout is still alive and in a security cell.
This information is progressively harder to learn because
all the miners are scared of Gort and don’t want to
end up on his bad side. How you choose to release this information
is up to you, an over heard conversation, talking to a minor
round the back of one of the machine sheds etc.
The object of this scene is to convey to the characters that
the natives are restless and evidently looking for something.
These attacks have become nightly and increasingly desperate.
Once the Grappa are repulsed the characters have the opportunity
track the Grappa back to there settlement.
Scene Five: Heart of
the Problem
Once the characters find the Grappa settlement, there are
several courses of action, they can try to talk to the Grappa,
or be captured by the Grappa and hence get the opportunity
to speak with their Spirit Talker or they can simply start
a fire fight. Talking to the Grappa and getting to the heart
of their grievance is only way to find out what is really
going on.
The Grappa settlement is based on a series of small rafts
that can be lashed together to form a small township or broken
apart for easy movement through the mangroves. They have small
cooking fires which are carefully controlled to prevent damage
to their huts. The central hut and raft is that of the Spirit
Talker, a Grappa Force User.
The plight of this Grappa Tribe is simple; their Spirit Talker
is old, very old and dieing, only a few days away from death.
Without a replacement Spirit Talker the tribe dies too. Sol
Tou-Kour was a human scout who had been taken in by this tribe,
his Force talents nurtured and trained by the Spirit Talker,
though he was an outsider his status as an apprentice was
more important. Sol Tou-Kour was the future hope for the tribe,
now he as disappeared the tribe are desperate for his return
before their aged Spirit Talker passes into the other realm.
The return of Sol Tou-Kour would be a matter of celebration
for the tribe, and would earn the characters immense respect.
The morning after Sol Tou-Kour returns to the tribe they break
camp and move on through the mangroves, likely never to be
encountered again.
Appendix One: The Sluice
Mine
The Sluice Mine compound contains the following buildings
to be incorporated into the tour and or to be investigated
later by the characters.
Administration Building: The administration
building includes Torg’s office, a canteen and bunk
rooms for the fifteen miners, five security thugs and Torg
(Gort lives in the security tower). The canteen is little
more than a collection of tables and a galley, the miners
take shifts (by rota) to run the galley, some see it as a
blessing others a curse, in fact there is sub-culture grown
up around who runs what and who gets to eat first.
Chemical Storage: Once the mangrove slit
has been sluiced and filtered the harvested chemicals are
stored in vast chemical vats to await transport. Chemical
storage is highly volatile and will explode if hit by blaster
fire.
Filter Vats: Once the mangrove silt has
been sluiced it is permitted to settle in vast open topped
filter vats. This permits various chemical layers to form
that are then stiffened off and given additional filter or
chemical treatments prior to storage. Filter vats may be ignited
by blaster fire.
Landing Pad: A small landing pad large enough
to land two air cars and associated garage. The mine only
has one air car unless the characters arrived in one. Behind
the garage and machine sheds is one of the places that miners
go when they want to imbue certain flammable substances (the
mine rules prohibit this, because of the volatile chemical
stores).
Perimeter Field Fence: A security cordon
consisting of 7m tall obelisks (spaced about 20m apart ) that
generate a force field to keep wild life out of the compound,
flying creatures can just fly over but ground based predators
cannot climb it. In order to pass though the cordon two adjacent
obelisks must be deactivated (this will sound an alarm in
the security tower).
Security Tower: Not exactly a tower, the
security station is a single story building like all the others
but upon the flat roof has been constructed a tall hide on
wooden stilts high enough to see over the whole compound.
There is no ladder, it must be climbed (no problem for Gort,
this is where he will go in an emergency; it gives him a clear
field of fire). The security tower also has a basement with
four underground cells, usually where problem miners sleep
off what ever intoxicating chemical they have taken. Sol Tou-Kour
currently occupies one of these cells, he is alive but badly
beaten (Gort believes that he's a Green Fringe agent).
Sluice Dam: A long thin dam arrangement
that channels the mangrove run offs into the first line of
filters prior to settlement in the filter vats.
Storage Out-Houses: There are also numerous
tool and storage sheds.
Appendix Two: Extended
Plots
To kill a profit: Every month or so a tanker
craft makes the trip to pick up the chemicals produced by
the sluice mine. It’s a huge zeppelin like monstrosity
that hangs low over the mangrove trees and uses several large
hoses to clean out the chemical stores. The Green Fringe launch
an attack intended to destroy the tanker. Or they may attempt
to hijack it and sell the valuable cargo to their smugger
allies in return for weapons and supplies.
In need of aid: Some time after the events
of Restless Native the characters are sought out again by
Sol Tou-Kour. He beseeches those who aided his tribe once
to help them again. The game hunting operation has captured
or killed almost the entire tribe and will shortly be exporting
them as slaves to various markets around Hutt Space, this
must be stopped before his adopted people are decimated.
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