D8 - Warm Refuge
Posted: Mon Jan 30, 2023 3:10 pm
Warm Refuge
Participants: Four
Ever since the Concord Dawn landed, a steady stream of refugees has been coming in, finding safety both in Kandra’s Run and the Concord Dawn itself. SInce they’ve been traveling in small groups, the Mandalorians have mostly ignored them, preferring to focus on bigger targets.
Now, however, an especially large group, hundreds of sentients, is on its way to the safety of the Concord Dawn, across the icy and dangerous surface of Obroa-Skai, some caravaning in civilian vehicles, some on foot.
Unfortunately, the Mandalorians have finally taken notice. While there is no honor in slaughtering refugees, there is apparently honor in slaughtering a bunch of refugees. Or so it seems anyway, as Mandalorian forces are in the area, attempting to find and eliminate the convoy. Republic forces have been dispatched to ensure they make it.
You’re their only hope.
…
In order to save the refugees, players must roll to accumulate 12 Travel Points before 21 rolls have been made. However, they must also avoid accruing 10 Tracking Points; if they do, the Mandalorians have found the convoy and attack.
The trip is in three Stages. The first roller in each Stage must state the Location they are choosing to travel over; GMs do recommend coordinating with your fellow players on this. A Round consists of each player rolling exactly once, in any order. Once a player has rolled in a Round, they may not roll again until the next Round.
At the end of a Round, players may choose to change locations. Please discuss this with the group. When the first player posts in a new Round, please make sure they repost the location.
A Stage will end and the next one will begin each time 4 Travel Points have been accumulated. Different features are available depending on the stage. Additionally, ending a Stage ends the Round, allowing for fresh rolling for every participant.
Advantage will turn into boosts for the next roll at the rate of 2 to 1. The first 2 Threat will be spent to increase Tracking Points by 1. After that, they will add Setback to the next roll at the rate of 2 to 1. Despair will add a Tracking Point, while a Triumph can either remove a Tracking Point (minimum 0), allow an additional use of a Special Roll, or upgrade the next roll.
The following Standard Rolls may always be used:
Athletics
Piloting:Planetary
Survival
The following Special Rolls may be used once per Stage:
Cool
Discipline
Leadership
Knowledge:Outer Rim
Perception
Vigilance
Each successful roll adds 1 Travel Point. Difficulty for all rolls is Average (◆◆), modified by the rules of the Location. Rules for the Location no longer apply when you change Stages.
Stage One Locations
Road
There is a road that leads to Kandra’s Run. It is definitely the fastest and easiest way to get to the Concord Dawn. Because of that, it is also where the Mandalorians are focusing their search efforts. At least the refugees have a head start.
Special rules: Add a boost die for each Standard Roll. Each Threat increases Tracking Points by 1, up to twice per roll.
Crystal Forest
The trees provide a level of protection, but are also harder to move through.
Special rules: Add one Setback to each Standard Roll made here (difficult terrain).
Frozen Lake
Crossing the great lake at this time of year is not without risks, as geothermal vents can cause sudden melting.
Special rules: Upgrade the difficulty of every roll made here.
Stage Two Locations
Road
The road to Kandra’s Run continues, with the same advantages and dangers.
Special rules: Add a boost die for each Standard Roll. Each Threat increases Tracking Points by 1, up to twice per roll.
Forest Depths
At this distance, the forest is at its deepest and most dangerous.
Special rules: Add two Setback to each Standard Roll made here (1 cold, 1 difficult terrain). Add one Setback to each Special Roll made here (difficult terrain). It takes three Threat to add a Tracking Point. If a roll generates exactly 2 Threat (or there are 2 Threat remaining after spending on Tracking Points), add 1 Setback to the next roll.
Crystal Canyon
Traversing its icy depths requires a measure of creativity, but the refugees will be nearly impossible to be seen.
Special rules: Increase the difficulty of all Piloting or Athletics rolls by 1, and 1 Setback (terrain) to all rolls. Threat no longer generates Tracking Points. Special Rolls may be used once per Round instead of once per Stage.
Stage Three Locations
Road
The road to Kandra’s Run ends here, but still has the same advantages and dangers. And the Mandalorians are looking here harder than anywhere else.
Special rules: Each roll made here will also increase Tracking Points by 1. Add 1 Boost die to each Standard roll made here. A single Threat will turn into a Tracking Point, with additional converted into Setback for the next roll as normal.
Frozen Trench
Following the trail left by the wreck of the Concord Dawn is difficult, but leads straight to safety.
Special rules: Upgrade the difficulty of every roll made here. A Triumph can be spent here to obtain 250 credits in salvage.
Sleeting Forest
The forest is a bit more cleared out again, but poor weather makes it a dangerous choice for the unprepared.
Special rules: Add one Setback to each Standard Roll made here (terrain). Additionally, all rolls gain two Setback from cold and two Setback from darkness/poor visibility.
Conclusion: If the players succeed, the refugee convoy makes it to safety. They are welcomed with open arms, and eagerly take part in the community.
If either loss condition is met, the convoy is found and attacked by the Mandalorians. The loss of life will be great unless the players, as a group, choose to heroically intervene. If they do, each participating player must make a skill roll of their choice from the above lists (Standard or Special Roll) at Hard Difficulty upgraded twice (⬟⬟◆), with one Setback. If at least 3 of these rolls are passed, treat the event as a success, as above. Anyone who fails a roll suffers two Critical Hits, one after the other in sequence. Advantage and Threat are used at 2 to 1 as usual. Despair adds another Critical Hit, while Triumph either upgrades the next roll or cancels a Critical Hit received as part of this roll.
If the heroic intervention is failed or not attempted, many sentients die. Any Force Sensitive characters participating take 4 Conflict. Characters not in the event take 2 Conflict.
Participants: Four
Ever since the Concord Dawn landed, a steady stream of refugees has been coming in, finding safety both in Kandra’s Run and the Concord Dawn itself. SInce they’ve been traveling in small groups, the Mandalorians have mostly ignored them, preferring to focus on bigger targets.
Now, however, an especially large group, hundreds of sentients, is on its way to the safety of the Concord Dawn, across the icy and dangerous surface of Obroa-Skai, some caravaning in civilian vehicles, some on foot.
Unfortunately, the Mandalorians have finally taken notice. While there is no honor in slaughtering refugees, there is apparently honor in slaughtering a bunch of refugees. Or so it seems anyway, as Mandalorian forces are in the area, attempting to find and eliminate the convoy. Republic forces have been dispatched to ensure they make it.
You’re their only hope.
…
In order to save the refugees, players must roll to accumulate 12 Travel Points before 21 rolls have been made. However, they must also avoid accruing 10 Tracking Points; if they do, the Mandalorians have found the convoy and attack.
The trip is in three Stages. The first roller in each Stage must state the Location they are choosing to travel over; GMs do recommend coordinating with your fellow players on this. A Round consists of each player rolling exactly once, in any order. Once a player has rolled in a Round, they may not roll again until the next Round.
At the end of a Round, players may choose to change locations. Please discuss this with the group. When the first player posts in a new Round, please make sure they repost the location.
A Stage will end and the next one will begin each time 4 Travel Points have been accumulated. Different features are available depending on the stage. Additionally, ending a Stage ends the Round, allowing for fresh rolling for every participant.
Advantage will turn into boosts for the next roll at the rate of 2 to 1. The first 2 Threat will be spent to increase Tracking Points by 1. After that, they will add Setback to the next roll at the rate of 2 to 1. Despair will add a Tracking Point, while a Triumph can either remove a Tracking Point (minimum 0), allow an additional use of a Special Roll, or upgrade the next roll.
The following Standard Rolls may always be used:
Athletics
Piloting:Planetary
Survival
The following Special Rolls may be used once per Stage:
Cool
Discipline
Leadership
Knowledge:Outer Rim
Perception
Vigilance
Each successful roll adds 1 Travel Point. Difficulty for all rolls is Average (◆◆), modified by the rules of the Location. Rules for the Location no longer apply when you change Stages.
Stage One Locations
Road
There is a road that leads to Kandra’s Run. It is definitely the fastest and easiest way to get to the Concord Dawn. Because of that, it is also where the Mandalorians are focusing their search efforts. At least the refugees have a head start.
Special rules: Add a boost die for each Standard Roll. Each Threat increases Tracking Points by 1, up to twice per roll.
Crystal Forest
The trees provide a level of protection, but are also harder to move through.
Special rules: Add one Setback to each Standard Roll made here (difficult terrain).
Frozen Lake
Crossing the great lake at this time of year is not without risks, as geothermal vents can cause sudden melting.
Special rules: Upgrade the difficulty of every roll made here.
Stage Two Locations
Road
The road to Kandra’s Run continues, with the same advantages and dangers.
Special rules: Add a boost die for each Standard Roll. Each Threat increases Tracking Points by 1, up to twice per roll.
Forest Depths
At this distance, the forest is at its deepest and most dangerous.
Special rules: Add two Setback to each Standard Roll made here (1 cold, 1 difficult terrain). Add one Setback to each Special Roll made here (difficult terrain). It takes three Threat to add a Tracking Point. If a roll generates exactly 2 Threat (or there are 2 Threat remaining after spending on Tracking Points), add 1 Setback to the next roll.
Crystal Canyon
Traversing its icy depths requires a measure of creativity, but the refugees will be nearly impossible to be seen.
Special rules: Increase the difficulty of all Piloting or Athletics rolls by 1, and 1 Setback (terrain) to all rolls. Threat no longer generates Tracking Points. Special Rolls may be used once per Round instead of once per Stage.
Stage Three Locations
Road
The road to Kandra’s Run ends here, but still has the same advantages and dangers. And the Mandalorians are looking here harder than anywhere else.
Special rules: Each roll made here will also increase Tracking Points by 1. Add 1 Boost die to each Standard roll made here. A single Threat will turn into a Tracking Point, with additional converted into Setback for the next roll as normal.
Frozen Trench
Following the trail left by the wreck of the Concord Dawn is difficult, but leads straight to safety.
Special rules: Upgrade the difficulty of every roll made here. A Triumph can be spent here to obtain 250 credits in salvage.
Sleeting Forest
The forest is a bit more cleared out again, but poor weather makes it a dangerous choice for the unprepared.
Special rules: Add one Setback to each Standard Roll made here (terrain). Additionally, all rolls gain two Setback from cold and two Setback from darkness/poor visibility.
Conclusion: If the players succeed, the refugee convoy makes it to safety. They are welcomed with open arms, and eagerly take part in the community.
If either loss condition is met, the convoy is found and attacked by the Mandalorians. The loss of life will be great unless the players, as a group, choose to heroically intervene. If they do, each participating player must make a skill roll of their choice from the above lists (Standard or Special Roll) at Hard Difficulty upgraded twice (⬟⬟◆), with one Setback. If at least 3 of these rolls are passed, treat the event as a success, as above. Anyone who fails a roll suffers two Critical Hits, one after the other in sequence. Advantage and Threat are used at 2 to 1 as usual. Despair adds another Critical Hit, while Triumph either upgrades the next roll or cancels a Critical Hit received as part of this roll.
If the heroic intervention is failed or not attempted, many sentients die. Any Force Sensitive characters participating take 4 Conflict. Characters not in the event take 2 Conflict.