D8 - Warm Refuge

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Hatoful GM
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D8 - Warm Refuge

Post by Hatoful GM » 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.
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Tomin
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Re: D8 - Warm Refuge

Post by Tomin » Tue Mar 07, 2023 9:54 pm

Maybe the Miralukan actually is a decent pilot, maybe it's the Force looking out for them, either way, Tomin finds and leads a clump of refugees driving the most hodgepodge collection of half-functional to high end vehicles she's ever 'seen' through a bit of forest that's stony enough to make physical tracking rough and somehow still covered enough to avoid overhead spotting. Might be she followed a few small hoofprints to spot this trail and offered an extra 'thank you' to the forest.


*********
Day 8, Warm Refuge: Stage 1, Round 1 Piloting w/boost from Launch Bay. Forest +1 Setback for terrain
Image Image Image Image Image Image Image
Net Successes: 1; Net Advantages: 4

Travel Points:1/12
Tracking points: 0/10
Total rolls: 1/21

2 Boost to next roll
Miralukan * Jedi * Local * Big Gun

Description

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Snowflake
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Re: D8 - Warm Refuge

Post by Snowflake » Tue Mar 07, 2023 11:14 pm

Meanwhile, Snowflake guided another group of refugees traverse parts of the Crystal Forest on foot. He might not be the smartest cookie in the jar, or the most knowledgeable about the wilderness, but he was used to travelling long distances around on foot - and more and more, he felt these leylines Tomin had been teaching him about guide his steps.

-----

D8 - Warm Refuge. Stage 1, Round 1, Roll 2 - Athletics at Crystal Forest. Setback from terrain, 2 boosts from Tomin. Enhance.
Image Image Image Image Image Image Image Image Image Image Image
Net Successes: 1; Net Advantages: 2

2 Force pips become 2 advantages

Roll 2/4 for Round 1

Travel points: 2/12 (2/4 at Stage 1)
Tracking points: 0/10
Total rolls: 2/21

2 Boosts to next roll.
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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Vala Roke
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Re: D8 - Warm Refuge

Post by Vala Roke » Wed Mar 08, 2023 12:07 am

When it came to helping refugees to their safety, this required a slow and steady approach. This wasn't about getting to the finish line first or showboating for style points, especially when lives were concerned. However, time was of the essence and they had to be as quick as possible before the Mandalorians wisened up. Vala was perhaps happy to get behind the wheel of the speeder but held herself back from revving the accelerant too much. That said, it seemed that fortune was on her side and the wind started to pick up around them, howling as it cut through the forest. It was risky but Vala immediately took that opportunity to mask her trail, shifting to a higher gear as she bolted her ride forward to lead the way for the others before coming to a smooth stop.

Day 8, Warm Refuge, Round 1, Roll 3 with Piloting: Planetary, Previous 2 Boost and 1 Setback, Boost from Launch Bay
Image Image Image Image Image Image Image Image Image Image
Net Successes: 4; Net Advantages: 4

Roll 3/4 for Stage 1

Travel points: 3/12 (3/4)
Tracking points: 0/10
Total rolls: 3/21

+2 Boost to the next roller!
Corellian | Human | CorSec | Out of Her Jurisdiction | Out of Her Depth
Description

Typical Gear: Laminate Armour, BPEA-1A Cascader, C-10 "Dragoneye" Blaster Pistol, Heavy Blaster Pistol, Utility Belt, Binder, Commlink, Datapad, Extra Reload, Stimpacks, Thermal Cloak

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Terreck Fec'klee
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Re: D8 - Warm Refuge

Post by Terreck Fec'klee » Wed Mar 08, 2023 12:25 am

The forest certainly seemed the safest route for the moment. Especially given that the road was likely heavily watched by the meandalorians as Flora called them.

With the others Fec lead the refugees along the various forest paths, safely avoiding any potential hazards along the way.

Day 8 Warm Refuge: stage one, Forest. Average with a setback. - 1 setback from outdoorsman. Athletics l, two boosts from physical training, 2 boosts from Vala.
Image Image Image Image Image Image Image Image Image
Net Successes: 3; Net Advantages: 3

Pass, 1 boost to next roller.

4/4 rolls of stage 1.

Travel points: 4/12
Tracking points: 0/10
Time: 4/21

1boost to next roller.
Human * Republic Sergeant * 277th * Forward Operator * Easy Going
Carries: Laminate armor, Blaster Carbine, SH-9, Vibroknife, Odds and Ends.

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Vala Roke
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Re: D8 - Warm Refuge

Post by Vala Roke » Wed Mar 08, 2023 3:49 pm

It seemed to make the most sense to keep pushing into the forest, considering that it granted them good cover. Still, Vala found herself looking over her shoulder a few times while she cruised through the forest and did her best to avoid any trees along the way while doing so. Nothing behind them and no incidents to report, so everything was smooth sailing so far.

Day 8, Warm Refuge, Round 2, Roll 5 in Deep Forest with Piloting: Planetary, Previous 1 Boost and 2 Setback from the environment, 1 Boost from Launch Bay. Setback negated with the cloak.
Image Image Image Image Image Image Image Image Image
Net Successes: 1; Net Advantages: 3

Roll 1/4 for Stage 2

Travel points: 5/12 (1/4)
Tracking points: 0/10
Total rolls: 5/21

+1 Boost to the next roller!
Corellian | Human | CorSec | Out of Her Jurisdiction | Out of Her Depth
Description

Typical Gear: Laminate Armour, BPEA-1A Cascader, C-10 "Dragoneye" Blaster Pistol, Heavy Blaster Pistol, Utility Belt, Binder, Commlink, Datapad, Extra Reload, Stimpacks, Thermal Cloak

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Tomin
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Re: D8 - Warm Refuge

Post by Tomin » Wed Mar 08, 2023 4:11 pm

While Tomin was certain they'd avoided their hunters...she may also have led into a a bit of a dead end and wasted some time in the cold. This wasn't great for the already cold and tired folks she was supposedly helping, but at least they could mark that path so others could avoid it.

**************************
Day 8, Warm Refuge: Stage 2, Round 1 Piloting w/boost from Launch Bay. Forest +1 Setback for terrain, Boost from Vala (ignoring 1 Setback for cold via thermal cloak)
Image Image Image Image Image Image Image Image Image
Net Successes: 0; Net Advantages: 2

Roll 2/4 for Stage 2 Round 1

Travel points: 5/12
Tracking points: 0/10
Total rolls: 6/21

+1 Boost to the next roller!
Miralukan * Jedi * Local * Big Gun

Description

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Terreck Fec'klee
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Re: D8 - Warm Refuge

Post by Terreck Fec'klee » Wed Mar 08, 2023 6:54 pm

The going was tougher now that they had entered the depths of the forest. Still Fec managed to help lead the refuges through the worst of it. They were closer to home now but they still had a lot farther to go.


Day 8 Warm Refuge: Athletics 2 boosts from physical training 1 boost from Tomin. Average with 2 setback. Ignore 1 setback from terrain from outdoorsman and 1 from cold from thermal cloak.
Image Image Image Image Image Image Image Image
Net Successes: 4; Net Advantages: -1]

Roll 3/4 for Stage 2 Round 1

Travel points: 6/12
Tracking points: 0/12
Total rolls: 7/21
Human * Republic Sergeant * 277th * Forward Operator * Easy Going
Carries: Laminate armor, Blaster Carbine, SH-9, Vibroknife, Odds and Ends.

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Snowflake
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Re: D8 - Warm Refuge

Post by Snowflake » Wed Mar 08, 2023 9:25 pm

Snowie was encouraged to see that the Hopers had helped the refugees steadily gain ground. He knew traversing the deepest part of the forest would be more challenging, especially for those in vehicles. But he kept guiding his group unwaveringly, the many times he'd been here before and his budding connection to the force going a long way.

----

D8 Warm Refuge; Stage 2, roll 4. Forest Depths. Athletics vs Avg. 1 setback (1 from cold ignored). Enhance
Image Image Image Image Image Image Image Image Image
Net Successes: 8; Net Advantages: -1

Oh my I found all the successes just when extra successes don't matter XD

Light pip used to cancel that threat, not that it matters much.

Roll 4/4 for Stage 2 Round 1

Travel points: 7/12 (3/4 to complete Stage 2)
Tracking points: 0/12
Total rolls: 8/21

Just one more to complete Stage 2!
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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Snowflake
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Re: D8 - Warm Refuge

Post by Snowflake » Wed Mar 08, 2023 9:45 pm

The last part of the way through the depths of the forest were trickier. Snowie thought he heard some noises in the background here and there, and he kept stopping to make sure everyone was safe, get in contact with the other Hopers so they could keep the convoy together and not lose anyone, the forest itself seemed thicker and thicker, and at some points he felt himself gripped by thoughts of fear that they might have the deaths of innocent on their hands if the Mandalorians found them.

But he seemed to be learning not to dwell on those thoughts, they managed to make it through, and the Hopers were getting closer and closer to taking everyone to safety!

-----
D8 Warm Refuge; Stage 2, roll 5 (round 2). Forest Depths. Athletics vs Avg. 1 setback (1 from cold ignored). Enhance
Image Image Image Image Image Image Image Image Image
Net Successes: 2; Net Advantages: 1

Roll 1/4 for Stage 2 Round 2; Round 2 completed!

Travel points: 8/12
Tracking points: 0/12
Total rolls: 9/21

Time for Stage 3!
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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Tomin
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Re: D8 - Warm Refuge

Post by Tomin » Thu Mar 09, 2023 4:06 am

How hard could it be following the very obvious crash trail? Apparently, rather. Besides getting hung up on the tumbled rocks and burnt wreckage of trees, they managed to almost literally trip over an enormous husk of a tree that had been holding embers in its heart...the reawakened flame was a beacon to those hunting them and they needed to move on quickly.

At least it was also a sign for others to avoid.

***********************
Day 8, Warm Refuge: Stage 3, Round 1 Piloting w/boost from Launch Bay. Trench
Image Image Image Image Image Image
Net Successes: -1; Net Advantages: 1

Day 8: Refuge...forgot a die
Image
Net Successes: 0; Net Advantages: 1

2 Advantage for a boost at least?

Roll 1/4 for Stage 3, Round 1

Travel points: 8/12
Tracking points: 1/12
Total rolls: 10/21

Boost to the next roller!
Miralukan * Jedi * Local * Big Gun

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Snowflake
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Re: D8 - Warm Refuge

Post by Snowflake » Thu Mar 09, 2023 4:51 am

The part of the convoy Snowflake was guiding made full use of the signs Tomin's group had left, and had a much easier time avoiding trouble - although the voyage was clearly starting to wear the travellers out a bit.

----

D8 Warm Refuge, Stage 3, Round 1, Roll 2. Frozen Trench - Athletics vs avg, 1 upgrade. Enhance. Boost from Tomin!
Image Image Image Image Image Image Image Image Image
Net Successes: 4; Net Advantages: -1

1 strain taken (to... maybe 5/15? Depends on how another earlier thread goes)

Roll 2/4 for Stage 3, Round 1

Travel points: 9/12
Tracking points: 1/10 (just noticed we inadvertently switched the max to 12 at some point!)
Total rolls: 11/21
Last edited by Snowflake on Thu Mar 09, 2023 5:14 am, edited 1 time in total.
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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Vala Roke
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Joined: Sun Feb 12, 2023 4:24 am

Re: D8 - Warm Refuge

Post by Vala Roke » Thu Mar 09, 2023 5:07 am

Vala was really starting to feel like she should have opted for a ride with wheels or tracks rather than something that floated. Especially, when a smaller profile would have done better when it came to moving up and down, or over, some of these hills. Despite the challenge, she managed to traverse the grounds easily and perhaps manage to find an easier path with her caution approach!

Day 8, Warm Refuge, Round 3, Roll 3(?) in Frozen Trench with Piloting: Planetary, 1 Boost from Launch Bay.
Image Image Image Image Image Image Image
Net Successes: 2; Net Advantages: 2

Roll 3/4 for Stage 3, Round 1

Travel points: 10/12
Tracking points: 1/10
Total rolls: 12/21

1 Boost to the next roller!
Corellian | Human | CorSec | Out of Her Jurisdiction | Out of Her Depth
Description

Typical Gear: Laminate Armour, BPEA-1A Cascader, C-10 "Dragoneye" Blaster Pistol, Heavy Blaster Pistol, Utility Belt, Binder, Commlink, Datapad, Extra Reload, Stimpacks, Thermal Cloak

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Terreck Fec'klee
Posts: 275
Joined: Sun Jan 29, 2023 8:26 am

Re: D8 - Warm Refuge

Post by Terreck Fec'klee » Thu Mar 09, 2023 7:42 am

They were down to the final push; with luck they would be back soon, and the refugees would be safe. So with that in mind Terreck continued the push forward. Not far now.


Day 8: Warm Refuge: athletics at average with an upgrade. Boost from Vala, 2 boosts from PT
Image Image Image Image Image Image Image Image
Net Successes: 2; Net Advantages: 1

Roll 3/4 for Stage 3, Round 1

Travel points: 11/12
Tracking points: 1/10
Total rolls: 13/21
Human * Republic Sergeant * 277th * Forward Operator * Easy Going
Carries: Laminate armor, Blaster Carbine, SH-9, Vibroknife, Odds and Ends.

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Snowflake
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Joined: Mon Jan 16, 2023 5:46 am

Re: D8 - Warm Refuge

Post by Snowflake » Thu Mar 09, 2023 10:56 am

With everyone tired and the need for a last effort to push through particularly damaged areas in the trail left by the crash, the last part of the way to reach the safety of the Concord's Dawn was one of the hardest. Snowflake's as-yet unwavering guidance faltered at a few moments - but once again, the focus he was gradually, tentatively learning to channel as he slowly found his way within the Force helped him calm down and keep steady.

No refugees would be found or shot down that day!

-----

D8 Warm Refuge, Stage 3, Round 2, Roll 1. Frozen Trench - Athletics vs avg, 1 upgrade. Enhance.
Image Image Image Image Image Image Image Image
Net Successes: -1; Net Advantages: 6

2 light pips converted to 2 successes - Barely, but it's a success!

Roll 1/4 for Stage 3, Round 2

Roll 3/4 for Stage 3, Round 1

Travel points: 12/12 - Convoy makes it to safety!
Tracking points: 1/10
Total rolls: 14/21
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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GM Nicha
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Re: D8 - Warm Refuge

Post by GM Nicha » Thu Mar 09, 2023 8:38 pm

It wasn't easy shepherding the convoy to safety, the Mandalorian pursuit was relentless and the conditions were miserable. But each of you was willing to put in the hard work to see these people to safety.

As they file into Kandra's Run, exhausted and cold they find food and warmth waiting for them, whatever the Hopers and townsfolk can spare. In the years to come the convoy will become something of a local legend. Tomin, Snowflake, Vala and Terreck passing into local lore.

Mission success, Hoper Victory!
Co-GMAEDT Timezone • We do these things not because they are easy, but because they are hard.

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