Threat Detected

Episode 26: Hasta La Vista, Whitey

This podcast contains explicit content | Download | Duration: 03:25:44



Welcome to Episode 26 of Threat Detected, your Dawn of Defiance Podcast. Tonight we try to use stealth and cunning to break folks out of prison. Plus, we come up with the DoD/Dark Times Campaign Guide. Kiss and Ewok. Enjoy.

City of Nizon Chase

Slavers and Thief

The sun reaches its peak as you reach the outer limits of the city. Warehouses line the streets around you. The street ahead of you is blocked. The streets to either side of you are also barricaded. A Zabrak holding two blaster pistols appears from behind you. “Howdy, strangers,” the Zabrak calls out. “You crawled out of the wastes? You must be awfully strong to pull that number off? Don’t you think so, General Haren?”

An Imperial General emerges from a warehouse to your right. An armored transport blocks the street behind you. Ten stormtroopers spill out of the warehouses.

“Very strong indeed,” General Haren agrees. “Folks on the up and up never enter town like that. Don’t you agree?”

Allow the PCs to respond. The bounty hunter and General ask to see identification and BoSS travel papers (which don’t exist) and various droid owner forms if there are droids in the party (forms that again obviously don’t exist). Then, they start asking about family who might miss the PCs if they didn’t check in soon. The whole routine is to judge if the bounty hunter and Imperial General can nab the party and sell them into slavery. Before things get to bloodshed…

General Haren catches a ten year-old Nazren boy lifting something from his pocket. The child takes off running. “Catch him! Catch that thief!” the officer wails at the Zabrak bounty hunter, who draws his bowcaster and takes off running. The stormtroopers follow. It must be something important that kid made off with.

The chase is on.

This is a 20 sector chase. It goes down the street, into an Imperial Justice Administration Building under construction, onto an All Terrain Construction transport on the roof, then onto a construction droid, across a beam high over the city. The chase ends when either the bounty hunter or heroes reach the child at sector 20. If the PCs get there first, they can protect the boy from the bounty hunter. If the bounty hunter gets there first, he blasts the kid in the legs with the bowcaster, then drags him behind him, to answer to General Haren.

In truth, the kid only made off with a yo-yo General Haren got as part of a Yippie Meal at Biscuit Baron when he was a kid.

Chase/ Race House Rules 2.0

Speed

Select the slowest vehicle/beast in the chase/race. He’s the base. The other vehicles or beasts are designated as faster or much faster than the base vehicle. Faster is base +1 and Much faster is base+2. Base vehicle can move one sector per move turn without suffering piloting or riding penalties. Faster can move 2 sectors without taking a pilot or ride penalty. Much faster can move 3 sectors without taking pilot/ride penalties.

 

For every sector beyond the amount of sectors his vehicle speed allows him to move with no penalties, the pilot takes a penalty equal to a step down the condition track. If a base vehicle can only move one sector without taking a penalty, and the pilot wants to move three sectors on his move turn, he needs to subtract two from all piloting or riding checks for any check he needs to make moving through each sector. Pilots make Pilot checks. Foot runners make Endurance checks.

If a pilot chooses to move enough sectors that he takes a -10 penalty to all checks for each sector, he is considered to be moving in overdrive. Overdrive is a state that causes the vehicle to burn out or the beast to wear out quickly. A vehicle can only go into overdrive four times before its engine blows, or the beast passes out. If a pilot chooses to not move his vehicle or beast on a move turn and uses his standard action to make a DC 20 treat injury check on a beast or make a DC mechanics check on a vehicle, all acquired overdrive damage is erased.

Vehicles encounter turns, hazards or other obstacles in many sectors. Every time a vehicle enters such a sector, the pilot needs to make a pilot or ride check, subtracting for any speed penalties. If a vehicle makes the check, he moves on to the next sector and again makes a pilot/ride check minus speed penalties if required.

If a vehicle fails one of these checks, it does not advance to the next sector and ends its movement. Furthermore, the vehicle takes a penalty to its reflex defense equal to the penalty the pilot took for exceeding the movement allotment. For instance, a vehicle with base speed moved through two sectors on its move action. It failed the DC 10 turn check. The vehicle stays in that sector and takes a -1 penalty to its reflex defense.

Chase Sequence

Everyone rolls initiative. Each round includes two laps through the initiative order. The first lap is for vehicular movement, so only pilots and beast drivers act. The second time through the order, everyone gets to go. They can make a standard action, taking a penalty to their checks equal to the penalty the pilot took for exceeding the speed allotment during the movement turn. This can include treat injury checks, mechanics checks or attacks.

 

Blasting

For every sector separating the target and attacking vehicles, the attacker takes an additional penalty equal to the number of steps down the condition track that amount represents. If there are two sectors separating the attacker from the target, the attacker takes a -2 penalty to his attack, in addition to any excessive speed allotment penalties. The sector descriptor describes if there is a turn or condition that prevents someone behind the target from making a ranged attack.

 

The chase ends when a party reaches sector 20. Some PCs may like to stop and blast the bounty hunter to death. Discourage this by having an unending stream of stormtroopers replace fallen ones in the chase, motivating the PCs from stopping. If the bounty hunter gets killed, replace him with a jumptrooper or two. The chase does not end until Sector 20.

Sectors

  1. The street runs through a small open air market. Vendors sell their wares (and the wares of neighbors nabbed and forced into slavery) from baskets and carts or beneath canopies. There is an awful lot of fruit carts that can be knocked over as an action. Knocking over a fruit cart triggers the Fruit of Fun Hazard.

Fruit of Fun Hazard: CL8

Atk +10 vs Ref defense

Damage: 1d2 and the target falls prone in Sectors 1 and 2.

Miss: Sectors 1&2 become difficult terrain

  1. Checkpoint Choke: Automated turrets patrol the chained link fence blocking off the street, forcing pedestrians to go through the checkpoint a block over. It requires a DC 12 Climb check to scale the fence.

Automated Laser Turret Hazard CL 10

Atk + 12 vs Reflex

Damage 8d4

  1. Checkpoint Backup: The crowds waiting to get through the checkpoint are backed up for a couple of blocks. Characters who pass through this sector have complete cover from those behind them.

Crowd CL 2

A multitude of beings assembled in one place threaten to block your way, sweep you along, or trample you.

Natural

Trigger A creature begins its turn in the crowd

Attack +4 vs. Reflex Defense

Damage 2d 10

Recurrence Each round at the start of the target's turn , as long as the target is in the crowd

Skills

Knowledge (social sciences) (DC 24): The cha racter predict s t he direction in which various elements within the crowd will move, gaining a +5 bonus to Reflex Defense aga inst t he hazard.

Persuasion (DC 19): The character convinces the crowd to clear a path for the character and his or her allies, gaining a +2 circumstance bonus to Reflex Defense against the hazard.

Special

The general attitude of the crowd can help or hinder the efforts of creatures trying to move through it. Tab le 4-3 determines t he modifiers (if any) that creatures receive on attempts to make their way through a crowd.

  1. Land Speeder Power Station: A swarm of maintenance droids rush out to greet anyone with a vehicle, offering the full line of power-up, battery replacement, coolant flush and windshield wiper replacement. If a character is not on a vehicle, the droids tinker with parts and ignore the characters. If a character has a vehicle and passes through this sector, he triggers the hazard.

Power Station Droids Hazard CL 12

Atk +14 vs Pilot check

Damage 3d10x2 to vehicle

  1. Torpan’s Cantina: This was once a popular local’s restaurant. Now, it serves as much Coruscsani food as Nazren food, and Nazren clientele seldom return after being beaten by the Imperial patrons. The only thing truly Nazren left on the menu is the homebrewed ale. It is strong. It is cold. It is delicious. If a character fails his Endurance check or Pilot check or rolls a nat 1 or 20 on the die, he causes an Imperial officer to do a spit take and ruin his clean uniform. He joins the chase.
  2. Fire escape: DC 10 climb. If a PC passes this sector, he gains complete cover from pursuers.
  3. Opium Den: Junkie hazard: Junkies lie everywhere in a smoke filled room. Opium CL7 hazard +9 vs Fort or fall prone and drop 2 steps on the condition track. In this room, characters have complete cover.
  4. Crumbling Factory 1: The factory floor is filled with rusting machinery, some 5 meters high. You enter through a broken window and end up on the broken conveyor belt. Use hidden pit hazards along rotted sections of the belt. Drop the CL by 4. The characters land on sharp gears.
  5. Crumbling Factory 2: You enter a foundry. Molten metal is poured into giant molds. Steam fills the building, and intense heat pounds against your body. If a ranged shot misses in here, roll 1d6. On a 1, trigger the molten metal hazard. Characters in this sector have partial concealment.
  6. Warehouse: 3 sectors long: Aisles of crates and barrels reach as far as the eye can see. It’s a good place to lose your pursuers. Characters can roll stealth vs perception to lose their opponents.
  7. Repuslor cycles: Nazren ride pedal-operated bikes that power light repulsor engines, taking them from 10 km,h to 70 km/h in seconds. Cyclists believe they can eide on the street and weave through the sidewalks. Use the Traffic hazard but add 3 CL hazard to it.
  8. Sun Worship Service: Devout Nazren worship the sun in an open park. When a character enters this sector roll 1d6. On an odd number, the Nazren stand and reach for the sky, granting everyone in the sector total cover. On an even number, the worshipers drop to their knees, eliminating all cover and concealment. The rise/kneel roll happens every time a character enters the sector.

13-16. Train tracks: You reach an overpass. Beneath it is a repuslor train track. Roll 1d6. On an odd number, no train passes. On an even number, a train passes beneath. With a DC 20 Acrobatics check, a character can jump onto the moving train and ride four sectors before the train stops.

17. Statue row: You run across a courtyard to a ledge that overlooks a plaza. A large fountain bubbles in the center. Giant marble statues circle the plaza. A jump down ends all movement and causes 1d6 damage. Jumping from statue to statue to statue ends the characters where they can step off onto a grassy area and keep moving. Each jump requires a DC 18 check. A failure results in falling, 1d6 damage and ending movement.

18. Unattended rontos: 3 rontos linger. Characters can end their movement to mount the ronto. Use the ronto’s stats for appropriate skill checks.

19-20 Open road

After twelve chase segments,

  1. Flight of stairs up, guards talking tech stocks (don’t notice anything)
  1. Leaps through rotating force field DC 22 acrobatics to get to construct zone or have to wait, movement ends
  1. Run uphill bricks pile to scaffolding, force open repulsor lift doors (str dc 12) and climb field (swim dc 12)
  1. Leap onto construction droid (DC 15 jump), climb it to large gurter it’s carrying (dc 18 climb), run onto beam (acrobatics 18)

Once the deal with the kid and Imperials has been handled, the PCs meet the locals

Angry Nazren

You emerge into an alleyway where six Nazren are yelling amongst themselves in Basic.

None seem to carry weapons, not even something as crude as a knife or club. Their heads are generally downcast and their shoulders slumped, but whenever one glances at an Imperial poster or flyer, it looks up, and a flash of hatred shows briefly in its eyes. “If we stood up to the Empire before they captured He-Who-Moves-The-Sky, we wouldn’t be living in fear.”

“No, it was that traitorous Sartok who conspired against his own kind. He helped the Empire raid out homes and sell us into slavery.”

“Yes, it’s Sartok the Sarlacc’s fault! But that doesn’t help us now.”

“What would you have us do? Get blown to bits by those Tw-Legged Mechanical Monsters?”

“Ralrtobuck [Bart’s crew member] almost captured one, but they knocked him unconscious and took him to the maximum security prison camp.”

“Some say Sartok was taken there also.”

“Why would they take Sartok?”

“I heard he learned too much about a secret Imperial project. He got what he deserves.”

 

 

Ecu                                                         CL 3

 

Medium Nazren (child) scoundrel 3

Force 3

Init +6; Senses Perception +0

Languages Basic, Nazren

 

Defenses Ref 17 (flat-footed 16), Fort 16, Will 14

hp 32; Threshold 16

 

Speed  6 squares

Melee unarmed +1 (1d6)

Ranged  by weapon +2

Base Atk +2; Grp +2

Atk Options Point Blank Shot [Core p.87], Skirmisher [Core p.46]

Special Actions Seize Object [LECG p.29]

 

Abilities Str 8, Dex 10, Con 14, Int 8, Wis 9, Cha 6

Talents Seize Object [LECG p.29], Skirmisher [Core p.46]

Feats Improved Defenses [Core p.85], Martial Arts I [Core p.86], Point Blank Shot [Core p.87], Skill Focus (Acrobatics) [Core p.88], Weapon Proficiency (pistols, simple weapons) [Core p.89]

Skills Acrobatics +11, Initiative +6, Stealth +6

  

Blood                                                    CL 13

 

Medium Zabrak scoundrel 3/soldier 2/scout 2/bounty hunter 4/gunslinger 2

Destiny 3; Force 6

Init +19; Senses heightened awareness; Perception +11

Languages Basic, Zabrak, 1 unassigned

 

Defenses Ref 20 (flat-footed 16), Fort 30, Will 26

hp 117; Threshold 30

 

Speed  6 squares

Melee unarmed +11 (1d6+6)

Ranged DT-12 heavy blaster pistol +15 (4d6+9/x3) or

Ranged DT-12 heavy blaster pistol +10/+10 (4d6+9/x3) with Double Attack or

Ranged DT-12 heavy blaster pistol +15 (4d6+9/x3) or

Ranged DT-12 heavy blaster pistol +10/+10 (4d6+9/x3) with Double Attack or

Ranged thermal detonator +14 (8d6+6, 4-square burst)

Base Atk +11; Grp +14

Atk Options Backstabber [GAW p.20], Double Attack (pistols), Hunter's Mark [Core p.208], Point Blank Shot [Core p.87], Sneak Attack +1d6, Triple Crit (Blaster pistol, BlasTech DT-12)

Special Actions Quick Draw, Ranged Flank [SAV p.27]

 

Abilities Str 11, Dex 17, Con 16, Int 12, Wis 11, Cha 10

Special Qualities familiar foe +2, trusty sidearm +1

Talents Acute Senses [Core p.49], Backstabber [GAW p.20], Hunter's Mark [Core p.208], Improved Initiative [Core p.49], Ranged Flank [SAV p.27], Sneak Attack [Core p.46], Weapon Specialization (pistols) [Core p.53]

Feats Armor Proficiency (light, medium) [Core p.82], Double Attack (pistols) [Core p.84], Martial Arts I [Core p.86], Point Blank Shot [Core p.87], Quick Draw [Core p.87], Skill Focus (Initiative) [Core p.88], Triple Crit (Blaster pistol, BlasTech DT-12) [Core p.89], Weapon Focus (pistols) [Core p.89], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]

Skills Gather Information +11, Initiative +19 (may reroll but must keep the result of the reroll even if worse), Perception +11 (may reroll but must keep the result of the reroll even if worse; may reroll but must keep the result of the reroll even if worse), Persuasion +11, Stealth +14

Possessions DT-12 heavy blaster pistol with Hair trigger, DT-12 heavy blaster pistol with Hair trigger, shadowsuit (+1 armor, +1 equipment) with rangefinder, thermal detonator

 

 

Episode 25: Rammin' With Ramma

This podcast contains explicit content | Download | Duration: 03:30:12




 

Break out the Corellian ale. It’s time to celebrate 25 episodes of Threat Detected. Ramma has a bad day in a foundry. Tor tortures Imperials. Enjoy!





First Pics From First to Strike

Here we see Raltoback and Bart Chrome setting out on their doomed final voyage.
 
 


Here's Bart and Raltobuck taking on 5 Star Destroyers. Oops.


25th Episode Promo

This podcast contains explicit content | Download | Duration: 00:02:06


Next week we celebrate 25 Episodes in the can... not the toilet, really.
We begin the celebration with a clip from a show we just recorded over the weekend, which probably won't make it to air for another year. We work ahead.

Also, be a part of the show by leaving a congrats message on our voice mail. Call (716) 217-1934, and we'll probably air your message.

Enjoy the clip and promo. We'll see you next week with a 3 hour party

.

Special Edition: Lord of the Hives

This podcast contains explicit content | Download | Duration: 01:25:04


At UBCon 2012 Garrett Crowe, Tony K and Robert K ran "Lord of the Hives," an 18-player delve. 13 players showed up to the tables. It was epic. The GMs and some players reminisce about the experience.

Maps of Mastery Awesomeness

If you haven't been buying scifi maps from mapmaker extraordinaire, Chris West at mapsofmastery.com, then you've been depriving your players of top notch visuals to enhance their games. Here are some pictures of our group using Chris's maps.

I scanned a part of the Exodus class and used it on ScreenMonkey for a private session that showed a "vision of the Force" to Tor. Here, he fights Inquisitor Draco.


Back on the Exodus, now the group's main ship, Tull the Barabel takes out the Pirate First Mate Cathar.

Here's the group on Almas fighting through living quarters into an evil temple built adjacent to the ruined Jedi Academy. I used the Exploration Station tiles for the Jedi Academy side of things. The other map came with the new Red Box DnD set.

UBCon 2012 Gallery


Here is my group from Lord of the Hives at UBCon 2012. They never played a Star Wars game before and stepped in to the difficult group of scum and villainy, where most of the PCs were CL13 +

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Here's the first encounter for the rebel/diplomat group. Crix Madine (played by a DnD archer tonight), Itunit the Jawa and Gallandro (played by Lando) meet with the Lord of the Hives himself, Zorig Dellso in the Stalgasin Hive War Room.


Robert Karson (left) ran the rebel/diplomat group. His team included Josh Goranson (played Chewie), David Goranson (Ituni), Zach Berue (Gallandro), Zach Hoefler (Crix) and Stephen Ball (Princess Leia).

What can you get at the dollar store? An asteroid field! Wedge Antilles, R2 and Han Solo defend the Kenobi from Imperial ships.

D20 Radio.com Podcast of the Week


  GM Chris and GM Dave from the Order 66 Podcast kindly made us Podcast of the Week for Episode 24: Spiders, Very Dangerous, You Go First. They called the Owen KC Stephens interview a "must listen." Thank you guys for the kind words.

Episode 24: Spiders. Very Dangerous. You Go First

This podcast contains explicit content | Download | Duration: 02:23:09

 

In this episode of Threat Detected, we conclude our talk with Owen Stephens, battle giant spiders… plus music from the Power Converters.


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