| 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.
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
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
Automated Laser Turret Hazard CL 10
Atk + 12 vs Reflex
Damage 8d4
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.
Power Station Droids Hazard CL 12
Atk +14 vs Pilot check
Damage 3d10x2 to vehicle
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,
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
| 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!



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| Download | Duration: 01:25:04








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.
| 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.
