(Adv) A Cold Start
(Adv) A Cold Start
(Adv) A Cold Start
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SUMMARY
This adventure is created for the Star Wars: Age of Rebellion RPG and comes
with starting level pre-generated characters. It is designed for players with little to no
experience with the game. However, that is not to say that veteran players will not
also find enjoyment in playing.
Set between Episodes IV & V, the adventure opens with the PC’s (Player
Characters) finishing up a mission to help take control of an Imperial vehicle factory.
After mopping up a few groups of Stormtroopers, the PC group is contacted by Rebel
Alliance officer Captain Bren Derlin. He informs them of their first solo mission as
members of the Alliance. They are to travel to an undisclosed planet and check on a
Rebel listening outpost that has gone unusually quiet. The group soon finds out that
the reason for the outpost’s silence is because of the terrifying wildlife!
PLAYER CHARACTERS
ACE-GUNNER Human Zaq Turk
Best Skills: Ranged Heavy & Gunner (dd dd)
Best Talent: Durable (-10 on Critical Hit table when you are critically hit)
Duty: Ground Superiority (showing the Empire that the Rebels are superior in ground combat)
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DUTY TRIGGERS
The GM rolls 1d6 to determine which character’s Duty triggers for the session.
Duty triggers are designated in purple throughout the adventure.
1: ACE-GUNNER (Ground Superiority)
In the initial encounter, the PC discovers an abandoned Imperial Heavy
Repeating Blaster (page 173 in the AoR core rulebook). The PC has the opportunity
to man the gun and end the threat quickly.
2: COMMANDER-TACTICIAN (Personnel)
If any one of the PC’s goes down or gets critically injured, this character has
the opportunity to make sure everyone makes it out alive. In the final encounter a
surviving Rebel NPC is in dire need of assistance. Making a potentially self-sacrificing
action could save the NPC’s life.
5: SOLDIER-MEDIC (Support)
During the course of the session, any time a PC needs medical assistance is an
opportunity for this character to show his or her worth. Also, during or after the final
encounter this PC could make sure the Rebel NPC’s injuries are treated properly.
Some NPC’s may have life-threatening injuries and the PC’s Medicine check may
determine who makes it out alive and who doesn’t.
6: SPY-SCOUT (Intelligence)
While the group is investigating the outpost’s computer systems, this PC
happens to find an interesting bit of information that the outpost’s satellite gathered,
unbeknownst to the Rebels stationed there. A random Imperial convoy’s manifest
shows an usually high amount of building materials being sent to a forest moon called
Endor. This PC could decide to share this information with Captain Derlin.
DESTINY POINTS
Each PC rolls a Force Die to determine the session’s Destiny Point pool.
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Text in blue designates a certain audio track be played or picture be shown.
(play “Main Title/Rebel Blockade Runner” from Star Wars: A New Hope soundtrack)
OPENING CRAWL
A COLD START
The dreaded Death Star has been destroyed over Yavin IV. Many individuals
now see the Rebel Alliance as a legitimate threat to the Galactic Empire. Some
of those individuals have decided to join the Rebels and do their part to help
rid the galaxy of tyranny and oppression.
One of many Rebel operations across the galaxy wages on the surface of
Iseno, where an Imperial vehicle factory is being overrun. As it winds to a
close, a small group of recruits are about to be formed into a team. Their first
mission together will be an extreme test of their abilities as lives hang in the
balance . . . .
ADVERSARIES
• (2) 3-man Minion groups of Stormtroopers (page 420 AoR core rulebook).
• Add a third Minion group of Stormtroopers if the ACE-GUNNER’S Duty
triggers.
ENCOUNTER DETAILS
• The purpose of this encounter is to get the PC’s feet wet with combat & dice.
• On each PC’s turn they should introduce themselves with names & physical
descriptions.
• The encounter should be kept short.
The ACE-GUNNER and the SOLDIER-COMMANDO have their duties trigger during
this encounter (see page 3).
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(stop the audio track at the conclusion of the encounter)
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from the outpost and let me know of your situation. I’ll be departing for the main
fleet as soon as we finish here, so I shouldn’t have a problem receiving your signal.
Any questions?”
Allow the players to ask any questions they may have. The following are a few
stock answers.
• The name of the planet is classified.
• The climate of the planet is very cold. Cold weather gear will be issued, but
the extreme temperatures could still potentially pose a problem.
• There are 3 individuals stationed at the outpost at a time.
• To receive, or send, a signal with little to no interference, the outpost sits atop
a large hill.
• The coordinates are preprogrammed in The Flying Bantha’s navicomputer.
• Along with the cold weather gear and spare parts, the equipment the PC’s
have will be sufficient for the mission.
• The PC’s can man whatever positions they wish aboard the ship. But the
discussion needs to be short. The importance of the decision only matters on
the following check.
Derlin looks you all in the eye and says, “I’ll conclude with this: be on alert.
We do not have extensive records of the planet you’ll be traveling to. Therefore,
expect surprises. I have the utmost confidence in you all. May the force be with you.”
ENTERING HYPERSPACE
• After the PC’s board the ship and get settled they depart Iseno.
• The Flying Bantha enters hyperspace.
• The PC’s can get to know each other during the journey.
• The players can ask the GM any additional questions, but this part of the
session should be kept short.
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PART II - “OUTPOST INVESTIGATION”
(show the Hoth Globe picture)
OUTPOST APPROACH
The PC’s can attempt to observe the
surface of their destination to make for an
easier approach to the outpost. A Perception
check can be attempted using The Flying
Bantha’s scopes to scan the region of the
planet that the outpost is located.
Perception Check
• Difficulty: Hard ddd due to the planet’s thick cloud cover. If available, flip a
Destiny Point to upgrade the difficulty as an example for the players.
• s: The PC discovers that the group will have to land a few kilometers from the
outpost’s coordinates because of the uneven terrain. Additional ss adds b
to the following Survival check because of the additional environmental
information gathered.
• a: The PC learns that a snowstorm is currently moving through the region.
Additional aa allows the PC to gather more detailed meteorological data
showing that the storm could last for quite some time.
• x: Downgrade the difficulty of the following Survival check because of the
additional environmental information gathered.
• f: Because of the planet’s thick cloud cover over the region, the PC is unable
to gather any information about the surface.
• t: The PC receives 1 Strain per t to reflect the stress of the moment. Being
the group’s first mission, tensions are high.
• y: Upgrade the difficulty of the following Survival check because the PC
reads the surface incorrectly - clear skies and easy terrain. As a result, the
group is not prepared for what they will actually face when they land.
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(show the Snow Terrain picture)
Survival Check
• Difficulty: Hard ddd due to the snowstorm. Add bb for not being familiar
with the planet. (One b can be negated with the Scout’s Outdoorsman
talent.)
• s: The PC’s travel to the outpost in a reasonable time with little or no
difficulty. Additional ss means the group travels to the outpost in an
incredibly efficient manner of time.
• a: The PC’s learn more about the planet’s environment and how to traverse
it. This can result in b on the next relevant check. Additional aa could result
in bb.
• x: The PC’s discover strange tracks in the snow. They appear to be larger
than the average humanoid and it seems they are headed toward the outpost.
(A Daunting dddd Survival or Xenology check can be rolled to attempt to
figure out what kind of animal made the tracks.)
• f: The path the PC’s take to the outpost is not optimal. Travel takes 1 day.
• t: Each PC receives 1 Strain per t. This is due to spending time outside in
the harsh climate.
• y: The PC’s get caught in the worst part of the storm and are exposed to the
harsh environment. Each PC must make a Hard ddd Resilience check to
avoid inflicting Wounds because of the cold. (f=1 Wound, t=1 Strain, y=2
Wounds.)
OUTPOST INVESTIGATION
The PC group finally arrives at their destination - the Rebel outpost.
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At this point, the PC’s may want to investigate the outpost. This can be
accomplished with a group Perception check. This is done by combining the value of
the PC with the highest Rank in Perception and the value of the PC with the highest
Characteristic related to the relevant skill (Cunning).
A PC can check the status of the outpost computer systems. This can be
accomplished by attempting a Computers check.
The ENGINEER-MECHANIC and the SPY-SCOUT have their Duties trigger during this
check (see page 3).
Computers Check
• Difficulty: Average dd.
• s: The PC learns that the satellite has a control board that has malfunctioned
and will need to be replaced. If successfully repaired, the PC believes the
group can transmit a message to Captain Derlin.
• ss and/or aa: The PC finds a lone camera built in to the computer for
logging video journal entries. The last entry shows a mundane report on the
planet’s magnetic fields. However, the last few seconds show another person
opening the blast doors in the background and burst in screaming about some
kind of monster. The video abruptly ends.
• x: The PC learns that the planet is named Hoth. They also learn that the
planet is part of a handful of possible locations for a new Rebel base.
• f: Nothing out of the ordinary is discovered. Scientific measurements of the
planet’s weather and atmosphere are all that is found.
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• t: The PC’s tinkering of the computer disables part of the link to the satellite.
If the PC’s decide to attempt to repair the satellite, add b to the Mechanics
check.
(stop the audio track when the PC’s venture back outside to the satellite)
Mechanics Check
• Difficulty: Hard ddd due to the fact that the control board is buried deep in
the structure of the satellite base. Add b because of the ice that has
accumulated on the metal casing. (The b can be negated with the Mechanic’s
Gearhead talent.)
• s: The satellite is repaired properly. However, the PC must spend the first
round of combat putting the casing of the satellite back together. If the PC
chooses not to do this, the difficulty will be upgraded to the Computers check
to attempt to transmit a message to Captain Derlin. Additional ss means the
satellite is repaired faster than normal. The PC making the check does not have
to sacrifice any turns during combat to finish the repairs.
• a: The satellite is repaired incredibly well and it probably works even better
than it did before. Add b, or more per a, to the Computers check attempted
to transmit a message to Captain Derlin.
• x: The satellite is repaired perfectly. In fact, the PC accidentally taps into the
outpost personnel’s distress beacon. The group can use the coordinates to
track down the missing Rebels.
• f: The PC is unable to repair the satellite. Between the adverse conditions
and the stress of being attacked, the replacement control board breaks as it is
being installed. The result of this will be explained at the end of the session.
• t: The stress of the situation takes its toll. The PC receives 1 Strain per t.
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WAMPA ENCOUNTER
Two Wampas attempt to sneak up on the group and attack while the satellite is
being repaired. The players should not know what they are rolling for on the
following group Perception check.
Each PC will have to roll a Fear check after seeing that the Wampas are about
to attack. The results of this check are explained below.
Fear Check
• Difficulty: ddd vs. Discipline. This is because there is major threat to one’s
safety and moderate fear for one’s life.
• s: The PC avoids any fear effects except those triggered by t.
• a: The PC gains b on their first check. aa can be spent to grant b to an
additional PC’s first check.
• x: The PC is not afraid. In fact, he/she is absolutely ready for combat. The PC
can upgrade their first check.
• f: The PC adds b to each action he/she takes during the encounter.
• t: The PC suffers a number of Strain equal to the number of t. ttt or
more makes the PC Staggered (cannot perform actions) for the first round.
• y: The PC is incredibly frightened and increases the difficulty of all checks by
one until the end of the encounter.
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ADVERSARIES
•(2) Wampas (page 63 in Strongholds of Resistance).
ENCOUNTER DETAILS
• The Wampas will each fight to their deaths.
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The PC’s can attempt to rescue the workers from the ceiling and give them
medical aid. They appear to be in critical condition. Each of the three workers must
have a Medicine check attempted on them to stabilize their condition. Their fates are
determined by these skill checks.
Medicine Check
• Difficulty: Hard ddd due to the fact that the workers have been inside the
lair for some time. Add b because of the extreme environmental conditions.
Also, if available, the GM should feel free to spend a Destiny Point to increase
the difficulty of the check. This will heighten the tension of this, literally, life or
death situation.
• s: The worker’s injuries are still serious and he/she remains unconscious, but
his/her condition becomes stable. They must be evacuated soon to ensure their
future condition. Additional ss means the worker’s condition is upgraded
fair. He/she will hold on with no problems until they reach proper facilities.
• a: The worker is put in a comfortable position and he/she feels minimal pain.
Additional aa increases the worker’s level of comfort.
• x: The worker’s condition is upgraded to fair and they regain consciousness.
The worker can describe to the PC’s what exactly happened as the Wampa’s
attacked the outpost.
• f: The worker remains in critical condition. It’s clear that they will not survive
the evacuation.
• t: The worker becomes increasingly more uncomfortable and feels more pain
with each additional t.
• y: Unfortunately there is nothing the PC could have done. The injuries were
too severe to allow a recovery. The worker’s vitals are absent and he/she dies
in the PC’s arms.
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(play “The Rebel Fleet; End Title” from Star Wars: The Empire Strikes Back soundtrack)
PRE-GENERATED CHARACTERS
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