AN IMPOSSIBLE TASK

Onderon, Jungle

Catching Sarev

Encounter One

The path from the command center to the garage is very short and heavily armored – if the base would come under attack, it would be easy to hide away in that secret passage until enough time passed to try to escape. Direct access to the garage was smart. You arrive at the end of the tunnel at what appears to be a solid wall… but after probing around you find a hidden access panel that opens easily. Emerging from the tunnel, you find yourself at the far end of the garage, behind one of the AT-STs. The other AT-ST is missing. It also appears that a few of the speeder bikes have gone missing as well. The garage bay door hangs wide open, and in the distance you can hear the clank of a walker’s mechanical feet and the snapping of trees. It’s easy to see the path that Sarev has taken, and if you get going now, you should be able to catch up without too much trouble.

Three people can fit into an AT-ST in the pilot, gunner and mechanic position. There are also enough speeder bikes for each of the PCs to use. The speeder bikes will definitely be faster but their weaponry will not be as effective against an AT-ST. Whatever they decide to take, they will have to catch up with Sarev within ten turns, or else he’ll make it to the communications tower and barricade himself inside.

There is also a group of four Scout Troopers riding swoops that will chase them through the jungle, trying to shake them off Sarev’s tail. Sarev is at long distance from the PCs and will have to perform a piloting check every turn. If he fails his check, he will be slowed and come that much closer to the players. It will take them at least two maneuvers to get close enough to be within firing range.

If they stop Sarev before reaching the tower

The Lieutenant’s AT-ST grinds to a halt, smoke billowing from the engines as the legs begin to wobble. It begins to fall over, crashing heavily against a thick line of trees off the edge of the path it had been following, but does not fall over completely, instead becoming wedged between two trunks. A blaster pistol appears in the open viewport and points your direction, the hatch above twisting open and a Stormtrooper Sergeant poking his head out and hefting a heavy imperial blaster your direction. Neither begins to fire.

PCs offer him a chance to surrender.

“Surrender? To Rebel scum like you? Ha! I’d rather shoot myself in the head than give you an opportunity to establish a base here!”

PCs ask about the memory rod.

“Memory rod? What the hell are you talking about? I don’t have any memory rod. Moff Dardano would likely keep something like that for himself.”

PCs say they’re here because Zorba sent them.

There is a long moment of silence before the Lieutenant replies. “What would a Hutt want with the Moff? That doesn’t make any sense!” The sound of an astromech tweedling can be heard, as well as a man grunting. “Oh, shut up, you stupid droid!”

PCs ask about the droid.

“What? An astromech that was given to me by the Moff to help with running the base, but it’s done more harm than good in all the damn time I’ve had it.”

We’re taking you prisoner – we’ve got you surrounded and there’s no way to escape. This is your last chance to surrender.

There is another long moment of silence before the Lieutenant lets out a sigh, and the blaster pistol disappears from the viewport. The Stormtrooper Sergeant still trains his weapon on you at first, but eventually he lowers his weapon as well.

It doesn’t take long to pull the droid and your two captives from the ruined AT-ST. Sarev seems very confused by the droid’s attitude, and the little astromech seems very excited to see you. It takes a little bit of doing, but you manage to make it back to the base. Once there’s a computer the droid can plug into, you find out his name is R3-D8 and the memory rod that Zorba requested you to collect is actually a part of the astromech’s memory systems. Apparently Zorba didn’t care much for the fate of the little droid so long as she got the information inside his brain.

Now that you’ve collected the droid and taken the base, you manage to set up a communications relay and get in touch with Zelda. She congratulates you on taking the base and assures you that a ship will be arriving in the near future with the first group of Rebels that will start converting the base into a Rebel stronghold. She also suggests that you might search the base’s computer system or talk to the droid about the rumored bunker that Moff Vancil might have on this very world.

If they fail to catch Sarev

Once Sarev crosses the bridge leading over the small river to the comm tower, he will likely try to have his Sergeant try to destroy it to slow down the players. Whether it works or not, he will still be able to make it to the comm tower and barricade himself inside, along with his droid. The Sergeant will be posted just outside of the comm tower, guarding the entrance, fully prepared to take out the PCs. It is possible they may have come to the comm tower prior to infiltrating the base, but read the following either way:

Emerging from the jungle and crossing into a clearing, you spot the communications tower, a very large dish topping it. A lone Stormtrooper stands just outside the transparisteel doors, armed to the teeth and ready for a fight. The dish does not yet appear to be powered up, but the blinking red lights lining it suggest Sarev is working on that. There is a ladder leading up the rear of the complex towards a landing on the second level that appears to have a few viewports, mostly covered by foliage, and another ladder leading up to the roof. Sarev is doing his best to transfer power to the dish, and odds are good he’ll already have a message waiting to send as soon as he can get a signal.

If the players visited the dish prior to the infiltration and took care of the dish already, Sarev will have no idea he won’t be able to use it for communication. This may lead the players to think they can take their time, but Sarev’s little droid will be able to work around whatever the players did, given enough time. There is another console on the roof that the players may be able to slice into to slow Sarev down, but they’ll have six turns to stop him from getting the dish powered up. Ten if he has to rely on the droid to work around things, but he won’t know that until after he tries to send a message.

After giving the astromech a sharp kick of annoyance, the Lieutenant spins on his heel and raises his blaster, looking very haggard and defiant. The droid tweedles in response, head twisting around and the computer jack receding back into its body as it backs away from the console. Despite his failure, Sarev appears to be ready to fight it out anyway. The droid moves around behind him as if to protect itself… but there is a flicker of blue electricity and the Lieutenant lets out a shout of surprise, his muscles convulsing and the blaster dropping from his fingers. Falling to his knees and growling, he shoots a glare over his shoulder at the astromech, who tweedles with defiance before the arc welder folds back into its body as well.

PCs offer him a chance to surrender.

“Surrender? To Rebel scum like you? Ha! I’d rather shoot myself in the head than give you an opportunity to establish a base here!”

PCs ask about the memory rod.

“Memory rod? What the hell are you talking about? I don’t have any memory rod. Moff Dardano would likely keep something like that for himself.”

PCs say they’re here because Zorba sent them.

There is a long moment of silence before the Lieutenant replies. “What would a Hutt want with the Moff? That doesn’t make any sense!” The astromech tweedles and Sarev glares at him. “Oh, shut up, you stupid droid!”

PCs ask about the droid.

“What? An astromech that was given to me by the Moff to help with running the base, but it’s done more harm than good in all the damn time I’ve had it.”

We’re taking you prisoner – we’ve got you surrounded and there’s no way to escape. This is your last chance to surrender.

There is another long moment of silence before the Lieutenant lets out a sigh, rubbing both palms over his face. He just gives a nod of assent before letting himself collapse to the floor in an exhausted heap.

Binding Sarev doesn’t take long and the little astromech seems very excited to see you. It takes a little bit of doing, but you manage to make it back to the base. Once you plug him into a computer, you find out his name is R3-D8 and the memory rod that Zorba requested you to collect is actually a part of the astromech’s memory systems. Apparently Zorba didn’t care much for the fate of the little droid so long as she got the information inside his brain.

Now that you’ve collected the droid and taken the base, you manage to set up a communications relay and get in touch with Zelda. She congratulates you on taking the base and assures you that a ship will be arriving in the near future with the first group of Rebels that will start converting the base into a Rebel stronghold. She also suggests that you might search the base’s computer system or talk to the droid about the rumored bunker that Moff Vancil might have on this very world.

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