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For Non Jedi Characters

Chancellor Vallorum has requested an audience with the group who


rescued Queen Amidala and helped save Naboo. When the group reports
to meet with him he will greet them with the following.
"I'm quite impressed from what I have heard of you from Queen Amidala
and Obi Wan Kenobi. They both said how their escape and victory would
not have been possible without you. Those are high recommendations in
my case." A sad look crosses his face. "Although it was a great tragedy
losing Master Jin." He pauses for a moment before continuing. "Anyhow,
such high recommendations come with responsibility however and credits."
"However, I would very much like to see how you perform on a simple
assignment first. Relatively simple anyway. Conflicts have been reported by
our Felucian ambassador between a few tribes and I would like you to
handle the situation. The Jedi council has appointed a few padawans to the
mission as well but I feel with the severity of the conflicts some extra
precaution should be taken."
For Jedi Characters
The Jedi council has summoned you. Once the group of Jedi are gathered
Master Windu will address them.
"You did fine work on Naboo. A testimony from Master Jin does not come
lightly. He and Obi Wan Kenobi both agreed they wouldn't have gotten off
the planet without your help."
"Guided us to put you on the planet secretly the force did." Master Yoda
chimes in."
"And it guided us well apparently." Says Master Plo Koon. " Master Dyas'
abilities still amaze me from time to time."

"Surprise you when you least expect it the force can." Agrees master Yoda.
"Underestimate it you must not"
"Yes," Mace Windu agrees "that will certainly be something to remember on
your next assignment. We are sending you to Felucia. The natives have
been getting into rising conflicts from the reports and they are a force
sensitive race of people. Something has made them aggressive and we are
sending you to find out why. Chancellor Vallorum feels that you might need
some help in this matter though and has asked the same team that worked
with you on Naboo to accompany you on the task. While we aren't
particularly fond of hired guns we must agree the intensity of the battles do
sound high so we have agreed. A shuttle will be leaving in the morning for
you and your companions."
"Remember you must, There is no chaos, There is Harmony. A peaceful
remedy you must find if possible. Only violence, does violence create."
Yoda offers as advice. "May the Force be with you."
A Felucian senator named Quiln will be accompanying the party as a guide
and translator.
First Description of Felucia
Your first steps onto the soil of Felucia make it clear that this planet is truly
alive. Massive mushrooms tower overhead, their overhanging edges
creating a canopy that blocks out much of the planets sunlight. Every step
on Felucian soil turns up insects and other fungi just beneath the surface.
The noise of the jungle is loud and alien, full of the sounds of a hundred
insects and animals moving through the mushroom swamps, all part of a
living and vibrant ecosystem.

Traveling through the jungle toward the Imperial prison requires frequent
Survival checks to stay on course and avoid hazards. The journey requires
at 6 hours worth of successful progress from the ship to the Felucian
camp.
The heroes must make a DC 20 Survival check each hour of travel.
Success indicates that they make progress toward their destination,
whereas failure results in no progress. If the hero making the Survival
check fails the check by 5 or more, the group might encounter a hazard.
Sample hazards are described below, but you should feel free to include
any other jungle hazards appropriate to the planet.
Acid Pool (CL 1): Acid pools are dangerous hazards on Felucia because
they resemble pools of standing water. Each acid pool can be detected with
a successful DC 15 Perception check. Any hero who fails this Perception
check steps in a pool of acid, taking 1d6 points of acid damage. Each
round thereafter, the acid makes an attack roll against the heros Fortitude
Defense at a +3 attack bonus, dealing an additional 1d6 points of damage
when successful. The acid stops attacking the target whenever it fails an
attack roll against the target, or if the hero washes the acid off with water.
Exploding Fungus Bloom (CL 2): These blooms are filled with chemicals
that become highly explosive and flammable when combined. When the
heroes encounter this hazard, one hero at random bumps into an exploding
fungus bloom. The bloom explodes, making a ranged attack with a +3
attack bonus and dealing 2d6 points of energy damage as a flash
incinerates the fungus.
Razor Mushroom (CL 2): These fungi are extremely dangerous and, like
the exploding fungus blooms, activate only when someone gets too close. If
the heroes encounter this hazard, one hero at random passes too close to
a razor mushroom. The mushroom bursts outward with spines and razor-

sharp tendrils, making a melee attack against that hero with a +3 attack
bonus and dealing 1d6+2 points of damage on a successful attack.
Sinkhole (CL 1): Throughout the jungle are a number of sinkholes, created
when the roots of a massive fungus rot away but leave detritus in the
ground. Spotting a sinkhole requires a DC 10 Perception check, and
success means the sinkhole is avoided. Any hero who fails this check falls
into the sinkhole, which is 3 squares deep and leads to a pit with a thin
layer of sludge at the bottom. Any hero who falls in takes normal falling
damage.
Once the party has made 6 hours of progress they will be attacked by a
hostile group of 6 Felucians. They will be waiting in ambush with individual
stealth rolls. They have purple skin and wield primitive weapons and have a
primitive armor on.
Felucian Warrior CL 2
Medium Felucian nonheroic 4
Init +8; Senses low-light vision; Perception +9
Languages Felucianese
---------------------------------------------------------------------Defenses Ref 14 (flat-footed 13), Fort 15, Will 15
hp 20; Threshold 16
---------------------------------------------------------------------Speed 6 squares
Melee skullblade +6 (1d8+5) or
skullblade +6 (2d8+5) with Mighty Swing
Base Atk +3; Grp +5
Atk Options Mighty Swing
---------------------------------------------------------------------Abilities Str 15, Dex 13, Con 14, Int 8, Wis 15, Cha 8
Special Qualities breathe underwater, low-light vision, natural

camouflage, Force blast


Feats Force Sensitivity*, Mighty Swing, Skill Training (Initiative), Skill
Training (Stealth), Weapon Focus (simple weapons), Weapon
Proficiency (simple weapons),Weapon Specialization (simple weapons)
Skills Initiative +8, Perception +9, Stealth +8, Use the Force +1
Possessions skullblade, loincloth, warning horn
* Felucians gain Force Sensitivity as a bonus feat.
Once the fighting is done. The party will realize they are on the outskirts of
a village. The ambassador will lead them into the village to talk with the
Tribes Chieftain.
The village appears to have been carved almost completely out of the
massive mushrooms that dominate the Felucian landscape. Each one looks
old and petrified, making the mushroom huts appear far more solid than
their still-living counterparts elsewhere in the jungle. In the center of the
village, a number of native Felucians gather in a half circle, squatting by a
cooking fire and turning to look at you as you enter. Though the village area
has been cleared, small mushrooms and other plants still rise up from the
ground, as though the jungle itself resisted any attempts at civilization.
There is a number of Felucians in a hut badly wounded from the
skirmishes. A DC 15 perception check will let the party hear the pained
groans. Some of the Felucians wounds are beyond help but 5 of them can
be helped with the use of the med pac and a DC 20 treat injury check. For
each one helped award CL2.
The Chieftain will greet the ambassador in the Felucian tongue and then
will turn his attention to the party. He knows how to speak common.
"These are the mercenaries the republic has sent to us?" he asks Senator
Quiln.

"They are, but they are here to negotiate peace first and foremost."
"We have tried to negotiate and there can be no peace." he says with anger
in his voice. "We have lost too many of our people to simply wait on your
negotiations to fail." We need to take action now!" He slams his strange
green fist on the table by his throne.
"Please, calm yourself chieftain." Quiln asks. "If you can tell us what has
been happening we will get to the bottom of this."
"Fine. It took long enough for our request to be answered so I will give you
3 days before I ready our warriors. We once had peace with the
neighboring tribe. Then our foragers on the outskirts of the village started to
disappear. Then our hunters started not coming back. One hunter managed
to escape attack and told us that the Ordo Tribe was responsible We have
actually had several small skirmishes when we started defending our
villagers when they went out."
When he finishes, the party can ask questions.
The Ordo tribe is several hours march to the south. Their tribe numbers
close to 100 in number, roughly half of which are warriors we estimate.
When they are finished, Senator Quiln will tell them that when they are
ready to leave let him know so he can translate.
After 3 hours of successful travel the leader of the party will set off an
ankle trap unless noticed DC 25 perception. The rope can be cut with 10
points of Slashing damage. The rest of the party will have to deal with 20
purple skinned Felucians. They circle the party and shout in Felucian for

them to surrender. The senator will relay the message on his initiative and
suggest surrendering so they might seek the council of their Chieftain.
If they surrender they will have their weapons taken but they will not search
them for concealed weapons. If the party doesn't surrender they will fight to
the death attempting to knock the party out. If the party is knocked out they
will awaken tied up to post by the hands and wrists being carried by the
felucians. If they surrender the Senator will be able to convince them that
they are there to help and mean no harm and get an audience with the
Chieftan. Either way they will end up in front of the chieftain. Hostile (-10 to
persuasion checks) if they were captured. Unfreindly (-5) if they
surrendered or fought their way out of the ambush.
CL10 for fighting out or surrendering.
Unless persuaded otherwise the Chieftain fully plans to sacfrice the party to
their new god. He doesn't speak common so all communication will have to
be relayed through the senator or someone who speaks felucianese.
otherwise all persuasion checks will have a -5 penalty.
If asked about the god he will describe a great and powerful god that
devours all and has the strength of 1000 Felucians. He keeps our village
safe from danger but requires tribute which if they do not pay with the blood
of others he will take their blood.
The party can attempt to talk their way out or bribe the chieftain. The last
option would obviously be to fight their way out. There are 10 Felucian
guards and the chieftain are inside. It is up to the party what they will do.
Felucian Tribal Shaman CL9
Noble 5/Scout 2/Force Adept 2
Force Points 4

Init +8 Perception +12


Languages Basic Felucian
Ref 21 Fort 24 Will 27
HP 77 TH - 24
Speed 6
Melee knife +5 (1d4+4) Ranged knife +4 (1d4+4)
Special Actions Equilibrium, Extra 2nd Wind, Force Focus
Force Techniques Force Power Mastery (vital Transfer)
Force Powers (UTF +12) Farseeing, Mind Trick, Vital Transfer (2)
Talents Coordinate, Equilibrium, Force Focus, Force Power Adept (vital
transfer) Force Recovery
Skills Endurance +11, Perception +12, Persuasion +17, Ride +8, Survival
+12, Treat Injury +17, Use the Force +12
Possesions knife 4 medpacs
If they are sacrificed or offer to help remove the god they will be fighting a
rancor. The Felucians will take them without their weapons if they are being
sacrificed and with them if the offer to take down the god.
Rancor CL11
Init +6 Perception +11
Ref 17 Fort 16 Will 10
HP 146 Fast Healing 5 Threshold 26
Speed 8
Melee Bite +18 (1d8+15) Claw +18 (2d6+15)
Fighting Space 3x3 Reach 2 squares
Base Atk +8 Grp +27
Atk Options Cleave, Crush, Pin, Power Attack
Can reroll perception checks
Regens 5 hp every round

Regardless of how the problem is handled, the 2 chieftains will need to


meet and discuss terms on peace.
CL 5 brokering peace in any way.
Upon returning to corrusant chancelor vallorum will thank the party and
award them 1000 credits a piece.

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