WEG40021 Riders of the Maelstrom.Pdf

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WEG40021 Riders of the Maelstrom.Pdf k % An Adventure for us s w ith star Wars The Roleplaying Game DAni£L- HGRne Aboard a luxury liner, Rebel heroes are caught between the power of two Imperial Moffs and a savage fleet of pirates, and the fate of an Alliance safe-world hangs in the balance. Riders of the Maelstrom by Ray Winninger Development and Editing: Greg Gorden • Additional Editing: C. J. Tramontana Editorial Director: Bill Slavicsek • From a Story by: Bill Slavicsek Art Director: Stephen Crane • Graphics: Rosalia J. Baldari, Stephen Crane, Cathleen Hunter • Cover Art: Daniel Horne • Interior Art: Paul Jaquays Map Art: Rosaria J. Baldari • Production: Steve Porpora n W W jE S T $GAMES RD 3 Box 2345 Honesdale, PA 18431 40021 ®, TM & © 1989 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization. -STAR. WART ntroduction The swelling strains of a powerful sym­ the questions that your players will attempt to phony rise out of the emptiness of space. A answer. starship, first appearing as a distant point, If Riders of the Maelstrom is to be part of an grows in size, hurls up to the camera, and ongoing campaign, you may have to adjust roars overhead, its engines screaming. French this adventure’s background or its opening horns blare the symphony into a cascading sequence to fit it smoothly into your campaign crescendo; a planet pans into view; and an­ setting. In addition, you may want to make other exciting episode of Star Wars: The Role- the non-player characters (NPCs) a little playing Game begins ... tougher and the adventure a bit more chal­ Riders o f Maelstrom is a Star Wars adven­ lenging if your player characters (PCs) have ture for four to six players and a gamemaster been around long enough to raise their skill (GM). The GM should read the entire adven­ codes significantly (see “Difficulty Numbers ture before beginning play, so the action and and Game Balance” below). story can flow without undramatic pauses. Players should stop reading this book now. Adventure Materials The information herein is for gamemasters In addition to the adventure book, Riders of only. the Maelstrom includes: in This Adventure... • The Pullout Section. The four-page pullout ... Rebel agents, fleeing pursuing stormtroop- located at the center of this book includes the ers, seek escape aboard the giant luxury liner scripts used in the adventure, a few handouts Kuari Princess, the site of a secret meeting that serve as props, and the templates for all of between two Imperial Moffs. the important non-player characters. Shortly after the Rebels board the Princess, •The Full Color Map. This map details four the liner enters an unusual area of space decks of the luxury liner Kuari Princess. known as the “Maelstrom,” where it is at­ tacked and boarded by a band of villainous Additional materials you will need to play pirates. The pirates, who call themselves through this adventure include Star Wars: “The Riders of the Maelstrom,” prowl for The Roleplaying Game, The Star Wars Rules vulnerable prey throughout the space lanes Companion, pencils, paper, and lots of dice. that run through the Maelstrom. The Star Wars Sourcebook, the Star War­ This time, the pirates are interested in more riors starfighter combat game, and Star Wars than booty. With the help of a mysterious Miniature Sets will all prove helpful once Rebel spy known only as “Dagger,” the Rebel play begins, but are not strictly necessary. heroes discover that the Riders intend to lock the Princess on a collision course with a Difficulty Numbers nearby moon in order to wipe out the moon and Game Balance and its inhabitants, another band of bucca­ This adventure is designed for six begin­ neers who compete with the Riders for plun­ ning player characters who have among them der. The situation aboard the Kuari Princess a mix of skills. As gamemaster, it is up to you grows worse when the Rebels realize that the to modify this adventure to fit your particular moon the Riders are targeting for destruction group of player characters. You can do this by is also the site of a Rebel safe world. using the “Difficulty Number Scale” (found in Can the Rebels prevent the Riders from The Star Wars Rules Companion). destroying the safe world? What is the reason for the meeting between the Moffs? And who or what is the mysterious Dagger? These are 2 -STAR. WART For example, if the GM directions in Riders buccaneers. However, Higron has been more of the Maelstrom instruct you to have the discriminating them the Riders in the selec­ heroes make Difficult streetwise rolls, you tion of targets. An open supporter of the Rebel would set the difficulty number between 16 Alliance, Higron and his men concentrate on and 20, depending upon the abilities of your Imperial merchant and military craft. On the player characters (you would probably choose other hand, the Riders raid anything that 16 for a beginning character and 20 for Han moves through the Maelstrom, if they think Solo). they have the advantage in combat. When gamemastering beginning PCs, you may want to assign the difficulty number at Recent Events the lower end of the scale to the player charac­ Until Higron began his operations, it had ters and the difficulty number at the higher not been worth the Empire’s effort to send a end of the scale to the bad guys and NPCs. This Star Destroyer or two into the energy cloud to arrangement gives the player characters an clear out the pirates. Now, with two groups of edge over their competition and allows the pirates operating in the area, the losses in­ heroes to duplicate some of the stunning feats flicted upon Imperial shipping passing through from the Star Wars movies. Under these con­ the region have become intolerable to the ditions, the players need to roll a 6 or better to Moffs in charge of the sectors adjacent to the enable their characters to fire their blasters at Maelstrom. These Moffs have also been dis­ a group of stormtroopers at short range, but the tressed by rumors indicating that some of the stormtroopers need to roll a 10 or better to fire pirates in the Maelstrom are cooperating with back at the Rebels. the Alliance. In this adventure, attributes are always The Maelstrom lies on the border of two capitalized and italicized, skills are only Imperial sectors. For some time, the Moffs of italicized. both sectors have been altering their weekly reports in order to hide their escalating losses Adventure Background from the eyes of the Emperor. Increasing Along the regularly traveled Relgim hyper­ losses have forced the Moffs to meet and plan space lane lies a peculiar stretch of space a combined operation aimed at clearing out known as the “Maelstrom.” The Maelstrom the pirates. The Moffs have decided to keep is a huge nebula-like cloud composed of their meeting a secret to avoid attracting the charged space dust and raw energy that warps attention of the Emperor and enticing him to sensor scans, blocks communications, alters take a closer look into their affairs. hyperdrive coordinate settings, and gener­ Meanwhile, the Riders have drafted a plan ally confuses nav computers. Ships traveling to eliminate Higron, their competition. The along the Relgim run must exit hyperspace Riders intend to capture the next large vessel and negotiate the cloud at sublight speed in passing through the Maelstrom and lock the order to avoid the risk of a serious mishap. ship on a collision course with the moon that Since the days of the Old Republic, a band of serves as Higron’s base. The impact will pirates known as “The Riders of the Mael­ destroy the entire moon, wiping out Higron strom” has used the cloud as a hiding place and his men. The next ship large enough to and reaped huge profits through piratical at­ cause the kind of damage the Riders desire tacks upon the vulnerable craft plodding at and making a passage through the Maelstrom sublight speed through the Maelstrom. Until is the luxury liner Kuari Princess. Coinci­ now, the only point in the Maelstrom safe dentally, on this voyage, the Princess is the from the Riders’ attacks has been the Oasis site of the secret meeting between the two colony, an oxite mining operation that lies on Imperial Moffs. To make matters worse, Rodin the volcanic moon of an unnamed, uninhab­ Higron has recently allowed the Rebel Alli­ itable planet in an obscure system located in a ance to build a safe-world complex beneath gap of “clear space” in the middle of the cloud his mining colony. If the Riders’ plan is suc­ (a sort of “oasis” amid the “desert” of the cessful, they wipe out Higron, his men, the Maelstrom). colony, and a significant portion of the Alli­ Recently, notorious Corellian gambler and ance. privateer Rodin Higron “won” the mining colony from its previous owner in a crooked Adventure Synopsis game of sabacc. As did the Riders, Higron soon As the adventure opens, the player charac­ recognized the Maelstrom as an ideal hunt­ ters are on the jungle planet Aris, fleeing from ing ground and established his own band of an army of stormtroopers. While running for -STAR. WARS their lives, the heroes board a passenger barge Moff Torpin: Torpin is as cold and selfish as and soon find themselves deposited aboard the any other agent of the Empire, though he lacks Kuari Princess. Subsequently, the Rebels, with the vigor and fearlessness of most Imperial offi­ the aid of Dagger, discover and investigate the cials.
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