FUDGE Starwars: the Easiest Way ch. 10
by Jorge Arredondo

Campaign background Chapter 1 Chapter 2
Chapter 3 Chapter 4 Chapter 5
Chapter 6 Chapter 7 Chapter 8
Chapter 9 Chapter 10 Chapter 11

DISCLAIMER

This article is not authorized or supported by West End Games. This conversion is unofficial and has not been reviewed by anybody at West End Games or Lucasfilm, Ltd. Star Wars (R), TM, & (C) by Lucasfilm, Ltd. All Rights Reserved. Trademarks of Lucasfilm, Ltd., used without authorization, that use isn't intended as a challenge to those trademarks.

ABOUT FUDGE

Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

DISCLAIMER

The following materials based on Fudge, entitled Fudge Starwars: the Easiest Way, are created by, made available by, and Copyright (C) 2006 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.


Note: if you are one of my players or intend to play this campaign, stop reading now!


Chapter 10: Battle for Calamari

Introduction

[ Soundtrack music: Return of the Jedi, Approaching The Death Star ]

[ GM's note: if Neelyx is a player character, you can use the following scenes either as a narrative scene with some feedback from its player or either let the player have more control about what happens, in whose case you'll have to improvise a bit later. If Neelyx was an NPC you may want to tell them what happened with him while they travelled to Mon Calamari, or they may want to ask him later. ]

The camera crosses the sky of the unnamed planet in which the previous chapter ended. Amongst all the white sand which covers most of it the camera follows the tracks of a couple of beings which can be seen at a hundred meters. One of them is the young padawan, Neelyx, walking side by side with a much taller being (around 8 feet tall). The taller figure wears some kind of black armor, filled with black metal rivets, a short cape hiding her smaller arms and the whole lot of armament she carries.

When the camera reaches them, we can see the taller figure wears a helmet no more, showing a face quite similar to Neelyx's though different in some ways, and also with no facial marks at all unlike the young padawan, who wears a complicated mask of random tattoos. She addresses him and introduces herself as Sarioch, and reveals to him his true name, Nocte. She adds that their species is called neelyx, and that Torunn named him thus probably to keep this link to his heritage, who knows why. The so-called Neelyx seems downcast at all the revelations, unsure if what he's doing is right or wrong.

Without further talk, she leads him to a small ship not too far, hidden with a white synthetic cloth as camouflage. The ship is quite egg-like, has barely room for two beings, has two different sets of engines (one small and another one quite large) and seems to be powerfully armed, for a ship that small. The ship can't be recognized, it seems a neelyx design with a handful of ships ever built.

The two neelyx board the ship and a few moments later it leaves the surface and the asteroid belt with ease. As soon as they leave the gravity well they jump to hyperspace while the camera stops with the image of the planet filling it, peacefully as if ignoring the warring living beings all over the galaxy.

Inside the ship, Sarioch tells Nocte that the neelyx are a race of warriors, and that he is the elite of his people. According to her, he belongs to a noble family whose lineage dates from thousands of years ago. That doesn't mean politic power or riches, the neelyx don't value that. To them the only thing that matters is honor and skill, and he's probably the best warrior of his people even when he uses the Force to help himself. It seems the neelyx are infrequently force sensitives, which also makes the few neelyx with such quality very celebrated.

Sarioch seems quite capable to control her skin patterns and even make them dissapear. She tells him its a racial feature with which they are able to hide in the shadows with ease.

Finally Nocte gathers enough courage, and asks her why she was hunting Torunn. She replies that they were hired to find and "eliminate" Torunn, who seemed to have bothered someone very powerful. They were told to tail Nocte and the others and interfere with them the least except if they lost Torunn's track, who was very good at disappearing. Sarioch tells him it was her who helped them to fight the droids in the sith world (if it happened!), because she couldn't risk that they were killed. Actually only to make sure Nocte wasn't killed, because it was only him the one who could find Torunn. However, when she says this she seems to show a little personal interest about it.

A couple of hours later the ship arrives to a twilight world, that Sarioch calls Redumerr, in an uncharted sector of the galaxy. There are few signs of civilization, but she lands without trouble in some kind of city. The planet is covered by jungle and huge trees, like Kashyyyk but much more sinister. The city looks like an hindu temple filled with huge stone buildings and statues of famous beings of this culture (most of them, given their size, and comparing it with Sarioch, ought to be women, Nocte thinks). The neelyx seem to have a long story narrated in the same buildings with engravings covering them, and also with some kind of glyphs that seem like some kind of alphabet that obviously Nocte doesn't understand.

The landing platform is empty, only some kind of insectoid droids (actually, armed), who tend the ship and reload it. Sarioch keeps talking to Nocte "this is a dangerous world, never forget your weapons. We don't use security measures, and there are all kind of vicious beasts here. Only the best can live here".

Sarioch leads Nocte through the city with a barely hidden pride, telling him the feats of many of the statues of the heroes. The couple find other neelyx in the city, who greet them with a light nod, but always keep the distances. Almost always they walk alone. And quite well armed. It seems strange but most of the neelyx they find are women, there are very few men.

Nocte quickly realizes that every one of the neelyx heroes of the past have a reputation as assassins quite well deserved, judging the places they infiltrated in and the amount of beings they killed, during the centuries. He also deduces (judging by what he sees and by what Sarioch tells him) that the neelyx men are less powerful physically and that they compensate that deficiency with stealth and dirty stratagems. Most of the neelyx contraptions used to kill from afar, remotes, poisons, etc, were invented by men. On the other hand, most melee weapons, the neelyx armors, etc, were invented by women.

Before their walk through the city finishes, both neelyx have to fight side by side against some kind of horned, poisonous-acid spitting, feline-like creatures with suction cups in their paws. Nocte uses his lightsabers while Sarioch uses a pair of sinister looking vibroblades of a black metal. The creatures climbed from the bottom of the forest, killed a neelyx man and attacked Nocte and Sarioch afterwards. After killing them with Nocte's help, Sarioch tells him without being able to hide a proud smile, showing a mouth filled with razor sharp teeth "See? You're the best male warrior we have in this planet, even when you've been so far away from us. Your grandmother will be so proud of you when she arrives in a few days".

Surprised at the revelation of a family of his own, Nocte agrees to stay, while he waits for the arrival of his grandmother. Sariochs leads him to a room set in a treetop which can be reached only by climbing and which has no security measures at all, not even a door. Nocte manages to sleep only through willpower, after all he has endured lately. He keeps his sabers with him, and a couple of nights that behaviour becomes a wise choice when a few poisonous fist-sized insects, try to bite him. Sarioch keeps being Nocte's guide in this world, telling him the history of his people, teaching him the basics of their skin camouflage, and generally spending a lot of time with him. She also teaches him a bit of their native language and to read a little of its written form. Even when Nocte finds the neelyx quite savage, he realizes their art is quite elaborate, and that they have dramatic plays about the old heroes' feats... as assassins. The neelyx race as a whole is very scarce, there are mainly 100,000 neelyx in Redumerr and very few offworld. According to Sarioch, only the master assassins are allowed to leave the planet and bring glory and honor to the neelyx species. Of course, that means that Sarioch is a master!

[ Soundtrack music: Attack of the Clones, Across the Stars (Love Theme) ]

The days seem to become longer and longer; not a single day Nocte can live without having to fight for his life, against big and small threats, and sometimes he also realizes how the neelyx measure their power and status against each other, through "hissing duels" (though he never sees violence). Even then, he manages to feel somehow at home. After all, he's one of them, though in the deepest part of his heart he also feels he isn't. In this state of confusion, he's caught off guard by Sarioch who seduces him. After all, his mental defenses are low, living all these days each minute as if it was the last. Under Sarioch's armor he finds besides muscles and scars a soft and warm skin in which he can't help but get lost...

The next morning she dissapears before dawn (thought the grey twilight of this planet can't be properly called daylight), and for the first time he explores the city, alone. He gets lost walking through old passages, looking for her, confused, and in the end he finds himself in a great square with the millennial statue of one of the few male neelyx masters. A hooded neelyx who brandishes... four objects which look like lightsabers! With his scarce knowledge of the neelyx language he can barely read the inscription "Darth Pain". That name brings somehow shivers down his spine.

He keeps looking for Sarioch around the city, trying to follow the engravings in the walls and from time to time moving silently trying to avoid wandering predators, till he realizes he wasn't reading addresses but ancient precepts of the neelyx race. He can barely read it but some parts are clear enough "Only the strong survive", "Only the strong bring honor", and the worrying "Every new neelyx demands a life", engraved over a worn out bas-relief in which a male and female neelyx fight to death beside what looks like a newborn neelyx child. "Only the strong survive" echoes on his head.

Nocte manages to return to his room stunned, like in a nightmare. Sarioch is there, waiting for him, armed as usual. She greets him with an smile as if nothing had happened. She tells him that his relations will arrive at noon, specifically his grandmother. His mother died in combat soon afterwards he was born, she prefered to destroy a whole ship and die to eliminate her prey rather than living in dishonor. According to Sarioch, his grandmother wanted to restore their bloodline started by his very valued ancestor. She doesn't tell its name but Nocte knows, without a doubt, who is the one she's talking about. He feels it. She continues "She's brought with her the only weapon from him not lost after the centuries, a family relic no one else has been able to use. No one but you was a force sensitive. They had so many hopes about you, I think you were going to learn about the Force with the most powerful masters, but that jedi kidnapped you when you were going to join them" she ends her speech hissing.

"What about my father? And my grandparent? They killed them, didn't they?" Nocte manages to ask.

"Of course, this is our obligation and honor, the best assassin survives, and they weren't the best ones... I see you've learnt more than I though" she says smiling self-satisfied.

In this moment Nocte realizes this is what he was waiting for, subconsciously. He has to choose between living amongst assassins, killing every day, probably having to kill the one who brought him here (or be killed by her), and following the destiny of a millennial dark lord of the Sith, or trying to flee to never return. He doesn't feel the dark side calling him, perhaps only the wish of belonging to a place and species, but after all he's seen, he doesn't find it such a great deal. And about the night he spent with Sarioch, he sadly thinks neelyx are unable to feel affection, so it wouldn't be a reason to stay; it was only something physical in a moment he wasn't able to refuse.

Torunn used to say that to jedi "the means justify the ends". Perhaps he should have told Nocte about his heritage, and probably he was also wrong about the way he chose to follow his quest, but now it's too late to worry about this. As soon as Nocte's chooses to leave, all his options seem clear. In fact, as he's been true to himself and has chosen the light side, he experiences a vision in which he sees himself sneaking like a shadow up to a landing platform with a starship (of an standard model). Said and done, he lies to Sarioch with some excuses and leaves.

Like in his vision, he manages to avoid any living being and reaches the platform. When he gets near the ship the cockpit gets open and a droid of an strange model (quite un-neelix like), tall, ungainly, old fashioned and somewhat comically, looks at him from inside it "Hello master Neelyx. My master was waiting for you, he thought you'd try to flee sooner than you've done". "My master? My master is known as the Shadow, and as gratitude for showing him this world he's entrusted me to get you offworld, if you wish". "No, I'm afraid I have no data about my master, only what he's charged me to do. I'm just programmed to do this. I can just extrapolate that my master is someone curious, if he wanted to find this world and its fascinating natives, and grateful, if he wanted to save you. We haven't a lot of time, master, even with the lack of security measures the neelyx will soon notice my intrusion". The droid also stresses that the neelyx ships have sophisticated security measures he wouldn't be able to surpass. "Self destruction, etc. They don't like visits a lot, no. Your best option to leave is with me, master".

Neelyx (as he refuses the name received from his assassin family), has to agree and boards the ship. The droid takes off and without further delay they leave the planet. The droid makes a series of short hyperspace jumps, "to better hide our tracks, master; plus these hyperspace routes are only known by the neelyx and it's dangerous making too long jumps. Your companions must have jumped from their previous destiny to a near republic system, probably Mon Calamari, so my primary objective is leading you there. Besides, the sooner we arrive to main hyperspaces routes the faster we can move around the galaxy".

[ GM's note: actually the droid is also programmed to bring the coordinates of the neelyx world to the Shadow (for personal use only, out of curiosity), plus also to keep an eye on this fascinating neelyx jedi; thus, when they are travelling following those short jumps, they're in fact made to hide the coordinates from Neelyx and to get time to install a tracking device in one of his sabers, as soon as he got asleep. ]

Said and done, a few days later Neelyx and the droid arrive to Mon Calamari, just a few hours before his companions (the PCs) arrive with the damaged Centenary Falcon. The droid asks for a landing platform identifying Neelyx as a jedi master, something that surprises him slightly; however, the calamarian authorities seem glad to receive the visit of another jedi master, after their help to free the planet from the separatist menace... however, the droid stays in the cockpit and as soon as Neelyx leaves and talks with the calamarian officers it flies away leaving them quite puzzled.

Meanwhile, the PCs have been travelling to Calamari at an slow but steady pace. They arrive to the sea planet where they're quite welcome if they use their republic credentials (which we'll suppose they'll use if they pretend to get the Falcon fixed). When they land they're received by Neelyx, who seems quite happy of seeing them and tells them he arrived a few hours earlier:

The young Ackbar introduces himself and tells the characters they're glad of the visit of the republic agents, after the much needed help to liberate the planet. He's, though, surprised of the visit of so many jedi. "So many?" the characters will probably think. "Yes, two jedi masters came here a week ago to help us supervise the defenses and rebuilding of our cities. Their names? They're master Notok and master Rotthen, do you know them?"

The characters shouldn't have forgotten them from their previous encounters, so they'll probably want to find them quickly and make sure they aren't a threat anymore. According to Ackbar, they must be in the control quarters of the city. He leads them there if they want. The two dark jedi, however, are hard to surprise. Unless the PCs have used a ship identification they don't know, they're probably aware of their arrival; besides, they've probably felt at least Neelyx in this planet. Thus, when the PCs find them they're ready for the fight. The miraluka jedi has changed its appearance slightly, instead of the traditional blindfold he wears a helmet hiding his blind eyes and also leather gloves; besides that he laughs like a maniac all the time while he fights the PCs.

[ GM's note: both fallen jedi came here playing the masquerade of "good" jedi for the calamarians, while in fact they came to help the separatist quarren to get ready for a second invasion, which will happen quite soon. They'd also fight other jedi if needed. ]

When the PCs are fighting the dark jedi, if the scene lasts long enough, a loud siren sounds all over the city. It is an anti-aircraft alarm! It seems some kind of attack is happening right now. The two jedi look each other, and the miraluka jedi leaves running at full force speed (they need to give the attack fleet some arranged coordinates; if he's followed successfuly he arrives to a ship where a lot of separatist commandoes cover his exit). The ithorian master, however, stays, and fights to the death with quotes like "You were right, I was wrong. But it's too late now. Fight or die!".

Rotthen, dark jedi

Attributes: Strength Great, all other attributes Fair. Force points 2, Fudge points 8.

Important features: Alter Superb, Brawl Good, Control Superb, Dodge Superb, Investigation Great, Lightsaber Great, Run Great, Sense Great, Sneak Great, Weapon parry Great, Willpower Great.

Special: when in jedi battle trance his combat skills become: Lightsaber Legendary , Weapon parry Legendary.

Gifts & Faults: Tough hide.

Equipment: yellow lightsaber (OF +4).

Rotthen uses total defense and uses force lightnings to fight Neelyx and the other PCs, having in count it is a great power to eliminate your foes due to the stunning pain it causes. However probably the PCs can defeat it in the end, though he'll do his best to not be taken alive.

From the sky a lot of smokey trails can be seen while the fight rages on; like a hundred meteorites some kind of invasion drop ships fall from the orbit (some of them crash over the city, and one of them partially damages the Falcon!). They carry a new droid army, sea vehicles and weapons to try to conquer the planet again.

After the PCs defeat Rotthen, Ackbar leads them to the safety of the headquarters while they reorganize the defenses, the battle for Calamari has begun anew! If there are jedi PCs the Jedi Council quickly calls them and ask the jedi to master the troops and defense, the republic is sending help as soon as possible. If the PCs told earlier the council (or their republic contacts) about the factory planet, a fleet was already sent there to level it up with an orbital bombardment, without caring for the slaves actually "because destroying the installations is more important". So, as soon as the fleet arrives there one half of the ships will continue the flight to Calamari to help fight the separatist menace again. The non jedi PCs may wonder if they're needed here, mainly because their mission is probably fulfilled; however, their skills probably will be a great difference in the battles to come. Improvise if they need more reasons to stay with the jedi! Also remember that the Falcon was damaged when the invasion started, plus the damage the hyperspace engine received. With time and some effort the ship will be fixed, but the hyperspace antenna can't be fixed without the appropriate spare parts, which are also quite expensive and hard to get by in time of war, so they'll have to pass without it for now. However, the repair crews also find two hyperspace tracking devices well hidden in the Falcon, one of them quite more sophisticated than the other (one of them installed by the neelyx assassin and the other by the Shadow). The fight for Calamari will last months, with the help of the clone officers and the calamari leaders the PCs will turn the tie of war and with some effort the separatists will be defeated times and again till they retreat to a single submarine base.

During the war the news of a new decree of the senate will reach Calamari, a decree giving more powers to the chancellor to investigate the conspiracy and that new weapon the PCs revealed "as long as the war lasts".

Republic intelligence has found a way to get inside the base with ease without being detected by the defenses. The base is a dome in the depths of the calamarian seas with a powerful shield generator and hundreds of defensive batteries. Even with all the power of the republic forces, the fight would be very expensive in lives and material, so if the PCs are able to get inside the base, deactivate the generators and flee the clone submarines could destroy it easily. The idea is launching an attack to ensure a distraction, the clone fleet will wage a submarine battle near the base, filling it with bursts of light of the explosions. In the meanwhile the PCs would use an small submarine which can easily bypass the sensors, travel through submarine canyons, dodge proximity mines (would require piloting rolls from the PCs or a clone pilot, probably), leave the ship while near the base using deep immersion suits made with a plastic alloy which shouldn't be detected by the sensors and get inside the base. Besides, the suits should bypass the shields of a pressure lock leading to a hangar. The PCs will find very difficult to get inside it because first they have to walk over the bottom of the ocean with little visibility (the helmets are very closed to reinforce it against the overwhelming pressure, try to make the PCs nervous by playing with dark, menacing silhouettes around them) and unable to defend themselves, either. Besides that, the lock is horizontal and has an small ladder to climb from the sea floor. If the PCs do bother to take a look before climbing they'll see a lot of battle droids in the hangar so, how can they climb and fight properly while wearing the suits? Removing them while in the water isn't an option, the pressure on this side of the shield is overwhelming. Perhaps one of the PCs is an amphibious alien, but even in this case leaving the depths of the ocean to a sea-level atmosphere would kill it.

As soon as the PCs get inside the base they'll find the communications are jammed, their link with the fleet is lost! They're alone in this.

In the hangar the PCs will find 20 battle droids and reinforcements will arrive quickly as soon as they're detected. As soon as they defeat around 40 battle droids they can find the next section, near to the power generators, where they'll be ambushed by droidekas and small spider droids, around 8 in total. After defeating them the PCs will find the power generators, 4 tall energy towers which sink down to the depths of the ocean floor (quite like the power generators in the palace of Naboo), with a main footbridge and smaller ones leading to each oh the towers. As soon as the PCs reach this area, they find in the opposite end of the main footbridge a shielded control room where the miraluka jedi Notok is surrounded by nemoidian soldiers and a nemoidian leader, which look quite scared of the PCs (the shield is blaster proof).

Baktoid Combat Automata B1 Series

Atributes: Strength Mediocre, Dexterity Poor, Knowledge Terrible

Skills: Blasters Poor (ODF +3), Melee Mediocre, Dodge Poor

Health levels: Ok, Damaged, Out of Order.

Special: no armor, Initiative -1.

Baktoid Combat Automata B2 Series

Atributes: Strength Fair, Dexterity Mediocre, Knowledge Poor

Skills: Blasters Mediocre (ODF +3), Melee Mediocre, Dodge Mediocre

Health levels: Ok, Damaged, Out of Order.

Special: light armor DDF +1

Destroyer droid, Droideka series

Atributes: Strength Good, Dexterity Fair, Knowledge Terrible

Skills: Blasters Great/Fair/Mediocre (ODF +4), Melee Great/Fair/Mediocre, Dodge Poor

Health levels: Ok, Damaged, Out of Order.

Special: light armor DDF +1, shields DDF +3 (soaks 30 points of damage until recharging), Initiative -1, Blaster barrage (Blasters: Good / Good / Good / Good / Mediocre / Terrible or Fair / Fair / Fair / Fair / Fair / Poor / Terrible).

Small spider droid

Atributes: Strength Good, Dexterity Good, Knowledge Terrible

Skills: Blasters Great (ODF +4), Melee Good, Dodge Good

Health levels: Ok, Damaged, Out of Order.

Special: armor DDF +2, Low Profile (they're short enough making it harder to hit them from afar).

The nemoidian leader tells Notok they should surrender, that the republic has already won the battle, but the jedi lights two sabers with blinding speed and describing a 360 degrees arc kills all the nemoidians while laughing, then talks to someone who isn't there (himself?) "I told you I didn't like this guy" "You're right, always complaining".

In this moment the small bridges blow apart and four war droids show from behind the towers and fire at the PCs. Meanwhile Notok bursts out with laugther, waiting for jedis to slaugther. The towers are 6 meters away from the main bridge, and a failed jump means clearly a fall to death. Besides, shooting at the droids is dangerous, a damaged tower could blow apart with cataclysmic consequences. The non jedi PCs have also a dangerous fight with the war droids, who have mini missiles and jetpacks.

War droids

Atributes: Strength Great, Dexterity Good, Knowledge Terrible

Skills: Blasters Great (ODF +4), Melee Good, Dodge Good, Jet Pac operation Good, Missiles Great

Health levels: Ok, Damaged, Out of Order.

Special: armor DDF +2, Scale +1.

Notok continues with his maniac speech "Go ahead little ones, welcome to the party, let's dance!".

If the PCs let him he'll use Force grip against them (he can't use force lightning, actually), or try to force push them and make them fall. The shield he's hiding behind can be crossed but not with a lit lightsaber, something Notok will use to at least win initiative.

Notok, mad dark jedi

Attributes: Dexterity Good, Strength Good, all other attributes Fair. Force points 2, Fudge points 8.

Important features: Alter Superb, Brawl Great, Control Superb, Dodge Superb, Lightsaber Superb, Run Fair, Sense Superb, Weapon parry Superb.

Special: when in jedi battle trance his combat skills become: Lightsaber Legendary 2nd level, Weapon parry Legendary 2nd level.

Gifts & Faults: Quick Reflexes, Duelist (can fight two foes at the same time without penalties, however he has no special bonuses against single foes), Impossible joints (he has bionic forearms, he lost them training with Count Dooku; they enable him to turns his hands 360 degrees letting him parry and attack from quite weird angles, but the metal disallows him from using force lightning).

Equipment: two lightsabers (OF +4 each).

Special: Notok's mind broke apart when he fell to the dark side, one part of him didn't think he was doing the right thing, while the other disagreed. In the end, the two halves split and came to an agreement, however without Rotthen he's almost impossible to control.

Notok fights the PCs trying to get a rolled +3 and behead them.

Once Notok is defeated the PCs can deactivate the generators with a Superb Computers roll, but as soon as they do that all the lights of the base flicker as all the systems are linked to the extra power they generated. The whole base suddenly remains silent for a few seconds, then it starts creaking and shaking. A growing noise can be heard now when some magnetic locks do get open and the base starts to get flooded. In the same control room there is another room where the PCs can board escape pods and flee... after they defeat a lot of battle and super battle droids betweem the pods and the PCs!

Alternatively it is also very dramatic if the towers are damaged and the power failure causes the same problem, while the PCs have to fight Notok and the war droids. The way they came from is closed because the little energy left is used to close the doors to reduce the damage as much as possible, though in the end the base will probably crush under the weight of the sea. Use a chronometer to make your PCs feel nervous! Besides that, when the main shield falls the clone captains call them but get no reply (countermeasures!). After a while they assume they didn't survive and they start to fire at the base. The explosions make the base quake and ought to make the PCs be really nervous.

Using a computer to locate an exit will show the PCs the escape pods cited earlier, however if the base is already crumbling over the PCs' head let them escape without further droid hindrances.

Before the PCs manage to leave, the scene changes and we see the republic ships firing at the base, filled with plasma explosions and clouds of bubbles. In the bridge of the main ship the clone commander Frag listens to an unaudible order through his helmet communicator "Yes sir" and sends an order to all the fleet "Execute order 76, execute order 76". In this moment half the fleet leaves to join the main forces in orbit while the other half redoubles the attack.

Frag tries again to call the PCs, but when he receives no answer he tells the fleet to "continue with the plan".

The PCs manage to leave in an escape pod just a few seconds before the base is blown to pieces. In this moment the communications are restored, so the PCs can call the fleet to be rescued. As soon as they're recovered the clone commanders informs them that Coruscant is under siege and all republic forces available have been called back home. The republic will leave here only an small detachment now that the war on Calamari is over. The jedi council has requested that the PCs return, as the battle may last hours or even days. The Falcon can be placed inside a cruiser so the PCs don't have to get into a full scale space battle on a ship that small. However, when the PCs manage to arrive the battle is over, the Chancellor has been saved and Count Dooku has died. The war hasn't ended, though, as General Grievous and the other separatist leaders have fled...

Campaign background Chapter 1 Chapter 2
Chapter 3 Chapter 4 Chapter 5
Chapter 6 Chapter 7 Chapter 8
Chapter 9 Chapter 10 Chapter 11


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Jorge Arredondo
Last update: 02/January/2007