Act 1: Finding Bright Tree

High above Endor, the Imperial war machine is busily rebuilding the Empire's ultimate battlestation, an invincible Death Star with the firepower to destroy entire planets. With this weapon the Empire will finally crush the growing insurection known as the Rebel Alliance and restore its New Order throughout the galaxy.

On the Alliance battleship known as Home One, several of the Rebellion's greatest heroes have come together to plan a final strike against the Empire, one that will decide once and for all the fate of the galaxy. The invincible battlestation is guarded by an impenetrable shield, powered from a fortified base on an inhospitable world. The Rebel High Command has summoned the best and brightest available to undertake this mission. Even so, they will need help...

Scene 1: Called to Duty

Regardless of the heroes' motives for joining the Rebel Alliance, the time just before the Battle of Endor is a stressful one. At this poing in time, the galaxy is in a full-scale civil war, and many planets have felt the effects of this. The Rebel Fleet has amassed at the Sullustan homeworld in preperation for their final assault on the Imperial superweapon: the Death Star.

The heroes have likely also been summoned to Sullust, to participate in the council of war in preperation for the assault on the Endor moon. If the heroes have not yet been introduced, allow them sufficient time to converse before summoning them to the command center.

Entering the large circular command center, you immediately notice several heroes of the Rebellion seated around the holoprojector. Though you cannot be certain, you feel as though the summons to join the rest of the Rebel fleet at the Sullustan homeworld seems to be a part of something big.
You recognize one of the men at the front of the room as the man that summoned you, General Crix Madine. Alongside him are several Mon Calamari officers, who seem to be engrossed in whatever transmission it is that they are reviewing. The General glances your way and smiles. "I'm glad that you were able to make it, gentlemen. If you would please take a seat, we will begin with the mission briefing momentarily."

The heroes are free to ask General Madine any questions that they might have, though the General is hesitant to speak concerning the mission before the official briefing begins. If pressured, he will hint that the mission involves destroying an Imperial battlestation.

The mission briefing will procede just as it is shown in Return of the Jedi, so wily Game Masters may decide to simply use the DVD as a prop for this scene. Otherwise, read or summerize the following.

COMING SOON...

As the briefing draws to a close, allow the characters to resolve any concerns that they might have. Mercenary type characters will likely expect payment, and the Alliance will gladly offer them up to one-thousand credits for their services, though with a succesful Diplomacy check they can be bargained as high as 1,200 credits.

Scene 2: Approaching Endor

As the shuttle enters hyperspace, Captain Solo will give the commandos one final briefing. He reminds them of the importance of stealth, and ensures them that if this mission is to succeed, the Empire must not know that they are there until it is too late. He also informs them that the native lifeforms may be hostile, so they should try to avoid unnecesary interaction with any native species. The heroes are free to ask him any other questions that they might have, and once all concerns have been addressed, he will return to the cockpit to continue the journey, leaving the heroes to interact with the other commandos.

Several commandos have been included in the Non-Player Characters section of this campaign guide to be used as friendly characters, including Lieutenant Page, Delita Whitelight, Kordos D'Noir, and Major Cristo.

Scene 3: Scouting

Once the shuttle has set down on the planet's surface, Captain Solo will take control of the operation, splitting the commandos into smaller groups to scout the area surrounding the shield generator. The heroes will be assigned to scout the area west of the facility. If none of the characters are familiar with the Ewok culture and language, they will be assigned a FC-1200 scouting droid, to assist in any contact that they might have with the indiginous life forms. See the New Equipment section for more details on the FC-1200.

As the heroes continue into the woods, have them roll Spot checks (DC 25) to notice a minor irregularity in the rough path beneath them. Those who fail the Spot check must make a Reflex save (DC 20) to leap clear of the pit trap as the ground gives out below them. The fall is 8 meters deep, dealing 2d6 points of damage from the fall. Each character who hits the bottom is vulnerable to further injury from the wooden spikes, with 1d4 of them striking as seperate melee attacks (+10 attack bonus) that deal 1d4+2 points of damage apiece. Climbing out of the pit requires a Climb check (DC 20), which is made far easier with the use of vines or rope (DC 10).

Emerging from the pit, the heroes may notice that the commotion has drawn some attention from the local fauna. A Spot check (DC 15) will reveal a predator stalking them from the bushes. The hanadak is a predator common in heavily wooded environments, such as Endor. Standing nearly three meters tall, they are savage, some might say brainless, creatures with long fur and sharp claws and teeth. Characters with an applicable Knowledge skill (such as Wilderness Lore) may roll on the chart below to see how much they know about the ferocious hanadak.

Skill DCInformation
5It appears to be a predator. It's diet likely consists of small mammals and birds.
10The creature is known as a hanadak. They are predators native to many different forested environments. They are known for their savage nature and their remarkable stupidity.
15Hanadaks will often abandon a hunt if the prey is difficult to catch. They are also not fond of already dead carcasses and refuse to scavenge.
20Wild hanadaks are generally afraid of blaster fire.

The hanadak will attack immediately, using the first round to charge the nearest hero. This particular hanadak has already run across a scout trooper squadron, which has given it a taste for human flesh. It has also gotten it over the usual fear of blaster fire and will fight until it has been wounded. As soon as the hanadak takes wound damage, it will flee into the nearby forest.

Greater Hanadak: Large forest predator 4; Init +3 (-1 Dex, +4 Improved Initiative); Defense 18 (-1 size, -1 Dex, +10 natural); Spd 10m, burrow 2m; VP/WP 42/22; Atk +11 melee (1d8+6, 2 claws) and +7 melee (2d6+3, bite); SQ Ferocious Attack, Low-light Vision, Scent; SV Fort +9, Ref +2, Will +0; FP 0; DSP 0; Rep +1; Str 22, Dex 8, Con 22, Int 2, Wis 8, Cha 4. Challenge Code: D.
Skills: Intimidate +8, Listen +4, Spot +4, Survival +4.
Feats: Multiattack, Power Attack.
Notes: See the Ultimate Adversaries sourcebook for a more complete write-up of the Hanadak, including descriptions of Special Qualities.

If the heroes were able to kill the hanadak, a successful Search check (DC 20) will reveal shattered pieces of Stormtrooper armor woven into its fur, as well as several old blaster burns. Whether the hanadak retreated or not, they will notice a small game trail ledaing off into the forest in the direction from which the creature came. If they decide to track it back to its den (DC 12), they will find two Stormtrooper carcasses, their equipment broken and destroyed. Searching the burrow (DC 10) will reveal a working code cylinder, containing access codes to the shield generator, as well as a datapad that contains work orders and equipment requests. Slicing the datapad (DC 20) also reveals the existence of a large communications center located adjacent to the Imperial landing platform, guarded by an AT-AT walker.

Scene 4: Out of the Frying Pan

As the heroes recover from their battle with the hanadak, allow them to roll a Listen check (DC 10) to hear the approach of another predator native to the Endor moon, the dreaded Gorax. The heroes will be severely outmatched by the Gorax, and the GM is encouraged to press this advantage, but not at the expense of the heroes' lives.

The massive Gorax is a semi-sentient predator that proudly occupies the top rung in Endor's food chain. Gorax are savage creatures, though they do posses enough intelligence to take live prisoners and keep them in roughly hewn cages to be eaten at liesure. This particular Gorax is not fully grown, standing only 10 meters high with dark brown fur and a leather satchel slung across his back.

The Gorax is actually investigating the dissapearance of the hanadak that the heroes drove off earlier. Upon finding the fate of its "pet" the Gorax will seek out the heroes in an attempt to avenge the loss of the hanadak. The Gorax, while fierce, is not very bright and should be easily distracted. It will attack by grappling the heroes and attempting to shove them into his bag.

When it becomes apparent that the heroes are very outmatched, the Game Master should bring in the cavalry. The short furry cavalry. The Ewoks are more than happy to assist the heroes in their escape from the Gorax. Four Ewoks are already perched in a nearby tree and will shoot arrows at the beast, although they will do little more than a distraction. Two other Ewoks will swing down towards the heroes, motioning for them to follow. If any heroes are in the Gorax's bag, another Ewok will cut a hole to let them out.

Upon the arrival of the Ewoks, the Gorax will immediately attempt to shake the archers from the nearby tree. 1d2 Ewoks will fall to the ground, unconscious. The Ewoks will then release their infamous log trap, which deals 6d6 damage to the Gorax and stuns him for 1d4 rounds, giving the heroes enough time to escape with their new furry friends.

Young Gorax: Colosal Forest Predator 4; Init -2 (-2 Dex); Defense 4 (-8 size, -2 Dex, +4 natural); DR 10; Spd 20m; VP/WP 140/120; Atk +10 melee (2d10+12, claws) and + 5 melee (4d8+4, bite); SQ Low-Light Vision, Terrifying Presence; SV Fort +21, Ref +3, Will +2; Reach 6m; FP 0; DSP 0; Rep +2; Str 35, Dex 7, Con 30, Int 7, Wis 11, Cha 8. Challenge Code: E.
Skills: Climb +12, Hide -14, Intimidate +10, Listen +6, Spot +10, Survival +3.
Feats: Cleave, Power Attack, Skill Emphasis (Intimidate).
Notes: For more information, including stats for the full grown Gorax and details on its terrifying special qualities, please consult the Ultimate Adversaries sourcebook.

If any of the heroes went back to rescue the Ewoks that were shaken from the tree, they will be regarded as a hero by that Ewok, and shown special reverence by the other members of the village. Otherwise, they will be treated simply as allies, who may be able to assist them against their enemies.

Once the heroes have escaped the clutches of the Gorax, the Ewoks will escort them back to Silver Moon Outpost, where a small banquet will be prepared in their honor. While Silver Moon is one of the larger outposts, it is no where near the size of their villages, such as Bright Tree, and is home to only thirty Ewoks, most of them scouts and warriors. The leader, a dark gray ewok named Tiwa that is missing his left ear, will offer to share his table with the heroes. If the heroes were able to keep the FC-1200 intact, they will be able to converse with the Ewok leader, whose name is Tiwa. Tiwa wishes to take the newcomers to Bright Tree Village to meet with the Chief, although he would prefer to wait until morning. For now, the heroes should be treated as guests in the small outpost.

After dinner, the heroes are shown to a large platform that will serve as their quarters for the night. From their quarters the heroes can see the shield generator nearby. They can also make out the landing pad and the large communications center nearby, guarded by an immense AT-AT walker.

Scene 5: Imperial Entanglements

As the night passes, the Heroes are awoken by the sound of high powered repulsor engines circling the tree. Several of the Ewok warriors will burst into the heroes' quarters, alerting them to the presence of Scout Troopers outside of the outpost. Anyone who investigates will find a lance of speeders coming to a stop at the base of the tree.

The Scout Troopers know nothing of the heroes, and have simply been sent to exterminate the native population near the shield generator. Two of the Scout Troopers will power down their speeders, and approach the base of the tree. A succesful Spot check (DC 20) will reveal that one of the Scout Troopers is carrying something. A succesful Demolitions check (DC 15) will reveal it to be an PR-22 thermo-explosive charge, easily powerful enough to cause the entire tree to incinerate.

The heroes will likely engage the Scout Troopers almost immediately, though there are other options. Any heroes with a working comlink may choose to first slice into the Scout Troopers communications frequency. A simple Computer Use check (DC 10) will allow them to find the correct channel, enabling them to listen to the Imperial communications and revealing their intentions at the Ewoke outpost. An opposed Computer Use check is required to jam communications from the Scout Troopers.

If the Scout Troopers are not engaged, they will simply set the charge and then flee the scene. If the heroes engage the Scout Troopers, one will continue to place the explosives, while the other three engage the heroes. Once the charge has been set, it has a thirty second timer (five rounds), and requires a succesful Demolitions or Disable Device check (DC 18) to disengage. Failing this check will result in a blast focused towards the tree that will do 6d6 points of collatoral damage to anyone adjacent to the device. This damage may be halved with a succesful Reflex save (DC 18).

Scout Trooper: Human Thug 2/Scout 2; Init +2; Defense 15 (+3 class, +2 Dex); DR 4; Spd 8m; VP/WP 13/11; Atk +4 melee (1d4+1, knife) or +5 ranged (3d6, blaster pistol) or +5 ranged (3d4, hold-out blaster); SQ Immunities (see above); SV Fort +5, Ref +3, Will +1; FP 0; DSP 1; Rep +0; Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 9, Challenge Code C.
Equipment: Scout trooper armor, blaster pistol, hold-out blaster, frag grenade, 2 stun grenades, knife, comlink, utility belt.
Skills: Climb +2, Hide +4, Intimidate +3, Jump +0, Listen +2, Knowledge (politics) +2, Move Silently +4, Pilot +5, Profession (stormtrooper) +3, Ride +6, Search +1, Survival +1, Spot +1.
Feats: Armor Proficiencies (light, medium, powered), Track, Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons.)

Scout Trooper Armor (Medium): Cost 6,000; DR 4; Maximum Dex Bonus +3; Armor Check Penalty -2; Speed 10 m; Weight 10 kg. The included helmet provides a +2 equipment bonus on Search and Spot checks.

If the explosives detonate, the tree will immediately be awash in flames. It takes 1d4 rounds for the tree to be completely enveloped in the fire. At this point there is little that can be done to save the outpost and the Ewoks will quickly begin to evacuate. An heroes still in the tree must make a Climb check (DC 12) to lower themselves to the ground using the long vines hanging from the treetops. Heroes that remain in the tree after it has been completely engulfed take 1d6 points of damage from the flames each round.

As the smoke clears, the ewok leader, Tiwa, will inform the heroes that they must make preperations for war. He agrees to go personally to Bright Tree Village and request help from the rest of the tribe. He tells the heroes of Tamala, an inventor who may be able to provide some assistence in arming the Ewoks, and asks if they would be willing to search for him in the nearby forest. If they agree, Tiwa will assign one of the Ewok scouts, Cho, to serve as a guide.

Rewards for the Heroes

The heroes have now secured a valuable asset- the assistence of the natives in the war against the Empire. The Ewoks have agreed to escort the heroes to Bright Tree Village, where Tiwa will urge Chief Chirpa to ready their tribe for battle. Additionally, any hero who risked his life to save an Ewok from the cluthes of the Gorax will gain this character as a follower. Print out Cho's character sheet from the Non-Player-Character index, and award it to the player in question. Cho will serve as their guide in the hunt to find Tamala, the Ewok inventor.

Rewards for the Players

Consider this act a medium-length adventure. Heroes completing it gain 800 experience points. If this adventure lasts over several sessions, it may be necessary to prorate the experience points for the characters of players who didn't attend every session.

An additional 200 experience points should be awarded if the heroes succesfully uncovered the Imperial's code cylinder and datapad. Another 200 points will be awarded if they were able to save Silver Moon Outpost from distruction.

In addition, award additional experience for what you conisder good roleplaying. This award is purely discretionary, and comes on top of any other awards given during play. Roleplaying experience should not be more than 200 points in any one session.

Award Force Points (in addition to any gained through character levels) for dramatic and heroic actions, at your discretion. Generally, only one Force point per character per session is common, though situations exist in which a particularly heroic character may gain more.