The intent of Episode 1 is to put a pinpoint on the timeline that your players will recognize. Trade Federation forces waltzing into the capitol is a clear event early in the first movie that everyone will recognize. You will bounce around a bit from here, with this as your starting point.
For those wishing to read the narrative from the crazy stuff my players got up to read this here!
A long time ago in a galaxy far, far away, a group of Naboo Spaceport Security officers are bored on the job. They live on the most peaceful planet in the galaxy. Their only job is to look for fenced art and the rare illegal spice trafficking attempt.
Barely trained, they find themselves at the mercy of unprecedented events with only their wits and outdated service pistols…
Race: Droid Class I-V, Gungan, Human.
Class: Berserker, Engineer, Fighter, Operative, Scholar, Scout.
Starting Gear: Combat Suit, Blaster Pistol (with 1 extra power cell) or traditional starting gear.
The spaceport is quiet like usual. Most of the heavy traffic is focused on the export of plasma, while the rest is made up of docile domestic travelers. Just another day on the job.
Starting Areas: All characters are spaceport security with the exception of Droid Class IV being deactivated in storage (seized illegal assassin droids. Reprogrammed but not activated yet to test because there is no urgency on Naboo), and the Gungans who are scouts keeping an eye on things from one of the many lakes surrounding the spaceport. While there is a brokered peace between the Gungan and the Naboo, there is still very little trust.
Planet wide communication jamming commences quite suddenly. For the Gungans, they would have to travel all the way back home to report on the issue, a long dangerous journey through the core or a week’s journey over the surface. For the security team, the job hasn’t changed. In fact, it may have even gone unnoticed! (Perception DC 12 to notice).
If they do notice, Insight DC 15 or Security related DC 10 to determine they are being jammed!
The employee handbook doesn’t have a scenario for this, apart from a generic security breach means to lock down the space port.
A) If the space port is locked down, the B1 Battle Droids have to push through choke points, starting with the main door. They will blast this open with an AAT that stays parked outside while a squad splits up and starts searching the space port lobby. If the heroes are holed up and fortified, they will run into a pair of B1’s first, and then later an additional 2 and then 6 will sweep in. They will keep sending squads of 10 after that indefinitely until the heroes flee or are slain.
B) If the players haven’t locked down the space port, the B1’s will walk through and declare martial law, attacking resistance. If captured, the players are taken to a prison camp. From here they can try to escape per DM discretion or wait to be liberated/executed.
C) Steal a spacecraft. They may not have the N-1 Starfighter docked at the commercial spaceport, but they do have a variety of freighters for hauling their plasma exports! One ship is in prime condition to launch, the Hapless Hauler. If players check the ship’s manifest, they learn that it is fully loaded with volatile plasma, some of the purest in the quadrant. If they ask, no, the Hauler is not well armored. One direct hit from an AAT (Anti-Aircraft Tank) and the ship will explode.
a. Escaping in the Hapless Hauler is only possible if eight shots from AAT’s miss (+3 attack, target DC 12). If it, everyone on board dies in a violent ball of blue plasma, likely taking out a portion of the city with them.
b. Using the freighter as an ambush or kamikaze is possible as well. It can be rigged to explode with a Technology DC15 when an action happens (such as open the ramp, turn over the engine, etc). If used as a one way ticket to hit a droid formation, it will require a Pilot DC15 for a direct hit, 12 for a mediocre hit, or 10 to do more harm then good. Any less results in potentially hundreds of civilian deaths. In addition, the AAT’s will attempt to shoot it down. They will make 3 attacks (+3 attack, target DC 12) with each success adding +2 to the Pilot DC as the ship loses control or simply never makes it in time.
D) If the heroes gallantly flee, they know of several ways to escape.
a. They can exit via the sewer. Stealth DC 10. This path will allow them to avoid droid patrols initially, but if they linger they will encounter droids similar to scenario A.
b. They can exit through the scenic waterfall that spills into the lake. Swim DC 10. Lingering will eventually lead to STAP patrols locating them.
c. Lore 15. Old war tunnels from Naboo’s early feudal years still exist. These can be safely exited and link to the palace as well as the police station and other important land marks. Unlimited possibilities exist with this option, but ultimately they must remain underground or flee the city to regroup to evade the droid patrols.
If they players read up on the Hapless Hauler, it is a doomed vessel, plagued with defects since its launch over 350 years ago. Most voyages result in at least one crew death and more than one account whisper of its dark interior being haunted by the dead ghosts. (This will come into play with a later scenario, even if it is destroyed). Basically, it’s cursed.
After the battle or fleeing of the spaceport, the heroes find themselves in a bad situation. Outnumbered, and lacking substantial supplies, they find themselves waiting for outside assistance or doing something about it themselves! Will they manage to form a resistance in time?!
B1 Series, B1-X
Medium droid, unaligned
Armor Class 15 (armor plating)
Hit Points 16 (3d8+3)
Speed 30 ft.
STR 11 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 9 (-1)
Skills Perception +2
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities poison, disease
Senses darkvision 60 ft., passive Perception 12
Languages Binary, Galactic Basic
Challenge 1/2 (100 XP)
Traits
Battle Droid Swarm
When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.
Circuitry
The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.
Stock Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Reactions
Redirect Attack. When a creature the battle droid can see targets it with an attack, the battle droid chooses another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.
AAT
Huge construct, unaligned
Armor Class 19
Hit Points 168 (16d12+64)
Speed 30 ft.
STR 20 (+5)
DEX 22 (+6)
CON 19 (+4)
INT 10 (+0)
WIS 14 (+2)
CHA 7 (-2)
Saving Throws Str +9, Con +8
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, disease
Senses passive perception 12
Languages –
Challenge 13 (10,000 XP)
Traits
Circuitry
The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Operated
by a Pilot & Gunner roll a separate initiative for both
Piloted
The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers
Gunner
The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters
Freedom of Movement
The AAT ignores difficult terrain and can pass through occupied hostile spaces
Vulnerable Interior
The AAT’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Pilot. of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher
Ram. Any creature within the AAT’s movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.
Rocket Launchers (6/day Reload 1 turn). Ranged weapon range 100/400 DC 14 launches a barrage of rockets at a target and any creature within 10 feet Taking 6d6 kinetic damage on a failed save and half as much on a successful one
Gunner. can make two attacks using the medium repeating blasters
Medium Repeating Blasters. Ranged Weapon Attack: +10 to hit, range 120/240 ft., one target. Hit: 25 (4d10+6) energy damage.
Plasma Cannon (Recharge 5-6). The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one.
