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Medj'K'ai Nebula1KelysineCrashlandAfter six months the Separatists begin torealise there will be no rapid conclusionto the Clone Wars. In growing desperationthe leadership agrees to an enhancement totheir strategy: the establishment ofautonomous cells in remote areas of thegalaxy. Each cell is commanded by a fullyarmed Federation cruiser, is given its ownfunding, told to go to ground and is taskedwith extending the fight against theRepublic in any way it can.Under cover of a raid on a major system inthe Medj'K'ai Nebula, a minor sector in theOuter Fringe, one such cell is established.Short of military resources, the SeparatistCell develops a creative solution and

Kelysine CrashlandMedj'K'ai Nebula - 1begins construction of an army big enoughto dominate the entire sector A 4-part Star Wars d20 RCR Scenario for 4-6 1st2nd level charactersAn introduction to the Medj'K'ai Nebula: Enclave ofIce, Part I v4By Tim Bancroft2

ContentsIntroduction. 4Aim .Location .Era of Play .Time and approach .Setting and Skills .44444The Holonet .4Goods and Prices .4Starship Repair .5Trade Federation/MNMC.5Part 1 - Crashland. 6Justification . 6Jedi/Nobles with Soldiers & Tech Specialists .6Group does not contain Jedi/Nobles.6Spacers .6The Accident . 6Landing on the Moon . 8After the Crash . 9Transfer in the Cold.9Part 2 - Decisive Action. 10Droids and Destruction . 10Part 2 Possible Strands . 10Strand 1 - Wandering .10Strand 2 - Repair the Freighter.10Strand 3 - Search the Warehouses .10Strand 4 - Investigating the Spoil Heaps.11Strand 5 - The Control Centre .11Captured Heroes . 12Part 3 - The Control Centre13Console location .13Base Personnel . 13Personnel location .13CEW Locations .13Key Locations . 13Medical Centre.13Power and Exhaust .14Secure Area.14Control Tower .14Mining Corridor .14The Cavern .15Part 4 - Cloud Mine Captives. 16The Shield-Station . 17The Cloud Mine . 17If the Moon is overrun .17Gerak's Last-Minute Surprise .17Enslaved Heroes . 18What happens to the Heroes?.18Broken Carbonite Freezing plant.18Cloud Mine Slaves . 19General Cell Procedure.19Work, Shift and Patterns change-over .19New Slave-Prisoners.19Prisoner/Slave Care .19Crew Quarters/Cells.19Work Locations .20Control Core .20If the slaves escape .20Known Alternatives . 20Epilogue - Wrapping it up 21Final XP . 21Rewards . 21Key NPCs. 23Standard LWD- series droid . 23CEWs, Droids and Remote DroidBrains . 23Standard CEWs . 23Mining Brain Controlled CEWs. 23Heavy Restraint CEWs . 23Remote Brains and CEW control. 23Knowledge . 24Oy'sar Moy'inar - Base Commander25Gerak-T'shon, Mine Boss . 25Gerak's Gang - Thugs . 25Administrators . 25Guards/Laser Cannon Operators 25Traffic Controllers . 26Pshee Kemaar . 26Twi'lek Spacer - Fith'an 'Oree 26Freighter Starmech droid . 26Additional Data . 27CorellianEngineeringYT-1457Light Freighter . 27Cob Class Cargo Shuttle . 27ConventionsThe information in this document is meant to befor a GMs use only. It is recommended that GMsread right through the scenario before runningthe adventure. However, some of theinformation can be read out directly to players,or is of particular importance to GMs.As a result, the following presentationconventions are used throughout this document.Information contained within such a dashed,shaded box is capable of being disclosed tocharacters who research the system on theHolonetorwhomakeasuccessfulKnowledge(Medj'K'ai) roll, DC 15. Take 10 isoften possible.Experience points are shown in yellow, basedstndon 1 or 2 level heroes. If the average level ishigher, drop the awards accordingly.If successful, this counts as a challengingEncounter Goal and earns 300 XP.Highlights and briefings which should be read tothe players have the following shadowed format.Read or paraphrase anything within a shadowedbox directly to the players, or the relevant PC,"as is" if necessary but, at least, with minimalmodification. Such a box contains game-relatedexperience and action which will affect theplayers.Particularly important notes to the GM tend to beput in italics like this. Such instructions refer tokey plot momentsor to particularly importantCopyright& DisclaimerNPC actions. It is suggested that GMs read theThis is a role-playing scenario based on, and requiring, the Wizards ofcomplete scenario first, especially the Key NPCthe Coast (WotC) Star Wars d20 Roleplaying Game Revised Coresection, (RCR).to see howNPCsreact.RulebookThis theis notanmayofficialpublication and is notendorsed by Lucasfilms, LTd, or WotC.Information referenced within the RCR is Copyright WotC. STARWARS and 2001 Lucasfilms, Ltd., Title, character and placenames protected by trademark laws. Material presented within thisdocument is not for sale and cannot be deemed a contest of the rightsand ownership of Lucasfilms, Ltd., or its licensees, including WotC.References to films and plot lines are included for placement purposesonly.The document may not be distributed, reproduced or displayed otherthan where it is presented without the prior permission of the author.Reproduction with intent of sale, or of actual sale, may be deemed aninfringement of Copyright Law.Original material within this document is copyright the author. Theauthor can be contacted via email on enquiries@medjkainebula.info.Page 3

Kelysine CrashlandIntroductionThis scenario is intended for a group of between4 to 6 first- or second- level Heroes, preferablywith one or two Jedi (Consular or Guardian). ThecompanionGMsdocument"KelysineCrashland Plans" is extremely useful, but notabsolutely necessary as the GM can make suchplans up on their own, and use their own shipsand craft. The Medj'K'ai Nebula Players Guideand GMs Guide (PG and GMG) are useful forbackground information, but the scenario aswritten does not assume any resources otherthan the SW d20 RPG RCR, though the HeroesGuide and Power of the Jedi sourcebook maybe useful.from the nebula only profitable for specialists,normally smaller traders.Era of PlayThis scenario, meant to be the first in a Medj'K'aiNebula campaign, starts shortly after the start ofthe Clone Wars, between 6 to 9 months after theexplosive events on Geonosis. The Separatists,under the control of the Techno-Union andTrade Federation have carried out a fewsuccessful raids within the sector but, on thewhole, have left it alone in favour of other, morestrategic and lucrative parts of the Galaxy much why it has been left alone for centuries.This is the first part of a trilogy of adventures: theEnclave of Ice. Together they will give theplayers a solid background to the core planetsand politics in the Medj'K'ai Nebula.Under cover of the raids the local, andsupposedly independent, Medj'K'ai NebulaMercantile Combine have established anundercover guerrilla cell tasked with continuingthe struggle using new and imaginativesolutions AimTime and approachThe Separatists have developed a prototypelong-range remote droid control system and away of retrofitting the antenna and remote droidbrain communication system into any droids.This overrides their built-in abilities, the droidslosing whatever programming they havenormally, becoming combat-enabled droidsinstead.The scenario should take around 9-12 hours ofplay to complete, assuming the Heroes carry outall the possible tasks. Experience shows that itcan be complete in 2 long sessions or 3-4shorter sessions. It is best suited to groups whouse an effective mix of brawn and brain.This could be a serious threat to the future ofthe Nebula and, if not stopped, could even turnthe tide of the Clone Wars.The HolonetThe initial aim of the adventure is for the Heroesto transport two seriously injured freighter crewto suitable medical facilities and ensure theiraccident-damaged freighter comes to no furtherharm. This is complicated by the fact that thegroup crash-lands onto a moon and uncoversthe clandestine Separatist droid prototypemanufacturing facility in the early stages ofconstruction.They may also uncover and rescue enslavedcloud-miners in the atmosphere of the gassupergiant - which is being used as cover for thesubterranean factory. As a bonus they may alsoapprehend a wanted criminal with a bounty onhis head who is hiding amongst the staff in theundercover operation.This is a challenging scenario: there is only asingle long break for the heroes, plus thepossibility of a few short breaks. GMs may wishto alter recovery times or increase XP awards.4Medj'K'ai Nebula - 1LocationThe adventure is based in the Medj'K'aiNebula, an out-of-the-way Sector on the OuterRim, fairly close to Mon Calamari. The nebula isrenowned for difficult travel due to the largenumber of small meteoroids, dust and thepresence of a number of microscopic blackholes - though there are not as powerful or asdangerous as those in the Maw. Due to theconstant need to keep updated astrogationinformation, this makes trade and contact into orSetting and SkillsUse of the holonet in the nebula is sporadic refer to the GMs guide for details but it iscurrently only active on a d20 result of 12 .When inactive, Heroes can attempt to force aconnection by altering the device making theconnection beyond its operational limits - DC21 , DMs Computer Use, with re-rolls notpossible. Heroes may take 10, but not 20, as afailure by 5 means the device needs repairing;.Where the information is of vital use to the group,up to 75 XP can be awarded to the successful PCat the GMs discretion.Goods and PricesTrade outside the nebula is sporadic: there arevery few traders willing to risk their ships andhyperdrives, or are even prepared to carry outthe constant repairs from dust-damage. Thosewho are specialists, prepared to adapt to thenebula and its problems - but charging apremium for the privilege.As a result, relatively simple articles which canbe built within the nebula are normal price. Sucharticles would be ATCs or Blaster Pistols. Moreadvanced or more difficult items, such as eWebrepeating blasters or Bakta tanks, tend to be at apremium - as much as 20-50% above normalprices.Highly complex or specialised items, such asstarfighters or combat craft, will tend to be 50100% more expensive than normal, if they areavailable at all, and would normally have to beshipped in from outside.Freighters and starships within the nebula areclassic Fringer affairs: almost cobbled together

Kelysine CrashlandMedj'K'ai Nebula - 1with glue and string. The most common shipsare those manufactured by the LosshavenEngineering Corporation who has a virtualmonopoly on many mechanical or electronicequipment within the Nebula.Starship RepairThe scenario incurs significant amounts ofdamage to a ship in which the Heroes aretravelling. The following guidelines should beused for time and DC mods. The amount ofdamage to a component determines the difficultyand given time to repair.A Starship Component Repair is Complex,DC25 . Take 10/20 is only possible if theHeroes are not under threat.Amount Damaged DC modLight-2"Damaged"0Severe* 2Slagged** 5Base Time5m10m1h2h* Will need spare parts.** Needs considerable number of spare parts orreplacing.When "Taking 10", the time should be multipliedby 2. When "Taking 20", the time should bemultiplied by 5.thJury-Rigs take only 1/5 of the time, but only lasttill the end of the scene. For example, a severelydamaged hyper-drive motivator has a DC of 27and a time to repair of 2h when "taking 10".Additional characters with the Repair skill canhelp, adding 1 support bonus per 2 Repairranks up to a maximum of 4. The number ofadditional characters working on a repair is oftenlimited by the item but on a light freighter isnormally a maximum of 2.Of course, if a particularly effective roll is made,then the time taken to effect the repair should bereduced (by 5% if exceeded by up to 5, 10% if 5to 10 and by 20% if exceeded by 10 or more).Trade Federation/MNMCThe Trade Federation does not formally operatewithin the Medj'K'ai Nebula and the surroundingsector. Trade Federation ships have not beenseen in the Nebula for almost a year.Locally there is the Medj'K'ai Nebula MercantileCombine (MNMC). Whilst they claim to beindependent of the Separatists, and no part ofthe Federation, it is run primarily by a mix ofNeimoidians, Twi'lek and humans. It is believedthe MNMC has three Federation style cruisers,but generally uses locally-built, medium-sized,container freighters. Whilst it ostensiblyespouses non-violence, it has a Bounty Hunterarm which it uses to hunt down any criminalswith a price on their head who have committedcrimes against the MNMC.WhatevertheMNMCclaimsaboutindependence, rejecting the Trade Federationand not being part of the Clone Wars, mostlocals believe it is hand-in-glove with theSeparatist movement.Page 5

Kelysine CrashlandMedj'K'ai Nebula - 1the Heroes travelling on the freighter. It is left tothe GM to develop other justifications.Part 1 - CrashlandAt the start of their adventure, the playercharacters are in transit to Losshaven from theMon-Calamari space aboard a lightly-armed,(single-turret) stock light freighter which hasbeen adapted for better passenger use. Whethera stock YT-1300, a YT-1457 as outlined below,or a similar stock freighter is a GM choice.However, it should have a single dorsal turretwith basic ship-to-ship laser cannon.JustificationSome Heroes insist on being provided withjustification for joining with the others. Wesuggest that they do so out of enlightened (andheart-of-gold) self-interest: the PC group will bea great way to develop allies. Some easypurposes linking them to the core worlds are thedance school, needing protection, or needingwork. As far as the adventure goes, there areseveral core justifications linking Heroes,depending on whether there are any Jedi orNobles amongst the Heroes, and also whatclass the Heroes are.Jedi/NoblesSpecialistswithSoldiers&TechAny Jedi within the group have been given thefollowing instructions and are travelling together.If there are no Jedi, then hopefully a noble withdiplomatic training or background will take theirplace as a diplomat. Any soldiers or TechSpecialists in the party will be there temporarilyassigned support personnel (e.g. Republicanguardsmen). Any Scouts, Scoundrels, Fringersor Adepts are merely passengers in transit toLosshaven.There has recently been very limited contactbetween the governor of Losshaven - and theMedj'K'ai Nebula as a whole - and Coruscant.The Jedi Council have asked you to determinewhy. They suspect little trouble which is why apadawan/diplomatic aide such as yourself hasbeen assigned to this task.The Council also wish some news on the statusof the Jedi Academy on Keysh'kar, reporteddestroyed in a Separatist raid on the nebula.They have given you a message canister whichmust be delivered personally to the senior JediMaster/Knight remaining at the Academy (ifany). As your Masters are not expected to returnfrom a difficult mission, you are also transferredto the Keysh'kar Academy - if there is anyoneleft to continue your training.6As always, the Council and the Republic isinterested if there is any more Separatist activity,it now being a standing order for the council thatany and all such activity is to be reported urgently if suspicious or of a threatening nature.Group does not contain Jedi/NoblesWhilst unlikely, it is possible that there are noJedi or Nobles in the group. If this is the caseuse the following justification for one or two ofYou have been approached by the Jedi todeliver a message to the senior Master or Knightleft in or around the Academy in the Medj'K'ainebula. You will be rewarded very well - theyhave already paid off your gambling debts andhave promised more (up to 1,000 credits) if yousucceed. Its not much but you are almost brokeand need to get away from some other debtors.They have asked for first-hand news about thenebula, but no price has been negotiated forsuch information. The trouble is that if you donot give them any such information, you suspectSeparatists will benefit. And you don’t want to beknown as a double-crossing crook to the Jedi SpacersThere is a Twi'lek spacer on board the lightfreighter. If any of the group is a spacer one willhave been hired on as a spacehand and replacethe Twi'lek. Any actions applying to thespacehand could be suggested to this spacer.The spacer is theoretically responsible to heremployers and the safety of the passengers.For small groups (3-4 heroes), their should alsobe an ancient S8R- series Starmech DROID onboard. The forerunner of the famous Rx- seriesastromechs, the S8R- are rugged, useful andcapable but have far less equipment than theRx- series.The AccidentThe adventure starts with the following :You are passengers [and crew] on a modifiedstock freighter. It is carrying a full load of strapon cargo pods, the internal hold is packed, andthe additional staterooms which are its chiefmodification are somewhat cramped. During thejourney from Mon Calamari, via Amanus, youhave come to know the other passengers,almost intimately in the confined space.The hyperspace flight is routine and the crew, apilot (Human m.), co-pilot (Sullustan m.) andspacehand (Twi'lek f.), are competent. The firstsigns of any trouble are when approaching theLosshaven system.You are all in the lounge when the shriekingalarm of the proximity detector startles you. Thefreighter abruptly shudders out of Hyperspaceaccompanied by the sound of tearing andshrieking metal. The proximity alert turns to afire alarm as the smell of burning wafts into thelounge.There is a commotion as the pilot and co-pilotrush past, cursing. They are closely followed bythe spacehand. All have fire extinguishers intheir hands and are heading towards theHyperdrive. As the co-pilot and pilot turn thecorner there is an explosion: they are hurledagainst the wall and a fire blazes, threatening torage out of control.The Heroes should help put out the fire. This is agradual process whereby the fire is reduced

Kelysine CrashlandMedj'K'ai Nebula - 1moments of consciousness, the pilot will suggestfrom its starting DC, the aim being to reduce its(weakly)theHeroessetofftheDC to nothing, at which point the fire is out! Thedistress/emergency beacon. Important: iffire starts as a DC21 Profession (Fire-fighter)ability-based throw (Wis) and reducesShip Damagein intensity by 5 for each successfulComponentDamage Commentsroll, reflecting it being brought underHyperdriveSlaghas detached itself from its mountings and iscontrol. Any failure of 5 , however,mostly a molten heap. Inbound power is green:means the character closest to the fireall else is red .will take 1D6 damage (to VP first)ThrustersSevereTo the controls and to parts of the drive.Repulsors:unless they make a DC15 Reflex SV;ControlslightReadily repaired with on-board partsany fire-fighting roll which fails by 10 orMotivatorsunknown Appear usable if controls repaired. Monitorsmore, or for any 5 rounds in which theshow some external damage which cannot befire is not fought, the DC of the fire willdetermined from inside (the repulsors will failincrease by 5, reflecting the fire flaringwhen put under stress, such as a landing).up under inept fire-fighting.Air-recyclerSlaggedPumps can empty ship & replenish fromreserves once. Air within the ship will last 5-6Up to four people can fight the fire athours before needing to be flushed andany one time, remembering the pilotreplenished. Recyler needs replacing.andco-pilotareunconscious.Parts are available for the Repulsorlift controls, but not for the other equipment.Extinguishers are available throughoutthe ship. Tests can be taken every 5rounds until the fire is out. Neither Takepossible this should be done: if not by the10 or Take 20 is possible. DMs are 1 perHeroes, then the spacehand. On examining theperson fighting the fire; and an extra 2 forwreckage, damage can be seen according to theeach person fighting the fire with feats Spacer"ship Damage" box, above.or Starship Operation (Freighter); 2 per personAnyone examining the nav-computer will quicklywith Profession (Spacehand) or similar synergydetermine that the ship is on the outskirts of thebonus.Losshaven system and approaching Arysine.The Twi'lek spacer has Profession(Spacehand)They are slightly short of their objective butsynergy (see NPC appendix) and Spacer,nowhere near close enough to the gas giant fortherefore adding 5 ( 1 person, 2 Spacer/Ssanything to have troubled the hyperdrive.Ops, 2 Spacehand).Simple use/analysis of the NavComp will revealthe presence of a rogue asteroid nearby whoseIf successful in putting out the fire, this counts asa challenging Encounter Goal and earns 300 XP.trajectory shows it was probably thrown fromorbit around Arysine. Otherwise of no realIt is possible the fire blazes totally out of control.danger it was certainly large enough to haveThe Heroes and crew will have to abandon shipdamaged the hyperdrive and has actuallyin the escape pods. If the ship is abandoned andcrashed into the ship. If pressed as to itsthe pods are used, the emergency rescueunusual nature, the spacehand will just shrug:beacon will be set off automatically."It's the nebula." - anyone with the Knowledge(Medj'K'ai Nebula) skill will also appreciate thisIf the freighter they are one has sealablefairly rapidly (DC10!).bulkheads or hatches, Heroes may be temptedto retreat to a particular part of the shipGiven the situation and the fact that repulsors(preferably near the escape pods) and flush theare not capable of long-distance interplanetaryatmosphere from the part containing the fire,flight, the thrusters need to be repaired: a longintending to pump air back into the vessel fromand difficult job requiring external access andreserves. GMs should be aware thatparts.a) The air re-processor is slagged (see ShipDamage) so one replenishment from reserveis all they have.b) if the atmosphere is flushed the fire will dieout, except for any inflammable gas, but theHeroes will not be able to allow the metal tocool or radiate away the heat. The metal willremain extremely hot, perhaps warming upthe metal around it. It will re-ignite anythingas soon as the oxygen returns (if slowly) butat 10 points less than when it went out. Ifthey suddenly re-introduce atmosphere thefire will explode and end up at 3 strengthabove the level when the atmosphere wasflushed.If the fire is fought successfully, it will turn outthat the co-pilot is very seriously injured and isdying (WP-5, Fort SV 10), whilst the Pilot isseverely injured and fading in an out ofconsciousness (WP0, Fort SV11). In one of hisEither from the semi-conscious Pilot, knowledgeof the Nebula or from the astrogation computer,it appears the closest point of safety is theArysine moon Kelysine: it has a landing area,storage facility and shuttle links to the CloudMine on Arysine where the injured crew couldget the specialist medical attention needed. Thehyperdrive and thrusters could also be repaired.No transmission is possible yet to the Arysinemine or to Kelysine due to the interferencearound the gas giant/black hole binary.At this point, the Heroes may try to find out moreabout Arysine and Kelysine using the ships onboard database.The information below isavailable if they are successful (simple DC13 ).The key facts about this information is that thenumber of warehouses is supposed to be smalland that there is a only a pair of shuttle landingpads. This conflicts with what the Heroes maylater observe.Page 7

Kelysine CrashlandFurther information (plans) are available over theHolonet, but the ship has onlysubspacetransceiver, not a Holonet Transceiver.Kelysine informationKelysine is a staging post, the largest moon ofthe pear-shaped Supergiant Arysine. The giantis a fairly rich store of Tibanna Gas and similarcompounds, but mining is very difficult andfraught with danger: the fairly recent black holewhich warps Arysine into it's distinctive shapecauses considerable gravitational anomalies andadjustments in the meteoroid activity. Thismeans the Shield-Ship Station, used as a link totransfer cargo shuttles down to the floating mineprotected by one of the pair of shield-ships, hasto regularly move, leaving the cloud-mine to itsown devices. The shield-ship station has hadmuch of its docking and storage facilities turnedover to fuel and engines (heavyweightrepulsorlifts and guidance thrusters). Sometimesthe shield-ship station cannot be used due to theconjunction of atmosphere, the black hole andthe rings.In turn, Kelysine has had to be used as a stablebase and temporary storage area. The gas andparticles mined from the Ringed Gas Supergiantare stored in carbonite or in sealed units,transported up to the shield-ship station, thenKelysine. The storage facility on the moonconsists of an open area, a small bank ofwarehouses and two landing pads - one forshuttles and one for freighters. The storagefacilities are also used for items in transit downto the cloud mine.The complexity and need for smaller craft makesthe profit marginal, but still usable.Whilst Kelysine is fairly large for a moon, it is stillnot large enough to support a full atmosphere.The outside temperature is freezing, life isprimitive lichen, and protective clothing andrespirators must be worn.If Control Centre, cloud-mine or shield-stationdetails are checked, reveal the following pluswhatever else is suitable for your campaign:Normal crew for a skeleton control centre is 610. This includes 3-4 traffic controllers, up to 2artillery specialists for any turbo-lasers or blastercannon, plus 3-4 admin and management staff.Cloud mines such as that in the Arysineatmosphere have a crew of around 30-40working shifts, with entertainment, dining,sleeping and storage facilities.8The shield-ship station for such a configurationwould normally require a crew of about a 10-12.However, with a remote control centre and acopious number of expert droids the crew canbe removed altogether except for visits fromspecialist maintenance and repair staff whennecessary.Landing on the MoonIt will take around 3½ hours for the Heroes totravel to Kelysine, during which time some VPsMedj'K'ai Nebula - 1can be recovered and the co-pilot can be treatedby those not spending time recovering.About 30 minutes away from landing, the ship orescape pods will be hailed by the controller atKelysine, demanding to know what the ships aredoing approaching Kelysine. The tone shouldbe aggressive, but it is not possible to determinethe speciesdue to interference. Onunderstanding the problem, the controller willemphasise the dangerous nature of the planet:the Supergiant, the Black Holes, the meteoroids,still strongly suggesting they go elsewhere.When it becomes obvious they cannot goelsewhere the controller will demand to knowwhere they are bound. Are there any shipscoming out to meet them? The group mayemphasise the problem with the crew and thatthey have no other choice.At this, the controller will abruptly cut off theconversation, only resuming five minutes laterwith a very curt permission to land on Pad 2 atthe moon's transfer facility. The group is toremain in their pods/freighter until a vehiclecomes to collect them.If the Heroes are keeping watch, as theyapproach the moon they may spot a MNMCcruiser/transport leaving orbit and headingdirectly away from the Heroes craft. It isaccelerating rapidly, quickly disappearing out ofview and sensor range by apparently going theother side of the moon (keeping the moonbetween itself and the Heroes). Given the stateof their craft, the Heroes will not be able tochase or track it. The following information isavailable on the MNMC within the sector:Medj'K'ai Nebula Mercantile CombineWithin the Medj'K'ai Nebula the MNMC hasdeclared a state of "independence andseparation" from the activities of the Separatistsand Trade Federation in the galaxy at large.They have announced that they do want to beassociated with the Clone Wars and will cooperate with the due process of all Republicanlaw-enforcement agencies within the sector.The fact the Law-enforcement agencies withinthe sector are minimal and largely impotentagainst a fully-armed MNMC cruiser may not gounnoticed by the characters.The Heroes should be shown the control centerand surrounding area map in the accompanyingplans as they approach to land. A sharp-eyedplayer may notice that there are a

A 4-part Star Wars d20 RCR Scenario for 4-6 1 st-2nd level characters An introduction to the Medj'K'ai Nebula: Enclave of Ice, Part I v4 By Tim Bancroft . Page 3 . than the SW d20 RPG RCR, though the Heroes Guide and Power of the Jedi sourcebook may be usefu

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