At the Graaf's Pleasure (RUoS)

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

*Main Page: Round-Up on Salliche*

*Preceded by Prisoner Convoy*

The heroes follow the road and escaping remnants of the prisoner convoy to the rural estate of Graaf Savraan. Imperial forces have surrounded the manor house and grounds with a fence, guard towers, and support buildings to serve as a detention camp. Allow the heroes to position themselves in the nearby forest and rocky hills to survey the area and launch a rescue attempt.

### Imprisoned Heroes

Any heroes who were stunned and captured in Docking Bay Ambush and failed to escape from the speeder trucks during the ambush find themselves deposited inside the perimeter fence at the beginning of this encounter. They can plan their own escape independent of their comrades' rescue attempt, though the attack offers an opportunity to execute it in the ensuing confusion. Assuming they can convince their fellow inmates to actively resist the Empire, the imprisoned heroes might find some allies willing to aid in their escape attempt and possibly assist future resistance efforts.

### Read-Aloud Text

The players should describe how their heroes approach the prison camp and from what position they reconnoiter the Imperial installation.

***Imperial forces have established a makeshift prison camp on what was formerly Graaf Savraan's country estate. The sprawling mansion and surrounding grounds now lie within a hastily erected wire fence- probably electrified- with guard towers at each corner and one by an opening that functions as the gate (no doubt it seals with some kind of lethal force field). About 40 prisoners mill around the estate's enclosed grounds awaiting their fate. Most lounge on the grass, some pace pensively, and a few gather in angry clusters for heated discussions.***

***Several support structures stand outside the guarded enclosure. Two prefab barracks provide shelter for the guards, while a metal-walled shack with a roof bristling with communications antennae serves as a command post. A cleared area outlined by blinking guide lights serves as a landing zone for transport craft, though nothing occupies the space at the moment.***

***Observing the patrol routine for a few minutes reveals that several pairs of Stormtroopers march along the fence's outer perimeter while others mount a fixed guard at key locations. Lone Stormtroopers in each of the 7-meter-tall sentry towers keep an eye on the prisoners and the fence, ready to fire at anyone with light repeating blasters.***

***The compound's major weakness appears to come from the incomplete perimeter fence. Posts support the wires only a few meters into the estate's pond, leaving a gap someone might swim through to reach the prisoners or escape.***

### Encounter Setup

* 1 Imperial Officer
* 16 Stormtroopers

#### **Tactics**

The detention camp's complement of guards consists of 16 Stormtroopers: 10 in pairs on patrol or at duty posts and one in each of the sentry towers. A lone Imperial Officer works in the command shack. They remain at their posts and patrol routes unless they notice suspicious activity or come under attack.

When fighting breaks out, Stormtroopers on patrol immediately move to charge any threat. Those troopers standing guard at stationary posts hold their positions, but take Cover and return fire as necessary. Guards in the sentry towers swing their Light Repeating Blasters into action, assuming they have line of sight to attacking heroes. The Imperial Officer emerges from the command bunker to direct the Stormtroopers; he reacts defensively to any changes in attack strategy. They assume the prisoners remain neatly locked up inside the electrified enclosure unless they somehow escape and pose an actual combat threat.

#### **Features of the Area**

The light woods and rocky hills offers heroes Cover (+5 to Reflex Defense) as long as they remain within that terrain. They must cross open ground, however, to reach any of the detention camp buildings or the fence. They can fire around the barracks and command shack if they can reach them and use them as Improved Cover (+10 to Reflex Defense).

The guard towers stand 7 meters high, providing Cover to the Stormtroopers within. A ladder up the metal tube support structure allows access to the sentry box above. The fence deals 3d8 points of damage to anyone touching the wires. The lines are strung close enough to prevent anyone from slipping through no matter how nimble they are. Destroying one of the support pylons cuts the wires; felling two pylons cuts the power in between. The command shack contains controls for opening and shutting the force field gate and powering down the current charging the fence wires. Comm equipment allows transmissions to the Imperial installation in the nearest city as well as communications with all troopers and sentry towers on site.

The pond presents a natural obstacle that seems easy to swim across. But deep muck lurks beneath the shoreline that snares anyone trying to climb ashore or wade into deeper water to escape. Pulling oneself out of the muck- either back to shore or into open water- requires a DC 20 Strength check.

### Conclusion

After the heroes help the prisoners escape they must quickly flee the area, using whatever transportation they can find to reach a safe haven. Even if they managed to take out all the Imperial personnel, the officer might have had time to send out a distress call. In any event, more transports arrive bringing fresh guards or new prisoners and quickly initiate operations to suppress what the Empire believes is an active resistance cell on Salliche.

If the heroes managed to rescue any prisoners, some might channel their resentment for the Empire into working for a resistance cell organized by the heroes.