Lacking Natural Simplicity

Random musings on books, code, and tabletop games.

WVHTCF Necessary Evil, Session #14: Success and Inevitable Betrayal

WVHTCF Necessary Evil, Session #14: Success and Inevitable Betrayal

date:

2012-09-29 17:00:30

version:

2021-08-09 10:51:25

Attending

Clockwise round the table, starting with the GM:

  • M.A.H. — GM

  • C.A.H. — playing Force Caster

  • T.K.B. — playing Raum, a vaguely demonic creature.

  • I.MC. — playing Mauler.

  • B.MC. — playing Stygian Veil.

Introduction

This week we were joined by I.MC. in his first ever roleplaying game session!

Actual Play

We got a call on the communicator — Mauler, a friend of Stygian Veil from the old days, has been an undercover spy, and has heard they took the superhero Champion. and converted him to V'Sori. Mauler has been looking for him, but hasn't found him, but has heard that he might be activated from the satellite and that his old pals have a mission to the satellite.

Anvil is Mind Controlled.

It takes four hours to get to the satellite. We have 6 fusion missiles and 3 sonic torpedoes for our Manta. Anvil's authority codes are a couple of weeks old but should still work.

Quillik will pose as Anvil's bodyguard and will carry us through the scanner in one of our traveling vials in his mount.

We head out to sea underwater for five miles, then surface and head up towards space. In the atmosphere, a V'Sori man of war questions us. Anvil knows that the satellite we're heading towards is Satellite 15 and bluffs. They decide they'll escort us through the fighting. After two hours we're through most of the fighting and the man of war sends us the rest of the way with an escort. In part thanks to the escort's presence we're cleared to enter the satellite docks despite be unscheduled. Once they figure out it is Anvil on board they're very respectful.

Quillik sets off a partial alarm when he passes through the regular scanner. After a quick explanation from Anvil that Quillik had been injured in a recent fight with Earthlings [???] the guards go get a hand scanner and it goes off around Quillik's mouth. The guards ask him to open his mouth, which he does, but the vial carrying us pops out and falls to the floor in front of the guards.

We get out and one Super Fin uses Force Control (Maneuverable) on us. Mauler wounds him. Anvil flees to a corner and waves his arms about futilely and wibbles, as commanded by Stygian Veil using Mind Control. Quillik and Force Caster attack back, but do not succeed. Some of us recognize the Super Fin as DeNeg, [¿¿¿Spelling???] once a superhero in the old days. DeNeg uses Force Control (Bind) on Raum, who breaks it by becoming intangible. Mauler attacks DeNeg, hitting for 22 damage. War Spheres are heard approaching and Mauler throws DeNeg into War Spheres, destroying one. Force Caster does suppressive fire against the War Spheres, shaking several.

[¿¿¿Who was the other Super Fin??? I remember it was a villain. How did we kill him???]

Stygian Veil hears noises from the control center. Mauler rushes in and smashes a War Sphere so hard he spins and falls down afterward. Force Caster moves in and sees Pyros, who looks half-V'Sori and part zombie. Force Caster kills Pyros. Stygian Veil sends the “broadcast drone self destruct” command from a terminal in the control center. A warning message is issued: “broadcast drone self destruct — Champion ultimatum enabled.”

We find 4 technicians, and escape pod blasts off; it has life signs. We convince the remaining 4 technicians to enter another escape pod and we sabotage the reactor core then leave in our Manta.

In the last ½ hour of our journey back to Earth we see Champion — the strongest super hero of the leading super team before the invasion — chasing our Manta. He had been blasted by the V'Sori during the invasion and thought dead by most, but it turns out he had been converted to a V'Sori and set up as a deadman trap. He hits our ship, wrecking it, and then comes back to peel it open to attack us. Raum hits him. Force Caster hits him with a gun and then his power, and kills him! We get shrunk and let Force Caster fly us down to Earth. The battle left us right over Star City. Our ship lands in Northpoint, on SoCorp (the elite V'Sori police and Mind Control force) headquarters and destroys it.

V'Sori ships are retreating as Force Caster flies us down to near our old hideout, since we don't want to attract attention to the new hideout. Someone tries to Mind Control Force Caster, and when we land Dr. D appears with Neptune Guard and says:

“Repent! Come over to me, or die!”

Aftermath

Each PC each got +5 XP.

M.A.H. was planning that we'd have the big battle with Dr. D next time (which should finish the campaign) and then we'd have one-shots until January, when M.A.H. will run a D&D 4e campaign.

However, the players were talking and decided they wanted at least one more episode so everybody could level before the big fight with Dr. D, perhaps as a flashback, and M.A.H. said she'd see what she could do.

Idol of the Orcs, Session #8

This session lasted from 3 pm to 5:30 pm.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.A. — Labyrinth Lord

  • T.K.B.

    • Orm, a human Cleric of Thor. HP 5, AC 3. (red lego base)

    • Skeggi, a human Cleric of Vidar. HP 6, AC 4 (3 with shield). (blue lego base)

    • Also played L.B.'s Avarey, a male Half-Elf Cleric. (light green lego base)

  • M.A.

    • Gustavio, a male Gnome Magic User. HP 4, AC 5. (green lego base)

    • Karl, a male Dwarf. HP 4, AC 6. (yellow lego base)

  • E.A.

    • Semiriah, an Elf Ranger. HP 3, AC 5 (4 with shield). (sparkly pink lego base)

    • Maury, a human Thief. HP 5, AC 6. (tan lego base)

    • Also played L.B.'s Sallee Marie, a female Halfing Fighter. (light blue lego base)

House Rules

A Critical Hit happens on a natural twenty on an attack roll, and damage is doubled.

There isn't a Critical Misses rule, but sometimes on a natural one on an attack roll something embarrassing and funny but usually non-damaging happens.

Actual Play

Went back to 3rd level. K, S, Za, Ro, Av, Ga popped (teleported away by a trap). Semi & Av force open door into corridor. Pop, Pop. Find corpse behind: Semiriah and Karl find 270 gp, 2 gems worth 150 gp each. Non-poppers encounter a monster — a giant centipede. Kill it in one round with 22 points of damage — it had 2 HP. Lots more popping. 3 corpses at I: 300 gp, 140 sp, & dagger. Room with pews and altar and ash - clerics uneasy — dark powers here. Altar has: dagger, potion, ring, scroll, short sword, 25 gems, necklace. Avery casts Detect Evil: nothing on the altar glows, pews don't, but altar and ash glow eveil. Pick up potion with rope on pole, sweep other stuff into bag on pole with another pole. Door slams shut, Avarey and Skeggi and Karl and Gustavio make saves vs. Spellsl and everybody else fails. Those who failed see the entire chamber turn to flames and takes one point of damage, then a second point of damage. Four of us broke down the door and we all fled. Back to town.

Gustavio uses Detect Magic on the items: dagger from corpse is +1 (to Gustavio), dagger from alter is +1 (to Semiriah), potion (polymorph), ring (silver, magic, unknown, to Karl), scroll (unknown), short sword +1, +2 vs. spell casters (to Maurey).

Gems: 8×100 gp, 2×150 gp, 5×250 gp, 7×300 gp. Necklace: 800 gp.

Aftermath

*XP?*

WVHTCF Necessary Evil, Session #13: V'Sori are made from People!

WVHTCF Necessary Evil, Session #13: V'Sori are made from People!

Date:

2012-09-19 17:00:00

Version:

2021-08-09 10:52:01

This is an actual play report from the Savage Worlds Necessary Evil plot point campaign from Pinnacle Entertainment Games. These actual play reports will be available in html.

Attending

Clockwise round the table, starting with the GM:

  • M.A.H. — GM

  • C.A.H. — playing Force Caster.

  • T.K.B. — playing Raum, a vaguely demonic creature.

  • B.MC. — playing The Stygian Veil.

NPCs

  • Quilik — Our Fin?

Pregame

Raum gets +1 XP for session #12 writeup.

Actual Play

We block off unused tunnels in our headquarters.

Raum hears voices from far away down unexplored tunnels — a commander giving instructions to troops — it sounds like Dr. D!

“Need to get V'Sori separatist at lab in docks area, he'll lie on the floor as soon as trouble starts, he's expecting you. Here's a map.”

Stygian Veil makes a Knowledge (Engineering) roll and knows that we can't be heard by them.

We search for info about Dr. Aiden online. He is a member of the Association of V'Sori Scientists. They have a lab near the docks, but the location is classified.

We try to follow voices down the tunnels, but can't find them.

Chow's restaurant is closed down — the whole city is a war zone.

Docks had Farmers' Market, a V'Sori naval outpost, and is area run by the Longshoremen (a band of criminals).

We call Mr. Fixit, who gives us the address of the V'Sori weapons facility that includes Aiden's lab; it's well protected and very secure.

We take one of our panel vans (from our time near the University motor pool). Our Fin is riding in the passenger seat and Force Caster is driving.

We are stopped by a V'Sori patrol and Stygian Veil tries Mind Control, but fails. Raum tries Persuasion (thank goodness for Gifted) and gets two raises: “we've got a vital shipment of lab equipment”, and gets the ok to continue.

We come to a bombed out road, and are forced to take an alternate route. Bunches of V'Sori and Neptune Guard's jump out from opposite sides of the road to attack each other as we drive by, and we are caught in the crossfire. (Most of the V'Sori are drones.) We are interrogated by some V'Sori and then attacked, they blow holes in the sides of our van. Our Fin jumps out of the van to protect us, attacking the V'Sori. We retaliate, and Force Caster takes us through an intersection, leaving dead bodies in our wake. When we stop we are interrogated by some of the Neptune Guard, who recognize us and start to attack, but we kill them, and the last of the V'Sori flee. Our Fin catches up and gets back in the van.

We are finally outside the Center for |VS| Weapons Research — it is an unmarked building surrounded by a security fence with guard towers, a couple of blocks from the actual docks.

We got miniaturized and into vials that Stygian Veil carried, then Stygian Veil threw fusion grenades at the guards on the towers, and teleported into the building. The first room was a loading area, and probably had a few war spheres. There is a second room, with more war spheres. The third room is absolutely filled with war spheres; Stygian Veil dropped fusion grenades and teleported to the next room, where we finally found four V'Sori scientists and one human (apparently a janitor). All the V'Sori scientists were lying on the floor. We ask who “Aiden” is, the other scientists point him out, and Stygian Veil tries to Mind Control him [???] and fails. Aiden Mind Control's Stygian Veil; we eventually figure out that something is definitely wrong because Stygian Veil talking and acting odd, but we're still in vials and can't do anything. Eventually Stygian Veil overcomes the Mind Control (because Aiden keeps asking for the location of our base), hits him with the shrink ray, captures him in a vial, and shakes him unconscious.

Somebody ([Who???]) killed the janitor during this. I presume we killed the other V'Sori scientists once we knew who was who.

As all this was going on we heard a heavy weight bash into the roof of the building, and the ceilings of some of the other rooms collapse. When we get to a position to see, it turns out that an Atlantean sub had been lifted into the air with Telekinesis and was hovering over the building. Heroes were leaving the sub, climbing down into the weapons facility on ropes. We must have dropped some fusion grenades near some of the heroes. We saw Mechnoman climb up on the roof to see who was dropping the fusion grenades. At the same time Stygian Veil was struggling with Aiden so that we could destroy the Atlantean sub with more fusion grenades. Eventually we do, and leave the area in our van.

We headed back across the war-torn city. After about 2 miles, we run into what appears to be a Longshoremen-manned check point where they are stopping every vehicle, inspecting the occupiers and vehicle, and then waving them on into a warehouse. There must be some other exit, because we've seen too many vehicles go into the building. On approaching our vehicle the Longshoremen take our picture to “check against their database”, then tells us to exit the vehicle. Stygian Veil teleports out, drop the Fin and Raum, and Force Caster jumps out. Raum jumps into the middle of a group of Longshoremen and attacks. Eventually we kill all but two of the Longshoremen and then the leader — Willy the Fin [???] puts up his hands and says that they can help us.

It turns out that Ricky Six-Fingers and his gang moved out of Southpoint after Dr. D's revelation into a headquarters in Tempest, and the Longshoremen know where it is and are planning to hit it in a couple of days. The Longshoremen tell us that they've heard that Vince volunteered to do the hit on us and has disappeared [???] while he's working on it. The Longshoremen offer us a police car to replace our transportation, but Raum has noticed police cars getting attacked and asks for other transportation options. They have a couple of motorcycles, and we take them.

Willy the Fin gives us a communicator and tells us we can contact them on channel 6. He tells us not to use the regular comm system because the V'Sori have gotten real sophisticated in exploiting the regular system.

We head out and get back to our area without any further mishaps.

Raum asks our minion, Frank, to work on the comms issue, starting by checking the Longshoremen comm for surprises. He finds out that it has an inactive tracking device which can be turned on remotely, but he is able to remove it, and we can keep it in a Faraday cage. He also says he can work out a secure method of communication for us.

We work to figure out how to interrogate Aiden without letting him keep attempting to Mind Control us. Our Fin says that the Vince don't like cold: 30℉ makes them very uncomfortable, and we determine that will be enough to keep him from concentrating hard enough to Mind Control us. Joe's Pizza is nearby and closed for the war, so we go there and interrogate Aiden.

Aiden wants to defect to those who oppose the V'Sori. It turns out that the V'Sori are split — some want to leave earth, thinking that they are doing more harm than good. He designed the satellite system to control the V'Sori drones. He could stand down all the drones worldwide. It can't be done remotely, it has to be done on the space station. Dr. D keeps a space vessel in a warehouse in the Tempest district. Aiden contacted Dr. D by telepathically broadcasting message to him — they have met before, so distance is no object. Each drone has an auto-destruct function that can be triggered from the satellite. Updated battle plans can also be downloaded into the drones. The satellite is very heavily defended. It is manned by technicians responsible for software maintenance and by Fins, ware drones, and Super Fins. The V'Sori Overmind commanded the V'Sori to attack Earth at this time. Several think it was unwise, but when the Overmind says something it must be done. Aiden opposes because Overmind has gone mad and resents the Atlantean overthrow of the Vince here on Earth. The Overmind has an unreasonable fear of Earth, and has put off the attack several times, has spent centuries scouting and manipulating behind the scenes — the Overmind assisted the Nazis, for instance. Aiden hopes that if the V'Sori fail this time the Overmind will give up.

The V'Sori have new technology, advanced bio-mechanical manipulation that allows them to (non-reversibly) change a earthling's biology to V'Sori biology without affecting any super powers. (Much improved from the things along this line that we've seen before.) Many of the V'Sori we've seen were former prisoners, mind-wiped. They mind-wipe the prisoners, load up a standard V'Sori mind profile, perform the conversion process, and the former prisoner wakes up a V'Sori in mind and body!

They make drones from former prisoners who are too badly damaged to make into V'Sori — war spheres are made from those who are the most badly damaged. Hyper drones are cybernetic — they look more like the dead. Hyper drones are also controlled by programs from the satellites. Anvil tells us issuing the “shutdown” or “auto-destruct” command to all drones is a simple process.

[¿¿¿I have something here about “protect Tempest district”???]

Those who change to V'Sori gain the Aquatic and Telepathy racial abilities, same as Atlantean as far as stats go, but look like V'Sori. One ingests the agent and the transformation takes place over a week. Don't know if it works on Atlantean. Some Atlantean have passed for V'Sori (at least to look at).

The team that was to get Aiden was planning to get the stuff to make the change so they could sneak in. His team was Lucky and 4-Star and Mechnoman.

Ricky Six-Fingers is thought to be a legend, one of those criminal bosses that most people don't think really exist.

Aiden has sophisticated neural package they us on new V'Sori. (Force Caster says that's why they invaded: that and revenge on the Atlantean.) V'Sori have native psionic abilities that make it difficult to mind-wipe one once it has been transformed.

Atlantean do reproduce biologically.

The drone control satellite is armored heavily — nothing but it own core exploding can damage the satellite.

Five software technicians to correct faulty programs. Fins can get things through DNA scanner (We could go in under skin — scanner only checks the very outside of the epidermis). Drones have a safety feature — they can't attack V'Sori, alas.

Aftermath

We each got +3 XP.

FF:TIRpG: Shaggradd's Hives of Peril: the Missing Session?

As I've mentioned before, I've been trying to use the RPGs derived from the Fighting Fantasy gamebooks for pickup games with the kids, starting with the second adventure from Fighting Fantasy — The Introductory Role-playing Game (FF:TIRpG), Shaggradd's Hives of Peril.

I'm Confused

For some reason, I think we played another short session of FF:TIRpG, but if so I've lost my notes. Did D.B. play? Did he play Oswald?

Idol of the Orcs, Session #7

This session lasted from 8 pm to 11 pm.

Attending

Clockwise round the table, starting with the Labyrinth Lord:

  • T.A. — Labyrinth Lord

  • M.A.

    • Gustavio, a male Gnome Magic User. HP 4, AC 5. (green lego base)

    • Karl, a male Dwarf. HP 4, AC 6. (yellow lego base)

  • E.A.

    • Semiriah, an Elf Ranger. HP 3, AC 5 (4 with shield). (sparkly pink lego base)

    • Maury, a human Thief. HP 5, AC 6. (tan lego base)

    • Also played L.B.'s Sallee Marie, a female Halfing Fighter. (light blue lego base)

  • T.K.B.

    • Orm, a human Cleric of Thor. HP 5, AC 3. (red lego base)

    • Skeggi, a human Cleric of Vidar. HP 6, AC 4 (3 with shield). (blue lego base)

    • Also played L.B.'s Avarey, a male Half-Elf Cleric. (light green lego base)

House Rules

A Critical Hit happens on a natural twenty on an attack roll, and damage is doubled.

There isn't a Critical Misses rule, but sometimes on a natural one on an attack roll something embarrassing and funny but usually non-damaging happens.

Actual Play

Put Symna and Gloin in chain from the last episode. Each hireling has two torches.

Went west down the last unexplored tunnel on Level 2, which we hand overlooked on our map, it being drawn in so lightly, to a room with a complex, fancy silver lock on the other exit door. Trying to bash it off did no good, nor was Maury able to pick the lock. We obviously need a key.

“Oh no, we're stuck in a video game, gathering keys!” [1]

We gather wood and leather waste from The Lonely Room (the room with the “walk through walls” A.K.A. teleport trap), threw it in The Bat Room, lit it on fire, and brought in torches to drive the bats towards the chimney to the surface. Semiriah kills one giant bat with a natural twenty. Gustavio kills another giant bat. Orm kills a giant bat. Avarey kills the last giant bat. We search the room, twice, but find nothing. We travel back to town.

We don't want to tangle with the wight who's room is near the stairs down, but we have no choice. What should we do? Throw money and blather at it: buy silver weapons and come up with a good tactical plan to overrun the wight (and the Labyrinth Lord).

We travel to a town where we buy 4 silver tipped spears (30 gp, 8' long), 1 silver dager (30 gp), 3 silver maces (50 gp). Unfortunately for Gustavio's desire to spice up his wardrobe and Karl 's desire to adorn his beard with jewels, the caravan that was to bring the town its yearly load of fancy cloth and expensive jewels was attacked, so Karl and Gustavio will have to return in a year. (The rest of the party was rather relieved.)

We return to the dungeon and form up before approaching the wight's room. We put the silver spears in front: Karl and Sallee Maree first because they're short, and Maury and Semiriah behind them, with Orm, Skeggi, and Avarey ready to move up to support them with silver maces, if they need help, and Gustavio behind them. The plan is to hold the wight off with the some of the 8' long spears, while stabbing him with the others, so he can't touch anybody and steel their life force. T.A. comes up with some rulings on the fly for the situation, and we move forward.

Gustavio lets off with his :spell`Magic Missile` in the first round of combat, while one of the characters manages to entice the wight into impaling himself on his spear. The rest attack with their spears, and in the third round Maury kills it after Semiriah hits it. The wight disintegrates. There is nothing useful or interesting in the room, alas.

On the 3rd level, Karl and Semiriah and Zenith and Sallee Marie step into a crossroad and vanish after an instant. They all hear a slight popping sound and the four who vanished find themselves in a corridor 60' long. Semiriah yells, despite a lot of meta-comments that it will bring monsters, to no avail. Maury, with the other group, also yells, also to no avail. Zenith starts to panic, but the PCs in the small group manage to talk him to a state somewhat closer to calm, despite their lack of empathy and understanding (Charisma is everybody's dump stat!) but the talking has attracted 3 giant rats! Semiriah kills a rat. Karl kills a rat. Sallee Marie kills a rat! Then they explore until they walk through another crossing that pops them back to within sight of one of the hirelings the party strewed around the dungeon as they explored.

We marked the crossroads where they disappeared and appeared on the map.

We all go back to town.

Aftermath

The main party had been using a bulls-eye lantern the whole session, but an uncertainty about the length of the beam prompts us to look it up, and of course it is not in LL or AEC, so I download OSRIC for T.A.

Remember the Green Dot Army!

I've got to remember to enter the rest of our Keep on the Borderlands sessions sometime, if I can find my notes.

This entry is to remind me to explain the heroic fight of the doomed Green Dot Army, who helped make the world safe from Chaos!

I used green glass tokens to represent the party's hirelings, and the final climactic battle in the Caves of Chaos included a private army of hirelings, 50 or so strong. They were a heroic sight setting out from the Keep for the Caves.

All but four of them died in the battle, and only two of those four made it back to the Keep. The party paid for nice funerals, so people (probably) don't spit at them as they walk through the Keep.

AFF vs. AFF2e

I got the original AFF (Advanced Fighting Fantasy) books (Dungeoneer, Blacksand, and Allansia) after I got AFF2e (Arion Games's Advanced Fighting Fantasy, Second Edition), intending to compare them by reading them and playing them both, along with the original FF:TIRpG (Fighting Fantasy: The Introductory Role-playing Game). This has gone a lot slower than I intended, but I have played several sessions of FF:TIRpG, and have been rereading and comparing AFF and AFF2e recently, in preparation for playing AFF.

It looks like AFF2e has been adjusted to make play more consistent, balanced, and suitable for long-term play. Starting attributes are point-buy instead of random, and the values for SKILL, STAMINA, and LUCK have lower ranges — 4–7, 8–16, and 4–7 vs. the original 7–12, 14–24, and 7–12. There's been some addition of detail — random Armor rolls — and some other tweaking — weapon damages are higher.

AFF2e gains a lot from being presented in one book, and integrating the Sorcery! magic system, but there are some places where it is not explained quite as well as it could be, and there are some typographical oddities, the illustrations (most — perhaps all — from the original AFF?) are somewhat faded grey rather than the original black, and I'm not keen on the layout or fonts.

AFF definitely harkens back to the wilder, early days of RPGs, when balance was not so important, and the oracular powers of random dices were used more.

Organizationally AFF suffers from being presented in three books as it makes reference harder, but pedagogically it may gain — there's a smaller amount to be learned at once, and it's playable with just the first book. The books' smaller physical dimensions make them easier to hold and read, and the layout is simple and suitable for this size book. I think the books generally explain things more clearly, and I like the movie/TV series metaphor it uses, and the tone of the writing is a bit more engaging. And it includes two the mass combat systems.

In short, AFF2e is probably the smoother system, though it needs a bit more polish, but AFF is more charming.

One thing about the system as a whole will be an advantage to some and a disadvantage to others is that the system is very simple. AFF2e adds a few simple tactical options, but even so the combat system has little detail, while in the original AFF there's little besides a normal attack or a dodge. Those who enjoy system complexity and system tactical detail in their systems may find AFF and AFF2e lacking, but those who prefer simple systems will find the combats easy and be glad to get back to the role-playing.

Mini Six: Rebel Breakout, part 2

This is the concluding session of the “Rebel Breakout” adventure from Star Wars: the Roleplaying Game, run using Mini Six from AntiPaladin Games.

Attending

  • T.K.B. — GM.

  • T.A. — Haven Zul, a human smuggler.

  • M.A. — Milagro, a human/cyborg.

  • E.A. — J'Lee, a bounty hunter.

Actual Play

Deo in a cargo net was dropped twice down to just above the flames due to problems with the winch. Finally they got him back to the level they wanted. Haven Zul pulled the little droid into the tunnel. Unfortunately, he only figured out he needed some way to keep Deo from swinging back into the shaft like a pendulum once he'd already pulled him in. Luckily, he was able to find a nearby cable he could use to tie him off. J'Lee tried to lower the cargo net, but failed horribly, so the brake on the cable broke and the kilometers long cable started to unwind. It turns out the cable wasn't properly fastened to the drum of the winch, so it was going to come loose and drag Deo into the depths of the flaming, exploding mine shaft. [No, R2 units don't have repulsar lift units!] Haven, acting quickly, got the cable cut off the cargo net with his fusion cutter from his toolkit.

It was about this time that the Imperials showed up again. they engaged in a running firefight as J'Lee and Milagro climbed down to Deo and Haven. They fled down the tunnel and the blast door opened for them, where they found a huge cavern, their unconscious rebel contact, and non-working blast door controls, so they couldn't close the blast doors again.

They found the Y-wings, and the Imperials showed up again. They held them off with another firefight while Deo programmed the jump coordinates into one of the Y-wings and then boarded the other, then they flew out of the cavern, shooting at and being shot at by the AT-ATs that had chased their contact into the cavern.