Dawn of Defiance - Chapter 6: The Core of Corruption

by Mishy

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STAR WARS: DAWN OF DEFIANCE EPISODE 6 - The Core of Corruption

The Core of Corruption is the sixth adventure in the Dawn of Defiance campaign, which will take heroes from 1st level all the way through 20th level in a continuous storyline designed to give both players and Gamemasters a complete SW5e experience. This adventure takes the heroes straight into the heart of the Empire and the Sarlacc Project. They should advance to 13th level by the conclusion of the adventure. During the course of this adventure, the heroes pursue the Sarlacc Project to the Imperial capital world of Coruscant, now known as Imperial Center. While searching for the source of the project, the heroes learn the realities of life at the center of the Empire, while pursuing leads under the glare of Imperial security, the likes of which they have not encountered before. Ultimately, the heroes manage to locate the source of the Sarlacc Project, though it may not be exactly what they expect.

What is Dawn of Defiance?

Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set in the months after the events of Revenge of the Sith, the adventures in the Dawn of Defiance campaign are designed to provide players and GMs with the iconic SW5e experience, set against the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 20th level, and features an ongoing storyline that progresses over the course of the campaign. Each adventure can also be played individually, and should provide the heroes with ample challenges to gain two levels per adventure. Gamemasters should feel free to use the Dawn of Defiance adventures either as an entire campaign or as fillers for their own home campaigns.

If you are a Gamemaster wishing to run the campaign, read the GM’s Primer, which summarizes the overall plot of the campaign and the events of each adventure.

Warning! If you will be playing in a Dawn of Defiance campaign or in a campaign utilizing its adventures, read no further.

Background

This adventure assumes that you have run your heroes through the previous Dawn of Defiance adventures, particularly the fifth adventure, The First To Strike. The heroes should already be acquainted with Admiral Varth and the Alderaanian starship Resurgence. The events on the planet Nizon should be fresh in their minds, since they have had little downtime since their return to the Resurgence. The heroes also should know that they returned with significant intelligence, and they should be awaiting its analysis with great interest.

If you aren’t running Dawn of Defiance but would like to use this adventure in your home campaign, you may adapt it to your own needs. First, replace the Sarlacc Project with a goal integrated into your campaign. This might be a person to be saved or an object or information to be retrieved. In any case, it is something that must be found on Coruscant. It should also be something worthy of the Inquisitors’ interest, since the final encounters force to heroes to take the Inquisitors head-on. If you ran the previous adventure, The First to Strike, perhaps the goal could be to find a captured character or even a player, such as a Jedi.

It is highly recommended that you read the entire adventure thoroughly before running it. Much of the adventure focuses on investigating the location of the Sarlacc Project and allows the heroes to move around Coruscant as needed to follow leads. Because there is no set progression between the sources they may choose to investigate, the heroes will likely jump around from encounter to encounter in Part 2.

Summary

While on the planet Nizon, the heroes obtained intelligence related to the origins of the Sarlacc Project. Upon returning to the Resurgence, the data is analyzed, prompting Admiral Varth to recall them to the mission briefing room and fill them in on the details. It seems that the engineers of the Sarlacc Project are in an Imperial facility on Coruscant, and the heroes must seek them out.

Admiral Varth provides the necessary codes and permissions for the heroes to enter the Coruscant system. They must slip through Imperial security undetected, secure a landing pad, and establish a base of operations. Using a multitude of skills, contacts, information gathering and scrounging, the heroes must pinpoint the location of the project’s architects and engineers. Above all, they must not attract attention from the ISB or any other Imperial organization. Their investigations may include the underworld, Imperial computer networks, Alderaanian contacts, and a little help from the Force.

Eventually, the heroes discover that the designers are located in an unfinished skyscraper. They must ascertain a method of entry and ascend to the highest levels of the structure. Upon locating the designers, the heroes soon realize the warped and horrific design process in place. However, before they can do much about it, the project’s true managers appear—the dreaded Imperial Inquisitors. The Inquisitors cannot afford for the project to be revealed and fight to the death if needed. When defeat seems imminent, they trigger a self-destruct, forcing the heroes to find their way out of the collapsing building. Even after they have escaped, the heroes must elude Imperial security and emergency rescue teams until they can flee the scene.

Ultimately, the heroes learn the details of the Sarlacc Project. The Empire is constructing a massive new starship many times larger than a Star Destroyer, which is an early prototype (though not the final version) of the Super Star Destroyer. The new vessel will serve as the flagship of the Imperial fleet, and the Sarlacc Project nears completion.

Opening Crawl

If you wish to have an opening crawl before the adventure, consider using the boxed text below.

STAR WARS : DAWN OF DEFIANCE

Episode VI: The Core of Corruption

The Nazren uprising is over. Out of the chaos, Senator Organa’s agents return to the starship Resurgence with new data essential to discovering the origins of the mysterious Sarlacc Project.

Fearing that swift Imperial action will invalidate the compromised information, the Imperial traitor Admiral Varth has reassembled Organa’s agents for a dangerous trip to the heart of the Empire. There they must continue their desperate search for the Sarlacc Project, under the oppressive gaze of the Empire itself . . .

Part 1: Into the Core

In The Core of Corruption, the heroes learn the significance of the data that they received on Nizon, prompting them to take the search for the Sarlacc Project to Coruscant. They have had very little downtime since their return to the Resurgence and the conclusion of their previous adventure. It takes only a day or two for Admiral Varth and the Resurgence crew to analyze the data. Upon learning its results, the Admiral wastes no time in reassembling the heroes in the briefing room to give them their next assignment. If the heroes did not participate in the events on Nizon, they need only be told that the information was obtained by another group of agents during the recent Nazren uprising on Nizon.

The heroes have had little time to heal or recover. Due to the sensitive nature of the data, speed is essential. Any heroes who may require extended healing, repair, or recovery will find that they must patch up themselves and their equipment as best as they can before they go. They have time to meet with anyone who is already aboard the Resurgence, but they are not allowed to communicate with anyone outside of the ship.

The Briefing

Admiral Varth calls the heroes to the briefing room within 24 to 48 hours after they return to the ship. The Admiral is impatiently awaiting their arrival, along with the now-familiar yellow and silver astromech assisting droid. Resurgence Captain Verana is also in attendance. Read the following text aloud:

As you enter the stark white briefing room, Admiral Varth waits impatiently for you to take your seats. The Admiral looks extremely tired and sleep deprived. It takes you a moment to realize that Captain Verana sits nearby, near the familiar assisting astromech droid. Admiral Varth begins.

“Congratulations. The data you obtained on Nizon is very revealing, so much so that I fear that once the Empire realizes it has been compromised, they will take steps to invalidate it. I’m afraid that time is not on our side.

“Thanks to you, we now know the origin of the Sarlacc Project, if not its final purpose.” The Admiral signals the droid, and the holoprojector activates, showing a very familiar city-planet. “I suppose we should not be surprised that the project’s origin and design team resides on Imper—I mean, Coruscant. I do not believe that the entire project is housed there, given the casualty figures I have seen in my former Imperial life. However, it is apparent from the new data that the project is controlled from somewhere in this area.”

The Admiral waves at the droid, and the view zooms to the planet’s surface, highlighting a large district that includes some of the Empire’s most important governmental structures, such as the Imperial Senate. “Unfortunately, we do not have an exact fix on the building or agency directly responsible for the project. The leads we have are impossible to pursue remotely. Therefore, we must send you in as soon as possible.”

Captain Verana speaks in a serious tone. “Before we delve into the details, you should know that our benefactor has fully authorized this mission, and he wanted me to personally assure you of its importance.”

The holoprojector zooms out to show thousands of starships, space stations, and satellites orbiting or approaching Coruscant. “Coruscant is, of course, the center of the Empire. If you have not been to the system since the days of the Republic, the amount of traffic and the level of security may astound you. Peace and order, even under an oppressive government, have brought new opportunities to corporations and individuals throughout the galaxy. Between the prosperity of the Core Worlds and the rebuilding of the planets damaged by the Clone Wars, traffic to Coruscant has increased many times what it was only a few years ago. Security has also increased, so it will be vital that you have the proper documentation and permits to approach the system and land at a suitable port. I will provide this for you.”

With that, the Admiral finally takes a seat, leaving the holoprojector on as a nearly silent reminder of your final destination. “Now, I’m sure you have additional questions.”

The following questions should be answered by the Admiral; however, Captain Verana may interject when needed.

  • Why should we do this for you? “We would hope that by now you are fully dedicated to discovering and stopping this project. However, we have been authorized to provide you with 5,000 credits each and equipment and weaponry available from the Resurgence’s stores to replace those that you lost on Nizon. We may also repair your ship, if required.”

  • When do we leave? “As soon as you’re ready—hopefully, within the next 24 hours.”

  • How do we get to Coruscant? “You should take your own ship. If your ship is unavailable for some reason, we can provide you with an unarmed small light freighter. In either case, we will provide the required licenses. Any borrowed ships must be returned to us.” The provided freighter is a battered YT-1300 called the Onderon Sky, use the statistics of the YT-1300 freighter from Echoes of the Jedi minus the weapons.

  • What should we expect when approaching Coruscant? “You should expect tight security when approaching the planet. You must enter the system near a designated hyperspace buoy and contact Imperial Center control immediately. Remember to call it Imperial Center. They will direct you to an approved spacelane to your requested starport. Do not deviate from this flight path. Assume that you are always under surveillance, even though it is unlikely to be focused on you. With the credentials we’re providing, you should not expect any trouble. However, it is always possible that Imperial customs will see fit to inspect the vessel, either by sensors or singling you out for boarding. I highly recommend that you do nothing to draw attention to yourselves. There are literally thousands of Imperial military vessels in the system, so any combat is likely to end swiftly and extremely badly for you.”

  • How good are our credentials, licenses, and papers? “Between my own expertise and resources of Captain Verana, we have assembled all the proper licenses and permits, altered for your specific vessel. Our highly placed contacts will enter this data into the BoSS systems before you depart. If you’re using your own vessel, we must make a couple of alterations to your sublight drive to make sure the transponders match. The alteration should be detectable only if someone actually physically examines your transponder. All licenses will be in your proper names, or in alternative identities if you already have ones that can withstand direct Imperial scrutiny.”

  • What were you (Admiral Varth) going to say instead of ‘Coruscant’? (in the boxed text) “Sorry, but some habits die hard. I was about to refer to Coruscant as Imperial Center, which of course is its formal Imperial name.” (This is a minor hint as to Varth’s ultimate loyalty.)

  • How will we know the benefactor’s agents if they contact us? Admiral Varth says, “I’m not exactly sure. I’m told that it may be somebody you have worked with before.” Sometime after the briefing when the Admiral is not around, Captain Verana tells the heroes that Tero Reskan will be their contact. He also gives them a comlink code and the sign/countersign “We broke our droid./ I hope you meant to.” The Captain makes it clear that this information is extremely sensitive, and the heroes are not to reveal the name or passwords to anyone, including the Admiral. There is always the possibility of Imperial spies aboard the Resurgence.

  • Where will we stay on Coruscant? “We arranged docking at the Cloudscape Platforms, a private starport used by Core World travelers and small-scale merchants. I highly recommend finding some accommodations elsewhere. That way, if you draw the attention of the ISB, they may not immediately locate your ship.”

  • How do we find the source of the Sarlacc Project? “An excellent question. The best we can provide is several starting points. For instance, we’ve discovered that the Sarlacc Project data is broadcast in a specific frequency range. You may be able to locate the source, but it will not be easy. It is likely a tight-beam transmission to some sort of messenger droid or secret receiving station. We have also identified individuals whose names have shown up on communiqués and delivery reports. One is ISB Agent Lesan Dos, whose exact connection to the project is unknown. It was also discovered that routing codes pertaining to a protocol droid called CZ-3T6 have been discovered on many outgoing messages. The final possibility is a Sullustan called Resh, who was a former associate of Darga the Hutt and tied into the Hutt’s material delivery services. If you can locate one or more of these individuals, they may be able to lead you in the right direction.”

  • What do we do when we find the source of the Sarlacc Project? “You must find and infiltrate the source, discover exactly what the project is, and learn where it is located. Relay any vital data through our benefactor’s contacts on Coruscant, then send what you can back to the Resurgence

Imperial Center

Despite the Admiral’s ominous warnings, the heroes’ jump to Coruscant starts without any issues. The navigation data is excellent (less than one week old). Once the heroes arrive in-system, an unusual combination of circumstances might make them uncomfortable and a bit nervous. You should play this up at any opportunity.

Arrival

When the heroes arrive at hyperspace buoy IC-772, a quick scan reveals a scene much like what was on the holoprojector. Hundreds of ships are in the area, following specific spacelanes from the buoy to their ultimate destinations. The standard Message to Spacers (METSOP) directs incoming ships to immediately contact Imperial Center control. If they linger too long, they receive a stern hail from one of the space traffic control droids requesting identification and destination, after which the heroes are ordered to Imperial Center Approach Vector ICAV-7A, lest they become an obstacle for incoming ships. In fact, the heroes should realize that a new ship drops from hyperspace near the buoy once every few minutes.

As the heroes approach the spacelane, their ship’s collision warning abruptly sounds. An enormous Action VI bulk transport drops out of hyperspace out of position and crosses their path at an odd angle. A DC 25 Intelligence (Piloting) check is required to avoid a collision off the ship’s stern. If the ships collide, the heroes’ ship takes 36 (5d8) points of kinetic damage (if the player's ship has shields, the damage is reduced by half). A collision also attracts the attention of a nearby Imperial System Patrol Craft, which stops both ships to scan for damage and take a report from each.

Whether or not they collide, the sudden strain on the heroes’ sublight drive is enough to blow out multiple couplings and motivators. A DC 25 Intelligence (mechanic's kit) check reveals that the control systems are damaged, but they can be repaired in-flight. A DC 30 Intelligence (mechanic's kit) check temporarily bypasses some of the damage. Periodic DC 25 Intelligence (Piloting) checks are required to keep the ship on course while repairs are made. Repairs require a DC 22 Intelligence (mechanic's kit) and take about an hour and a half. Stopping the ship won’t save a significant amount of time.

Approach

The heroes follow the prescribed path transmitted to their navigation system. It takes two hours to get to Imperial Center orbit. Along the way, pairs of TIE fighters and Imperial customs ships occasionally sweep the spacelane, scanning ships of interest. If the heroes’ ship deviates during the approach or if you want to add some tension, a customs ship investigates. It hails the heroes, scans their ship, and electronically verifies their transponder and licenses. Unless the heroes do something foolish, they should pass without incident. If the heroes manage to start a fight, eight TIE fighter reinforcements arrive in 2 rounds and an Imperial Star Destroyer begins to head their way, though it is too far away to do anything for several minutes other than demand their surrender. About halfway into their journey, the Star Destroyer Assiduous drops from hyperspace nearby and proceeds at maximum sublight speed toward Coruscant.

The heroes (and all other ships) are immediately ordered to halt while the ship passes. When the ship passes briefly within 60 miles, force sensitive characters must make a DC 20 Wisdom (Deception) or Charisma (Deception) check. Do not tell them if they succeed or fail, but they should be left questioning who might have been aboard the Star Destroyer. The ship leaves their range before any heroes can attempt to detect what happened through the force. Increase their unease by having a customs ship or TIE fighter patrol do a fly-by afterward. Ideally, this encounter will encourage the heroes to keep a very low profile.

Once the heroes’ ship reaches orbit, Imperial Central control orders them into Landing Vector ICLV-0192R. They follow it down to one of the many skylanes jammed with traffic.

Cloudscape Platforms

Using the skylanes, the heroes must follow their directions to reach the Cloudscape Platforms. No fancy flying is allowed, and if anyone does anything outrageous or otherwise leaves the skylane, an airspeeder patrol quickly pursues them and orders them to land at a nearby garrison, where the ship is thoroughly searched, their IDs are scrutinized, and the captain is fined 15,000 credits.

It is late evening as they approach the platform. Read the following aloud:

As you pass through the infinite cityscape of Imperial Center, the sun glows red as it drops behind the horizon. You see its burning red reflection off of thousands of speeders and ships crisscrossing the sky in unending lines. Impossibly tall metal and glass skyscrapers glow with a firelike intensity in the setting sun.

Following the skylane, you approach a tall spire flanked with dozens of vaguely cloud-shaped exterior landing platforms at a multitude of levels. Each is a massive cantilevered structure, which also forms a single bridge to the spire itself.

In stark contrast to the central control droids, a female Human voice politely greets the heroes as they approach and invites them to land at platform CP32L. Even though this is a private facility, Imperial customs agents still inspect almost every vessel that passes through, and the Cloudscape admin tells them as much, if asked. When the ship lands on an outdoor circular platform about twice its size, Imperial Customs Agent Talee is impatiently waiting nearby, flanked by four stormtroopers. Although this is standard procedure on Coruscant, the heroes may not know it, and it should put them on edge.

Talee’s demeanor is cold and professional. He’s dedicated but otherwise very average. He demands that everyone disembark while the stormtroopers sweep the vessel. He inspects the heroes’ personal IDs and licenses (for weapons and such) as well as those belonging to the ship. He personally inspects any cargo and compares it to the manifest. Make Wisdom (Perception) rolls versus the heroes Dexterity (Stealth) rolls for any items they may have attempted to hide on their person or in the ship.

Talee asks questions regarding any irregularities, fishing for more information. This is a good opportunity for charismatic characters to attempt to smooth over rough spots or divert attention from troublesome issues. Talee issues fines for infractions regarding the ship or personal licenses. These fines range from 500 to 1,000 credits each and must be paid via credit account to Imperial Customs within four hours, not directly to him. He is by the book and accepts no bribes. If any hero shows up in the computer system as wanted, Talee orders that hero to be arrested by the stormtroopers. If the heroes resist or make any trouble, backup lands on the platform after 20 rounds (see the Rapid Response Force encounter, page 16), assuming that Talee is able to call for help. Essentially, the heroes should be nervous about the inspection and perusal of their paperwork, but unless something is really wrong, they will probably get off with a few fines and a lot of wasted time.

If the players engage Talee in combat, use the Junior Officer statblock for him and for the four stormtroopers that accompany him, use two trooper statblocks and two heavy trooper statblocks from Scum and Villainy.

Ad-hoc XP Award: Characters who complete the landing and inspection without being arrested or incurring fines totaling more than 15,000 credits receive experience points as though they had defeated a CR 11 encounter. Reduce this reward if they took unnecessary risks or sustained large fines. Do not grant this award if they enter combat.

Making Trouble

Heroes making trouble on Coruscant should expect a swift Imperial response. Most citizens quickly report any irregularities, especially on the upper levels of the city. The public ignition of a lightsaber or the obvious use of a Force power is a virtual death sentence and triggers a major manhunt. At your discretion, dispatched Imperials may be regular stormtroopers, Coruscant Guards, or a Coruscant Rapid Response Force

Any characters who are arrested or captured by the Imperials are held in detention facilities for the remainder of the adventure, essentially treated as dead characters per the campaign standards. Escape or rescue is not possible. Depending on the circumstances, Senator Organa may quietly arrange for their release at the end of the adventure, if doing so will not expose his true loyalties. Captured Jedi are especially problematic, since they are sent directly to the Inquisitorius and are beyond the reach of even an Imperial Senator. However, they are held in the Imeici Spire and may be rescued in Part 3 of this adventure. If you wish, the player of a captured Jedi may create a new character, playing as an aide to Tero Reskan until the end of the adventure. This is also a good way to introduce new players or characters to the game, if needed.

Part 2: In the Heart of the Empire

Having taken care of their bureaucratic obligations, the heroes are free to explore the city. This section of the adventure is nonlinear, allowing the heroes to follow leads using their best skills and ideas. They likely will attempt several methods at once, with different characters gravitating to their strengths. If possible, you should encourage them to focus on one lead at a time for simplicity, rather than letting them split up the party. All characters should contribute to the investigation somehow, perhaps by using a skill, meeting with a contact that nobody else has access to, or simply providing muscle when investigating the less savory levels of Coruscant.

The heroes must learn the following:

  • A new tower called the Imeici Spire houses the Sarlacc Project (learned from Resh, from CZ-3T6, or by detecting Sarlacc Project transmissions from the tower)
  • An ISB code cylinder is required to access the tower (learned from Resh)
  • How to enter the tower and acquire the equipment needed to do so (learned from Resh and investigating the building itself)

In addition, the heroes must obtain the code cylinder from Agent Dos.

Getting Started

The heroes must first see to their ship. A Cloudscape administrator meets them immediately after the customs inspector is done. Docking fees are 1,000 credits per day plus any additional services they desire, such as refueling. The ship remains on the platform unless the heroes wish to upgrade to an internal hangar for quadruple the cost. Security is quite good, especially with stormtroopers on the premises. The heroes may stay aboard their ship, but they should find that a hotel closer to transportation hubs is more convenient and less public. If needed, they can locate a ship’s parking platform in the mid levels at half the cost by making a DC 20 Intelligence (Investigation) check.

Accommodations

There are essentially three levels of accommodation available, with quality equating to their level on Coruscant. Luxury hotels are on the upper levels, start at 500 credits per day for a basic room, and quickly increase in price. Hotels with names such as The Imperial provide almost any service to the wealthier beings of the galaxy. Aliens are unwelcome here, and privacy is obtained only through bribery. In the mid levels, chain establishments such as Sleep Center are tolerant of alien guests, and their upscale rooms start at 200 credits per day. Finally, in the lowest levels of Coruscant, rooms generally start at 100 credits per day, though meager accommodations may be found for 50 credits per day. In either case, security is poor, aliens are common, and establishments such as Gert’s Low Street Hostel take little interest in its guests.

Transportaion

The heroes likely will want to use their own airspeeder. If they didn’t bring one along, they may rent one for 300 credits per day or buy one for 10,000 credits. When flying through Coruscant, they must stick to established traffic lanes or draw the attention of the traffic patrol.

Through the course of their investigation, they should discover that obtaining a “Class III Restricted” transponder would allow them to legally roam free of the skylanes in all but the military and most restricted areas of the planet. Of course, it is difficult to acquire such a transponder. Their best bet is to try to find one in the lower levels from Eetoa Ro or another shady agent (DC 30 Intelligence (Investigation) check, the DC for characters who have contacts on Coruscant is reduced by 10). The starting bid for the device is 30,000 credits.

Alternative transport may be found in the form of taxis or personal transport services starting at 50 credits an hour. Public mass transit is the most economical and slowest option and includes speeder buses, sliding sidewalks, tube trams, and high-speed speeder trains. Weekly passes start at 200 credits.

Ad-hoc XP Award: If the characters acquire a Class III transponder, they receive experience equal to defeating a CR 12 encounter.

Contacting Tero Reskan

One of the first things the heroes should do is contact Tero Reskan. When they call the comlink code given to them by Captain Verana, an automated response asks them to leave a message. Once they do so, Tero returns the call but does not offer the secret sign. Instead, he waits for the heroes to say it (“We broke our droid”) and follows it up by giving the countersign (“I hope you meant to”). He then insists on meeting the heroes in person at a location of their choosing. He does not accompany them during the investigation, as he has other affairs to attend to, but he is available when needed for information.

Tero is a short, older, dark-skinned Human male with long white hair and a short trimmed beard. He is familiar with all levels of Coruscant and has contacts scattered around the planet. He looks at home in almost any setting. He wears a reversible cloak and carries a short cane, which he can alter to appear as a symbol of high Coruscant fashion (for when he visit the upper levels) or as a cheap stick (for when he is on the lower levels). His mannerisms also change subtly depending on his audience. He despises the Empire, blaming them for nationalizing his interstellar shipping business that used to run to the Deep Core and forcing him out. Use Tero to hint at other avenues of investigation when the heroes get stuck.

Following Leads

Each major lead is summarized below. Some may be achieved through the use of ability checks and require the heroes to search out certain contacts or locations. Visiting some levels of the city triggers certain encounters. See the encounter “No Aliens” when the heroes investigate the upper levels. Similarly, see “Rodian Fuming” when they go to the lower levels of the factory sector known as the Works.

Failed ability checks or indiscreet investigations may alert the Imperials. Given the variety of methods the heroes may employ, you must judge if immediate Imperial involvement is warranted. Use the encounter “Rapid Response Force” when immediate force is required; run it at least once during the adventure. General triggers are listed below, and specific triggers are listed in the ability checks included with each lead.

Contacts: Heroes working with their own established contacts should not fear betrayal to Imperial authorities. However, there is always the possibility that an informant works with their contact, so the heroes should be discreet. Contacts can warn the heroes if they are not keeping a low profile.

The Force: Lesser uses of the Force, especially those out of public view, normally pass without notice. Using the Force around the Imeici Spire may attract the attention of the Inquisitors (see below).

Gather Information: Failing Intelligence (Investigation) checks tips off an Imperial informant. Failing a check by 5 to 10 results in low-level suspicion among those from whom the hero attempts to gain information. Multiple failures at this level, or a single failure of more than 10, eventually alerts the ISB, which assigns an agent (use the agent from “Imperial Pursuit, Part 1”) to follow the characters. If the agent observes highly suspicious activity, he calls in an Imperial patrol (triggering the “Rapid Response Force” encounter). Observant heroes should get a chance to notice and deal with the agent before he takes action.

Technology: The use of technology does not attract attention unless the characters devise a method of active surveillance or scanning that may be detected or observed. For instance, using sensors to scan a government building will alert Imperial systems, and a squad of Coruscant troopers are dispatched to the area to investigate immediately.

Use Computer: The public computer network on Coruscant is one of the most heavily monitored in the galaxy. Imperial government and military networks are notoriously difficult to slice. In either case, if the heroes fail an Intelligence (Technology) or Intelligence (slicer's kit) check by 5 or more when attempting to slice a hostile computer or fail by 10 or more when attempting to slice an indifferent computer their connection is isolated and unusable for 24 hours. An ISB agent (use the agent from “Imperial Pursuit, Part 1”) and a squad of stormtroopers are sent to investigate within 10 minutes (or within 5 minutes in a public place). Failing checks to access specific information will not trigger alerts unless multiple failures on a given subject are detected within an hour or from a single location over the course of a day.

Access Point Computer Attitude
Public terminal (including hotels, etc) Indifferent
Public terminal with Imperial code cylinder Friendly
Imperial terminal Hostile
Imperial terminal with code cylinder Indifferent

ISB Agent Lesan Dos

The Basics: Dos is an up and coming mid-level ISB agent. He uses his prestigious ISB position to intimidate his targets. He is best known for “exposing” so-called alien plots to influence the Imperial Senate. It is widely believed by anti-Imperial activists that his investigations are at best massive distortions of the truth and at worst outright fabrications, but they are very effective in eliminating or arresting political dissenters.

Secrets: The truth is a little of both, especially when he arrests bureaucrats for discovering too much about matters related to the Sarlacc Project. Agent Dos’s priority is to prevent the discovery of the Sarlacc Project by the Senate or anyone else. As such, he has extensive contact with the Inquisitors, and the access codes to the Imeici Spire are stored in his code cylinder—something the heroes will eventually discover they need to access the building.

Dos is brash, arrogant, and prideful. He enjoys using his position and power, and he is much sneakier than some give him credit for. He uses his reputation and visibility to his advantage. Because he has become recognizable in some circles, he uses a stand-in when working undercover to give himself an extra layer of protection. He’s currently working anti-alien leads in the Outlander Club, and he can be found there most evenings.

Investigation methods: The heroes can learn about Dos in a number of ways.

  • Contacts: Tero or another contact can give the basics on Dos because his exploits show up on the local newsnets from time to time.
  • The Force: Reaching out through the Force through using a Force power or class feature expose nothing until the heroes meet Dos in person, and by then it will be too late unless they lose him in the chase in the "Outlanders" encounter.
  • Gather Information: A DC 15 Intelligence (Investigation) check using generally available sources reveals the basics about Dos (described above) and takes 1d6 hours. A DC 23 check and 5,000 credits in bribes to low-level officials or underworld information brokers reveals that Dos often is found in the Outlander Club in the evenings. The check takes 2d6 hours. When the heroes pursue him to the club, see the encounter “Outlanders”.
  • Technology: There is no way to track Dos through technology, unless the heroes are able to tap into the Outlander security system or otherwise locate and follow him from there.
  • Use Computers: On a public system, a DC 16 Intelligence (Technology) check reveals the basics in 10 minutes. A DC 27 Intelligence (Technology) check takes 1d6 hours and reveals speculation among low-profile dissidents that Dos is protecting something big, though they don’t know what. The search also turns up a picture of Dos at the Outlander, stashed away in a copy of a defunct city entertainment newsnet, Talkstar One. It turns out that the newsnet was ordered shut down the day after the picture was released in its last update for “security” reasons. On an Imperial network, a DC 27 Intelligence (Technology) check reveals Lt. Dos’s investigation of suspected alien dissidents at the Outlander.

Protocol Droid CZ-3T6

The Basics: CZ-3T6 is an unremarkable CZ-series communications droid that served for many years in the Republic Senate’s master communications center. 3T was one of hundreds of droids routing and organizing Senate communications of all types. When the Senate was reorganized into the Imperial Senate, the communications center was revamped, and CZ-3T6 was reassigned.

Secrets: 3T now controls the main communications node in Imeici Spire. The droid was selected due to its Senate communications center experience, which it now uses to help cover up the Sarlacc Project and the Inquisitors’ actions in general. There is no way to contact the droid other than at Imeici Spire. The droid is loyal to its masters, and selective memory wipes keep it from developing too much of a personality while allowing it to retain its vast knowledge of senatorial contacts, their habits, and their methods. Getting to 3T isn’t actually required. He is a weakness in the Imperial bureaucracy, and tracking him down will lead the heroes to the spire’s location, which they may deduce is that of the Sarlacc Project. If the heroes seek him out on level 188 of Imeici Spire, he proves to be an efficient, loyal droid that mindwipes itself and the communications node rather than let its information fall into the heroes’ hands.

Investigation Methods: The heroes can learn about CZ-3T6 in a number of ways.

  • Contacts: None of the heroes’ contacts knows 3T.
  • The Force: Reaching out through the Force through using a Force power or class feature reveals nothing about the droid unless the heroes meet it in person, after which any attempt through class feature or Force power will reveal the basics and secrets listed above.
  • Gather Information Check: 3T is unknown to available sources. A DC 24 Intelligence (Investigation) check taking 1d6 hours reveals that Republic governmental departments frequently used CZ units, but many were reassigned when newer units were phased in shortly after the Empire’s establishment. Once the name Droid Services is known, a DC 17 Intelligence (Investigation) check reveals the location of the company.
  • Technology: There is no way to track 3T directly through technology available to the heroes. Use Computers: A DC 17 Intelligence (Technology) check reveals the basics in 10 minutes. A DC 20 Intelligence (Technology) check that takes 1d6 hours reveals that all CZ units from the Republic Senate were handed over to a government contractor simply named Droid Services for refurbishment and reassignment. A DC 15 Intelligence (Technology) check taking 5 minutes reveals that the company is located in the upper levels in the Collective Commerce District, better known as CoCo Town.

Access to Droid Services may be attempted remotely. A DC 20 Intelligence (slicer's kit) check must be made to connect remotely. If successful, the computer treats the hero as hostile. A DC 22 Intelligence (slicer's kit) check can be made to change the computer’s attitude, but failure causes the system to break the connection. Since Droid Services is a commercial (not Imperial) facility, authorities are not alerted unless three attempts are failed. If that occurs, an ISB agent and a squad of stormtroopers are sent 12 hours later to the heroes’ location to investigate.

Once the heroes are able to access a friendly system, a DC 20 Intelligence (Technology) check reveals that 3T was refurbished at Droid Services and assigned to a government communications node in the Imeici Spire four months ago. Unlike droids reassigned to other government offices, CZ-3T6 was removed from the company’s service contract immediately after delivery, and no further information is available.

Droid Services

If the heroes investigate Droid Services in person, they find an enormous, well-kept, multistory industrial building with thousands of droids being refurbished at any given time. Security is tight, with private security patrols backed up by sensor-based alarm systems.

The staff at the Droid Services Customer Satisfaction office is willing to discuss general information about the place and its droids. They will not willingly reveal privileged client information, such as the assignment of specific droids. Such information can be accessed through their computer system, assuming the heroes gain access to a terminal. When the computer is accessed from within the building, it treats all users as indifferent or friendly. In this manner, it is possible to learn all of the information described under Use Computers. (for Protocol Droid CZ-3T6).

Resh

The Basics: Resh is one tough Sullustan. Stocky, mean-spirited, and aggressive, Resh was a trusted lieutenant of Darga the Hutt. After Darga’s death, Resh attempted to take control of the Hutt’s organization on Coruscant, but it quickly fell apart. Wanted by both the Empire and Darga’s old enemies, Resh hired himself out as an independent enforcer. Recently, he has dropped from view, leaving some to speculate that he finally found a way to smuggle himself off the planet.

Secrets: With the death of Darga and the collapse of his organization, Resh discovered that he had little to no influence, and his Imperial contacts dropped him. Resh became paranoid when an Imperial bounty of 10,000 credits was placed on him a few months ago. He is hiding in the lowest levels of the factory sector known as the Works and searching for someone to smuggle him off the planet through information brokers, primarily Eetoa Ro. They also alert him of anyone looking for him. After the heroes meet Eetoa Ro and attempt to meet with Resh in person, run the encounter “The Works Labyrinth” (page 32), followed by the encounter “Resh’s Warehouse” (page 33).

Resh communicated with the Sarlacc Project through a droid at a specific commlink number, but the link has been disabled. He knows that the ISB actively hides the project, partially through Agent Lesan Dos, who has considerable access. He also knows that Darga once told him that the entire operation was to move into a new building called Imeici Spire, now under construction in CoCo Town. He bets that Agent Dos has access to the building with his code cylinder. Resh believes the project is run by a secret Imperial department, but he doesn’t know who it might be. If the heroes ask about Inquisitors, he says the only one he ever knew about was Valin Draco, but he fears that others may find him. He will not help the heroes enter the building and refers all requests for other materials or contacts to Eetoa Ro. He wants nothing to do with the project and wants to get the heroes away from him as soon as possible.

Investigation methods: The heroes can learn about Resh in a number of ways.

  • Contacts: After 24 hours of investigation, a contact in the Coruscant underworld directs them to information broker Eetoa Ro.
  • The Force: Reaching out through the Force through using a Force power or class feature can't locate Resh directly. However, if the attempt is focused on Darga the Hutt, the heroes see a scene from the past: The Hutt is speaking with Resh in person and directing him to establish a safehouse in Commerce Guild Warehouse NW-99c, a long-abandoned warehouse in the Works district. If the attmempt is focused on one of Resh’s information merchants reveals the merchant receiving Resh’s direct commlink code from the Sullustan personally, along with instructions to find someone who can smuggle Resh off the planet. Once the heroes have met Resh, any attempts through class feature or Force power will reveal reveal the basics or secrets described above.
  • Gather Information: A DC 15 Intelligence (Investigation) check reveals all attempts regarding finding Resh must be made on the lower levels of the Works district. A DC 17 Intelligence (Investigation) check taking 1d6 hours reveals Resh’s basics and the Imperial bounty on him. An additional DC 22 Intelligence (Investigation) check taking 1d6 hours puts the heroes in contact with information broker Eetoa Ro.
  • Technology: There is no way to track Resh through technology unless the heroes locate his direct commlink number. With that, they may attempt to track his movements to his commlink. However, to do so, they must gain access to the Works area commlink network, which requires a DC 22 Intelligence (slicer's kit) check to access the network’s controllers remotely, then a DC 25 Intelligence (slicer's kit) to locate Resh. If successful, it shows he is in the Works hideout. If unsuccessful, Imperial authorities are alerted, and a Coruscant Rapid Response Force is sent to the heroes’ location, arriving 5 minutes after the attempt fails.
  • Use Computers: News and records on Resh are few. A DC 19 Intelligence (Technology) check taking 1d6 hours reveals that a 10,000-credit bounty has been posted by the Empire for capturing Resh dead or alive. It also reveals a local newsnet story reporting a dramatic public shootout between “an unknown Sullustan and a criminal gang” in the lower levels of the Works. The attached video clip shows the Sullustan (presumably Resh) brazenly charging and gunning down a small gang of Humans in just a few seconds.

Eetoa Ro.

Although only in his late teens, the fast-talking, self-confident Eetoa is enormously street smart and has vast knowledge of the Works underworld.

Eetoa may be reached by commlink to arrange a meeting. He directs the heroes to the landing platform of the Galaxy IV Coolant Refinery, which has been abandoned for decades. When they arrive at the large, rusty platform, Eetoa appears from behind decrepit equipment and zips up to them on an unarmed, banged-up speeder bike (use the statistics for the Aratech 74-Z, page 176 of the Saga Edition Core Rulebook ). He wears a red and blue flight suit that is faded and torn. He negotiates from the speeder bike while the engine is running. If he feels threatened, he zips off at high speed, using his knowledge of the area to lose his pursuers in the refinery’s tangled pipes and passageways.

Eetoa is cashing in on both sides. Resh is paying him to arrange passage off the planet; however, Eetoa also charges the heroes 5,000 credits (starting) for information. His attitude begins as indifferent. He tells them that Resh needs a way off the planet, and if the heroes convince Eetoa that they can help (and pay the fee), he gives them Resh’s location at a warehouse hideout deep within the Works Labyrinth (see the encounter “The Works Labyrinth” on page 32). For an additional 500 credits, he’ll also let them know that bounty hunters are looking for Resh.


Eetoa Ro

Medium humanoid (Human), chaotic neutral


  • Armor Class 14 (heavy combat suit, light shield generator)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 15 (-2) 12 (+1) 11 (+0)

  • Saving Throws Dex +4
  • Skills Piloting +6, Perception +3, Technology +6
  • Senses passive Perception 13
  • Languages Galactic Basic, Huttese, Sullustan
  • Challenge 2 (450 XP)

Tech Casting. Eetoa Ro is a is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points. The employee knows the following tech powers:

Eetoa Ro knows the following powers:

At-will: acid splash, electroshock, poison spray, temporary boost
1st-level: kolto pack, overload, stack the deck, tracer bolt
2nd-level: electromesh, mirror image

Actions

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6+1) energy damage.

The Imeici Spire

The Basics: The Imeici Spire is a 200-story tower clad in black glass and metal at one end of the high level Crystalline Plaza—or at least, it will be, once completed. Right now, the tower is an exposed framework of alloy and ultracrete structure. It is unusual in that levels seem to be completed from the top down, rather than the bottom up. The upper 14 levels appear almost complete, but only the bottom 5 levels appear to have an exterior skin. The remaining levels are much less finished. The official explanation is that the upper levels had to be completed first to allow for the immediate installation of skylane control and Imperial communications equipment. The spire will house Imperial departments of lesser importance, as well as CoCo Town governmental offices, plus some ISB and COMPNOR offices.

Secrets: Although the building will include new offices, it already has specialized facilities specific to the Inquisitors’ needs. Their levels are already in use, exclusively for the Sarlacc Project. The security around the building is relatively discrete for a new Imperial structure, but it is very tight on the Inquisitor levels. However, with some investigation, the heroes should be able to discover the building’s vulnerabilities. See Part 3 for additional information.

Investigation methods: The heroes can learn about the Imeici Spire in a number of ways.

  • Contacts: Tero Reskan and other contacts know the location of the spire but believe it to be simply a cog in the bureaucratic Imperial machine.
  • The Force: Force sensitive characters automatically sense a disturbance in the Force when within half a mile of the building. The Inquisitors’ activities have tainted the tower, adding to the sense of unease felt by many who work on or near the building. Using the Force in this area is very dangerous. The Inquisitors are on constant watch for any remaining Jedi or other Force users and they regularly try to sense Force users in the area. When this occurs (no more than twice a day), Force-sensitive characters in the area must make a DC 22 Wisdom (Deception) or Charisma (Deception) check. If they fail, the Inquisitors become aware of the presence of Force sensitives and are prepared for them when they are encountered later in the adventure.
  • Gather Information: A casual investigation reveals the location and basics of the tower in 30 minutes. A DC 18 Intelligence (Investigation) check, which takes 1d6 hours and requires 2,000 credits in bribes, reveals that many believe the building is to be used for other purposes once construction is complete. Speculation is rampant, but some believe the ISB has something to do with it. The construction workers are sworn to secrecy, but rumors abound about secret deliveries made late at night to the building site. A DC 25 Intelligence (Investigation) check (along with 5,000 credits in bribes to construction workers) gives the heroes a good description of the building material staging area and some ideas about how to access it. The check also reveals that they must have the proper code cylinder to move through the tower itself, and construction worker cylinders won’t access the completed levels.
  • Technology: Using modified scanners or receivers, the heroes may be able to detect transmissions in the suspected Sarlacc Project frequency range when within 3 miles and line of sight of the building. They must make a DC 30 Intelligence (Technology) check to detect the broadcast; heroes who are proficient in slicer's kits have advantage on this check. Once the heroes detect the transmissions, they may pinpoint the broadcast from the communications array at the top of the spire. The transmission is encoded in a manner completely alien to even the most skilled slicers.
  • Use Computers: At a public terminal, a DC 15 Intelligence (Technology) check reveals the location and basics of the tower in 5 minutes. Schematics and building plans are restricted, as they are with all Imperial buildings. At an Imperial terminal, they can confirm that the ISB is heavily involved with the spire, and they can learn about future plans for completing the remaining levels, but they discover nothing about the upper levels.

Accessing Imeici Spire

Investigating the tower turns up two possible entry points: the upper construction delivery zone at level 185, and the construction HQ at plaza level.

The heroes must choose how to enter the spire. They may try to infiltrate the building by disguising themselves. All workers require special passes and only approved speeders are allowed to approach and land. Contacts such as Eetoa Ro and Tero Reskan can point them to Core Craft as the primary contractor and supplier on the project, which enables the heroes to get the required passes and equipment. Ultimately, they will probably choose to land at level 185, which is closer to their final goal.

If the heroes try to disguise themselves as Imperial agents, stormtroopers, or Coruscant guards, they discover that they must bluff their way past the construction workers if they don’t have the proper codes. They also may be challenged by other Imperials that they meet along the way, risking discovery because they won’t know the proper protocols or current standing orders.


Note: Completing all investigations should be considered a level-up milestone.

Ad-hoc EXP Award

Heroes who successfully obtain information on the four primary subjects of investigation (ISB Agent Dos, protocol droid CZ-3T6, Resh, and the Imeici Spire) receive experience points equal to defeating a CR 13 encounter for each success (a total of four CR 13 encounters). This is in addition to experience gained from separate specific encounters.

Part 2 Encounters

The various investigation options above can lead to different encounters depending on how the party resolves them and these encounters are listed below.

Rapid Response Force

Setup

This encounter may occur almost anywhere on Coruscant, possibly more than once, when Imperial force is needed immediately. If the incident takes place outside, use the encounter map on the first occurrence, with the heroes near the center of the map. If the encounter is triggered elsewhere or more than once, create your own map to match the circumstances. This force may also be used when backup is called in other encounters or if the heroes attract undue attention.

The encounter begins with the arrival of a rapid response force that has been ordered to investigate a disturbance in the area. If combat is not already in progress when they arrive, the Coruscant Guard Veteran attempts to communicate with the heroes, ordering them to halt and surrender for questioning. If combat is already in progress, the rapid response force dives into the fray. They should arrive by airspeeder. However, if they are responding to an ad-hoc call for help or an interior encounter, they arrive on foot (in this case, replace the airspeeder with one additional Coruscant Guard Veteran).

Read-Aloud Text

When either the heroes or Imperials enter the combat area (depending on the exact situation), read or paraphrase the following.

If arriving by airspeeder:

The high-pitched whine of an airspeeder engine suddenly engulfs the area. Within seconds, a battle-gray Imperial speeder swoops in from above, its doors sliding open as it descends. Its guns swivel toward you threateningly as Coruscant Guards jump out, fully armed and battle ready.

If arriving on foot:

You hear the all-too-familiar sound of heavy boots and clattering armor that usually means one thing—stormtroopers! In a moment, the armored troopers appear, but instead of the familiar white and black armor, you see the red and black armor of the dreaded Coruscant Guard!

Coruscant Guards (4)

Coruscant Guards are elite stormtrooper units created specifically for police duty on the capital world. They have great authority to search any structure as well as to detain virtually any individual when investigating criminal or subversive activities. The number of Coruscant Guards has grown over the past few years, but they are still seen mainly around important facilities, primarily on the upper and mid levels of the city.

You see what must the new type of trooper you’ve heard about: Coruscant Guards. Befitting their unique status, they wear distinctive red and black armor, rather than the typical white stormtrooper armor. They are rumored to be well trained and have broad authority to pursue criminals and enemies of the Empire.


Coruscant Guard

Medium humanoid (Human), lawful dark


  • Armor Class 16 (mesh armor, light shield generator)
  • Hit Points 44 (8d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 11 (+0)

  • Saving Throws Dex +5, Wis +4
  • Skills Athletics +3, Insight +4, Intimidate +2, Perception +4, Piloting +4
  • Senses passive Perception 14
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

Actions

Multiattack. The Coruscant Guard can make one weapon attack and throws an electrostun grenade, if available.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8+3) energy damage.

Electrostaff. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6+3) kinetic damage and the target must make a DC 13 Constitution saving throw or take an additional 2 (1d4) lightning damage and becomes shocked until the end of its next turn.

Electrostun Grenade (3/Day). The Coruscant Guard throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

Coruscant Guard Tactics

Coruscant Guards carry out their duties aggressively and with an undeniable air of authority, even when faced with the most powerful or well-connected beings on the planet. They take advantage of cover and coordinated attacks. Unless otherwise ordered, they act as a police force first and combat troops second, using stun settings and stun grenades unless their opponents begin to use lethal force. Once that happens, the guards switch to lethal force as well.

Each Coruscant Guard carries 500 credits on them for a total of 2,000 credits.


Coruscant Guard Veteran

Medium humanoid (Human), lawful dark


  • Armor Class 17 (weave armor, light shield generator)
  • Hit Points 85 (13d8+26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws Dex +5, Wis +5
  • Skills Athletics +3, Insight +2, Intimidate +2, Perception +5, Piloting +4
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 4 (1,100 XP)

Imperial Training. The Courscant Guard Veteran deals one extra die of damage with its weapons (included).

Actions

Multiattack. The Coruscant Guard Veteran makes two weapon attacks and throws an electrostun grenade, if available.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 12 (2d8+3) energy damage.

Electrostaff. Melee Weapon Attack:* +5 to hit, range 5 ft., one target. Hit: 10 (2d6+3) kinetic damage and the target must make a DC 13 Constitution saving throw or take an additional 2 (1d4) lightning damage and becomes shocked until the end of its next turn.

Electrostun Grenade (3/Day). The Coruscant Guard Veteran throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.


Reactions

Leadership (1/Rest). The Coruscant Guard Veteran can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Coruscant Guard Veteran. A creature can benefit from only one Leadership die at a time.

Coruscant Guard Veteran (1)

Coruscant Guard Veterans are experienced troopers who often serve as leaders in smaller guard units.

Coruscant Guard Veteran Tactics

Coruscant Guard Veterans fight much like regular Coruscant Guards. They take the lead in any situation, combat or otherwise. In melee combat, they use their staffs to try to separate and corner an opponent. They do not waste their dual weapon attacks against superior foes.

The Coruscant Guard Veteran carry 750 credits.

LAAT/le patrol transport (1)

Sharing similarities with the ubiquitous LAAT/i Gunships of the Clone Wars, the LAAT/Ie are regular fixtures of the Coruscant skyways. Designed to be sleeker and smaller as well as less heavily armed than the LAAT/i, the patrol transport was better suited for policing the dense, planet-wide city while reducing the risks of collateral damage.

The Imperial-gray airspeeder looks something like a sleeker, smaller, and less heavily armed version of the clone trooper gunships that were so common during the Clone Wars. The cockpit is fully enclosed, the crew impossible to see through the mirrored canopy. A pair of turrets, one chin mounted, one dorsal mounted, tracks their targets. A large door on each side pops out and slides back toward the aft of the vehicle, revealing the troopers inside, ready for a fight.



LAAT/le patrol transport

Huge construct, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 105 (10d12+40)
  • Speed fly 90 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 11 (+0)

  • Saving Throws Dex +7, Con +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, exhaustion, poisoned, unconscious
  • Senses passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Troop Transport. The construct can carry a maximum of six medium creatures which it can deploy by using its Deploy Troops action, or which can be fought by creatures inside the construct.

Vulnerable Interior The construct'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. The pilot of the construct can attack once with the Chin Mounted Laser Cannons or use the Deploy Troops action.

Chin Mounted Laser Cannons. Ranged Weapon Attack: +7 to hit, range 200/400 ft., one target. Hit 15 (2d10+4) energy damage.

Deploy Troops. The construct mobilises the troops traveling within it, deploying up to 6 willing creatures. These creatures appear in any occupied spaces within 5 feet of the construct.

Gunner. The gunner of the construct can attack once with the Rear Mounted Laser Cannon and once with the Missile Launchers.

Rear Mounted Laser Cannon. Ranged Weapon Attack: +7 to hit, range 200/400 ft., one target. Hit 9 (1d10+4) energy damage.

Missile Launchers. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit 10 (1d12+4) kinetic damage. Additionally, hit or miss, the missile then explodes forcing the target and every creature within 10 feet to make a DC 15 Dexterity saving throw taking 6 (1d12) damage on a failed save and half as much on a successful save.

LAAT/le Patrol Transport Tactics

The LAAT/le will approach the heroes’ position with lightning speed, preferring to drop in from above to try to catch them off guard. The side doors pop open just before the speeder reaches the ground, allowing the carried Coruscant Guard to jump out and advance on their enemies quickly. If combat has not started, the pilot attempts to use the weaponry and vehicle’s position to intimidate his opponents. Once the troopers have been dropped off, the doors close, and the speeder aggressively pursues the most threatening-looking opponent.

If needed, use a Coruscant Guard statblock for the pilot.

Conclusion

If the heroes defeat the rapid response force, they should leave the area before additional troopers arrive. Combat is likely to draw further Imperial attention. If the fighting or encounter lasts more than 5 minutes without a clear winner, a second speeder or rapid response force shows up. If the heroes are defeated, they risk capture and arrest (at best). In most areas of Coruscant, there should be ample opportunity for fleeing heroes to lose themselves in a crowd or complex corridors or city streets.

Encounter Map

[To be Added]

Outlanders

Setup

The heroes have tracked Lt. Lesan Dos to the Outlander Club (where Obi-Wan Kenobi and Anakin Skywalker tracked down Zam Wesell in Episode II). The Outlander is one of many vibrant lower-level clubs in the entertainment district. The heroes have little to go on other than the fact that Dos is carrying out some sort of investigation at the club. This may strike them as odd, since his anti-alien stance would seem to make it nearly impossible to carry out any secret investigation.

The heroes should get to the club via airspeeder, preferably one they own or control. They may find parking places on an adjacent street (see Imperial Pursuit, Part 1). When the heroes arrive at the club, they find security keeps a close watch on all doors, and they are encouraged to use the main entrance.

Read-Aloud Text

When the heroes enter the Outlander, read or paraphrase the following:

The neon framed entrance to the glitzy Outlander Club gives way to a huge multistory circular room, packed with beings from across the galaxy. Clearly, the Empire’s anti-alien leanings haven’t harmed business here. A large circular bar in the center of the room offers just about any drink you can think of. Huge viewscreens at the perimeter walls show racing and sporting events of dubious legality. Signs indicate that gambling halls and other entertainments are available on the balcony levels above. Five circular turbolifts and adjacent one-person lifts in clear tubes give access to other floors. The place is well lit, loud, crowded, and lively.

Once inside, allow the heroes to make Wisdom (Perception) checks. A result of 15 or above quickly indicates the variety of legal and illegal entertainment available. A result of 20 or above allows them to spot someone who looks like Lt. Dos, dressed in bright blue civilian clothing, standing at a tall table near the video screens. It’s actually Nonul Weran, the lieutenant’s double and decoy. Lt. Dos is staging a sting operation, trying to draw his non-Human enemies out in the open so he can arrest or eliminate them. As an ISB agent, his presence is not normally tolerated at the club, but he is blackmailing the owners to allow him to carry out his operation. Someday, he hopes to shut the place down, but for now, he uses it for his own schemes. However, he knows that he can’t rely on the club’s security to back him up, so he usually tries to get the attackers outside so he can call in superior numbers.

The operation has been underway for some time, with limited success. Nonul plays the part of Dos, having a good time in the club, while the agent, disguised in a breath mask and a worker’s jumpsuit, observes from a balcony above.

If the heroes don’t spot the decoy right away, they may continue to make Wisdom (Perception) checks while they search the room. Once they approach the decoy, read his text aloud. When the heroes get within 10 feet of Nonul, let them make an additional Wisdom (Perception) check. A result of 15 or higher allows them to notice that he is following three different swoop races on the viewscreens and glancing at his gambling datapad. A result of 20 or higher shows the heroes the location of his two informants that are his immediate backup. A result of 25 or higher also tips them off that this may not be Dos but someone made up to look like him. Grant the heroes advantage on the Wisdom (Perception) check if they have more than the newsnet picture of Dos to go on.

Nonul Weran

Nonul Weran is an ISB undercover specialist that Dos has manipulated into serving as his double and decoy for this operation. Nonul is comfortable at the Outlander, but on his guard. He’s been attacked entering, leaving, and occasionally even within the club. He mimics Dos reasonably well, though he’s not quite as arrogant.

You approach a young adult Human, dressed in a trendy bright blue jumpsuit with white trim. He stands at a table adjacent to the racing betting kiosk, glancing between his betting datapad and a number of viewscreens while he subtly scans the crowd.


Nonul Weran

Medium humanoid (Human), lawful dark


  • Armor Class 16 (combat suit, medium shield generator)
  • Hit Points 44 (8d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 15 (+2) 13 (+1) 15 (+2)

  • Saving Throws Dex +5, Wis +3
  • Skills Deception +4, Perception +3, Persuasion +4
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Actions

Multiattack. Nonul Weran makes two weapon attacks.

Blaster Pistol. Ranged Weapon Attack: Ranged Weapon Attack: +5 to hit, range 40/160, one target. Hit: 6 (1d6+3) energy damage.

Nonul Weran Tactics

Nonul keeps his eyes open and is ready for trouble. If the heroes attempt to sneak up on him, let him make Perception checks. If they engage him in conversation, he responds arrogantly and goes on about racing until he’s sure they’re really after him. If they directly ask his identity, he claims to be Lt. Dos. Use Nonul's Charisma (Deception) and player's Wisdom (Insight) to guide the conversation. Nonul knows that his only backup is two informants and Dos himself. He goes along with almost any scheme that doesn’t directly threaten him so that he can get the heroes in a position where Dos, the informants, and possibly other backup can arrest them outside of the club. He even leads them out, if needed. If forced to fight, he relies on his blaster, attempting to surprise the heroes with a quick draw. He knows nothing about the Sarlacc Project.

Nonul Weran has 500 credits.

ISB Outlander Informants (2)

Two of Lt. Dos’s most reliable informants mingle with the crowd near the decoy. They gather additional information that might be useful to the lieutenant and provide backup for Dos and his decoy. One is male, the other female. If they are detected by the heroes, read or paraphrase the following:

You see a young man (woman) leaning against a nearby table, toying with a glass of hazy orange liquid. He (she) is clearly dressed for a night in the club. He (she) seems to be deliberately moving about, keeping people or objects between himself (herself) and Agent Dos.

ISB Outlander Informant Tactics

The informants work to conceal themselves as much as possible in the crowd. If the heroes approach the decoy, they begin to move closer, taking up positions at nearby tables in case the decoy needs help. If forced to fight, they rely heavily on their sneak attack. If questioned, they have little to offer beyond the basics of Dos’s sting operation, and they know nothing about the Sarlacc Project.

Each informant has 500 credits for a total of 1000 credits.


ISB Outlander Informant

Medium humanoid (Human), lawful dark


  • Armor Class 16 (combat suit, light shield generator)
  • Hit Points 44 (8d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 15 (+2) 12 (+1) 14 (+2)

  • Saving Throws Dex +5, Int +5
  • Skills Acrobatics +5, Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Cunning Action. On each of its turns, the informant can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If the informant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the informant instead takes no damage on a success, and half damage on a fail.

Sneak Attack (1/Turn). The informant deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the informant that isn't incapacitated and the informant doesn't have disadvantage on the roll.

Tech Casting. The informant is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers:

The informant knows the following powers:

At-will: electrical burst, encrypted message, on/off
1st-level: holographic disguise, smoke cloud, tranquilizer
2nd-level: infiltrate, scorching ray

Actions

Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage.


Reactions

Uncanny Dodge. The infiltrator halves the damage that it takes from an attack that hits it.

Lesan Dos

Lt. Dos hides in plain sight behind his breath mask and worn, rumpled jumpsuit. Built into the mask is a commlink tuned to the decoy’s commlink, through which Dos can hear all conversations with Nonul. He can even issue brief orders to Nonul and the informants, if needed. Dos is sneaky but arrogant and overconfident. If the heroes look at him with interest, not just in passing, read or paraphrase the following:

You see a young humanoid male in a worn and rumpled jumpsuit common to workers throughout the lower levels. Despite his humanoid appearance, he wears a breath mask often worn by visiting species. Though he carries a drink, he appears to be alone, moving from table to table and observing the crowd in general from the upper level.


Lt. Lesan Dos

Medium humanoid (Human), lawful dark


  • Armor Class 16 (combat suit, medium shield generator)
  • Hit Points 44 (8d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 15 (+2) 13 (+1) 15 (+2)

  • Saving Throws Dex +5, Wis +3
  • Skills Deception +4, Perception +3, Persuasion +4
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Actions

Multiattack. Lesan Dos makes two weapon attacks.

Blaster Pistol. Ranged Weapon Attack: Ranged Weapon Attack: +5 to hit, range 40/160, one target. Hit: 6 (1d6+3) energy damage.

Rally Troops (Recharge 5-6). Lesan Dos rallies his troops, giving all allies within 60 feet advantage on their next attack roll.

Lesan Dos Tactics

Lt. Dos will direct and manipulate the situation once the heroes contact the decoy or one of the informants. He will order his conspirators to go along with whatever plan the heroes propose, within reason, and encourage them to find an excuse to get the heroes outside into the alleyway (see Imperial Pursuit, Part 1). If a fight breaks out, Dos uses his talents to help without drawing attention to himself, if possible. He directly engages the heroes once he is in a position to try to lead them outside. If Lt. Dos is discovered at any time, or if he ever hears the Sarlacc Project mentioned, he actively tries to usher the heroes outside, calling for backup along the way. If the heroes observe him directly, allow them to make Wisdom (Perception) checks versus his Charisma (Deception) check to attempt to penetrate his disguise.

Lt. Dos will not go quietly and tries to avoid capture, even fighting to the death. However, if the characters succeed in capturing him, they may quiz him on the Sarlacc Project. He will resist as long as possible and isn’t willing to give up information on the project he works so hard to keep secret. However, if the characters figure out a way to get it out of him, he reveals that his code cylinder allows access to the Imeici Spire up to level 189. He can give the heroes a basic rundown of the building, but he actually knows few details beyond the layout.

Lesan Dos carries 1000 credits, a code cylinder that grants access to Imeici Spire up to level 189 and a mask that has a built in commlink.

Conclusion

Ultimately, the heroes should encounter the decoy and the informants, likely struggling with them or encouraging them to go outside. Any fight that breaks out inside the Outlander is allowed to continue for 5 rounds before security demands that they take it outside. However, security will not directly get involved in the fight, not wanting to risk harm to save the hated ISB agent and his companions. The crowd will clear the area and become a hazard to the heroes (see the Features of the Area sidebar). If the agents manage to get the heroes outside, (by deception or by baiting the heroes into chasing them out the door), use the map from Imperial Pursuit, Part 1 to continue the encounter. However, the Imperials from that encounter don’t arrive until the heroes have a chance to deal with Dos and the others.

Ad-Hoc EXP Award: For chasing down Lt. Dos, the heroes should receive experience points equal to defeating a CL 1R encounter. For acquiring his code cylinder, they should receive experience equal to defeating a CR 12 encounter. Finally, for dealing with the crowd, the heroes should receive experience equal to defeating a CR 10 encounter (reduce this award if they were not careful with the bystanders). All of these awards are in addition to the standard experience points awarded for this encounter.

Encounter Map

[To be Added]

Features of the Area

The club is crowded, and the lower floor is filled with patrons constantly moving about or standing in groups, talking, watching the viewscreens, or drinking. As such, the crowd provides appropriate cover for characters to take the Hide action. For the encounter map, include approximately 15 extra people, scattered around the room. If a fight breaks out, the crowd tries to clear the area, but many get in the way. While this occurs, treat any combatants as though they have half cover. Additionally, an attack that is a critical fail strikes a viewscreen, piece of furniture, or member of the crowd. The heroes may attempt to clear the crowd more quickly by utilizing skills or non-lethal methods

Imperial Pursuit, Part 1

Setup

One way or another, the heroes end up in an alley outside the Outlander Club, with or without Lt. Dos, his decoy, and the informants. If they are here with any of those characters, allow the heroes to finish dealing with them before beginning this encounter. The heroes may be anywhere in the area but preferably are near the club door when this encounter starts. The first thing they may see is a nearby surveillance droid attempting to observe the action without them noticing.

Read-Aloud Text

When ready to begin, have the heroes make Wisdom (Perception) checks versus the surveillance droid’s Dexterity (Stealth) check. If they see it, read its read-aloud text first, then read the following 2 rounds later. If they don’t see the droid, wait about 2 rounds and go ahead with the following:

As you begin to make your way through the alley away from the Outlander, you suddenly hear the unmistakable sound of armored troopers. They appear almost immediately, several stormtroopers led by a uniformed ISB agent. The agent spots you and yells “All of you, halt now !”

One ISB agent and five stormtroopers initially arrive on foot from the direction of the main entrance. The skirmish should go quickly, since the stormtroopers are outmatched. During the fight, allow the heroes to make occasional Wisdom (Perception) checks to notice the droid, if needed. When 4 Stormtroopers have died, an LAAT/le drops from above, filled with five more stormtroopers and another agent. It drops off the troopers and agent, then attempts to cut off fleeing heroes.

FSD-6D Flying Surveillance Droid (1)

The FSD-6D is a common Imperial surveillance droid, used wherever general surveillance is required for law enforcement and lesser military operations. It is fast, observant, and well programmed in surveillance and stealth techniques. Most of its sensors are mounted on its spherical body, but one sensor pack is mounted on a 3-foot extendable stalk that allows the droid to look around corners. However, the droid is so common that the camera is easily recognized if noticed.

In the distance, you see a small, dark gray spherical droid hovering, partially hidden by the corner of a nearby building. Its surface is covered in sensorlike devices, and a lenslike object extends outward for a better view. It is looking directly at you.


FSD-6D Surveillance Droid

Tiny droid, unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 1 (1d4-1)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3, Survival +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities Poisoned, Disease
  • Senses Darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Flyby. The droid doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Blaster Pistol. Ranged Weapon Attack: Ranged Weapon Attack: +3 to hit, range 40/160, one target. Hit: 4 (1d6+4) energy damage.

FSD-6D Surveillance Droid Tactics

The droid continues to observe the heroes for as long as possible. If detected, it tries to conceal itself, but it forgoes hiding for keeping line of sight with the eye stalk sensor it has, granted it only three quarters cover. Its duty is observation before self-preservation. If attacked, it defends itself with its blaster. If the heroes flee, it follows. If they lose it, it remains in the area, searching the most probable path.

ISB Special Agents (1)

ISB Special Agents often provide direct backup for agents in the field. As such, they occasionally command stormtroopers or Imperial forces ordered to give them aid in pursuing suspects. However, they are better suited to taking on their opponents directly through stealth and ranged attacks.

The uniformed ISB Agent wears a white Imperial uniform. He’s relatively young, but he commands the stormtroopers as though they were merely tools of the ISB. He advances, pistol in hand, using the stormtroopers and nearby objects as cover.


ISB Special Agent

Medium humanoid (Human), lawful dark


  • Armor Class 16 (combat suit, medium shield generator)
  • Hit Points 44 (8d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 15 (+2) 12 (+1) 14 (+2)

  • Saving Throws Dex +5, Int +5
  • Skills Acrobatics +5, Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Cunning Action. On each of its turns, the agent can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If the agent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the informant instead takes no damage on a success, and half damage on a fail.

Sneak Attack (1/Turn). The agent deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the agent that isn't incapacitated and the agent doesn't have disadvantage on the roll.

Tech Casting. The agent is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers:

The agent knows the following powers:

At-will: electrical burst, encrypted message, on/off
1st-level: holographic disguise, smoke cloud, tranquilizer
2nd-level: infiltrate, scorching ray

Actions

Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage.


Reactions

Uncanny Dodge. The infiltrator halves the damage that it takes from an attack that hits it.

ISB Special Agent Tactics

The Special Agents use their troops as cover. They demand that the heroes surrender and arrest those that they can. However, arrest and capture are only secondary goals, and the agents defend themselves as needed. They know nothing about the Sarlacc Project.

Stormtroopers (5)


Stormtrooper

Medium humanoid (Human), lawful dark


  • Armor Class 15 (fiber armor)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Senses Passive Perception 10
  • Challenge CR 1/2 (100 XP)

Actions

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8+3) energy damage.

Stock Strike. Melee Weapon Attack: Attack: +3 to hit, range 5 feet., one target. Hit: 3 (1d4+1) kinetic damage.

LAAT/le patrol transport

See the Rapid Response Encounter above for the description and stats of this vehicle.

LAAT/le patrol transport tactics

Instead of carrying Coruscant Guard like in the Rapid Response encounter, the patrol transport instead carries 5 stormtroopers and 1 ISB Special Agent. Once the patrol transport has dropped off its troops, it closes its doors and attempts to cut off escaping heroes.

Conclusion

Most of the encounter should occur in the alley, but it might carry over into nearby streets if the heroes make a run for it. If the heroes surrender or are captured, they are arrested and hauled off to detention in the speeder. If the heroes flee on foot, the Imperials follow. If the heroes flee in a speeder, the Raider and surveillance droid give chase, soon joined by others (see Imperial Pursuit, Part 2). No further Imperial forces arrive, except as noted in Imperial Pursuit, Part 2.

Encounter Map

[To be Added]

Features of the Area

The alley has few people in the area, and they clear out quickly when the Imperials arrive. Crates, dumpsters, and other objects provide some cover. Once the heroes are outside the Outlander, the club locks its doors and won’t open them again. Security waits inside, just in case the heroes break back in.

Imperial Pursuit, Part 2

Setup

As the heroes leave the area, the Imperial pursuit continues. If they flee on foot, the surveillance droids give chase. If the heroes leave by speeder, the droids show up one at a time over 3 or 4 rounds along the way, shortly after they take off. Two patrol transports join the droids not long afterward. The chase through Coruscant is on.

If the heroes’ escape route is entirely on foot or does not include a speeder under their own control, replace the pursuit speeders with two more surveillance droids.

Read-Aloud Text

A few minutes after the heroes leave the immediate area of the Outlander Club, have them make Wisdom (Perception) checks versus the surveillance droids’ Dexterity (Stealth) checks. If successful, the heroes detect their presence. Read or paraphrase the following:

As you zip through the busy skylanes, you make out the distinctive silhouette of a surveillance droid pursuing you, hanging back in the distance. It’s fast, agile, and quick to adjust to your course changes.

The droids are 30 feet slower than any airspeeder a player uses and will resort to taking the Dash action to keep up., If the heroes get beyond 3,000 feet from the droid, or out of line of sight for 3 rounds, it breaks off the chase.

Once all three droids are after the heroes, the patrol transports drop from a nearby skylane 3 rounds later. They attempt to force the heroes’ speeder down. The heroes must find a way to take them down or lose them. As the pursuit continues, the heroes will have to deal with certain hazards or may opt to use certain approaches noted in Features of the Area below.

Patrol Transport Tactics

Each patrol transport attempts to close in on the heroes’ speeder and force them down by hitting them with blasts from its forward laser cannon, unwilling to risk collateral damage from using its missiles. Losing the patrol transport is difficult, as central control can update each pilot with reports from hundreds of traffic sensors. In fact, while the heroes may believe that they have shaken their pursuers, they might be surprised when a patrol transport suddenly shows up from a different direction, or many rounds later.


If you do not already have a statblock for the speeder the players will use, use the following statblock. Use the pilot's Intelligence, Wisdom and Charisma for the speeder.


Airspeeder

Large construct, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 95 (10d10+40)
  • Speed fly 90 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) - - -

  • Saving Throws Dex +2 + Pilot Prof
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, exhaustion, poisoned, unconscious
  • Senses -
  • Languages -
  • Challenge 1/8 (25)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

Actions

Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.


Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Conclusion

The heroes must use a combination of combat and maniacal piloting skills to deal with the droids and airspeeders, creating a chase that goes on for many kilometers, districts, and altitudes. However, once they shake all pursuers, they are in the clear—as long as they do not stay in the air very long afterward. If the heroes shake the droids too easily, one or two others may engage later in the chase.

Ad-hoc XP Award: For dealing with the skylane hazards, the heroes should receive experience points equal to defeating a CR 8 encounter, in addition to experience awarded for defeating or evading the pursuing droids and speeders. If the heroes deal with more than five hazards, increase the CR defeated by at least 1.



Features of the Area

Use the following hazards and features as the heroes follow their desired path through Coruscant airspace.

Building Shields: Coruscant buildings are typically protected from errant airspeeder traffic by force fields. The buildings adjacent to busier skylanes have shields that are constantly engaged, while buildings farther from the traffic patterns have shields that are activated only at the last moment before a crash. In either case, the shields have a partial cushioning effect to minimize damage to the speeder. Any collision that happens only deals half damage to the speeder.

Crowded Skylane: Busy skylanes pose a hazard to speeders traveling at a much greater rate of speed or in a different direction. These vehicles are mobile hazards and require a DC 21 Intelligence (Piloting) check to avoid a large vehicle or a DC 23 Intelligence (Piloting) for a huge vehicle (GM's choice.) On a failed check, the airspeeder scrapes across another vehicle taking 5 (1d10) kinetic damage for a large vehicle or 11 (2d10) kinetic damage for a huge vehicle.

Exhaust Vent: A massive exhaust vent spews a huge jet of steam into the air. This provides full cover for speeders passing through or along the jet.

High-Speed Dive or Ascent: High-speed dives or climbs typically are not allowed on Coruscant, as they are extremely dangerous and run counter to the skylane patterns. Passing through a skylane in this manner increases the chances for a collision, increasing the DC of an Intelligence (Piloting) check made to avoid a collision by 2 (See Crowded Skylane above)

Light Beams: Extremely bright beams of light shine up from the lower levels or from a nearby building. These beams do not cross a major skylane; however, speeders traveling in open airspace may encounter them. When crossing through a beam, there is a chance that the pilot could be blinded temporarily. This also applies to any character who can see directly out of the front windscreen. The pilot of a vehicle must make a DC 18 Constitution saving throw and on a failed save becomes blinded until the end of its next turn.

Skybridge: Skybridges, pipes, and other hazards that span the space between buildings require DC 18 Intelligence (Piloting) checks to navigate, a failed save dealing 22 (4d10) kinetic damage as the speeder collides with such a hazard.

Skytunnel: Skytunnels allow speeders to pass through massive buildings and are treated as crowded skylanes (see above). Building shields protect the sides of the tunnel (see above).

Speeder Truck Convoy: The heroes may attempt to hide among a passing convoy of massive airspeeder trucks or bulk freighters descending from orbit, or they might use the convoy as cover. If attempting to hide, the pilot must make an Intelligence (Piloting) check, opposed by the pursuer’s Wisdom (Perception) check. Additionally, a collision in the convoy may trigger a chain reaction accident.

Surface Power Coupling: If the heroes wish to attempt to use a substation power coupling against their pursuer (as Zam did against the Jedi in Episode II), they must first descend to the same level as the coupling, then make a successful ranged attack against the coupling (AC 20). The resulting charge forces any pursuing vehicle and its occupants to make a DC 18 Constitution saving throw or take 22 (4d10) lightning damage, taking half damage on a success.

The Works Labyrinth

Setup

The Works Labyrinth is a sprawling tangle of ancient, decayed machinery, enormous pipelines, holding tanks, and catwalks. Clouds of noxious gases leaking from the area make travel very hazardous. The heroes must traverse this zone via airspeeder to reach Resh’s hidden warehouse hideout.

Read-Aloud Text

As the heroes approach the coordinates of Resh’s warehouse and see the labyrinth for the first time, read or paraphrase the following aloud:

Following the coordinates you received, you soon approach an area several kilometers square that appears to be a massive tangle of pipes, machinery, tank farms, and decaying structures. Ominous clouds of noxious colored fumes and smoke encase the area in an unhealthy fog. Your navigation charts indicate that the building you’re looking for is in the deepest levels of the area.

While the heroes know the location of the building, they must find a path through the labyrinth, a task made more difficult by a number of hazards. Have the heroes make a DC 22 Intelligence (Technology) or a DC 22 Wisdom (Perception) check to locate a likely entry point using sensors, maps, and visual observation. Success leads them into the middle of the labyrinth; failure allows them to enter the labyrinth, but the path ultimately deadends in a tangle of pipelines, forcing them to exit and try again. When the heroes first enter the labyrinth and its surrounding cloud, they encounter the toxic atmosphere hazard (see Features of the Area).

In each section of the labyrinth, each failed attempt takes 6 rounds to complete, and a successful attempt takes 4 rounds (assuming that nothing causes the heroes to turn back sooner). If the players decide to take the Dash action, it will cut the time in half but it also increases the chances of striking an obstruction (see Features of the Area).

Once they reach the middle of the labyrinth, the heroes must make a DC 22 Intelligence (Technology) or a DC 22 Wisdom (Perception) check to find a way to descend into the lower labyrinth. All heroes who can see out or who have access to a navigation system or sensors may combine actions to aid in this effort through the Help action. Once again, failure leads to a dead end, forcing them to return to the middle labyrinth and start again. Each time they enter the middle labyrinth, they encounter the dense smoke hazard (see Features of the Area). As the heroes exit the smoke in the lower labyrinth, they are immediately attacked by the power coupling hazard (see Features of the Area).

Features of the Area

The labyrinth is filled with dangerous hazards. Each of the following occurs as noted.

Toxic Atmosphere Hazard: The toxic air of the upper labyrinth is hazy but not dense enough to provide concealment or hinder vision. Each round the heroes spend in the toxic atmosphere, have the players make a DC 15 Constitution check, if a player fails hero takes 4d10 poison damage and gains a level of exhaustion. On a successful save, the players only take half damage. Heroes who wear a breath mask or similar apparatus or who have a self-contained air supply suffer no ill effects. Most fully enclosed airspeeders do not have sufficient filters to block out the atmosphere, but closing the vents cuts the frequency to one every two rounds.

Dense Smoke Hazard: The dense smoke of the middle labyrinth obscures vision, provides concealment, and is toxic to breathe. Heroes take damage similar to the toxic atmosphere hazard above, but the save is instead DC 17. Creatures and objects within 60 feet are considered to be lightly obscured while anything beyond that is considered to have total cover.

Factory Power Coupling Hazard: As the heroes exit the smoky middle labyrinth, they fly too close to a massive malfunctioning power coupling. A huge electrical charge attacks their speeder, have the speeder and every creature inside it make a DC 17 Dexterity saving throw dealing 4d10 Lightning damage on a failed save. Creatures that succeed on the save only take half damage.

Obstructions Hazard: Massive pipes, structures, and other obstructions make flying through the labyrinth more dangerous. On each attempt to penetrate each section of the labyrinth, the pilot must make a DC 19 Intelligence (Piloting) check to avoid obstructions. Moving at half speed reduces the check to DC 16, while dashing increases it to DC 25. A failed check indicates a collision, which deals 2d10 kinetic damage to the speeder.

Conclusion

Once the heroes make it through the power coupling hazard, the smoke quickly dissipates, and they may fly to the warehouse without further difficulty. The warehouse is at the lowest level and has a landing pad on the roof. See the encounter “Resh’s Warehouse.

Ad-hoc XP Award: For finding the correct path for the labyrinth, the heroes should receive experience points equal to defeating a CR 12 encounter. For dealing with the toxic atmosphere, they should receive experience equal to defeating a CR 7 encounter. For dealing with the dense smoke, they should receive experience equal to defeating a CR 10 encounter. And for dealing with the power coupling hazard, they should receive experience equal to defeating a CR 11 encounter.

Resh's Warehouse

Setup

Resh’s warehouse is an ancient, bunkerlike structure in the depths of the Works Labyrinth. A lake of a black, oil-like substance surrounds the structure, and the primary way of entry is through the landing platform on the warehouse roof. The heroes should land at the platform and make their way into the warehouse to find Resh.

Read-Aloud Text

As the heroes approach the warehouse, they see another large airspeeder that crashed and skidded across the platform. Bounty hunters have come to get Resh, but their speeder was damaged by the power coupling from the previous encounter. Read or paraphrase the following aloud:

The warehouse appears to be an ancient, bunkerlike structure with a hardened exterior that is pitted and beginning to crumble. The building and other structures in the area are surrounded by a gurgling oil-like substance, which is leaking from nearby storage tanks the size of large buildings. Compared to the air above, the atmosphere at this level is relatively clear.

On top of the warehouse, you see a large landing platform with massive cargo lifts. You also see a large airspeeder that recently crash-landed onto the platform, skidded into one of the cargo lifts, and is still smoking. You do not see anyone moving about.

There is more than ample room for the heroes to land. They may investigate the smoking speeder, but it is almost consumed in the flames and sending more smoke into the air. They see no signs of bodies or markings on the speeder. The cargo lift it is on is damaged beyond use. The other cargo lifts and turbolifts do not respond and appear to have no power. The only way into the warehouse is through a staircase at one end.

As the heroes descend the stairs, have them make a DC 18 Wisdom (Perception) checks. Those who pass hear distant voices, as if from a heated conversation outside the base of the staircase, but they can’t make out any details. Once the heroes make it to the mezzanine level at the bottom of the stairs, they can hear what appears to be an argument between a Sullustan and a Devaronian speaking Huttese. The Devaronian is demanding the Sullustan’s surrender. If the heroes take a moment to listen to the conversation, read or paraphrase the following aloud:

You hear a Devaronian yell, as if calling to somebody some distance away, “Come on, Resh, enough games! You’ve already cost me one speeder and made us fly into this stinking hole. I’m about to forget that the bounty is higher to take you alive. Seems like it will cost me less in the long run to shoot you now.”

Despite the talk, Sisla, the Devaronian bounty hunter, would prefer to take Resh alive. As the heroes move away from the stair door, they can better see their surroundings. Read or paraphrase the following aloud:

You exit the stair on a mezzanine made of decaying heavy metal grating. Through the grate, you see the same ominous black liquid you saw outside covering the floor of the warehouse to an unknown depth 10 meters below you. The mezzanine is filled with old crates and boxes in various states of disintegration. The lighting is very dim, with only scattered light fixtures and the occasional beam of light peeking in through a discolored window. The ceiling appears to be at least 30 feet above you, but it is lost in darkness. Through the crates, you can make out two more catwalks extending through the roof trusses from the mezzanine out into the warehouse. The argument seems to be taking place at the other end.

As the heroes cross the mezzanine, have them make Dexterity (Stealth) checks against the passive perception of the bounter hunters. Additionally, the bounty hunter's should make Dexterity (Stealth) checks against the player's passive Perception, as two are concealed within the stacks of crates near the catwalks. The area is considered to be in dim light for the purposes of Wisdom (Perception) checks. If they detect the heroes and are close enough, the hunters engage in melee; otherwise, they open fire with their blasters.

Their leader, Sisla, is at a platform at one end of the catwalks, arguing with Resh, who is on a separate, higher platform. The only way up to the platform appears to be to climb the structure supporting it from each catwalk, and a bounty hunter is climbing up from each catwalk while Sisla forces Resh to keep his head down. The platform is 15 feet above the catwalks and requires a DC 17 Strength (Athletic) check if the climber lacks a climbing speed. If a climber fails the check, they fall into the black oil covering the floor below but takes no damage. Anyone in the oil can use their action to reach a piece of debris or crate large enough to support themselves if they do not possess a swim speed. When the heroes arrive, the climbing hunters are half way up the ladder and will need to make another check.

Once the bounty hunters are aware of the heroes, they open fire, trying to keep one eye on the heroes and one eye on Resh. The Sullustan initially keeps his head down, but if it appears that the heroes are winning, he takes potshots from the platform at the bounty hunters.

Sisla's Hunters (4)

Sisla’s hunters are a group of Devaronians out for some adventure while making a few credits. They have traced Resh for too long to give him up.

The Devaronians wear worn gray armor that has seen a lot of action. Each appears to carry an array of weaponry, including a vibro-ax, a blaster rifle, and something that looks suspiciously like grenades.


Sisla's Hunter

Medium humanoid (Devaronian), lawful dark


  • Armor Class 16 (composite armor)
  • Hit Points 93 (11d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

  • Saving Throws Str +6, Con +6, Wis +2
  • Skills Intimidation +5, Survival +3
  • Damage Resistances Poison
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Binary, Bocce, Devaronese
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the devaronian can move up to its speed toward a hostile creature that it can see.

Fury. The devaronian deals an extra 4 (1d8) damage when it hits with a melee weapon attack (included in the attack).

Two-Livered. The devaronian has advantage on saving throws against poison.

Tech Resistance. The devaronian has advantage on saving throws against tech powers.

Actions

Multiattack. The devaronian makes two weapon attacks.

Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d10+6+1d8) kinetic damage.

Blaster Rifle. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 5 (1d8+1) energy damage.

Fragmentation Grenade (3/Day). The devaronian throws a grenade, choosing a point within 34 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Sisla's Hunters Tactics

The two hunters at the ends of the catwalks engage the heroes first. The two climbing hunters attempt to reach Resh’s platform. Even if they do, they won’t be able to get the Sullustan immediately, since he has locked himself in an armored room and is firing at the hunters through a gunport. At this point, one hunter turns and opens fire on the heroes while the other returns fire at Resh, just to keep him busy.

Each hunter carries 100 credits each for a total of 400 credits.

Sisla

Sisla is a tough bounty hunter unafraid of chasing his quarry to any planet in the galaxy, including Coruscant. He leads a group of other Devaronians in a life of adventure. His pursuit of Resh has cost him more credits than the bounty may be worth, but he’s not about to give up now. He’s also not about to let someone else get away with his bounty.

Sisla Tactics

Once Sisla is aware of the heroes, he opens fire, yelling that they won’t steal his bounty. He initially uses Double Attack. If he can’t hit the heroes, he tries to blow holes in the catwalks around them, hoping to drop them through. He does not climb after Resh until the fight is over.

Sisla carries 2000 credits.


Sisla

Medium Humanoid, lawful dark


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 98 (15d8+30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

  • Saving Throws Dex +7, Int +7
  • Skills Athletics +8, Stealth +5, Technology +11, Perception +5, Survival +8
  • Damage Resistances Poison
  • Senses passive Perception 13
  • Languages Galactic Basic, Binary, Bocce, Devaronese
  • Challenge 7 (2,900 XP)

Enhanced Tech. Sisla deals an extra 3 (1d6) damage with its weapons (included).

Two Livered. Sisla has advantage on saving throws against

Tech Resistance. Sisla has advantage on saving throws against tech powers.

Tech Casting. Sisla is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +7 to hit with power attacks, 24 tech points). The Bounty Hunter knows the following powers:

At Will cryogenic burst, targeting shot, assess the situation
1st Level target lock, tracer bolt, absorb energy, energy shield
2nd Level translocate, infiltrate, smuggle
3rd Level explosion, cryogenic suspension

Actions

Multiattack. Sisla makes two melee weapon attacks or two ranged weapon attacks.

Heavy Blaster Pistol Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 11 (1d8+1d6+4) energy damage.

Disruptor Rifle Ranged Weapon Attack. +7 to hit, range 100/400, one target. Hit 12 (1d10+1d6+4) acid damage. When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Techblade Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d6+1d6 +4) kinetic damage.

Carbonite Blast (Recharge 5-6). Sisla produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Resh

Resh is an older male Sullustan, bare-armed and muscular in appearance. He’s covered in scars, attesting to his days as a Hutt enforcer. His durable-looking clothing is stained and torn. He looks like he’s been hiding down here for quite a while.


Resh

Medium humanoid (Sullustan), neutral dark


  • Armor Class 16 (composite armor)
  • Hit Points 93 (11d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

  • Saving Throws Dex +6, Con +6, Wis +2
  • Skills Survival +3
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Bocce, Sullustan
  • Challenge 4 (1,100 XP)

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Illegal Tech. Resh deals one extra die of damage with its weapons (included).

Actions

Multiattack. Resh makes two weapon attacks.

Heavy Pistol. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 13 (2d8+4) energy damage.

Resh's tactics

At first, Resh stays out of the fight, unsure of the heroes’ intentions. However, if they appear to be winning, he joins in by laying prone on the platform and firing down at the bounty hunters. He retreats to the safety of his armored room if anyone reaches the platform, firing at them from a gunport.

Conclusion

Unable to get to Resh while the heroes are interfering, the hunters fight to the end. Once the hunters are dealt with, the heroes must make their way up to Resh and convince him to tell them about the Sarlacc Project. He is astonished that anyone else knows about it. Offering him a way off the planet is the best method of getting him to open up. Unless the heroes convince him that they have a way off Coruscant, Resh stays in his armored room until they leave. He will not go with them to the spire or anywhere else.

Ad-hoc XP Award: Heroes should receive experience points equal to defeating a CR 13 encounter for rescuing Resh from the bounty hunters. This is in addition to the standard experience awarded for this encounter.

Encounter Map

[To Be Added]

Features of the Area

The catwalks are in poor shape. Each 5 foot square of plating has a DR of 10. Any damage that bypasses the DR causes a 5 foot sized hole in the surface or railing as the catwalk gives way. Focusing fire on a single area could damage a catwalk enough to separate it or even drop a section into the oil-covered floor below. Some railings are weak enough to collapse under the weight of fighting characters.

The black oil is not immediately hazardous, but it coats anyone who falls into it. Until they use an action wipe the oil off their hands and feet, it imposes disadvantage on attacks, Strength checks and Dexterity checks, and halves their movement. Several damaged ladders lead from the oil-covered floor back up to the catwalks.

Part 3: Spire of Darkness

Infiltrating an Imperial government tower (even an incomplete one) on the capital world of the Empire should be an intimidating task. If the heroes fail and are captured, it is likely that they will be interrogated and sent to an Imperial prison planet; Tero Reskan should remind them of this possibility. Although tower construction continues at all hours, there are somewhat fewer workers in the building overnight.

Upon completion, the spire will have levels as follows:

  • Level 200 Communications array
  • Levels 195–199 Security surveillance array
  • Levels 190–194 Skylane traffic control equipment
  • Level 189 Restricted (Inquisitor level, incomplete)
  • Level 188 Restricted (Sarlacc Project, incomplete)
  • Levels 186–187 Restricted (communications node, incomplete)
  • Level 185 Upper construction delivery zone/hangar level
  • Levels 151–184 ISB local offices
  • Levels 126–150 Imperial information offices
  • Level 76–125 COMPNOR local offices
  • Levels 2–75 Collective Commerce District government offices Plaza level Main entry and lower construction HQ
  • Sublevels 1–10 Building support services
  • Sublevel 2 Service entry
  • Sublevels 11–15 Restricted (speeder tube station)
  • Sublevel 16 Building security
  • Sublevel 17–20 Utility supply links and emergency power station

Once prepared, the heroes depart for the tower. Their exact approach depends on the entrance selected. If they are making the trip by airspeeder, the trip is uneventful until they drop from the skylane into an approach vector. At that point, a Human voice from tower construction control demands that they state their destination and transmit their permit to land. The heroes don’t know it, but all permits have been changed since they acquired their permit. However, if they monitor the construction traffic, they find that they are not the only ones. All speeders without the correct permit are put into a holding pattern orbiting the spire. One by one, they are allowed to approach. The heroes must persuade the controller to let them land with a DC 20 Wisdom (Persuasion) check. If they fail, they may try again, but for each subsequent attempt, the DC increases by 5. Once approval is given, the heroes are told they must wait for 60 minutes and to stay in the pattern. Additional DC 20 Wisdom (Persuasion) checks may earn them permission to land within 10 minutes

If the heroes arrive on foot, they arrive at the enormous Crystalline Plaza, which, true to its name, is dotted with intricate crystal sculptures and structures from around the galaxy. Beyond that, the plaza’s main use is as a public thoroughfare and transit stop. The ominous spire looms over the plaza. Pairs of Coruscant Guards patrol the area at widely dispersed intervals, requiring the heroes to make a DC 15 Charisma (Deception) checks; failure means that a pair of guards questions their activities. The heroes may attempt to persuade the guards into letting them continue about their business. If they fail, the guards try to drive them from the plaza with their staffs, thinking that the heroes are run-of-the-mill troublemakers.

As the heroes approach the tower, characters can make DC 20 Intelligence check and if they are proficient in constructor's tools, they may add their proficiency bonus to the check. Success means that they notice that the building employs a construction technique using prefabricated rooms. Entire rooms could be completely fitted out in a factory in advance, then added to the massive superstructure without anyone observing what is inside.

Read or paraphrase the following when the heroes approach the spire.

As you approach the spire, you see that the upper stories appear almost complete. Several levels at the base are also enclosed, but the vast majority of the tower is only a skeletal structure, with elevator cores and other shafts connecting the floors. The tower is octagonal, with wedge-shaped towers at every other side, extending to become a complex antenna array above the top floor.

Dozens of workers and construction droids work on all levels. White-hot flashes of welding dot the structure, and the bangs and whines of construction tools and machinery are loud enough to penetrate your speeder’s cabin. A variety of speeders and equipment sit on the hangar deck you are approaching, and a construction worker directs you to the proper landing place. Once you are down, the tough-looking Human points you to the superintendent’s office and moves on to his next task.

Ad-hoc XP Award: Heroes who successfully enter the spire receive experience points equal to defeating a CL 12 encounter.

The Control Room

All incoming personnel are directed to the control room. Fortunately for the heroes, they are the only ones arriving for some time. Although it is assumed that the heroes enter the tower at level 185, the encounter may be used at the plaza entrance.

Setup

The heroes have been directed to the control room. Upon entering, the construction techs expect the heroes to coordinate their activities through them. The heroes need to access the computer system and gain access to the spire itself. All the techs are at their control stations. Two senior techs are at the central holographic projector, and the third, Celor Teon, approaches the heroes when they enter.

Read-Aloud Text

When the heroes enter the control room from the hangar, read or paraphrase the following aloud:

You enter the construction control room. Six techs work at stations around the room, many talking with workers in the field via comlink. Most of the computer screens and holoprojectors show schematics of various levels, plus the speeders in the local air traffic pattern. Three older and tougher-looking Human techs oversee all activity. One turns to you immediately and says, “Well, what was so important that you had to land this instant? We run the show here, not you. You’re just lucky my assistant allowed you to land. I would’ve let you buzz around this building till your wings fell off!”

The unexpected permit changes have thrown the project into disarray, and the entire staff is irritated. No one knows why it was ordered, just that it came from higher up the chain. Although there is a chance that the heroes may talk their way into the building and possibly even gain access to the computer system, the senior techs are sharp. If they suspect that something is up, they move to trigger an alarm to bring in security—which, in this building, means Coruscant Troopers.

Core Craft Construction Techs (6)

The construction techs are well trained for their jobs. However, they are also tough workers who once held other jobs or fought in the Clone Wars. Though unarmed, they are skilled combatants.

The construction techs are dressed in Core Craft coveralls. They’re strong-looking Humans who look like they’ve spent more time in the field than in the office. They carry no weapons and are focused on their individual tasks at the moment.


Core Craft Construction Tech

Medium humanoid (human), neutral


  • Armor Class 14 (fiber armor+light shield generator)
  • Hit Points 99 (18d8+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 16 (+3) 12 (+1) 11 (+0)

  • Saving Throws Dex +4
  • Skills Lore +6, Perception +3, Technolohy +6
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 2 (450 XP)

Techcasting. The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 16 tech points. The employee knows the following tech powers:

At-will: acid splash, electroshock, poison spray, temporary boost
1st-level: kolto pack, overload, stack the deck, tracer bolt
2nd-level: electromesh, mirror image

Actions

Unarmed Strike. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.

Core Craft Construction Tech Tactics

The techs pay little attention to the heroes unless a fight breaks out. If that happens, they dive into the fray using tech powers and unarmed combat. One goes for the security alarm on the central panel near the main holoprojector.

Core Craft Senior Techs (3)

The senior techs are highly experienced construction workers who have backgrounds as varied as the techs. They are aggressive, no-nonsense Humans under great pressure to do their jobs well, and they’re not about to let someone else disrupt the project. They are led by Celor Teon.

The senior techs are middle-aged Human males who look like they’ve put up buildings in the toughest cities in the galaxy. They bark orders to their staff and keep an eye on every screen in the room. Unlike the other techs, they are armed with blaster pistols.


Core Craft Senior Tech

Medium humanoid (human), neutral


  • Armor Class 14 (fiber armor+light shield generator)
  • Hit Points 110 (20d8+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 16 (+3) 12 (+1) 11 (+0)

  • Saving Throws Dex +4
  • Skills Lore +6, Perception +3, Technolohy +6
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (1,100 XP)

Techcasting. The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 16 tech points. The employee knows the following tech powers:

At-will: acid splash, electroshock, poison spray, temporary boost
1st-level: kolto pack, overload, stack the deck, tracer bolt
2nd-level: mirror image, scorching ray

Actions

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6+1) energy damage.

Core Craft Senior Tech Tactics

Aside from Celor Teon, the senior techs largely ignore the heroes when they enter. If a fight breaks out, they draw their blasters and fire, setting their weapons on stun if their own men are in hand-to-hand combat.

If the alarm is raised, it sounds only in the control room (not the entire building), and a squad of Coruscant Guard arrives in 5 minutes from the turbolift. If the heroes secure the room, they may access the computer system.

Afterward, they may access the rest of the building. If one of the heroes thinks to pick up a construction code cylinder from the senior techs, it gives them access to the construction lift platforms in certain areas of the spire.

Encounter Map

[To Be Added]

Features of the Area

The control panels and furniture in the room may provide cover. The doors to the turbolift are locked and can be opened only with a construction code cylinder or Dos’s code cylinder. Beyond that, the room has few features.

After the encounter, the heroes may access the computer system. They have only about 10 minutes until somebody comes in to take care of business or discover why they lost contact with the control room. If the alarm was raised, a squad of Coruscant troopers arrives in 5 minutes.

Any check involving the computer in this room is made at DC 21, if the alarm was sounded however the DC is 24 for any check. however, if ISB Agent Dos’s code cylinder is used, it changes the DC to 17. From here, the heroes may obtain a readout and schematic of every floor of the building except levels 186 through 189. The schematics are for the completed structure, so the heroes find that many areas are blocked off or not finished yet.

Levels 186 to 189 require special authorization for entry. A DC 25 Intelligence (Technology) check reveals that Agent Dos’s code cylinder should grant access to those levels using the turbolifts or stairs. Also, construction repulsorlift platforms on level 185 provide access to the incomplete areas of levels 186 to 189. The platforms do not respond to Dos’s code cylinder, but they will respond to a construction code cylinder or may be hotwired to override their security protocols with a DC 24 Intelligence (slicer's kit) check.

Inside the Spire

As long as the building is not in a state of alert, the heroes are free to move about the tower using functioning turbolifts, partially completed stairs, and construction repulsorlift platforms. If the alarm is raised, the turbolifts are locked down, forcing the heroes to take other paths between floors. However, Agent Dos’s control cylinder overrides the turbolift lockdown. There is plenty of construction equipment, cutting torches, and lasers scattered around the building to provide cover and conceal movement. The construction workers and droids will report any suspicious activity they see and flee the area if threatened.

Level 188 is only partially completed. It may be accessed by stairwell, turbolift, or construction lift from the level below. Once the heroes reach the completed section of the level, they ultimately have to force their way in, and when that happens, events move at a rapid pace.

Level 188 Entry

Setup

The heroes have made their way to Level 188 and can enter by stair, turbolift, or a door to the unfinished portion of the level. Regardless, they end up in the same entry area. A guard post blocks their path, and the troopers have a surprise for them.

Read-Aloud Text

When the heroes enter the antechamber, read or paraphrase the following aloud:

You step through the door into a large, octagonal metal room. The walls are stark gray and cold, and light emanates from long, thin fixtures built into the ceiling. Several doors are immediately visible, as is a large viewport through which you see four Coruscant Guards grabbing their weapons.

If the heroes are dressed as Imperials, the Guards demand (via a speaker in the ceiling) that they identify themselves and give the day’s password (which is “Cresh 273,” though the heroes have no way of knowing that). If the heroes don’t respond appropriately, or if they are not disguised as Imperials in the first place, read or paraphrase the following aloud

The guard behind the window slams his hand down on a large button. The turbolift controls register lockdown with the doors locked open (or the door to the stair or the door to the outside seals shut). A red gas jets into the room from four nozzles near the center of the ceiling!

The 4 gas nozzles on the ceiling act on initiative 20 and force any creature that starts its turn in the gas or enters the gas for the first time on its turn to make a DC 15 Constitution saving throw. A failed save deals 11 (2d10) points of poison damage and gives that creature a level of exhaustion while a successful save causes the creature to only take half half damage. If all 4 nozzles are destroyed (each gas nozzle has AC 14 DR 15, and 15 hit points). The gas may also be shut off from the security control room with a DC 15 Intelligence (Technology) check.

If the heroes damage the nozzles, the guards open the doors and enter the room. They have special filters built into their helmets to protect them from the gas. The two Coruscant Guard Veterans arrive 2 rounds after the heroes first enter the room, coming down the hallway from the detention block.

Heroes locked out of the room may attempt to reenter by using Dos’s code cylinder (which overrides the lockout) or by making a DC 24 Intelligence (slicer's kit) check to hot-wire the door panel.

Coruscant Guard Veteran

See the 'Rapid Response Force' encounter for the Coruscant Guard Veteran description.


Coruscant Guard Veteran (6)

Medium humanoid (Human), lawful dark


  • Armor Class 17 (weave armor, light shield generator)
  • Hit Points 85 (13d8+26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws Dex +5, Wis +5
  • Skills Athletics +3, Insight +2, Intimidate +2, Perception +5, Piloting +4
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 4 (1,100 XP)

Imperial Training. The Courscant Guard Veteran deals one extra die of damage with its weapons (included).

Actions

Multiattack. The Coruscant Guard Veteran makes two weapon attacks and throws an electrostun grenade, if available.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 12 (2d8+3) energy damage.

Electrostaff. Melee Weapon Attack:* +5 to hit, range 5 ft., one target. Hit: 10 (2d6+3) kinetic damage and the target must make a DC 13 Constitution saving throw or take an additional 2 (1d4) lightning damage and becomes shocked until the end of its next turn.

Electrostun Grenade (3/Day). The Coruscant Guard Veteran throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.


Reactions

Leadership (1/Rest). The Coruscant Guard Veteran can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Coruscant Guard Veteran. A creature can benefit from only one Leadership die at a time.

Conclusion

Once the guards are defeated, the heroes may proceed down the detention block corridor. The guard station has a simple comm station and security console that controls only the entry area doors and the gas trap. With a DC 23 Intelligence (Technology) check, the heroes may use the console to lock the turbolifts (temporarily) and the outer doors in the entry area.

Encounter Map

[To Be Added]

Level 188 Detention Block

Setup

After the heroes defeat the entry guards, they may proceed down the corridor to the detention block. The block guards had been reinforced by the Coruscant Guard Veterans, but they left to back up the entry guards in the previous encounter. However, there is another surprise for the heroes as they approach.

Read-Aloud Text

Once the heroes move about halfway down the corridor to the detention block, read or paraphrase the following aloud:

As you make your way down the corridor, you see a closed blast door at the end of the hall. Suddenly, two blaster turrets drop from the ceiling on either side of the door and open fire.


Detention Block Turret

Medium construct, unaligned


  • Armor Class 17
  • Hit Points 255 (34d8+102)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Str +6, Con +6
  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Circuitry. The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

Imperial Tech. The turret deals an additional weapon die of damage with its Burst Fire action (Included).

Targeting Systems. The turret uses its Intelligence modifier for attacks and damage rolls.

Actions

Multiattack. The turret makes two Burst Fire attacks.

Burst Fire. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 16 (2d12+3) energy damage.

Once the turrets are defeated and the heroes get through the blast door (see Features of the Area), the guards have one last surprise for them. When the first hero steps through the door, three ray shields divide the corridor into sections as indicated on the map, hopefully trapping the heroes between them. However, the first hero or two should be trapped in the detention block, allowing the guards to open fire using readied actions. Read or paraphrase the following aloud when the heroes enter the detention block.

You enter an octagonal room with a central control station. In each wall except the one you entered through, there is a door next to a window, allowing you to see into cells and interrogation rooms. Five cells hold a number of Humans and other beings. Two interrogation rooms are dark except for tiny colored lights from some sort of equipment and computers. You have little time to look, though, as the remaining guards open fire.

The shields may be lowered in one of several manners. First, a hero in the detention block may use the Search action to make a DC 17 Intelligence (Investigation) check to determine which panel controls the shields, then destroy it an successful attack that deals at least 10 points of damage or deals ion damage. Alternatively, the hero may simply turn off the shields with a successful DC 18 Intelligence (Technology) check. In addition, the trapped heroes may make a DC 17 Wisdom (Perception) check to realize that they can defeat the shields by attacking the projectors and the walls, which have AC 19, DR 10, and 15 hit points. However, misses cause energy damage to ricochet off the shields, endangering those trapped within. Roll a ranged weapon attack with a bonus of +6 to hit a creature inside that section of the shield, if it hits the attack does normal weapon damage.

Detention Block Guards (4)

Four slightly better-than-average Imperial detention block guards monitor the prisoners.

Beyond the blast door, you see four Imperial detention block guards, blasters in hand, wearing distinctive blast vests and black helmets


Prison Block Guard

Medium construct, unaligned


  • Armor Class 15
  • Hit Points 68 (15d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +2, Perception +2
  • Senses passive Perception 12
  • Challenge 1 (200 XP)

Actions

Multiattack. The guard makes two weapon attacks.

Blaster Carbine. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 5 (1d6+2) energy damage.

Detention Block Guard Tactics

The guards are outclassed, and they know it. They activate all the corridor defenses, trying to delay the heroes until reinforcements arrive. Once the heroes make it to the detention block controls, the guards use Coordinated Attack in a last attempt to stop them.

Conclusion

Once the guards, shields, and turrets have been defeated, the heroes may search the detention area, free the prisoners, and inspect the computer system. See “Level 188” encounter. If needed, the heroes also may use the medical bay to quickly treat the wounded which can give the benefits of a short rest.

After the encounters, the heroes discover the surprising truth about the Sarlacc Project. The detention block holds five Humans, two Duros, and one Mon Calamari, in several cells. All prisoners are desperate to escape their rooms, but all except one Duros are delusional. That Duros is in better condition and can answer the heroes’ questions.

Read or paraphrase the following. If the heroes appear to be Imperials at first glance, the Duros will cower, and the heroes will have to convince the prisoner that they are not part of some Imperial trick.

As you enter the dimly lit metal cell, a beaten and depressed Duros slowly raises his head from the cold metal slab that serves as a bed. It takes a moment for him to focus, but when he realizes that you are not a guard or Imperial, he immediately jumps to his feet. “Please, you must get me out of here. They are monsters without pity or compassion. I surely won’t last another week here. We must escape before they return to deal with you . . . and us.

The Duros is named Gelnar Tol, a starship designer who used to work for Kuat before being abducted and brought here about a week ago. He is willing and able to tell the heroes what he knows about the Sarlacc Project (although he doesn’t know the project codename or the names of the other designers). This is the heart of the design team for a massive new starship some 1,600 miles long that will dwarf even an Imperial class Star Destroyer (and is a forerunner of the eventual Super Star Destroyer). However, the project is operating in a manner beyond belief. The designers are held prisoner by the Inquisitors, who use “what must be evil dark side powers” to rip data from the designers’ minds or to turn them into single-minded machines that work on command, unaware of anything else. Gelnar Tol has no idea why the Empire would design a starship in this manner, but he is desperate to escape.

By accessing the detention area computers and making a DC 27 Intelligence (Technology) check which cannot be reduced by code cylinders as the other systems. On a successful check, the heroes discover that the Inquisitors are transmitting the design data through CZ-3T6 and the communications node on level 187. The information goes to messenger drones and other outlets that pass it on to an unknown construction site.

With another DC 27 Intelligence (Technology) check, they discover that the Sarlacc Project is the codename for the massive ship, which will serve as the flagship for the new Imperial fleet, as well as a prototype for future vessels. The Empire plans to use it as a weapon of terror and massive mobile weapons platform. The Imperial Navy and the Inquisitorius are working together to secretly build the ship without alerting the Imperial Senate, which would never approve of such a risky design. The project is strictly off the books, so construction supplies are purchased through alternative means (such as the Tibanna gas bought from Darga the Hutt). They are also using Nazren slaves to build the ship. The files include detailed data on the transactions, which would be useful to Senator Organa.

If the heroes do not have time to check the computer system or are unable to access it, a DC 16 Intelligence (Investigation) check will reveal that they could simply take the storage array from the control panels in either interrogation room with them and attempt to slice it later. The array is about the size of a small backpack and weighs 7 pounds. It can be removed from the system with a DC 22 Intelligence (Technology) check.

Inquisitor Attack

Setup

The heroes have only about 15 minutes after the end of the level 188 encounters before reinforcements arrive in a big way. When the heroes are ready to leave, they discover that the doors out of level 188 are locked down and their code cylinder has been locked out. They can tell from the security screens in the control room that Coruscant Guards are blocking the stairwell and that the lift has been locked on another floor. They also realize that all of the construction workers are evacuating the structure by whatever means they can. The only way out is to break through the door to the incomplete area. They may physically break through the door with a DC 20 Strength check or attempt to open it with a DC 21 Intelligence (Technology) check. If the heroes dally, prod them along by having the computers indicate that many Coruscant Guards are advancing up the stairwells. However, the guards are only there to keep the heroes from escaping. The Inquisitors are coming to take care of the problem personally.

Read-Aloud Text

The heroes must cut through the door leading to the construction zone or override the lock with tools and a DC 30 Mechanics check. Once they get through, read or paraphrase the following aloud:

As you enter the construction area, you see stacks of crates and piles of materials such as enormous metal beams and metal plating. Directly ahead, some distance away, you see one of the major staircases of the building. Along the way to the stairs are several doors that lead into the unfinished rooms of this level. You also see two open-sided construction lifts, but neither is stopped at this level. Much of the exterior of this level is unfinished and open, with only a railing providing protection from a great fall. A cold wind whips through the open areas, scattering debris and dust.

Once the heroes get about halfway to the staircase, have heroes trained in Use the Force make an opposed Sense Force roll. Someone (one of the Inquisitor apprentices) is attempting to detect them, and the heroes can try to hide their presence. If the heroes attempt Sense Force in turn, all Inquisitors will resist detection. If the heroes succeed, they detect the approximate direction of that Inquisitor.

Immediately thereafter, have the heroes make DC 20 Perception checks to notice that one construction lift is lowering very quickly while the other is rising abruptly. (They notice automatically if they are watching the lifts.) If they notice, read the following aloud:

The construction lifts suddenly begin to move very quickly, one dropping from above, the other rising from the floor below. On each lift is a Purge Trooper and a Human who is dressed in black and holding an ignited red lightsaber.

Inquisitor Nolor appears at the stairway entrance after the first round of combat. See their Tactics sections for specific attack methods in the first few rounds of combat.

This encounter should be as cinematic as possible. The Inquisitors throw construction materials and use Force thrust to try to push the heroes over the edge of the building or through a gap in the floor. In most cases, the heroes land on the floor below, taking falling damage. If anyone is thrown out of the building, the automated safety system kicks in (see Features of the Area). See below for other specific tactics.

If the heroes retreat into the detention block area, the Inquisitors pursue them.

Purge Trooper Tactics

The Purge Troopers open fire with their blaster rifles. They cover their Inquisitor, firing at heroes outside of melee combat with the Inquisitor, but do not hesitate to fire at players engaged in melee if they are not getting a cover bonus.

Purge Troopers (4)

Different to standard purge troopers, these troopers have specialised in a role and have much experience in hunting down Force users with the Inquisitorius


Purge Trooper

Medium humanoid, lawful dark


  • Armor Class 16
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+0) 13 (+1) 10 (+0)

  • Saving Throws Dex +5, Wis +5
  • Skills Perception +5, Stealth +5, Survival +3
  • Senses passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 3 (700 XP)

Jedi Hunter. The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Force Combat Training. The trooper has advantage on saving throws against Force powers.

Surprise Attack. If the trooper surprises a creature and hits it with an attack during the first round of combat , the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The trooper makes two melee or three ranged attacks.

Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) energy damage.

Electrostaff. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.

Volley (Recharge 6): The trooper makes one ranged attack against every enemy within 10 feet of a point it can see.

Inquisitor Knight (2)

The lightsaber-wielding Humans wear no insignia on their all-black jumpsuits. Their short hair is neatly trimmed. They have a disturbing air of confidence about them.


Inquisitor Knight

Medium humanoid, lawful dark


  • Armor Class 15
  • Hit Points 81 (18d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1) 18 (+4)

  • Saving Throws Dex +5, Wis +5
  • Skills Perception +5, Stealth +5, Survival +3
  • Senses passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 4 (700 XP)

Forcecasting. The Inquisitor is a 5th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with force attacks). The inquisitor has 18 force points and knows the following force powers

At-will: denounce, force disarm, saber throw, slow
1st-level: dark side tendrils, fear, force jump, hex, sense force
2nd-level: force sight, stun

Force Resistance. The inquisitor has advantage on saving throws against force powers.

War Casting. When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

Actions

Spinning Doublesaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) energy damage.

Doublesaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) energy damage.

Inquisitor Knight Tactics

The Inquisitor Knights have no problems rushing in and attacking targets they believe to be a threat. They attempt to use their War Casting feature when appropriate but will use their Spinning Doublesaber attack if they think it is a better idea.

Inquisitor Nolor Tactics

Inquisitor Nolor arrives 1 round later than the rest of the enemies but quickly engages the party. He relishes the chance to manipulate his opponents and the battlefield by using Dark Lightning, force powers or throwing any debris laying around the area. He will engage in melee combat with his saber when appropriate.

Inquisitor Nolor

Inquisitor Nolor was a young Jedi who fell to the dark side while fighting Separatists at the end of the Clone Wars. He narrowly avoided Order 66 and was hunted down by the earliest Inquisitors. They recognized his potential and molded him into an adept interrogator. His skills were ideal for extracting knowledge from the designers of the Sarlacc Project.

This lightsaber-wielding Human moves with the agility and speed of a Jedi. He is battle-scarred and wears black robes, trimmed in crimson, with no cape or hood


Inquisitor Nolor

Medium humanoid, lawful dark


  • Armor Class 16
  • Hit Points 110 (20d8+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+0) 13 (+1) 12 (+1) 20 (+5)

  • Saving Throws Dex +5, Wis +5
  • Skills Perception +5, Stealth +5, Survival +3
  • Senses passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 4 (700 XP)

Forcecasting. The Inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks). The inquisitor has 35 force points and knows the following force powers

At-will: denounce, force disarm, force push/pull, mind trick, saber throw, slow
1st-level: dark side tendrils, force jump, sap vitality, sense force
2nd-level: animate weapon, drain vitality, force sight, stun
3rd-level: improved dark side tendrils, choke, force suppression, sever force
4th-level: drain life

Force Resistance. The inquisitor has advantage on saving throws against force powers.

War Casting. When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

Actions

Spinning Doublesaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) energy damage.

Doublesaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) energy damage.

Dark Lightning. Ranged Force Attack: +8 to hit, range 120 ft., one or two targets. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

Conclusion

Just as Inquisitor Nolor is about to be defeated, he (or the last Inquisitor standing) triggers the building self-destruct and fights to the death. See the “Collapse and Descent” encounter (page 49). Captured Inquisitors are highly dangerous and will not reveal anything useful. They are killed in the building collapse in the next encounter

Encounter Map

[To Be Added]

Features of the Area

The construction zone is littered with building materials of all sizes, including Large-sized long metal beams, Large plates, and smaller materials. There are some welders and cutting equipment as well. There are temporary, widely spaced railings at the building edge and floor openings. They will collapse under the weight of combat and won’t stop someone from slipping under the rail (such as a prone character pushed toward the edge). Characters falling to the level below take 2d6 kinetic damage from the 20 foot fall.

If a character falls or is thrown out of the building, the automated worker safety system kicks in. Every three floors, a small tractor beam attempts to pluck falling objects or people out of the air. Any creature falling must make a DC 16 Dexterity saving throw. On a successful save, the character’s descent is slowed, and he is pulled to the nearest floor of the building. If unsuccessful, the next tractor beam down makes an attempt. If several characters are falling, only one may be rescued per tractor beam, while the others fall to the next beam down. If a tractor beam grabs a character, the creature must also make a DC 15 Constitution save. On a failed save, the character takes 22 (4d10) kinetic damage and takes one level of exhaustion while on a successful save, the creature takes half damage and does not gain a level of exhaustion.

Collapse and Descent

Setup

Just as the last Inquisitor is about to be defeated, he triggers the building’s self-destruct sequence via comlink, which immediately activates. The fact that the Inquisitors will go to such an extreme to prevent the project’s discovery should inspire awe and fear in the heroes. However, they have no time to discuss it because the building immediately begins to collapse, and they are in no position to escape. It is readily apparent that they will not make it back to their speeder or out of the building in time. Even though it looks hopeless, all is not yet lost.

Read-Aloud Text

As the building begins to collapse, read or paraphrase the following aloud:

Suddenly, you hear many loud explosions from the base of the building. The entire structure begins to shake and rumble, creating massive clouds of dust and debris as it begins to collapse! All around you, the floors buckle and tilt wildly.

The heroes must move quickly to save themselves. Any characters proficient in constructor's tools know that the prefabricated rooms on any level may be strong enough to survive the collapse, given how slow it is proceeding. Heroes who make a DC 19 Wisdom (Perception) check realize the same thing.

Creative heroes may attempt to use one of the building’s safety system tractor beams to somehow save themselves or reverse it to provide additional protection. Such attempts require a DC 30 Mechanics check and may reduce the damage caused to heroes, depending on how they use the beams.

Some heroes may attempt to get down to level 185, hoping to find an airspeeder in the hangar. If they hurry, they may be able to reach that level if they can get past the building hazards (see the Features of the Area sidebar). Unfortunately, only one speeder remains, which the Inquisitors used to get to the spire. Both it and its systems are locked down, and in the time it takes the heroes to break through to start the speeder, the building will have collapsed. However, play up the suspense and danger until the last possible moment, when they must finally run for cover.

As the collapse continues, read or paraphrase the following aloud:

The noise of the collapse is deafening. Dust obscures your vision, and building materials fly dangerously through the air. Electrical systems spark and flare as they are ripped from their mountings. No matter where you run, you twist and turn to avoid colliding with jagged pieces of debris or flailing electrical wiring.

During the collapse, the heroes must deal with a series of hazards. Depending on their exact location at the start of the collapse, they may encounter several hazards. However, before the end of the encounter, they should deal with at least two crushing hazards and two electrical hazards.

Conclusion

The collapse takes more than five minutes. When the building finally settles, the heroes may attempt to dig themselves out. Select one or more areas on the map for their final location. If they chose safer prefabricated areas, place them in an intact area. If not, place them in the rubble. The surrounding debris is still quite dangerous, and Imperial aid workers and security began arriving on the scene almost immediately.

Encounter Map

[To Be Added]

Features of the Area

The map for this encounter represents the end result after the collapse. Use the map for level 188 or your own map if the heroes are on another level when the collapse begins. As the building collapses, the entire area becomes difficult terrain.

Crushing Hazard: During the collapse, debris may fall from above or come from other directions as walls crack and floors buckle. Whenever a character is endangered by such debris, have them make a DC 16 Dexterity saving throw, on a failed save the creature takes 22 (4d10) kinetic damage. On a successful save, she takes half damage.

Electrical Hazard: The building’s electrical system is equally dangerous to the heroes because it is shredded in the collapse. Whenever unsecured electrical wiring endangers a character, have them make a DC 16 Dexterity saving throw, on a failed save the creature takes 22 (4d10) lightning damage. On a successful save, she takes half damage.

Escape

With the collapse of the spire, the entire area becomes a chaotic disaster area. Though the building largely collapsed into the sublevels, much debris has fallen into the Crystalline Plaza, shattering the sculptures and spreading crystal shards across the area. Fortunately, the evacuation of the construction workers and the irregular collapse prevented a greater loss of life. Emergency services and security personnel descend within 10 minutes and begin to search for survivors. If any of the heroes are trapped in a prefabricated room or within the rubble, emergency personnel may dig them out. Otherwise, they must escape the rubble on their own, and once on the “ground,” the heroes must elude Imperial investigators seeking to apprehend them and emergency workers looking to render aid. They must elude at least two Coruscant trooper patrols and at least three aid worker attempts to provide assistance and take down their information. This requires several Charisma (Deception) checks, Charisma (Persuasion) checks, and/or Dexterity (Stealth) checks. Fortunately for the heroes, all the chaos provides ample cover for slipping through the rubble and finding a way out. The heroes may escape the area by commandeering an emergency vehicle or ambulance or through some other method. This provides noncombat characters, leaders, and nobles another chance to talk their way out.

Not all of the Sarlacc Project designers are accounted for. Gelnar Tol may or may not have escaped with the heroes, but it is certain that some of the designers were killed in the collapse, while others either escaped or were buried in the rubble. It is impossible for the heroes to discover their fate. The last Inquisitor may or may not be accounted for.

Conclusion

The heroes are likely to be reluctant to return to their hotel or ship, as they rightfully suspect that the Inquisitors have identified them. Eventually, they should contact Tero Reskan, who is relieved to discover that they are still alive and quickly comes to pick them up in an airspeeder. He takes them to a safehouse that he uses as a headquarters deep in the warehouses of the Works, far away from CoCo Town.

Tero offers to get word back to Senator Organa and even transmit the Sarlacc Project data back to the Resurgence using a pirated Holo-net feed. The heroes are congratulated on their efforts and ordered to stay out of sight and in hiding on Coruscant until Captain Verana and Admiral Varth determine the next course of action.

 

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