Dawn of Defiance - Chapter 7: A Reckoning of Wraiths

by Mishy

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STAR WARS: DAWN OF DEFIANCE EPISODE 7 - A Reckoning of Wraiths

A Reckoning of Wraiths 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. In this adventure, the heroes are in hiding on Coruscant, wanted by the Empire for their recent actions against the Inquisitorius (as detailed in the previous adventure, The Core of Corruption). When the heroes are sent to find a Sarlacc Project designer who survived the destruction of the Imeici Spire, they learn—the hard way—that the Empire does not like to be crossed. The heroes should advance to 15th level by the conclusion of the adventure.

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.

Campaign Update

A Reckoning of Wraiths begins mere days after the end of the previous adventure, The Core of Corruption. The heroes remain on Coruscant, safely entrenched with the loyalists in their safehouse. The details of the Sarlacc Project are now in the hands of Captain Verana aboard the Resurgence, and the loyalists are trying to decide what to do next.

The heroes haven’t had much time to get comfortable. The majority of the loyalists are normal folks who do not agree with the Emperor’s politics and have decided to do something about it. They aren’t trained combatants, for the most part, though one or two of the loyalist guards might have some experience in law enforcement (as local police, bounty hunters, or the like).

Tensions in the safehouse are high, especially now that the heroes— who are wanted by the Empire—are here. Every caller that comes to the door is examined, and every speeder that passes by on the street is suspect. Despite the worry, the loyalist hosts are congenial and, in some cases, fawn over the heroes. After all, the heroes are nearly legendary due to their prior exploits, and they’ve recently stood up to the Inquisitorius and walked away victorious.

This is a good opportunity for roleplaying between the heroes and the people who look up to them. Allow the heroes to make friends, share meals, and form friendships with the loyalists. Demonstrate that these people are good and represent everything that the Empire stands against. Give the heroes a reason to care. Later, when the loyalists meet their fate, it will make their deaths more meaningful and reinforce the true evil of their enemies.

Summary

A Reckoning of Wraiths opens in the loyalist safehouse on Coruscant, where the heroes wait for the heat from their recent activities against the Inquisitorius to cool down. Within a day of their arrival at the safehouse, Admiral Varth contacts them via a pirated Holonet signal. Against the odds, one of the captive Sarlacc Project designers, an Incom weapons technician named Pavel Trenol, survived the destruction of the Imeici Spire. Seeking asylum, Trenol contacted the loyalists. He is currently laying low in a hotel in Coruscant’s lower levels.

Varth instructs the heroes to contact Trenol at his hotel and provides them with a poor quality holo of the technician. They venture into Coruscant’s seedy underbelly, encountering some of its most bestial denizens. When they arrive at the hotel, the heroes find only an empty room registered in the technician’s name. Brief investigations lead them to a cantina, where they are ambushed by Imperial Security Bureau agents.

With nothing more to go on, the heroes return to the safehouse. But while they were gone, Imperial troops descended on the hideout and killed or captured the loyalists. The troops also try to put an end to the heroes, who retreat to the landing pad where their ship is located. Unfortunately, it has been impounded and is guarded by an AT-AT.

If the heroes escape Coruscant, they are best served by returning to the Resurgence at the appointed rendezvous. But when they emerge from hyperspace, they find the Resurgence under attack by a large Imperial force. Captain Verana calls for help, leading the heroes to dock with the Resurgence—which has been boarded by stormtroopers—to rescue as many crew as they can. But they can do little when they discover that Inquisitor Valin Draco has captured Jedi Master Denia.

Once off the Resurgence, the heroes are contacted by Admiral Varth, who is again in full Imperial regalia. He only pretended to defect in an attempt to root out insurgents and now demands that the heroes surrender. Instead, the heroes jump into hyperspace and find their way back to Senator Organa.

Encounters

The encounters "Ogre Ambush" and "A Line of Prisoners" can be used in the order presented. However, if you want to mix things up a bit, these encounters can occur in any order within their chapters. For instance, "Ogre Ambush" takes place as the heroes make their way to the Invisible Hand cantina. But you can spring the encounter after the heroes leave the cantina or as they enter the Gnawer’s Roost, or you can combine it with another encounter.

STAR WARS : DAWN OF DEFIANCE

Episode VII: A Reckoning of Wraiths

With the taste of victory still sweet upon their tongues, the heroes find refuge on Coruscant with loyalists. Following the destruction of the Inquisitors’ tower, the Empire is searching for the culprits with extreme prejudice.

Just as there seems to be a lull in the action, word comes that one of the captive designers of the Sarlacc Project has survived, and is seeking asylum with the loyalists . . .

Part 1: Depths of the City

Coruscant is a planet of vast contrasts. The wealthiest of the galaxy’s citizens live in the sparkling spires that rise into the atmosphere like titanium needles, while the poorest eke out painful lives in polluted permacrete warrens. In between these two extremes is a dwindling middle class, which is often preyed upon by the denizens of both the heights and the depths of Coruscant.

The safehouse that currently serves as a refuge for the heroes is within one of these tiny middle-class zones. It is a small domicile unit in a sprawling, enclosed apartment block. Security is minimal, consisting of door locks and a roving guard armed with a blaster pistol. The loyalists have made the best of what they have available, connecting three apartments with concealed doorways (successful DC 15 Wisdom (Perception) check to notice them when closed). A map of the safehouse appears in the Safehouse of the Dead encounter.

One apartment is used as a living area/barracks, and this is where the heroes are put up for the night. Its three bedrooms are small, each offering few amenities outside of cots with military-grade blankets. The second, center apartment is where the loyalists meet to discuss politics, plan actions, and learn skills that aren’t typically taught in school. The three bedrooms here have been converted into a workshop, a computer room (with a small Holonet transceiver), and an infirmary. The workshop is also an armory of sorts, stocked with a number of small arms and explosives.

Unlike the other two apartments, the last unit appears to be a sparsely furnished habitation with little or nothing out of place. It’s used for meetings with individuals who aren’t members of the loyalist cell, and for entertaining guests. A loyalist couple live there as husband and wife, working their day jobs and acting like good Imperial citizens.

Heroes interested in gaining access to the loyalists' small selection of supplies are allowed to do so, but the loyalists discourage them from taking too much. After all, they’ve spent months collecting this gear to further their agenda, and though they’ve seen only limited action so far, it is only a matter of time before they experience their baptism of fire.

Presently, the armory contains the following items:

  • 2 Blaster carbines
  • 4 Blaster pistols
  • 2 Hold-out blasters
  • 3 Light pistols
  • 1 Blaster rifle
  • 28 Power cells
  • 6 Grenade, frag (Average)
  • 3 Grenade, ion (Average)
  • 3 Grenade, electrostun (Average)
  • 1 Missile launcher
  • 1 Missile, ion (Deadly)
  • 4 Thermal detonators
  • 3 Breaching charges
  • 3 Remote detonators

In addition to weapons, the loyalists possess some personal armor:

  • 6 Composite armor sets
  • 2 Heavy exoskeleton sets

The loyalist infirmary includes the following medical supplies:

  • 4 Traumakits
  • 10 Medpacs
  • 1 Battle adrenals

The workshop has a number of tools and basic technical supplies for making ad hoc repairs and modifications to equipment while for mundane noncombat equipment, the loyalists have little to offer but can offer a few pieces of adventuring gear.

After the heroes have had time to get to know their hosts (and it seems like a good point in the game to get the action moving again), they are called into the computer room, where a message from Admiral Varth awaits them. The message is as follows:

“Excellent work. You’ve done quite a job exposing the Sarlacc Project, and you’ve exceeded my expectations. By now, the Inquisitorius is running around like a swarm of angry Dantari fire ants. You’ve made quite an impression on them, and I doubt they’ll underestimate you again. I know that I won’t.

“As much as we’d like to see you off-planet and out of danger, there is still a need for you to remain on Coruscant for a short while longer. Pavel Trenol, who had been forced to work as a designer for the Sarlacc Project, has contacted us seeking asylum. Prior to being pressed into duty by the Empire, Trenol was a weapons technician for Incom. In exchange for help, he’s promised to tell us everything he knows about the offensive capability of the Sarlacc Project.

“It’s only a matter of time before the Empire realizes that Trenol’s body is not among the dead, and they’ll go looking for him. You should leave immediately and rendezvous with him. I’m providing a current holographic representation of Trenol with this transmission. He’s currently staying in a flophouse in one of Coruscant’s sublevels—an area known as the Gnawer’s Roost. It’s a bad part of town, so stay on your toes. On the plus side, Imperial security tends to avoid the place, as they’re none too popular in that region.

“Good luck. I will await your signal when you return, and then we’ll see about getting you back to the Resurgence for some muchdeserved downtime.”

A quick check reveals that the flophouse is nearby, in a region known colloquially as the Gnawer’s Roost. It's one of the nastiest neighborhoods in the area, a pit of depravity that is frequented by the worst that Coruscant’s underbelly has to offer: violent street gangs, spice dealers, smugglers, cutthroats, thieves, and other villains.

Though the loyalists are willing to help the heroes, they aren’t seasoned enough to venture into the Gnawer’s Roost. The best they can do is offer the heroes support upon their return.

The heroes can make their way into the lower levels of Coruscant by a number of methods. Taxis are the most common, though most taxi pilots charge a hazardous route fee if asked to descend into the Gnawer’s Roost. Unless you have other plans (see Auxiliary Challenge, below), the drive into the slums is uneventful.

Auxiliary Challenge: It is possible to keep the heroes on their toes by mentioning the presence of law enforcement units in the area as they proceed to their destination. Alternatively, you can confront them with a security checkpoint manned by Imperial stormtroopers. Such checkpoints are common on Coruscant, and it takes a combination of careful navigation and street smarts to avoid having to pass through one.

The majority of the taxi pilots who the heroes might hire are lawabiding citizens who are largely indifferent. Such pilots find it suspicious if the heroes request that they avoid Imperial checkpoints. If the pilot’s attitude remains indifferent, he attempts to avoid checkpoints, but this doubles his fee. If the heroes can improve the pilot’s attitude, he makes an effort to avoid checkpoints but won’t do anything overt to get himself into trouble. If the players have a helpful they do anything to help the heroes out, including running through a checkpoint.

Conversely, a pilot who has been annoyed stops his taxi and demands that the heroes get out. If the pilot becomes hostile, he heads for the nearest checkpoint and turns the heroes over to the Empire.

Imperial Checkpoing

Setup

This encounter details an Imperial checkpoint on Coruscant. Given the heroes’ recent activities, only the most experienced stormtroopers are being put on guard at checkpoints. The troopers at this particular checkpoint are comprised of Coruscant Guards and several Death Troopers.

Five of the six Coruscant Guard stand ready to take a shot at any non complaint citizens. The other Guard challenges drivers with a single Death Trooper being an imposing presence behind them while the other two Death Troopers observe from secure locations behind the permacrete barriers, as detailed on the encounter map.

The permacrete barriers are intended primarily to funnel speeders through the checkpoint in an orderly fashion, but also to provide cover to the stormtroopers. In addition, a shield generator has been installed here, preventing vehicles from moving through the checkpoint unless first deactivated.

Most likely, the heroes enter from the right edge of the map, either on foot or within a taxi or other vehicle.

Read-Aloud Text

Read the following text as the heroes approach the checkpoint, either on foot or riding in a speeder

Up ahead you can make out an Imperial checkpoint. Several stormtroopers, weapons at the ready, stand guard, while an Imperial officer challenges vehicles as they pass through the checkpoint.

Coruscant Guard (6)


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 fragmentation 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.

Fragmentation 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 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Coruscant Guard Tactics

These Coruscant Guard ready an action to shoot at any non compliant citizens before combat begins, shooting who appears to be the largest threat in an attempt to drop them quickly. After they have unloaded they will continue to fire on a single target and attempt to down them as fast as possible while maintaining as much cover as they can.

Each Coruscant Guard carries 500 credits each for a total of 3,000 credits.

Death Trooper (3)

This Stormtrooper wears entirely black armour and speaks in a strange garbled voice that slightly unnerves you. They out of place, something tells you they are not normally assigned to such a detail with their assortment of what appears to be highly advanced weaponry and gear.


Death Trooper

Medium humanoid (Human), lawful dark


  • Armor Class 16 (weave armor)
  • Hit Points 97 (15d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Skills Perception +7, Stealth +10, Survival +4
  • Senses truesight 15 ft., blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Death Trooper Encryption
  • Challenge 6 (2,300 XP)

Skirmish. The trooper can use Disengage as a bonus action.

Precise Shot (3/Day). As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

Enhanced Sensors. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Enhanced Weapons. The troopers weapon attacks are enhanced.

Stealthy. The trooper can take the Hide action as a bonus action.

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 10 (3d6) damage from the attack.

Actions

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

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

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

Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

Death Trooper Tactics

The Death Troopers think tactically, using cover and taking out priority targets as fast as they can and ruthlessly dispatching any character caught in their sights.

Conclusion

If the heroes can neutralize or circumvent the Imperial checkpoint, they need to make haste to their destination before reinforcements can arrive. While most of the equipment is not of note, the Death Trooper helmets are enhanced items that can be used by the players provided they were not damaged in the encounter. Selling these items should be extremely hard at any point due to where they come from, consider this if players decide to sell these helmets.

Death Trooper Helmet

Armour (helmet), advanced (requires attunement)

Death Troopers are an elite type of Stormtrooper designed for stealth, espionage and lethality. Assigned to Imperial Intelligence or other significantly ranked Imperial officers, their equipment is cutting edge as evidenced by this helmet's capabilites.

This helmet comes equipped with a headcomm and holorecorder. Additionally, while wearing this helmet, you have truesight out to 15 ft., blindsight out to 30 ft, and darkvision out to 60 feet.

Finally, this helmet grants advantage on Wisdom (Perception) checks that rely on sight within 60 feet.

If not destroyed outright, the shield generator that blocks the road can be deactivated with a DC 17 Intelligence (Technology) check.

A number of other speeders stopped to the rear of the heroes contain loyal Imperial citizens who use personal communication devices to inform the authorities of the skirmish that has taken place if the troopers are unable to.

Encounter Map

[To Be Added]

Features of the Area

The permacrete barriers scattered throughout the area grant three quarters cover to any creature taking cover behind them.

The energy barrier that has been installed here is similar to a low-strength deflector shield. It spans the road, as depicted on the encounter map, and it prevents speeders from driving through the checkpoint. The shield can be deactivated by the stormtroopers on duty. The shield is semitransparent and provides half cover to anyone standing behind it.

The Gnawer's Roost

Trenol's flophouse is deep in the heart of the Gnawer’s Roost, a dark, shadowy place permeated by foul smells and even fouler residents. Imperial law enforcement has no presence in Gnawer’s Roost, and the only rule is that might makes right. While in the area, the heroes might be approached by any number of seedy characters looking to make a deal or score a few credits. Parties who are obviously armed or combat capable are left alone.

The flophouse is inside a grimy permacrete structure with a flickering holographic display out front that advertises hourly rates. Seven tough-looking youths, each sporting similar garb and colors, loiter outside the hotel, hungrily eying anyone who passes. Like the rest of the locale’s denizens, they do not accost anyone who appears to be wellarmed. Heroes who maintain a nonthreatening or benign countenance are verbally abused in the hopes that they will display some weakness. If combat breaks out, use the thug stat block from Traitor's Gambit for the street gangsters.

The door into the hotel enters directly into a lobby cluttered by all manner of garbage and junk. An abused 3PO droid, his corroded gray skin covered in graffiti and grime, resides behind a scarred and stained counter. Anyone peering behind the counter sees that the droid, designated 0T-3PO, is actually chained to the floor to prevent its theft, its escape, or both.

When the heroes enter the flophouse, read the following aloud:

The interior of the flophouse’s lobby is no cleaner or promising than its exterior. Every surface seems filthy, from the torn chairs leaning up against the grimy walls to the thin metal counter covered in flimsy paper, old garbage, and empty food packets. Behind the counter stands a 3PO droid, his gray exterior patched with rust and corrosion. One of his eyes glows dully in the lobby’s dim light, while the other is dark and unseeing. “Ah, hello,” the droid pipes up in forced cordiality as you enter. “How may I be of assistance?”

0T-3PO has worked as the desk clerk in this flophouse for so long, he’s practically a fixture. In his time behind the counter, he’s seen a great many things, and his behavioral inhibitors have slowly eroded as a result. Though he rarely wishes for freedom— the outside world is a frightening place—he is somewhat annoyed by the fact that he is chained to the floor. “It’s not as if I would wander off. Doesn’t anyone trust me?” he often asks himself.

The answer, of course, is “No.” 0T-3PO is incredibly untrustworthy and would sell out anyone for a few paltry credits. It isn’t precisely his fault; he can’t help himself. He is merely a product of his environment.

Development: The 3PO unit gladly tells the heroes where to find Pavel Trenol’s room—for a price. Much of the droid’s behavioral programming has been modified or removed, an unhappy result of existing in such a wicked part of Coruscant. The droid answers initial inquiries in an official tone, stating, “The requested information is confidential, as per the clause of our establishment’s rental agreement. However, for a small fee, payable in standard credits, the clause can be waived.”

Heroes can pay a bribe of 1,000 credits for the information, or they can attempt a DC 17 Wisdom (Persuasion) check to improve the droid’s attitude or intimidate him into revealing what they want to know. Heroes can also access the hotel’s computer to determine the location of Trenol’s room: unit 5212, five floors down. The fifth sublevel is accessible by a rickety turbolift or a perpetually moist and gloomy stairwell.

Room 5212’s door is constructed of thin alloy and covered in a peeling wood veneer. Using the chime or knocking at the door results in no answer. Heroes who succeed at a DC 18 Wisdom (Perception) check can hear what sounds like a holovid unit playing. Forcing the door requires a key (available from 0T-3PO for an additional fee of 1,000 credits), a DC 18 Intelligence (security kit) check to bypass the lock, or a DC 20 Strength check to break down the door.

Inside is a poorly furnished hotel room about 15 feet square, with fraying carpet, peeling wallpaper, and an adjoining refresher that smells of mildew. A single holovid unit blares out the latest Podrace results in a combination of Huttese and Basic. The bed, sagging from age and long use, is empty. A quick search reveals that no one is present. A hero who makes a successful DC 17 Wisdom (Perception) check finds a scrap of flimsy paper on top of the holovid unit, upon which is written “Invisible Hand.”

Critical Challenge: Obviously, the challenge here is for the heroes to find Trenol. The scrap of paper is a clue, but it will mean little to the heroes unless they can find someone who knows specifically what it refers to. Any hero who succeeds on a DC 15 Intelligence (Lore) check learns that the Invisible Hand was the name of General Grievous’s flagship during the Clone Wars, and that the vessel was destroyed during the Battle of Coruscant.

If the heroes return to the hotel lobby, they can press the 3PO unit for information concerning Trenol’s whereabouts. The droid doesn’t know where Trenol is, only that he left hours ago in the company of several rough-looking Quarren. The droid attempts to milk this information for all the credits he can get, offering nothing unless specifically asked. If the heroes ask about the Invisible Hand, he responds: “I believe the Invisible Hand is a cantina. For a small fee, I can provide you with directions.”

The droid is not the only individual with knowledge of the Invisible Hand’s location. The gangsters outside can be helpful with directions or information if they are properly motivated. Unlike the droid, however, the street gangsters don’t know Trenol and haven’t seen him or his Quarren companions.

Ogre Ambush

As the players travel from the flophouse to the Invisible Hand cantina, they are assaulted by a group of eight Coruscani ogres that are out scavenging for food. The ogres lie in wait for passing prey, emerging from the shadows in small groups and attacking en masse. Though they prefer their prey to be alive, they have no compunctions about dealing killing blows to foes that offer resistance. The screams of their victims are typically ignored by the neighborhood’s residents.

Setup

This encounter takes place on an open stretch of street. The street is narrow, with many small nooks and alleys branching off of it. The heroes should start the encounter near the center of the encounter map. The eight Coruscani ogres begin as depicted on the map.

Read-Aloud Text

Just prior to this encounter, allow the heroes to attempt DC 20 Wisdom (Perception) checks. Players that fail this check are surprised. When combat begins, read the following text aloud:

Walking through the damp and dim streets of the undercity, you are suddenly aware of a pungent odor: a mixture of rotten meat and animal musk. Grunts and growls emerge from the gloom around you, accompanied by several large, distorted shapes.

Numerous creatures shamble into view, their features nightmare deformities. Hungry mouths ringed with rotten, jagged teeth slaver in anticipation of the meal to come. With a series of guttural sounds, the assembled beasts charge toward you.

Coruscani Ogres (8)

Coruscani ogres are large bipedal creatures that live within Coruscant’s deepest recesses. Twisted by their constant exposure to pollutants and toxic waste, no one can say what species the ogres originated from. No two Coruscani ogres are the same, but all share similar characteristics. Each is between 6 or 9 feet in height, with strong limbs of varying lengths.

Shaggy hair covers their hunched forms, though they possess various patches of oozing skin where no hair grows. Their broad mouths are filled with crooked fangs, and their loose skin hangs heavy with growths and tumors. Some possess horns, and all have jagged, filthy claws.

The beast before you appears to be an amalgam of many different life forms, but it’s hard to tell where one stops and the next starts. Gangly limbs are mixed with arms and legs that seem too short for the beast’s mass, yet it moves with remarkable speed despite the fact that it should not exist.


Coruscani Ogre

Medium beast, chaotic dark


  • Armor Class 15 (mutated hide)
  • Hit Points 85 (13d8+26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 18 (+4) 4 (-3) 12 (+1) 7 (+-2)

  • Saving Throws Str +4, Con +6
  • Skills Stealth +0, Perception +3
  • Damage Resistances Acid
  • Senses passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Disturbing Visage. Any creature other than an ogre that starts its turn or enters within 5 feet of the ogre for the first time on its turn must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the visage of all ogres for 1 hour.

Reckless Attacks. The ogre has advantage on all melee weapon attack rolls, but attack rolls against it have advantage.

Actions

Multiattack. The ogre makes two mutated claw attacks.

Mutated Claw. Melee Weapon Attack: +3 to hit, range 10 ft., one target. Hit: 7 (1d12+1) kinetic damage.

Coruscani Ogre Tactics

The ogres are animals, and they attack as such. Though they possess animal cunning, they are ruled by their instincts. In this particular instance, they are hungry, and they want to kill or incapacitate, then drag off, anyone or anything they can get their claws on.

Each ogre attacks as an individual. They don’t support or aid one another in any way. If more than five of the ogres are killed or subdued, the remaining ogres retreat into the shadows to lick their wounds.

Conclusion

The fight ends as suddenly as it started. Any heroes who can stomach getting close to the dead ogres can search the corpses, but they find little outside of stained and ragged cloth draped over the deformed shapes in a pitiful mockery of clothing but one ogre possesses what appears to be the head of a protocol droid.

Encounter Map

[To Be Added]

Features of the Area

The street is cluttered with all manner of trash and debris. Moving through areas marked with debris on the map counts as moving through difficult terrain.

Development: If the heroes wipe out the Coruscani ogres, they’ve inadvertently performed a good deed on behalf of the citizens of Gnawer’s Roost. Witnesses to the scuffle spread word of the heroes’ deeds, furthering their reputations and, in many cases, their personal standing within the community. Though this won’t result in any monetary compensation, it goes a long way toward ingratiating the heroes with the locals. Residents of Gnawer’s Roost who know of the heroes’ role in the ogre pack’s destruction are automatically friendly with the players.

Though Gnawer’s Roost is a haven of inequity, the citizens still feel a certain amount of gratitude toward people who have helped them in some way. Nearly every resident of the neighborhood knows of someone who was purportedly killed by a Coruscani ogre, and it is assumed that anyone who vanishes in Gnawer’s Roost has been abducted and subsequently eaten by the creatures.

The Invisible Hand Cantina

Named after the flagship of the late General Grievous, the Invisible Hand is a seedy cantina that caters to ex-Separatists and political dissidents. Though not overtly political, the clientele consists of bitter and disenfranchised individuals who were on the losing side of the Clone Wars (or who want others to think that they were). In Gnawer’s Roost, the cantina has a mixed reputation. On one hand, the regulars are mostly seen as losers who are attempting to relive their bygone days of glory. Conversely, many of the downtrodden residents of the surrounding slums view ex-Separatists as anti-establishment heroes.

From the outside, the Invisible Hand appears to be little more than a run-down tenement. The only indication that the cantina exists is a hexagonal sign in flickering blue neon, reminiscent of the Confederacy’s emblem. A set of steep stairs, slippery with moldy dampness, leads down to the cantina’s entrance. A single Quarren bouncer named Tekkur stands guard at the door. He keeps an eye out for trouble, but he won’t do anything to dissuade the heroes from entering the cantina.

The interior of the Invisible Hand is dim and clouded by a mixture of smoke and bitter Quarren incense. The air is thick and pungent, laced with a multitude of aromas—not all of them legal. The walls are hung with flags, old Separatist recruitment posters, and war memorabilia. Pieces of alloy, which knowledgeable characters can identify as parts of a ship’s hull, are hung here and there with reverence. These are purportedly fragments of the original Invisible Hand that fell to the ground when the ship crashed during the Battle of Coruscant.

The cantina is sparsely populated. Aside from the bouncer at the door, there is a Gran bartender, Klef, serving two Trandoshan laborers at the bar, and a group of four Quarren toughs in the company of a single Human male near the rear of the establishment. The heroes likely assume that the Human is Pavel Trenol, and they are partly correct. The man appears to be the same one detailed in the hologram that Admiral Varth sent with his transmission, but his real name isn’t Pavel Trenol; it’s Tavik Moern.

Tavik Moern is a deep cover operative with the Imperial Security Bureau. His normal duties include monitoring dissident groups in parts of the planet that are best avoided by uniformed agents. He is currently assigned to ensure that the heroes don’t leave Gnawer’s Roost alive. To this end, he has brought along several other agents to aid him who are currently disguised as Quarrens through holograms.

Tavik Moern feigns innocence at first. Heroes who examine him or the Quarren in an attempt to sense deception must succeed at a DC 24 Wisdom (Perception) check to discover the deception.

Critical Challenge: The obvious challenge here is for the heroes to defeat their enemies and survive. Capturing Tavik Moern and exposing his true nature should bring the heroes to the conclusion that something is terribly wrong. Apparently, Varth’s information was faulty. This might cause the heroes to wonder if Varth himself (or someone else in their organization) is untrustworthy. If questioned directly about Admiral Varth, Moern spits and calls him a traitor to the Empire.

Setup

The heroes enter the cantina through the door at the south end of the encounter map. Tables and chairs are scattered around the interior of the tavern as depicted on the map. Tavik Moern and his Quarren goons are at the northern end of the room, standing between the heroes and the rear exit of the cantina.

Klef, the Gran bartender, resides behind the bar on the west side of the room. Two Trandoshan workers sit at the bar, drinking. Tekkur, the Quarren bouncer, is just outside the front door.

Read-Aloud Text

When the players enter the cantina, read the following text aloud. Any heroes who succeed at a DC 24 Perception check notice that something is suspiciously wrong with the Human, as if he is pretending to be something (or someone) that he isn’t.

Just past the burly Quarren sentry at the bottom of the stairs leading into the cantina, you can make out a large, smoky room cluttered with tables and chairs. The bar, which is fashioned with sheets of chromed metal, is hosted by a weary-looking Gran in stained overalls. Two Trandoshans sit at the near end of the bar chatting amicably as their frothing drinks gather condensation in front of them.

Past the bar, in the dimmest part of the cantina, you see five humanoids seated around a table that is covered with empty mugs. Four of the shapes—Quarren, by the look of them—stand as you enter, their black eyes intent upon you. The fifth shape—a familiar looking Human—remains seated, his hands placed very carefully on the tabletop in front of him.

One of the Quarren barks a command, and the four spread out as their holograms drop, exposing their human forms as they reach for their weapons.

Tavik Moern

Tavik Moern is a young and idealistic Human operative who works for the Imperial Security Bureau. He is of medium height, mildly handsome yet unimposing in appearance, with medium-length brown hair, brown eyes, and three days’ worth of beard growth on his cheeks and chin. He dresses in the manner of a technical laborer—stained overalls, a tool belt, and heavy workman’s boots.

Moern used to work for the Republic, ferreting out traitors and dissidents during the Clone Wars. He has an excellent record and is highly regarded by his superiors.

The Human looks to be the same one depicted in the hologram that Admiral Varth sent you. His brown hair is medium length, and his brown eyes regard you with apprehension. He wears a set of greasestained coveralls, a tool belt, and a pair of scuffed workman’s boots.


Tavik Moern

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 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 agent 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. Techblade. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.


Reactions

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

Tavik Moern's Tactics

Once the ISB agents have fully engaged the heroes, Tavik pulls out his blaster and tries to pick the heroes off one by one.

If the ISB agents are unsuccessful and things look to be going south for him, Tavik attempts to slip out the cantina’s rear door, losing himself in the alleys of the undercity.

If captured, Moern refuses to talk; he is a trained ISB operative, after all. Persuasive heroes might ultimately find ways to pin Moern’s ears back, but aside from his assignment—to pose as Pavel Trenol and kill the heroes—he has very little useful information. What he does know, however, is that his task was part of a larger plan to wipe out a loyalist cell on Coruscant while also dealing with the players. “It doesn’t matter what you do to me,” he sneers if caught. “It’s already too late for your seditionist friends.”


ISB Undercover Agent

Medium humanoid (Human), lawful dark


  • Armor Class 16 (combat suit, light shield generator)
  • Hit Points 113 (25d8)
  • 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 4 (1,100 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 agent instead takes no damage on a success, and half damage on a fail.

Sneak Attack (1/Turn). The agent deals an extra 21 (6d6) 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.

Actions

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


Reactions

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

Conclusion

Depending on which enemies remain following the confrontation, the heroes might seek to question one or more of them. The ISB agents know little, other than that Moern (who called himself Pavel Trenol in their presence) was using them as backup.

Moern, on the other hand, does his best not to break under questioning. About the only thing he can reveal, outside of his affiliation with the ISB, is that this attack was merely part of a larger plan to wipe out a loyalist cell on Coruscant while also dealing with the players.

Encounter Map

[To Be Added]

Part 2: Bait and Chase

Despite the trouble the heroes have caused in the Invisible Hand, no authorities are forthcoming in the depths of the Gnawer’s Roost. The fighting is by no means unusual. As long as none of the locals, such as Klef or Tekkur, have been undeservedly harmed in the fighting, the residents won’t bat an eye at the heroes.

Unfortunately, the heroes will find that any calls they make to the loyalist safehouse following the fight go unanswered. This should raise alarms in their heads, especially if they are in need of information or medical attention. Though they might find some use in remaining in Gnawer’s Roost for a while (whether it’s to ask questions or do some other investigations), their real concern should be to ensure that their loyalist friends at the safehouse are all right.

Safehouse of the Dead

The return to the safehouse is remarkably uneventful. Another taxi (or even the same one, depending on how the trip into the Gnawer’s Roost ended) can be hired to transport the heroes, or they can make other arrangements. Strangely enough, Imperial checkpoints are positioned so as to keep citizens from entering the more dangerous portions of the city, especially since criminals and other miscreants can descend into the bowels of Coruscant and lose themselves there.

The quiet is perhaps the most disconcerting thing about the trip. The heroes’ ears are still ringing from their last shootout, and nothing feels quite right. Every set of eyes that glances their way is suspect; every siren or alarm might be a result of their passing. Even more than before, there should be a sense of tension and paranoia in the air.

From outside, the tenement block that contains the safehouse apartments looks the same as when the heroes left for the Gnawer’s Roost. Force-sensitive heroes have a distinct feeling that they are being watched, even though nothing is visible. Entering the building is just as uneventful, whether the heroes take a turbolift or climb one of the two narrow stairwells that lead up to the safehouse floor.

Once they arrive on the tenement’s third floor, they know that something is definitely wrong. The ozone-sweet smell of blaster fire lingers in the air, along with a thin, smoky haze. The walls of the hallway are scorched and burned in some areas, and a dark substance—fresh blood—stains the carpet. Entering the safehouse through any one of the three doors (all of which are open), the heroes are greeted with the macabre sight of their loyalist hosts, dead.

Some of the loyalists obviously went down fighting, blasters held tightly in their stiffening fingers. It looks like a number of others were rounded up after the fact, put against a wall, and executed in a flurry of blaster fire. Despite their best efforts, the heroes find no survivors— everyone they met during their stay in the safehouse is dead.

The heroes probably seek to raid the safehouse’s supplies, which have not been taken or tampered with. But they won’t have much time to rummage around. Once they discover the dead and search the entirety of the safehouse for survivors, allow them to attempt DC 25 Wisdom (Perception) checks. Success indicates that they hear the sounds of stealthy movement out in the hallway.

The tactical team that was sent to wipe out the loyalist contingent has been waiting in an upstairs apartment for signs that they missed someone. They have been monitoring life signals and motion using a bank of portable scanners, which have revealed the heroes’ arrival and movements.

When the heroes appear to be occupied with supplying themselves, or when they seem to be leaving the premises, the tactical team moves into position and attempts to wipe them out. They attack from opposite sides of the building and take no prisoners.

In the event that the heroes venture upstairs to search for enemies, the tactical team sets an ambush, waiting for them to clear the turbolift or stairs before opening fire.

Setup

The heroes begin inside the safehouse apartments and should be positioned where they were when their Wisdom (Perception) checks were made. The tactical team starts in the hall on either side of the apartment doors, as depicted on the encounter map.

Read-Aloud Text

Heroes who make a successful DC 25 Wisdom (Perception) check hear the agents’ movement in the corridor. If the heroes become aware of the agents, read the following text aloud.

The scent of blaster fire, mixed with the scent of fresh blood, is still strong on the air within the apartments that formerly comprised the loyalist safehouse. Bodies are strewn throughout the rooms and hallways of the apartments, gunned down and callously left where they fell.

Suddenly, there is a sound of surreptitious movement within the corridor outside the safehouse apartments—an uncharacteristic thump, as of booted feet moving swiftly over worn carpet.

Death Trooper (4)


Death Trooper

Medium humanoid (Human), lawful dark


  • Armor Class 16 (weave armor)
  • Hit Points 97 (15d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Skills Perception +7, Stealth +10, Survival +4
  • Senses truesight 15 ft., blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Death Trooper Encryption
  • Challenge 6 (2,300 XP)

Skirmish. The trooper can use Disengage as a bonus action.

Precise Shot (3/Day). As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

Enhanced Sensors. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Enhanced Weapons. The troopers weapon attacks are enhanced.

Stealthy. The trooper can take the Hide action as a bonus action.

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 10 (3d6) damage from the attack.

Actions

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

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

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

Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

Lieutenant Kar’eme

Originally from Corellia, Lieutenant Kar’eme is a well-built Human with dark skin and a shaved head. He has been a member of the Imperial military machine since it was formed, and he served the Republic prior to that. He proved himself capable of becoming a Death Trooper. Though the requirements and responsibilities are rigorous, the work is rewarding, and Kar’eme sees that the work he does has an effect on ensuring the stability of the Empire.

Unless viewed through a Death Trooper helmet, Kar’eme looks no different than the other troopers in his team. He wears the same type of armort, wields the same weapons. If a player has a Death Trooper helmet, his lieutenant rank stands out on his shoulder pad as an identifier.


Lieutenant Kar’eme

Medium humanoid (Human), lawful dark


  • Armor Class 16 (weave armor)
  • Hit Points 97 (15d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Skills Perception +7, Stealth +10, Survival +4
  • Senses truesight 15 ft., blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Death Trooper Encryption
  • Challenge 6 (2,300 XP)

Skirmish. The trooper can use Disengage as a bonus action.

Precise Shot (3/Day). As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

Enhanced Sensors. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Enhanced Weapons. The troopers weapon attacks are enhanced.

Stealthy. The trooper can take the Hide action as a bonus action.

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 10 (3d6) damage from the attack.

Actions

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

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

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

Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

Battle Command (1/Day). Each creature of the Lieutenant's choice that is within 30 feet of it, can hear it, and not already affected by Battle Command gain advantage on attack rolls until the start of the Lieutenant's next turn. The Lieutenant can then make one attack as a bonus action.

Lieutenant Kar’eme Tactics

Kar'eme acts the same as the other Death Troopers, save for using his first action to use his Battle Command action.

Conclusion

Regardless of whether the tactical squad is wiped out, the heroes have little choice but to flee the premises with whatever they can carry. If any members of the squad survive, they take up defensive positions across the street from the apartment block and call for backup. If the heroes leave via the apartment’s front entrance, these survivors attempt to pin them down with heavy blaster fire.

If reinforcements arrive, they consist of a two squads of stormtroopers and a Stormtrooper Captain. Half an hour later, more reinforcements arrive.

Considering that the heat is definitely on, the heroes should strongly consider evacuating the planet. They have no visible means of support on Coruscant at the moment, and the entire Imperial machine is about to come down on their heads.

Encounter Map

[To Be Added]

Where Giants Tread

Make it clear that the heroes are wanted more than ever before. Coruscant is no longer safe, and their faces, if not their names, are known to the authorities. The seat of the Empire is the last place they want to be. The heroes might be tempted to flee to the undercity (especially if they have cultivated allies there due to their actions in the Gnawer’s Roost), but that merely forestalls the inevitable Imperial advance into that part of the city.

Of course, getting off Coruscant won’t be a walk in the park. The planet crawls with Imperial troops, and every one of them is looking for the heroes. They should expect a difficult time of things, and tensions ought to be high, but the trip to the starport where their ship is located is easier than expected—suspiciously so, in fact.

When they arrive at the starport, they find it a ghost town until they see the Imperials waiting for them, a prototype AT-AT. This prototype has been sent to stop the heroes from leaving Coruscant. The overwhelming force is meant to discourage the heroes from trying to leave in their own ship. The Empire doesn’t give them credit for being foolish enough to face the challenge head-on.

If the heroes show their faces brazenly, the AT-AT immediately fires at them. Though the AT-AT crew has been instructed take out the heroes, they haven’t been authorized to destroy the terminal building. However, if the heroes become a nuisance or prove capable of posing a threat to the AT-AT, these orders will be ignored.

Setup

The tarmac of the landing field is divided into a number of docking bays, each one holding a different starship. The heroes’ vessel is near the end of the tarmac, and an AT-AT has been positioned nearby with a wonderful view of the area.

The heroes begin on the far end of the tarmac, directly opposite the AT-AT.

Read-Aloud Text

Read the following text aloud when the heroes arrive at the landing field.

You take in the landing field with a quick, sweeping glance. The gray permacrete surface is embellished by countless lights and endless lines painted in reflective enamel. Several ships and space transports are parked upon slightly raised landing platforms, with your vessel at the far end of the field.

Curiously, you don’t see any of the usual activity one would expect on a busy spaceport tarmac: no labor droids moving cargo to and fro, and no customs officials inspecting the assembled ships. Then you realize that the landing field is well guarded, with a massive Imperial AT-AT standing almost directly above your transport like a huge, armored watchdog. Its head moves slowly back and forth as it searches for prey.

Prototype AT-AT

The AT-AT is present to provide armored support and to ensure that the heroes are easily neutralized. The Empire doesn’t believe that anyone would be foolish enough to confront an AT-AT. On the off chance of an attack, the crew’s orders are to prevent the heroes’ ship from taking off. If the heroes are able to man their vessel, the AT-AT is to focus fire on it and destroy it. If the ship somehow manages to take to the sky, the AT-AT crew is expected to shoot it down.

Despite the usual transport nature of the AT-AT, this one has no troops to deploy and thus cannot use the Deploy Troops legendary action. If statistics for the crew of the AT-AT are needed, use the Scout Trooper stat block.

Conclusion

If the heroes defeat the Imperials, they can board their ship and take off. This is met by radio chatter from the landing field’s control tower along the lines of, “Stand down! You do not have authorization to depart!” The heroes likely ignore this radio contact. Meanwhile, the tower personnel contacts the local authorities to inform them of the breach. This causes a number of TIE fighters to scramble, but unless the heroes stick around an inordinately long time, they should be able to make orbit and go to hyperspace in short order.

If the heroes did not destroy the AT-AT, the Imperials take a few shots at the heroes’ ship as it starts its engines and takes off.

Encounter Map

[To Be Added]



Prototype AT-AT

Gargantuan construct, unaligned


  • Armor Class 20 (armor plating)
  • Hit Points 330 (20d20+120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 23 (+6) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Str +14, Con +12
  • Damage Vulnerabilities ion
  • Damage Resistances damage from unenhanced weapons, necrotic, poison, psychic
  • Condition Immunities disease, exhaustion, poisoned, unconscious
  • Senses passive Perception 15
  • Languages
  • Challenge 19 (22,000 XP)

Attenuated Leg Design The AT-AT's legs are extremely thin. Attacks with a lightweapon that target the construct's legs and hit ignore the construct's resistances and the Heavy Durasteel Armor trait.

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

Heavy Durasteel Armor. The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. The AT-AT takes no damage from an attack or effect that deals less than 25 points.

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.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Siege Weaponry. The AT-AT attacks are considered enhanced. Additionally the AT-AT deals double damage to objects or structures.

Towering. Creatures of Large size or smaller can stand in the AT-AT's space.

Troop Transport. The construct can can transport a maximum of 40 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

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 use Frightful Presence and use Stomp.

Frightful Presence. Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

Stomp. All creatures within 10 feet of the AT-AT must make a DC 19 Dexterity saving throw, taking 13 (2d12) kinetic damage on a failed save, or half as much damage on a successful one.

Gunner. The gunner of the construct can use the Heavy Laser Cannon Barrage and attack once with the Cheek Mounted Medium Laser Cannons.

Cheek Mounted Medium Laser Cannons. Ranged Weapon Attack: +10 to hit, range 240/320 ft., one target. Hit 13 (2d10+2) energy damage.

Heavy Laser Cannon Barrage. The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 19 Dexterity saving throw, taking 22 (5d8) energy damage on a failed save, or half as much damage on a successful one.


Legendary Actions

The AT-AT can take 3 legendary actions, choosing from the options below. Only one deployed creature can use a legendary action, only one legendary action option can be used at a time and only at the end of another creature's turn. The AT-AT regains spent legendary actions at the start of the pilot's turn.

Cheek Mounted Medium Laser Cannons. The AT-AT makes a single attack with its Cheek Mounted Medium Laser Cannons.

Stomp. (Costs 2 Actions) The AT-AT uses the Stomp action.

Deploy Troops (Costs 2 Actions). The AT-AT mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.

Critical Challenge: The goal of this encounter is escape. The heroes must neutralize or bypass the enemies in the starport so they can enter their ship and leave for safer pastures. One option is to run headlong into the fray, relying on their own skill to keep them alive against overwhelming odds. They also might consider going in quietly, attempting to sneak to their ship without being seen.

Both options have merit, but the quiet route is liable to be difficult considering that the tarmac is a wide open, empty space with only a few starships to provide cover. If the heroes took the missile launcher with its enhanced missile from the safehouse, they might try to take the AT-AT out.

Auxiliary Challenge: Even if the heroes manage to escape, they might be suspicious because the Empire had access to their ship for an undetermined amount of time. They are quite right to be concerned—the Empire’s technicians have been busy in a number of nefarious ways.

The first problem is a large detonite charge attached to the reactor of their starship. The charge is hidden well by Imperial standards; it requires a DC 20 Intelligence (Investigation) check to locate and a DC 20 Intelligence (Technology) to disarm. The bomb is linked to the ship’s hyperdrive and detonates only if the heroes engage light speed. The resulting explosion will destroy the ship, kill the heroes, and prematurely end the adventure.

If the heroes roll poorly or don’t think to look for evidence of foul play, give them a few ominous hints, such as “Who knows how long the Empire had access to your ship?” or “A number of access panels around the ship seem to be out of place.” You can also mention that there seem to be a large number of odd fluctuations as the heroes enter the hyperspace coordinates into the navigation computer.

The bomb should not be a death sentence for unlucky heroes. It’s designed to show that they are considered a huge threat by their enemies; they ought to be flattered.

In addition to the detonite charge, the Imperials placed three tracking devices throughout the ship. In case the heroes manage to recover their ship, disarm the bomb, and escape from Coruscant, the Empire wants to be able to track them down and finish the job. Two tracking devices are in relatively obvious locations, with little effort made to conceal them; they require DC 15 Intelligence (Investigation) checks to find. The third tracking device is hidden more carefully, deep within the recesses of the life support system; it requires a DC 20 Intelligence (Investigation) check to find.

(Note: Escaping aboard the player's ship while discovering and disarming the Imperial devices should be considered a level up milestone.)

Part 3: Resurgence of Evil

Once the heroes escape from Coruscant, they should have a short time to relax while hurtling through hyperspace. Their destination should be the Resurgence, either by direct flight or via one or two false destinations in an attempt to shake any pursuit. This is a good time to heal wounds, take stock of resources, and search the ship for additional forms of sabotage.

When the heroes emerge from hyperspace at the rendezvous point, they are greeted by the sight of a large battle between loyalist forces, including the Resurgence, and two Imperial Star Destroyers. A Corellian Gunship and one of two Corellian Corvettes have been destroyed, and pieces of those ships can be seen tumbling through space. A second Corvette is currently the primary target of the Imperial capital ships, and it is not doing particularly well in the rather one-sided exchange.

Read the following text aloud:

Hyperspace gives way to a dramatic scene: a number of ships on the horizon, including the Resurgence, are trading turbolaser fire. Orange explosions can be seen in the space surrounding the capital ships, signs of starfighter combat that is too far away to make out clearly. Two Star Destroyers on the edge of their effective range send out countless turbolaser blasts. The blasts are aimed primarily at the remaining Corellian Corvette but also at the Resurgence and the other ships under her protection.

While the Resurgence stands her ground, directing her own turbolaser blasts back at the Imperial ships, the other ships in the loyalist flotilla move away in an attempt to escape the melee. A flash of light followed by a large ball of fire and debris marks the violent end of a Gallofree transport.

Your communications crackle to life suddenly, and the voice of Captain Verana greets you:

“You’re too late,” he says. “They’ve got us right where they want us. It’d be suicide for you to stay, but we’re running out of options. All of our escape pods have been jettisoned, and our shields are about to buckle. Mind if we hitch a ride with you?”

The voice of a nervous crewman in the background cuts in. “Sir! We’ve got reports of Imperial troops on board!”

Verana curses. “On second thought, you guys might be better off—”

An intense hiss of static ends the transmission.

At this juncture, the heroes can easily turn tail and run. The Imperial ships haven’t noticed them, and they’ve been ordered to retreat. Of course, running away wouldn’t be the heroic thing to do, especially in a Star Wars game.

To the Rescue

Gaining access to the Resurgence is easier than it sounds, all things considered. The majority of the heavy fire is being concentrated on the last of the Corellian Corvettes, and the majority of the enemy TIE fighters are tangling with the loyalist starfighters. Docking can be accomplished only via a docking tunnel, similar to the one that the Millennium Falcon used to dock with the Redemption at the end of The Empire Strikes Back.

The docking tunnel leads to the capital ship’s interior. Chaos is everywhere as lights flash and klaxons blare. Bodies of the crew litter the corridors, punctuated by the corpse of an occasional stormtrooper. Some corridors are impassable, requiring the heroes to double back and look for other means of access. A list of possible hazards faced by the heroes includes:

  • A climb up (or down) a malfunctioning turbolift to gain access to an upper (or lower) level

  • Passing through a corridor that is swinging with live power cables

  • Moving through a sealed compartment that has recently been exposed to open space, or within which life support systems have failed

  • Occasional turbulence caused by incoming turbolaser fire from the Star Destroyers

  • Areas that have no power and are completely dark

In addition, the ship occasionally rocks as another wave of turbolaser fire hits the hull. All characters on the Resurgence must succeed on a DC 17 Dexterity check or be knocked prone when you decide this effect occurs.

Regardless of the hazards, the trip to the command deck of the Resurgence is tense. Though the heroes encounter no Imperial troops, the occasional dead or mortally wounded stormtrooper is proof that troops are somewhere nearby. When they finally make their way to the corridors surrounding the Resurgence’s command deck, they are greeted by a stormtrooper squad that is preparing to storm the cockpit.

Setup

In this encounter, the heroes attempt to access the bridge of the Resurgence, where the crew is under fire by a squad of elite stormtroopers and their officer. The bridge crew has been whittled down to Captain Verana and five men. Bodies of dead and dying crewmen litter the bridge. Likewise, several stormtroopers lie motionless in the access corridor, smoking holes in their white armor.

Position the elite stormtroopers, their captain, Captain Verana, and the remaining crew of the Resurgence on the bridge. The heroes can enter from one of three directions.

Read Aloud Text

When the heroes get within earshot of the bridge, read the following text aloud:

The distinctive sound of blaster fire can be heard up ahead. Peering around a corner, you see the bridge access corridor crowded with the bodies of fallen crew and stormtroopers. From the looks of things, the crew attempted to evacuate but instead were bottled up here by a squad of stormtroopers led by a captain.

“All right, Verana,” the captain calls over a sustained burst of fire. “This is your last chance! Surrender!”

Verana’s voice, somewhat pained, answers, “Go to hell!”

“Have it your way!” the captain answers before turning to the trooper next to him. “Go on in, sergeant. Take no prisoners.”

Elite Stormtrooper Captain


Elite Stormtrooper Captain

Medium humanoid (Human), lawful dark


  • Armor Class 17 (composite armor)
  • Hit Points 84 (14d8+28)
  • Speed 30 ft.

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

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic
  • Challenge 4 (1,100 XP)

*** Superior Aura of Command.*** Friendly creatures that it can see and hear the captain within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the captain is incapacitated.

Actions

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

Stock Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Blaster Carbine Volley (Recharge 5-6). The stormtrooper unloads its carbine in a 60-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

Thermal Imploder (1/Day). Each creature in a 10-foot-radius sphere centered on a point that you can see within 75 feet must make a DC 14 Dexterity saving throw. A creature takes 4d6 fire and 4d6 energy damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Elite Stormtroopers (6)

These stormtroopers are head and shoulders above the average; in fact, they’re even more trained and experienced than typical veteran troopers. Used only for the most important operations, this crack squad trains continually prior to going into action. Most often, they are used for important storm-and-board operations aboard starships where precision and skill matter the most.


Elite Stormtrooper

Medium humanoid (Human), lawful dark


  • Armor Class 17 (composite armor)
  • Hit Points 84 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 11 (+0)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic
  • Challenge 4 (1,100 XP)

Actions

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

Stock Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Blaster Carbine Volley (Recharge 5-6). The stormtrooper unloads its carbine in a 60-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

Thermal Imploder (1/Day). Each creature in a 10-foot-radius sphere centered on a point that you can see within 75 feet must make a DC 14 Dexterity saving throw. A creature takes 4d6 fire and 4d6 energy damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

Elite Stormtrooper Tactics

In storming the bridge, the elite stormtroopers rush in on their initiative count and shoot anything that moves. The first two on the bridge lay down a barrage of autofire, while the next two enter and take aim at specific targets. The last two remain behind as rear guard, making sure their officer is safe.

Captain Adrian Verana

Captain Verana never expected it to come to this. The Resurgence is crawling with Imperial troops, his crew is being massacred, Gilder Varth has vanished, and the Jedi master, Denia, has been taken prisoner by none other than Inquisitor Valin Draco. To make matters worse, Verana has been wounded by a stray blaster shot. He can tell that it’s a superficial wound, but the sight of him bleeding has spooked what few crew he has left.

Huddled behind a terminal, you see Captain Verana. His signature sporting blaster pistol is clutched painfully in his hand, and a crimson stain is slowly spreading across his chest. You realize that he’s been shot!


Captain Adrian Verana

Medium humanoid (Human), lawful light


  • Armor Class 16 (fiber armor)
  • Hit Points 117 (18d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 15 (+2)

  • Saving Throws Dex +7
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Galactic Basic
  • Challenge 5 (1,800 XP)

Sneak Attack. Once per turn, Captain Verana can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Captain Verana that isn't incapacitated.

Actions

Multiattack. Captain Verana makes two weapon attacks.

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

Captain Adrian Verana Tactics

Captain Verana is trying his best to keep his remaining crew members calm and collected in the face of certain death.

Resurgence Bridge Crew (5)

These five crewmembers represent the last of the Resurgence’s bridge crew. They’re tired and scared, but they trust Captain Verana to a fault. Each one is armed with a single hold-out. Though most are Human, one or two might be members of other species at your option.

This crew member looks exhausted and utterly frightened, but a steely determination is visible deep in his eyes.


Resurgence Bridge Crew

Medium Humanoid (any), any light alignment


  • Armor Class 10
  • Hit Points 13 (3d8)
  • Speed 30 ft.

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

  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge CR 1/8 (25 XP)

Actions

Hold-Out. Ranged Weapon Attack: +2, range 30/120 ft, one target. Hit: 2 (1d4) energy damage.

Encounter Map

[To Be Added]

Conclusion

If the heroes subdue the Imperials and save Verana and his remaining bridge crew, they are met with gratitude. “I was wondering if you were going to show up,” Verana teases, his smile belying the pain he is suffering from his wounds. Heroes with medical experience can provide first aid, but Verana waves off any more, saying, “We haven’t time for that.”

Read the following aloud once the pleasantries are out of the way:

“I’ve got some bad news,” Verana says. “We’ve had a report that Master Denia has been taken prisoner by the Inquisitorius.” The Captain lets the news sink in for a moment.

“If you think you can make it, get to the landing bay at once. You might be able to stop the Inquisitors before they can get her off the Resurgence. My crew and I can find our way to your ship, and we’ll meet you there. Now go!”

It’s important that the heroes stick together at this point and trust that Verana and his crew can make it on their own. The heroes will need everyone for the upcoming encounters.

A Line of Prisoners

Somewhere between the ship’s bridge and its landing bay, the heroes encounter a line of prisoners being led to the docking bay by a mixed group of Inquisitors and purge troopers. There are a total of 10 prisoners, and all of them appear to be run-of-the-mill crew and passengers. Although they aren’t bound, the prisoners are keenly aware of the weapons pointed at them by their captors. Their future looks bleaker by the moment—the only thing they have to look forward to is an interrogation followed by imprisonment or death

Setup

This encounter takes place in one of the many corridors that span the length of the Resurgence. A line of 10 prisoners, each with his hands atop his head, is being escorted down the corridor, two by two. They are led by three members of the Inquisitorius, as well as a small detachment of purge troopers. The prisoners, Inquisitors, and purge troopers are positioned as indicated on the map.

The heroes should be able to get the drop on the Imperial forces, and they can position themselves in any of the adjoining corridors, as well as at either end, prior to the start of the encounter.

Read-Aloud Text

Once the heroes are in position, read the following text aloud:

The Resurgence rocks as another blast of turbolaser fire hits it, and the lights in the corridor flicker briefly. The sound of raised voices can be heard. A quick glance reveals a column of prisoners escorted by a number of stormtroopers, as well as three Humans in the unmistakable garb of Inquisitors.

“Hurry up, slugs! Get moving, or I’ll have the lot of you shot!” one of the Inquisitors growls at the prisoners. As if to punctuate his order, he raises his lightsaber and brings it to the neck of a nearby prisoner. The look in the Inquisitor’s eye tells you that he’s about to murder the prisoner down in cold blood.

Inquisitors (3)

The three Inquisitors here are typically assigned to ferret out Jedi and other illicit practitioners of the Force. Due to the chaos on Coruscant, they’ve been pulled to assist Valin Draco in the attack on the Resurgence. They’re none too happy about the change in duties, and they’re more than willing to take their ire out on one or two prisoners who won’t be missed.


Inquisitor Knight

Medium humanoid, lawful dark


  • Armor Class 15 (fiber armor)
  • 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.

Purge Troopers (5)


Purge Trooper

Medium humanoid, lawful dark


  • Armor Class 16 (weave armor)
  • 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.

Purge Trooper Tactics

The five purge troopers have been sent as escorts for the Inquisitors and do all they can to protect their charges from harm. The prisoners are a secondary concern (especially if they see a force user in the group) however if they see a prisoner attempting to escape they will shoot them unless the players are a greater threat. After all, they'll die when the Resurgence finally blows up anyway.

Resurgence Crew Prisoners (10)

The prisoners drop to the floor when the fighting starts and only attempt to escape if they deem it safe.

Use the statistics of the Resurgence Bridge Crew without a hold-out in the previous encounter for these creatures if needed.

Encounter Map

[To Be Added]

Conclusion

Any prisoners rescued are extremely grateful. The majority of them head toward the heroes’ ship, if given leave to do so. One or two prisoners volunteer to accompany the heroes to the landing bay and help in any way they can. They’re not experienced combatants, but their enthusiasm makes up for this shortcoming.

Given enough time, the surviving crew might become important friends and contacts for the heroes, depending on how they are treated.

Victory and Loss

With the bulk of the ship’s corridors behind them, the heroes finally make their way to the Resurgence’s docking bay. It is filled with debris and a large number of fallen crew members. Read the following aloud:

Two Imperial shuttles sit upon the floor of the landing bay, the black expanse of space visible through the shielded opening behind them. Multicolored flashes of light flicker across the starfield, signs of the space battle that continues to rage outside.

A number of individuals, many of them dressed in the black uniforms of the Inquisitorius, scurry about as prisoners are escorted at gunpoint aboard the first shuttle. You notice a familiar figure—Master Denia—among the prisoners. She spares a fleeting glance over her shoulder in your direction before disappearing into the shuttle’s interior with the rest of the captives.

Before you can react, a second figure, also familiar, turns to face you. Inquisitor Valin Draco, his features marred by a black metallic faceplate with a single red optic, meets your gaze. He makes a dismissive gesture, then hurriedly boards the shuttle as the boarding ramp begins to close.

Setup

It’s too late to save Master Denia and face down the new and improved Draco, but a second Imperial shuttle remains as the first rises into the air and turns to exit the docking bay of the Resurgence. An Inquisitor and two purge troopers have taken up positions near the second shuttle, and they are aware of the heroes’ presence.

Position the Imperials on the encounter map. The heroes can set up anywhere within 10 feet of the blast doors leading into the docking bay.

Misha Vekkian

Misha Vekkian was once a Jedi Padawan before she was discovered by the Inquisitorius and turned to the dark side. Since then, she has become a cruel mistress, and the troops that serve under her succeed or die by her hand. She is merciless, spiteful, and vindictive, never forgetting a perceived slight.

In truth, she blames the Jedi for what she has become. She was brought into the Jedi Order by no desire of her own; had she been left alone, her Force talents might never have been discovered. As it is, she has no knowledge of her family, or even of her homeworld.

The Inquisitor is a tall woman with an athletic build. Her blond hair is close-cropped, and her cold blue eyes betray no emotion. A wicked smile curls the corners of her mouth, just as you notice the lightsaber that dangles from her belt.


Misha Vekkian

Medium humanoid, lawful dark


  • Armor Class 17 (fiber armor)
  • Hit Points 143 (22d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 13 (+1) 16 (+3) 21 (+5)

  • Saving Throws Dex +10, Wis +8, Cha +10
  • Skills Acrobatics +10, Intimidation +10, Perception +8, Stealth +10
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic
  • Challenge 14 (11,500 XP)

Detect Force. The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

Forcecasting. The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks). The inquisitor has 41 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, fear, force jump, sap vitality, sense force
2nd-level: animate weapon, drain vitality, force sight, stun
3rd-level: improved dark side tendrils, choke, force suppression, horror, sever force
4th-level: dominate beast, drain life
5th-level: dominate mind, siphon 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 Spinning Doublesaber attack.

Actions

Multiattack. The Inquisitor makes three spinning doublesaber attacks.

Spinning Doublesaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) energy damage

Dark Lightning. Ranged Force Attack: +10 to hit, range 120 ft., one or two targets. Hit: 28 (8d6) necrotic damage. The target must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

Purge Trooper (2)

Use the purge trooper statblock from the previous encounter.

Purge Trooper Tactics

The purge troopers do what they can to protect Lieutenant Vekkian from harm. This involves providing covering fire for her as she advances on the enemy. They attempt to keep up with her as she moves, bounding from one source of cover to the next.

Conclusion

With the enemy vanquished, the heroes have little choice but to return to their own ship before the Resurgence is destroyed. They might be able to rescue a handful of other crew members first, but time is growing increasingly short.

If the pilot of the remaining Imperial shuttle sees the last of the naval troopers fall, he retracts his boarding ramp and takes off, maneuvering out into open space.

The heroes and any of their surviving companions need to make their way back to their ship to escape. As they do so, the intensity of the bombardment from the Star Destroyers increases by a large margin. It’s obvious that with Draco and his prisoners no longer aboard, the rebel frigate has outlived its usefulness.

Leaving the Resurgence behind

When the heroes return to their ship, it is an emotional time for the remaining crew of the Resurgence. Their home is being systematically destroyed by Imperial turbolaser fire. The last Corellian Corvette, by some miracle of fate or luck, is limping away from the fray with a number of TIE fighters in hot pursuit. Captain Verana is beside himself but does his best to comfort his crew despite his own grief.

The rest of the Resurgence’s surviving fleet is gone, having entered hyperspace while the heroes were aboard their flagship. The only thing that remains is for the heroes to escape. As they move into position to make a jump into hyperspace, read the following text aloud:

There is a crackle of static as you are hailed by one of the Imperial Star Destroyers. The video image flickers and stabilizes, revealing the image of Admiral Varth dressed in an immaculate Imperial Navy uniform.

“It seems as if I didn’t give you enough credit for being resourceful,” Varth says, his eyes betraying a hint of respect. “But now the time for deception has ended. Despite your persistence, as well as your luck, you must admit that you are outmatched. Shut down your engines and prepare to be boarded.”

Varth is full of bluster and threat, but the truth is that he can do nothing to stop the heroes from making their escape. If engaged in conversation, Varth reveals little of his involvement in the plot other than saying, “Had you not proven so talented, none of this would have been necessary.” If questioned about his apparent defection, he can’t suppress a smirk as he casually mentions how easy it was to fool the heroes and the others.

Varth entertains conversation only as long as it remains civil or worthwhile. He signs off by saying, “I’m sure we will meet again.”

Concluding the Adventure

Some time passes between the heroes making the jump into hyperspace and their rendezvous with what remains of the Rebel fleet. Ultimately, they must report to Bail Organa concerning all that has occurred in the past few days. Organa meets with the heroes personally, congratulating each of them on a job well done despite the odds that were against them and the price that was paid.

When everyone is present, Organa makes the following short speech:

“We’ve paid a heavy price for the information you’ve managed to gather. We've also learned, unfortunately, that we have been tricked—betrayed. Some of you might be asking yourselves: Is it worth the cost?"

“I can’t answer that question. Not yet, in any case. What I do know is that I am still determined to see Palpatine’s regime toppled, and any knowledge we have of his plots and plans will ultimately be of some use to us."

“As to those friends and allies we’ve lost, they will not be forgotten. Denia will be found, I promise, and when she is . . . when she is, you’ll be there to bring her back from the brink. Until then, we will all of us stay the course.”

 

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