INTRODUCTION
Out from the Maelstrom is an adventure for 4 1st level characters. It is part of the "Dead Suns" campaign, a full conversion of the Starfinder "Dead Suns" Adventure Path. The adventure follows the current Canon Star Wars timeline and is set in 7 ABY, two years after the Galactic Concordance that ended the Galactic Civil War and established the New Republic.
Credits
Story Based on the "Dead Suns" Adventure Path published by Paizo. Story converted by Dozus.
Images
Maps From the original Paizo AP.
Monster Stat Blocks WhistleHunter
Playtesting Team AtinVexin, Jitterz, Tama, & Whitehart
Adventure Summary
Act 1: Munt Ontdal Gang War
The PCs begin this adventure at 1st level. When a deserted ship towing a peculiar asteroid arrives at Munt Ontdal, the heroes find themselves caught up in a dispute between two factions and their street-gang allies.
Act 2: Ghost Ship
Hired to investigate the derelict ship and its cargo, the heroes fight for their lives in a starship-to-starship battle against a hired mercenary before facing the current occupants of the quarantined ship. The PCs should reach 2nd level while exploring the Acreon, and they should be 2nd level before venturing onto the Maelstrom Rock.
Act 3: Phantoms of the Maelstrom
The heroes explore the mysterious asteroid called the Maelstrom Rock. There they learn the true fate of the deserted ship’s crew — and discover that the asteroid is far stranger than anyone could have imagined. The heroes also get a starship of their own when they find one abandoned on the asteroid! The PCs should be 3rd level by the end of the adventure.
ADVENTURE Background
Eons ago, two highly advanced starfaring civilizations - the Rakatan Infinite Empire and the Kwa Holdings - were locked in a vicious war. The conflict ranged across multiple distant star systems for centuries, killing millions and consuming an incredible amount of resources on both sides. To decisively end this cycle of destruction in their favor, the Rakata developed a superweapon of almost unimaginable power called the Stellar Degenerator. The Kwa learned of the doomsday device, however, and drove the Rakata away from their territory, capturing the superweapon before it could be used against them. The Kwa then hid the Stellar Degenerator within a pocket of otherspace using their advanced Infinity Gate technology.
As the Kwa began a civilization-wide collapse of their Infinity Gates they constructed a vast megastructure called the Gate of Twelve Suns that was required to access otherspace and control the superweapon inside. Eventually the Rakatan Infinite Empire fell, as empires do, and the Kwa degenerated into the primitive Kwi. The secrets of the Stellar Degenerator, the Gate of Twelve Suns, and the war were forgotten.
After thousands of centuries, the Stellar Degenerator has finally resurfaced. More than 200 years ago, a slice of the Stellar Degenerator’s otherspace dimension was dragged into the Maw, bringing a portion of the ancient Rakatan superweapon with it. Since then, this fragment of the Stellar Degenerator - which looks like nothing more than an unremarkable asteroid - floated undisturbed through space. Until now.
A few weeks ago, the prospecting ship Acreon, owned by a scrappy group of asteroid miners called the Akkadese Miners Guild, discovered the asteroid floating in the Kessel sector while traveling to Munt Ontdal from the Maelstrom. Always looking for their next claim, the miners captured the asteroid and towed it behind their ship - but when the Acreon arrived at Munt Ontdal, its crew had disappeared, leaving the ship deserted. Station security immediately quarantined the ship and the mysterious asteroid at a safe distance from the station, pending further inquiry.
Two groups have started a vested interest in the Acreon and the asteroid. One is the Akkadese Miners Guild, which owns the ship and claims mineral rights to the asteroid. The other is the Mining Collective, a large mining company that hired the Akkadese Miners Guild and the Acreon to explore potential sites for future exploration. Both groups claim the sole right to investigate the disappearance of the Acreon’s crew and determine the fate of both the ship and the asteroid.
On Munt Ontdal, rumors and conjecture about the disappearance of the Acreon’s crew and the origin of the and nature of the enigmatic asteroid, which people are now calling the “Maelstrom Rock.” The Mining Collective and the Akkadese Miners Guild have been unable to come to terms with each other regarding the disposition of the Acreon and its cargo, and while they wait for arbitration, both groups have begun gathering supporters from among Munt Ontdal’s street gangs. The dispute has been simmering just below the surface, but it’s about to explode into open clashes in the halls of Munt Ontdal - a conflict that will soon include the New Republic as well.
Two other factions are interested in the Acreon and the Maelstrom Rock, though less publicly. The first is the secret Black Fleet of the Imperial Remnant, which wants to recover secret cargo smuggled on the ship. The second are the Acolytes of the Beyond, who enter the scene when news spreads of the fate of the Acreon’s crew. Neither of these two groups is currently aware of the Stellar Degenerator, but once they learn of the superweapon’s existence, the factions will stop at nothing to acquire the doomsday device for their own purposes—which would have dire consequences for the safety and security of the galaxy.
Act 1: The Munt Ontdal Gang War
The adventure starts on Munt Ontdal, a large space station on the edge of the Outer Rim. Long a haven of lawlessness, the defeat of the Galactic Empire after the Battle of Endor has shifted structures of power in the sector. The independent station has a law-abiding governor now, and the burgeoning New Republic has established a presence on the station to monitor the sector. However, with the ongoing threat of splinter Imperial Remnants and expanding pirate gangs, the New Republic is forced to rely on a mix of irregular troops and mercenaries. The player characters have come to Munt Ontdal to answer the open invitation of Genera Hera Syndulla, either as Republic soldiers themselves, mercenaries, or have some other reason to ally themselves with the New Republic.
The PCs don’t need to be acquainted with one another yet; they’ve all made arrangements to meet a New Republic officer named Henen Mog in Docking Bay 94. Mog has promised to show them around the station, help them get settled, and facilitate their introduction to the New Republic operation on the station. The adventure assumes that the PCs are all passengers on the shuttle Bright Moon, which has just arrived at Munt Ontdal, landing in Docking Bay 94. If any characters are natives of Munt Ontdal or already agents of the New Republic, they can be either returning to the station after a short time away or present in the docking bay awaiting the shuttle’s arrival. Adjust the first encounter as necessary to account for any PCs that are not passengers on the shuttle. The players should take a few moments to make introductions and describe their characters to each other before moving on to the first encounter, Caught in the Crossfire.
Caught in the Crossfire
The Bright Moon has just landed in Docking Bay 94, one of many docking bays occupying the station. Final docking procedures take a few minutes, at which point the cabin attendant welcomes the shuttle’s passengers to Munt Ontdal, and the PCs can disembark from the Bright Moon onto the floor of Docking Bay 94.
To set the scene and get the adventure started, read or paraphrase the following.
The PCs’ New Republic contact, Henen Mog (male Duros commoner), is awaiting their arrival in the docking bay, but two other groups — members of a pair of rival Munt Ontdal’s street gangs, the Downside Kings and the Level 21 Crew — are moving stealthily into the docking bay at the same time. The two gangs have been adversaries for years, but their animosity toward each other has flared in recent days, as each gang has been hired by one of the factions currently competing over the fate of the Acreon and the Maelstrom Rock: the Mining Collective and the Akkadese Miners Guild.
The Mining Collective has ordered the Kings to intimidate the Collective’s members and keep any other faction (such as the New Republic) from intervening in the dispute. The Level 21 Crew, hired for protection by the Akkadese Miners Guild, got wind of the Kings’ activities and headed to Docking Bay 94 to confront their rivals.
When all the PCs have set foot in the docking bay, allow them to attempt Perception checks. Any PC who succeeds at a DC 5 Perception check sees Mog waiting for them in the middle of the docking bay. Any PC who succeeds at a DC 15 Perception check also notices the two groups of people on the fringes of the docking bay furtively taking up defensive positions among stacks of cargo crates and machinery.
Mog is heavyset for a Duros, with crimson eyes set deep into his dark blue face. With his patched and stained coveralls, the Duros looks like just another dockworker, but a badge bearing the symbol of the New Republic stands out on his chest. Mog checks the datapad he’s holding and looks up to scan the crowd. When he sees the PCs, he raises a hand in greeting and gives them a friendly smile. Before the PCs can return the greeting, however, the air is suddenly filled with laser blasts as the Kings and the 21 Crew open fire on each other. Bystanders scream and flee in terror, diving for cover or milling about frantically. Mog freezes, paralyzed with fear.
For this encounter, use the "Docking Bay 94" map in Appendix A. The first round of combat finds most creatures involved surprised. Only the gangs and PCs who succeeded at the more difficult Perception check to notice the approaching gang members can act during this round. Have each of the PCs roll 1d6; on a roll of 1, that character is targeted this round by one of the gang members. At the same time, the PCs see a blaster bolt hit Mog. The Duros falls to the floor without a sound and does not move.
After Henen falls, combat continues as normal. The gangs have no idea who the PCs are, and the scene is utter chaos. Each round, randomly determine whether the individual gang members shoot at the PCs or the other gang. If they can’t get a clear shot at any of the PCs, they fire at the opposing gang. Even though the gangs are shooting at the PCs, it should be clear to them that the gangs’ real targets are each other; the PCs are just caught in the crossfire.
There is plenty of cover available in the docking bay for combatants on all three sides to make use of, from crates and shipping containers to baggage carts, machinery, and even an information booth near the middle of the docking bay. The precise type of cover these objects provide is left for you to determine, and the PCs (or the gang members) might be able to increase their amount of cover by ducking down or dropping prone behind smaller objects. In any case, both the PCs and gang members would be well advised to take advantage of the opportunities for cover within the docking bay.
Discourage the PCs from engaging both gangs at the same time. Instead, let them know it’s better to focus their fire and take out one group of enemies at a time. Neither gang is interested in talking; their blood is up and they just want to hurt their rivals. Once all three members of one gang have been killed, the survivors from the other gang immediately stop fighting and flee the docking bay, disappearing into the depths of the station.
PCs who want to check on Mog or give him medical aid find that the Duros is already dead, with a hole burned completely through his neck from the blaster bolt. No matter what they try, nothing the PCs do can save him.
As the battle winds down, station security finally arrives, but too late to join in the fight. Emergency medical services follow a few minutes later to assist the injured. Security personnel question witnesses (including the PCs) and take their statements. Fortunately, the witnesses agree that the PCs didn’t start the fight, so they are free to go. If asked, any of the security officers can identify the two groups involved as two of Munt Ontdal’s most infamous street gangs: the Downside Kings and the Level 21 Crew.
If necessary, the emergency medics can administer first aid to the PCs or treat deadly wounds. They can also confirm that Mog is dead and make arrangements for the body. If the PCs search the Duros’s body, they find little other than his datapad, which contains the name and description of each of the PCs, as well as one additional name: General Hera Syndulla, and an address. A PC who succeeds at a DC 15 Lore check recognizes the name as that of a high-ranking New Republic officer on Munt Ontdal, and the address of the New Republic’s embassy on the station.
If the PCs somehow manage to avoid combat by escaping or sneaking out of the docking bay without engaging either of the gangs, award them 600 XP, as if they had defeated one of the gangs.
Munt Ondal Gang Member
Medium humanoid (any), any dark alignment
- Armor Class 11
- Hit Points 11 (2d8+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 12 (+1) 9 (-1) 11 (+0) 8 (-1)
- Skills Deception +1, Intimidation +3
- Senses passive Perception 10
- Languages Galactic Basic
- Challenge 1/8 (25 XP)
Actions
Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 3 (1d4+1) energy damage.
Techaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.
New Republic Intelligence
Since Henen Mog was the PCs’ only New Republic connection on the station, it’s likely they’ll want to make contacting Republic officials their first priority, if only to inform them that Mog is dead. If they want to get settled on the station first, see Munt Ontdal Investigations for some brief guidelines. If the PCs don’t think of getting in touch with the New Republic themselves, intelligence agents eventually approach them, inviting them for a meeting at the organization’s headquarters.
Locating the New Republic office is straightforward; besides the address on Mog’s computer, the PCs can easily find the address a public information kiosk in the docks, or a PC can persuade almost any station native to direct them to the location with a successful DC 10 Persuasion check to gather information. Upon their arrival, the PCs are greeted by a secretary who inquires as to their business with the New Republic. If the PCs mention the shootout in the docking bay, Henen Mog’s death, or the name found on Mog’s computer (Syndulla), the secretary points them toward a small waiting room and politely asks them to wait. After several minutes, a functionary arrives to lead them to a cluttered but clean office deep in the complex.
Waiting in the office for the PCs is General Hera Syndulla (female Twi’lek), a hero of the Galactic Civil War and ranking officer in New Republic Intelligence. For any PC with a background in the military on either side, Syndulla’s name precedes her. She stands behind a clean and unadorned desk, leaning over it with one hand on a datapad, the desk chair pushed aside. She looks appraisingly at the PCs as they enter.
Hera welcomes the PCs and bids them sit down before introducing herself. If the PCs have not yet mentioned that Henen Mog was killed, General Syndulla is puzzled about their unescorted arrival, and asks them where the Duros is. Once she learns of Mog’s death (or if she is already aware), the general gets down to business.
“What I don’t get is the reason for the attack.” The general taps a few commands into her computer. “According to the incident report from station security, two gangs were involved in the attack: the Downside Kings and the Level 21 Crew. Gang wars aren’t uncommon, but we’d secured most of the civilian decks. They’re usually only in some of the more lawless sectors. It’s rare for gangs to battle openly in the public areas like the docks. I can’t help but wonder whether all is as it seems. There must be a reason those two gangs were at Docking
“Look, I know you’re looking for work with the New Republic. Since you were witnesses in the attack, I’d like you to investigate the incident for us. Find out exactly what happened and why. It may be simply a matter of being in the wrong place at the wrong time - I don’t doubt station security will conclude that - but if Henen Mog was murdered, I’d like to find justice for my friend. At the same time, this will be an opportunity for you to demonstrate your skills and abilities - and your loyalty. The New Republic could use able people right now, so this is the time to show me you’re it. Good luck.”
Assuming the PCs agree to investigate the attack and Henen Mog’s possible murder, Hera has little else to offer them at this point. Munt Ontdal’s street gangs are not the general’s specialty, and her suspicion regarding Mog’s death is just that—it’s up to the PCs to find proof, if any exists. She does promise to coordinate with station security to get any potential leads. Syndulla gives her personal comm code to the PCs, so they can call and report if necessary.
Hera also transfers 200 credits to each of the PCs’ accounts (an “advance salary,” she calls it) and suggests they get settled on the station before starting their investigation. If the PCs have not yet found a place to stay, Hera recommends a small motel called the Moons of Sleep. Located just a short walk from the docking bay, the motel is centrally located, and has both efficiencies and suites available. Furthermore, the Moons offers discounted lodging to guests who book rooms for at least a week’s stay: 16 credits per week for an efficiency, or 50 credits per week for a small, two-bed suite.
General Syndulla will be a key point of contact throughout the campaign. Hera has stayed on Munt Ontdal for several weeks and can act as a friendly NPC to help the PCs get their bearings on the station, answer any questions they might have (without giving away any plot points, of course!), or gently point them in the right direction if they’re unsure of their next step. Hera will not join any combat missions, however, and should not overshadow the PCs — let them make the decisions and try to solve problems on their own as much as possible.
Munt Ontdal Investigations
Before they start their investigation, the PCs are probably going to want to get themselves established on Munt Ontdal and get a sense of what the station has to offer. If the PCs have already met Hera Syndulla, they can follow the general’s suggestions for finding accommodations, but the space platform has no shortage of rooms for rent (see Ch. 5: Equipment of the SW5e PHB for prices).
Once the PCs have a place to stay, they can learn more about current events on the station. By far the biggest news, discussed endlessly on HoloNet newsfeeds and in public conversation, is the arrival of the derelict ship Acreon a few days ago, the whereabouts and fate of its missing crew, and the nature of the mysterious “Maelstrom Rock” the ship brought with it (as detailed in Adventure Background). Rumors and speculation are rampant: the Acreon’s crew witnessed something significant and were killed to keep it secret; the entire crew went mad and walked out the airlocks; the Maelstrom Rock contains precious riches, from rare and valuable minerals to advanced technology, or even legendary treasures of the lost Celestial civilization.
The other main topic of discussion is the disagreement between the Mining Collective and the Akkadese Miners Guild, both of whom claim ownership of the Maelstrom Rock and the right to examine the Acreon and determine the fate of its crew.
As preparatory research, the PCs can access the local HoloNet to gain some basic information. The PCs’ most likely lines of inquiry are: Henen Mog, the Akkadese Miners Guild, the Mining Collective, the Level 21 Crew, and the Downside Kings. Succeeding on a DC 10 Lore or Investigation check while searching the HoloNet for each topic yields the following:
- Henen Mog was a midranking member of the New Republic’s Resource Allocation Corps. Most of his work focused on mineral prospecting, but he also took an interest in mentoring new and prospective members of the Republic’s operations.
- The Mining Collective is a powerful mining conglomerate with business ties throughout the galaxy. Most of the company’s operations are centered in the Mid Rim, but it has also begun extending its influence into the Outer Rim in search of new claims. The company recently hired one of the Akkadese Miners Guild’s ships, the Acreon, for one of these exploratory missions.
- The Akkadese Miners Guild is a clan of stubborn asteroid miners that operates primarily in the Kessel Sector. It has no offices or base of operations, but the clan members usually view Munt Ontdal as a central gathering place. Collective crews hire their ships out to a wide variety of business concerns, including the Mining Collective, which recently employed the Guild ship Acreon to scout for new mining prospects in the Outer Rim.
- The Downside Kings are a brutal street gang that controls several decks of Munt Ontdal’s lower levels, or “Downside,” through a combination of intimidation and violence. They are known to engage in a wide variety of illegal activities, from extortion, fraud, robbery, smuggling, and theft, to drug and arms trafficking, kidnapping, murder-for-hire, and trafficking in sentient species.
- The Level 21 Crew are a street gang that claims (unsurprisingly) Level 21 of Munt Ontdal’s seedy lower decks as its territory. Their known criminal endeavors include theft, fencing stolen goods, gambling, racketeering, and smuggling.
Getting necessary information beyond this will require more digging. If the PCs want to talk or meet with members of the Akkadese Miners Guild personally, they’ll find it difficult, to say the least. The group has no offices on the station, and the employment firm that handles contracts for them only states that the Guild is not currently accepting any jobs. Even if the PCs manage to contact one of the Guild’s ships outside Munt Ontdal, the only response they get is the following: “Pending arbitration and on the advice of our attorneys, we are not responding to any public inquiries.”
If the PCs want to investigate the Mining Collective directly, they can easily find its corporate offices on Munt Ontdal. Unfortunately, their efforts are stymied by the indifferent bureaucracy of the huge transgalactic corporation. At most, persistence (and a successful DC 17 Persuasion check) earns them an appointment with a coolly professional Mirialan corporate agent introducing herself as Ms. Joss. She listens attentively to everything the PCs have to say and confirms that the Mining Collective has had business dealings with the Akkadese Miners Guild in the past, but declares that the company is currently awaiting arbitration over the disposition of the Acreon and its cargo and has no further statements to make at this time. After thanking the PCs for their interest in the Mining Collective, Ms. Joss ends the meeting. If the PCs suspect the company of wrongdoing, they’ll need to find proof elsewhere.
Fortunately, Hera Syndulla comes through with her promised intelligence just as the PCs are wondering where to go next. SA-5, the general’s research and secretary droid, sends them a digital file with six contacts compiled from Munt Ontdal’s security database and Intelligence’s own operatives. The PCs will need to contact these denizens of the station personally, in any order they wish. If they get enough actionable information from one or two sources, they should be free to act on it without needing to interrogate everyone else. Indeed, it may be to their advantage: while a few sources may alert the Downside Kings directly after questioning, the gang will take notice themselves after three such interrogations and send a crew to stop them.
The Usual Suspects
Below are the information handouts Hera had SA-5 send over. They are enough for the PCs to locate each contact. A visual handout is available in Appendix E: Assets.
MUNT ONTDAL DENIZEN DATABASE
Chain Code: 170-DL598-3080
Name: Swong, Enduris
Species: Defel
Occupation: Mineral Specialist
Residence: Level 9, Workers Dormitory, Rm. 11
Prior Convictions: n/a
Comments: Employed by Akkadese Miners Guild. Currently contracted with Resource Allocation Corps.
MUNT ONTDAL DENIZEN DATABASE
Chain Code: 977-RH413-3084
Name: Tomora, Grikk
Species: Twi’lek
Occupation: "Consultant"
Residence: Level 31, Dowana Arms, Apt. 929
Prior Convictions: Larceny, Extortion, Spice possession
Comments: Currently on probation under supervision of Ofc. Korat, Munt Ontdal Security. Considered flight risk.
MUNT ONTDAL DENIZEN DATABASE
Chain Code: 801-KR445-3970
Name: Dyalin, Shar
Species: Kel Dor
Occupation: Databroker
Residence: Level 3, Nebula View, Ste. D
Prior Convictions: n/a
Comments: Multiple cybercrime charges in several systems, all acquitted. Suspected liaison of several crime syndicates.
MUNT ONTDAL DENIZEN DATABASE
Chain Code: 801-KR445-3970
Name: Zitwee-skwee
Species: Chadra-Fan
Occupation: Grocer
Residence: Level 21, Multiuse Block 3, "Mama Fats'"
Prior Convictions: Health & safety code violations
Comments: a.k.a. Mama Fats. Known associate of several lower-level gang members.
MUNT ONTDAL DENIZEN DATABASE
Chain Code: 061-TA712-3989
Name: Drush'ok
Species: Trandoshan
Occupation: Club Security
Residence: Level 20, Resident Block 8, Bunk C13
Prior Convictions: Aggravated assault
Comments: Employed at "Fusion Queen" nightclub. Believed to have previously operated under several aliases in Mid Rim as mercenary.
MUNT ONTDAL DENIZEN DATABASE
Chain Code: 498-CA988-4001
Name: Moralin, Hesser
Species: Human
Occupation: Power Technician
Residence: Level 13, Solarium Heights, Apt. 3C
Prior Convictions: n/a
Enduris Swong
Swong is a miner with the Akkadese Miners Guild. Henen Mog was an old friend and colleague, and the PCs arrive at her dormitory not long after she's heard the news. When she answers the door, it's clear she's been upset.
Though she's hesitant about strangers showing up at her residence, when the PCs tell her they're investigating Mog's death, she's eager to help, giving them straightforward answers without much prodding.
Did you know Henen Mog? “I've known Henen for years. I used to work with his cousin Runwe in the miners' guild. And we've worked together for the last few weeks since the guild contracted with the RAC. That's Resource Allocation Corps, New Republic getup. Henen was a good man. I can't believe someone would stoop so low as to murder him.”
Why would someone want to kill Henen? Did he have any enemies? The Defel snorts. “Among us miners? No. Henen's been an miners' rights activist for years. I wouldn't put it past some of those corporate slimeballs that run the mining companies, though. Or - and I'm just guessing here - maybe someone who doesn't like the New Republic? He's - or, I guess, was now - a big recruiter for the RAC. Lot of people have been freed by the Republic's anti-slavery campaigns, and Henen got a lot of them new jobs. You're a slaver, or just anti-Republic, you might put a target on his back.”
What do you know about the Akkadese Miners Guild? “We're called a Guild, but we're really a clan. Stubbornest bunch of asteroid miners in the Kessel Sector. We don't have a corporate office or anything like that, but Munt Ontdal is where we meet up most often. Our crews hire ships out to different interested parties to prospect and collect ore. The Mining Collective, that was a big get recently. They hired out the Acreon to scout the Outer Rim, and the crew claimed that Maelstrom Rock for salvage.
“You could think of the Guild as a cooperative business enterprise - a coalition of dozens of ships’ crews banded together for mutual benefit and safety. We come from a dozen different worlds: humans, Ugnaughts, Sullustans, Duros, and more. But we're tightly knit as a family, and we look out for one another.”
What do you know about the Mining Consortium? Enduris practically growls. “Biggest corporate mining outfit in the Mid Rim. But I guess that's not enough for them, since they're digging into the Outer Rim now. They'll tell you they're an ethical, respectable corporation, but they're a bunch of thugs. They use merc muscle and corporate police as proxies to intimidate and push out anyone who stands in their way. Imps always turned a blind eye to it, even helped them. With the New Republic pushing for workers' rights, bet they're getting nervous. Good riddance to them, I say.”
Did Henen have any connection to the Akkadese Miners Guild or the Mining Consortium? “Yeah, like I said, his cousin Runwe used to work in the Guild. She got killed in an accident in the Belgaroth asteroid field doing a job for the Consortium. They were given shoddy equipment with no safety checks. That really got to Henen - as it should!
“I think he had some money tied up in the Guild, too. Nothing big like those corporate rockgrabbers. More like a mutual investor kind of deal. He put a little forward to the Guild since they took care of Runwe.”
What do you know about the Level 21 Crew and the Downside Kings? “I know to stay away from 'em. I thought security was doing a good job keeping them out of the upper residential levels. Guess not, though.
“Look, I've only been on the station for a few weeks. I don't know the ins and outs of the local underground, and I don't really want to. But I hope you give 'em hell for what they did to Henen.”
Drush'ok
A hulking, grizzled Trandoshan with a jagged scar across one eye, Drush'ok is perhaps the least helpful contacts the PCs will encounter in their investigation. He's not in the bunk at his resident block, but a neighbor suggests he's probably at work at Fusion Queen, a popular nightclub and (covertly) front for the Downside Kings.
Drush'ok stands outside the club's doors, looking grim and disinterested. Most of his responses to the PCs' questions are non-answers. A DC 16 Persuasion check will get him to at least confirm the club is a front for the Downside Kings. A DC 15 Deception check will garner directions to the club's leader, Ferani Nadaz, if the PCs pose as business parties (see “B. Fusion Queen”). If they enter the club, he and his fellow bouncer will search the PCs for weapons. He's paid too well by the gang to accept bribes, and nothing short of a DC 22 Intimidation check will make him back down from his job.
Did you know Henen Mog? “No.”
What do you know about the Akkadese Miners Guild or the Mining Consortium? “Nothing.”
What do you know about the Level 21 Crew or the Downside Kings? “Nothing.”
Is this club a front for the Downside Kings?
[Failed Persuasion check] “No.”
[Successful Persuasion check] “Yeah, ssso?”
Is it true you've done mercenary work? “Ssso what if I have?”
How'd you get that scar? “Asking the wrong guy too many ssstupid questions.”
Grikk Tomora
The Twi'lek thief and ne'er-do-well Grikk Tomora has plenty of connections with Munt Ontdal's gangs - although he's burned many bridges with them due to his sloppy work ethic and penchant for betrayal. His apartment is deep in the station's slums.
Grikk has very little interest in cooperating with the PCs, claiming to have a very poor memory unless they start feeding him 100 credit bribes for each question. There are a few ways to press him, however. First, Grikk is a coward. A DC 10 Intimidation check will garner an honest response to one question. Afterwards, the DC for subsequent Intimidation checks goes up by 2 for each question.
Another avenue of response is Grikk's probation status. A DC 14 Investigation check notes the Twi'lek is twitchy, constantly peering up and down the hallway as though expecting an attack. He also squints and leans in, showing remarkably poor eyesight. These are classic symptoms of glitterstim abuse, which certainly violates Tomora's probation. A DC 13 Persuasion check to convinces him to cooperate lest they reveal his spice use to Grikk's probation officer. Alternatively, the paranoid thief is easily convinced by a DC 10 Deception check that the PCs themselves are justice officers, and the only way to avoid jailtime would be to answer their questions.
Did you know Henen Mog? “What's a Mog? That a guy? No, I don't know no Henen Mog.”
What do you know about the Level 21 Crew? “Heh, give ya two guesses where they hang out. It... It's Level 21. Up in the slums - I mean, up from me, but it's generally down station from the nice parts.
“They do usual gang stuff, y'know. Theft, fencing, smuggling, protection. I worked for them a couple times, but Jabaxa - li'l furry guy that runs the gang - he got all high-and-mighty about me taking a little bigger cut than he wanted. But I got needs, y'know?”
What do you know about the Downside Kings? “They're a pretty big deal in downside. Extortion, gunrunning, sentient trafficking, murder-for-hire, so on and so forth. Tough guys, all of 'em. Who's boss keeps changing, hungry underlings keep knocking over whoever's on top. Heavy lies the head that wears the crown, right?”
What do you know about the Akkadese Miners Guild? “Not a lot. Mineral prospecting ain't really my song and dance. Word is they were looking for protection, though. Fight with the mining corp over that big rock has 'em spooked. Don't know if they hired anyone or not. Corporate security ain't really my jam either.”
What do you know about the Mining Consortium? “Uh, they own a lot of mines, I guess? It's kinda right there in the name. Oh, I did hear they hired local muscle. They want the big rock the Acreon dragged in, and they want the Miners Guild to drop their claim. Overheard some of the Downside Kings talking about it. That'd be about the right fit for 'em, getting to rough folks up for creds.”
After the PCs leave, Grikk quickly comms his spice supplier with the Downside Kings, who sends a crew to deal with the PCs' meddling (see Too Many Questions.)
Shar Dyalin
A well-connected information broker, Shar Dyalin puts up a convincing legitimate facade, but she does plenty of business with criminal elements in Munt Ontdal and beyond. Her high-level apartment suite is well appointed with furniture shipped in from the Core, and she insists on seating the PCs in her spacious office, having her service droid brew fresh tea.
This particular variety is Avabush tea, which has subtle sedative properties and is sometimes used as a truth serum. Drinking the tea gives PCs a disadvantage on Insight and Deception checks for the duration of their interview with Dyalin. Passing a DC 13 Perception check is enough to note something "off" about the smell of the tea; a DC 14 Investigation check or DC 15 Lore check will let a PC identify the Avabush spice and its properties. If caught, Shar is unapologetic (there's nothing illegal about the tea, which is commonly used as an evening beverage), but she is impressed and is willing to drop her usual 250 credit retainer fee. Otherwise, she insists on charging the PCs before they ask questions.
Did you know Henen Mog? “Personally, no. But if he's on this station, he's in my database.” The Kel Dor tilts her head, her AJ^6 cyborg construct lighting up with activity. After a moment, she nods. “Henen Mog, chain code 376-BH411-3992. Duros male, born in the Belgaroth asteroid colony, very recently deceased. Mining specialist, well-known workers' rights activist. Cousin Runwe Mog killed six years ago in a mining accident while working for the Mining Consortium. Held a significant amount of stock - well, significant for a working man - in the Akkadese Miners Guild. That's all from the official databases, dears.”
What do you know about the Level 21 Crew? “Local criminal organization, affiliated with Level 21 in Munt Ontdal's slums. Their known criminal endeavors include theft, fencing stolen goods, gambling, prostitution, racketeering, and smuggling. Current leader is a Squib male known as Jabaxa. They do have a reputation in their territory for promoting community empowerment, and many neighborhood residents tolerate or tacitly endorse their activities. The gang has also been known to hire itself out to defend marginalized and threatened groups or factions.
“Some of my 'off the record' informants - and you won't get this kind of service from anyone else, my dears - note that the Level 21 Crew was recently hired by the Akkadese Miners Guild for protection. It seems they're nervous about the keeping their claim on the Maelstrom Rock.”
What do you know about the Downside Kings? “The Downside Kings, criminal organization that controls several decks of Munt Ontdal’s lower levels -'Downside,' if you will. Use a combination of intimidation and violence to control their territory. Known to engage in a wide variety of illegal activities, from extortion, fraud, robbery, smuggling, and theft, to spice and arms trafficking, kidnapping, murder-for-hire, and trafficking in sentient species. Current leader is a woman named Ferani Nadaz. The gang maintains a controlling stake in the nightclub called Fusion Queen, in the station's Entertainment Sector.”
What do you know about the Akkadese Miners Guild? “Outer Rim independent mining collective, organized in the Kessel Sector near the eponymous Akkadese Maelstrom. Mostly an informal organization, made of personal and familial ties to fellow miners. Most recent contracts include Oridelve Incorporated and the Mining Consortium. Most recently known as owners of the ship Acreon, which brought in the so-called Maelstrom Rock to the station.” She gives a polite bow of her head. “I'm afraid they are a mostly off-the-books group, my dears. Very sloppy record keeping, if I may say.”
What do you know about the Mining Consortium? “The Mining Consortium, mining conglomerate with business ties throughout the galaxy. Most of the company’s operations are centered in the Mid Rim, but it has also begun extending its influence into the Outer Rim in search of new claims. Publicly, a tidy and aboveboard supplier of raw materials. Privately, a company heavily reliant on strikebreaking and intimidation, not above hiring criminal elements to secure their interests.
“Oh, here's something. The Consortium recently put a hit on one Henen Mog. Bids were placed for a contract on his life. Unclear who won said bid, however. The Consortium often pays through shell companies upon shell companies. I could trace it, but you couldn't afford the fee, my dears, and I suspect you're in a greater hurry than time would allow.”
Why have you been a suspect in so many cybercrime cases? She tut-tuts politely. “Oh, my dears. I haven't the foggiest idea of what you mean. Here is what I do know...” She rattles of a quick list of very personal and surprisingly accurate facts about each PC. Shar entwines her fingers and gently rests her chin on them. “So let's keep things professional, shall we?”
Nyalin does not respond to Intimidation threats, and too many attempts will find her refusing the PCs and calling station security to escort them out. She's somewhat difficult to read behind the Kel Dor breath mask, but a DC 15 Insight check reveals all her responses to be honest. If the PCs cannot discern her Avabush tea, they can still lower her 250 credit retainer to 150 with a DC 16 Persuasion check, or down to 100 if they succeed 10 over.
Once the PCs leave her office, Shar wastes no time contacting both gangs and both mining groups to sell the intel that they were sniffing around. If the PCs have not yet talked to Mama Fats or met with Jabaxa, the Level 21 Crew sends an anonymous comm message to one of the PCs to come to the food mart for an audience with Jabaxa. Additionally, if they have not yet encountered the Downside Kings' crew of enforcers, they corner the PCs after they leave their next location (see “Too Many Questions” on page 11).
Zitwee-skwee
Zitwee-skwee, better known to the folks on Level 21 as Mama Fats, is the proprietor of her eponymously named food mart. Mama Fats is on the take with the Level 21 Crew, who use a warren of hidden back rooms as an office for their various business dealings.
The PCs can find the rotund Chadra-Fan running the counter of her modest shop, while a few locals mill about and chat. Loyal to the gang and reticent to give away too much to the inquisitive strangers, she can be convinced to give honest answers with a DC 13 Persuasion check. The DC drops to 8 if they bring up Henen Mog's death. Mama Fats hasn't yet heard the news, and even though she didn't know him, she has a soft spot for working class folk, and she figures Jabaxa would want to deal with them if his crew was involved.
Did you know Henen Mog? “Hin-nin Mawg? No, no Hin-nin Mawg. Not come to store.”
What do you know about the Mining Consortium or the Akkadese Miners Guild? “I don't know them. Miners not stay down here.”
What do you know about the Downside Kings? She chatters her teeth aggressively. “Thugs. Thieves. No good, you stay away from them.”
What do you know about the Level 21 Crew? “My kits, yes, very good. Protect us folk on Level 21. Help us get by. Not easy here, you know. Lots of bad folk. But Jabaxa and crew help us, like sons protect grandmother.”
Do you know Jabaxa? Could we meet with him? The Chadra-Fan peers around the aisles. She squeaks at a young Ortoloan stocker, who waddles over and listens to her whisper in his ear before disappearing into a door behind the counter. “Wait here,” Mama Fats orders. After a couple minutes, the Ortoloan returns and whispers something to Mama Fats, who nods and sends him on his way. “Three hours, come back here. Jabaxa will talk to you.”
If the PCs do ask about Jabaxa, proceed to “A. Mama Fats'” on page 12.
Hesser Moralin
Hesser is just arriving at his apartment from a long shift when the PCs come to his door. A grayhaired human in rumpled coveralls, Moralin doesn't stand out from a crowd. However, in his heyday, he was involved in such high security operations as Project Stardust a the Cylo Directive. Also, unbeknownst to anyone else on the station, Moralin is a sleeper agent of the Acolytes of the Beyond, collecting intelligence on the New Republic and anything else of interest to the Sith cult. This isn't likely to come up in their current conversation, and Moralin has been well trained to bury his secret cultist identity in his psyche, making it practically impossible for any Force sensitives of the PCs' current level to extract the knowledge from him.
Soft spoken and polite, Hesser tries to sound helpful to the PCs' inquiries.
Did you know Henen Mog? “Yes, I'd seen him around the station a number of times. I actually helped him rewire a couple of salvaged mining drills the RAC needed to fit their newer rigs. I heard what happened to him, terrible thing.”
What do you know about the Akkadese Miners Guild? “They come to the station pretty frequently. I guess it's kind of their home base? They seem like okay people, keep to themselves mostly. They brought in that big asteroid on the Acreon recently. Talk of the town, as it were.”
What do you know about the Mining Consortium? Hesser shrugs. “I mean, what's to know? They're the biggest mining outfit in the Mid Rim, probably darn near the civilized galaxy. They're having some kind of legal dispute with the Akkadese Miners Guild about ownership of the Maelstrom Rock, so I hear. Lot of speculation about what's in it, I guess.”
What do you know about the Level 21 Crew? “I've seen them around. They actually shook me down for money once. I mean, I don't like crime, obviously, but they're one of the more benign gangs on Munt Ontdal. A few of the guys at work live on Level 21 and they act as guards where official station security won't bother.
“Come to think of it, I've heard - and I don't know this for a fact, mind you - that they use a food mart on Level 21 as their main front. It's, uh - gosh, what was it? - Mama Fats', that's it. Maybe you could look there, ask around? I do most of my shopping on Level 11, don't get down that far myself.”
What do you know about the Downside Kings? Hesser frowns. “I've heard they're pretty bad guys. Robbery, smuggling, spice trafficking - just bad elements, you know? I had to go to downside last week to fix a central power relay and I overheard a couple of their thugs talking. One said they had a new leader in charge. Ferani, I think? Guess she killed the last guy.” He shudders slightly. “Can't imagine wanting to live that life, all cutthroat and backstabbing.”
Is it true you were an Imperial officer? Do you resent the New Republic? Moralin sighs, his expression dropping. “That... That life was a long time ago. The war's over, thankfully, and I surrendered years ago - before Jakku and the Concordance, even. I'm not gonna say I'm happy the New Republic won, but I abide by the new order of things, and I don't resent them for trying to bring about peace. Who knows, maybe they'll be successful where the Empire failed. But I'm not in the navy anymore. All that's behind me, okay? I don't want any trouble about it.”
Hesser's double-life is a convincing facade, and only a DC 19 Insight check will note anything amiss about his responses; even then, a PC can only note that something is off about him. Without any current knowledge or suspicion about the Acolytes of the Beyond, there's no real basis for digging further into Moralin's business.
Too Many Questions
If the PCs talked to either Grikk Tomora or Shar Dyalin, they can contact one more person before a trio of Downside Kings enforcers track them down. They'll threaten the PCs to stop asking questions, but regardless of their response, the gang members attack the PCs to drive home the point. Their aim is to scare them off, and if they'll flee the scene if they're brought to 4 HP or less. Use the Munt Ontdal Gang Member stat block for these goons.
In the event the PCs didn't talk to Tomora or Dyalin, the gangsters will still show up after their third interview, as word spreads quickly to the gang's eyes and ears throughout the station. If the PCs discover the Downside Kings were responsible for Mog's death before any of the above triggers, they avoid this conflict.
Investigation Developments
Award the PCs 400 XP if they discover that the Mining Collective hired the Downside Kings. If the PCs also learn that the Kings were specifically instructed to murder Henen Mog, award them an additional 200 XP.
If the PCs learn that the Akkadese Miners Guild hired the Level 21 Crew for protection, award them 400 XP.
A. MAMA FATS’
Mama Fats’ is a food mart located on the twenty-first deck, in the crowded, run-down lower half of Munt Ontdal. The surrounding neighborhood is low-end, but not quite a slum, and PCs who succeed at a DC 12 Culture check recognize graffiti on the walls as gang tags marking this as territory of the Level 21 Crew. The gang uses Mama Fats’ as a message drop and safe house, but nothing about the shop marks it as anything other than a small neighborhood grocery store.
If the PCs come here in search of the Level 21 Crew, they can leave word with Mama Fats (female Chadra-Fan, see above) herself. The gang invites the PCs for a meeting at the shop three hours hence.
When the PCs arrive for the meeting they set up with the gang, they are escorted to a room in the back of the market, where the gang’s leader, Jabaxa, waits for them along with two of his gang members. Jabaxa is a Squib who has led the Level 21 Crew for several years and is a shrewd judge of character. If the PCs are friendly (or at least not overtly hostile), Jabaxa invites them to have a seat and pours out a shot of bathtub moonshine for each of them as a gesture of hospitality before asking them their business.
Jabaxa’s initial attitude is indifferent. To improve the Squib’s attitude, a PC must succeed at a DC 12 Persuasion check. If a PC can make him at least friendly, Jabaxa will share what he knows. He flatly denies that his crew killed Henen Mog (they don’t even know who he was) and blames the murder on the Downside Kings. He claims that it was the Kings who started the shootout in Docking Bay 94, as well; his crew was there only to oppose them.
If the PCs have not learned any of the information about the Kings from the Downside Kings table, Jabaxa is more than happy to fill in any gaps in their knowledge, including the location of the Kings’ hideout (though he does not know that the Mining Collective specifically ordered the Kings to kill Mog). Jabaxa’s main concern is the rival gang; as long as the PCs aren’t looking to mess with either the Level 21 Crew or the Akkadese Miners Guild, he’s got no beef with them. No matter how friendly or helpful the PCs make Jabaxa, however, he is unwilling to commit any of his gang members to help the PCs attack the Downside Kings. His job is to protect the Miners Guild, not to provoke the Collective or the Kings into expanding the conflict.
If the PCs attack the Level 21 Crew and have not yet learned about the Downside Kings’ hideout, they can find a map in the bodega’s back room that marks the location of Fusion Queen.
Jabaxa
Small humanoid (squib), lawful dark
- Armor Class 12 (combat suit)
- Hit Points 17 (5d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 11 (+0) 13 (+1) 12 (+1) 14 (+2)
- Skills Deception +4, Insight +3, Perception +5, Persuasion +4
- Senses passive Perception 15
- Languages Galactic Basic, Squibbian
- Challenge 2 (450 XP)
Keen Smell. Jabaxa has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. Jabaxa can take the Disengage or Hide action as a bonus action on each of his turns.
Persuasive. Jabaxa has advantage on Charisma (Persuasion) checks.
Actions
Multiattack. Jabaxa makes three attacks with his hold-out or three attacks with his vibrodagger.
Hold-out. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4+1) energy damage.
Vibrodagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) kinetic damage.
Get 'Em. Jabaxa targets one ally he can see within 30 feet of him. if the target can see and hear Jabaxa, the target can make one weapon attack as a reaction.
B. FUSION QUEEN
Fusion Queen is a nightclub located in the lower levels of Munt Ontdal, deep in Downside Kings territory. The Kings also own and operate the club, using it as a hideout and base of operations. The neighborhood is somewhat depressed, but still considered trendy in certain circles, and the club is usually filled with patrons (most of whom have no connection with the gang) at all hours, day or night.
How this encounter plays out depends on your players. The adventure assumes that the PCs are most likely to side with the Akkadese Miners Guild and Level 21 Crew and attack the Downside Kings, but that is not necessary for the adventure to continue. For their part, however, the Downside Kings are not much interested in diplomacy. The Mining Collective has paid them well, and the gang makes no apologies for their actions. Might makes right in the eyes of the Downside Kings, and they’re more likely to attack diplomatic PCs than waste time talking to them. Nevertheless, you should feel free to modify the following encounters to match the goals of your players as needed.
B1. Front Door
Lurid neon lights brighten the otherwise dingy space station corridor here, advertising the main entrance to Fusion Queen. Characters who succeed at a DC 15 Lore check can recognize the club’s logo, a stylized crown, as a variant of the Downside Kings’ symbol. Two Downside Kings guard the front doors of the nightclub, stopping anyone attempting to enter and searching them for weapons, as well as barring entry to anyone they feel doesn’t match the club’s usual clientele. Due to the current conflict with the Level 21 Crew, the gang members are particularly alert for trouble. The guards attack anyone who threatens them with hostility, or if they find any weapons in a search. The PCs can attempt to negotiate their way inside, but the guards’ initial attitude is unfriendly and they are suspicious, requiring either a successful DC 16 Persuasion, DC 15 Deception, or DC 22 Intimidate check to succeed. If the PCs fail at one of these checks, the gang members attack.
If the PCs manage to get past the front door guards without arousing their suspicions, award them 400 XP, as if they had defeated the gang members in combat.
B2. Bar and Dance Floor
A small room that serves as a coat check (area B2a) stands just inside the club’s front doors to the left. If the PCs question any of the club’s patrons, they find that none of them are involved with the Downside Kings, and few are even aware that the nightclub is associated with the gang.
The bar and wait staff also deny any knowledge of the gang, but a PC who succeeds at a DC 12 Insight check can tell they are lying. In any case, no one in the club will assist the PCs or answer their questions, and if the PCs are too persistent or make a nuisance of themselves, one of the staff heads to the back office (area B4) to alert the gang’s boss, Ferani Nadaz.
Fusion Queen collects most of its patrons’ payments digitally from account cards, but if the PCs loot the club’s cash register behind the bar, they find 317 credits in hard currency.
B3. Storeroom
This large storeroom is filled with supplies for the bar outside, including bottles of hard alcohol, kegs of Corellian ale, and boxes of food and recreational spice. One corner holds amplifiers, musical instruments, and costumes for the club’s entertainers. A single door stands in the north wall.
Three Downside Kings are sitting at a table in this room playing cards. They’re here to provide additional security for the club, if needed, and they stop anyone entering who’s not a member of the gang or the club’s staff. They immediately attack if they see any weapons.
The bar supplies are worth a total of 1,500 credits if sold or fenced as trade goods, though they are quite bulky, and it would likely take several trips to completely empty the storeroom (any surviving Downside Kings would not look kindly on such wholesale theft from the gang, however). The entertainment equipment in the storeroom can be sold or fenced for an additional 500 credits.
B4. Back Office
The Downside Kings orchestrate most of their gang business from this office, which contains a desk, several chairs, and holoscreens tuned to multiple entertainment feeds. A door to the northeast leads to a secure storage area.
The gang’s boss, a human woman named Ferani Nadaz, and her bodyguard, Vrokilayo Hatchbuster, wait in this room. Ferani ascended to the leadership of the Downside Kings only a few months ago by savagely killing the gang’s former boss, but she has consolidated her power quickly and violently, and most of the Kings’ rank-and-file members regard her with a mixture of respect and fear. Ferani’s bodyguard Vrokilayo is a powerfully built Chistori who is utterly devoted to his boss, and she regularly repays the thug’s loyalty with a handsome share of the gang’s take.
Unless the PCs have been exceptionally stealthy, the pair have likely heard the sounds of combat in the storeroom outside and are prepared to deal with intruders. Ferani stays behind her desk for cover, while Vrokilayo moves to intercept any intruders. If the PCs want to talk with Ferani instead of fighting, see below.
During combat Ferani designates a weak-looking enemy using combat tracking and focuses her attacks on them, switching targets only if another foe threatens her directly. Vrokilayo, meanwhile, throws a grenade at grouped enemies, or fires at the toughest-looking opponent with his assault cannon. If an opponent gets close, he’s all too happy to switch to his vibromace and use his awesome blow ability. Vrokilayo will fight to the death to defend Ferani, who runs if reduced to 5 HP. She surrenders if there is no escape.
Ferani Nadaz
Medium humanoid (human), chaotic dark
- Armor Class 12
- Hit Points 22 (4d8+4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 17 (+3) 11 (+0) 9 (-1)
- Skills Lore +5, Technology +5,
- Senses passive Perception 10
- Languages Galactic Basic
- Challenge 1/2 (100 XP)
Combat Tracking. As a bonus action, Ferani can designate a target she can see within 30 feet, until the start of her next turn she has a +2 bonus to attack rolls against that target.
Actions
Slug Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) kinetic damage.
Techaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.
Vrokilayo Hatchbuster
Medium humanoid (chistori), neutral dark
- Armor Class 15 (weave armor)
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 15 (+2) 9 (-1) 10 (+0) 11 (+0)
- Skills Athletics +6
- Senses darkvision 60 ft., passive Perception
- Languages Chistori, Galactic Basic
- Challenge 2 (450 XP)
Aggressive. As a bonus action, Vrokilayo can move up to his speed toward a hostile creature that he can see.
Awesome Blow. As a bonus action, when Vrokilayo hits with a melee attack and the target is Large or smaller, he can force the target to make a DC 14 Strength saving throw, pushing them back 10 feet on a failure.
Savage Attacks. When Vrokilayo scores a critical hit with a melee weapon attack, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Assault Cannon. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d10+2) energy damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.
Vibromace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) kinetic damage.
Burst. Vrokilayo targets a point that he can see within 320 feet of him. Each creature in a 10-foot cube area centered on that point must succeed on a DC 12 Dexterity saving throw or take 7 (1d10+2) energy damage. If the targeted area is beyond 80 feet affected targets have advantage on the save.
The Downside Kings keep their stolen loot and illegal profits in the secure storage room to the northeast (area B4a). The door to the room is electronically locked (Technology DC 15 to disable, though Ferani has a key card). Inside are a Ring of Tech Storing Mark I with two charges of Holographic Disguise, a bolthrower with five magazines of slug cartridges (10 cartridges each), two fragmentation grenades, two medpacs, a holster, and a half dozen credsticks holding 100 credits each.
If the PCs try to talk with Ferani, they’ll find it challenging. Her initial attitude is hostile, so the PCs must succeed at a DC 20 Persuasion check just to make her unfriendly. Intimidation is difficult, requiring a successful DC 18 Intimidate check (eliminating Vrokilayo lowers it to 15). Any failure causes Ferani and Vrokilayo to attack immediately. If the PCs manage to intimidate Ferani, they can convince her to talk, but she remains surly and aggressive.
Ferani boasts of the Downside Kings’ association with the Mining Collective, and with a second successful DC 19 Persuasion or Intimidate check, will even admit to killing Henen Mog (“to send the Akkadese and Republic a message,” she sneers). If the PCs ask about the Level 21 Crew, Ferani can share any of the information about the rival gang from the Level 21 Crew table on page 13, including the gang’s use of Mama Fats’ food mart as a safe house.
The PCs can learn the same information if they capture and interrogate Ferani, though the Intimidate DC is reduced to 15 as she no longer has Vrokilayo to back her up. In this case, a second Intimidate check is not required to make Ferani confess that the Mining Collective hired the Downside Kings to kill Henen Mog, but she gives up that information only in exchange for a promise that she’ll be handed over safely to station security.
If the PCs kill Ferani, or are unable to convince her to talk, they can still find proof of Mog’s murder at the gang’s hands on Ferani’s datapad, which requires a successful DC 13 Technology check to slice. If successful, the PCs can find numerous files confirming many of the Downside Kings’ criminal activities — including several communications between the Mining Collective and the Downside Kings, ordering the gang to kill Henen Mog both as a message to the Akkadese Miners Guild that the corporation means business and to keep the New Republic from getting too curious about the Acreon and the Maelstrom Rock.
WRAPPING UP THE INVESTIGATION
What the PCs do with the knowledge they learn during their investigations is up to them, though if they found out that the Downside Kings were responsible for Henen Mog’s death, they’ll likely want to report their findings to Gen. Syndulla. Hera commends the PCs for their successful investigation and thanks them for risking their lives to find justice for Henen.
If the PCs captured Ferani Nadaz or any other gang members, Syndulla can arrange for them to be handed over to station security. If the PCs killed Ferani, Hera asks the PCs to keep the details to themselves but isn’t one to judge, believing that one reaps what one sows. In either case, she asks for any evidence the PCs might have found regarding the Downside Kings’ involvement in Mog’s murder to turn over to station officials. The general also recommends that the PCs leave any ramifications of the Mining Collective’ possible criminal enterprises to Munt Ontdal’s legal system; the company has a powerful presence on the station, and she doesn’t want the PCs or the New Republic to risk a battle that neither has much chance of winning.
General Syndulla is also pleased to officially welcome the PCs into the ranks of the New Republic’s forces (for those who wish to join), and states that they are looking forward to working with them to establish the New Republic’s presence here in the future. The general doesn’t have any further jobs for them at this time, but is interested and somewhat troubled by the revelation that the Mining Collective is attempting to keep the New Republic away from the Acreon and the Maelstrom Rock. As a result, Hera asks the PCs to keep their eyes and ears open for any further news about the contentious ship and its mysterious cargo that might be of interest to New Republic Intelligence.
If the PCs find proof that the Mining Collective ordered the killing of Henen Mog and bring the Downside Kings to justice, award them 400 XP.
Act 2: Ghost Ship
Once they have concluded their investigation of Henen Mog’s death, the PCs are once more on their own. They will soon discover that the mystery of the Acreon and the Maelstrom Rock is not yet done with them.
MEDIATION
A few days after the PCs confront Ferani Nadaz and the Downside Kings, a messenger arrives at their lodgings with an invitation (printed on paper that is as black as the void of space) requesting their company for a meeting with His Excellency Volero Drave, the ambassador of the Imperial Remnant.
Anyone who’s been in the galaxy for the last decade knows that the most prominent Imperial Remnant faction, usually called the Inner Rim & Core Remnant, surrendered to the New Republic two years ago, after a drawn-out withdrawal following the Battle of Endor. The Imperial Remnant signed the Galactic Concordance, cordoning off a section of the Inner Rim and Core worlds to be established as the last remaining official Imperial territory. This Empire, while functionally a shadow of its former self, has been trying to establish friendly trade with the worlds and polities that it once oppressed and fought. Anyone succeeding on a DC 12 Lore check will recognize Drave as a prominent member of the Imperial Remnant’s diplomatic delegation to the New Republic.
The meeting takes place at the Imperial Embassy in a wealthier part of Munt Ontdal. The section is usually reserved only for Imperial staffers and officers, but the PCs’ invitation gives them clearance to enter. The embassy has been decorated in styles embracing the Empire’s past exploits: Naboo, the dead Emperor Palpatine’s homeworld; Coruscant, the old capital now occupied by the New Republic; and Corulag, formerly home of a prominent Imperial Academy. A small plaque, visible but tucked out of direct view, commemorates the life of Emperor Palpatine. A pair Navy Trooper guards leads the PCs to a spare but well-appointed office.
The office is that of the Empire’s ambassador to Munt Ontdal, Volero Drave. Drave is a young man for someone of his station, perhaps in his thirties, dressed in a somewhat ostentatious fur-lined jacket. Drave greets the PCs and offers them seats. Once they’re comfortable, he addresses them.
“Thank you for agreeing to meet with me. I’m certain you’re aware of the recent interest in the prospecting ship Acreon and the asteroid being referred to as the ‘Maelstrom Rock,’ and I believe you’re also acquainted with the dispute between the Mining Collective and the Akkadese Miners’ Guild over both the ship and the asteroid. Both parties are currently awaiting legal arbitration, but the wheels of justice often turn quite slowly. As a result, I have offered my services as a mediator in hopes of finding a solution that is equitable to both factions.
“The first step in this, of course, is learning the specifics of the opposing claims. Reports of your recent endeavors in dealing with some of Munt Ontdal's most notorious gangs have led me to believe that you might be useful in this undertaking as well. You’re new to the station, you seem to possess a wide range of skills and abilities, and you certainly appear capable. In short, you’re perfectly positioned as a neutral third party that could cut through all of the red tape surrounding this issue and get to the heart of the matter. “I would like you to go to the Acreon, find out precisely what happened to its crew, and ascertain the value of its asteroid cargo, as well as determine whether this Maelstrom Rock is truly as ‘mysterious’ as many claim.”
The PCs are free to question Drave for additional details, but he doesn’t know much more—that’s one of the reasons he wants to hire the PCs. The ambassador does offer each of the PCs a sum of 600 credits for their efforts, however. If asked why he offered to mediate between the Mining Collective and the Akkadese Miners Guild, Drave states that he has no ties to either faction and genuinely wants to help. He believes in the power of diplomacy, and hopes to avoid any further violence over the issue.
If the PCs ask the ambassador if he has any personal interest in the matter, or if they seem likely to accept his proposal, Drave provides a final piece of information.
“There is one additional detail that I’d like to ask your help with,” Drave says, steepling his bony fingers. “Among its other cargo, the Acreon was carrying a package destined for the embassy. Of course, with the ship being quarantined, the package has been undeliverable. I’ve been eagerly awaiting its arrival, and I’d consider it a personal favor if you could find the package and bring it to me when you return to the station. It’s clearly marked, so I don’t imagine it will be too difficult to find.”
Drave won’t reveal what’s inside the package, but if pressed for more details, he assures the PCs that it contains no contraband and that there are no illegalities involved. He’s simply asking them to retrieve his personal property from the ship, and he offers the PCs each an additional payment of 500 credits if they deliver the cargo to him when they return to the station. Drave is a highly skilled politician, and it’s very difficult to determine if he is hiding anything (requiring a successful DC 26 Insight check to detect any deception).
If the PCs accept the job, Drave tells them that he has already received permission from station security to send an exploratory team to the Acreon and that he has arranged for the PCs to use one of the station’s shuttles for transport as soon as they are ready. He also insists they accept a forward payment of 100 credits each, which he pays with a datacard loaded with an open banking account. Drave recommends the PCs investigate the Acreon first, to see if they can find any traces of the ship’s crew, before they begin exploring the Maelstrom Rock.
If the PCs refuse, Drave politely asks them to reconsider, and take some time to think about the offer. They could do much good, and start building reputations as peacemakers and reliable troubleshooters. If necessary, you should use Hera Syndulla to encourage the PCs to accept the job. In light of recent events, New Republic Intelligence has become interested in learning more about the Acreon and the Maelstrom Rock, and any discoveries the PCs might make during their explorations could increase the New Republic’s chances of maintaining a presence in this sector. If the players balk at working for the Empire, Hera can also remind them that these Imperials have signed the Galactic Concordance and are owed the same freedoms anyone else in the galaxy has, if the New Republic is to keep the newfound peace alive.
Once the PCs have accepted the job, Drave tells them that the ship he has arranged for them will be available the following morning. The PCs have the rest of the day to prepare for the mission and wrap up any outstanding business they have on the station, but the two groups at the heart of the dispute also make use of this time to attempt to influence the PCs.
Factional Influence
In his role as mediator between the Mining Collective and the Akkadese Miners Guild, Ambassador Nor has informed both factions of his intent to send independent investigators to the Acreon and the Maelstrom Rock. Although both parties have agreed to this plan of action, neither trusts the other to avoid interfering in the process, so representatives of both the Mining Collective and the Akkadese Miners Guild contact the PCs before they leave in an attempt to sway the PCs’ findings in their favor. This is primarily a series of roleplaying encounters meant to give the PCs more insight into the two factions’ goals, and can be as detailed or as brief as you wish to make it.
The Mining Collective
The Mining Collective is the first to reach out to the PCs, asking them to attend a private meeting at the local corporate headquarters on the station. A Mirialan corporate professional named Ms. Joss (whom the PCs might have already met) warmly greets the PCs and thanks them for agreeing to meet. The purpose of the meeting, Ms. Joss informs them, is to give the PCs a better sense of the Mining Collective’ corporate philosophy and how that informs the company’s business dealings. She begins with a slickly produced marketing presentation that highlights the Mining Collective’ efforts in discovering, developing, and managing much-needed natural resources from across the galaxy and selling them to corporate and planetary entities. It’s clear that the presentation does not represent the whole truth (it is marketing material for investors and the public, after all), but there’s nothing outright false about the claims made.
Having established the noble services that the Mining Collective provides for companies and citizens throughout both the New Republic and the Imperial Remnant, Ms. Joss recounts details of the company’s contract with the Akkadese Miners Guild—namely, that the Acreon was hired to prospect for unclaimed, unexploited mineral resources on behalf of the Mining Collective, which would then hold all rights and claims to those discoveries. Ms. Joss states that the Mining Collective simply wants what their contract gives them rights to. The Acreon found the Maelstrom Rock—an unclaimed, unexploited mineral resource, as defined in the contract—while working for the Mining Collective, so rights to the asteroid belong to the company. This certainly seems to be a plausible interpretation of the contract’s terms, but it’s also evident that the contract assumes the Acreon’s crew would simply identify sites for future development by the company. It’s less clear how the terms of the contract might apply to a more portable potential resource—such as a small asteroid that could be brought with the ship itself.
In any event, after presenting her case to the PCs, Ms. Joss simply asks them to carefully consider the merits of the Mining Collective’ claim and keep open minds while investigating the ship and asteroid. The Mining Collective will, of course, accept the results of Ambassador Drave’s mediation, but Ms. Joss does mention that the company is always interested in hiring competent freelancers for a variety of tasks, and hints—obliquely, of course—that the PCs could find lucrative employment opportunities in the future if their findings support the Mining Collective’s claims.
The Akkadese Miners Guild
The Akkadese Miners Guild makes a more personal appeal to the PCs. One of its members, Nuol Diemb, invites the PCs to visit his ship, the Dust Runner, docked on the station. A Sullustan from Kafrene, Captain Diemb is also something of an unofficial spokesman for the Akkadese Miners Guild, and he wants the PCs to better understand what the Collective stands for. The Dust Runner is a working mining vessel, practical and utilitarian, with little in the way of luxury or even comfort. Yet Captain Diemb takes great pride in his ship—which is also his home and his livelihood—a fact that is plainly evident as he affably escorts the PCs on a tour of the vessel.
Afterward, Nuol sits down with the PCs in the galley, and over cups of caf, explains why the fate of the Acreon, and especially its crew, is so important to the Akkadese Miners Guild. The Guild’s members aren’t rich; most of them scratch out whatever meager livings they can from the rocks of the Kessel Sector, so the occasional corporate contract—like the Acreon’s contract with the Mining Collective— is an opportunity few have the luxury to refuse. But the Guild values its independence and freedom greatly, and it constantly struggles against exploitation and even takeovers at the hands of would-be corporate overlords. It’s clear that the crew of the Acreon staked their own claim on the Maelstrom Rock, believing that the terms of their contract allowed them to do so. Is it any surprise that the Akkadese Miners Guild would be suspicious of the Mining Collective’ attempts to lay sole claim to the Acreon and the Maelstrom Rock following the mysterious circumstances of their arrival at Munt Ontdal?
The members of the Akkadese Miners Guild call themselves a clan, and they mean it. Once you join, you’re family. Members look out for each other, defend each other, and care for eachother. The Guild doesn’t know what value, if any, the Maelstrom Rock might have, but they know the worth of their brothers and sisters on the Acreon. They need to know what happened to the Acreon’s crew, as any family needs to know the fate of their loved ones. And if the worst has happened, then perhaps whatever wealth the Maelstrom Rock holds can help ease the loss of the families left behind. That’s all they really care about. Captain Diemb tells the PCs that the Akkadese Miners Guild isn’t disputing the Mining Collective’s contract with the Acreon; they’re happy to turn all of the files and findings from the ship’s prospecting mission over to the company, but the ship, and the claim its crew staked on the Maelstrom Rock, belong to the Guild. Before walking the PCs off the Dust Runner and back to Munt Ontdal, Diemb wishes them good luck on their investigation of the Acreon and implores them to do their best to find out what happened to the ship’s crew.
Interceptor Attack!
As promised, Volero Drave has procured a ship for the PCs—the shuttle Hippocampus, which is waiting in a private docking bay. The Hippocampus is one of numerous shuttles that regularly ferry passengers and cargo between Munt Ontdal and visiting ships that either are too big to dock directly with the station or prefer to remain among the ships of the merchant flotilla. Originally a GX1 Lantillian short hauler, the Hippocampus has been heavily modified for station security use, and Drave has further modified it for the PCs’ expedition with upgraded armor, defenses, shields, power generator, and sensors, and the addition of a turret-mounted quad laser. With no idea what the PCs might face, Drave has even outfitted the shuttle with escape pods, just in case. The Hippocampus has no pilot, both because Drave assumes the PCs would prefer to fly the shuttle themselves and to maintain neutrality in the matter by not involving any of the station’s crew. Make no mistake, however—the Hippocampus belongs to Munt Ontdal. Drave has arranged to borrow the shuttle for the PCs’ use, but it is not their ship to do with as they please, and the station expects the ship to be returned.
When they first board the shuttle, each of the PCs should choose a deployment, as described in Chapter 2 of Starships of the Galaxy. Make sure the players have access to a copy of the ship’s stats (available in the appendix) — they’ll soon need it, when they get their first taste of starship combat!
The Hippocampus’s thrusters take only a couple of minutes to warm up, Munt Ontdal Traffic Control gives clearance for takeoff, and the PCs launch into space. No check is needed; the PCs’ destination is not far from Munt Ontdal and the course has been preprogrammed into the shuttle’s computer. It takes the PCs only 2 hours to reach the quarantine zone around the Acreon and the Maelstrom Rock. Along the way, they can get a good view of the exterior of Munt Ontdal, as well as the merchant flotilla, the endlessly moving fleet of independent ships that surrounds the gigantic space platform.
Once the Hippocampus passes through the last fringes of the flotilla, there should be nothing but open space between it and the Acreon — but someone has other plans for the PCs. The Hippocampus’s sensors pick up a small ship that detaches itself from the bulk of the flotilla and turns toward the shuttle on an intercept course. Strangely, however, the ship’s transponder does not seem to be working — it’s not broadcasting any identification codes, and the ship does not respond to any hails. An alarm suddenly sounds in the cockpit of the Hippocampus — the mystery ship is armed, and its targeting systems are trained on the PCs’ shuttle!
The Mining Collective has decided that the PCs’ meddling has gone too far, and through shell companies it has purchased an interceptor called the Stiletto and hired a Gand Findsman named Zurok to pilot the ship and attack the PCs’ shuttle before they can reach the Acreon. The adventure assumes that the Mining Collective orders the attack because the PCs are likely more sympathetic to the Akkadese Mining Guild’s claim, but if the PCs’ goals are closer to those of the corporation, then it’s the Guild that is behind the attack (this doesn’t change any of the details of the encounter, only the motives behind it). The Stiletto is a Cutlass-9 patrol fighter, an older but reliable model used by many forces in the galaxy, leaving the identity of the attacker unknown.
The battle takes place beyond the range of Munt Ontdal’s automated defenses, and any station patrol craft are too distant to reach the PCs in time, so they are on their own. Fortunately, the Hippocampus is armed, so the PCs can fight off the Stiletto — provided their own piloting and gunnery skills are up to the task! Roll 3d6+5 (x50) to determine the starting distance between the two ships.
If the PCs win the starship battle, they can continue on their way to the Acreon (area C). Most likely, they only disable the Stiletto, and the ship’s pilot crash-lands the interceptor on the Maelstrom Rock (area D). If the Hippocampus is reduced to 0 or fewer Hull Points, the PCs lose the battle, but the shuttle is only disabled, and they can still limp the rest of the way to the Acreon. Even if the Hippocampus is destroyed , the PCs can use the shuttle’s life boats to escape the wreck and reach the Acreon. Whether the PCs win or lose this battle, they encounter Zurok in person later in the adventure (see area D1).
If the PCs defeat the Stiletto, award them 600 XP for the encounter.
C. THE ACREON
When the crew of the Acreon first discovered the Maelstrom Rock while still within the Maelstrom, they landed on the asteroid to explore and determine whether it contained any valuable minerals. On the asteroid’s surface, they found several weirdly smooth rocks or geodes that seemed to be composed of the valuable metal called farium. The crew took the strange rocks back to the Acreon, unaware that they were actually the cocoons of hibernating spaceborne predators called scree. They also attracted the attention of another Maelstrom Rock denizen, a creature called a starweird, which followed the crew back to their ship. Sensing a potential food source in the living crew members, the scree inside the cocoons quickly hatched and spread throughout the Acreon.
After losing two to the combined assault of the scree and the starweird, the crew opened one of the airlocks and purged the ship’s atmosphere in an attempt to kill their attackers. When that failed, the overwhelmed crew abandoned ship and retreated to the Maelstrom Rock—a refuge that would become their tomb.
Following the starship battle with the Stiletto, the PCs can continue their journey to the Acreon unhindered. The Acreon is an old prospecting and mining ship that has seen years of hard use in the asteroid fields and hard vacuum. It’s a boxy and ungainly ship, and its patched and repatched outer hull bears the scars of countless micrometeorite impacts and is faded from exposure to the radiation of space. The Acreon floats alone in space, far from Munt Ontdal, its only companion the misshapen asteroid called the Maelstrom Rock (see area D), which is tethered behind the ship on a net of hyperspace tow cables. The Acreon’s transponder broadcasts a repeating message that the ship is under quarantine by order of Munt Ontdal security, warning away any curious onlookers and wouldbe explorers.
A PC can scan the Acreon with the Hippocampus’s sensors by attempting a DC 11 Technology check. If successful, they can identify the ship as a medium transport that can carry a full crew complement of six. The sensors are unable to get a good reading on any life signs that might be present on the ship, however. The ship’s aft airlock is open, exposing the interior of the ship to vacuum. The Acreon is armed, though none of its weapons are currently active, and its power core is outputting minimal energy—enough for life support, gravity, and basic ship functions, but little else. If the PCs scan the Maelstrom Rock, see area D for more information.
If the PCs want to explore the Maelstrom Rock before they investigate the Acreon, you should encourage them to follow Ambassador Drave’s recommendation and go to the ship first. They can still explore the asteroid beforehand if they want, but be aware that the encounters on the Maelstrom Rock may be more difficult at this time, as the adventure assumes that the PCs visit the Acreon first.
In either case, they will likely need flight suits to withstand the depressurized environments. The Hippocampus is equipped with plenty of them.
The PCs can dock the Hippocampus with the Acreon directly or park the shuttle nearby in a matching orbit and spacewalk to the quarantined ship. They can gain entry through any one of the Acreon’s three airlocks (area C1).
Inside the Acreon, standard gravity is in effect, and the ship’s corridors and rooms are lit with emergency lighting, providing dim light. Ceilings are 8 feet high throughout the ship. Unless otherwise noted, all of the ship's interior doors (excluding the airlock hatches) are locked in the open position. Individual doors can be manually closed, and all doors on the ship can be remotely closed (or opened) from the bridge (area C9). The ship has no atmosphere until repressurized (see area C9 for details).
C1. Airlocks
The Acreon is outfitted with three airlocks: port, starboard, and aft. The airlocks are mostly identical, though the auxiliary aft airlock (area C1a) is crammed between the ship’s main thrusters and is therefore smaller than the two main airlocks. Both sets of hatches in the aft airlock are open to space. Read or paraphrase the following when the PCs first enter the ship.
If they so desire, the PCs can easily close the aft airlock using the controls in any of the airlocks or on the bridge (area C9), though they’ll need to go to the bridge to repressurize the ship with a breathable atmosphere, a process which takes 1d4 minutes. In addition, tow cables are attached to the ship’s hull near the aft airlock, mooring the Maelstrom Rock (area D) to the Acreon.
C2. Main Corridor
This long corridor seems to run most of the length of the ship from bow to stern. Signs of battle — slug holes, blast marks, and droplets of blood—are clearly visible on the walls and floors. A small body in a robed space suit lies sprawled on the floor in the middle of a junction in the hallway. This corridor connects the Acreon’s bridge (area C9) and engineering (area C4) to the ship’s other areas. The corridor splits into two branches around the ship’s power core, just forward of engineering.
Lying on the floor in the center of the corridor’s main intersection is the body of a dead Space Jawa. A companion of the other Jawas in area C7a, this one was killed by one of the scree infesting the Acreon before the rest locked themselves in the crew quarters.
Any PC who investigates the dead Jawa or otherwise moves into the intersection attracts the attention of a scree prowling the corridor. A PC can identify the scree with a successful DC 10 Nature check. The scree fights to the death.
Scree
Medium beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 19 (3d8+6)
- Speed 20 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 3 (-4) 11 (+0) 3 (-4)
- Senses darkvision 60 ft., passive Perception 10
- Languages -
- Challenge 2 (450 XP)
Flyby. The scree doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Space-borne. The scree can survive in the vacuum of space.
Actions
Corrosive Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage plus 4 (1d8) acid damage, or 8 (2d4+3) kinetic damage plus 9 (2d8) acid damage if the target is an object or structure.
C3. Starboard Cargo Hold
One of the ship’s two main cargo holds, this large room contains a small science lab, compact mining equipment, and collected rock samples from the Acreon’s prospecting mission. The cargo hold also houses two scree that attack as soon as they detect living prey.
Numerous resinous shards litter the floor of the cargo hold. The PCs can identify these shards as the remnants of scree cocoons with a successful DC 16 Nature check. The cocoon scraps are composed of the valuable metal called farium. In total, the farium pieces weigh 30 pounds and are worth 1,000 credits. In addition, a PC who succeeds at a DC 10 Perception check notices a light pistol lying on the floor of the cargo hold, loaded with an incendiary cell.
C4. Engineering
Surrounded by machinery, this long chamber stretches across the width of the ship. All of the Acreon’s main engineering functions can be operated from this room, which also contains a workbench equipped with a variety of implements. The ship’s power core can be accessed through maintenance panels in the forward wall. Two scree currently occupy the engineering bay. They attack any living creature that disturbs them.
The farium fragments of two more scree cocoons (like those found in area C3) are scattered throughout engineering. They are worth 1,000 credits. In addition, a spare crystal oscillator worth 300 credits lies at the feet of the dead Jawa. Lastly, a PC who succeeds at a DC 8 Perception check can find a tactical arc emitter underneath one of the engineering consoles, dropped by one of the Acreon’s crew as they fled the ship. The weapon’s power cell has 12 charges remaining.
C5. Port Cargo Hold
The Acreon’s port cargo hold contains much of the ship’s supplies—extra food and water stores, replacement air filters, spare parts, and the like. There is also a shipping container approximately 8 feet square, addressed to the Imperial Embassy on Munt Ontdal. This is the “package” that Volero Drave asked the PCs to recover for him.
The container is sealed and has no manifest detailing its contents, but if the PCs are curious, they can attempt to open it with a DC 15 Technology check to disable a device (though the DC increases to 20 if the PCs don’t want to leave any trace of their tampering). Alternatively, the PCs can try to forcibly open the plastoid container (AC 8, HP 15, break DC 18).
If the PCs open the shipping container, they find inside a smaller metal plate sized almost like a coffin - an impression only heightened by the relief figure of a woman in an Imperial military uniform. A DC 13 Technology check reveals it as a block of carbonite with a human frozen within. As the PCs examine the block, an alarm tone sounds from one of the controls on its side. The carbonite begins to glow, then burn away, and the woman moves!
The carbonite frozen woman is Cmdr. Hebiza Eskolar. She is an officer of the Black Fleet, one of the splintered factions of the Old Empire that refuse to accept peace with the New Republic, and is considered a terrorist military threat. Unwilling (or perhaps unable) to openly enter New Republic space, Commander Eskolar was instead being shipped to Munt Ontdal as cargo - a somewhat risky proposition, forcing her to be frozen in carbonite for the duration of the journey.
When revealed, Eskolar tears off a pair of goggles (a protective measure against carbonite blindness) and is momentarily disconcerted until she realizes she is still on the Acreon and not Munt Ontdal. She soon regains her composure, however, and asks the PCs what is going on. If questioned, Eskolar introduces herself, though she doesn’t mention her rank or affiliation with the Black Fleet. A PC who succeeds at a DC 12 Lore check to recall information can recognize her uniform as that of a commander of the Imperial Navy, but even if confronted with this fact, Commander Eskolar neither confirms nor denies it.
If the PCs seem friendly, or if they inform her that they’re working for Volero Drave, Eskolar asks to be taken to the ambassador as soon as possible. If pressed, she claims that she’s traveling to Munt Ontdal to serve as a military attaché assigned to the Imperial Remnant diplomatic mission, but refuses to disclose anything else about the circumstances of her presence as “cargo” on the Acreon, her relationship with Ambassador Drave, or other business on the station.
Secure in her shipping container for the entire trip, Commander Eskolar has no knowledge of what transpired on the Acreon or what happened to the ship’s crew, or even the discovery of the Maelstrom Rock. She was sealed in carbonite on an Imperial outpost near Wild Space (though she’s evasive about which one) before being picked up by the Acreon, and she remained there until the PCs opened the shipping container.
Who is Hebiza Eskolar?
A decorated Imperial Naval officer, Commander Hebiza Eskolar has served the Empire for a decade. Well known among certain circles of Imperial officers, Eskolar is the widow of Captain Coronus Drave, a veteran death trooper commando who perished at the destruction of Burnin Konn. After the shattering of the Empire following Palpatine’s death, Eskolar felt her loyalties divided between the remnants accepting the Galactic Concordance and those who fought on. Serving in the Black Fleet near the Unknown Regions, she delved into intelligence records until she found the true nature of Operation Cinder. Her decision made, she contacted her brother-in-law Volero via secret backchannels and made a bold escape plan to ship herself in carbonite to Munt Ontdal undetected.
The PCs may find themselves in a conundrum when they encounter Commander Eskolar. Although the Black Fleet is a hostile faction that has refused the Galactic Concordance, the splintered status of the Empire makes her legal status unclear, and in any event, Eskolar claims diplomatic standing. Furthermore, a PC who succeeds at a DC 12 Lore check can recall no specific laws prohibiting the shipping of willing sentient species as cargo. As far as the PCs can likely tell, there may well be nothing illegal about delivering the officer to Drave - just as the ambassador claimed. At the same time, Eskolar is a ranking Imperial officer arriving under suspicious circumstances, and some PCs might not be able to overlook that fact, regardless of her legal status.
For her part, Commander Eskolar would prefer to return to wait in the cargo hold for the PCs to honor their agreement with Ambassador Drave and deliver her to the Imperial embassy. She produces a medical capsule of dactimectin, a short-term stasis drug that will reduce her body functions for several hours so she can return to her shipping container to complete delivery. She refuses to entertain any other ideas about getting her to the station or to Drave, especially if there’s any chance of Munt Ontdal’s security forces getting involved. Eskolar likewise declines to assist the PCs in their explorations of the Acreon and the Maelstrom Rock — they are not her problem, and she has her own business to attend to. If the PCs are overtly hostile, attempt to capture or restrain her (other than in her capsule), or threaten to turn her over to the New Republic or Munt Ontdal security, Eskolar responds with lethal force.
Commander Eskolar’s fate is in the hands of the PCs. The easiest way for them to resolve this encounter is to take Eskolar to Volero Drave as promised — though there’s likely no way to hide from the ambassador the fact that they learned the contents of his “cargo,” unless the PCs never open the shipping container at all. But that is not their only option; Eskolar won’t allow the PCs to arrest or capture her without a fight, but they could convince her that they plan to honor their agreement, only to hand her over to New Republic security when they return to Munt Ontdal (and if they reseal her in her shipping crate, Eskolar has little control over what they do with her). Lastly, of course, the PCs can simply kill the officer. Regardless of what the PCs decide to do, the result of their interaction with Commander Eskolar will have repercussions later in the campaign, so take note of the PCs’ actions in dealing with the Black Fleet officer.
If the PCs deliver Commander Eskolar to Volero Drave as agreed, award them 400 XP for completing the job. If they capture Eskolar and turn her over to security (whether locked in her shipping container or otherwise), award them 800 XP, as if they had defeated her in combat. If the PCs don’t open the container and never meet Eskolar, they gain no additional XP.
C6. Galley
The crew prepared and shared meals in this kitchen and eating area, though the quality of the preserved rations leaves something to be desired. A number of shredded ration wrappers are scattered on the ground, someone or something having devoured most of them, though three day's worth of emergency rations can be salvaged if the PCs open one of the cabinets. On a successful DC 14 Investigation check, the PCs can find a medpac stuffed haphazardly behind cleaning supplies under the sink.
C7. Crew Quarters
These four identical cabins served as shared living quarters for the Acreon’s crew. Each contains two simple bunks, a pair of lockers, a small sink, and the miners’ personal possessions. The door to one of the portside cabins (area C7a) is closed and barricaded from the inside and must be broken down to get inside (AC 8, HP 15, break DC 17). Up to two characters can cooperate to break down the door; this follows the same rules as using aid another for a skill check.
When news of the Acreon’s arrival and subsequent quarantine hit Munt Ontdal, a trio of Space Jawas found the prospect of looting the derelict ship irresistible. They stowed away on a ship that was passing close to the quarantine zone and launched themselves out of an airlock with jury-rigged handheld thrusters, and barely managed to reach the Acreon before their air ran out.
After refilling their air tanks from the Acreon’s supply, they began exploring the ship, but their scavenging was interrupted by the scree infesting the vessel. The Jawas’ blasters were ineffective against the scree, and one of the scavengers was slain almost immediately (its body lies in area C2), so the two survivors fled to one of the crew cabins (area C7a) and barricaded themselves inside.
The two Space Jawas are terrified of the scree and react violently to anyone breaking through their makeshift barricade. They fire their blasters wildly for 2 rounds before they realize their attackers are not scree, at which point they surrender and grovel for their lives, begging to be taken to safety. If it becomes clear the PCs don’t speak the Jawaese trade language, one of them manually types into a wristpad with a vocoder strapped to it, the strained robotic voice pleading “PLEASE SAVE. NO KILL.”
The Jawas didn’t have much time to explore the ship before the scree set upon them, but they did manage to scrounge a few items of value, including a fragmentation grenade, two stun grenades, a cryo grenade, a demolitions kit, a fusion cutter, and a set of constructor’s implements.In addition, PCs who search the crew quarters and succeed at a DC 11 Perception check can find a dropped computer key card (which can be used to access the ship’s computer system; see area C9 for details) and a credstick with 500 credits that one of the prospectors stashed under her bunk.
If the PCs don’t kill the Jawas outright, the creatures beg the PCs to take them with them. The Jawas are more than happy to aid the PCs in combat, though they’re likely more of a hindrance than a help. Outside of combat, they’re eager to tinker with the PCs’ gear, offering “helpful” suggestions on how they can boost a weapon’s damage output or upgrade the life support of a PC’s armor. Play up the Jawas as unruly, exasperating, destructive, looters that every once in a while might actually be useful — but don’t be too sad if they don’t survive for long. If the PCs rescue the Space Jawas and take them safely off the Acreon, award the PCs 400 XP, as if they had defeated the Jawas.
Space Jawa
Small humanoid (jawa), chaotic balanced
- Armor Class 12
- Hit Points 9 (2d6+2)
- Speed 35 ft.,
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 13 (+1) 11 (+0) 8 (-1)
- Skills Stealth +4, Survival +2, Technology +3
- Senses darkvision 60 ft., passive Perception 10
- Languages Jawaese, understands but cannot speak Galactic Basic
- Challenge 2 (450 XP)
Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.
Unstable Blaster. If the jawa rolls a natural 1 on a ranged attack using its light pistol, the pistol becomes unstable. If the pistol is unstable the jawa must use the Detonate Blaster action on its next turn, if the jawa does not use the Detonate Blaster action the blaster explodes at the end of its turn and the jawa takes 7 (2d6) fire damage and its light pistol is destroyed.
Actions
Light Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 4 (1d4+2) energy damage.
Vibrodagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit: 4 (1d4+2) kinetic damage.
Detonate Blaster (1/Day). The jawa overloads the energy cells of its light pistol and throws it at a point it can see within 20 feet. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The light pistol is then destroyed.
C8. Crew Storage
The door to this room is closed and trapped. Inside is a storeroom containing the crew’s personal mining and prospecting tools and other supplies.
One of the Acreon’s crew jury-rigged a laser blast trap on the door to the storeroom that fires a single-shot laser at the character who opens the door. The trap can be detected with a DC 16 Perception check; disabling the motion sensors with a DC 11 Technology check renders the laser inert. Whoever triggers the trap makes a DC 17 Dexterity save; on failure, they take 3d6 energy damage.
When the first scree broke out of its cocoon, one of the Acreon’s crew found and collected the cocoon’s fragments and placed them here. The resinous shards of farium have are worth 500 credits, and can be identified as the remains of an scree cocoon with a successful DC 12 Nature check. In addition, the PCs can find an incendiary cell, a traumakit, and three medpacs in the storeroom.
C9. Bridge
A wide transparisteel window stretches across the forward wall of this control room; twinkling lights in the distance are all that can be seen of Munt Ontdal and the ships of the merchant fleet surrounding it. The Acreon’s main bridge contains four stations equipped with consoles and controls for operating most of the ship’s systems and functions, including its computer system. Three scree are currently on the bridge. They attack any living creature they detect nearby. The farium fragments of three more scree cocoons are scattered throughout the bridge, and can be identified with a successful DC 12 Nature check. Together, the farium shards are worth 1,500 credits.
Most of the control consoles are powered down or on standby, but the PCs can access the basic, unsecured functions of the ship’s computer with a DC 10 Technology check to access the system (they can take 10 on this check). Success allows the PCs to remotely close (or open) any or all of the doors on the ship, including the airlock hatches, and repressurize the ship (which takes 1d4 minutes). They can also control the ship’s lighting, increasing the light level throughout the ship to normal light if they wish.
To access more advanced functions (such as the Acreon’s logs), the PCs must first slice into the ship’s secured computer files. The Acreon’s computer has a secure data module and firewall and lockout countermeasures. Slicing the system requires a successful DC 16 Technology check. If the PCs found the computer key card in area C7, it grants them a +5 bonus to the check. The ship’s log is contained in a secure data module kept behind a firewall, requiring a second Technology check to slice, this time with a DC of 17 (once again, the key card from area C7 grants a +5 bonus to the check).
Successfully slicing the firewall allows the PCs to access the secure data module and view the ship’s logs, but without root access, it does not enable them to manipulate the data in any way (such as copying or deleting it). See below if the PCs successfully access the Acreon’s logs.
The PCs can attempt to retry failed checks, though three failed attempts triggers the lockout for 1d6 hours. The lockout cannot be disabled, but it can be physically bypassed with a successful DC 16 Technology check. If the PCs fail any Technology check by 5 or more while using key card from area C7, the system automatically locks the key card’s access and it no longer provides its bonus.
If the PCs successfully access the ship’s log, they can learn some of what befell the Acreon’s crew. The logs detail the discovery of the Maelstrom Rock, the crew’s initial exploration of the asteroid’s surface and the strange “geodes” they found there. The captain then states that the crew was under attack from monsters that “hatched” from the geodes they brought back to the ship (the description of the monsters matches the scree that the PCs have already faced). The next entry is more hurried, and the sounds of combat are audible in the background. “There’s something else—it came from the rock!” the captain reports with more than a trace of panic in his voice. “We’re getting overwhelmed! I’m going to open the ship to vacuum—maybe that’ll slow them down!” The log’s final entry was recorded in engineering (area C4) and shows the captain in his space suit. “Purging the air didn’t work. I’ve set the autopilot to continue on to Munt Ontdal, but we’re abandoning ship. We’ll fall back to the rock and try to regroup there. Acreon out.” There are no further entries.
If the PCs successfully access the Acreon’s logs, award them 600 XP.
Act 3: Phantoms of the Maelstrom
Having found no traces of the Acreon’s crew aboard the derelict ship, the PCs’ next goal should be to explore the mysterious asteroid accompanying the ship, particularly if they were able to access the ship’s log and learned that the crew abandoned ship and fled to the Maelstrom Rock. The PCs can either return to the Hippocampus and land the shuttle on the asteroid, or they can exit the Acreon through its aft airlock and make their way along the tow cables connecting the Maelstrom Rock to the ship.
Departure of the Hippocampus
Shortly after the PCs enter the Maelstrom Rock, the Hippocampus (if it was not disabled or destroyed) automatically leaves on autopilot to return to Munt Ontdal — a detail Volero Drave failed to mention to the PCs. Station authorities only agreed to loan Drave the shuttle to take the PCs to the Acreon, not bring them back. Concerned that the PCs might discover something dangerous on the ship or the asteroid that could threaten the entire station if they brought it there — the same reason they quarantined the Acreon in the first place — the authorities decided to wait and see what, if anything, the PCs found first. If there were no problems, they could always send the shuttle back to pick up the PCs. It doesn’t matter when (or even if) the PCs find out that the Hippocampus has left, as long as it’s too late for them to do anything about it. It does mean that the PCs are stuck on the Maelstrom Rock for the time being.
D. THE MAELSTROM ROCK
The Maelstrom Rock seems to be nothing more than a small, nondescript asteroid, but it is actually a fragment of the ancient superweapon once known as the Stellar Degenerator. Essentially vacant for millennia (except for a solitary security robot that has barely managed to withstand the ravages of time), the Maelstrom Rock has acquired a few new inhabitants since it was dragged out of the Infinite Empire and into the Maelstrom. In fact, the crew of the Acreon weren’t even the first humans to discover the asteroid.
Seventy-five years ago, a human explorer named Cyra Kreeg came across the Maelstrom Rock during her own exploration of the Kessel Sector. She landed her ship, the Sunrise Maiden, and set out to explore the asteroid, unaware that her ship had picked up a stowaway in the Maelstrom — a strange creature native to the void known as a starweird. The starweird attacked Jedi Kreeg on the Maelstrom Rock, and the explorer soon died of her wounds. The starweird took up residence in the abandoned chambers within the asteroid, while a parasitic cloud of gundravian hookspores - which Kreeg was unknowingly host to in life - merged consciousness with the Jedi’s body and kyber crystal, creating an undead creature sensitive in the Force.
Decades later, the cocoons of a small pack of hibernating scree landed on the Maelstrom Rock. There they remained until awoken by the arrival of the Acreon’s crew. Once the scree infested the prospecting ship, the crew retreated to the Maelstrom Rock, where
they found a tunnel leading into the asteroid’s interior. The crew took shelter there, not knowing that they had been infected with the fungal hookspores. Now the remaining members of the Acreon’s crew persist as undead hosts to the now-sentient cloud of hookspores that infected Cyra Kreeg.
Nevertheless, the starweird remains the undisputed master of the Maelstrom Rock. It doesn’t care about the undead that now share its home, but since the Acreon towed the asteroid out of the Maelstrom and into normal space, the starweird is cut off from the energy that sustains it, and it is eager to feed on living prey—such as the PCs.
The Maelstrom Rock is a rocky asteroid only a few thousand feet in diameter with an unremarkable, irregular surface. If a PC succeeds at a DC 11 Technology check while scanning the Maelstrom Rock with the Hippocampus’s sensors, they learn that the asteroid has no atmosphere and is primarily composed of rock and metal. Strangely, the sensors can pick up no additional information, as if the Maelstrom Rock itself is interfering with the sensor readings.
To learn more, the PCs can use the Hippocampus’s sensors to visually survey the Maelstrom Rock in greater detail, or they can physically explore the surface of the asteroid. If a PC succeeds at a DC 10 Nature check to recall knowledge while inspecting the asteroid, they notice one unusual feature: one side of the Maelstrom Rock seems to have been sheared cleanly off, as if it was once part of a larger planetoid or celestial body. With a result of 13 or higher on the check, she gleans another odd detail: unlike on most asteroids, no impact craters mar the Maelstrom Rock’s surface, as if it had been somehow protected from the ravages of space for millions of years.
If the PCs succeed at a DC 12 Perception check while studying or exploring the Maelstrom Rock, they find a rocky overhang concealing a cave entrance that seems to lead inside the asteroid. The cave does indeed become a tunnel that bores into the Maelstrom Rock’s interior, leading to areas D1 and D2. (The other entrances to the Maelstrom Rock’s interior, in areas D3 and D9, are considerably more difficult to find and are further concealed by the asteroid’s sensor-blocking properties.)
The following are standard features of the Maelstrom Rock. There is no atmosphere inside the asteroid, and the tunnels and rooms are completely dark unless otherwise indicated. There is also no gravity in areas D1 through D5 or the tunnels connecting those chambers, though the natural walls in those areas are rough enough to provide plenty of handholds. On the other hand, areas D6 through D9 (and their connecting corridors) enjoy standard gravity, courtesy of the ancient Rakatan technology buried deep within the Maelstrom Rock. Unless otherwise noted, corridor and tunnel ceilings are 15 feet high, while caverns and rooms have 30-foot-high ceilings. For rules regarding gravity, see Appendix F: Rule Variants.
D1. Crashlander
Any PC who succeeds at a DC 5 Nature check can determine that the cavern (and the surrounding tunnels) is not a natural formation, but was excavated from the rock of the asteroid. The cavern is otherwise unremarkable.
After the space battle between the Hippocampus and the Stiletto, the interceptor’s pilot, Zurok, made his way to the Maelstrom Rock, either crashing his ship on the asteroid if the PCs won that battle, or landing there if he was victorious. Either way, he plans to make sure the PCs never leave.
Zurok hides behind a large boulder at the far western side of the chamber, and keeps his sniper rifle trained on the entrance to the cavern. If the PCs enter the cavern, they can attempt to notice him with a Perception check opposed by Zurok’s Stealth check. If the Gand scout remains hidden, the PCs have the surprised condition for one round and Zurok uses the hologram tech power to create a visual clone of himself as a distraction, before opening fire on the PCs in subsequent rounds.
Zurok
Medium humanoid (gand), chaotic balanced
- Armor Class 15 (mesh armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 15 (+2) 13 (+1) 12 (+1)
- Skills Perception +5, Piloting +4, Technology +4
- Damage Resistances poison
- Senses passive Perception 15
- Languages Galactic Basic, Gand
- Challenge 2 (450 XP)
Alert. Zurok can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from Zurok.
Evasion. If Zurok is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Zurok instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Findsman. Zurok has advantage on Wisdom (Perception & Survial) checks made to locate his prey.
Gand Resilience. Zurok has advantage on saving throws against poison.
Lungless. Zurok does not have to breathe and is immune to any affects that rely on breathing.
Actions
Multiattack. Zurok makes two attacks with his hold-out or two attacks with his vibrodagger.
Hold-out. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4+4) energy damage.
Sniper Rifle. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 10 (1d12+4) energy damage.
Vibrodagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) kinetic damage.
Holoemitter (3/day). As an action, Zurok can cast the hologram Tech power.
If the PCs capture and interrogate Zurok, he admits that he was hired to kill them, although he doesn’t know who his employer is, since they used shell companies to hire him (though it shouldn’t be too hard for the PCs to guess who was behind the attack). At this point, he wishes the PCs no further ill will: he’s already fulfilled his Findsman duty in locating them, and he’s made two honest attempts to kill them to no avail. He’s willing to let bygones be bygones.
Zurok knows nothing about either the Acreon or the Maelstrom Rock other than the rumors circulating on Munt Ontdal, nor does he care. He has no interest in helping the PCs in combat or with their explorations, though if the Stiletto crashed, he might offer his aid in exchange for passage off the Rock. Otherwise, the PCs will need to persuade him (and offer her payment of at least 500 credits) to join them—if they feel they can trust him.
D2. Missing Crewman
The corpse is that of a human male. It’s still wearing a suit with a patch that reads “ACREON,” identifying it as a member of the mining ship’s crew. A PC who inspects the body and succeeds at a DC 12 Medicine check determines that the man died of his wounds shortly after the crew retreated here.
The dead crew member is wearing a mesh armor suit with a charging reinforcement upgrade and is holding an empty survival flare gun. An incendiary charge on his person has been ripped open and is leaking a greenish chemical which is rapidly sublimating, filling the room with green gas.
A DC 14 Technology check identifies the gas as baradium, an explosive compound used in mining charges. Baradium turns gaseous when exposed to certain temperatures, and is extremely volatile in this state. Active attempts to use electrical or energy devices, such as lightsabers or tracker droids, will ignite the gas. All creatures in the room must make a DC 12 Dexterity save. On failure, they take 2d6 damage; on success, half.
D3. Cavern of the Void
The nature of the plating on the corridor walls can be identified with a successful DC 12 Technology or Nature check (see area D6 for more details). The northern corridor goes in a perfectly straight line for about 100 feet until it ends at a hole facing the void of space (the corridor once connected to other portions of the Stellar Degenerator, before the Maelstrom Rock was sheared off).
One of the unfortunate crew of the Acreon, now host to a parasitic cloud of fungal gundravian hookspores, wanders this cavern. The prospector is wearing a space suit, but the lower half of its helmet is shattered, revealing a sheared-off jaw. The undead attacks anyone entering the cavern.
Hookspore Host
Medium plant, unaligned
- Armor Class 10
- Hit Points 13 (3d8)
- Speed 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+2) 10 (+0) 2 (-4) 6 (-2) 1 (-5)
- Condition Immunities blinded, charmed, frightened, paralyzed
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 1/8 (25 XP)
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage
D4. Lost in the Maelstrom
This chamber is similar to the other excavated caverns within the Maelstrom Rock, with tunnels exiting to the north, west, and southeast. The corridors to the north and west are finished and paneled. The northern passage ends after about 50 feet, where the ceiling has collapsed in a wall of fallen rock (like the northern corridor in area D3, this corridor once connected to other areas of the Stellar Degenerator).
This room hosts a sentient cloud of gundravian hookspores that have merged with the consciousness of their previous host. The creature possesses the identify of Cyra Kreeg, a Jedi explorer and captain of the Sunrise Maiden, who first discovered the Maelstrom Rock 75 years ago. Her body lies in area D7; her ship is parked where she left it, in area D9. The spore cloud had been trapped in the tiny chamber that contains Kreeg's corpse since she died 75 years ago, but when the Acreon towed the Rock out of the Maelstrom a few days ago, it was finally freed—the spores left the host body and she became a sentient cloud, able to pass through doors and walls. Disoriented in its new incorporeal state and sentience, the spore cloud relives Jedi Kreeg's last moments, aimlessly haunting the chambers of the Maelstrom Rock ever since, but loath to venture far from the Jedi's physical remains. If the PCs have already found Cyra’s body in area D7, they can recognize the Force spirit form she takes as the same person—or at least what’s left of her.
The spore cloud’s decades of confinement and lifeless existence have engendered a hatred for life in what’s left of its warped sentience. Still fixated on the circumstances of Kreeg's death, it avoids the starweird in area D9, but attacks any living creature that enters the cavern and chases fleeing foes throughout the asteroid, passing through walls to cut off its victims’ flight.
Hookspore Cloud
Medium plant, chaotic dark
- Armor Class 12
- Hit Points 36 (8d8)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 11 (+0) 13 (+1) 13 (+1) 18 (+4)
- Damage Vulnerabilities psychic
- Damage Resistances energy and kinetic from unenhanced attacks
- Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, prone, restrained
- Senses blindsight 60 ft. (blind beyond this radius)
- Languages Durese, Galactic Basic, Sy Bisti
- Challenge 3 (700 XP)
Hookspore Swarm. The spore cloud can occupy another creature's space and vice versa, and she can move through any opening, even imperceptible cracks.
Forcecasting. The spore cloud is a 6th-level forcecaster. Her forcecasting ability is Charisma (power save DC 14, +6 to hit with force attacks) and she has 28 force points. It knows the following force powers:
At-will: burst, denounce, enfeeble, shock
1st-level: curse, fear, malacia, sap vitality
2nd-level: affliction, dark shear, mind spike
3rd-level: choke, Force lightningActions
Force Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) force damage.
Possession (Recharge 6). One humanoid that the spore cloud can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by her; the cloud then disappears, and the target is incapacitated and loses control of its body. The cloud now controls the body but doesn't deprive the target of awareness. The spores can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the cloud ends it as a bonus action, or the spores are forced out by an effect like the improved restoration force power. When the possession ends, the cloud reappears in an unoccupied space within 5 feet of the body. The target is immune to the spore cloud's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
D5. Final Fate of the Acreon’s Crew
Two hookspore zombies — the last of the Acreon’s crew — inhabit this cavern. If the PCs were able to access the Acreon’s logs (see area C9), they can recognize one of the void bodies as the captain of the ship. The undead launch themselves toward any intruders, howling with rage.
One of the zombies is still carrying a credstick with 470 credits. In addition, an ion rifle and needler float in this chamber, dropped by the dead crewmen after their transformation. Both weapons are depleted of charges and ammunition.
D6. Mysterious Machinery
This room was a supplementary maintenance and monitoring station for the Stellar Degenerator. The lights on the machinery provide dim light in this room. A PC who examines the walls and succeeds at a DC 11 Technology check can determine that the wall panels are some sort of ceramic-metallic plating that is as strong and durable as beskar, but is itself a substance unknown to galactic material science. A PC who succeeds at a DC 12 Perception check notices that the lower portion of a wall panel in the northwest corner is actually a concealed hatch that blocks off area D7.
The equipment in the room is ancient Rakatan machinery that blends the Force and technology. Both sense Force and detect enhancement identify the machinery as hybrid technology, but not its purpose. A PC who studies the machinery can attempt to identify it with a DC 23 Technology or Force-casting check to identify technology or the Force. If successful, the PC realizes that it is advanced technology of a type not seen in the galaxy at present and that it seems to primarily deal with monitoring the status and operation of larger, unknown systems located elsewhere.
The PCs can also attempt to decipher the symbols on the wall panels with a DC 23 Lore check. If successful, they can recognize them as error messages and warning indicators in an unknown language. It’s impossible to divine the exact nature of the errors and warnings, however, even with magic — there’s simply not enough context or information (for the same reason, a PC who fails the Culture check by 10 or more doesn’t misconstrue the meaning of the symbols; she’s simply unable to decipher them). Whatever the language is, it is not a registered language known to protocol droids.
An ancient Kwa security droid patrols this room. It has mostly remained on standby for the millions of years since the Stellar Degenerator was forgotten. The droid reactivated when sensors detected intruders on the Maelstrom Rock (the starweird and Cyra Kreeg). The millennia have not been especially kind to the robot, and the toll of years has damaged and weakened it. The robot attacks any non-Kwa trespassers (which effectively means anyone), and fights until destroyed, but it does not leave this chamber.
Kwa Security Droid
Medium droid, neutral balanced
- Armor Class 16 (natural armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 15 (+2) 13 (+1) 10 (+0) 10 (+0)
- Damage Vulnerabilities ion
- Damage Resistances necrotic
- Damage Immunities poison, psychic
- Condition Immunities exhaustion, frightened, paralyzed, poisoned, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Galactic Basic, Kwa
- Challenge 2 (450 XP)
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Multiattack. The security droid makes two attacks.
Integrated Blaster. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d6+4) energy damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.
The security droid’s design clearly has no origin among any contemporary species. If the PCs defeat or disable the robot, they can sell it as a curiosity to a scholar or collector for 2,000 credits.
While much of the electronics and machinery in this room appears operational, it’s essentially nonfunctional. The PCs can try to operate some of it, but anything they try has no effect, since the Maelstrom Rock is no longer connected to the Stellar Degenerator. Removing any of this machinery requires cutting into the walls and irrevocably damaging the equipment, negating any value it might have.
D7. Sealed Bolthole
The closed hatch to this room has been barricaded from the inside and must be broken down before the PCs can enter (AC 10, HP 30, break DC 18, Technology DC 19). This small chamber was once a storage area for spare parts and small maintenance and repair robots, but it is now empty save for the dead body of Jedi Knight Cyra Kreeg, captain of the Sunrise Maiden, who first discovered the Maelstrom Rock 75 years ago. Wounded and chased through the asteroid by the starweird, Cyra found this room and hid inside. She barricaded the hatch behind her, but that proved little barrier to the starweird, given its ability to phase through walls.
Cyra used her personal shield generator to keep the starweird at bay, but when the battery eventually ran out of power, she killed herself to avoid whatever fate the monster had in store for her. The gundravian hookspores, which Cyra had unknowingly been host to in life, merged with her consciousness and rose as a sentient, Force-sensitive creature. The hookspore Cyra Kreeg can now be found in area D4; if the PCs have already encountered Kreeg there, they can recognize the body here as belonging to the Force ghost. If the PCs inspect the body, numerous wounds are visible, but the cause of death appears obvious: a lightsaber beam burned through the heart.
The PCs can salvage Jedi Kreeg’s gear from her body. It’s still wearing a fiber armor suit with a personal shield generator, though the generator’s battery is depleted. The body also carries a Ring of Apprentice Force Storing with two charges of Restoration and a personal datapad. Cyra’s lightfoil lies on the floor next to her outstretched hand.
Cyra Kreeg recorded her final message to posterity on her datapad before she died. The datapad’s battery is dead, but if the PCs provide a new power source, they can access the unsecured computer with a successful DC 10 Technology check and find out what happened to Cyra.
In the recording, Cyra identifies herself as an explorer for the Jedi Order, and briefly relates her discovery of a strange asteroid in the Maelstrom. She landed her ship in a cavern on the asteroid and began exploring other chambers inside it, but she was attacked by a terrifying monster that seemed to consume life energy and could walk through walls. Wounded and unable to escape the monster, Cyra managed to modify her armor’s force field to extend in a bubble around her, as the monster seemed unable to pass through the force field. Nevertheless, Cyra realized her force field would eventually run out of power, and the monster would finally be able to reach her. She ends the recording with the following.
“I can sense it. This is the end of my physical existence. Not everyone, not even Jedi, can foresee their deaths. It’s a blessing, I suppose. I will live on in the Force. But I won’t let that dark creature corrupt my spirit.” The Jedi knight lifts her lightsaber. “When my shield fails, I will fight. But when it comes to it, I will make myself one with the Force.”
“This is my last will and testament. To whoever finds this recording, I leave the Sunrise Maiden to you. It’s a good ship, and no matter where I’ve gone, it’s always brought me home... until now. If you treat it right, it’ll do the same for you. Leave this crude matter where you found it - we are luminous beings, and I will go on in the Force - but the Maiden deserves to keep flying.” Kreeg takes a deep breath and ends the recording.
The Sunrise Maiden remains in area D9, where Cyra Kreeg left it 75 years ago.
D8. Ancient Control Room
The various lights and controls on the machinery in this room provide dim light. This chamber seems torn between two worlds—its southeastern half is an unfinished rock wall, while the northeastern portion of the room is finished with the same ceramic-metallic plating found in area D6. An auxiliary control room for the Stellar Degenerator, this chamber contains similar hybrid technomagical machinery that can be identified and interacted with as described in area D6, though successfully identifying the technology reveals that it has control functions rather than simple status monitoring. In fact, a complex control panel is built into the north wall that may allow the PCs to learn more about the Maelstrom Rock and its original function, if they can access the controls.
The PCs can attempt to access the control console by slicing into the control room’s computer system, requiring a successful DC 19 Technology check and three full actions. If the PCs fail the check by 5 or more, it triggers a malfunction in the console (see below), but they can try again. If successful, they gain access to the system (or what’s left of it), but there’s another obstacle to overcome—understanding the alien programming.
Interpreting the complex code requires a successful DC 23 Lore check to decipher it. Alternatively, the translation program Tech power allows a PC to automatically understand the data. If successful, the PCs learn that the equipment in this room is designed to operate minor subsystems of some larger structure or device, though the control room is no longer connected to that structure. The exact nature of the missing structure remains a mystery, though references to systems such as “Backup Power Transmission,” “Maneuvering Thrusters,” and “Auxiliary Fire Control” hint that it may have been some sort of space-based weapon system. In addition, the data reveals that these systems and the control room itself are incredibly ancient—possibly tens of thousands of years old.
In fact, it appears that the Maelstrom Rock is not just an asteroid that was repurposed as a control center, but that it was a part of the larger structure that was designed and artificially constructed at the same time as the machinery and controls here. And if all that is true, then the Maelstrom Rock represents a find of major significance, for not only is it a piece of heretofore-unknown technology of exceedingly advanced age, but the larger structure it was once a part of may still be somewhere among the stars, just waiting to be discovered!
If the PCs fail the Lore check to decipher the data by 8 or more, they might misinterpret the information in some way—they may think this is a control room for some sort of massive power plant, or perhaps that the Maelstrom Rock is a strange type of starship. If this is the case, they’ll need to rely on someone else (such as General Syndulla or Ambassador Drave) to later interpret the data to learn the real secrets of the Maelstrom Rock!
If anyone fails the Technology check to access the control console by 5 or more, the console malfunctions and sparks with electricity, shocking the triggering creature. The target takes 6d6 lightning damage, or half on a successful DC 11 Dexterity save.
If the PCs learn that the Maelstrom Rock is likely a portion of a larger structure or weapon, award them 600 XP.
D9. Starship Grotto
The ceiling of this room is 60 feet high. This cavern was in fact designed as a docking bay of sorts—one of many on the Stellar Degenerator. The ship parked inside the cavern is the Sunrise Maiden, the ship of Jedi Knight Cyra Kreeg (see area D7), left here 75 years ago. Cyra found the hangar doors open when she first discovered the asteroid, and she landed the Sunrise Maiden in the landing bay. After finding a small control panel in the cavern, Kreeg managed to close the doors, sealing her ship inside. From the outside, the doors are disguised from sensors and sight by powerful holograms that render them indistinguishable from the surface of the Maelstrom Rock. The pair of bodies on the floor are the Acreon’s last two missing crew members.
A rare creature native to the void of space called a starweird has chosen this cavern as its lair. Originally brought to the Maelstrom Rock from the Garag Asteroid Cluster outside of Kessel, the starweird took up residence in the asteroid. It lived here for decades, feeding on hyperspace energies. When the crew of the Acreon discovered the Maelstrom Rock and explored the asteroid’s surface, the starweird sensed their presence in the Force and started hunting them instead. The creature herded the miners through the asteroid’s corridors and into its lair, where it consumed their Force energy and left them dead in the hangar.
Since the Maelstrom Rock was brought into realspace, the starweird can no longer sustain itself on hyperspace energy, and there’s no live prey left on the asteroid—except for the PCs. The starweird likely detects the PCs’ presence before they even enter the cavern, and it’s eager to feed again.
Garag Starweird
Medium abberation, chaotic dark
- Armor Class 15 (natural armor)
- Hit Points 75 (10d8+30)
- Speed 30 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
- Saving Throws Wis +5, Cha +5
- Skills Athletics +5, Stealth +8, Survival +5
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages understands Galactic Basic but can't speak, telepathy 100 ft.
- Challenge 4 (1,100 XP)
Force Resistance. The starweird has advantage on saving throws against force powers.
Phase Shift. The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.
Shock Susceptibility. If the starweird takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Space-borne. The starweird can survive in the vacuum of space.
Actions
Multiattack. The starweird makes two attacks with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage plus 3 (1d6) necrotic damage.
Life Leech. The starweird targets one creature it can see within 30 feet of it, if the target isn't a construct, droid or undead, it must succeed on a DC 14 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one and the starweird gains temporary hit points equal to the damage dealt.
The starweird attacks the PCs as soon as they enter the grotto. If any of the PCs are Force users, the starweird focuses its attention on them — the creatures seem to have a hatred for those connected to the Force. As it leeches their life energy away, it telepathically shrieks in some combination of ecstasy and fury. If reduced to fewer than 25 Hit Points, the starweird attempts to flee, phasing through walls if necessary.
If the PCs search the cavern, they can find several unusual art objects that the starweird has collected from myriad civilizations over the years while hunting in the galaxy. Ranging from bizarrely unsettling to delicately exquisite, these examples of exotic fine art are worth a total of 2,000 credits. Of course, the biggest treasure here is the Sunrise Maiden itself. The ship is detailed on the following page, but its cargo holds contain salvageable trade goods that are worth another 2,000 credits.
The PCs can easily recognize the Sunrise Maiden as a Loronar medium transport, a common (though somewhat outdated) model of starship known for its toughness and dependability. If the PCs found Cyra Kreeg’s last will and testament in area D7, then the Sunrise Maiden is legally theirs now. If the PCs didn’t find Jedi Kreeg’s body, they can still learn of her fate when they investigate the ship. Cyra also transmitted her final message (see area D7) to the ship’s computer, and a flashing display on one of the Sunrise Maiden’s bridge consoles indicates the presence of the recorded message, which the PCs can easily play back. In addition, they can use the recording’s metadata to pinpoint the Jedi’s location in area D7 and find her body at this point, if they wish. In any case, with the departure of the Hippocampus (which the PCs might only discover at this point; see page 29), the Sunrise Maiden is the PCs’ only way off the Maelstrom Rock.
A PC can find the control panel to open the grotto’s hangar doors with a successful DC 10 Perception check while searching the grotto. Operating the doors requires a successful DC 13 Technology check to slice the controls or DC 15 Security Kit check to disable the device. Once the doors are open, the PCs can fire up the Sunrise Maiden’s power core, warm up the thrusters, and take off to head back to Munt Ontdal.
If the starweird managed to escape the PCs, it might stow away on the Sunrise Maiden, hoping the ship eventually returns. The next time the ship enters hyperspace, the starweird can emerge from hiding to attack the PCs when they least expect it. Award the PCs 600 XP for inheriting the Sunrise Maiden and acquiring their own ship.
CONCLUDING THE ADVENTURE
If the PCs have not yet fully explored all of the chambers within the Maelstrom Rock, they can do so at this point—the Sunrise Maiden can wait until they’re ready to return to Munt Ontdal. The abandoned starship is designed to serve as the PCs’ personal ship and home base for the remainder of the campaign. Although it’s currently a tier 1 starship, the Sunrise Maiden can advance in capability along with the PCs, and will hopefully develop a personality of its own over the course of the campaign, possibly becoming as much of a character as each of the PCs!
Of course, the Acreon and the Maelstrom Rock remain contested between the Mining Collective and the Akkadese Miners Guild, and the PCs might still have unfinished business of their own to attend to, most notably the fate of Commander Hebiza Eskolar and the PCs’ own deal with Ambassador Volero Drave. Unfortunately, the PCs are not going to manage to keep what they discovered about the true nature of the Maelstrom Rock secret, even if they want to. Unbeknownst to the PCs, the data cards that Drave gave them for down payment had active recording programs on them, collecting all the audio of their adventure on the Rock, and he’s edited the files for release to the press. When the PCs eventually arrive back on the station, they’ll find the docking bay filled with journalists and hovercams. Ambassador Drave awaits, ready to hold a press conference that emphasizes not only the heroics of the PCs, but also his role as arbiter between the conflicting mining organizations - just the press story the recovering Imperial Remnant needs.
But all of these concerns must wait for now, for as soon as the PCs leave the Maelstrom Rock, they come under attack from another starship lying in wait for them outside the asteroid. The PCs’ battle with this mysterious ship, and their efforts to learn more about the Maelstrom Rock and its origins, kicks off the next exciting installment of the Dead Suns campaign, “Temple of the Twelve.”
Appendix A: Maps
Unlabeled maps for this adventure are linked below.
Docking Bay 94
Fusion Queen
The Acreon
The Maelstrom Rock
Appendix B: Monster Stat Blocks
Listed in order of appearance.
Munt Ondal Gang Member
Medium humanoid (any), any dark alignment
- Armor Class 11
- Hit Points 11 (2d8+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 12 (+1) 9 (-1) 11 (+0) 8 (-1)
- Skills Deception +1, Intimidation +3
- Senses passive Perception 10
- Languages Galactic Basic
- Challenge 1/8 (25 XP)
Actions
Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 3 (1d4+1) energy damage.
Techaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.
Jabaxa
Small humanoid (squib), lawful dark
- Armor Class 12 (combat suit)
- Hit Points 17 (5d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 11 (+0) 13 (+1) 12 (+1) 14 (+2)
- Skills Deception +4, Insight +3, Perception +5, Persuasion +4
- Senses passive Perception 15
- Languages Galactic Basic, Squibbian
- Challenge 2 (450 XP)
Keen Smell. Jabaxa has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. Jabaxa can take the Disengage or Hide action as a bonus action on each of his turns.
Persuasive. Jabaxa has advantage on Charisma (Persuasion) checks.
Actions
Multiattack. Jabaxa makes three attacks with his hold-out or three attacks with his vibrodagger.
Hold-out. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4+1) energy damage.
Vibrodagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) kinetic damage.
Get 'Em. Jabaxa targets one ally he can see within 30 feet of him. if the target can see and hear Jabaxa, the target can make one weapon attack as a reaction.
Ferani Nadaz
Medium humanoid (human), chaotic dark
- Armor Class 12
- Hit Points 22 (4d8+4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 17 (+3) 11 (+0) 9 (-1)
- Skills Lore +5, Technology +5,
- Senses passive Perception 10
- Languages Galactic Basic
- Challenge 1/2 (100 XP)
Combat Tracking. As a bonus action, Ferani can designate a target she can see within 30 feet, until the start of her next turn she has a +2 bonus to attack rolls against that target.
Actions
Slug Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) kinetic damage.
Techaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.
Vrokilayo Hatchbuster
Medium humanoid (chistori), neutral dark
- Armor Class 15 (weave armor)
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 15 (+2) 9 (-1) 10 (+0) 11 (+0)
- Skills Athletics +6
- Senses darkvision 60 ft., passive Perception
- Languages Chistori, Galactic Basic
- Challenge 2 (450 XP)
Aggressive. As a bonus action, Vrokilayo can move up to his speed toward a hostile creature that he can see.
Awesome Blow. As a bonus action, when Vrokilayo hits with a melee attack and the target is Large or smaller, he can force the target to make a DC 14 Strength saving throw, pushing them back 10 feet on a failure.
Savage Attacks. When Vrokilayo scores a critical hit with a melee weapon attack, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Assault Cannon. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d10+2) energy damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.
Vibromace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) kinetic damage.
Burst. Vrokilayo targets a point that he can see within 320 feet of him. Each creature in a 10-foot cube area centered on that point must succeed on a DC 12 Dexterity saving throw or take 7 (1d10+2) energy damage. If the targeted area is beyond 80 feet affected targets have advantage on the save.
Scree
Medium beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 19 (3d8+6)
- Speed 20 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 3 (-4) 11 (+0) 3 (-4)
- Senses darkvision 60 ft., passive Perception 10
- Languages -
- Challenge 2 (450 XP)
Flyby. The scree doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Space-borne. The scree can survive in the vacuum of space.
Actions
Corrosive Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage plus 4 (1d8) acid damage, or 8 (2d4+3) kinetic damage plus 9 (2d8) acid damage if the target is an object or structure.
Space Jawa
Small humanoid (jawa), chaotic balanced
- Armor Class 12
- Hit Points 9 (2d6+2)
- Speed 35 ft.,
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 13 (+1) 11 (+0) 8 (-1)
- Skills Stealth +4, Survival +2, Technology +3
- Senses darkvision 60 ft., passive Perception 10
- Languages Jawaese, understands but cannot speak Galactic Basic
- Challenge 2 (450 XP)
Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.
Unstable Blaster. If the jawa rolls a natural 1 on a ranged attack using its light pistol, the pistol becomes unstable. If the pistol is unstable the jawa must use the Detonate Blaster action on its next turn, if the jawa does not use the Detonate Blaster action the blaster explodes at the end of its turn and the jawa takes 7 (2d6) fire damage and its light pistol is destroyed.
Actions
Light Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 4 (1d4+2) energy damage.
Vibrodagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit: 4 (1d4+2) kinetic damage.
Detonate Blaster (1/Day). The jawa overloads the energy cells of its light pistol and throws it at a point it can see within 20 feet. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The light pistol is then destroyed.
Hebiza Eskolar
Medium humanoid (human), lawful dark
- Armor Class 15 (mesh armor)
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 18 (+4) 11 (+0) 14 (+2)
- Skills Piloting +6, Technology +6
- Senses passive Perception 10
- Languages Galactic Basic
- Challenge 1 (200 XP)
Techcasting. Hebiza Eskolar is a 3rd-level techcaster. Her techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and she has 14 tech points. Hebiza knows the following tech powers:
At-will: electro shock, encrypted message, rime shot
1st-level: energy shield, homing rockets, repair droid, smoke cloud
2nd-level: acid dart, magnetic fieldActions
Multiattack. Hebiza Eskolar makes two attacks with her blaster carbine, or two attacks with her techblade.
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, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Zurok
Medium humanoid (gand), chaotic balanced
- Armor Class 15 (mesh armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 15 (+2) 13 (+1) 12 (+1)
- Skills Perception +5, Piloting +4, Technology +4
- Damage Resistances poison
- Senses passive Perception 15
- Languages Galactic Basic, Gand
- Challenge 2 (450 XP)
Alert. Zurok can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from Zurok.
Evasion. If Zurok is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Zurok instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Findsman. Zurok has advantage on Wisdom (Perception & Survial) checks made to locate his prey.
Gand Resilience. Zurok has advantage on saving throws against poison.
Lungless. Zurok does not have to breathe and is immune to any affects that rely on breathing.
Actions
Multiattack. Zurok makes two attacks with his hold-out or two attacks with his vibrodagger.
Hold-out. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4+4) energy damage.
Sniper Rifle. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 10 (1d12+4) energy damage.
Vibrodagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) kinetic damage.
Holoemitter (3/day). As an action, Zurok can cast the hologram Tech power.
Hookspore Host
Medium plant, unaligned
- Armor Class 10
- Hit Points 13 (3d8)
- Speed 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+2) 10 (+0) 2 (-4) 6 (-2) 1 (-5)
- Condition Immunities blinded, charmed, frightened, paralyzed
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 1/8 (25 XP)
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Hookspore Cloud
Medium plant, chaotic dark
- Armor Class 12
- Hit Points 36 (8d8)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 11 (+0) 13 (+1) 13 (+1) 18 (+4)
- Damage Vulnerabilities psychic
- Damage Resistances energy and kinetic from unenhanced attacks
- Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, prone, restrained
- Senses blindsight 60 ft. (blind beyond this radius)
- Languages Durese, Galactic Basic, Sy Bisti
- Challenge 3 (700 XP)
Hookspore Swarm. Cyra can occupy another creature's space and vice versa, and she can move through any opening, even imperceptible cracks.
Forcecasting. Cyra Kreeg is a 6th-level forcecaster. Her forcecasting ability is Charisma (power save DC 14, +6 to hit with force attacks) and she has 28 force points. Cyra knows the following force powers:
At-will: burst, denounce, enfeeble, shock
1st-level: curse, fear, malacia, sap vitality
2nd-level: affliction, dark shear, mind spike
3rd-level: choke, force screamActions
Force Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) force damage.
Possession (Recharge 6). One humanoid that Cyra can see within 5 feet of her must succeed on a DC 14 Charisma saving throw or be possessed by her; Cyra then disappears, and the target is incapacitated and loses control of its body. Cyra now controls the body but doesn't deprive the target of awareness. Cyra can't be targeted by any attack, spell, or other effect, and she retains her alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. She otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Cyra ends it as a bonus action, or Cyra is forced out by an effect like the improved restoration force power. When the possession ends, Cyra reappears in an unoccupied space within 5 feet of the body. The target is immune to Cyra's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Garag Starweird
Medium abberation, chaotic dark
- Armor Class 16 (natural armor)
- Hit Points 75 (10d8+30)
- Speed 30 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
- Saving Throws Wis +5, Cha +5
- Skills Athletics +5, Stealth +8, Survival +5
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages understands Galactic Basic but can't speak, telepathy 100 ft.
- Challenge 5 (1,800 XP)
Force Resistance. The starweird has advantage on saving throws against force powers.
Phase Shift. The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.
Shock Susceptibility. If the starweird takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Space-borne. The starweird can survive in the vacuum of space.
Actions
Multiattack. The starweird makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage plus 3 (1d6) necrotic damage.
Life Leech. The starweird targets one creature it can see within 30 feet of it, if the target isn't a construct, droid or undead, it must succeed on a DC 14 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one and the starweird gains temporary hit points equal to the damage dealt.
Kwa Security Droid
Medium droid, neutral balanced
- Armor Class 16 (natural armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 15 (+2) 13 (+1) 10 (+0) 10 (+0)
- Damage Vulnerabilities ion
- Damage Resistances necrotic
- Damage Immunities poison, psychic
- Condition Immunities exhaustion, frightened, paralyzed, poisoned, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Galactic Basic, Kwa
- Challenge 2 (450 XP)
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Multiattack. The security droid makes two attacks.
Integrated Blaster. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d6+4) energy damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Appendix C: Starships
GX1 Light Hauler Hippocampus
Product Information
Manufacturer Lantillian ShipWrights Line GX1 Class Shuttle Dimensions 122 ft Long Value 271,100 cr
Capacities
Minimum / Skeleton Crew 4 crew Housing Capacity 20 crew Cargo Capacity 25 tons Docking Bay Capacity n/a Mechbay Capacity n/a Fuel Capacity / Cost 30 units / 3,000 cr Food Portions 120 Recharge Workforce 2 Refit Workforce / Time 2 people, 1 day
Equipment
Armor and Shielding Reinforced - Fortress Reactor and Power Coupling Fuel Cell - Direct Hyperdrives Class 2, Class 15 Backup
Modifications
The Hippocampus has 15 of 30 modification slots, 5 out of 5 suites, and has the following modifications:
- Operations: Navcomputer slot, Backup hyperdrive, Comms package (premium), Hyperdrive slot
- Suite: Living quarters, Transportation, Recreation, Escape pod (hyperspace capable), Medbay
- Universal: Impressive Interior
- Weapons: Double Laser Cannon x2
Armament
# | Weapon | Facing | Modifications |
---|---|---|---|
2 | Double Laser Cannon | Turret | None |
Era and Affiliation
The GX1 short hauler has been a mainstay of Lantillian ShipWrights since the Clone Wars. While diplomatic versions were used by Old Republic ambassadors, simpler base models have frequently been put to use as passenger shuttles, pleasure craft, or cargo vessels. The model is in wide use throughout the galaxy by myriad organizations and pilots.
The Hippocampus has been the property of Munt Ontdal's governing authority for some time. The venerable vessel has been modified to borrow useful aspects from several different models: the defensive capabilities of the diplomatic version, the passenger load of the starbus, the medical facility of an emergency evac ship. It is most frequently used to move diplomats from Munt Ontdal's Merchant Fleet to the station, which typically leaves its hyperdrive woefully out of maintenance.
Design and Development
The GX1 original marketing targets were affluent retirees interested in cruising the starlanes in a well-equipped and comfortable vessel without the high price tags of other larger star yachts. The Lantillies-based design team of engineers led by Project Engineer Shil Tervo intended to produce a model that would compete with the more popular designs from the Corellian Engineering Corporation that were in high demand during that time. They did not succeed in that respect, but unintentionally managed to create one of the first luxury pleasure craft that was within the average consumer's financial reach.
While initially designed as a pleasure yacht, Lantillian made the GX1 extremely adaptable, with a sturdy frame and body suitable for many purposes. Top-of-the-line diplomatic variants were engineered with additional defenses during the Clone Wars. A rugged and well-engineered vessel, the GX1 is easily converted by removing its luxury suites or passenger areas, replacing them cargo holds or other modifications.
One of its most infamous flaws was that its landing gear was extremely complex and maintenance-heavy. Obstructions such as dust and corrosion could easily jam its mechanisms and prevent it from retracting or deploying properly.
Hippocampus
Tier 1 Medium starship, unaligned, Courier role
- Armor Class 10 (reinforced)
- Damage Reduction 6
- Hull Points 45 (6d8+12)
- Shield Points 58 (6d8+25) (fortress)
- Shield Regeneration Rate 5/round
- Speed 250 ft., turning 200 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling System Capacity 4d4 (direct)
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 14 (+2) 8 (-1) 10 (0) 16 (+3)
- Saving Throws Con +2, Cha +3
- Skills Astrogation +1, Impress +5
- Senses Blindsight 1000 ft., passive Scan 10
- Challenge 1 (200 SP) Proficiency Bonus +2
Crew actions
The Hippocampus can take up to two non-fire actions, bonus actions, and/or reactions.
Evasive Maneuvers. (2/refit) When the Hippocampus rolls initiative, it can immediately move. This movement happens before the initiative order is determined. Roll a d4 and multiply it by 50 feet, the Hippocampus then gains that many feet that it can move or spend to turn.
Armament
Max fire: The Hippocampus has a maximum fire of two
Firing arcs
Turret: x2 (Double Laser Cannon x2)
Attacks
2 x Double Laser Cannon (turret: 1x dorsal, 1x ventral). Ranged Ship Attack: +1 to hit, range 800/3200, one target. Hit: 5 (2d4+1) energy damage. Overheat 8.
Cutlass-9 Patrol Fighter
Product Information
Manufacturer SoroSuub Corporation Line Cutlass-9 Class Starfighter Dimensions 40 ft Long Value 94,650 cr
Capacities
Minimum / Skeleton Crew 1 crew Housing Capacity 1 crew Cargo Capacity 2 tons Docking Bay Capacity n/a Mechbay Capacity n/a Fuel Capacity / Cost 10 units / 500 cr Food Portions 10 Recharge Workforce 1 Refit Workforce / Time 1 person, 8 hours
Equipment
Armor and Shielding Deflection - Quick-Charge Reactor and Power Coupling Fuel Cell - Direct Hyperdrives Class 2, Class 15 Backup
Modifications
The Cutlass-9 Patrol Fighter has 6 of 20 modification slots, 0 out of 0 suites, and has the following modifications:
- Operations: Navcomputer slot, Backup hyperdrive, Hyperdrive slot
- Weapons: Fixed Hardpoint x2
Armament
# | Weapon | Facing | Modifications |
---|---|---|---|
1 | Double Laser Cannon | Fore | None |
1 | Missile Launcher | Fore | None |
Era and Affiliation
SoroSuub began production of the Cutlass-9 Patrol Fighter before the Clone Wars. Originally used only for SoroSuub's only defenses, the company contracted with the Confederation of Independent Systems during the Clone Wars, mass producing the ship for the Separatist fleet.
While production ceased after the Clone Wars, it resumed when Sorosuub began covertly aiding the Alliance to Restore the Republic. When Sullust seceded from the Galactic Empire and joined the Alliance to Restore the Republic, these vessels became part of the Alliance Fleet. Cutlass-9 starfighters continued to serve in the fleets of the New Republic.
After the Galactic Civil War, SoroSuub began producing Cutlass-9 fighters to planetary governments for system patrol and defense. They became fairly common on the open market.
Design and Development
Twelve meters in length, the Cutlass-9 was designed to protect SoroSuub Corporation interests in the Sullust system and across the galaxy. It was armed with twin laser cannons and a concussion-missile launcher.
The patrol fighter is relatively lightweight, favoring speed over armor. Its aerodynamic design makes it suitable for atmospheric maneuvering as well as space combat.
Cutlass-9 Patrol Fighter
Tier 1 Small starship, unaligned, Strike Fighter role
- Armor Class 14 (lightweight)
- Damage Reduction 0
- Hull Points 14 (4d6+6)
- Shield Points 14 (4d6+6) (quick-charge)
- Shield Regeneration Rate 9/round
- Speed 500 ft., turning 50 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling System Capacity 4d4 (direct)
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 8 (-1) 12 (+1) 15 (+2) 8 (-1)
- Saving Throws Str. +5, Dex +5
- Skills Maneuver +5
- Senses Blindsight 1000 ft., passive Scan 13
- Challenge 1/2 (100 SP) Proficiency Bonus +2
Crew actions
The Cutlass-9 can take up to one non-fire actions, bonus actions, and/or reactions.
Pintpoint Strike. (1/refit) When the Cutlass-9 occupies the same square occupied by a target ship and makes an attack roll, as a reaction, the ship can, before rolling the attack, roll a Pinpoint Strike die, which is a d4, and add it to the attack roll. If the attack requires a saving throw instead, the Cutlass-9 may subtract the Pinpoint Strike die from the target's save result. On a hit, the attack deals normal damage that bypasses any shields and directly hits the hull of the target ship.
Armament
The Cutlass-9 has a maximum fire of one.
Firing arcs
Fore: x2 (Double Laser Cannon x1, Concussion Torpedo Launcher x1)
Attacks
Double Laser Cannon. Ranged Ship Attack: +2 to hit, range 800/3200, one target. Hit: 7 (2d4+3) energy damage. Overheat 8.
Concussion Missile Launcher. The Cutlass-9 fires a barrage of missiles in a 150-foot-cube area or rapidly at one starship within 600 feet normal range and 2,400 feet long range. Each creature in the area must make a DC 10 Dexterity saving throw, taking 8 (2d8) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 10 Dexterity saving throw, taking 16 (4d8) energy damage on a failed save.
Loronar Medium Transport
Product Information
Manufacturer Loronar Corporation Line B-7 Class Medium Transport Dimensions 246 ft Long Value 289,400 cr
Capacities
Minimum / Skeleton Crew 4 crew / 1 crew Housing Capacity 12 crew Cargo Capacity 75 tons Docking Bay Capacity n/a Mechbay Capacity n/a Fuel Capacity / Cost 30 units / 3,000 cr Food Portions 120 Recharge Workforce 2 Refit Workforce / Time 2 people, 1 day
Equipment
Armor and Shielding Directional - Deflection Reactor and Power Coupling Fuel Cell - Hub & Spoke Hyperdrives Class 2, Class 15 Backup
Modifications
The Loronar Medium Transport has 15 of 30 modification slots, 6 out of 6 suites, and has the following modifications:
- Operations: Navcomputer slot, Backup hyperdrive, Hyperdrive slot
- Weapons: Fixed Hardpoint x4, Turret Hardpoint x4, Fire-Linked Mounting x2
- Suites: Escape Pods, Living Quarters x3, Storage Compartment x2
- Universal: Lightweight Plating, Mk. I
Variants
- Starbus Passenger Transport
Replace 2x Storage Compartments and 2x Living Quarters with: 2x Transportation, an additional Escape Pod, and a Recreation Suite. - Medium Transport Bulk Freighter
Replace 2x Living Quarters with 2x Storage Compartments - Medium Transport Smuggling Ship
Replace 2x Living Quarters with 2x Hidden Storage. Add Countermeasures & Electromagnetic Scrambler (Mk. I). - Military Transport
Replace the 2x Living Quarters with 2x Barracks. Replace 1x Storage Compartment with 1x Mess Hall. Add 2x Hardpoints, 1x Particle Cannon and 1x Torpedo Launcher, and 8x Proton Torpedoes.
Armament
# | Weapon | Facing | Modifications |
---|---|---|---|
4 | Double Laser Cannon | Turret (2 dorsal, 2 ventral) | Fire-Linked Mounting x2 |
Era and Affiliation
Loronar began its B-7 line of Medium Transports a century before the Clone Wars, and continued production up until the introduction of its E-9 Explorer. Its sturdy design made it popular as a passenger ship until competing firms produced more popular lines of starbuses. Despite its ungainly maneuverability compared to similarly sized transports, the Medium Transport was favored by some smugglers for its durability and adaptable interior. Though eclipsed by the E-9 in relative popularity, the ship remains popular among collectors.
Design and Development
Loronar Corporation engineers designed the B-7 Medium Transport to compete with CEC's popular YG-series. A heavier freighter than its Corellian competition, the Loronar Medium Transport was advertised as a multitasking workhorse, able to carry heavy cargo, house significant passengers, and defend itself twinned dual laser cannon turrets. Although not known for its speed or agility, it performed well in its designed role and was a very durable vessel. This made it popular among budget-minded captains who wished to avoid high maintenance bills. The vessel was notoriously easy to modify, and many were converted to a variety of uses. The drive system was not so easily modified, and so they were rarely used for trades where sublight speed was desired, such as military conversion or illicit shipping.
Loronar Medium Transport
Tier 1 Medium starship, unaligned
- Armor Class 11 (deflection)
- Damage Reduction 3
- Hull Points 51 (6d8+18)
- Shield Points 45 (6d8+12) (directional)
- Shield Regeneration Rate 8/round
- Speed 250 ft., turning 300 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling Central Capacity 2d4, System Capacity 1d4 (hub & spoke)
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 8 (+0)
- Saving Throws Con +5, Wis +4
- Skills Astrogation +3
- Senses Blindsight 1000 ft., passive Scan 14
- Challenge 2 (450 SP) Proficiency Bonus +2
Crew actions
The Medium Transport can take up to two non-fire actions, bonus actions, and/or reactions.
Evasive Maneuvers. (2/refit) When the Medium Transport rolls initiative, it can immediately move. This movement happens before the initiative order is determined. Roll a d4 and multiply it by 50 feet, the Medium Transport then gains that many feet that it can move or spend to turn.
Armament
Max fire: The Medium Transport has a maximum fire of four
Firing arcs
Turret: x4 (Double Laser Cannon x4)
Attacks
4 x Double Laser Cannon Ranged Ship Attack: +2 to hit, range 800/3200, one target. Hit: 6 (2d4+2) energy damage.
Fire-Linked Mounting Each Double Laser Cannon turret iss equipped with Fire-Linked Mounting. When the Medium Transport Fires one of its Double Laser Cannons from this dedicated gunner station, it can use a bonus action to attack with the Double Laser Cannon in the same firing arc if it has not yet been Fired this round. The transport does not add the ship's ability modifier to the damage roll of the bonus attack. A Double Laser Cannon that has been activated using a bonus action in this way cannot be Fired this round.
Sunrise Maiden
Product Information
Manufacturer Loronar Corporation Line B-7 Class Medium Transport (modified) Dimensions 246 ft Long Value 584,800 cr
Capacities
Minimum / Skeleton Crew 4 crew / 1 crew Housing Capacity 4 crew Cargo Capacity 75 tons Docking Bay Capacity n/a Mechbay Capacity n/a Fuel Capacity / Cost 30 units / 3,000 cr Food Portions 120 Recharge Workforce 2 Refit Workforce / Time 2 people, 1 day
Equipment
Armor and Shielding Directional - Deflection Reactor and Power Coupling Fuel Cell - Hub & Spoke Hyperdrives Class 1, Class 15 Backup
Modifications
The Sunrise Maiden has 28 of 30 modification slots, 6 out of 6 suites, and has the following modifications:
- Engineering: Countermeasures
- Operations: Navcomputer slot, Backup hyperdrive, Hyperdrive slot, Comms Package (Premium), Comms Package (Prototype), Scanner (Premium)
- Weapons: Fixed Hardpoint x4, Turret Hardpoint x4, Fire-Linked Mounting x2
- Suites: Escape Pods, Living Quarters, Medbay, Meditation Chamber, Storage Compartment x2
- Universal: Lightweight Plating (Mk. I), Thrusters (Mk. I), Thrusters (Mk. II)
Armament
# | Weapon | Facing | Modifications |
---|---|---|---|
2 | Double Laser Cannon | Turret (Dorsal) | Fire-Linked Mounting |
2 | Ion Cannon | Turret (Ventral) | Fire-Linked Mounting |
2 | Missile Launcher | Fore, Aft | None |
Era and Affiliation
A century before the rise of the Empire, Jedi Padawan Cyra Kreeg acquired her starship from a scrap heap on Lotho Minor while on a mission with her master, rescuing a stranded passenger ship that inadvertently wrecked on the junk planet. It was in a poor state, with heavy interior and exterior wear. Over the next few months, Cyra spent extensive time refitting it in the hangar of the Jedi Temple on Coruscant. After receiving her full knighthood, Kreeg was dispatched as an explorer and envoy for the Exploration Corps, and she used the Sunrise Maiden as her mobile base.
Design and Development
Cyra strove to make the Maiden as useful possible in her missions throughout the galaxy. For her, that meant compensating up for the Medium Transport's poor maneuverability with boosted thrusters and maneuvering jets. Encounters with pirates led her enhance the ship's weapon capabilities, adding a pair of torpedo tubes and swapping one turret set for a pair of ion cannons. It also has the amenities a Jedi explorer would need: enhanced scanners and communications, a workshop for repairs and lightsaber adjustments, a chamber for Jedi meditations. The tinkering Jedi never was never quite satisfied with her work, always swapping equipment and trying other loadouts; it was thus that several slots were left unused after her early demise in asteroids of the Maelstrom.
Sunrise Maiden
Tier 2 Medium starship, unaligned
- Armor Class 14 (deflection)
- Damage Reduction 3
- Hull Points 59 (7d8+21)
- Shield Points 52 (7d8+14) (directional)
- Shield Regeneration Rate 8/round
- Speed 300 ft., turning 250 ft.
- Reactor 1 / round (fuel cell)
- Power Coupling System Capacity 1d6, Central Capacity 2d6 (hub & spoke)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 8 (-1)
- Saving Throws Con +6, Wis +5
- Skills Astrogation +5, Probe +5, Scan +6
- Senses Blindsight 1000 ft., passive Scan 16
- Challenge 4 Proficiency Bonus +3
Crew actions
Evasive Maneuvers. (2/refit) When the Sunrise Maiden rolls initiative, it can immediately move. This movement happens before the initiative order is determined. Roll a d4 and multiply it by 50 feet, the Maiden then gains that many feet that it can move or spend to turn.
Nimble Starship. The Sunrise Maiden can add half its Dexterity modifier to any saving throw it makes that doesn’t already include that modifier.
Countermeasures. Once per round, when the Maiden is forced to make a saving throw against an effect that would cause it to be blinded, ionized, shocked, stalled, or stunned, a crew member can use their reaction to add the 2 to the roll
Armament
Max fire: The Medium Transport has a maximum fire of four.
Firing arcs
Turret: x4 (Double Laser Cannon x2, Ion Cannon x2)
Fore: x1 (Concussion Missile Launcher x1)
Aft: x1 (Concussion Missile Launcher x1)Attacks
2 x Double Laser Cannon (turret) Ranged Ship Attack: +2 to hit, range 800/3200, one target. Hit: 6 (2d4+2) energy damage.
2 x Ion Cannon (turret) Ranged Ship Attack +2 to hit, range 800/3200, one target. Hit: 6 (2d4+2) ion damage.
2x Concussion Missile (x1 fore, x1 aft) The Sunrise Maiden fires a barrage of missiles in a 150-foot-cube area or rapidly at one starship within 600 feet normal range and 2,400 feet long range. Each creature in the area must make a DC 10 Dexterity saving throw, taking 8 (2d8) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 10 Dexterity saving throw, taking 16 (4d8) energy damage on a failed save.
Appendix D: Items
Tactical Arc Emitter
Rarity: Common
Type: Martial Blaster
Damage Weight Properties 2d4 lightning 14 lbs. Ammunition (range 20/40), Burst 2, Reload 6, Shocking 13, Two-handed An unwieldly weapon, arc emitters are often used by planetary police forces to subdue unruly crowds.
Electrical Shield
Appendix E: Visual Assets
Munt Ontdal Denizen Database
Click the image for the full set.
Volero Drave's Invitation
Appendix F: Rule Variants
Environmental Condition: Zero Gravity
Movement in zero-g is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can expend an amount of its movement to push off that object or creature, moving at half the expended speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.
Movement in zero-g is limited to straight lines; a creature can only change course by pushing away from larger objects such as bulkheads. If a creature runs into a solid object during its movement, it must succeed at a DC 13 Acrobatics or Athletics check to stop its movement; failure means the creature has disadvantage on its next ability check or attack roll. Creatures that ignore difficult terrain may ignore this check. Creatures wearing an Enviro-Suit may move normally along a stable surface such as a bulkhead or asteroid surface.
A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round without expending its movement speed; it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction expending movement speed at least equal to its current momentum, or creating thrust of some kind.
If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 13 Acrobatics or Athletics check (on failure, move at half speed). Creatures that ignore difficult terrain may ignore this check and move at full speed. Creatures that fly via methods that require an atmosphere, such as wings, can’t use their fly speeds in a vacuum. Methods of flight that provide their own thrust, such as jetpacks and rocket boots, are not affected, nor is flight speed granted by Force powers, Tech powers, or class features.
A creature's normal carrying capacity increases by 10 times in a zero-gravity environment. In addition, the creature gains a +20 bonus on any Strength check made to lift or move a heavy unsecured object.
Thrown weapons have their range increments multiplied by 5 in zero-g. Blasters’ long range increments are unlimited in zero-g, but disadvantage on long range attacks still applies.