Murder on the Merciful

by JElliot

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Murder on the Merciful

Introduction

Murder on the Merciful is a fan-made adventure that has been converted for the SW5e roleplaying system. The story centers on the murder of Dr. Inigo Zarander, a Rebel doctor aboard Nebulon-B Medical Frigate the Merciful, and the search for his killer.

Game Masters may use Murder on the Merciful as the start of a new campaign or to continue a Rebel group’s ongoing adventures. Additionally, a group of fringers, bounty hunters, or Jedi could act as private investigators in this adventure rather than the expected Rebel elite special forces team.

The players should start this adventure at 3rd level.

GAME MASTER ONLY!

Only the GM should read the rest of this book; it contains secrets and surprises for the course of the adventure and reading ahead can spoil the fun!

Adventure Overview

In Act I, the PCs arrive in the Subterrel sector on approach to the Merciful orbiting Cortica-3. As they draw near, they receive orders to intercept and destroy an Imperial shuttle and its TIE escort before the shuttle jumps to lightspeed. After the combat, the PCs come aboard the Merciful and they are shown to the scene of Dr. Zarander’s murder.

In Act II, the PCs explore the ship, interview the crew, gather information, and sort clues. A deadly knife fight risks ending their investigation early, but the leads should point them to Cortica-3.

In Act III, the PCs gain critical new intelligence on Cortica-3 in the midst of intense trench warfare. On their return to the Merciful, they must make a final decision and an arrest - if they can stop the killer’s wild escape!

Preparation

The Game Master should read over the adventure in preparation for playing, especially taking note of the finale and who is revealed to be the killer, since one key role for the GM will be helping the investigation proceed at the right pace.

Additionally, the GM should create a hook that works for the players if it is necessary to get them involved as private investigators. Apart from this, the adventure requires minimal planning!

Act I: Death in Orbit

Opening Crawl

To begin the adventure, read the following narrative to the players:

Murder on the Merciful!

Only yesterday, a Rebel doctor was found murdered aboard Medical Frigate the Merciful in the Subterrel sector. Your team has been commissioned by Alliance High Command to assist the IRB (Internal Review Board) investigation.

The Merciful remains in orbit around the small moon of Cortica-3 in an aid mission to the wounded Rebel soldiers there. You and your team must find and take into custody whoever killed Dr. Inigo Zarander.

May the force be with you!

Connections

The GM may ask each player if they would like their character to have a prior connection to some part of the adventure, and may offer the following:

  • Your character has served previously aboard the Merciful, and you have many memories of that time, good or bad.
  • Your character has a longstanding rivalry with one of the NPCs whom you will meet aboard the ship (whom the GM will decide upon later).
  • Your character is a huge fan of one of the NPCs whom you will meet aboard the ship.
  • Your character has a Mon Calamari friend who will be significant for you in this adventure (the GM can incorporate this connection at the end of Act I, or in the midst of Act II, with the character affected whenever a Mon Calamari organ or bodily fluid is mentioned, hinted at, or discovered).
  • Any other suitable connection.

These connections should allow the GM to more closely involve the PCs in the adventure’s plot, and foster emotional connection and better roleplaying by the players. The GM takes on the responsibility of involving these connections for the players.

Arrival in Subterrel

The GM should then read the following:

As your team’s vessel pulls out of hyperspace in the Subterrel sector, a blast of light hits you and the planet fills your vision. As your eyes adjust, you become aware of the black rock that is Cortica-3, the planet’s tiny moon, and in its orbit a graceful sight: the Merciful, a Nebulon-B class Medical Frigate, Aurelius Ray commanding.

Your clearance codes transmit, and you hear a pleasant voice on the comm. “Welcome to the sector. You are cleared to approach.”

Suddenly, out from Cortica-3, an Imperial Lambda-class shuttle launches, clearly on a break toward hyperspace, flanked by four TIE fighters in cover formation.

Another voice crackles over the comm. “This is Captain Aurelius Ray. Cheers, welcome. Would appreciate if you would engage enemy shuttle and deny lightspeed at all costs. Over.”

An asteroid belt floats around the planet Subterrel and by Cortica-3, preventing the Merciful from close engagement with the TIEs and shuttle, as they use the asteroid belt for cover on their break for hyperspace. Your ship is traveling further along the belt a distance from the Merciful, in the shuttle’s path. You have a clear chance to intercept! How do you plan to stop the shuttle and take on the TIEs?

The intent of this scene is to give the players a chance to think and plan, work together, and practice using the roleplaying system as they plot their intercept. If the players are familiar with the Starships of the Galaxy combat rules, the GM can use the provided stat blocks and run the combat in the standard way. If they aren't, or if their starship isn't sufficiently outfitted for the fight against the Imperial ships to be balanced, the GM can instead simply request a few ability checks and narrate the action as the players attempt to stop the shuttle.


Lambda-class T-4a Shuttle

Tier 2 Medium starship, courier


  • Armor Class 14 (deflection)
  • Damage Reduction 3
  • Hit Points 59 (7d8)
  • Shield Points 57 (fortress)
  • Shield Regeneration Rate 5
  • Speed 200 ft., turning 250 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 12 (+1) 13 (+1) 14 (+2)

  • Saving Throws Dex +3, Cha +4
  • Skills Astrogation +5, Broadcast +6, Probe +3, Scan +3

Actions

Double Laser Cannon. Ranged Ship Attack: +3 to hit, range 800/3200 ft., one target. Hit: 5 (2d4) energy damage.

Twin Auto-Blaster. The shuttle unloads on a single target within 1000 feet. The target must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) energy damage. If the target is more than 250 feet away, it has advantage on this saving throw.

Reactions

Emergency Generator (1/Recharge). When the shuttle is reduced to 0 shield points but not destroyed outright, it can use its reaction to drop to 1 shield point instead.


TIE/LN Starfighter

Tier 1 Small starship, strike fighter


  • Armor Class 14 (lightweight)
  • Hit Points 18
  • Shield Points 0 (none)
  • Shield Regeneration Rate 0
  • Speed 400 ft., turning 100 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 11 (+0) 10 (+0) 14 (+2) 11 (+0)

  • Saving Throws Str +4, Dex +5
  • Skills Probe +2, Scan +4
  • Senses blindsight 1000 ft.

Flight Computer. The TIE/ln Starfighter can take the Evade, Fly, or Regenerate Shield action as a bonus action on each of its turns.

Actions

Twin Laser Cannon. Ranged Ship Attack: +4 to hit, range 600/2400 ft., one target. Hit: 6 (1d8 + 2) energy damage.

If the PCs have not stopped the shuttle after about three rounds of action, it jumps to lightspeed. If this occurs, once the adventure is complete, an Imperial Star Destroyer will enter the sector and threaten the Merciful; but hopefully this is unlikely!

Subterrel

Astrogation Data: Polis Massa system, Subterrel system, Outer Rim region


Orbital Metrics: 402 days per year / 30 hours per day


Government: localized

Population: less than 1 million (humanoid clones known as “shovel-handed miners”)


Languages: Kaminoan


Terrain: Glaciers, geysers, icy mountains, abandoned mine shafts


Major Cities: Kamineen City


Areas of Interest: The Great Kaminoan Rift, Nexus Inc. secret spice tunnels, Cortica-3 (moon)


Major Exports: Spice (formerly, in large quantity, now limited and smuggled)


Major Imports: Consumables, mining tech, survival gear, expendable labor


Trade Routes: Proximate to the Corellian Trade Spine and the Hydian Way


Special Conditions: Lawless, unsafe conditions


Background: As recent as the time leading up to the Clone Wars, Subterrel was well-known as a dangerous but lucrative mining world. On the back of a Kaminoan clone workforce known as the “shovel-handed miners,” the world built for itself a name across the galaxy as the premier source of legal spice and wild adventure.

Driven by the insane urge for profit, industry on the planet triggered underground volcanoes whose eruption put the planet in a global freeze.

Due to the freeze and a subsequent Republic ban upheld by the Empire, the planet is largely lifeless, besides a remnant of the shovel-handed miners gathered mainly in icy Kamineen City and those smugglers crazy enough to attempt mining operations, such as Nexus Inc., a crime and spice syndicate.

Travelers to Subterrel face icy conditions, old, abandoned, and dangerous hidden mine shafts, as well as whatever trouble they may find with the world’s occupants.

Those brave enough to venture out onto the Great Kaminoan Rift, however, may find a just reward if they come across remnants of former times - perhaps even an old cache of Kaminoan saberdarts ripe for the taking.

Secret Metals

While the planet of Subterrel is well-known across the galaxy for its lucrative and dangerous mining colonies, the tiny moon of Cortica-3 has remained overlooked for millennia. Only recently, Imperial excavators working for Moff Dardano discovered the moon’s natural resources and began secretly mining its precious metals. This work is secret even to the Empire at large, at the Moff’s behest.

Just prior to Murder on the Merciful, the Moff’s secret had been devised by Rebel spies, and a task force dispatched to claim the moon for the Rebellion. The assault has digressed into trench warfare, and the Merciful is filled with the conflict’s wounded.

Coming Aboard

Read the following to the players:

“Well done!” says the voice on the comm, or, “Valiant attempt. You are clear to enter through the main hangar.”

Your ship secures its landing aboard the Merciful. As you disembark, a tall Kel Dor Rebel Navy Officer (with a metal face mask) is there to welcome you.

“Good show out there. I’m sure it’s only a matter of time before the Empire knows we’re here. And thank you for coming on such short notice,” he says warmly, shaking each hand. He pauses, turning grim. “It’s a horrible thing. But we had best get straight to work. This way.”

He turns and leads you through the ship. “That was our main hangar, by the way, Loading Bay A; here are our ship schematics,” he says, handing you a datapad as you walk briskly down gleaming corridors. “My name is Captain Aurelius, commanding - and I’m taking you now to the scene of the stunt, as it were: Loading Bay C.”

You finally reach the bay and enter, ducking under highlighted tape and around ship’s soldiers. “Over here,” says the Captain, gesturing. He grimaces behind his Kel Dor face mask. “Ghastly stuff.”

In the corner of the Loading Bay lies a body on its back: Dr. Inigo Zarander.

If the PCs study the body, they see it is a relatively young human male, in the jacket of a doctor, a bloody wound in his chest, blood dripping from his mouth.

A DC 15 Wisdom (Perception) check reveals the body’s hands are strangely sticky; this check is made with advantage if they touch the body. Passing the check by 5 or more reveals that the chest wound is certainly from a long knife, stabbed downward. “A skinny in the ticker,” says the Captain. “We haven’t found the weapon used, though.”

A DC 15 Intelligence (Lore) check may be attempted to determine the source of the hands’ stickiness. Passing the check by 5 or more reveals it is likely from Mon Calamari skin; a less successful check reveals that the source is amphibian, at least. If the PCs tell the Captain (or anyone else), they note that there is only one Mon Cal aboard ship: the Ship’s Cook, Abraxis Armada (see page 6 for more details).

If the PCs touch the body, they find a note listing body organs and attached prices. This list could come to the PCs later, otherwise, if the body is processed further.

“What should we do with the body?” the Captain asks. He complies with the PCs’ directions. “Very good. Now, if you need me, just call.” He taps the comm link on his vest, with a serious face. “But the ship is at your disposal. Go anywhere, interview anyone, just, stay alert,” he says. “The killer is still in our midst.”

Awarding XP

Players may gain XP for any of the following:

  • Stopping the Shuttle (200 XP for each player)
  • Destroying TIE Fighters (100 XP per TIE)
  • Significant Investigative Work (100 XP)
  • Impressive Storytelling (100 XP)

Act II: An Ugly Puzzle

Investigation

In Act II, the PCs carry out a relatively freeform investigation. They may visit any of the following locations and speak to any of the characters. Their objective is to gather clues and arrest a suspect.

The locations are arranged alphabetically, and the characters are included in the areas in which they are most likely to be found. Additional locations or characters may be created by the GM as needed; the following list is not exhaustive.

Bridge

The bridge is filled with the glow of computer screens and the hum of busy engineers and naval officers. Through the glass to the fore, port, and starboard you can see Cortica-3, the planet Subterrel, and the great blackness of space.

Aurelius is usually present and he will hail the PCs if he sees them, inquire of the investigation, offer any help he can, and encourage an arrest.

Aurelius allows for monitored use of the ship’s computers. If the ship’s technicians are asked, or if the PCs complete a DC 15 Intelligence (Technology) check, it is revealed that the ship’s closed-circuit holocams were turned off in Loading Bay C at the time of the murder, 2200-0100 hours. With further questions, or if the players pass the check by 5 or more, it is revealed they were off once a month for those three hours, and the bay was signed out to medical staff for those times.

AURELIUS RAY, CAPTAIN OF THE MERCIFUL

Aurelius is played like a British RAF officer, with a “right ho, chaps” attitude. He is humble and not the least bit sinister, though he may be negligent.

If questioned: Aurelius is alibied for the time of death by the bridge staff. He knows very little of Dr. Zarander or the other medical staff and has no ulterior motivations.

If necessary: Aurelius may inform the PCs (over comm or in person) of the following: “Strange, but we have a Lieutenant Istris Schneid in the brig, an Imperial officer, recently captured, and he claims he has information about the murder of Dr. Zarander. He’s requesting to speak to you. It’s up to your discretion, of course.” See the entry at the Brig for more details.

Briefing Room

The briefing room has been converted for your use as a planning and interview area. A great table takes up much of the room; on it rests a small handheld sound and hologram recorder. A large projector screen covers the far wall. By the door, a switch dims or brightens the fluorescent lights overhead.

Brig

Two soldiers stand guard at the entrance to the ship’s brig, which consists of just a few small cells and a stark white interview room, empty except for a table and chairs.

The soldiers are tight-lipped and will not reveal any information about the prisoner to the PCs; they refer questions to the Captain. The soldiers are willing to let the PCs interview the prisoner, but insist that the PCs leave their weapons at the entrance; the prisoner is valuable and certain parties might wish him assassinated. The soldiers cannot be persuaded or intimidated into forgoing this precaution, but any PC can attempt a DC 15 Dexterity (Sleight of Hand) or Charisma (Deception) check to smuggle a weapon into the room.

See the entry for Aurelius for how the brig’s prisoner, Istris Schneid, might get involved, and see the entry for Lieutenant Schneid for that involvement.

LIEUTENANT ISTRIS SCHNEID

Lieutenant Schneid is played like a sympathetic war hero, but he is extremely dangerous. The GM may involve him to thicken the plot with a false allegation and a deadly confrontation.

If the PCs go to the brig to interview him, read the following to the players:

The soldiers lead you into the interview room, where Schneid sits on the other side of the plain white table in the small, uncomfortably bright room. His silver hair and rugged face indicate years of distinguished service.

“I need to speak with you... alone,” he growls, and the guards retreat from the door, locking it behind. He sits still, glancing furtively at the door and meaningfully at each of you, waiting for you to speak.

If the PCs ask him for information, or eventually if they say nothing, Schneid slowly speaks.

“What I have to say to you is... sensitive, to say the least. The killer...” he pauses to look again at the door. “The killer is none other than the Ship’s Captain himself, Aurelius Ray!”

The PCs may roleplay further conversation, and the GM should attempt to have Schneid string them along but without him actually giving any proof, since he has none. Eventually, the PCs should make a Wisdom (Insight) check opposed by Schneid's Charisma (Deception) check. If the PCs are successful, read:

“You don’t believe me!” he snarls. “Well, how do you like that...”

If they fail, read:

“It’s just amazing, right?” he says, leaning in. “I don’t know why exactly I know it, but I just do.”

Either way, then read:

Schneid springs up from his chair, his hands free, a small, jagged knife glinting in his right hand.

Any of the PCs who failed their opposed check are surprised at the start of combat.


Lieutenant Istris Schneid

Medium humanoid (human), lawful dark


  • Armor Class 13 (unarmored)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 15 (+2) 11 (+0) 17 (+3)

  • Saving Throws Dex +5, Wis +2
  • Skills Deception +7, Insight +2
  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge 2 (450 XP)

ISB Training. Schneid deals one extra die of damage with his weapons (included).

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

Actions

Multiattack. Schneid makes two vibrodagger attacks.

Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.

Reactions

Parry. Schneid adds 2 to his AC against an attack that would hit him. To do so, Schneid must see the attacker and be wielding a melee weapon.

Schneid will fight to the death, but the soldiers return and subdue him after three rounds. After the combat, read the following:

Aurelius hails you over the comm. “Right, then; a knife in the brig. Brilliant. How the blazes did the blighter get a hold of it? Get to the medical bays if you need any assistance. My apologies. Unbelievable.”

Aurelius is shocked at any accusation. He has no time for interrogation and will not grant an interview if asked; he takes it lightly at first, but he is offended if pressed. The PCs might never learn how the knife came to Schneid, but the killer gave it to him through the kitchen, hidden in a meal.

If the PCs take up Aurelius's offer to receive treatment in the medical bay, they gain the benefits of a short rest as their wounds are bandaged by a medical droid.

Galley

You step into the galley, and you enter a world of chaos and glory - the famous kitchen of Abraxis Armada. The Mon Cal moves like a cyclone, his slippery hands both clumsy and artful. His staff chop and stir feverishly, struggling to keep up. They’re doing a fine job, though, and the steel racks and white counters are shining and clean throughout the small but well-outfitted room. Only the dishes are starting to back up...

After any conversation with Abraxis, the PCs should make a DC 20 Wisdom (Perception) check. If successful, the PCs notice the murder weapon hiding in plain sight: the long knife is placed with the kitchen knives. If the PCs think to attempt it, a DC 20 Intelligence (Lore) check reveals that it is a medical knife.

ABRAXIS ARMADA, SHIP’S COOK

If questioned: Abraxis has an airtight alibi: “I wasn’t there! My entire waitstaff can vouch for me.” He is shocked if the PCs discover the murder weapon in his Galley, claiming rightly that it’s not even a kitchen knife and it’s clearly been washed clean with acid.

If necessary: Abraxis seeks out the PCs, or else after they interview him, he shares the following: “I have to tell you: I saw one of our soldiers, Corporal Gentii Dulovic, in a really hot argument with Dr. Zarander just last week. I heard him accusing the doctor of murder! I think he did it, or he knows something!” Any Officer can tell the PCs that Corporal Dulovic is on Cortica-3 now since the morning, so he had opportunity, but the PCs will have to talk to Aurelius and Azalyn Kardal and shuttle over to interview him.

Character Stats

If necessary, the following stat blocks are recommended for use from Scum and Villainy 2.0:

  • Aurelius Ray: Officer, Senior
  • Abraxis Armada: Trooper
  • Shia Sunfell: Trooper
  • Azalyn Kardal: Navy Pilot
  • Kass Trobona: Trooper, Captain
  • Gentii Dulovic: Trooper

Do not reveal these stats to the players, as it will suggest greater importance to NPCs with better stats. You may wish to adapt some stats up or down, as needed.

Loading Bay A

The main hangar is massive but mostly empty; the ship has had to lease its starfighter complement to another war zone temporarily. Your ship and the Merciful's RM-09 Alliance Shuttle are the only vessels parked here currently. A pilot scrubs away at the shuttle.

The pilot is Azalyn Kardal (see the Cortica-3 entry).

Loading Bay B

A large, mostly empty bay, like the others. Electricity hums softly in the background; an unusual sound for a typically busy area. Several crates on wheels stand by the wall, something within quietly crackling. The bay is mostly dark and otherwise clear.

The PCs may open a crate with a DC 15 Intelligence (Technology) check digitally or a DC 20 Dexterity (Sleight of Hand) check manually. Both checks may be attempted. If opened, the crate is filled with strange internal organs on ice. A DC 20 Intelligence (Lore) or Wisdom (Medicine) check reveals at least one organ to be Mon Cal in origin.

Any closed-circuit holocam footage of the bay is too dark for identification, but someone wheeled in the crates at 0100 hours.

Loading Bay C

The loading bay is completely empty except for the cordoned off and guarded crime scene.

Medical Bays

Nurses and orderlies fly about, busily tending to the wounded soldiers back from battle on Cortica-3. You can’t help but nearly be carried through the hallways by the energy of everyone working. One of you bumps into a huge Wookiee in a white lab jacket, who roars mildly at you but continues on with his cart; the badge reads Lobacca Chode, anesthesiologist. No one seems to have time for you, except you do see a nurse eyeing you darkly as she helps a patient.

The Nurse is Shia Sunfell.

LOBACCA CHODE, ANESTHESIOLOGIST

Lobacca can be played for laughs, as desired. He is just a Wookie anesthesiologist minding his own business; he has nothing to share about the case and he is very difficult to communicate with.

Unknowable to the players, however, is Lobacca’s completely hidden involvement. He owes a life debt to the killer and will spring him loose if he is caught.

NURSE SHIA SUNFELL

Shia is played as guarded, unhelpful, and sullen.

If questioned: Shia says: ”I don’t know anything, alright? Why don’t you ask Kass Trobona? Supposedly she had the hots for him, but I know for a fact that they didn’t always get along. I was here at the time. I was assisting Dr. Falstom in major surgery.”

If pressed, with a DC 20 Charisma (Intimidation) or Charisma (Persuasion) check, Shia reveals that she had been with Dr. Falstom earlier in the evening for dinner, but she had not wanted anyone to know, and Dr. Falstom told her to say they were in major surgery all evening. The GM should add disadvantage to the check to represent Shia’s intention to remain unwavering in her alibi.

If necessary: Shia may at any time come to the PCs and confess to them her false alibi.

Office (Not on Map)

The quiet office of Dr. Phobos Falstom and the late Dr. Zarander is a relief from the busy halls and crowded ship bays. Two desks stand across from each other, lit at once by soft-light lamps and the jarring green screens of desk computers. As you enter, Dr. Falstom slams his desk drawer and rises quickly. “I’m sorry to jet,” he says, looking somber. “Any closer to the killer?”

Dr. Falstom leaves after answering any questions, with seeming openness but admitting to nothing.

Both doctors’ drawers are locked, and a DC 20 Dexterity (Sleight of Hand) check is required to open them. Dr. Falstom’s drawer is empty, but inside of Dr. Zarander’s is a list of names and species with ailments listed next to them; the names crossed off.

A DC 15 Intelligence (Technology) check is required to break into either computer. Failing this check by 5 or more should result in getting shut out of the system without a chance at retrying. Dr. Falstom’s drive is wiped clean (passing the check by 5 or more may confirm it as intentional), but Dr. Zarander’s drive reveals a celestial map on the main drive. The map requires a DC 20 Intelligence (Piloting) check to be read helpfully, revealing the map pinpoints the location of worlds with major medical facilities.

DR. PHOBOS FALSTOM

Phobos is played as serious but sincere, mournful but busy, sympathetic but powerful. The players should empathize with him but his possible guilt should not be downplayed.

If questioned: Falstom is alibied for the time of death by Shia Sunfell. “I was in major surgery that entire timeframe. You can ask Nurse Sunfell, she was there. And Dr. Zarander and I, we are - that is, we were - very close friends.”

If Shia’s alibi falls apart, he explains he was embarrassed by the thought of the gossip that would spread if people knew about their dinner.

If necessary: Falstom may at any time inform the PCs of the following: “I just need to tell you: First Officer Kass Trobona, she and Inigo - Dr. Zarander - they were dating, and, I know it wasn’t always good. I would try to find out what it is she knows.”

Quarters

There’s nothing of note here in the crew’s quarters - a search of rooms reveals nothing - except a few nameless crew members stand gossiping by the common room caf machine. One might insert oneself into their petty, loose conversation... or eavesdrop on it.

If the PCs attempt a DC 15 Charisma (Performance) check to gossip or a DC 20 Dexterity (Stealth) check to eavesdrop, success may reveal such details as: Dr. Zarander had been dating First Officer Kass Trobona; Nurse Shia was hot for at least one of the doctors; Corporal Dulovic had been seen recently arguing with Dr. Zarander; and the Imperial officer in the brig is a legendary soldier of the Empire. Which of these details are revealed is left to the GM's discretion; use this to cover gaps your players have not explored or to nudge them in the direction of another clue. The nameless crew members should be played as wary, guarded, and potentially hostile.

Off to Cortica-3

The players should find that the clues lead them to check out (or rule out) some of the characters on Cortica-3. They should be encouraged though not forced to make this trip; it is important that the PCs make this choice, because it exposes them to danger. The GM may need to make it clear that they need more proof before charging anyone, even if they do not believe the parties on Cortica-3 are important or complicit. Captain Aurelius is great for clarifying this in character.

The GM may also wish to delay a shuttle to the moon, since this is a natural transition point from Act II to Act III; this can be done subtly, or openly telling the players that they should wrap up the bulk of their investigative work on the Merciful before shuttling to Cortica-3. Once the PCs return again to the Merciful, the adventure should move speedily to its conclusion.

If the PCs ask about a shuttle to Cortica-3, they are encouraged by the Captain to follow this lead. He schedules a flight with shuttle pilot Azalyn Kardal. Once the shuttle is ready, the PCs head to the main hangar, and the GM reads the following:

In the main hangar, the Merciful’s RM-09 Alliance Shuttle is ready for take-off. As you come aboard, a voice yells back, “Yo! Sorry about the delay, bros. I hooked my instrument check earlier. This old bucket of bolts is barely hanging together. Buckle up, dude!”

The pilot, Azalyn Kardal, lifts the shuttle out and away to Cortica-3. The black rock looms larger as you approach, ominous and dark, lit only by the lights of mineral mines bored down into rich veins and deposits; and by the flashing lights of laserfire trading between bunkered-in Rebel troops and besieged Imperial forces.

You’re dropping into an active war zone, and the killer may have your six...

Awarding XP

In addition to XP gained in combat, players may gain XP for any of the following:

  • Significant Investigative Work (100-300 XP)
  • Impressive Storytelling (100 XP)
  • Impressive Roleplaying (100-200 XP)

Act III: Killer's Gambit

This is the final act. In this act, the PCs should hopefully be able to put together the pieces and determine that Dr. Phobos Falstom is the killer. If they arrest the wrong person, however, they can still redeem themselves, as Dr. Falstom attempts a last-minute escape and the PCs have the chance to stop him.

Drop Zone

In Act III, the PCs begin en route to Cortica-3. The GM may remind them of some of the clues they have gathered or may invite the players to recall details themselves. In particular, they should remember the clues leading them here: First Officer Kass Trobona’s relationship with the deceased and Corporal Gentii Dulovic’s argument with the same.

See the recommended stat blocks in Act II for Azalyn, Kass, and Gentii, as needed.

If the PCs never gossiped in the Quarters and never spoke to Abraxis, they still need to know about Corporal Gentii Dulovic. The GM should narrate to the players how Abraxis came to them just before take-off and spoke to them about Dulovic.

Also explain to the players that they are gearing up in-flight in atmospheric suits, since the air on Cortica-3 is light and unbreathable.

Read the following:

Your pilot, Azalyn, guides the RM-09 Alliance Shuttle closer to Cortica-3 comfortably, as if headed toward a peaceful field landing, not dropping in on an active war zone. She wears a brown bomber jacket, bright orange pants, and white tank; her straight black hair only comes down to her shoulders, where her dog tags dangle as the shuttle rocks and bounces. At her side hangs a lightsaber, though few would recognize such a strange weapon. “Dudes, how’s it all going?” she says. “What’s up with the search? Any closer?”

If the PCs don’t have much to say, she simply replies, “Right on, right on.”

If asked about the case, she says, “I’ve got nothing, dude. I wish I knew anything about it at all, but I don’t. I just fly the brick and drop the thicks, man. I shuttle the troops, I mean.”

If asked about her lightsaber, she says, ”Oh yeah, screamin’, right? My mama gave it to me before she kicked the R-unit, if you catch my contrails. I don’t really know anything about the Force; but I do, you know what I mean? Like, we all do. It’s all around us... yeah, and I do feel it, you know. But I don’t know how to work this thing, man, I just keep it for the mind whoas. Hey, we’re here.”

Reaching the Trench

As the shuttle lands, read the following:

Azalyn sticks the landing with expertise. “Yo, you’re gonna have to make a run for it. Good luck!” She signs either “peace” or “rock on,” you can’t tell. From the shuttle ramp to the dark trench is about twenty feet of open ground, in open view of enemy fire. How do you plan to reach the trench?

The intent of all the combat on Cortica-3, like the space combat in Act I, is to get the PCs working and planning together and to provide a few quick heroic or cinematic moments.

In order to reach the trench, each PC will have to make a DC 15 Strength (Athletics) check with disadvantage for the planetary conditions, or another check if their plan is extraordinary. Failure may result in taking stray blasts of damage, or worse.

In the Trench

Once the PCs reach the trench, read the following:

You reach the trench and drop in. As you make your way down the line you pass soldier after soldier, some of them taking direct blaster shots, others returning fire. Somebody yells out, “Here they come!” and a squad of Stormtroopers rushes across a field of fire to crash the trench.

A number of stormtroopers equal to half the number of PCs rounded up are rushing the area of the trench where the PCs are, and the players will have to deal with them using melee or ranged combat. For the other stormtroopers targeting other parts of the trench, there's no need to use full combat rules here--keep things fast and furious by simply describing the stormtroopers' assault and the Rebels repulsing them in narrative terms. The Rebels should finish off the last of the stormtroopers as the players end their combat with the ones nearest them.


Stormtrooper

Medium humanoid (human), lawful dark


  • Armor Class 16 (battle armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 12 (+1)

  • Skills Athletics +3, Perception +2, Persuasion +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic
  • Challenge 2 (450 XP)

Actions

Multiattack. The trooper makes two blaster rifle attacks or two stock strike attacks.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6+3) energy damage.

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

Thermal Detonator (1/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

At the end of combat, read the following:

A final Stormtrooper is dropped by a blast of fire from an officer, a dark-skinned, dark-haired woman with a darker frown. “What are you doing here?” she barks.

This is First Officer Kass Trobona. If the PCs wish to interview her, they need to do it here in the calm before another charge.

If asked about Dr. Zarander, Kass says: “Inigo... We were dating. Just a little while, but it was going well; it had its ups and downs, but that’s pretty normal, especially in close quarters on the ship. And he was acting strange, lately; he said he was researching something, that it was dangerous, and I know he was genuinely troubled by it. That did take a toll on us. But... now he’s gone.” She turns away. “It hasn’t really processed yet,” she says.

If pressed, Kass Trobona has no alibi, except just that she was with the troops, training for their dawn launch to the war zone on Cortica-3.

To the Bunker

If the PCs ask the whereabouts of Corporal Gentii Dulovic, someone says to them: “I believe Corporal Dulovic is holed up in the forward bunker on our left flank. That’s a hell of a run, though. Good luck.”

The PCs should be encouraged to come up with a smart plan for reaching the bunker; they can provide extra details to the scene, if necessary. In the end, no ability check is necessary, unless the GM deems it.

Once the PCs reach the bunker, read the following:

You slide into the safety of the cold, grey bunker. The first face to greet you is a yellow Zabrak with a chilling stare.

The Zabrak, of course, is Corporal Gentii Dulovic. If the PCs interview him, read the following:

“I’m sure people saw me angry with him. I’m a Zabrak; of course, I’m always angry and up to no good,” he jokes. Then he grows very serious. “But Dr. Zarander and I didn’t exactly argue. I was angry with him. My brother, Brakin, went to surgery for a shot to the arm and Dr. Zarander operated on him. It should have been routine, he should have been fine the next day, but instead he died overnight in their care. I confronted him in public and told him he murdered my brother, though of course I had no proof; I was just so angry. He said nothing back to me at the time, but he looked so sad. And just the other day, he actually came to me, and said “I think I know what went wrong with your brother.” And he promised me he would sort it all out.” Dulovic’s helmet fogs with emotion.

If asked about his whereabouts, Gentii says he has buddies he lifted with through those hours in the ship’s gym, prepping for their dawn launch.

If the PCs are slow to leave, First Officer Trobona reaches the bunker on the comm, relaying a message from the Merciful requesting the PCs’ prompt return.

The GM may ask the PCs to narrate their journey back from the bunker to the landing site, or may narrate it themself. As they leave, read the following:

Azalyn is ready for you at the shuttle. “Whoo, way to fire it up, yo!” she says as the shuttle lifts up and away back to the Merciful. The return journey feels strangely quick and uneventful without the threat of battle before you, and you are back before you know it.

Then again, you’re surer than ever that the killer is on board the Merciful right now...

Ticking Clock

Once the PCs reach the Merciful, read the following:

Aurelius hails you as soon as you return. “Right, then, come to the bridge as soon as you can, would you?” On arriving at the bridge, the Captain sits you down. “I’ve just received a long-range encrypted message from High Command - they want a prompt arrest. Where are you at with the investigation?”

Once the PCs relate their findings, Aurelius agrees with their making an arrest, or encourages it, as necessary. The GM will need to adjust if the PCs have already make an arrest. After this, read:

“Alright, then, chaps,” says Aurelius. “Make your arrest, and bring the suspect to the briefing room. I will meet you there and hear the charges and the evidence you have to support them. It’s a sorry business, but I’m glad to have had your help. Cheers.”

Giving Evidence

The PCs should make an arrest and bring the suspect to the briefing room. There they are met by Aurelius and two Rebel troopers.

At this point, it’s up to the players and GM to narrate and roleplay the scenario as the PCs give evidence against the killer. The killer does not likely admit to anything at this time, although they will attempt to buy time.

Once the evidence has been given, perhaps just as a move is made to remand the suspect to the brig, read the following to the players:

Suddenly, the ship rocks hard. An officer cries out on the Captain’s comm: “Captain, an unidentified ship has just dropped out of hyperspace, immediately under us!” Another yells, “Captain, direct missile strikes on Landing Bay B; the ship’s landed inside!” “Captain, the ship’s magnetic field is compromised, we have limited control response!” A foreign vessel is landed inside of Landing Bay B.

That same moment, the door bursts open, and a smoke grenade rolls in! In the confusion, the sounds of blaster fire and a Wookiee's roars can be heard. When the smoke clears, the two Rebel soldiers are dead, and the suspect is gone!

Aurelius breathes: “The killer. Landing Bay B. Stop him?” He starts barking orders on the comm to the engineers, and heads for the bridge to bring the ship back online.

Keeping Time

Use the following table for a recommendation of how many smuggler goons the PCs face in the final combat, based on their speed of investigation:

  • PCs generally fast and accurate: They face Falstom, Lobacca, and thugs equal to PCs, minus 1.
  • PCs unimpressive: Add another two thugs.
  • PCs very slow: Add a further two thugs.

The GM should allow the players to narrate what, if anything, the PCs did in those few seconds.

If the PCs did not arrest Dr. Falstom, skip the second paragraph of the narration above; Lobacca joins Falstom in the landing bay instead.

Showdown!

If the PCs rush to Landing Bay B, read as follows:

As you enter the bay, sparks fly and sirens scream. The once empty, quiet hangar is filled with smoke and light. A Firespray-31-class attack and patrol craft is parked in the center of the bay, its ramp extended, multiple nasty-looking thugs surrounding the ship with nasty-looking blasters and vibroweapons. Striding toward the ship, stopping to look back at you: Dr. Phobos Falstom.

Several crates litter the bay, in the midst of on-loading. Smoke and pulsing light obscure vision. But through the smoke and streaks of darkness, Falstom opens fire...

Falstom returns fire, but his objective is escape; the thugs cover his exit.

The GM may turn the odds toward or away from Falstom’s successful escape, depending on the story arc desired; the PCs should have a fair chance at stopping him, though this chance goes up or down depending how fast and accurate they were in their investigation (see the table in the “Keeping Time” sidebar). Whether Falstom lives to see trial or escapes, he is now a deadly rival for the PCs; they will have their work cut out for them tracking him down or the rest of his gang, learning how far the plot goes, and minimizing political blowback for the Alliance while maintaining their own integrity.


Thug

Medium humanoid (human), neutral dark


  • Armor Class 12 (combat suit)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

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

Actions

Shotgun. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4 + 1) kinetic damage.

Vibromace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) kinetic damage.


Dr. Phobos Falstom

Medium humanoid (human), neutral dark


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

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

  • Saving Throws Dex +4
  • Skills Medicine +5, Perception +3, Technology +4
  • Senses passive Perception 13
  • Languages Galactic Basic, Mon Cal, Shyriiwook
  • Challenge 2 (450 XP)

Techcasting. Falstom is a 4th-level techcaster (tech save DC 12, +4 to hit with tech attacks, 16 tech points). He knows the following tech powers:

At will: acid splash, minor defibrillation, poison spray, temporary boost

1st level: kolto pack, overload, stack the deck, tracer bolt

2nd level: electromesh, mirror image

Actions

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


Lobacca Chode, Anesthesiologist

Medium humanoid (wookiee), lawful dark


  • Armor Class 14 (hide)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 9 (-1)

  • Skills Medicine +2
  • Senses passive Perception 10
  • Languages Shyriiwook, understands Galactic Basic but can't speak it
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, Lobacca can move up to his speed toward a hostile creature that he can see.

Actions

Vibroaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.

Bowcaster. Ranged Weapon Attack: +3 to hit, range 50/200 ft., one target. Hit: 6 (1d10+1) energy damage.

Falstom’s last words when captured, or over the comm as he leaves the system, are as follows:

“Rare body organs fetch a pretty penny and go toward lifesaving research. It’s a crime not to harvest and sell them; and to harvest, well, some species need to be more alive than others when you operate. But Dr. Zarander got too close and learned too much. I’m sorry, but he had to go. Research demands it! And the pay was good...”

Postlude

The PCs should have a chance to consider the crime and its meaning and personal impact on themselves, and what their thoughts are as to next steps the team may need to take.

If the shuttle was not stopped in Act I, it got away to warn the Empire, and an Imperial Star Destroyer sent by Moff Dardano arrives immediately. If it was stopped, the Rebellion likely retakes Cortica-3 and the PCs might play a role in achieving that victory.

Awarding XP

In addition to XP gained in combat, players may gain XP for any of the following:

  • Significant Investigative Work (100 XP)
  • Impressive Storytelling (100-200 XP)
  • Impressive Roleplaying (100 XP)
 

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