STAR WARS: DAWN OF DEbFIANCE EPISODE 2 - A Wretched Hive
A Wretched Hive is the second adventure in the Dawn of Defiance campaign, which will take heroes from 1st level all the way through 17th level in a continuous storyline designed to give both players and Gamemasters a complete SW5e experience. This adventure lets the heroes delve deeper into the mysterious plot surrounding former Imperial Admiral Varth, and the heroes should advance to 5th level by the conclusion of the adventure. Over the course of this adventure, the heroes get to see what the galaxy is like in the wake of the rise of the Empire, and they discover a bit more about the Empire’s secret plans and how they involve a Hutt crime lord named Darga.
Credits & Module Info
- Original Sw5e Conversion: Mishy
- Adjustments & Scaling: zeldafreak6245
- Scripting: Nefandus & zeldafreak6245
- Scaling: 4 players
- Last Revision: 5/13/2024
Shoutout to DroidCartographer for their amazing maps / assets! Click for Map Access
Enhanced Items:
These are the number and rarity of enhanced items to distribute as you see fit within this chapter. These totals are based off the enhanced item distribution per level found within Wretched Hives
Minor: 6 Standard, 6 Premium, 2 Prototype
Major: 1 Premium, 1 Prototype
What is Dawn of Defiance?
Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set in the months after the events of Revenge of the Sith, the adventures in the Dawn of Defiance ampaign are designed to provide players and GMs with the iconic Star Wars Roleplaying Game experience, set against the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 17th level, and features an ongoing storyline that progresses over the course of the campaign. Each adventure can also be played individually, and should provide the heroes with ample challenges to gain two levels per adventure. Gamemasters should feel free to use the Dawn of Defiance adventures either as an entire campaign or as fillers for their own home campaigns.
If you are a Gamemaster wishing to run the campaign, read the GM’s Primer, which summarizes the overall plot of the campaign and the events of each adventure.
Warning! If you will be playing in a Dawn of Defiance campaign or in a campaign utilizing its adventures, read no further.
Adventure Background
This adventure is designed under the assumption that you have run your heroes through the first Dawn of Defiance adventure, The Traitor’s Gambit . The heroes should already be acquainted with Admiral Varth, Captain Sirona Okeefe, and Captain Adrian Verana of the Alderaanian starship Resurgence . Beyond that, the heroes need to know only that there is much to be gained in working for Bail Organa, even indirectly, and that the Galactic Empire is up to something big.
If you aren’t running Dawn of Defiance but would like to use this adventure in your home campaign, the heroes might be hired by an existing NPC in your campaign to investigate the dealings that a Hutt crime lord has with the Empire. They can try to discover what the Empire is trading with the Hutt and report back to their employer.
Additionally, it is highly recommended that you read the entire adventure thoroughly before running it. Some of the events can take place at varying times, and having full knowledge of the potential events can save you many headaches.
Adventure Summary
At a briefing aboard the Resurgence , Admiral Varth explains that part of his responsibility in a secret Imperial scheme known as the Sarlacc Project was to arrange the covert exchange of resources through a Hutt crime lord on the planet Cato Neimoidia. Captain Verana orders the heroes to travel aboard Captain Okeefe’s transport to Cato Neimoidia, make contact with Darga, the Hutt gangster, and discover what he’s trading with the Empire.
First, the heroes must find one of Darga’s underlings—a Devaronian named Warrick Raden—at a ruined warehouse. Though Raden does not wish to help them, the heroes must convince him to lead them to a hidden location in the city of Zarra. The building is in fact Darga the Hutt’s palace, which the crime lord took over after its previous Neimoidian inhabitant (a high-ranking member of the Trade Federation) vanished, leaving it abandoned. The heroes enter the palace and are granted an audience with the Hutt. Darga has ordered them brought to him so that he can size them up, and he offers to let the heroes stay in his court for a few days, giving them a chance to impress him and gain his trust.
The heroes stay in the palace’s guest quarters. During the final night of their stay, any Force-sensitive characters begin to hear whispers, as though someone were trying to communicate with them telepathically, and they feel a tugging in the Force toward one of the other rooms. Following the whispers, they discover a secret set of chambers below the guest quarters. Inside is a comatose woman, older and gray with weathered features, who is hooked up to machinery that is keeping her unconscious. Once the heroes revive her, they discover that she is a former Jedi Master named Denia who has been kept comatose ever since she fell in battle during the Clone Wars. Unfortunately, the heroes’ meddling hasn’t gone unnoticed, and Darga calls the palace guards, leaving the entire building in an uproar.
As the heroes fight their way back to the upper levels of Darga’s palace, they quickly discover that the Hutt is living up to his species’ reputation for cowardice. Terrified at the prospect of having a Jedi loose in his palace, Darga flees to his space yacht and takes off for the planet Bespin. Though the Hutt leaves town in a hurry, his minions remain behind to try to finish off the intruders.
Opening Crawl
For Gamemasters who wish to have an opening crawl before the adventure, consider using the boxed text below.
Video Link: Opening Crawl
Credit: zeldafreak6245
STAR WARS : DAWN OF DEFIANCE
Episode II: A WRETCHED HIVE
Between the stars in the blackness of space, the Nebulon-B frigate Resurgence floats silently away from the prying eyes of the Empire.
Meanwhile, the galaxy continues to sink further into darkness. Each day, remnants of the Old Republic are crushed and a New Order is more firmly established.
Former Imperial Admiral Gilder Varth has provided Alderaanian agents with vital information on secret projects, and even now events are in motion to reveal the Empire’s misdeeds to the galaxy . . .
Part 1: Cato Neimoidia
In A Wretched Hive, the heroes must travel to the world of Cato Neimoidia, a planet ravaged by the Clone Wars and one of the many colony worlds of the Neimoidian people. Since their last adventure, the heroes have spent some down time aboard the Nebulon-B frigate Resurgence , which is apparently owned by Bail Organa. The ship spends all of its time in deep space, between worlds and away from major hyperspace routes, and it currently serves as a mobile safe house for former Imperial Admiral Gilder Varth.
Varth was recently rescued from an Imperial prison facility (either by the heroes, if they played in The Traitor’s Gambit , or by other agents of Bail Organa if they didn’t) and brought to the Resurgence to be debriefed. Captain Adrian Verana is the commanding officer of the Resurgence , and he has overseen Varth’s safety and debriefing over the last few weeks. The whole time, Captain Verana has made it clear that no one should mention Bail Organa’s name because the Senator cannot risk being known to be involved in case the Empire happens upon the Resurgence . Even Gilder Varth does not know for certain that it was Organa who had him rescued (unless the heroes told him, of course).
In the time between the end of The Traitor’s Gambit and the beginning of A Wretched Hive , you should feel free to include encounters with Captain Verana, Gilder Varth, and Captain Okeefe (the owner and operator of the Baudo -class Star Yacht, the Banshee ). The heroes should get to know these three characters a bit better because all of them will have roles of varying importance throughout the campaign. When A Wretched Hive opens, the heroes should be fully healed and have had a chance to obtain needed supplies and resources. The Resurgence is a well-stocked ship and can provide the group with most mundane items.
The Briefing
The adventure begins when the heroes are summoned to the briefing room aboard the Resurgence. When they arrive, they find that Gilder Varth awaits them, now dressed in the uniform of an Alderaanian ship officer. At his side is a small yellow-and silver astromech droid that whistles softly as it interfaces with a computer system. Once the heroes arrive, read the following boxed text aloud:
The briefing room aboard the Resurgence is clean and white, with several benches wrapping smoothly around a holographic projector seated on a raised dais in the center of the room. The projector springs to life, and the blue-tinted hologram of a Hutt appears to hover a few inches away from the projector’s three curved prongs. With a brusque clearing of his throat, former Imperial officer Gilder Varth begins to speak, wasting little time on pleasantries.
“Before the Empire decided my conscience was a liability,” he says, “I was involved peripherally in a top-secret plan known as the Sarlacc Project. While the details of the project are unknown to me, I was involved in the transfer of large sums of credits and resources to the project. Whatever the project entails, it is taking up a lot of the Empire’s time and effort. Moreover, I believe that this Sarlacc Project is destroying the lives of thousands of sentient beings; casualty reports crossed my desk on a regular basis.
“Unfortunately, I don’t know much more than that. However, during my brief brushes with the project, I discovered that the Imperial Navy was hiding the program’s existence from the Senate by transferring resources through secondary sources. Resources were routed through the Corporate Sector, through fake contractors, and through the criminal underworld to keep a trail from leading back to the project.
“One such secondary source was a Hutt crime lord named Darga. Like all Hutts, Darga is a slimy gangster whose love of credits is exceeded only by his love of power. Part of my job involved transferring resources to Darga, and in turn arranging for Imperial agents to take control of other resources from the Hutt’s organization. These were not simply transfers of credits. The items being traded were not specified, but physical resources were definitely being exchanged. Though it’s not much, this is the only lead we have. “Captain Verana has charged me with helping to uncover more about the Sarlacc Project, and he has authorized me to use you as my agents. We need you to travel to the planet of Cato Neimoidia and find Darga the Hutt. See if you can learn what he is trading in and how it relates to the Sarlacc Project. Additionally, a sum of 3,000 credits has been transferred to each of your accounts in preparation for the upcoming mission.”
Varth keeps the briefing short and sweet. He has an air about him that immediately recalls his military past; though he is not unfriendly, he spares no time for idle chatter. It should be clear to the heroes that Varth has not adjusted to life outside of the Imperial Navy; he still acts with the same rigidity that is characteristic of all Imperial officers. He seems uncomfortable in his Alderaanian uniform, but his professionalism won’t allow him to voice any complaints. The man is all business, and though he seems genuine in his assertions, he remains largely unreadable. After the briefing, the heroes might have some questions about their mission. The following section provides answers to common questions:
- Why should we do this for you? “In exchange for your assistance, Captain Verana has authorized me to pay each of you a modest sum. Additionally, this may be a chance to discover what the Empire is planning with the Sarlacc Project—which could have big repercussions, if I am right.”
- What else do you know about the Sarlacc Project? “Not much more than I’ve told you. My only involvement came in managing resources, and most of those transactions were encoded.”
- How are we supposed to find Darga the Hutt? “Unfortunately, Darga’s exact whereabouts are unknown. However, he has been seen in the Cato Neimoidian city of Zarra. Chances are that someone in the city knows where he is.”
- How do we discover the extent of Darga’s involvement in the Sarlacc Project? “Darga is not one to give up his secrets easily, but he has been known to take associates into his trust. If you can get inside his palace, he might reveal what is going on—or you might be able to find out by snooping around.”
- What can you tell us about Zarra? “Zarra was heavily damaged during the Clone Wars, and half of the city is still in ruins. The few residents that have chosen to remain inhabit a cluster of settlements on one end of the city.”
- How are we supposed to get to Cato Neimoidia? “Captain Verana has chartered passage for you aboard the Banshee , the transport vessel captained by Sirona Okeefe. After helping you rescue me from my prison on Felucia, Captain Okeefe quickly found herself on retainer.”
Arrival
The trip to Cato Neimoidia is uneventful, and when the heroes arrive, they find a planet that is far from its former glory in the days before the Clone Wars. A world in the Colonies, Cato Neimoidia should be far more populated than it is. When the Banshee drops out of hyperspace, any heroes in the cockpit can see that there is very little traffic traveling to and from the world. As the Banshee descends toward the planet, the ship flies through layers of clouds and zooms over cities that are built on massive bridges between rock arches. However, the bridge cities are all but abandoned, seemingly left to rot after the Clone Wars.
The heroes land on Cato Neimoidia with no difficulty and no visible Imperial presence. The Banshee docks at a spaceport in the city of Zarra, and though propaganda posters line the spaceport walls, there is no sign of stormtroopers or other Imperial officials. Regardless, Captain Okeefe cautions the heroes against acting foolishly. The Empire still controls the planet, and though its current presence is not strong, the situation could change quickly.
Zarra itself is dilapidated to the point of being hazardous. As the heroes walk the streets, they see little in the way of authority or commerce. Several large buildings that appear to have been lavish palaces of Neimoidian merchants lie half toppled and mostly destroyed. Rubble litters the streets, and landspeeders must veer sharply to avoid chunks of permacrete lying haphazardly in the road. Though a number of beings, mostly shabby-looking Neimoidians, roam the streets, it is clear that Zarra has been nearly abandoned since the Clone Wars.
Travel Time: 4 days
The blue whirl of hyperspace recedes as you enter the Cato system. In a few hours, you approach the greenish hazy planet of Cato Nemoidia. On your approach, the automated Message to Spacers hails The Banshee, and you note how little space traffic there appears to be closer to the planet.
The nav guides direct you toward a landing at the City of Zarra and you descend through the hazy atmosphere. Cato Nemoidia is the oldest of the Trade Federation Purse Worlds, and only the wealthiest of people were allowed to live on it. You see an ocean of white clouds, laced with of mountainous tree covered spires and archways poking above the cloud banks with cities slung beneath and between them on massive bridge spans. The city is much bigger than you thought it might be and the buildings are densely populated.
The city was once incredibly opulent, full of ornately carved palaces, crusted with intricate facades, with even the road cobbles carved and often inlaid into mesmerizing patterns, but now is a smoking ruin, ransacked and burned – a product of the Clone Wars. You cruise above crumbled towers and rubble strewn streets, with a sparse population wandering in the desolation.
The automated beacon directs you to a deserted spaceport landing pad that is relatively clear of debris, but you note with alarm as you cruise low, there are areas where you can see through the roads and see sky underneath. The light is beginning to wane. A female Neimoidian voice guides you in to land. You cruise past her starport control tower which is dimly lit and has broken plasteel windows.
“Welcome to Zarra, Cato Neimoidia. Purse World of the Trade Federation. May your business bring great profits.”
It’s closing on the dinner hour. You smell the spices of cooking fires upwind in the breeze and you can see smoke rising from throughout the city and trailing off the side. There are tents and ramshackle shanties strewn amid the wreckage of the grander structures. You don’t feel the city swaying in the breeze, but you are aware of its position on the massive bridge. There is no horizon. Unlike in coastal cities you visited, you expect to see blue water behind that line, but there is only open sunset blooming in blue across the tops of the clouds. The entire city is shaded by a massive rock arch, which now seems impossibly large.
.You see a robed figure approaching from the tower. You recognize the voice as the Spaceport Administrator, a limping female Neimoidian.
“Greetings, travelers. The spaceport fee is 200 credits.”
Sample Citizens
During this part of the adventure, the heroes might come into contact with members of the local populace. Below are several Cato Neimoidian citizens to use as quick reference when the heroes begin moving about the city of Zarra. Each uses the typical statistics block below. Feel free to invent your own NPCs or introduce other characters here as well.
- Krett, Cantina Owner: Male Neimoidian, owns the Federation’s Folly, a cantina in Zarra. A veteran of the Clone Wars, Krett once commanded a Lucrehulk -class battleship but was exiled to Cato Neimoidia and is still bitter. Nillia, Spaceport Administrator: Female Neimoidian, keeps tabs on all the ships coming and going from Zarra. She is bored with her job and longs to leave, and she seems wistful, as if seeking something more.
- Vigro, Speeder Repairman: Male Neimoidian, operates Vigro’s Repulsorlifts, a landspeeder repair shop. He is suspicious of outsiders and believes that even honest customers are out to swindle him.
- Salitt, Beggar: Male Neimoidian who begs on the streets of Zarra. He claims that he was once the Viceroy of the Trade Federation (he wasn’t) and seems distinctly deluded and paranoid.
- Shass, Trader: Female Neimoidian, owner of Zarran Imports and Exports. A shrewd businesswoman, she had aspirations of rising through the ranks of the Trade Federation until the blockade of Naboo, when she refused to go any further in a corrupt organization.
- Desson, Laborer: Male Neimoidian who works to rebuild Zarra. Desson seems like a man whose aspirations have been trod on for too long, such that now he is merely going through the motions.
- Borlo, Imperial Informant: Male Neimoidian who earns his keep by feeding information to the Empire about any unusual happenings. He seems friendly and outgoing, but his eyes glisten with the promise of Imperial credits.
Cato Neimoidian Citizen
Medium Humanoid (Neimoidian), Any Alignment
- Armor Class 10
- Hit Points 4 (1d8)
- Speed 30 ft,
STR DEX CON INT WIS CHA 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 12 (+1)
- Senses Darkvision 60ft, passive Perception 10
- Languages Galactic Basic, Pak Pak
- Challenge CR 0 (10xp)
Actions
Hold-Out. Ranged Weapon Attack: +2, range 30/120 ft, one target. Hit 2 (1d4) energy damage.
A Visit From The Vipers
As the heroes arrive on Cato Neimoidia, they are hassled by a local swoop gang. The Vipers, a rough gang of thugs who terrorize Zarra on a daily basis, always look for fresh prey when an outlander starship arrives. The swoop gang’s leader is a violent Human woman named Kessra. She is the only female member of the gang, but she bears the scars of several past battles. From the Vipers’ demeanor, it is clear that they follow her unquestioningly. However, they don’t realize that Kessra sometimes takes small jobs from Darga the Hutt. She uses her gang to achieve the crime lord’s goals in Zarra.
You hear the screeching chorus of a dozen or swoops approaching quickly in the blueish twilight, and you see their headlights first.
“Oh no. Never min’ ” says the citizen, as she hurries away back to her tower.
Swoops begin streaming from between ruined buildings and dim alleys around you, their headlights cutting through the hazy blue twilight. The first ones stop within shouting distance but keep their engines idling while more and more slip through the cracks around you. The bikes cruise over the gaps in the terrain without heed. This is a rough crowd, not a regular security force – but they all have dark, shiny jackets, and each one has an insignia of a green viper.
A slender, darkly clad biker in a smooth enclosed black helmet with metal trim cruises in at last. The biker’s helmet retracts, revealing a hard-looking human woman who is clearly a veteran of many battles. You see numerous scars across her sneering mouth and neck. Her spiky black hair matches the dark armoured clothing she wears. She is armed with a heavy blaster.
“That’s a pretty looking ship you’ve got back there. What’s her name?”
“You know, you set your pretty little ship down in Viper territory. Do you have enough credits to pay for a landing permit? It’s a thousand credits.
Paying the vipers
If the party tries to pay: "Maybe you misunderstood. It’s a thousand credits EACH, to land in this dump. Consider it insurance – a security fee to ensure your pretty little ship is kept safe. You’re lucky – you landed on the nice side of town."
Refusing to pay
The woman scoffs and begins to rev her swoop bike sending the rest of the gang into a bloodthirsty frenzy. "Alright, its your funeral. Get em boys!"
Diplomatic Approach
The party can try to threaten or persuade the biker gang to leave with a DC16 Persuasion or Intimidation check. If they mention that they work for Darga the check is made with advantage.
The woman stares at you with a look of disdain for several seconds before giving a sharp whistle. Turning back she spits on the ground "For you sake I hope you're not lying." She mounts her swoop and speeds off deeper into the city, her crew following closely behind.
Swoop Marauders
Setup
- Map: Swoop Marauder
When the encounter begins, the heroes have been surrounded by members of the Vipers swoop gang in the middle of a street in Zarra. The heroes should be in the center of a circle of Vipers on swoop bikes, with Kessra slightly inside this larger circle so that she can confront the heroes. No characters (including the heroes) should be placed on any of the open holes in the city street.
Vipers Swoop Gang Member (5)
All members of the Vipers have their own swoop bikes, which they ride into battle. Though they do not have weapons on their bikes—the Empire wouldn’t allow such a blatant flaunting of the law, even on a world so lightly occupied—each of the Vipers carries personal weapons (usually vibroblades and blaster pistols). Separate statistics are included below for Vipers on swoop bikes and for Vipers on foot, though most of the encounter is likely to feature just the gang members on swoops.
One of the grinning thugs clutches a battered vibroblade in one hand while revving the engine of his swoop bike with the other. The sputtering bike looks cobbled together from a dozen other bikes, but it has a menacing quality nonetheless.
Vipers Swoop Gang Member
Medium Humanoid, Neutral Dark
- Armor Class 16 (battle armor)
- Hit Points 26 (4d8+8)
- Speed 30 ft,
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 10 (+0) 9 (-1) 12 (+1)
- Skills Piloting +6 (Expertise)
- Senses passive Perception 9
- Languages Galactic Basic, Huttese
- Challenge CR 1/2 (100 XP)
Actions
Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 5 (1d6+1) energy damage.
Vibroblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d8+1) kinetic damage.
Swoop
Large Construct, Unaffiliated
- Armor Class 10
- Hit Points 27 (6d10-6)
- Speed 0 ft, fly 90ft.
STR DEX CON INT WIS CHA 13 (+1) 11 (0) 8 (-1) 10 (0) 9 (-1) 7 (-2)
- Saving Throws Dex +5
- Damage Vulnerabilities Ion
- Damage Resistances Necrotic, Poison, Psychic
- Condition Immunities Poison, Disease
- Senses -
- Languages -
- Challenge CR 1/8 (25 XP)
Traits
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Hit and Run. The pilot of the construct may take the Disengage action as a bonus action.
Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Unstable. The construct requires a successful Intelligence (Piloting) skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.
Actions
Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
Evade. If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.
Vipers Swoop Gang Tactics
The Vipers are decent pilots and will always use their swoops to their advantage. Though they carry blaster pistols, the Vipers prefer to use their vibroblades, making hit and run melee attacks with extensive use of their Hit and Run ability.
Kessra
Kessra is the Human leader of the Vipers. She built the gang out of a band of former Separatist mercenaries who were stranded on Cato Neimoidia after the end of the Clone Wars. Rather than be taken captive by the newly formed Empire, Kessra led her mercenaries into hiding under the guise of being a swoop gang. After a while, Kessra realized that her Vipers could live well on Cato Neimoidia, and they took over the streets of Zarra. When newcomers arrive, she makes sure that the Vipers are there to demonstrate who runs the show in the city.
This slender Human woman is clearly a veteran of many battles, as she has numerous scars and marks of combat across her face, arms, and hands. Her spiky black hair matches the dark armored clothing she wears, and a perpetual sneer adorns her face.
Kessra
Medium Humanoid, Neutral Dark
- Armor Class 16 (battle armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft,
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (0) 12 (+1)
- Skills Intimidation +3, Piloting +5 (Expertise)
- Senses passive Perception 10
- Languages Galactic Basic, Huttese
- Challenge CR 1 (200 XP)
Actions
Multiattack. Kessra can make two Heavy Blaster Pistol attacks.
Heavy Blaster Pistol. Ranged Weapon Attack: +3, range 45/180 ft, one target. Hit 6 (1d8+1) energy damage.
Kessra's Tactics
Unlike her companions, Kessra prefers to stay away from the heat of battle. Though she is also quite handy with her swoop bike, she favors her custom heavy blaster pistol so that she can take shots at her enemies without getting too close to the thick of things. While the Vipers run interference between her position and the heroes, Kessra tries to assist her companions by taking shots at enemies who are also the focus of melee attacks by her followers.
Loot
- Each gang member is carrying 500 credits for a total of 2500 credits.
- Kessra is carrying 1200 credits and her heavy blaster pistol.
- For each member defeated, the party can take their swoop bike.
- Correllian Crippler Matrix
Conclusion
Though the Vipers are arrogant enough to fight to the bitter end, Kessra is a bit more conservative. If the heroes reduce her to less than half her hit points, or if they eliminate all of her Vipers, Kessra flees at top speed on her swoop bike. If it looks as though she might be captured or killed,
Kessra surrenders peacefully, albeit grudgingly. If the heroes interrogate her, she reveals that she is on the payroll of Darga the Hutt. However, she doesn’t know anything useful about him or his dealings, and she doesn’t have the influence necessary to get the heroes into his palace.
If turned over to the authorities, Kessra is free within hours—she calls in a favor from Darga to get out of prison—and retreats into hiding to lick her wounds. Regardless, if Kessra survives the encounter, she appears in Darga’s palace in Part 2 of the adventure (see “Kessra's Revenge”).
Locating Darga's Palace
With nothing more to go on than a city and the name of a Hutt, the heroes don’t have many leads to follow. Asking questions about a Hutt crime lord can be a dangerous business in Zarra, and most citizens rebuff the heroes if they try. However, after a few attempts to find Darga, the heroes should come to realize that the Hutt lives in the city and is, in fact, well known, even if no one will reveal his exact location. But there is one way for the heroes to learn where Darga resides. One of his flunkies, a young Devaronian thief and errand boy named Warrick “Womp Rat” Raden, spends a great deal of time in the city. If the heroes can locate Raden, he can lead them directly to the Hutt’s secret palace. Below are some suggestions on how to handle the search for Raden
Gather Information: Heroes who are proficient in the Intelligence (Investigation) skill have an advantage in trying to find the Hutt. Though they cannot locate Darga with the skill, they can find Raden, who takes pains to keep his movements low key (if not secret). A hero can use Intelligence (Investigation) to find him; the DC is 25 and the information costs 500 credits in bribes. Success indicates that the heroes are told where to find Raden—a nearby ruined warehouse.
False Pretenses: The heroes might try to gain the attention of the Hutt and his associates through deception. This might include pretending to be a rival gang eager to start trouble or posing as fellow criminals looking to work with (or for) the Hutt. However, most citizens of Cato Neimoidia want nothing to do with the underworld, so if the heroes identify themselves as criminals of any kind, the residents shun them or refuse to do business with them.
If the heroes spread rumors in an attempt to draw the Hutt’s interest, it takes two days before they see results. Provided that they didn’t spread rumors likely to provoke the crime lord (such as “We’re here to kill that slimy Hutt and take over this planet for our own!”), they receive an anonymous message telling them to meet Warrick Raden at the ruined warehouse at midnight. The message actually comes from one of Darga’s informants in Zarra, not from Raden himself, so the errand boy knows nothing of the heroes’ impending arrival.
Bribery: No matter how much the citizens fear dealing with the criminal underworld, the right amount of credits can always open doors If the heroes visit traders, cantinas, spaceports, and even security offices searching for information on Darga, the right bribes can get them the information they need.
- A bribe of less than 500 credits reveals no information regarding Darga, only that “some Hutt” has been terrorizing the people of Zarra.
- A bribe of 500 to 1,250 credits earns the heroes the name of the Hutt’s associate, Warrick Raden, and lowers the DC on a Intelligence (Investigation) check by 10 to locate the errand boy.
- A bribe of more than 1,250 credits earns the heroes not only Warrick Raden’s name but also the location of the abandoned warehouse where he can be found.
Threats and Violence: Though more in line with the Empire’s tactics, the heroes can use threats and violence to get information about Darga. Most of the population of Zarra is already cowed by the Hutt’s thugs and associates. Combined with occasional Imperial intervention, which never goes well even for law-abiding citizens, the locals have very little fight left in them.
Using the Charisma (Intimidation) skill to intimidate citizens of Zarra only goes so far. A successfully intimidated citizen can say only that a Devaronian named Warrick Raden works for Darga and sometimes comes around to collect extortion money or deliver messages on the Hutt’s behalf. This information grants the same -10 DC bonus on Intelligence (Investigation) checks that bribery does.
If the heroes use violence to find Darga, such as abusing local business owners or picking a fight in a cantina, they eventually get a message from one of the Hutt’s hidden agents who believes that the heroes are auditioning to join the organization. This message is identical to the one described under “False Pretenses,” above.
However, violence does not sit well with the citizens of Zarra, and eventually one becomes scared enough to alert Imperial authorities to the heroes’ activities. An Imperial patrol consisting of six stormtroopers and an Imperial Junior Officer (see page 57 and 69 of Scum and Villainy for the Trooper and Officer, Junior stat blocks) arrives on a transport skiff and attempts to take the heroes into custody. The Imperials call for reinforcements if the heroes resist arrest, and soon Zarra might be crawling with a large percentage of the Imperial forces on Cato Neimoidia, attracting attention the heroes do not want.
Finding Raden
When the heroes finally locate Warrick Raden, they quickly discover that he does not want to be found or to talk about Darga. The Devaronian is willing to fight his way free and is not afraid to fire a few blaster bolts to put the heroes off his scent.
Darga's Cronies
Setup
- Map: Warrick Raden
The heroes have traced Warrick Raden to a hideout in an abandoned warehouse in the city of Zarra. Warrick and his cronies are holed up in the warehouse, and the heroes can approach from either end of the street. Two excavation droids, secretly under Raden’s control, appear to be sifting mindlessly through the rubble in the street. These droids serve as lookouts, and one of Warrick’s companions watches what is happening on the street through the eyes of the droids. Therefore, if the heroes approach from the street, their quarry will not be surprised.
Read-Aloud Text
As the heroes approach the ruined warehouse, allow them Wisdom (Perception) checks opposed by the excavation droids’ Dexterity (Stealth) checks to determine whether or not they notice the droids taking an unusual interest in them. When Warrick or his goons spot the heroes on the street, or if the heroes move up and see Warrick and the thugs inside the warehouse, read the following boxed text aloud:
A pair of excavation droids sift mindlessly through the rubble, digging out a doorway.
Most of the buildings on this street look half destroyed or collapsed, and none of the damage is recent. Dominating one side of the street is a crumbling warehouse. The walls of the warehouse have large chunks taken out of them, exposing the dark building interior to the street.
You see a hunched over Devaronian male with red skin skulking inside, talking on a comlink. You note that he often checks his shoulder, and that he tends to keep to the shadows, taking the long way around windows and gaps in the walls. You see, amid the wreckage of boxcars and crates, a fire pit and some makeshift stools.
Warrick Raden
Warrick Raden is a bully and an errand boy in Darga the Hutt’s organization. For the most part, Raden is content to throw his weight around, but he is far too paranoid to draw too much attention to himself. A surprise visit by a group of strangers new to Cato Neimoidia is enough to spook Raden, causing him to suspect the worst. Like most other Devaronian males, he’s spent a good amount of time exploring the galaxy, but some close run-ins with the authorities have made him extremely wary of dealing with authority figures.
Warrick Raden
Medium Humanoid (Devaronian), Neutral Dark
- Armor Class 15 (fiber armor)
- Hit Points 52 (8d8+16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 10 (0) 10 (0) 13 (+1)
- Skills Deception +3, Intimidation +3, Perception +2, Stealth +5, Survival +2
- Senses passive Perception 12
- Languages Galactic Basic, Devaronese
- Challenge CR 1 (200 XP)
Traits
Cunning Action. Warrick Raden can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Warrick Raden deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated and she doesn't have disadvantage on the roll.
Tech Resistance. Warrick Raden has advantage on saving throws against tech powers.
Two Livered. Warrick Raden has advantage on saving throws against poison and resistance against poison damage.
Actions
Heavy Blaster Pistol. Ranged Weapon Attack: +5, range 40/160 ft, one target. Hit 8 (1d8+3) energy damage.
Warrick Raden's Tactics
Raden wants nothing to do with the heroes and is more concerned with saving his own hide than anything else. When the encounter begins, he immediately takes the Hide Action, then picks out the most dangerous-looking hero to target. Warrick allows his hired muscle to engage the heroes directly, while he remains hidden to gain his bonus Sneak Attack damage against the heroes. Raden alternates between his Cunning Action for the Hide Action and shooting the most dangerous-looking hero.
Warrick's Hired Muscle (6)
Warrick keeps a number of thugs with him at all times. These thugs are in the employ of the Darga the Hutt and feel no real loyalty to Raden other than the fact that Darga ordered them to accompany the Devaronian. They know that Darga would be displeased if anything happened to his errand boy, so they fight to protect him for fear of what the Hutt would do to them if Raden were captured or killed.
Warrick's Hired Thug
Medium Humanoid, Neutral Dark
- Armor Class 12 (combat suit)
- Hit Points 11 (2d8+2 )
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (0) 12 (+1) 12 (+1) 10 (0) 10 (0) 8 (-1)
- Senses passive Perception 10
- Languages Galactic Basic, Huttese
- Challenge CR 1/8 (25 XP)
Actions
Shotgun. Ranged Weapon Attack: +3, range 30/120 ft, one target. Hit 6 (2d4+1) kinetic damage.
Vibromace. Melee Weapon Attack: +2, range 5ft, one target. Hit 5 (1d10) kinetic damage.
Burst. Darga's Thug sprays a 10-foot-cube area within normal range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.
Warrick's Hired Muscle Tactics
The thugs aren’t very smart, so their favorite tactic is simply to find a place to hunker down and take shots at the heroes from behind cover. They know that the excavation droids are under Warrick’s control, so they do their best to distract the heroes to give the droids a chance to sneak up on the intruders.
Each thug carries 250 credits for a total of 1500 credits.
Excavation Droids (2)
After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities. The droids in this encounter have been reprogrammed to obey Raden’s commands (sent with his comlink and datapad) and to ignore their usual restriction against attacking living beings.
This spiderlike droid resembles a massive arachnid with threepronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.
Excavation Droid
Medium Droid, Unaffiliated
- Armor Class 15 (armor plating)
- Hit Points 39 (7d8+7)
- Speed 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison psychic
- Condition Immunities poison, disease
- Skills Athletics +4
- Senses darkvision 60ft, passive Perception 10
- Languages Galactic Basic, Binary
- Challenge CR 1 (200 XP)
Traits
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Leaping Strike (1/Rest). The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.
Powerful Build. The droid counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Actions
Excavation Tools. Melee Weapon Attack: +4, range 5ft, one target. Hit 5 (1d6+2) kinetic damage.
Excavation Droid Tactics
The excavation droids might seem like no threat when combat begins because they are simply chipping away at the rubble on the street. Once Raden gives them the command, however, they literally leap into action. Each droid tries to use its leaping strike as quickly as possible, and though the droids aren’t very strong, they provide a distraction that can give Raden a chance to get off a few more sneak attacks.
Loot
If the party searches the area they find several item modifications scattered about that Raden has yet to install.
- Compenstation Oscillator
- Collapsible Frame
- Convenience Reinforcement
- Enhanced Reconstructor
Conclusion
Though Raden is willing to fight initially, his will quickly erodes if the heroes gain the upper hand. The heroes should realize that they need the Devaronian alive, but in case they try to use lethal force, he surrenders if reduced to fewer than 15 hit points. If this occurs, Darga’s thugs attempt to flee.
Raden is reluctant to help the heroes. He begins the encounter hostile to them, but if he is captured, his attitude shifts to merely unfriendly. If his attitude can be shifted to friendly through a DC 22 Charisma (Persuasion) check, or if he is successfully intimidated by a DC 17 Charisma (Intimidate) check, he agrees to take the heroes to Darga’s secret palace.
Raden's Capture
"You want to see DARGA? I’m not going there. I won’t take you. Do you have any idea of what he will do to us? I don’t know what your business with the Hutt is, but if you ask me, you’re better off leaving now, while you still can."
Features of the Area
The area around the ruined warehouse is littered with debris, which counts as difficult terrain. Additionally, the buildings in this area are crumbling and unstable, and chunks of the walls and ceiling often fall when damaged. If a ranged attack against a target standing adjacent to a wall misses that target by 5 or less, a chunk of the wall is dislodged. The target adjacent to the debris makes a DC 12 Dexterity check or takes 1d6 kinetic damage.
Part 2: Darga's Palace
Once the heroes have subdued Warrick Raden, it is not hard to convince him to lead them to Darga’s palace. The Devaronian is clearly terrified of what awaits him at the palace, but he is also afraid of the heroes, and as such he does not make any escape attempts. Raden has a speeder that can fit three passengers (or six, if they pile in on top of one another), and he wastes no time in zooming through the bridge city, weaving in and out of ruined buildings and taking shortcuts through the rubble. The trip to Darga’s palace takes half an hour, and Raden’s winding course leads the heroes into a dense cluster of buildings that blocks out their view of the Cato Neimoidian sky.
Approaching the Palace
Piling into Raden's speeder, with a blaster stuck in his ribs, Raden reluctantly leads you on a treacherous and winding journey through the city bridge, to one of the mountain hubs, and out onto another dilapidated bridge city.
The trip takes close to an hour, and rarely goes very quickly. It’s a surreal swoop journey that seems to go inside and through ruined buildings and excavations as much as outside through the streets. Several times, he takes you down into the city sublevels, where you find yourself winding through labrynthine tunnels, stairwells, and riding down non-functional conveyer tubes. After a while of this, you realize that you aren’t sure, any longer, of which direction you are pointed. Clearly, Raden doesn’t like to travel in the open.
(Allow the heroes to roleplay a bit here)
You finally ascend a long and wide stairway up into a collapsed concourse, with daylight streaming in between the mountains of broken rubble and steel from several destroyed palace compounds, which have all flowed into the streets. There are many gaps in this area where it looks like turbolasers have blown chunks of the road out. He picks his path through towards a massive toppled Neimoidian statue, which hides the remains of a sturdy stone battlement, inset with a pair of massive blast doors 5 meters tall, and carved with elaborate Hutt runes.
Raden walks timidly forward up to a door, which has a small communications panel. He presses a button and sputters some phrases in Huttese. A long moment passes before two Nikto guards with hunting blaster rifles appear on the battlements above the doors, weapons pointed down at you.
(Allow the heroes to roleplay a bit here)
Darga's Court
A metal panel in the blast door scrapes as it slides open. You see a large pair of glowing eyes staring at you from the dark. A gravelly voice speaks from within the doors, again in Huttese.
The panel slides closed. A moment later, there is a heavy clank of metal on metal, and the blast doors part to either side. A rush of cool, dry air flows outward from the Hutt palace. Raden motions you to follow. Entering the palace, there is no sign of who or what might have owned the glowing red eyes. You follow Raden down a long, dark hallway, illuminated at random by torches set into wall sconces. You have a bad feeling about this place, like something is watching you from the darkness. You pass unmarked metal doors. The air is thick with the smell of dust and rotting wood.
As you move deeper, you realize that Darga’s palace seems to be created from the wreckage of two adjacent palaces, which have been hastily retrofitted together. You get the sense that both buildings were once bright and beautiful, and very old. Eventually you hear music and voices, and you realize you must be approaching the throne room. Entering the large chamber, you deduce the throne room was likely a portion of the Great Hall of one of the other palaces, or what is left of it. It is opulent and repulsive. A thick layer of oddly scented smoke and spice drifts through the air, rising out of braziers in the corners of the room. Once beautiful tapestries line the walls, though most have been torn, burned, or stained. Beautiful cornices in the long tube-like hallways have been painted over with tacky gold and purple paint.
A raised hoverdais, plated in polished gold, hovers in the center of the room supports the massive and bejeweled bulk of Darga the Hutt, and he is surrounded by crowds of thugs and servants, while a human band plays and twilek dancers twirl. Behind the dais, you see a large open balcony that opens into a cavernous dark room that seems to have spotlights at riveted at regular intervals into the ceiling.
As you walk into the room, the conversation and music stops. Silence reigns as every eye turns to watch Raden lead you into an open space in front of the opulent dais. A filthy rug adorns the room. Darga’s eyes roll from you to Raden, and his ringed fingers throw aside his large gold drinking chalice. He Booms something in Huttese to Raden.
In Huttese:“What are you doing here? Outsiders? In my palace? Again? I told you before, bring me the weapons shipment I wanted in the first place, or don’t come back. I still can’t find a market for your last haul!”
(Someone from the crowd whips a pair of medpacks at him, bopping him in the head. Raden falls to his knees in supplication and begins to grovel. The hutt stares at you for several moments before beckoning his protocol droid.)
A very brightly polished silver protocol droid, with ornate golden circuitry and emerald eyes approaches. "His Swollen Magnificence, Darga the Hutt, demands to know why you have come to his palace, and how you convinced Raden to escort you.”
Darga’s giant eyes rest on them all for a long moment before the Hutt demands to know why they have come to his palace and how they convinced Raden to escort them. Darga is satisfied with any answer that is not confrontational. He really isn’t looking for trouble with the heroes; he just wants to feel them out and see if they could be useful in some way. He’s already impressed with their ability to locate his hidden palace (though it may not seem like much of a feat, there are many in Darga’s own organization who couldn’t manage it) and wants to discover whether they have any skills that he could exploit.
Members of the Court
12 Gamorrean guards, three bounty hunters, three Quarren assassins, TC-663, Igren Demos and other assorted beings.
Darga begins this encounter indifferent to the heroes. If they can shift his attitude to friendly through a DC 15 Charisma (Persuasion) or Charisma (Deception) check, he welcomes them into his court. Any flattery grants the heroes Advantage on Charisma (Persuasion) checks to alter the Hutt’s attitude, as do bribes or gifts of any kind. If the heroes mention that they are seeking employment or are interested in providing their services, they gain Advantage on Charisma (Deception) checks against the crime lord. Darga is still building up his power base and is always on the lookout for potentially valuable members of his organization. If the heroes fail their Persuasion check to join the court, they can still join by offering bribes or other incentives, though Darga expects at least 1,000 credits’ worth before he even considers it.
Winning over Darga
“Enough. Join in my court for a few days. I have many matters to attend to, and I’m expecting visitors besides, but I smell a business opportunity here. Maybe we can explore working on a venture together, after we get to know each other. Besides, my other associates would be disappointed if they missed an opportunity to take your money in our games. Guards, take Raden to the dungeon to consider his failures. (Raiden gives you a look of pure desperation as he is dragged away.)
"Now, let us feast in your honor!" At the hutt's command dozens of servants frantically begin to scramble out of the room to prepare. Several minutes later you are ushered into the feasthall. A twi'lek servant methodically seats each of you and places a napkin across your lap before bowing deeply and slinking back into the shadows. Your senses are nearly overwhelmed by the sheer amount of food and drink before you- it all looks delicious and it is clear that Darga spared no expense.
>> Gaining entry to Darga's Palace is a level-up milestone. (Level 4) <<
Darga plans to impress the heroes with his wealth and power, hoping to convince them that a business relationship would be profitable. This is exactly the kind of thing the heroes need to get close to the Hutt and snoop around.
The Feast
The feast is an excellent role-play opportunity. Be sure to allow the heroes to mingle amongst themselves and with Darga.
Darga will ask the heroes the following questions:
- Who are you?
- Do you work together?
- Where do you come from?
- What do you do in your free time?
- What is your most impressive accomplishment?
Darga will share the following information:
- He runs a small but growing organization, and is looking for business partners.
- Darga refers to his trusted agents fondly, pointing out the ones who participate in his gladiator games. He notes that he sponsors them and they compete abroad, and he gets a good cut of the winnings.
- He runs entrepreneurial ventures in underserviced areas.
- He’s looking for major domos to run his various holdings when he isn’t there
- His dealings with the Empire have been frowned upon by other Hutts, who are obviously jealous of the riches it has brought him.
Hints to drop:
- If the heroes ask about the Empire, Darga will boast that one of the visitors he is expecting is an imperial agent.
- Over the course of the meal, the heroes get the impression the while Darga is trying to win them over with his opulence, he is also testing to see whether they have anything to offer him.
- He drops hints with remarks such as, “We will see how you enjoy your time in my court—and how much I enjoy your company,” or “The next few days will give us a chance to get to know each other and see how much I have to offer you—and you to offer me!”
A Place to Rest
As the feast comes to an end Darga tells Igren Demos, one of his most trusted Majodomo's, to show you the common quarters. You are lead to a flophouse garishly stocked with pillows and supplied with spice, stims, deathsticks, and plentiful food and drink. There is also a washroom which is kept surprisingly clean.
Loot
While most of the substances in this room are for intended immediate consumption you find several vials of spice in travel suitable containers.
- Cilona (Fine)
- Giggledust (Fine)
- Karrak (Fine)
- Yaladi (Fine)
- Stamina Adrenal x3
Darga the Hutt
Large Humanoid (Hutt), Neutral Dark
- Armor Class 14 (Hide, Survival Instinct)
- Hit Points 128 (14d10+60)
- Speed 20 ft.
STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 17 (+3) 18 (+4) 15 (+2) 18 (+4)
- Saving Throws Con +7, Int +8, Cha +8
- Skills Deception +8, Insight +6, Intimidate +12, Lore +8, Perception +6, Persuasion +8
- Damage Resistances acid, poison
- Condition Immunities charmed, prone
- Senses passive Perception 16
- Languages Bocce, Dosh, Huttese, Galactic Basic, Pak Pak, Quarrenese, Rodese, Ryl
- Challenge CR 6 (2,300 XP)
Traits
Dominating Presence (1/Rest). As a bonus action, Darga the Hutt can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Darga the Hutt's next turn, the creature takes only the actions Darga the Hutt chooses, and doesn’t do anything that it doesn’t allow it to do.
During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction.
Innate Tech Casting. Darga's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers:
At will: assess the situation
3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier
1/day: kolto cloud, tactical advantageTyrant's Ferocity. Darga the Hutt has advantage on any attack against a creature that is charmed by it or frightened of it.
Reassemble (1/Rest). Darga the Hutt may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.
Survival Instinct. Darga the Hutt and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).
Actions
Hold-Out Blaster. Ranged Weapon Attack: +3 to hit, range 30/120, one target. Hit 1 (1d4 - 1) energy damage
Overwhelming Presence. Darga the Hutt can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If Darga's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d8+2) kinetic damage, and the target must succeed on a Dexterity saving throw (DC 16) or become grappled.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 11 (2d8+2) kinetic damage, and the target is knocked prone.
Reactions
Call the Guards. When a creature attacks Darga the Hutt, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.
Encouraging the Heroes
During the scenes in Darga’s court, you should encourage the heroes to get involved in the various encounters by reminding them of their mission. When they enter the palace, they know very little about the Hutt’s involvement with the Sarlacc Project, and they should be eager to follow up on most leads. Encourage the heroes to take any opportunity to impress Darga, reminding them that gaining the crime lord’s trust might help them discover the truth behind his involvement in the Imperial plot.
Part 2: Currying Darga’s Favor
For the next few days, the heroes spend time in Darga’s court, learning about the Hutt and his dealings by observing, participating in encounters, and snooping around. (Knowing that an agent of the Empire will be arriving should give them further incentive to stick around.) Though Darga seems eager to show them a good time, he remains wary of outsiders, so he plans to keep the heroes close. As such, they must not only uncover the Hutt’s involvement with the Sarlacc Project but also ingratiate themselves with Darga to gain his confidence.
Five major events occur during the heroes’ time in Darga’s court, each of which can affect how the crime lord feels about them. Each event is considered a noncombat encounter that gives the heroes a chance to showcase their ingenuity and skills (though combat may well break out at any time). Each event has a primary challenge and one or more secondary challenges. To win the Hutt’s favor, the heroes must succeed in the primary challenge of at least three of the five events. They gain Advantage when making skill checks against Darga or any member of his organization except Igren Demos. Finally, the Hutt has TC-663 distribute datacards to the heroes that grant them access the guest quarters. These datacards might come in handy when they find the comatose Jedi hidden in the dungeon (see “Discovering Denia,” page 14).
If the heroes do not succeed in the primary challenge of at least three of the five events, they still can learn what they need to know, but it will be more difficult.
These events are designed to be spread out and run in nearly any order, allowing you to decide when to use them. As a general rule, the events should occur over at least two days (to allow Master Denia to make contact with the heroes during the night), and perhaps more depending on the flow of the game. Though most of the events can be run in any sequence, the event with the Imperial agents should be last, since it is likely the heroes’ main reason for staying in the palace. Additionally, several encounters from “Exploring Darga’s Palace” (page 13) work best when used to break up the action between the five events or when used during time spent away from Darga’s court.
Joining Darga
There is always a chance that one or more of the heroes truly will want to join Darga’s organization, and that’s fine—it might present a few complications, but it will also offer good story opportunities. As the adventure progresses, heroes who want to join the Hutt will probably be very eager to curry his favor, but they should also learn that Darga’s hold on his criminal empire is tenuous at best. By the end of A Wretched Hive , when the Hutt flees to Cloud City on Bespin, the heroes should have an inkling that they could seize control of Darga’s organization for themselves. Indeed, that becomes a very real possibility when Darga meets his untimely demise in the next adventure, The Queen of Air and Darkness.
Event 1: The Execution of Warrick Raden
By this time, it’s no secret that Darga is displeased with Warrick Raden for leading the heroes to him. True, the Hutt is interested in the heroes now that they’re here, but he doesn’t want Raden bringing just anyone to his secret palace, and he wants to make an example of the Devaronian. Darga has the errand boy dragged before his court and makes a declaration: Raden is to be executed, and since the heroes are new, they will perform the execution.
You hear shouting and cheering from the throne room, and the sounds of blaster fire.
You arrive in time to see that the arena area is dimly lit, with Darga’s repulsor lift gliding back into its place in the throne room. A lot of money is changing hands, and some bodies are carried out of the arena on stretchers, their wounds still smoking. One of the bodies is slapped roughly on the bar for the medical droid to help, but it is too late.
“Ah excellent. It is time to celebrate our guests. As the newest promising members, the honors will be yours. Guards!"
Raden is dumped rudely on the floor in front of you. He’s been roughed up badly. He struggles up to his knees.
“You failed me for the last time Raden. First, you miss our haul on weapons shipments, then you try to make good by looting a Republic medical disaster aid shipment I can’t sell medpacks, and I can’t fight a turf war with a surgical droid. And now you show your face in my court, without my weapons haul.
Your time is over, Raden, and I see it fitting that the newest applicants for your place in my court should have the honor of executing you, personally.
If you want to join this court, I would want you dispense my justice. Let's begin!
Primary Challenge: The Hutt wants to show his court that those who betray him to outsiders will be punished severely. Additionally, he sees an opportunity to test the heroes’ mettle by seeing if they truly are willing to do his dirty work. Two Gamorrean guards dump Raden unceremoniously in the open floor before the dais, and one of them holds out a vibro-ax for the heroes to use in the execution.
The heroes’ primary challenge is to satisfy Darga’s need to punish Raden while proving their worthiness to be in his court. Of course, they can simply perform the execution—Raden is clearly a degenerate criminal, and the heroes might be tempted to remove such a person from the galaxy—which will satisfy Darga on all fronts. However, the killing would certainly be a Dark Side act, since Raden is helpless and at their mercy.
If the heroes suggest an alternative fate for Raden, Darga is willing to listen, particularly if their idea involves violence. If they propose setting Raden up in some kind of fight, Darga is very agreeable and will include the Devaronian as one of the combatants in a gladiator match (see page 10).
If the heroes outright refuse to take part in Raden’s punishment without attempting to be diplomatic about it, they automatically fail to overcome the primary challenge. Darga sees them as weak and unwilling to do his bidding.
Alternatively, if the heroes can make Darga think that they killed Raden, he will likely fall for it. Knocking Raden unconscious will help, though the heroes should take care that Darga doesn’t look too closely at the Devaronian’s “corpse” or he might figure out their ruse. The heroes can make a Charisma (Deception) check against Darga’s Wisdom (Insight), and each character who contributes to the ruse can improve the group’s chance of success. If the heroes fail to convince Darga that they have killed Raden, he is disappointed but takes no actions against them, and he orders one of his Quarren assassins to do the job instead.
Secondary Challenge: This event presents an opportunity for the heroes to learn more about Igren Demos, Darga’s Neimoidian majordomo. Demos is far more than the simpering sycophant that he appears to be. Any hero who succeeds on a Wisdom (Perception) check against Igren Demos' Charisma (Deception) can tell that the Neimoidian watches them very closely during the event. For the most part, Demos is just studying the heroes, though he seems to linger his attentions longer on any characters who are Force sensitive—as if he senses a kindred spirit. Any hero who is force sensitive can make a DC 13 Wisdom or Charisma check with proficiency if they are proficient in Insight, if they succeed they can determine that Demos is indeed Force sensitive, though if approached, he denies it.
Event 2: Gladiators
A twi'lek slave informs you that Darga requests your presence at the arena, bowing deeply and keeping her eyes on the floor. As she leads you down the twisting corridors you begin to hear distant blaster shots and cheers. You are ushered into the viewing box and find yourselves looking down into a moderately sized gladiator arena. From the looks of it, the arena was likely once a garden of some sort, likely filled with rare plants cultivated for a wealthy Neimoidian noble. The ceiling appears to be made entirely of transparisteel, though it has been crudely painted over, and gaudy lamps have been set in the walls all the way around the perimeter of the arena. Darga invites you to sit and watch the entertainment.
As the fight concludes, Darga explains that he always enters a team of gladiators in an annual competition on Rattatak, and that over the course of the year, various teams challenge one another for the right to be his sponsored gladiators. The hutt goes on at length about how tough his gladiators are, how he only selects the best for the games at Rattak, and how he supplies them with the finest weapons and armor in the galaxy. As the next fight is being prepared, Darga turns to you, avarice in his eyes, and asks if you would like to place a wager on the upcoming battles.
After witnessing several rounds of brutal combat, in which several combatants have been killed or badly maimed, Darga offers you a chance to prove your mettle in the arena against his current champions.
Primary Challenge: This is another chance for the heroes to curry Darga’s favor, this time by besting his current crop of champions. If the heroes express any concerns about participating, particularly if they feign concern for injuring Darga’s prized gladiators, the Hutt agrees to let the heroes fight with their weapons set on stun, promising that his gladiators will do the same. However, any match with weapons set on stun is destined to spiral out of control because the Hutt’s gladiators won’t take kindly to being defeated by newcomers and will switch their weapons back to lethal mode.
If the heroes manage to defeat the opposing gladiators, they succeed in overcoming the primary challenge. If they choose not to take part in the match, they fail to impress Darga, who makes snide comments about their delicate sensibilities. However, if they present a reasonable alternative— such as offering to pay for half of the gladiator team’s sponsorship fee, or calling in favors on Rattatak to ensure an advantage for Darga’s team—they can still gain the Hutt’s favor.
Secondary Challenge: The heroes can earn a few credits by placing wagers on the gladiator matches that precede their own. Darga is more than happy to place bets with the heroes. Use the Gambling activity in Wretched Hives's Downtime section with the uptime verson's ruleset.
Secondary Challenge: Darga goes on at length about how tough his gladiators are, and how he selects only the best for the games on Rattatak. He even mentions how his sponsorship earns the gladiators the finest weapons and armor that money can buy, again hoping to entice the heroes to enter the arena. If any of the heroes has displayed an aptitude for machinery or mentioned a penchant for technology, Darga makes a few circumspect inquiries as to the availability of that hero’s skills. Any character with proficiency in Armstech Tools who offers to upgrade a few weapons for Darga’s gladiators immediately earns the Hutt’s favor. Such a character may also grant themselves Advantage on a skill check made during interactions with Darga.
Gladiator Match
Setup
- Map: Hutt Palace Floor 1
- Room: Combat Arena
The heroes and the opposing gladiators begin the encounter on opposite sides of the gladiator arena. The three Gamorrean gladiators set up close by one another (though far enough apart to be difficult to hit with stun grenades and Force powers) while the Rodian and the droid set up much farther away. The heroes may arrange themselves in any position they wish, but they should be close to the wall farthest from the other gladiators.
Read-Aloud Text
Just before the battle with Darga’s gladiators begins, read the following boxed text aloud:
High above the gladiator pit, Darga the Hutt presides over the beginning of the match, looking down on you with a slimy grin. Standing just to his left is the protocol droid translator, who relays the Hutt’s decree down to you: “Fight for the chance to be my personal gladiator team! Riches and fame for all who are strong enough to seize them!” With that, the Hutt blows a massive horn that echoes throughout the open gladiator pit. Dirt crunches underfoot, and flickering light shines on you from the lamps mounted around the perimeter.
Gladiators (5)
Darga has a crop of interesting and dangerous gladiators, culled from the ranks of his previous teams and as eclectic as they come. The Karg brothers are three Gamorreans who may or may not really be brothers; no one has dared investigate the claim further. They specialize in melee combat, wielding extremely deadly vibro-axes, but they use energy balls as ranged weapons. The Rodian gladiator Zayda is an exile from his homeworld who tried his hand at bounty hunting before realizing that he just wanted to blast people for a living. His personal combat droid assistant, RX-7246, is a custom-made battle droid with an extensive library of heavy weapon combat routines. These five gladiators have already survived several rounds in the arena against other opponents and are eager to prove themselves against the heroes.
The five gladiators are an odd mix, making a team that seems as mismatched as it is diverse. Three Gamorreans wielding vibro-axes snort and drool hungrily, pounding on their armored chests and looking as though they were preparing for a feast. A sly-looking Rodian paces back and forth casually, gripping a blaster at his hip, clenching and unclenching his fist as he waits for the fight to start. A cobbled-together battle droid with three photoreceptors and a massive grenade launcher stands stock still, its only movement the occasional twitch of an electronic eye swiveling to examine you from a different angle.
The Karg Brothers
Medium Humanoid (Gamorrean), Chaotic Dark
- Armor Class 15 (Natural Armor)
- Hit Points 30 (4d8+12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)
- Damage Resistances Kinetic and Energy from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (understands but can't speak.)
- Challenge CR 1 (200 XP)
Traits
Reckless. At the start of its turn, The Karg Brothers can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Brutal Critical. When The Karg Brothers scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Vibroaxe Melee Weapon Attack: +6, range 5ft, one target. Hit 11 (1d10+6) kinetic damage.
RX-7246
Medium Droid, Unaffiliated
- Armor Class 15 (armor plating)
- Hit Points 39 (7d8+7)
- Speed 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 10 (0) 10 (0) 7 (-2)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison psychic
- Condition Immunities poison, disease
- Skills Athletics +4
- Senses darkvision 60ft, passive Perception 10
- Languages Binary, Galactic Basic
- Challenge CR 1 (200 XP)
Traits
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Rapid Reconstruction (2/Rest). As a bonus action, RX-7246 can roll a 1d8 to restore that many hit points.
Actions
Blaster Carbine Ranged Weapon Attack: +5, range 60/240 ft, one target. Hit 6 (1d6+3) energy damage.
Grenade, Electrostun (3/Day) Ranged Weapon Attack: Grenade Launcher, range 80/360 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
Grenade, Frag (3/Day) Ranged Weapon Attack: Grenade Launcher, range 80/360 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.
Zayda
Medium Humanoid (Rodian), Lawful Dark
- Armor Class 17 (composite armor)
- Hit Points 46 (7d8+14)
- Speed 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 10 (0) 10 (0) 13 (+1)
- Skills Athletics +3, Survival +2, Stealth +5
- Senses darkvision 60ft, passive Perception 10
- Languages Galactic Basic, Rodese
- Challenge CR 1 (200 XP)
Actions
Heavy Blaster Pistol. Ranged Weapon Attack: +5, range 40/160 ft, one target. Hit 8 (1d8+3) energy damage.
Vibrodagger. Melee Weapon Attack: +5, range 5 ft, one target. Hit 5 (1d4+3)
Gladiator Tactics
The gladiators are willing to adhere to Darga’s decree that stun weapons be used in lieu of blaster bolts. The Karg Brothers are disappointed that they are not allowed to deal killing blows, and if they down a hero, they try to make sure he stays down if they can do so surreptitiously. RX-7246 opens with stun grenades, hoping to knock a hero or two down the condition track so that the Karg brothers can carve them up more easily.
If at least two gladiators are knocked unconscious, or if all of the gladiators fall below half their hit points, they are angered and cast aside Darga’s decree, setting their weapons to fire normally. RX-7246 switches to frag grenades at this point, and Zayda retreats to make ranged attacks. The Karg brothers’ tactics do not change.
Loot
- Bansche Advanced 2ZBc (Wristpad)
Conclusion
If the heroes survive and win the match, they are congratulated by Darga, who also awards them 2,500 credits’ worth of jewels and a Bansche Advanced 2ZBc Wristpad. Since the heroes have likely depleted many resources (including hit points), Darga agrees to end the session of his court for the day, allowing the heroes to retire to their rooms and recuperate.
If the heroes lose the match, the Hutt bestows honors upon his gladiators and does not end the day’s session in court. If any hero decides to go to the guest chambers to recuperate, Darga continues on without him or her. Feel free to let that hero have a solo encounter with Six Six or the moneychanger so that his or her time away from the court is not wasted.
Event 3: The Slavers
Darga the Hutt has many contacts on many worlds, but few are as unsavory as a band of slavers known as the Iron Ring. These slavers are small-time—at least, compared to some of the more dangerous slaving rings in the galaxy—but what they lack in influence, they make up for in zeal. Most of the Iron Ring’s jurisdiction is on former Confederate worlds ravaged by the Clone Wars, where the Empire’s influence is minimal. Cato Neimoidia is one of their many planets of operation.
A delegation from the Iron Ring comes to Darga’s palace during the heroes’ stay there, and the slavers are not happy.
Slavers Arrive
The Throne room falls silent as a group of unexpected visitors enter the chamber. A rodian, black-furred wookie, three tough-looking humans and a heavily scarred Zabrak, all heavily armed, march into the center of the room. Darga appears less than pleased to see them. The Wookie steps forward and spits on the floor as the Zabrack leads two Twi’lek slaves by their collars and shouts to Darga in heavily accented basic. “The slaves you have been selling us are worthless, Darga! They have been dying before we can even get them to market. They are used up! Second-rate! I want my credits back for the last four shipments!”
Slavers Arrive Pt 2
Darga lets out a low, rumbling laugh that sounds sinister even for the gluttonous Hutt. He rolls his eyes toward the you, and mutters (in Huttese) "See what ungrateful business partners I have"? before retorting with an angry response to the slavers. "We've had the same business agreement for many years. I am not responsible if you don't know how to take care of your own product. Apologize for this intrusion at once or else I will have no choice but to dispose of you." The slavers and the Hutt soon descend into a seemingly fruitless argument- neither side willing to give in.
The Hutt seems unconcerned that they are all heavily armed because he believes that the slavers are just trying to talk tough and wouldn’t dare attempt to harm him
Primary Challenge: At this point, the slavers and the Hutt descend into a seemingly fruitless argument about slaves and payment, with neither side budging. In truth, Darga could appease the slavers easily, since he actually pays nothing for the slaves he passes on. However, he is stalling the delegation, waiting to see if the heroes will intervene on his behalf.
If the heroes do nothing, Darga eventually turns a disappointed eye on them before granting the slavers their wish. Similarly, if the heroes intervene on the slavers’ behalf, Darga grumbles about his guests not knowing when to keep their mouths shut, but again he acquiesces to the slavers’ demands. In both of these cases, the Hutt grudgingly invites the slavers to remain for a time in his court.
If the heroes intervene on the Hutt’s behalf, they can impress Darga by convincing the slavers not only to withdraw their request but also to continue buying slaves from the Hutt. The Zabrak leader begins the encounter unfriendly toward the heroes. Shifting his attitude to indifference through a DC 16 Charisma (Persuasion) will earn the heroes a chance to convince him to keep his business with Darga. Unfortunately, the slavers are correct— Darga has been selling them slaves who have very little life left, and they have every right to be upset. Convincing them to continue buying from the Hutt is no easy task, and the heroes will need to present a solution that is beneficial for the slavers.
If the heroes present a reasonable solution to the negotiations, they gain Advantage on Charisma (Persuasion) checks to convince the slavers to keep their bargain with Darga. If the heroes succeed on a DC 20 Persuasion check, they convince the Zabrak to accept the deal, and they earn Darga’s favor for this challenge
Secondary Challenge: During the discussion, the heroes might notice that one of the delegation’s Twi’lek slaves is more than she appears. As a servant enters the throne room with a large goblet of wine for the crime lord, the heroes can make a contested Wisdom (Perception) versus the Twi'lek's Dexterity (Sleight of Hand) check, the Twi'lek slave has a +7 to this roll. Success allows the hero to notice the slave slipping something into the wine.
If the heroes stop Darga from drinking the poison, they immediately succeed on the primary challenge. Furthermore, if they reveal the Twi’lek’s guilt, Darga becomes enraged and threatens to throw the slavers in the dungeons. The Zabrak leader immediately withdraws his request for a new deal and apologizes profusely. Though he convinces Darga that the slave was acting of her own accord, the Hutt remains furious and declares the discussion over. The slavers beat a hasty retreat, except for the Wookiee, who secretly remains in the palace for a later encounter (see “A Knife in the Dark”)
If the heroes fail to notice the poison being slipped in Darga’s drink, the Hutt drinks it down and becomes ill. The poison isn’t strong enough to kill him, but it does sicken him— the slavers were hoping to gain an advantage in their negotiations. Darga declares an end to the day’s audience and retires to his personal chambers, though the heroes take no penalties and the event resumes the following day.
Darga is Poisoned
Darga sets down his wine chalice and emits a large groan, his eyes unusually hazy. "I am feeling unwell. Court is adjorned for the day- we will settle this matter tomorrow. You may spend the night in the common area." The slavers begin to protest but go largely ignored. Several gamorrean guards escort them to their chambers.
Event 4: Droid Racing
All work and no play makes Darga a dull Hutt—a motto the crime lord firmly stands by—and at a certain point, he calls for some diversion. One of Darga’s favorite activities is droid racing, wherein several members of his court compete for his favor while controlling droids in a race around the gladiator arena. Some years ago, a smuggling ship in Darga’s employ returned from the edges of the Unknown Regions with advanced droid interface technology. Instead of turning the technology over to scientists, Darga had his own technicians use it to create toys for his amusement. The result is a set of racing droids, each of which can be controlled remotely by donning a visor that allows the pilot to “see” out of the droid’s electronic eyes.
Unfortunately, the droid interfaces have some drawbacks. They are notoriously difficult to control and require intense focus and mental acuity to get any kind of result. Worse, in some cases, major damage to one of the racing droids has produced dangerous sensory feedback that has nearly scrambled the minds of the pilots. Despite this, Darga insists that members of his court take turns piloting the droids. He rewards the victor handsomely and makes no secret of his delight when a droid is wrecked and the pilot’s mind damaged.
Droid Race
You are summoned to the arena once again. Barricades have been set up to create a small but elaborate race track filling the entirety of the space. Artificial ramps and pits are spread throughout the track in the hopes of causing additional mayhem. "This, my honored guests, is droid racing!" Darga booms, spilling some of his wine as his makes a sweeping motion with his arm. "The winner of this race will win a generous prize!". Three members of the court step forward to participate: A Quarren, a Gamorrean, and the Neimodian, Igren Demos. "My honored guests will pilot my own personal racing droid. Which among you will accept this honor?"
If pressed: "My last pilot has yet to recover from the injury he sustained during the previous race. But you should have nothing to worry about." Darga laughs.
Primary Challenge:
The race consists of three laps around the track. For each lap, each pilot makes an Intelligence check. The highest result earns 4 speed points, the second highest earns 3 speed points, the next highest earns 2 speed points, and the lowest earns a single speed point. Additionally, a roll of a natural 1 on the Intelligence check automatically comes in last place, causing the pilot to lose 1 speed point. At the end of the race (after three Intelligence checks), the pilot with the highest number of speed points wins the race.
However, no underground race would be complete without a few dirty tricks. Once per lap, any pilot can make his droid attack another racing droid. To do this, the pilot declares that his droid tries to attack another droid and wagers 1 to 4 speed points. The pilot can wager more speed points than he currently owns, but failure has its consequences. The pilot then makes an attack roll for his droid (1d20 + the number of speed points wagered) against an AC of 13. Success indicates that the target droid is damaged by the attack; the attacking pilot gains a number of speed points equal to the number wagered, while the defending pilot loses that same number of speed points. Failure indicates that the attacker loses the number of speed points wagered. Regardless of whether the attack succeeds or fails, the attacking pilot earns 1 less speed point on his next lap.
Any racing droid that has fewer than 0 speed points crashes and is destroyed. The control visor overloads, make the pilot roll a DC 15 constitution saving throw with a failed save giving 1 level of exhaustion. If the “Hidden Enemies” or “Discovering Denia” encounters (page 14) happen later the same day, the race might be a chance for the piloting hero to impose a level of exhaustion on the Quarren assassins or Igren Demos. That would give the heroes a small advantage when dealing with those opponents in the later encounter.
The winner of the race receives a gaudy necklace valued at about 1500 credits. In truth, a hero who enters the race does not actually need to win to curry Darga’s favor; participation is enough to gain the Hutt’s approval. If the heroes refuse to participate, the race proceeds without them, and Igren Demos wins handily. Darga is not impressed with the heroes, remarking on their timidity, but it does not hurt their chances in other events.
Race Preparation
You are escorted to the area where the racing droids are kept and provided 1 hour to familiarize yourselves with the controls before the race begins. Upon quick examination the droid appears to be quite fragile and seemingly controlled using a visor and a system simple of visual commands. This technology is unlike anything you have seem before and appears to be extremely advanced for such a crude implementation. Intrigued, you begin to investigate further.
Secondary Challenge: Before the droid race starts, the heroes can study the technology that makes the race possible: the control visor. Any hero who makes a successful Intelligence (Technology) check can examine the visor and learn something about how it works. The information learned depends on the DC of the check, as shown below. Note that DCs higher than 15 are considered expert knowledge, and thus only a character proficient in Intelligence (Technology) can obtain that information.
DC 10: The droid control visor reads the eye movements of the user and translates them into commands, while simultaneously providing an in-droid view of the action. A successful Intelligence check is necessary to control the droid.
DC 15: The control visor is a bit unstable and could damage the user under some circumstances. During catastrophic failures, the wearer has to make a constitution saving throw.
DC 20: The control visor’s software is full of errors, indicating that it is probably a prototype. A successful DC 20 Intelligence (Technology) can smooth out some of the programming bugs, allowing the wearer to add their proficiency bonus to Intelligence checks to pilot the racing droids.
DC 25: The problem with the control visor’s interface is that it was designed for a non-Human species. A successful DC 20 Intelligence (Mechanic's Kit) check can alter the visor to better accommodate humanoid species, reducing the visor’s constitution saving throw check to DC 10.
Secondary Challenge: The heroes can earn a few credits by placing wagers on the droid race. Darga is more than happy to place bets with the heroes. Use the Gambling activity in Wretched Hives's Downtime section with the uptime verson's ruleset.
Secondary Challenge: Any character who examines the droid control visor can tell that the technology is fairly sophisticated, and that its ability to translate the pilot’s commands is uncanny. During the race, allow this character to make a DC 13 Perception check to notice TC-663, the Hutt’s droid translator, during the race. Each time a droid slams into a wall or is smashed by another droid, TC-663 seems to flinch a bit. If a hero approaches him and inquires about the flinching, he explains that the racing droids are not merely remotely controlled shells, but actual droids with intelligence and awareness, much like himself. TC-663 thinks it is barbaric that the control visors are used to directly usurp the racing droids’ self-aware functions. If the hero shows any sympathy, that character gains Advantage on all skill checks made on TC-663 from this point forward. This benefit might come into play later, when TC-663 approaches the heroes with a message from Switch.
Final Event: Imperial Visitors
The final event of the heroes’ visit to the court is the arrival of an Imperial liaison who comes to discuss the resources being transferred through Darga’s slimy hands on behalf of the Sarlacc Project. This is probably the event that the heroes have been waiting for, since it is their best chance to learn more about the secret project.
The Imperials Arrive
As you find your place in the throne room, Darga beckons you to his side. "I suspect the imperial agents will arrive today." He whispers in a hushed voice. "The empire will likely attempt to double-cross me, or alter our business arrangements. One must always be careful when negotiating with such powerful allies- while the rewards are great, the risk is as well. I ask that you stay vigilant during the discussions and ensure I maintain the upper hand in negotiations." You are escorted off to the side of the throne room, out of sight.
A few hours later three individuals are ushered into Darga's court, two men and one woman. The men are dressed in basic laborer clothing, and their eyes scan the room as if they expect an attack at any moment. Each of the men carry an identical carbine blaster, and in fact the two men could be twins, other than a few small differences, such as the placement of scars. The woman is also simply dressed, but it is clear from her bearing that she considers herself well above this assignment. Despite their appearance, whispers of "Imperial agents" ripple throughout the court. "Always a pleasure to serve the Empire" Darga says, extending his hands in a welcoming gesture. His eyes quickly roll in your direction as a sign of acknowledgement before returning to the newcomers. "What can I do for you today?"
The Imperials Arrive (Cont.)
The woman steps forward, head held high and begins to speak. "Our business arrangement regarding the transfer and refinement of Tibanna gas has proven sufficient thus far- however, the empire requires increased production immediately. We are willing to offer an 80% payment increase in return for a 100% increase in production." Her tone drips with boredom and arrogance. "This offer is more than fair as you will be making more credits overall. In addition, the Empire is willing to offer a further 20% increase in payments if you agree to accept payment in our biological products as opposed to credits. Lasty, the Empire wishes to assign you a personal security force as a sign of our continued good faith. If accepted, an Imperial Regiment will be stationed in the city of Zarra, and a flight of Imperial starfighters will accompany you for your protection while traveling off-world."
Primary Challenge: At this point, Darga turns to the heroes for advice. If the heroes have not set up a private method of communicating with the Hutt, Darga dismisses the Imperials temporarily so they won’t overhear the discussion. If the heroes provide him with the advice he wants to hear, they can earn his favor. Of the three proposals, Darga believes that the first one is sound (more money coming in at only a slight discount) and the latter two are not. The slaves he has been getting from the Empire are used up, and having credits is a better option overall. Additionally, the promised security retinue seems like little more than a plot to expand Imperial influence on Cato Neimoidia and keep the Hutt under the Imperial Security Bureau’s watchful eye.
If the heroes make the correct recommendation (“yes” on the increased production, “no” on the increased payment in biological resources, and “no” on the Imperial retinue) for two out of the three options, Darga is suitably impressed by their keen minds, and they will have gained more favor with the crime lord.
Counseling Darga
The heroes might be unsure of how to provide Darga with counsel during the encounter with the Imperial liaison, and they might look to their skills as a means of determining the correct course of action. Though you should be careful not to give away the right answers with simple skill checks, you can steer the heroes in the right direction. For example, a successful DC 15 Intelligence (Lore) check can reveal that the Empire has made offers of security retinues to nobles and powerful administrators in the past, most of the time on worlds where Imperial forces were particularly thin. A successful DC 15 Intelligence (Lore) check can tell the heroes that biological resources of any kind are notoriously unstable, and rarity is one of the only things that can drive their value up. Lastly, a successful DC 15 Intelligence (Lore) check can tell the heroes that Imperial contracts are almost always spread very thin, and that the Empire rarely offers substantial contract increases to individuals.
Exploring Darga's Palace
- Maps: Hutt Palace Floor 1, Hutt Palace Underground 1, Hutt Palace Underground 2
Since the events above are likely to take place over the course of several days, adventurous heroes might want to explore Darga’s palace between sessions in the court. Similarly, you might wish to encourage them to poke around so that they can learn valuable pieces of information. At the end of the first day in the palace, the Hutt gives each hero his or her own room in the guest quarters, which were actually the servants’ quarters when the building was owned by Neimoidian nobles. The rooms are surprisingly clean, though sparsely appointed, and Gamorrean guards casually patrol the halls during the evenings. The heroes have a few amenities at their disposal—servants bring food or drink to their quarters—and if they have done something to impress the Hutt during the day, he might send them evening gifts, such as fine foods, spice, or even entertainment (in various forms).
Below are several encounters that can take place in any order during the time between events in Darga’s throne room
Kessra's Revenge
SKIP THIS IF KESSRA WAS KILLED When the heroes arrived on Cato Neimoidia, they tangled with Kessra, the leader of the Vipers swoop gang. If they defeated her but left her alive, she follows the heroes to Darga’s palace to exact her revenge upon them. During their audience with the Hutt, she hid and observed them from a distance, and at some point she decides to whittle them down a few at a time. Late one night, one of Darga’s servants (a Neimoidian who seems afraid of everything) visits the rooms of one or two heroes who are particularly charismatic or who had some kind of special interaction with Kessra during the swoop gang encounter. The servant tells the heroes that Darga has summoned them to a secret meeting in his throne room because he cannot trust anyone else with what he has to say. As far as the Neimoidian knows, this is correct. The message was relayed to him by Kessra, dressed as one of Darga’s dancing girls, who claimed to be passing the information on from the Hutt.
Kessra's Revenge
X (and Y) you are awoken by timid servant late into the night. "Darga wishes to speak with you in secret- he cannot trust anyone else with what he has to say. Please, follow me." The jumpy neimoidian leads you into the darkened throne room. "Your excellency, I have brought the vistor(s) you have requested." He says with a deep bow. A familiar figure steps forth, dressed as a dancing girl, with a wicked grin across her face. You immediately recognize the leader of the swoop gang you spared earlier. "Wait! What's going on?" The servant shouts, realizing he had been tricked. "Revenge" Kessra says smuggly as she pushes a button on the throne sending both you and the neimoidian plummeting to the Death Pit below.
The Death Pit
Setup
- Map: Hutt Palace Underground 2
- Room: Death Pit
The encounter begins with the Kessra looking down at the party from the throne room. Watching the spectacle about to unfold. Three vicious Anooba are held in the Rancor Pit here.
Read-Aloud Text
When the heroes enter the aviary, allow them Perception checks to notice Kessra hidden in the shadows at the back of the room. When the encounter begins, read the following boxed text aloud:
You stand to your feet and quickly survey your surroundings. Steep stone walls surround you on all sides, there are heavy reinforced doors to both your south and west. You hear the snarling growls of multiple creatures from behind the western door. The servant grabs your arm. "Please! I don't want to die! That woman claimed to be passing the information on from Darga which is a common occurrence! I never meant for anyone to get hurt."
The western door begins to rise and the snarling sounds grow louder. Three Anooba burst forth from the chamber eager for their next meal. Their pronounced lower jaw and sharp teeth gleam against what little light this chamber provides as their long tail flicks in anticipation of the kill.
Use SW5e Anooba Stat Block
Kessra
Medium Humanoid, Neutral Dark
- Armor Class 16 (battle armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft,
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 10 (0) 10 (0) 12 (+1)
- Skills Intimidation +3, Piloting +2
- Senses passive Perception 10
- Languages Galactic Basic, Huttese
- Challenge CR 1 (200 XP)
Actions
Multiattack. Kessra can make two Heavy Blaster Pistol attacks.
Heavy Blaster Pistol. Ranged Weapon Attack: +3, range 40/160 ft, one target. Hit 6 (1d8+1) energy damage.
Kessra's Tactics
Kessra’s Tactics Kessra is still angry at the heroes for humiliating her in front of the other Vipers, and she has called in favors with her friends on the inside to set up this confrontation. She will watch the action from the throne room, taunting the heroes. If all the Anooba are killed she will attempt make her way down to the Death pit and try to kill the heroes personally. (This is also one way the heroes can escape)
Anooba (3)
Anoobas were vicious quadrupeds that could be up to 2.7 meters long. Anoobas possessed a pronounced lower jaw, sharp teeth, a long tail, and thick patches of fur across their spines, and they were able to let out a fearsome growl. Their hind legs were smaller than their front legs. Anoobas had a chin tusk that jutted out on their lower jaw and long claws and fangs. Small anoobas lacked a chin tusk.
This vicious quadruped has a pronounced lower jaw and razor sharp teeth. Large strands of drool drip from its mouth as its long tail flicks through the air with anticipation.
Anooba Tactics
The Anooba have been trained to fight a Darga's command, but are also capable creatures on their own. The Anooba will focus the servant first as he is the weaker target.
Encounter Map
This encounter takes place in the Death Pit of Darga's Palace.
Conclusion
If the heroes defeat the Anooba and Kessra but leave her alive, she takes the first opportunity to flee. Having been defeated twice, she has lost her defiance and won’t bother the heroes again. If they take her to Darga, he has the Gamorrean guards in his audience chamber drag her off to the dungeons, placing her in a cell but hardly giving her a second thought. More than anything else, Darga is disappointed that he didn’t get to see the fight. He considers himself even with the heroes if they killed any of his Anooba, since they were attacked while guests under his roof.
The Moneychanger
- Map: Hutt Palace Floor 1
- Room: Moneychanger Quarters
Poking around the lower levels of Darga’s palace eventually brings the heroes into contact with Darga’s moneychanger, an elderly Duros named Gome. He handles all of Darga’s finances and ensures that no trails lead to the Hutt. Gome has been working for the crime lord for decades now, ever since Darga first rose to power, and he is exceptionally good at his job. Unlike others who have benefited from Darga’s wealth, Gome is mostly indifferent about his work. He seems to have no emotional investment in Darga’s crime syndicate and is puzzled by the idea that someone might try to meddle in the Hutt’s affairs.
The Moneychanger
As you wander the hallways of the palace you find yourself drawn to faint music from further within the palace. Following the sound, you soon find yourself in front of a private chamber where loud Neimoidan Opera echoes from behind the door.
(Heroes Enters or Knocks) The music soon fades and an elderly Duros answers the door. "Ah visitors! I rarely see a new face. Come in, come in." He ushers you into the room and closes the door. "Please, have a seat. To what do I owe this visit?"
Primary Challenge: Gome presents a good opportunity for the heroes to learn more about Darga’s involvement in the Sarlacc Project, particularly the nature of what he trades to the Empire. Though Gome is surprised to see the heroes, his attitude begins as indifferent toward them. If the heroes shift his attitude to friendly through a DC 12 Charisma (Persuasion) check, he is happy to discuss all manner of secrets with them— at least, the ones he knows about. Gome is older and probably nearing the end of his days, so he tends to ramble and get distracted. The heroes will need to keep him on track if they are to learn anything from him, so you should portray him as absent-minded to encourage the heroes to steer him back to their conversation.
Gome knows the following:
- At the conclusion of the Clone Wars, Darga took over a Tibanna gas smuggling ring after its leader was slain by Separatist mercenaries. Since that time, he has managed to increase the amount of Tibanna gas that is being smuggled away from its normal channels, and the smuggling ring has proven to be his most profitable venture, even ahead of his slave trading.
- The Empire approached Darga a few months ago with an interest in obtaining some of his Tibanna gas supplies off the record—though Gome recalls that they threatened to bring down the Hutt’s crime syndicate if he didn’t play nicely. Since then, Darga has been funneling every canister of Tibanna gas to the Empire for a secret project.
- The gas, which is refined on the planet Bespin, is loaded into large starships and handed over to the Empire in the space above that world. In return, Darga receives some kind of goods (Gome does not know what), and their transaction is ended. The exchange takes place quickly and seems private because few people even know that Bespin exists; it’s too small to have an Imperial presence.
- Darga has made a handsome profit from the arrangement, and he maintains a remote headquarters in Cloud City, where he can personally oversee the transactions and enjoy the amenities of the floating city.
A Knife in the Dark
Setup
- Map: Hutt Palace Floor 1
- Room: Flophouse or Private Guest Quarters
The assassins in this encounter were sent either by Igren Demos or by the slavers, depending on whether the heroes revealed themselves to be Force sensitive or not. The three Quarren work for Darga, but the Twi’lek and the Wookiee came to the palace as part of the Iron Ring delegation.
When combat begins, the assassins have moved into the guest quarters and have access to the heroes’ rooms. Each of the Quarren moves into a different guest room (if the heroes are grouped into one or two rooms, some of the Quarren will move into the same room) to try to kill the heroes in their sleep. The Wookiee slaver stands guard at one end of the guest quarters hallway in case a hero tries to escape, while the Twi’lek poisoner hides in the common area, waiting to strike at anyone who emerges from a room.
Remember that if the heroes previously caught the Twi’lek trying to poison Darga’s drink and exposed her, she does not take part in this encounter.
Read-Aloud Text
Read the following text aloud to the heroes:
Late in the evening, the guest quarters of Darga’s palace are quiet and peaceful. Small lights faintly illuminate the common area of the guest wing, and a stillness permeates the area, as though the building itself were in a deep sleep. Only the occasional shuffle of a servant’s footsteps breaks the silence of the night.
When the Quarren enter the heroes’ rooms, have the heroes make a Wisdom (Perception) check versus the Quarren Dexterity (Stealth) checks to notice their arrival. The heroes checks have disadvantage if they are sleeping. Any heroes who fail the check are surprised and do not act during the surprise round.
Quarren Assassin (3)
Darga the Hutt employs a trio of Quarren assassins who also double as bounty hunters, tracking down the crime lord’s enemies or agents that fail to do his bidding. These assassins are paid well, and though they are of relatively low level, they have been trained to attack quickly and precisely. The Quarren act without speaking a word, using the cover of darkness to sneak up on the heroes.
This slender Quarren wears gray overlapping robes and brandishes a customized blaster pistol. Eyes closed to menacing slits, the Quarren seems to radiate danger as he prepares to pull the trigger.
Quarren Assassin
Medium Humanoid (Quarren), Lawful Dark
- Armor Class 15 (mesh armor)
- Hit Points 26 (4d8+8)
- Speed 30 ft., Swim 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 10 (+0)
- Skills Acrobatics +4, Deception +2, Perception +3, Stealth +4
- Senses darkvision 60ft, passive Perception 13
- Languages Galactic Basic, Huttesem, Quarrenese
- Challenge CR 1 (200 XP)
Traits
Assassinate. During its first turn, the Quarren Assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Sneak Attack. Sneak Attack. (1/Turn). The Quarren Assassin deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Quarren Assassin that isn't incapacitated and the Quarren Assassin doesn't have disadvantage on the roll.
Actions
Blaster Pistol. Ranged Weapon Attack: +4, range 40/160 ft, one target. Hit 5 (1d6+2) energy damage.
Ink Cloud (1/Rest). Each creature in a 10-foot cone must make a DC 13 Constitution saving throw. On a failed save the creature is Blinded until the end of its next turn.
Vibrodagger. Melee Weapon Attack: +4, range 5 ft, one target. Hit 4 (1d4+2)
Quarren Assassin Tactics
The Quarren assassins use their high Stealth modifiers to keep the heroes unaware of their presence and gain the benefits of their Assassinate trait. Able to see in the shadowy illumination of the guest quarters, the Quarren take every possible opportunity to remain hidden and to wear down the heroes with their Sneak Attack.
Each assassin carries 500 credits for a total of 1500.
Twi'lek Poisoner
An agent of the slaver delegation that came to meet with Darga, this Twi’lek pretends to be a slave to better hide her true role. Skilled with a variety of poisons, she is the slavers’ clandestine way of dealing with enemies. Igren Demos knows this, but he does not tell his master. In exchange for his silence, the majordomo requires a favor - attacking the heroes.
Though she might have been beautiful once, this young, greenskinned Twi’lek woman looks like she has seen her fair share of hard times, and now she seems more worn down than youthful. However, her face is hard and her eyes cold, and there is a distinct air of hatred around her.
Twi'lek Poisoner
Medium Humanoid (Twi'lek), Neutral Dark
- Armor Class 13
- Hit Points 28 (5d8+5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 13 (+1) 11 (+0) 12 (+1)
- Damage Resistances poison
- Skills Acrobatics +5, Deception +3, Perception +3, Performance +3, Stealth +5
- Senses darkvision 60ft, passive Perception 13
- Languages Galactic Basic, Huttese, Twi'leki
- Challenge CR 1 (200 XP)
Traits
Cunning Action On each of its turns, the Twi'lek Poisoner can use a bonus action to take the Dash, Disengage, or Hide action.
Natural Antitoxins The Twi'lek Poisoner has advantage on saving throws against poison and disease.
Trihexalon Poison A creature struck by the Twi'lek Poisoner must make a DC 15 Constitution saving throw. A creature that fails the saving throw takes 2d4 poison damage and is Poisoned, a successful saving throw takes half damage but is still Poisoned. The creature must make this saving throw each round and this poison can only be cured by a DC 15 Medicine check or the antidote.
Actions
Vibrodagger. Melee Weapon Attack: +5, range 5 ft, one target. Hit 5 (1d4+2)
Twi’lek Poisoner Tactics
The Twi’lek Poisoner is a dangerous woman who seeks only to injure her opponents, letting the poison on her vibrodagger do the rest. During the first round of combat, she remains hidden, waiting for the opportunity to strike at the heroes. When engaged in combat she will use her Cunning Action to disengage to avoid opportunity attacks from the heroes.
The Trihexalon Poison she carries is distilled and refined. While she is immune to the contact poision, her allies are not and she carries an antidote for each of them, totaling 4. She used her last vial to coat her dagger leaving her with only a single vial left if the heroes decide to search her body.
Wookie Slaver
An exile from his homeworld of Kashyyyk and a reviled member of the Wookiee species, this slaver has abandoned the honor of his heritage and embraced a life of violence and destruction. Part of the muscle of the Iron Ring delegation, the Wookiee slaver is a big, brutish warrior who fought as a mercenary for the Separatists in the Clone Wars. His bowcaster is the only evidence that he embraces any aspect of his past, and his ability to drop foes quickly has made him an invaluable addition to the slaver ring.
This towering Wookiee warrior seems to ooze malice and hatred. His matted black fur has been burned or slashed in some places, giving it an uneven look, and a permanent snarl seems to grace his lips. He wears battle armor and has a bowcaster slung over his shoulder, and his narrowed eyes seem to be looking for a fight.
Wookie Slaver
Medium Humanoid (Wookie), Neutral Dark
- Armor Class 14 (mesh armor)
- Hit Points 30 (4d8+12)
- Speed 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+2) 17 (+3) 7 (-2) 11 (+0) 10 (+0)
- Skills Athletics +5, Intimidation +5
- Senses darkvision 60ft, passive Perception 10
- Languages Galactic Basic (Understands but does not speak), Shryiiwook,
- Challenge CR 1 (200 XP)
Actions
Bowcaster. Ranged Weapon Attack: +4, range 40/160 ft, one target. Hit 8 (1d10+3) energy damage.
Bowcaster Burst. Ranged Weapon Attack: The Wookie Slaver sprays a 10 foot cube within 40 ft. Each creature in the area must make a DC 12 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save.
Wookie Claws. Melee Weapon Attack: +3, range 5 ft, one target. Hit 3 (1d4+1) kinetic damage.
Wookie Slaver Tactics
The Wookiee slaver is primarily concerned with making sure that the heroes do not escape from the guest quarters, but if things go badly for the other assassins, he joins in the fight. He prefers to stand back and take shots at approaching heroes with his bowcaster.
He carries 2000 credits, a bowcaster, and various personal belongings.
Loot
- Clothes, Clandestine (Improved)
Conclusion
When the fight is over, if any assassins remain alive, they refuse to reveal who hired them. In truth, the Quarren assassins believe the order was handed down from Darga (though the Hutt has no knowledge of the assassination attempt), and the Twi’lek poisoner and the Wookiee slaver know only that their Zabrak leader ordered them to assist. If Darga is confronted, he tells the heroes plainly that he had nothing to do with it, and if the heroes investigate further, they find the servant who delivered “Darga’s” order to the Quarren dead in his quarters—killed by Igren Demos to keep him silent. The Zabrak slaver similarly claims that the servant brought him the order to have his comrades join in the assassination attempt. If Darga finds out about the slavers’ involvement, he expels them from his palace immediately, warning the Zabrak to keep his minions on a tighter leash for their next visit.
Encounter Map
This takes place either in the private quarters, or the flophouse depending on when the event takes place.
A Visit from Six-Six
One member of Darga’s court that the heroes have interacted with but might not have thought much about is the translating protocol droid, TC-663. Unremarkable during the heroes’ time in Darga’s palace thus far, TC-663 is occasionally seen wandering the halls of the palace on one errand or another. At some point when the heroes are all together away from the Hutt’s court, the shiny silver droid approaches them and asks to speak with them in private.
A Visit from Six-Six
You spot Darga's protocol droid, TC-663, shuffling towards you. His shiny silver chasis reflects the light as he approaches. "Good evening, I need to speak with you in private please."
(If the heroes agree) The droid leads you into a secluded part of the palace, free from prying ears. "Thank you for joining me. In addition to serving his excellency I also serve another master, another crime lord in fact, one that I understand you are familiar with- Switch. I have been monitoring communications leaving the palace and transmitting them to our mutual friend. It appears that someone has been transferring information to the Empire in the dead of night while Master Darga is asleep, and receiving instructions in return. However these transmissions are heavily secured and neither myself or Switch have been able to crack the encryption. I have been authorized to transfer you these files, free of charge, if you are willing to assist.
Any hero who makes a successful DC 25 Intelligence (Technology) check decrypts the file and retrieves the contents of the message. It reveals that late at night, the Hutt’s majordomo, Igren Demos, has been contacting an Imperial communications relay somewhere in the sector. The heroes cannot be certain who he is communicating with, but they know that Demos has been transmitting information about Darga’s dealings—particularly his slave trading—on a regular basis. The most recent communication specifically mentions that the slavers that Darga has been dealing with are unhappy with their merchandise. Additionally, several messages mention “the prisoner” but provide no further details.
If confronted about his communications with the Empire, Igren Demos staunchly denies it. Presenting the decrypted file does not help because Demos claims that it must be a forgery, and Darga is inclined to agree with his trusted advisor. If the heroes remain adamant that the majordomo is doing something untoward even after Darga dismissed this claim, the Hutt might become upset. To represent his shifting attitudes, you might wish to treat a previous incident in which the heroes successfully curried Darga’s favor as a failure instead.
Discovering Denia
One of the most critical events that happens during the heroes’ stay in Darga’s palace is their discovery of a comatose Jedi Master named Denia. This event should occur only near the end of their stay in the palace, and most likely after the heroes have gone through the five events in Darga’s court (and perhaps obtained the datacard granting access to the guest quarters). Since the discovery of Denia will probably conclude the heroes’ time in Darga’s palace, do not rush in introducing this event.
During the Clone Wars, Denia was fighting on Cato Neimoidia when she was injured in an explosion. One of the Separatist generals had her unconscious form brought to this palace and placed in an artificial coma while they decided what to do with her. When the Clone Wars came to an abrupt end, the Separatists fled the palace and left the Jedi behind. Darga moved in soon after and discovered Denia’s comatose body. Never one to throw away a potential resource, Darga had her moved to the lowest levels of the palace and kept unconscious, thinking that there might come a day when she could prove useful. When the heroes arrived, Denia could sense their presence even while unconscious (either because one or more of the heroes is Force sensitive, or because destiny swirls about them), and she reaches out to them for help.
This first becomes apparent when the heroes (particularly any Force-sensitive heroes) start hearing whispers in their heads. If the heroes stay in Darga’s palace after their time in his court, one or two of them begin to hear whispers in their sleep, so strongly that they awaken. If the heroes appear to be making plans to leave, you can have them hear the whispers while awake. The voice, clearly that of a woman, says things such as, “Help me,” and “I know you can hear me.” If the heroes attempt to ignore the whispers, the voice becomes more insistent, begging for help and pleading with them to find her.
If the heroes search for a way to find the whispers, they discover that the voice becomes stronger if they descend through the guest quarters into the lower reaches of the palace. If the heroes curried Darga’s favor and were given the datacard to access the guest quarters, they can also use it to access an eastern door to the lower levels of the palace.
If the heroes never obtained the datacard, they can still reach Denia by finding a stairwell that leads down into the lower guest quarters. However, this path passes through an antechamber where some of Darga’s Gamorrean guards await. The guards tell the heroes to turn back, and if they refuse, a fight ensues.
Into the Dungeons
Setup
- Map: Hutt Palace Underground 2
- Room: Guard Barracks
Two Gamorrean warriors, the toughest guards in Darga’s retinue, stand near the center of the room. Three Gamorrean guards wait in the wings, lurking in the shadows near the walls to hide their presence. The Gamorrean warlord stands in a corner close to the stairs leading up to the guest chambers, making it impossible to see him from outside the room.
Read-Aloud Text
Read the following text aloud when the heroes enter this area for the first time:
This large area has turned into a guard room. You spot a set of heavy blast doors on the eastern end of the room, and what appears to be a security terminal on the southern wall. Several monitors are dotted placed throughout the room, showing a live feed of the palace. Two huge Gamorrean warriors approach and command you to turn back and leave the area immediately.
Gamorrean Minion (3)
Gamorrean Minion
Medium Humanoid (Gamorrean), Chaotic Dark
- Armor Class 15 (Natural Armor)
- Hit Points 23 (3d8+9)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)
- Damage Resistances Kinetic and Energy from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (understands but can't speak.)
- Challenge CR 1/2 (100 XP)
Traits
Reckless. At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Brutal Critical. When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Vibroaxe Melee Weapon Attack: +4, range 5ft, one target. Hit 8 (1d10+3) kinetic damage.
Gamorrean Minion Tactics
The Gamorrean guards fight with rather straightforward tactics, simply moving up to the heroes and swinging their vibro-axes. Not exceptionally intelligent foes, each guard attacks the nearest enemy, though if reduced to fewer than 8 hit points, they try to flee and seek reinforcements from elsewhere in the palace.
Gamorrean Warrior (2)
These burly Gamorreans are some of the most powerful thugs in Darga’s employ. Strong, tough, and devastatingly powerful, the Warriors wear a suit of armor similar to those of the other Gamorrean guards in the palace. Darga uses the Warriors to guard his dungeons, especially when visitors to the palace might wander down into the lower reaches of the guest wing.
This hulking Gamorrean is more than a head taller than most others of his species, with a heft and bulk that makes him seem nearly twice as wide as well. The brutish warrior clutches an oversized mace in his hands, and whereas other Gamorreans seem fat and sluggish, he seems to be made of solid muscle.
Gamorrean Warrior
Medium Humanoid (Gamorrean), Chaotic Dark
- Armor Class 15 (Natural Armor)
- Hit Points 30 (4d8+12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)
- Damage Resistances Kinetic and Energy from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (understands but can't speak.)
- Challenge CR 1 (200 XP)
Traits
Reckless. At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Brutal Critical. When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Vibroaxe Melee Weapon Attack: +6, range 5ft, one target. Hit 11 (1d10+6) kinetic damage.
Gamorrean Warrior tactics
Gamorrean Warriors do one thing well: make melee attacks. Even their simplest attacks deal an average of nearly 11 points of damage, and when using Reckless, they gain advantage. Against armored enemies or foes who are particularly dexterous, the Warriors do not use Reckless, preferring to make more deliberate swings. If an opponent proves easy to hit or damage, the Warriors try to increase their damage in any way possible.
Gamorrean Warlord
Originally a clan chief on his homeworld of Gamorr, the warlord is the commander of Darga’s Gamorrean security force. Though less formidable in straight-up combat than the bashers, the warlord knows not only how to get the best out of his allies, but also how to keep them in the fight. The warlord is a commander of soldiers and treats the Gamorreans in Darga’s service like his own private army. Though Darga has had to warn him in the past about getting too ambitious, the warlord’s resolve to defeat any threat to his new clan’s dominance ensures that the Hutt always has a dangerous security force at his disposal. The Gamorrean warlord has been so successful in whipping his comrades into shape that other Hutts have secretly tried to lure him away from Darga with promises of power and glory.
An uncharacteristic intelligence shines in this Gamorrean’s eyes, though he seems to be just as savage as the other guards. Adorned in elaborate battle armor that appears to be custom made to fit his stout figure, this warrior has a commanding presence that seems to cause the other Gamorreans to fall into line.
Features of the Area
Though this area does not have many special terrain features, it has a few computer consoles (for monitoring security throughout the palace) that can be used for cover. Additionally, any hero can look at the security monitors to notice that the rest of the palace seems unaware of the battle taking place in the guard room. The Gamorreans do not sound an alarm right away, believing that they can take the heroes down without assistance (and thus garner more glory for themselves). However, if the fight goes poorly, a Gamorrean next to a computer console spends a swift action to activate the alarm. If this happens, Darga sends reinforcements— six more Gamorrean guards, who take 10 rounds to reach the guard room. This will add a sense of urgency to finding Master Denia.
Gamorrean Warlord
Medium Humanoid (Gamorrean), Chaotic Dark
- Armor Class 17 (composite armor)
- Hit Points 60 (8d8 + 24)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 10 (0) 7 (-2)
- Damage Resistances Kinetic and Energy from unenhanced weapons
- Skills Athletics +6, Intimidation +2
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (understands but can't speak.)
- Challenge CR 2 (450 XP)
Traits
Brutal Critical. When the Gamorrean Warlord scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Leadership (1/Rest). For 1 minute, the Gamorrean Warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Gamorrean Warlord. A creature can benefit from only one Leadership die at a time. This effect ends if the Gamorrean Warlord is incapacitated.
Reckless. At the start of its turn, the Gamorrean Warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Blaster Rifle. Ranged Weapon Attack: +5, range 100/400 ft, one target. Hit: 10 (2d8 + 1) energy damage.
Gamorrean Vibroblade. Melee Weapon Attack: +7, range 5ft, one target. Hit: 13 (1d10 + 6) kinetic damage.
Gamorrean Warlord Tactics
The Gamorrean warlord uses his Leadership trait to increase the attack and saving throw bonuses of his allies, ensuring that they have the best chance possible to take down the heroes. After that, he uses his blaster rifle to attack the heroes.
He carries 2500 credits and a vibroaxe.
Conclusion
When the fight ends, the heroes can gain access to the dungeon one level below them. Additionally, they can use the secret exit (the side door, which leads out into the city of Zarra) and the turbolift, which leads down to the dungeons and up to the guest chambers.
Encounter Map
Takes Place in the Guard Room within L2 of the Palace.
Palace Dungeon
You creep through the dank, disgusting hallways towards the palace dungeon. This entire area has fallen into disrepair and it is clear that any prisoners kept here are poorly treated- if not forgotten entirely. Most of the cells appear to be empty, thankfully. You feel compelled to traverse further and soon find yourself standing in front of a closed cell door. You press a button on the door causing it to creak and stutter as it slides open revealing a chamber that resembles a dilapidated hospital room. A human woman lays unconscious on a large, musty bed. The woman is well into her old years, and is connected to a variety of machinery that seems to monitor her vital functions. A large tube of semitransparent liquid is connected to the woman intravenously, and her chest rises and falls slowly.
Any hero can disconnect Denia from the machines that are keeping her in a coma. A hero who makes a successful DC 15 Intelligence (Medicine) check can bring her out of the coma gently, and she regains consciousness with 4 levels of exhaustion. Otherwise, she regains consciousness with 5 levels of exhaustion and cannot move. This exhaustion cannot be removed until she receives extended medical treatment for at least a week (which she will be able to get aboard the Resurgence between adventures).
When Denia has been brought out of her coma, read the following boxed text aloud:
The eyes of the older woman on the bed flicker open and then seem glazed for a long moment before drawing into sharp focus. She lifts her head slightly to look you over before raising herself to a sitting position.
“Thank you. I’ve spent too long trapped inside my own body. Tell me, how fares the war? What planet is this? Has the Jedi Council sent you to find me?”
Clearly, the woman has no idea that the Clone Wars are over, nor how much time has passed since she was placed in her coma. She tells the heroes that she is a Jedi Master and that she was assigned to Plo Koon’s battle group here on Cato Neimoidia. She was engaged in a pitched battle against the Separatists when a droid starfighter crashed near her, sending her into blackness. When her mind had recovered from the damage done to her body, she found herself unable to awaken or to purge her system of the drugs that were keeping her in a coma. She has been trying to reach out for help, but the only visitor to her room has been someone who seems shrouded in darkness. She doesn’t know who this person is (in truth, it is Igren Demos, the majordomo) or why he or she enters the room, but she did not attempt to make contact.
Denia asks the heroes to help her escape, since she has clearly been held prisoner for a while. She has many questions for them and wants to learn what has happened since she was knocked unconscious. If the heroes tell her honestly what has transpired since the conclusion of the Clone Wars, she senses the truth of their words and seems disheartened, but she vows to press on and escape from the palace. If the heroes attempt to deceive her, Denia tries to sense their true motives (her Perception score is high, even when penalized, and she has a good chance to see through their ruses), but she plays along for the time being. She is eager to leave and has no desire to stay in these dungeons any longer than necessary.
The heroes probably have some questions for Denia. Below are some answers to common questions:
Do you know anything about Darga the Hutt or the Sarlacc Project? “No, I’ve been trapped here inside my own head for too long. I’m afraid those names mean absolutely nothing to me.”
You were a Jedi; how did you escape Order 66? “It wouldn’t surprise me if I was thought to have been killed in battle. It’s likely that this... Empire doesn’t even know that I exist.”
Can you help us get you out of here? “I will do what I can. However, I can already feel panic rising above us. I’d say that by now, they know you’ve set me free.”
Can you tell us anything more about the dark presence you sensed? “Only that whoever it was seemed to be afraid of me as well. I don’t know who it was, but I sense that he or she is still nearby.”
Jedi Master Denia
Medium Humanoid (Human), Neutral Light
- Armor Class 10 (19 with battle precognition)
- Hit Points 188 (25d8+75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 16 (+3) 18 (+4) 22 (+6) 14 (+2)
- Saving Throws Dexterity +9 Wisdom +10, Charisma +6
- Skills Acrobatics +7, Insight +9, Lore +8, Medicine +8, Perception +9
- Senses passive Perception 21
- Languages Galactic Basic, Bocce, Neimoidian
- Challenge CR 9 (5,000 XP)
Traits
Defiant. (1/Rest) Jedi Master Denia can roll 1d4 and add it to a skill check or saving throw.
Forcecasting. Jedi Master Denia is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points. Denia knows the following force powers:
At-will: force push/pull, force disarm, give life, guidance, saber reflect, turbulence
1st-level: battle precognition, burst of speed, heal, phasestrike, project, valor
2nd-level: animate weapon, calm emotions, force barrier, force camouflage, force sight, force throw
3rd-level: beacon of hope, knight speed, sever force, telekinetic storm
4th-level: force immunity, improved force camouflage
5th-level: improved phasestrike, mass animation, telekinesis
6th-level: telekinetic burstWar Caster Jedi Master Denia has advantage on Constitution savin throws that it makes to maintain it's concentration on a power when it takes damage.
Through the Dungeons
As soon as Denia was freed from her comatose state, Igren Demos sensed it and awoke his Hutt master. Darga, unprepared for having a full-fledged Jedi Master on the loose in his palace, ordered Demos to ready his personal starship for immediate departure and headed to the planet Bespin within minutes. Demos remained behind, charged with eliminating the heroes and Master Denia as well.
Igren Demos is no fool, and though he tries to stop the heroes, he doubts that he can do it alone (see below for more on his plans). Many of the Hutt’s guards are mobilized, and a contingent of warriors moves toward the dungeon area to make sure the heroes do not escape with Denia. Demos locks down the doors in the lower guest quarters area and the dungeon area, shutting off power to the turbolift and sealing the blast doors over the stairwell exit up to the guard room. Using a secret passage from Darga’s throne room directly to the dungeon level, the guards open the secret door in the hallway outside Denia’s chamber just as the heroes emerge.
Out of Captivity
Setup
When the alarm sounds and Igren Demos orders the dungeons sealed off, the encounter begins. The doors leading up the stairs to the guard room seal shut, and the turbolift is locked down, making it impossible to return to the upper levels that way without a keycard. Five Gamorrean guards burst into the chamber three turns later, and two jailers emerge from cells (where they had been sleeping). The jailers emerge from the two cells closest to the door of the secret passage.
When the heroes exit Denia’s cell into the larger dungeon area, let them make a DC 15 Wisdom (Perception) check to notice the pounding of footsteps coming down the secret passageway. If they fail the check, they are surprised when combat begins.
Gamorrean Warriors (5)
Most of the Gamorrean guards in Darga’s palace were originally part of a clan of warriors on Gamorr. When the Gamorrean warlord led them offplanet on a foolish mission of conquest during the Clone Wars, much of the clan was wiped out. Fortunately for these Gamorreans, the remaining clan members found their way to Cato Neimoidia, where Darga recruited them to be his personal guards. Though the Hutt has hired a few Gamorreans from other clans since that time, the bulk of his security force has known one another for decades.
This stout Gamorrean guard shares the porcine appearance of other members of his species. Massive, fleshy green arms hoist a vibro-ax, while thin strands of drool trickle from his exposed tusks.
Gamorrean Warrior
Medium Humanoid (Gamorrean), Chaotic Dark
- Armor Class 15 (Natural Armor)
- Hit Points 30 (4d8+12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)
- Damage Resistances Kinetic and Energy from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (understands but can't speak.)
- Challenge CR 1 (200 XP)
Traits
Reckless. At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Brutal Critical. When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Vibroaxe Melee Weapon Attack: +6, range 5ft, one target. Hit 11 (1d10+6) kinetic damage.
Gamorrean Warrior Tactics
The Gamorrean warriors fight with rather straightforward tactics, simply moving up to the heroes and swinging their vibro-axes. Not exceptionally intelligent foes, each guard attacks the nearest enemy, though if reduced to fewer than 10 hit points, they try to flee and seek reinforcements from elsewhere in the palace.
Gamorrean Jailers (2)
Two members of Darga’s contingent of Gamorrean guards act as jailers and permanent observers of the dungeons. Though most of the time the Hutt has only one prisoner (Master Denia), he keeps the jailers on hand for rare occasions when he has to throw an unruly agent or other visitor into the dungeons until they see his point of view. Gamorrean jailers specialize in the use of the stun baton and usually try to subdue their charges rather than kill them—though accidents do happen.
This lumbering Gamorrean hefts a stun baton in one hand, its length crackling with energy. Eyes twitching from one side to the other as though trying to look in both directions at once, the Gamorrean advances with an air of caution that comes from experience in preventing enemies from escaping.
Gamorrean Jailer
Medium Humanoid (Gamorrean), Chaotic Dark
- Armor Class 14 (Natural Armor)
- Hit Points 26 (4d8 + 8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 7 (-2)
- Damage Resistances Kinetic and Energy from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (understands but can't speak.)
- Challenge CR 1/2 (100 XP)
Traits
Reckless. At the start of its turn, the Gammorean Jailer can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Brutal Critical. When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Blaster Pistol Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 5 (1d8 + 1) energy damage.
Electrobaton Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage. A creature struck by the Gamorrean Jailer must make a DC 12 Constitution saving throw or take 1d4 lightning damage and become shocked until the end of its next turn.
Gamorrean Jailer Tactics
Since the Gamorrean jailers specialize in stunning and subduing prisoners, they attempt to use the same tactics on the heroes. Though they are not particularly quick or nimble, they try to rush up to the heroes. If the jailers do not have a clear line of movement to the heroes, they use their blasters, though they do not drop their vibrobatons. Instead, they hold one weapon in each hand, though they do not attack with both weapons at the same time.
Conclusion
With the guards and jailers defeated, the heroes should have a clear avenue of escape through the turbolift leading up to Darga’s audience chamber. The heroes can find a keycard to unlock the turbolift on each jailer.
Encounter Map
Takes place in the Dungeon Area
Features of the Area
The dungeon area, formerly servants’ quarters for the Neimoidian noble who once owned the palace, is a disgusting place where Darga keeps prisoners to teach them a lesson. All squares adjacent to the walls have shadowy illumination, causing those squares to be under dim light.
The Majordomo
As soon as Igren Demos learned that the Hutt was abandoning his palace and that the Jedi Master had been freed, he began putting a plan into motion to prevent the prisoner from escaping. Demos has secretly been in contact with Imperial Inquisitor Valin Callus, a former Jedi who pledged himself to the service of the Empire after witnessing the horrors of the Clone Wars. Demos has hidden his Force sensitivity from the Inquisitor thus far, and he hopes that his alliance with the Empire will help him supplant Darga and seize control of the organization for his own. When the Hutt flees aboard his personal yacht to Bespin, Igren Demos dispatches the Gamorreans to delay the heroes and Denia while the majordomo makes contact with Inquisitor Callus via the Holonet. Demos implores the Inquisitor to come to Cato Neimoidia quickly because he has cornered a surviving Jedi Master. Demos hopes to turn Denia over to the Inquisitorius in exchange for their assistance in making sure that Darga never returns to Cato Neimoidia.
Unfortunately for Demos, he did not plan on the heroes’ resourcefulness. When they make their way up through the secret passage (as all other avenues are currently blocked), they arrive in thethrone room just as Inquisitor Callus finishes telling Demos that he is on his way. Read the following boxed text aloud:
As the turbolift rises, the dank smell of the dungeons fades and the acrid smell of Darga’s throne room again becomes prevalent. Just as the lift stops you hear voices speaking from the audience chamber. Creeping closer, you see Darga’s Neimoidian majordomo, Igren Demos, bowing deeply before the holographic image of a tall man dressed in dark robes with a lightsaber hanging at his belt.
“The Hutt has fled aboard his personal yacht,” Demos says respectfully.
“I am on my way now, with the Assiduous ,” the hologram of the handsome man says. “Pray that you have not summoned the Empire on a fool’s errand, for the Inquisitorius is not gentle with those who deal with Jedi.”
The hologram fades, and the Neimoidian straightens slowly, looking pale. A trandoshan bodyguard stands by Igrens side and for Gamorrean stand throughout the room- all at full alert.
After finishing his communication with Callus, the majordomo waits in the throne room with his Trandoshan bodyguard and four Gamorrean guards. The heroes need to pass through this room if they want to leave the palace. If the heroes are spotted, Demos orders his guards to attack and attempts to stop them from leaving with Denia.
Confrontation with Demos
Setup
- Map: Hutt Palace Underground 1
- Room: Throne Room
After overhearing the conversation between Demos and the Imperial Inquisitor, the heroes must either sneak by the occupants of the audience chamber (a difficult prospect) or simply barge in and fight. Igren Demos begins the encounter in the center of the chamber, near where the hologram of Inquisitor Callus was standing. His Trandoshan bodyguard stands nearby (within 6 squares), and four Gamorrean guards linger near the walls, expecting to hear that their comrades below have subdued the heroes.
Red-Aloud Text
When the heroes enter the audience chamber, read the following text aloud:
The darkened audience chamber is much different than when the Hutt crime lord holds court in it. Gone is the cacophony of music that Darga normally has piped in, and the smell of smoke has all but dissipated. Instead, the chamber remains nearly silent, dimly lit and free of the excess that the Hutt brings to the room. The dais sits empty, and small shafts of light shine down from the ceiling, creating brightly illuminated circles on the floor that provide only faint light around them.
Igren Demos
Igren Demos has been Darga the Hutt’s majordomo for some years now. Even before Darga came to Cato Neimoidia, Demos served him faithfully and helped build the criminal organization into what it is today. In fact, it was Demos who discovered the ruined palace in Zarra, allowing Darga to seize it for his own. Over the years, Demos has been plotting to overthrow Darga and take control of the organization, but for the time being, the majordomo is content to influence events in ways that even the Hutt does not suspect.
The secret to Demos’ success is his Force sensitivity. Though he has never shared the truth with anyone, the Jedi identified him as a potential recruit when he was a child, but his Neimoidian parents refused to let the Jedi take him. Growing up, he learned to use the Force to exert his will over others, and when he came into Darga’s service, he brought the same skills into play to build a criminal empire. Demos is not powerful enough to influence his Hutt master, but he continues to use his Force sensitivity in secret to ensure that events occur according to his desires, not necessarily those of the crime lord.
This slender Neimoidian is dressed in robes of dark greens and blues, with a ceremonial headdress that makes him seem taller than he truly is. The majordomo moves with grace, radiating both elegance and superiority, and his red eyes seem to focus on a distant spot, as though seeing something that no one else sees
Igren Demos
Medium Humanoid (Neimoidian), Neutral Dark
- Armor Class 10 (16 with battle precognition)
- Hit Points 78 (12d8+12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 18 (+4)
- Skills Deception +6, Insight +3, Investigation +3, Perception +3, Persuasion +6
- Senses passive Perception 13
- Languages Galactic Basic, Gamorrean, Huttese, Pak Pak
- Challenge CR 2 (450 XP)
Traits
Grovel, Cower, Beg. (1/Rest) Until the end of Igren's next turn, its allies gain advantage on attack rolls against enemies within 10 feet of it that can see it.
Careful Power. Igren Demos can spend an additional force point when casting a power that forces a saving throw to allow up to 4 creatures to automatically succeed.
Forcecasting. Igren Demos is a 5th-level forcecaster. Its forcecasting ability is Charisma (power save DC 14, +6 to hit with force attacks) and it has 23 force points. Igren Demos knows the following force powers:
At-will: affect mind, force push/pull
1st-level: battle precognition, disperse force, tremor
2nd-level: force throw
3rd-level: sever force
Igren Demo's Tactics
When he realized that his guards had failed to stop the heroes from freeing the Jedi Master, Demos summoned his personal bodyguard, and throughout the encounter he remains close to the Trandoshan. If several heroes approach Demos at once, he uses Tremor to damage them. He uses Sever Force to turn aside Force powers. Otherwise, he uses Force Push/Pull to deal small amounts of damage to the heroes. If an enemy seems to be vulnerable to a heavier attack, Demos uses Force Throw one of the medium sized braziers in the room.
He carries 4,500 credits, a datapad with his notes on it and various personal belongings. He also carries a credit chip carrying 8,000 credit (DC 15 slicer’s kit).
Gamorrean Warrior (4)
Gamorrean Warrior
Medium Humanoid (Gamorrean), Chaotic Dark
- Armor Class 15 (Natural Armor)
- Hit Points 30 (4d8+12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)
- Damage Resistances Kinetic and Energy from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (understands but can't speak.)
- Challenge CR 1 (200 XP)
Traits
Reckless. At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Brutal Critical. When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Vibroaxe Melee Weapon Attack: +6, range 5ft, one target. Hit 11 (1d10+6) kinetic damage.
Gamorrean Warrior Tactics
The Gamorrean Warrior fight with rather straightforward tactics, simply moving up to the heroes and swinging their vibro-axes. Not exceptionally intelligent foes, each Warrior attacks the nearest enemy.
Trandoshan Bodyguard
Igren Demos’ Trandoshan bodyguard is one of the only denizens of Darga’s palace that is not on the Hutt’s payroll. The bodyguard serves Demos personally and has done so ever since the palace on Cato Neimoidia was established. The bodyguard is all business, and unlike most Trandoshans, he seems to have abandoned some of his brutal and bloodthirsty nature in favor of protecting his charge at all costs.
This tall Trandoshan is armed with a blaster rifle and wears battle armor decorated with a variety of traditional Trandoshan sigils. His talons click on the floor as he moves, and his face shows no sign of concern as he grips his weapon with practiced calm.
Trandoshan Bodyguard
Medium Humanoid (Trandoshan), lawful Netural
- Armor Class 17 (composite armor)
- Hit Points 30 (4d8+12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 12 (+1) 11 (+0) 10 (+0)
- Saving Throws Dexterity +5
- Skills Intimidate +4, Survival +2,
- Senses passive Perception 10
- Languages Galactic Basic, Dosh, Huttese
- Challenge CR 1 (200 XP)
Traits
Saving Face (1/Rest). When the Trandoshan Bodyguard misses with an attack roll or fails an ability check, it can gain a bonus to the roll equal to the number of allies it can see (maximum bonus of +5) to the roll.
Actions
Multiattack The Trandoshan Bodyguard makes two Blaster Rifle attacks
Blaster Rifle Ranged Weapon Attack: +4, range 100/400 ft, one target. Hit 6 (1d8+2) energy damage.
Reactions
Intercept. When an ally within 5 ft is targeted by an attack, the Trandoshan Bodyguard can use its reaction to cause itself to be targeted by the attack instead.
Regenerative. When the Trandoshan takes damage, it can use its reaction to expend a hit die to regain hitpoints if the damage would not reduce its hitpoints to 0.
Trandoshan Bodyguard Tactics
The Trandoshan bodyguard tries to protect Igren Demos at all costs. He uses his Intercept reaction as often as he can. Given his AC and the Regenerative reaction, the Trandoshan can take quite a beating. Though he attacks if the opportunity arises, he never moves more than 2 or 3 squares from Demos, and he prefers to remain adjacent to the Neimoidian whenever possible.
Loot
- Cloak Chassis (Premium)
- Charric Pistol
Conclusion
When this encounter ends, so does the adventure. The heroes should have no trouble escaping the palace once Demos is defeated, though the Neimoidian pleads for his life if his allies are killed. However, Demos is strong-willed and does not submit to interrogation easily. He knows of the deal between Darga and the Empire (they trade slaves to the Hutt in exchange for large quantities of Tibanna gas), but he does not know why the Empire wants the gas. If he thinks it will cause the heroes to spare his life, Demos reveals that Darga has fled to Cloud City, but not even the majordomo knows the exact location of the Hutt’s safe house there. Even if he is 'killed', Igren will return in Chapter 4. A newly appointed apprentice to Valin Callus. Be sure to note how he is killed in order to apply the proper cybernetics
Features of the Area
During this encounter, most of the audience chamber is considered to be dim light, with a few exceptions. All squares adjacent to the walls are considered to be in darkness. The squares where the lights shine down from above are bright light as are all adjacent squares (creating a 3-square-by-3-square area of illumination for each light). The dais can provide cover from attacks, but it is considered half cover, allowing characters to step up onto the dais as part of their movement.
Concluding the Adventure
With Denia in tow and the Empire on the way, the heroes probably want to leave Cato Neimoidia quickly. Once they make it past Demos, no one in the palace or the city beyond attempts to stop their escape. If, for some reason, they decide to hide in Zarra instead of blasting off immediately, they might have to deal with the Empire, but such developments are beyond the scope of this adventure.
Based on what they learned from Demos or Gome the moneychanger, the heroes should know where to go next—Bespin. However, while they will likely want to pursue Darga immediately, they must consider Denia. She is in no shape to fight and seems weakened just from the escape. Since Darga already has a head start, the heroes should have time to return to the Resurgence first so that Denia can receive proper medical attention.
Ending the Adventure
You burst forth from the palace and help Denia into Warrick's speeder and punch Zarra's coordinates into the navcomputer. As you traverse back to the city the sky darkens as massive Star Destroyer materializes overhead. The speeder whines as you re-double your pace, pushing the limits of the vehicle. About 30 minutes later you finally arrive at the Banshee's landing pad. Captain O'Keefe helps you load Denia into the Banshee's Medbay and begins to prep for takeoff. "The Banshee isn't equipped to adequately handle someone in her condition." O'Keefe explains "We can keep her alive and stable, but she really needs a proper medical facility. I recommend we return to the Resurgence to debrief and allow Denia to recover. The star destroyer could be a problem though." The Banshee begins to rise as Crash checks the ship's systems. "Odd." The droid remarks "It appears that the Star Destroyer has not yet detected our presence. Perhaps they are focused on something else?".
Allow the heroes to RP / Speak a bit.
"Guess it's our lucky day then!" O'keefe says with a smirk. "Hold on tight!". The Banshee lurches and accelerates into a sea of stars, only to quickly be replaced by the swirling blue of hyperspace. The ship groans and creaks from the strain of such a sudden transition. Your stomach lurches and you are nearly knocked off your feet as the ship finally settles. The intercom crackles throughout the ship. "Sorry about the rough jump- but it was better than the alternative. We should arrive at the Resurgence in about 2 standard days."
>> Completing this adventure is a level-up milestone. (Level 5) <<
Next Adventure
In Cloud City Royal, the next adventure in the Dawn of Defiance campaign, the heroes pursue Darga to Cloud City. There, they must infiltrate a sabacc tournament to unearth the Hutt crime lord and discover exactly what deal he struck with the Empire.