Dawn of Defiance - Chapter 8: The Gem of Alderaan

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STAR WARS: DAWN OF DEFIANCE EPISODE 8 - The Gem of Alderaan

The Gem of Alderaan is the seventh 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 begins the third act of the campaign, which consists of three adventures: The Gem of Alderaan, Sword of the Empire, and Jaws of the Sarlacc.

About six months have passed since the last adventure. Over the course of this adventure, the heroes will infiltrate a high society gala, play high-stakes games of sabacc, and fight alongside Imperial stormtroopers to defend against hijackers bent on capturing a train full of dignitaries. The heroes should start The Gem of Alderaan at 15th level and reach 16th level by the conclusion. With some modifications, this adventure can also be used as a stand-alone scenario or as part of your existing campaign.

Credits & Module Info

  • Original Sw5e Conversion: Mishy
  • Adjustments & Scaling: zeldafreak6245
  • Scripting: zeldafreak6245
  • Scaling: 4 players
  • Last Revision: 1/7/2023
  • Maps: 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: 1 Prototype, 1 Advanced

  • Major: 1 Artifact

What is Dawn of Defiance?

Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set in the months after the events of Revenge of the Sith, the adventures in the Dawn of Defiance campaign are designed to provide players and GMs with the iconic SW5e experience, set against the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 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.

Campaign Update

Six months pass from the end of A Reckoning of Wraiths to the beginning of the final story arc of the Dawn of Defiance campaign. During this time, Bail Organa keeps the heroes safe from scrutiny while they continue to search for Master Denia. Following the destruction of the Resurgence, both Master Denia and Inquisitor Callus vanished without a trace and have not been seen or heard from since.

Bail Organa walks a fine line in the Imperial Senate. Admiral Varth— whose true allegiance was revealed at the end of the last adventure— knows that Organa has been engaging in seditious actions, but he cannot bring the Senator to trial without revealing the existence of the Sarlacc Project, which he is loath to do.

Meanwhile, the heroes are now considered enemies of the Empire. They have death marks on their heads, and only Senator Organa’s protection keeps them from being captured or killed by bounty hunters and Imperial agents. The need to keep a low profile complicates their task of finding Denia and the prototype Super Star Destroyer.

If desired, you can use this gap to run your own adventures as the heroes follow leads and avoid the authorities, helping the PCs achieve 15th level before starting The Gem of Alderaan. The heroes might learn about their death marks the hard way after encountering determined bounty hunters. They might fight their way out of trouble, alter their wanted postings to include faulty information (such as “Last seen on Bespin”), or get their postings moved down the priority list (perhaps by faking the appearance of an even more notorious criminal). They might accomplish this by slicing into computer systems, planting rumors, or gaining the assistance of a crime lord or corrupt law enforcement officer.

Summary

After months of searching, Bail Organa finally learns that the Empire has taken Jedi Master Denia to the planet Prakith in the Deep Core, a fortress world that serves as the base of operations for the Inquisitorius. It is virtually impossible to travel to Praxis without Imperial security clearance, and the background check necessary to obtain clearance would reveal that the heroes have death marks on their heads.

However, Senator Organa has discovered that Lady Alya Aldrete—an Alderaanian heiress known for her decadent behavior—has access to security clearances, using them so smugglers in her employ can ferry forbidden goods to and from the heavily secured Deep Core worlds. To have a chance to speak with her, the heroes must attend the maiden voyage of the Gem of Alderaan, a luxury repulsortrain that is a part of her family’s collection of resorts, casinos, and passenger liners.

When the PCs arrive at the launch station, stormtroopers line the perimeter as Imperial officers mill about with the Alderaanian nobles. The maiden voyage will last several hours, during which time the heroes must make a good impression through a series of social encounters: playing sabacc in the casino, rubbing shoulders with nobles at a fancy dinner, holding intelligent conversation in the lounge, and even engaging in recreation in the onboard nightclub.

Eventually, the heroes gain the notice of Lady Aldrete’s personal assistant, a Twi’lek named Notru’denn, who summons them to her private traincar. He reveals that his employer’s appearance as a self-centered noble is just a cover for her clandestine activities. In truth, Lady Aldrete uses her Deep Core smugglers as spies, creating an information network that spans the galaxy. If the heroes convince Notru’denn of their sincerity, he offers to arrange an audience with Lady Aldrete as soon as she returns.

Moments later, the repulsortrain lurches and alarms sound. Trandoshan mercenaries hijack the train, hold the passengers hostage in the control car, and will release them only if Senator Organa surrenders. (They saw Organa on the guest list and think that the Senator is on board.) The heroes fight the first group of mercenaries in a dark nightclub, using their wits to overcome their relative lack of weapons. Pushing into the casino car, they find an Imperial dignitary and his stormtroopers fighting more mercenaries and a heavily armed war droid. Working with their unlikely allies, the heroes storm the dining car (filled with hostages) to rescue the last large cluster of guests onboard.

When the heroes move forward through the observation car, they are attacked by the mercenaries’ starfighters, which seem intent on destroying the car. The heroes uncouple the trailing cars to protect the civilians on board, then fight the starfighters, outgunned by their powerful weapons.

When the heroes finally reach the control car, they find the Trandoshan mercenary commander using Lady Aldrete as a human shield. He drags her up to the roof, where the final showdown takes place as the out-of-control repulsortrain speeds hundreds of meters above a snowcovered mountain range. After the heroes defeat the Trandoshan and rescue Lady Aldrete, Captain Sirona Okeefe’s transport swoops down to scoop them up as the train careens into the mountains below. They blast their way past the mercenary transport and return to Senator Organa to negotiate with Lady Aldrete, moving one step closer to saving Master Denia and stopping the Sarlacc Project.

Opening Crawl

If you 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 VIII: The Gem of Alderaan

After months of searching, the heroes finally learn that Jedi Master Denia is being held captive on a fortress world in the Deep Core. It will be impossible to reach her in time without codes to allow safe passage.

A celebrity heiress has such codes, and the heroes must seek her aid while hiding in plain sight from the forces of the Empire . . .

Part 1: Deadline

Six months pass before Bail Organa learns of Jedi Master Denia’s whereabouts, so the heroes have plenty of time to rest and recuperate after their last adventure. They should have opportunities to repair, upgrade, or replace their equipment during this time, but their status as wanted criminals will make it impossible to purchase restricted items through legitimate channels.

Campaign Update (Read-Aloud)

Six months have passed since the destruction of the Resurgence. Regrouping with what remains of the rebel fleet you continued to run missions for the resistance, earning an additional 250,000cr (each). During this time you discovered your death mark status in a particularly brutal skirmish with several bounty hunters, forcing you to keep a low profile. Thankfully, Senator Organa's protection has allowed you to retain relative freedom despite your wanted status, providing plenty of opportunities to repair, purchase, upgrade and replace your equipment and starship.

Total Free Downtime: 18 weeks

Once the heroes are ready and any side adventures are completed, Bail Organa summons them to his private retreat on Alderaan. When they arrive, read or paraphrase the following:

Senator Organa calls you into his office and waits for the door to close. “It has taken some time, but I believe I have found Master Denia’s whereabouts.”

He activates a holoprojector, creating the hovering image of a planet. “This is Prakith, a fortress world in the Deep Core. The Inquisitorius uses it as a base of operations, and my sources indicate that Inquisitor Callus brought Master Denia here after the destruction of the Resurgence. If the past is any indication, Callus will try to break her—it is only a matter of time.”

The image zooms out, showing Prakith as one world in a tight cluster of countless stars. “The Deep Core is almost impossible to travel without recent astrogational data, and only ships with proper clearance can download it. Worse, the Empire heavily patrols these spacelanes, and only ships with the proper clearance codes are allowed to pass.

“Unfortunately, getting this clearance requires an extensive background check by Imperial Intelligence. In your case—well, let’s just say a death mark would catch their attention. But even with no marks on your record, it could take months. And that is time that Master Denia just doesn’t have.”

At this point, give the heroes a chance to ask a few questions. Use the following as guidelines for Senator Organa’s responses:

  • How much time do we have? “My sources intercepted a transmission from Callus’s superiors. From what they could decode, it appears that the Inquisitorius is growing impatient with Master Denia’s resistance to interrogation. Callus is almost certainly escalating to more brutal techniques, and it is only a matter of time before he breaks her—or kills her in the attempt. She is strong, but she probably has days, not weeks.”

  • Why are the codes so important? “Due to its astrography, the Deep Core has a very limited number of viable hyperspace routes in and out, and a ship’s captain can’t even download the necessary astrogational charts without proper clearance. Since the routes are so limited in number, the Empire can easily patrol them.”

  • Can we try to plot a new hyperspace route that the Empire doesn’t know about? “Plotting new hyperspace routes is a very dangerous and long process, taking weeks or months even under the best of circumstances. In the Deep Core, with so many stars clustered so closely together, the process would be even slower, and the chances of a catastrophic failure are much, much higher.”

  • Could we hire a transport that already has these codes? “Possibly, but seats fill up quickly, so it would take weeks or months to get there this way. Even if we chartered a private transport, it would take some time to find one willing to risk carrying high-profile fugitives into or out of the Deep Core. “

  • Is there anyone who could give us the codes? “Yes. I have found one good lead . . .” (Continue with the boxed text below.)

After any questions have been answered, continue by reading or paraphrasing the following:

“Fortunately, I believe I have found someone who already has this Deep Core clearance.” The holoprojector brings up the image of a stunning young woman wearing a luxurious but revealing gown. “This is Lady Alya Aldrete, heiress to the Aldrete family empire of luxury hotels, casinos, passenger liners, and other playgrounds for the idle rich. Alya herself uses her family name and fortune to pursue a life of decadence and excess, making herself into a celebrity and icon while the gossip media watches her every move. This is a problem for us because I need you to meet her.

I have reason to believe that, among her other contacts, she has a cadre of personal smugglers who ferry illegal spice, stolen artwork, and other illicit luxuries. Every indication is that she has access to several clearance codes that would provide authorization for travel in the Deep Core. If Master Denia is to have any hope of rescue, we need to talk Lady Aldrete into helping us.

Her love of media attention will make this very difficult. We can’t have you being recorded speaking with her, or you’ll attract scrutiny—and it wouldn’t take an investigative reporter long to discover your status as wanted criminals.

But we do have a unique opportunity to get close to her without being surrounded by holorecorders. The Gem of Alderaan, a luxury repulsortrain owned by her family, is going to be launched on its maiden voyage tomorrow night. Alya is holding an invitationonly launch party, which will give you a chance to speak with her without attracting undue attention. As a senator, my office is routinely sent invitations to such events as a matter of courtesy. I’m giving you the invitations so you can appear on my behalf, disguised as advisors and aides for my senate office.

The gala is certain to have a significant Imperial presence. You will have to go in with little more than the clothes on your backs, and you will not have much time to build a respectable cover story to ensure that security does not hassle you.

Once on board, you can expect Lady Aldrete to be surrounded by a gaggle of hangers-on at any given moment. Our topic absolutely cannot be brought up in front of witnesses, and she’s unlikely to grant an audience to total strangers. Instead, you must somehow attract her interest so she will extend an invitation to you, and the best way to do that is by befriending or impressing as many high-profile guests as possible. Get them talking about you, and eventually she will seek you out.

Let me put it another way: You have 24 hours to prepare your background and learn about the guests well enough to blend in with nobles, politicians, celebrities, and Imperials in close quarters on a luxury repulsortrain, all the while making a good impression and attracting the attention of a flighty celebrity heiress so that you can ask her, in private, to provide proper codes for illegally infiltrating the Deep Core. Any questions?”

Give the heroes a final opportunity to ask follow-up questions, using the following guidelines to determine Senator Organa’s response.

  • Why us? Why not you or some other agent? “A senator being seen meeting privately with a ‘celebutante’ would make for scandalous headlines, drawing unwanted attention. New faces generating a lot of buzz among high-profile guests should be more than enough to get her attention.”

  • What should we do to set up our false identities? “Whatever aliases you pick for yourselves, my office can create basic matching identification that shows you to be senior aides in my senate office, living in an on-site dormitory. This will pass casual inspection but not a check of electronic records. It would be best if you could fabricate a bit of history and plant records that make you seem legitimate.”

  • How do we learn about the guests? “The launch of the Gem of Alderaan is a major event, so you can find press releases and news items about those in attendance. Start by searching local computer networks and news feeds. Since the event is happening just over a day from now, many guests have already arrived, so you might be able to pick up names by asking around, particularly in the lounges of upscale hotels in Aldera.”

  • What will security be like? “Expect security to be very tight. Other than very simple, common devices—comlinks, credit chips, datapads, recorders, and the like— don’t expect to be able to bring any significant tools or equipment. It will be very difficult to smuggle all but the smallest and simplest of weapons on board.”

After any questions have been answered, continue by reading or paraphrasing the following:

“My longtime ally Mon Mothma and I were able to call in a few favors to secure additional funding for this operation." He holds up a credit chip. "This chip contains one million credits. You will be mingling among the elite for this mission so it is crucial to look and act the part. Use these funds for new clothing, bribes, tips, or other expenses you may encounter. Be sure to save as many credits as you can for the launch itself, spending and tipping generously is a great way to reinforce your image among the other guests." Bail procures several identichips and holopucks and places them on the table before you. "These are your invitations and new identichips. Contact me once you have created your new identities and I will have my offices upload the information to our electronic records."

The heroes now have about 24 hours before the launch, which they can spend in any way they wish. Two tasks that will make their job much easier are finding out details about the guest list—particularly highprofile guests—and preparing a solid, inspection-worthy background for their assumed identities. The heroes can address these tasks in whatever order they prefer, and they can even be undertaken simultaneously.

The Guest List

Although the guest list for this invitation-only gala isn’t a secret, it isn’t publicized, either. Finding the necessary details requires a little legwork.

Primary Challenge: Six different channels can provide information about the guest list, but no one approached supplies the entire list. Out of the six, the heroes must successfully complete four to get the entire guest list. They do not have to be done in order, and the heroes can split up and attempt multiple channels simultaneously if they wish.

Have the players describe what they want their character's to do in order to compile the guest list then call for ability checks appropriate to what they are doing. Do not inform the players if they succeed or fail at these checks and as they progress, feel free to add threats, opportunities or play off conflicts caused by player actions. Sample check's are listed below. Additionally a player suggest using a class feature or power instead of making a check, if it makes sense allow it to count as an automatic success when tallying how successful they were.

  • The hero can ask around, finding taxi drivers, club patrons, and hotel visitors who have spotted notable out-of-town guests that have been seen in the area. Have the players make a DC 22 Intelligence (Investigation) check.

  • A search of computer networks can uncover press conferences, articles, and other pieces that identify individuals attending the gala. Have the players make a DC 24 Intelligence (Technology) check.

  • A brief search turns up a nighttime desk clerk who is short on cash, and the hero can bribe him to provide a list of attendees staying at his hotel. Have the players bribe the desk clerk with an amount of credits you deem appropriate and make a DC 23 Charisma (Persuasion) check.

  • Pretending to be a hurried or confused attendee unable to locate a group of friends, the hero can fast-talk a concierge into revealing other passengers. Have the players make a DC 22 Charisma (Deception) check.

  • The hero can stake out the hotel district with a pair of electrobinoculars to try to identify notables and their entourages. Have the players make a DC 22 Wisdom (Perception) check.

  • The heroes can contact Switch, the information broker droid they first met in chapter 1. Switch charges a fee of 100,000cr but will provide all information, including specific details, about one major guest.

If the heroes do not succeed in getting the entire list, they can still learn some useful information:

1 success: The heroes learn the total number of attendees (107) and the identity of one major guest. Choose the guest randomly from the “Who’s Who” textbox.

2 successes: As above, but with the identity of two major guests.

3 successes: As above, but with the identity of three major guests.

Auxiliary Challenge: If the heroes know the identity of one or more major guests, they can attempt to learn specific details about a particular guest’s interests, likes, and dislikes. (This makes later social interaction somewhat easier.) Consider the following sample checks or make your own.

  • Searching public data sources is the simplest approach. Have the players make a DC 21 Intelligence (Technology) check

  • Appealing to the least common denominator—or telling someone what they want to hear—can influence those close to the guests to talk about what they know. Have the players make a DC 22 Charisma (Deception) check.

  • Tail your target to profile his or her actions and interests, using your skills to blend in with the crowd and avoid detection. Have the players make a DC 24 Dexterity (Stealth) check.

  • The heroes can once again contact Switch for assistance. Switch charges a fee of 50,000cr for specific details per major guest.

If any ability check fails by 5 or more, that guest’s security detail becomes aware that someone is paying too much attention to their charge. The resulting lockdown makes it impossible to make any further attempts to learn about that guest.

Development: Once the heroes have exhausted all leads, run out of time, or given up, move on to the next part of the adventure. Learning details about a major guest gives the heroes advantage on all Deception, Persuasion, and Perception checks involving that guest in Part 2: Getting to Know You.

Who's Who

When researching the guest list, the heroes can learn about several major guests who are attending the maiden voyage of the Gem of Alderaan.

Major Guests

The heroes learn the name, occupation, and physical description of any major guest they have identified. Other details (personality, interests, and pursuits) become available if the heroes successfully research an individual guest.

Morrax Nabin: Imperial governor. Old Human male, graying hair, brown eyes, mustache. Thoughtful, shy, and brilliant, he enjoys playing simultaneous games of holochess with different colleagues (including, at times, the Emperor), relaying moves through short messages over a period of weeks or months. He is always accompanied by an elite stormtrooper bodyguard detail.

Lynaa: Fashion designer. Middle-aged Twi’lek female, blue skin, brown eyes. Gregarious, flamboyant, and eccentric, she regularly does charity work for wildlife conservation groups. She is never without her purebred voorpak, Taezii, a tiny fluffy animal that fits in the pockets of Lynaa’s robes.

Dien Suub: SoroSuub executive. Old Sullustan male, brown eyes, tan skin, plump build. Friendly, pragmatic, and driven, he reads the entire front section of the Brentaal Trade News every morning over breakfast.

Major Guests (Cont.)

Zalar Rishek: Scion of the House of Rishek. Adult Human male, blond hair, gray eyes. Arrogant, spoiled, and overbearing, he races customized airspeeders, swoops, and star yachts when he’s not busy chasing romantic prospects.

CednahFaenel: Alderaanian noblewoman. Venerable Human female, silver hair, hazel eyes. Quiet, gracious, and generous, her lifetime love of dance led her to donate millions to renovate the Grand Theater in Belleau-a-Lir. Her family’s lands include the Faenel Vineyard, home to an exquisite Alderaanian brandy.

Ardia Terrsyn: Actress. Adult Human female, long braided black hair, dark skin, green eyes. Inquisitive, insightful, and savvy, she acquired a taste for sabacc after studying it for a role in a holodrama about a Hutt crime family.

Minor Guests

There are over one hundred guests on board, far too many to list and describe. Use the following names and descriptions to fill in other characters as needed during the adventure.

Khyyynett (middle-age male Wookiee, musician)

Prof. Wachs Tauph (old male Bothan, university chancellor)

Dyni Endarsin (young adult female Zeltron, artist)

Dr. Hakaen Bousch (old male Mon Calamari, physician)

Dr. Stae-Fahnti Koelbayr (middle-age male Human, commentator)

Tavid Ahkoeri (old male Human, gambler)

Capt. Z’paul Diin (old male Duros, explorer)

Brial Sullor (adult female Human, novelist)

Anjeru Valett (middle-age male Human, attorney)

Ruf-Asti-Viarffli (old male Cerean, president of Dohnia free colony)

Mahg-Raet Duumont (old female Herglic, financier)

Fia Nazhena (adult female Cathar, heiress).

Making a Name for Yourself

Primary Challenge: In addition to learning about the guests at the launch gala, the heroes need to build a plausible cover that allows them to fit in. While the IDs and invitations provided by Senator Organa are a good start, no records exist to match the new identities.

To create, edit, or delete publicly available government records, the heroes must gain authorized access to a government database so that they can insert their information into official records. The computer system in question is operated by a local public safety office.

To be treated as an authorized user and gain the ability to alter public records, the heroes must make a DC 24 Intelligence (slicer's kit) check. A failure by 5 or more draws the attention of a low-level administrator who makes additional checks at this computer be made at disadvantage.

The heroes can make this task simpler if they choose a good target for their efforts, using either or both of the skills below. Each check can be attempted only once.

  • A determined search of isolated computer networks finds a more publicly accessible system. A successful DC 22 Intelligence (Investigation) check lowers the the slicer's kit check to a DC 20.

  • Familiarity with similar security systems can provide insight on the verification protocols, potentially providing a back door to easy access. A successful DC 23 Intelligence (Technology) check grants advantage to checks involving these computer systems.

After the players gain access, they must provide records for their new identities, either by fabricating them or by linking each hero’s identity with another person’s name and history.

  • A hero can find a good candidate for a “borrowed” identity by making a DC 22 Intelligence (Investigation) check.

  • A hero can create a complete identity—including tax records, employment history, educational background, and so forth—by making a DC 23 Intelligence check to correctly complete all necessary records. If a player is proficient in forgery kits, allow them to add their proficiency to the roll.

Credits Will Do Fine

Alternatively, the heroes can once again contact Switch. Using his vast array of underground contacts, he can provide a flawless identity and background for a rush-fee of 200,000cr per hero.

Once the proper records have been created or appropriated for the heroes’ identities, each hero must prepare a disguise—dress, mannerisms, and perhaps stage makeup and prosthetics. If done properly, each disguise fits the hero’s fabricated or borrowed background and “sells” the persona.

Players can create a disguise themselves with use of a DC 18 Intelligence (disguise kit) check or a DC 20 Intelligence (Deception) check. If they fail, the disguise will raise scrutiny with security at the gala but do not tell players if they fail. Enterprising players may attempt to use a power, class feature or item to circumvent the use of a disguise but unless it can hold up to physical inspection, it will automatically fail and give away the player's lie. Unless the players already has an appropriately wealthy wardrobe (unlikely for anyone other than a noble or officer), crafting the disguise costs 20,000 credits for each hero.

Development: Even without completing these steps, the basic identification and invitations provided by Senator Organa are sufficient to get any given hero on board the Gem of Alderaan. However, having incomplete backgrounds or “thin” identities can cause some difficulties during the social encounters in Part 2: Getting to Know You.

Other Preperations

In addition to the more important tasks outlined in the following sections, the heroes must take care of several mundane preparations before appearing at the launch gala for the Gem of Alderaan.

Sleep

Because of the high pace of the work, the heroes will burn out if they work for more than eight hours. For every additional hour worked without getting eight hours of sleep, a character must make a DC 10 Constitution saving throw with the DC increasing by 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.

Shopping

The players can purchase legal, unenhanced equipment with relative ease, it is impossible to find a vendor or seller for enhanced items.

Contraband

The heroes might wish to spend time figuring a way to smuggle equipment or weapons onto the Gem of Alderaan. If a character asks about security or carrying restricted items on board, have her make an Intelligence (Technology) check.

  • DC 13: Other than communications devices, computers/storage devices, and recording units, very few items are authorized to be carried on board by non-Imperial personnel. It is a relatively short trip, so guests are not expected to bring overnight luggage.

  • DC 16: Security at the event will probably include passing through a sophisticated weapons scanner as well as a check of the passenger’s identification and invitation. If a passenger’s identification is not supported by electronic records, that passenger will attract greater scrutiny.

  • DC 19: Contraband can be smuggled past security, either by planting it on authorized personnel who bypass the scanners or by disguising it as part of a legitimate device. (Ordinary concealment is useless against a weapons scanner.) In either case, the smuggled item must be very small, meaning that larger items must be carefully disassembled into smaller parts.

If a player wishes to smuggle contraband onboard the Gem of Alderaan, use the sample checks for inspiration.

Disassembling Items: An object that would be comparable up medium size can be broken down into tiny sized components with a DC 15 tool check appropriate to the object (A techblade for example would be broken down by armstech's tools) and takes one hour. If the check fails by more than 5, the object is damaged and unusable until repaired. In order to repair an object a DC 15 tool check appropriate to the object must be made and also takes an hour.

Reassembly requires the same check as disassembling with the same consequences for a failed check.

Disguising Items Any object to be smuggled through security must be disguised as part of one or more innocuous devices, such as comlinks or datapads. Objects that are not of tiny size cannot be smuggled in and must be disassembled first.

Disguising an object is a difficult deception, requiring one hour and a DC 23 Intelligence (Deception) check made with disadvantage or a DC 23 Intelligence (disguise kit) check. If they fail, the disguised objects will raise scrutiny with security at the gala but do not tell players if they fail.

Planting Items: A player may attempt make a DC 15 Dexterity (Sleight of Hand) check to hide or retrieve broken down objects or other contraband on security personnel or guests. The guards and guests are decently observant but any skilled pickpocket can easily fool them however if a check fails by more than 5, they are caught in the act.

Moving On

When the heroes finish their preparations, or when they run out of time, move on to Part 2: Getting to Know You.

Part 2: Getting to Know You

The launch gala for the Gem of Alderaan has arrived, and the heroes find themselves walking the red carpet with celebrities, politicians, philanthropists, famed artists, and brilliant scholars.

When the heroes arrive, read or paraphrase the following:

The launch gala takes place in what looks like a luxurious banquet hall. You see chandeliers hand-carved by artisans on Naboo, floors and columns carved from exquisite Chandrilan sun marble, and an atrium leading to a priceless Mon Calamari water sculpture, held aloft by miniature repulsor fields and flowing like an waterfall that feeds itself, subtly evolving and shifting in its perpetual motion.

But this isn’t a resort, a hotel, or a banquet hall. It’s a repuslortrain station—one unlike any in the galaxy—and the elite from dozens of worlds have gathered to see the maiden voyage of the Gem of Alderaan.

The heroes are in line, approaching the security checkpoint. If a player wants to engage a fellow guest in conversation, use one of the minor guests from the Who’s Who textbox. Give the heroes a chance to try out their new identities, but in a matter of minutes, they will have to break off the conversation to deal with security.

Reception

Before making it into the reception itself, the heroes must contend with security. If all heroes have complete identities (as described in Making a Name for Yourself) and they aren’t attempting to smuggle contraband, the security checkpoint is uneventful. If this is not the case, there might be some complications.

Security Screening

The security checkpoint is run by one supervisor and four security screeners. Two screeners operate a stationary weapons scanner which penetrate all cover and illusions when attempting to detect objects passing through it.

If the players have complete identities and perfect disguises, they pass through the checkpoint without issue.

However if any player does not having a complete identity or has a disguise that did not meet the DC earlier, the supervisor takes an interest in that player's screening and discovers a flaw which prompts all players to go through an intensive screening instead unless they can make a DC 20 Charisma (Deception) check to play off the flaws in their identities or disguises.

An intensive screening will result in any disguised objects being found and confiscated as contraband.

Development: Because of their personal invitations and IDs linking them to the office of Senator Organa, the heroes are virtually guaranteed to be allowed on board after the screeners confiscate any contraband they find. The real challenge is to avoid making a scene in front of the other guests.

Life of the Party.

This section of the adventure is entirely social encounters, there are DCs for many ability checks but if you wish to make the parties actions mean more, modify the DCs as appropriate depending on how the Gala's attendants view the party.

Attitude DC Modifier
Hostile +10
Unfriendly +5
Indifferent +2
Friendly +0
Helpful -2

These modifiers override any individual attitudes. For example if a character is friendly towards the players but the Gala attendants are unfriendly with them, then the friendly character is treated as unfriendly due to them not wanting to be associated with the party at that moment.

Before improving the Gala attendants attitude to make them view the party as helpful the heroes must improve the attitude of at least one major guest to helpful, and the number of helpful major guests must be greater than the number of major guests with an attitude of unfriendly or worse.

Similarly, group attitude cannot worsen to hostile unless at least one major guest has an attitude of hostile, and the number of hostile major guests is greater than the number of major guests with an attitude of friendly or better.

If the party has learned specific details about all of the major guests inside a particular encounter, they gain advantage on all social checks involving those guests.

First Impressions

Once they join the gala, the heroes need to make a good first impression by being witty, charming, and pleasant. Failing that, they must at least avoid a faux pas by staying quiet without appearing standoffish.

This section of the adventure is entirely social encounters, there are sample DCs for many ability checks but you should modify them as appropriate depending on how the group

Primary Challenge: The most important objective in this scene is to make a good first impression with the guests as a whole. If the players passed through the scanners without issue, the Gala attendants are indifferent to them however if they were subject to intensive screening the Gala attendants are instead unfriendly.

Over the course of the reception, each hero must attempt two social interactions with other guests. In addition, the group as a whole must attempt two additional interactions, which can be undertaken by any of the heroes.

The result of the reception is determined by the number of social interactions that have an unpleasant outcome (for example, saying something embarrassing, accidentally insulting someone, or perhaps trying too hard).

If the heroes have 0 to 2 unpleasant interactions, the reception is a smashing success. The heroes make a positive and lasting impression on the entire group, improving group attitude by one step (from indifferent to friendly, for example).

If the heroes have 3 to 5 unpleasant interactions, the reactions are mixed and, on balance, largely neutral. Group attitude does not improve or worsen as a result.

If the heroes have 6 or more unpleasant interactions, the reception is a disaster. The other guests come to the conclusion that the heroes are unrefined, uncouth, and ill-mannered, and they are subject to icy stares and derisive laughter from all in attendance. Group attitude worsens by one step (from indifferent to unfriendly, for example).

A hero can attempt any of these social interactions by making the listed skill check:

Witty Banter: The hero engages one or more guests in conversation on any number of topics. Have the player make a DC 17 Charisma (Persuasion) check. A failure results in the hero making an off-putting or ill-mannered remark.

Attentive Listener: Careful observation and active listening help the hero pick up on important details and appear sympathetic and understanding. Have the player make a DC 17 Wisdom (Perception) check. A failure results in the hero losing focus and completely misunderstanding the speaker’s point.

Innuendo: The hero engages in a more subtle type of conversation, one in which what is left unsaid is most important. Have the player make a DC 17 Wisdom (Perception) check. A failure means that the hero misinterpreted another guest’s meaning or accidentally implied something embarrassing.

Blend In: The hero tries to blend in to the crowd to avoid drawing attention. Have the player make a DC 21 Dexterity (Stealth) check. A failure means that other guests notice the hero’s shyness, perhaps mistaking it for aloofness.

Development: The result of this reception sets the tone for the remainder of the social encounters on the* Gem of Alderaan.* If the heroes made a good impression, they will find it substantially easier to gain the attention and approval of major guests (and, by extension, Lady Aldrete).

Noncombat Encounters

Here are a few suggestions for handling this section of the adventure and its focus on social, nonviolent encounters.

Assigning Skill Checks: Instead of telling the players their options right away, let them describe what they want to do in real-world terms. Use their descriptions to decide which option is closest to their intent, calling for the appropriate skill checks.

If your players have trouble coming up with an approach to these sorts of encounters, particularly at the beginning, be ready to list each option along with its associated skill check, but don’t tell the players the specific DCs right away. As the adventure progresses, though, you should find the players adapting to these encounters, perhaps even suggesting the use of skills that aren’t listed.

Alternative Skills: Each noncombat encounter lists several skills that can be used to gain the desired outcome, but this list is not necessarily exhaustive or exclusive. If a player suggests another relevant skill that might be useful in the situation and provides a reasonable explanation of how to apply it, give that player the benefit of the doubt and let him make the attempt.

All Aboard

As the reception draws to a close, Lady Aldrete appears to welcome the guests and invite everyone on board the Gem of Alderaan. Read or paraphrase the following:

After a short introduction by the emcee, Lady Aldrete walks out on stage wearing a revealing, low-cut dress that you wouldn’t expect to see on a noblewoman. She makes her way to the lectern, leaning against it with one hand while holding a snifter of Alderaanian brandy in the other.

“Okay, everyone,” she says, slightly slurring her words, “I know a lot of you. And a lot of you are here because you know my grandpa. And a few are here for the free drinks.” She giggles loudly, prompting some forced laughter from the assembled guests.

“Either way, thanks for coming to our launch, and you’ll be the first to see all the great stuff Grandpa put in. And there are bars in every repulsorcar and a nightclub on the back of the train—those were my ideas! And I got bouncers and everything to keep the worst riffraff outta my club—and to keep the best riffraff in!”

She winks, raises her glass, and takes a drink of brandy before wandering away from the lectern, drawing applause from the fawning masses. While the guests file onto the massive repulsortrain, Lady Aldrete is hurried on board by her staff, bypassing everyone else in line.

Once on board, give the heroes a little time to explore. The repulsortrain is much shorter than it would be during regular service because this is an invitation-only maiden voyage, only a few hours long. From front to back, the Gem of Alderaan includes:

  • A control car, where the crew control the operation of the repulsortrain. For safety reasons, this area is sealed off from passengers.

  • A lounge car, featuring all-around windows that provide a breathtaking panoramic view. The lounge is broken down into semiprivate areas for small gatherings, and available amenities include an extensive library, a fine selection of spirits, and even atmospheric bubbles for guests to adjust the environment to match their comforts (and to keep t’bac and spice odors away from others).

  • A dining car, seating dozens in a split-level dining area that includes smaller, two-person tables for couples, four- to sixperson tables for small groups, and a single large banquet table for large gatherings. Underneath the upper level are the kitchens, fully automated with state-of-the-art luxury autochefs and taking up far less room than such a stunning gourmet kitchen would normally require. The top level also includes a bar and another Mon Calamari water sculpture, this fountain somewhat smaller and less ornate than the one at the reception.

  • A casino car that includes four sabacc tables, three Savareen whist dealers, two jubilee wheel tables, and two large banks of credit game machines on the trailing balcony. In addition, the casino has a stage for various entertainment, two bars (one on each level), and a heavily armored, secure cashier’s area dominating one side of the car.

  • A car dedicated to Lady Aldrete’s personal nightclub, Decadence. It is kept dark except for pulsing strobe lights and dim table lamps, and the dance floor noticeably vibrates from the pounding, relentless beat of high-tempo music. The lower level has a bar, several booths, the dance floor, a main stage, and two smaller dance stages with a floor-to-ceiling bronzium pole. The upper level has small tables, booths, a bar, a single sabacc table, and a small manager’s suite that overlooks the dance floor. Unlike the other cars, this one has a bouncer at the entrance who turns away anyone not deemed important (or attractive) enough to come inside.

Traveling in Style

Give the heroes some time to explore the train as a whole before starting the different social encounters outlined below. They can be undertaken in any order. The players can announce what sorts of things they want to look for, or you can reveal each encounter when the heroes are in a position to observe them.

These encounters are meant to be approached one at a time by the entire group. However, the heroes can split up, each handling a different encounter that is particularly suited to their individual strengths. Heroes can join another encounter already in progress unless otherwise specified.

Critical Challenge: To gain the notice of Lady Aldrete, the heroes must fulfill the following criteria at the end of all encounters in Traveling in Style:

  • Group attitude of the guests must be helpful.

  • At least one major guest must be helpful.

  • The number of major guests who are helpful or friendly must be greater than the number of major guests who are indifferent or unfriendly.

  • No major guests can be hostile.

Development: When the heroes have drawn sufficient positive attention from the other guests, you can move on to the Private Invitation section. However unless the players are growing antsy from the lack of combat encounters, there is no reason that you can’t have the heroes participate in all of the social encounters below.

A Friendly Game of Sabacc

In the casino, a lively game of sabacc has started between several attendees, including three major guests. Each round of gambling— representing a series of several hands of sabacc—requires a stake of 50,000 credits and a DC 21 Intelligence (sabacc deck) or a DC 21 Charisma (sabacc deck) check. If failed by less than 5, the character keeps their stake, if failed by less than 10, the character gives up half their stake, if failed by 10 or more, they give their entire stake to the competing character.

A player with less than 50,000 credits can still play however they make the check with disadvantage as it is easier for other characters to push them out of the game with high bets and on a failed check they automatically give their entire stake to the competing character.

A player may come up with ways to affect their chances at winning. If they attempt to bluff, read body language or something else that would distract their opponents or give them an edge, consider giving them advantage for their next roll. However if they attempt to cheat, a failed check results in their expulsion from the game and the group attitude of the Gala attendants drops by one level (for example, from indifferent to unfriendly).

The players at the table are listed below with their bankroll.

  • Ardia Terrsyn, actress (major guest) — 200,000 credits

  • Dien Subb, SoroSuub executive (major guest) — 150,000 credits

  • Zalar Rishek, scion of the House of Rishek (major guest) — 100,000 credits

  • Tavid Ahkoeri — 50,000 credits

  • Anjeru Valett — 50,000 credits

  • Dyni Endarsin — 50,000 credits

Primary Challenge: If the heroes defeat all the minor guests (Tavid Ahkoeri, Anjeru Valett, and Dyni Endarsin), they impress the other attendees, improving the group attitude of the guests by one step.

If the heroes defeat a major guest, they can either improve the attitude of that major guest by one step or improve the group attitude of the Gala attendants by one step.

Regardless of how well the heroes perform during this encounter, the group attitude of the Gala attendants cannot have a net improvement of more than one step. For example, if the heroes were caught cheating (one step worse) but they beat three major guests (each worth one step of improvement), the net effect is one step of improvement.

Development: Any credits won during these games are allowed to be kept. Additionally the heroes are not expected to defeat all opponents nor is it required.

Armchairs and Holochess

A warm and cozy spot in the lounge is an ideal place for a stimulating intellectual discussion with the galaxy’s elite. Morrax Nabin, Imperial governor (major guest), sits by the holochess board, hoping someone will join him for a casual game. Until then, he is enjoying some Alderaanian brandy with Dien Suub, SoroSuub executive (major guest); Cednah Faenel, Alderaanian noblewoman (major guest); and several others— Professor Wachs Tauph, Dr. Stae-Fahnti Koelbayr, and Mahg-Raet Duumont—as they discuss financial markets, history, politics, and any other topic that arises.

Primary Challenge: All heroes present must participate in the conversation, or at least try to blend in. Participation is optional for a hero playing holochess. During each round of discussion the guests will bring up certain topics prompting an ability check from the players to see if they can keep up with the conversation.

Medicine: Make a DC 18 Intelligence (Medicine) check. If successful, you recount recent developments in biotech, cybernetics, surgical techniques, pharmaceuticals, or epidemiology.

Politics: Make a DC 19 Intelligence (Lore) check. If successful, you make several relevant points on recent political debates and controversies.

Technology: Make a DC 18 Intelligence (Technology) check. If successful, you discuss the implications of recent breakthroughs in engineering, manufacturing, and architecture.

Trade: Make a DC 20 Intelligence (Piloting) check. If successful, you use knowledge of hyperlanes and astrogational challenges to make several insightful comments about issues in interstellar trade.

Ummm . . . What He Said: Make a DC 22 Charisma (Deception) check. If successful, you avoid drawing attention to your breathtaking lack of knowledge about academia, skillfully redirecting questions toward another in the conversation.

The objective is for the heroes to contribute something meaningful to the conversation as many times as possible out of 8 rounds of conversation. If the heroes make three or more embarrassing, uneducated, or amateurish remarks (signified by a failed ability check) in total, they prompt chuckles and condescending remarks from the other guests (“Well, I suppose someone has to attend those universities on the Outer Rim”), effectively ending this challenge.

Primary Challenge: Only one hero can play against Governor Nabin in a game of holochess. The objective is to be successful at least four times with various strategies, outlined below, resulting in the hero checkmating the governor. However, if the hero hasn’t done so after six attempts, the governor’s superior experience in the game allows him to defeat the hero by attrition after a protracted struggle.

Have the players make DC 25 Intelligence (dejarik set) check, If the player is also involved in conversation, resolve that after each round of holochess. If you wish to explain some of the moves in greater detail, use the sample explanations below for inspiration for either failure or success.

Lightning Round. The player plans out several contingencies while examining Nabin's moves, as he finishes his contemplation and move, the player swiftly responds, intimidating the governor somewhat.

Relentless Assault. The player executes a flawless classical set-piece attack, keeping the governor on the retreat and backfoot.

Misdirect and Reveal. The player draws the governor's attention to an intricate feint, but their moves open up a completely unexpected avenue of attack.

Spoiler Instead of the player siezing the offensive, they anticipate the governor's next move, playing solely to spoil his attacks and frustrate him into making a mistake that leaves him vulnerable elsewhere;.

Development: Successful participation in the conversation improves either group attitude, Dien Suub’s attitude, or Cednah Faenel’s attitude by one step. If the heroes do so without a single failure, all three improve by one step.

Defeating Governor Nabin improves either guest attitude or the governor’s attitude by one step. A perfect game (no failures) improves both by one step.

Group attitude cannot improve by more than one step during a single encounter.

Fine Tastes

A multicourse dinner is served that evening in the dining car, and the heroes—as representatives of Senator Organa—are asked to sit at the banquet table. The meal is exquisite:

  • It starts with a cocktail hour with Coruscant blush wine, Corellian spiced ale, and Duros ale (or Reythan berry juice and Barnaban mistwater for those who prefer something nonalcoholic), with stuffed Plavonian starfish and raw rockfish twists for hors d’oeuvres.

  • For soup, there is a choice between hillindor fowl and Ukian torbull tail, with Neonan red cheese and Alderaanian flatbread on the side.

  • The salad is cut from fresh greens from Ithor, with a Coruscant red wine vinaigrette.

  • For a palate cleanser, Ithorian starfruit blended in a light creme liqueur.

  • For the main course, there is a choice of roast Alderaanian gorak served in malla petals or broiled Nerf tenderloin, with a side of Ghoba rice pilaf and Verdian vine beans. It is served with a glass of Corellian merlot.

  • Finally, for dessert, there is a choice of a Forrolow berry parfait, Corellian air cake, or Barnaban mist-pudding.

Each course is delivered by four red-uniformed BD-3000 droids— luxury droids with a statuesque and sleek feminine sculpt, seen as a status symbol among the richest of the social elite.

Most guests visit the dining car at some point, but meal service is staggered to accommodate all aboard. When the heroes dine, some other guests at the main table include Morrax Nabin, Imperial governor (major guest); Lynaa, famed fashion designer (major guest); Cednah Faenel, Alderaanian noblewoman (major guest); Capt. Z’paul Diin, Dr. Hakaen Bousch, and Ruf-Asti-Viarffli.

Primary Challenge: The challenge for the heroes is to make civilized conversation while enjoying the finest foods from across the galaxy—and without looking like they just fell off a spice freighter from Tatooine. To make a good impression, the heroes need to participate meaningfully in the conversation as many times as possible, up to a maximum of six.

Three unsuccessful attempts to participate—whether unsophisticated (“Yummy!”) or uninformed (“Of course nerf come from Bespin!”)—result in the heroes’ opinions not being taken seriously for the remainder of the meal, effectively ending the challenge.

Light Conversation: Make a DC 16 Charisma (Persuasion) check. On a success, they engage their dining partners in casual conversation unrelated to the meal but charming nonetheless. Empty banter grows tiresome, however, so add +3 to the DC for each previous attempt by any of the heroes.

Oenology: Make a DC 15 Intelligence check, allowing players to add their proficiency bonus if they are proficient in brewer's kits. On a success, they make insightful observations about the wine, remarking on its vintage and character. A failure makes this option unavailable to them for the rest of the encounter.

Secret Ingredients: Make a DC 15 Intelligence check, allowing players to add their proficiency bonus if they are proficient in chef's kits or DC 22 Wisdom (Survival) check On a success, their experience with foods—improvised or otherwise—on countless worlds allows them to identify and comment on some of the herbs, spices, and other ingredients in a given dish.

Exotic Dishes: Make a DC 15 Intelligence check, allowing players to add their proficiency bonus if they are proficient in chef's kits. On a success, they recall something about the planet and culture of origin for a particular dish, perhaps commenting on the chef’s reinterpretation of the traditional version.

No, Seriously, I’m a Chef: Make a DC 17 Charisma (Deception) check. On a success, they make up some detail about a dish that sounds plausible, at least for the duration of the meal. Repeated fabrications eventually push the boundaries of believability, so add +2 to the DC for each previous attempt by any of the heroes. On a failure, the other guests become incredulous at their “facts,” making this option unavailable to any hero for the rest of the encounter.

FoodNet Addict: Make a DC 20 Intelligence (Technology) check. On a success, all that time spent browsing the HoloNet pays off, and they recall reading or watching something about a given dish. A failure makes this option unavailable to them for the rest of the encounter.

Taking a Peek: If a player is force sensitive, have them make a DC 20 universal force-casting check. On a success, they glimpse some detail about a dish’s origin, perhaps a brief vision about how it was prepared. On a failure, they cannot do this rest of the encounter.

Development: If the heroes make fewer than three blunders during their conversation over dinner, improve the group attitude of the guests and the individual attitude of all major guests by one step. If the heroes failed to do so but still had at least one success for each hero before accumulating three failures, the heroes can improve either group attitude or the attitude of a single major guest by one step.

Entanglements

Club Decadence: Nothing could better embody the excess, debauchery, and hedonism that gave Lady Aldrete her fame. Cloaked in darkness and illuminated only by multicolored strobe lights, holoprojectors, and table lamps, the entire car pulses with a pounding beat. The younger guests (and the young at heart) come here to dance, carouse, and flirt—not necessarily in that order. Some notable guests present when the heroes arrive include Ardia Terrsyn, actress (major guest); Lynaa, famed fashion designer (major guest); Zalar Rishek, scion of the House of Rishek (major guest); Khyyynett, Brial Sullor, and Fia Nazhena.

The bouncer at the door refuses entry to the heroes (“You’re not on the list”) unless the guests have a group attitude of friendly or better, or at least one major guest has an attitude of friendly or better. However, the bouncer can be bribed (2,000 credits) with a DC 20 Charisma (Persuasion) check. Offering ten times this amount grants advantage on this check.

Primary Challenge: The heroes need to make a memorable impression on these guests, being eye-catching, entertaining, and captivating even as they try not to look like they’re trying too hard. The heroes want to accumulate as many successes as possible, to a maximum of six. A little humiliation goes a long way, though: If the heroes accumulate a total of three failed activities over the encounter, their efforts begin to draw ridicule and scorn, effectively ending the challenge. (Heroes who want to participate in the auxiliary challenge, below, cannot participate in the primary challenge.)

Served! Make a DC 16 Charisma (Performance) check. If successful, your dance moves impress the crowd, outshining the competition. On a failure, you are outperformed by a rival, effectively closing off this approach. Because you need to show off new moves, add +2 to the DC for each previous attempt. Heroes can use the Help action to grant advantage on this check if they are also proficient in Performance.

Pickup Artist: Make a DC 18 Charisma (Persuasion) check. If successful, you attract the attention of a romantic prospect, making you the center of attention. On a failure, you are shot down in a particularly visible way, preventing further attempts. It’s difficult to attract multiple prospects in rapid succession, so add +2 to the DC for each previous attempt.

Club Mix: You hit the audio booth and take a turn at mixing some tunes. Make a DC 20 Intelligence (Technology) check or DC 20 Wisdom (Perception) check. If successful, you mix a creative mash-up of different songs, drawing rousing approval from the crowd. On a failure, your attempt is halting, uneven, and embarrassing, preventing any future attempts.

Break It Up! A scuffle breaks out near you between Zalar Rishek (major guest) and Khyyynett, with their respective entourages looking on. Make a DC 22 Charisma (Persuasion) check. If successful, you convince the two calm down before the situation escalates. If you fail, the scuffle escalates into a brawl before the players eyes. Heroes can use the Help action to grant advantage on this check if they are also proficient in Persuasion.

Auxiliary Challenge: Though lumguzzling is mostly associated with Corellian spacers’ dives, the drinking contest has gained popularity (and notoriety) on the club scene and among idle rich who are “slumming.” In this challenge, one or more heroes go head to head with a rowdy bunch of drinkers, among them Lynaa (who, despite being twice the age of most in attendance, is quite gifted at the game). Whoever remains standing is the winner.

Have the players make a DC 15 Constitution saving throw when they first take a drink, on a successful save the player suffers no ill effects and continue to the next round. On a failed save the player is still standing but becomes intoxicated, gaining the poisoned condition. If they fail the save by 5 or more, they fall unconscious and fail the challenge. The DC of the Consitution save increases by 1 after every round.

If multiple heroes participate and last 4 rounds, all receive full credit for beating the opposition, but the players can continue the contest for additional rounds for the sake of bragging rights.

Though lum is a strong alcoholic beverage, its chemical structure breaks down exponentially faster as its concentration increases in an individual’s bloodstream, making it impossible to overdose on the drink. Because of this, any ill effects caused by lumguzzling is automatically removed if the hero rests for 10 minutes after the end of the encounter.

Development: If the heroes complete the primary challenge, they improve either group attitude or Ardia Terrsyn’s attitude by one step. If they broke up a fight, they also improve Zalar Rishek’s attitude by one step. If at least one hero completes the auxiliary challenge, he or she improves either group attitude or Lynaa’s attitude by one step. Group attitude cannot improve by more than one step in a single encounter.

Private Invitation

Once the heroes satisfy the criteria for completing Traveling in Style, they are approached by Notru’denn, an old male Twi’lek who works as Lady Aldrete’s personal assistant. He says that Lady Aldrete is interested in meeting the heroes, and he invites them to her office on the top floor of the nightclub. Once there, read or paraphrase the following:

Lady Aldrete’s office, featuring a desk, couch, and a small end table, seems remarkably plain for someone of her station. Her office has one other door, and a large window—actually a one-way mirror overlooking the dance floor—dominates the wall behind the desk.

Notru’denn invites you to have a seat on the couch. Once the office door closes, he leans against the desk and folds his arms. “Before we go any further, I’d like to know who you really are and why you’ve gone to such lengths to get Lady Aldrete’s attention.”

Give the heroes a chance to explain the situation, but Notru’denn already knows that they are wanted by the Empire and working for Senator Organa. If they don’t come clean, read the following:

“Let me rephrase that. My sources indicate that your identification and records did not exist yesterday morning. I had our slicers compare our personnel ‘backup’ of the database to be sure. It took me a bit to make the connection, but we know that Senator Organa is hiding fugitives from the Empire, and despite cosmetic differences in appearance, you match their descriptions quite well.

“So,” he smiles, “let’s return to my earlier question. Why do you want to meet Lady Aldrete so badly? What do you need from her?”

Notru’denn continues questioning the heroes until he is convinced that he has most of the facts. If the heroes claim to need anything other than the Deep Core clearance codes, Notru’denn shoots down the claim by pointing out a much easier way of getting it. Use the following phrases as a guideline for his responses:

  • “Oh, you could find that in one afternoon on Nar Shaddaa.”

  • “Wouldn’t the Bothan SpyNet be able to provide that information with a lot less fuss?”

  • “I’m sure an Imperial Senator—even one who seems not to like the Empire—could pull strings to make that happen without asking for our help.”

If the heroes mention the Deep Core clearance codes, Notru’denn realizes that they are serious. His whole tone changes, becoming less bemused and more concerned. Read or paraphrase the following:

“You’ve leveled with me, so I’ll do the same. Lady Aldrete is not who she seems to be. All this,” he gestures, indicating the nightclub, the repulsortrain, and even her life in general, “is just an act.

“Lady Aldrete controls an information network that stretches from Alderaan to Empress Teta. Her smugglers double as observers and spies, particularly in the Deep Core. Even the Bothan SpyNet can’t match her infiltration of that region. One effect of the Emperor’s pro-Human policies is that it’s much easier to notice when Bothan spies show up.

“Lady Aldrete maintains the image of a spoiled heiress because it keeps the Empire away. The gossip media constantly reports on where she’s clubbing, who she’s dating, and where she’s vacationing, so why assign an Imperial Intelligence agent to do the same?

“Now, since it seems we have a common enemy in the Empire, I’m sure Lady Aldrete will be open to providing what you need.” He keys a button on the desk, opening a comm channel. “Milady, everything checks out. Join us in your office when you’re able.”

“Very good, I’ll be there shortly,” she replies, with a businesslike tone to her voice that seems out of place.

Notru’denn offers the heroes a drink while they wait. Allow some casual conversation, but if the PCs press for more details, he suggests that they wait for Lady Aldrete so that she can speak for herself.

Part 3: The Uninvited.

After their heroes have had some time for some casual conversation with Notru’denn and any necessary recuperation, read or paraphrase the following:

The repulsortrain suddenly shakes, and a distant rumbling can be heard over the din of the music in the club. A moment of silence, then another deep rumbling, this one much closer. Something is terribly wrong.

Notru’denn turns to the terminal built into the desk. “We’ve been boarded, multiple points of entry. There’s a transport flying ahead of the control car, it looks—”

He is interrupted by a voice over the intercom. The speaker hisses with a deep Trandoshan accent: “Organa! We know you’re aboard—surrender and the rest of the passengers can go free.”

The voice cuts off suddenly, replaced by static. Notru’denn checks one control panel, then another, then another. “All internal communications and data connections are dead. And if our boarder thinks Senator Organa is on board, he’ll probably be very, very angry when he can’t find him.”

Have the players make a Intelligence (Technology) check to see how much they know about their situation.

DC Information
15 The couplers that join each repulsorcar to the next include a bundle of communications and data connections. If all external feeds are out, these probably have been cut manually.
20 Repulsortrains normally have emergency brakes that activate automatically if the connection to another car is lost. Since the Gem of Alderaan isn’t slowing, the boarders must be overriding the safety mechanism from the control car.
25 The high-energy ionization from train’s repulsor rail connection makes normal communication very difficult, so repulsortrains normally feed all incoming and outgoing calls through a subspace radio. With internal communications cut and the control car in the hands of the boarders, it might be impossible to call for help.

Notru’denn doesn’t have much equipment available for the heroes, but he gives them some standard rarity blasters or vibroweapons hidden in the room. It's up to you what weapons you wish to hand out but consider how they would be hidden inside an office room.

“Here, take these. I saw multiple entry points before the sensors cut out, so they’ll be here any moment. Go see what you can do to help. If that thug can’t find Senator Organa, he might start hurting other passengers, or he might take Lady Aldrete hostage instead.

“I’ll stay here and see if I can rig something to send a distress signal. Go, hurry!”

Boarded!

Setup

The heroes begin in Lady Aldrete’s office, and the Trandoshan mercenaries and berserkers begin in the intercar area (marked “Boarding Party”). At least two dozen guests are in the club, cowering under tables or behind bars.

Read-Aloud Text

The doors connecting to the casino car fly open to reveal four Trandoshans, probably mercenaries. Two wield carbines, and the other two have a pair of wicked vibroblades. Even silhouetted against the open doorway, they are difficult to see because of the flashing strobe lights in the club.

If the players succeed at a DC 22 Wisdom (Perception) check they notice the audio booth operator hiding behind his console as he makes eye contact with them.

The operator can understand simple signals, such as turning the strobe lights on or off, turning the music up or down, or raising the house lights (normal illumination). Sending a signal requires line of sight and can only be done once per turn.

Trandoshan Mercenary (2)

This Trandoshan is lightly armored and wearing a helmet. He carries his blaster carbine at the ready, and Trandoshan sword hangs from his utility belt.


Trandoshan Mercenary

Medium humanoid, any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+3) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 3 (700 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes two ranged weapon attacks.

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

Trandoshan Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Trandoshan Berserker (3)

This wild-eyed Trandoshan carries little more than the two wicked vibroblades he wields.


Trandoshan Beserker

Medium humanoid, any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 13 (+3) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 3 (700 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Reckless Attack. At the start of its turn, the trandoshan can 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.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes two melee weapon attacks.

Trandoshan Vibrosblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.

Features of the Area

The Decadence nightclub has several unique obstacles.

Light and Sound: The pulsing strobe lights and pounding music are so distracting that they force every creature in the room to be under the benefits of dim lighting which darkvision or similar abilities cannot penetrate.

If the house lights are turned on all at once, the sudden change temporarily blinds everyone in the club. Have every creature make a DC 18 Constitution saving throw or be blinded. This blindness ends at the start of the character’s turn.

Audio Booth: Panels in the booth control all light and sound in the club. The booth itself is slightly elevated above the dance floor, granting half cover against any targets on the bottom floor.

Stairs: These count as difficult terrain. The upper level is 10 feet above the dance floor.

Tables, Chairs, and Booths: These count as half cover to anyone within or behind them. Chairs are Small objects, tables are Medium objects, and booths are Large objects.

Bar: This counts as half cover to anyone within or behind the bar. Additionally, the bar is stocked with a wide variety of alcoholic beverages, including some strong enough to be flammable. You can fashion a makeshift firebomb as an action with a DC 15 Intelligence check. This firebomb deals 2d6 fire damage in a 10 foot cube and can be thrown as part of the action to craft it, but each bar has enough for only three such firebombs.

Conclusion

The heroes can gather up any weapons and equipment they want from the bodies of the mercenaries, and they might take a moment to check the bars and audio booth for other usable gear. After that, they should hurry toward the casino car.

Encounter Map

[To Be Added]

All In

Having escaped from the nightclub, the heroes encounter a heavily armed group of mercenaries and a war droid attempting to break into the fortified cashier’s area in the casino car.

Setup

When the heroes first open the doors to this car, they have line of sight only to the Trandoshan Raider (labeled R on the encounter map). Do not place the war droid (WD), Trandoshan captain (C), or boarding party (BP) until the heroes have line of sight to them.

Read-Aloud Text

You hear thundering heavy weapons fire coming from the far side of the car, but you can’t see the source. To your right, you see a lone Trandoshan attempting to break open a credit game machine.

Allow the players to make a DC 18 Wisdom (Perception) check, if they succeed they notice heavy weapons fire from a repeating blaster, likely an e-web or an equivalent.

If they instead succeed at a DC 22 Wisdom (Perception) check they notice that it sounds more like two e-webs that are very close together.

When the heroes have line of sight to the rest of the casino, add the following:

A massive war droid is assaulting the armored cashier’s box on the left side of the car, and its heavy weapons seem to be slowly breaking through. Someone inside is firing back, but they are certainly doomed unless the droid is stopped. On the far side of the car, a Trandoshan carrying a rifle stands at the top of the stairs, barking orders.

Allow the players to make a DC 22 Wisdom (Perception) check, if they succeed they notice that there is a large holoprojector directly over the war droid and that a well placed attack could likely pin the droid.

Trandoshan Mercenary


Trandoshan Mercenary

Medium humanoid, any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+3) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 3 (700 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes two ranged weapon attacks.

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

Trandoshan Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Trandoshan Mercenary Tactics

The trandoshan is automatically surprised when initiative is rolled as the sound of repeating blaster fire has deafened it. Despite having a backpack that contains 4 thermal detonators, he does not use them at any point from the surprise.

Trandoshan Captain

This Trandoshan, wearing what seems to be a mercenary officer’s uniform, carries a heavy blaster rifle with a mounted vibrobayonet.


Trandoshan Captain

Medium humanoid, any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+1) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 3 (700 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes two weapon attacks.

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

Mounted Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.


Reactions

Leadership (Recharges after Short or Long Rest). The trandoshan 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 Trooper Captain. A creature can benefit from only one Leadership die at a time.

Trandoshan Captain Tactics

The captain continues focusing on the cashier’s area until he detects the heroes. Due to the distance and the deafening sound from the war droid’s repeating blasters, he does not notice the heroes until they are in line of sight for 2 rounds, they move adjacent to the jubilee wheel tables, or they attack either the war droid or the officer. If the players engage him before he notices them, he is surprised.

War Droid

This massive war droid is layered in heavy armor, and it mounts an E-web repeating blaster and an ion rifle on each shoulder.


SD-6 "Hulk" Infantry Droid

Large droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 150 (20d10+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 13 (+1) 11 (+0) 10 (+0)

  • Saving Throws Str +7, Con +5
  • Skills Athletics +5, Perception +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses 120 ft. Darkvision, Passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 6 (2,300 XP)

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

War Droid. The droid deals an additional weapon die of damage with its weapons (included).

Actions

Multiattack. The droid uses the Mounted E-Webs action and can choose to make one Mounted Iron Rifles attack.

Mounted E-Webs. sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, the target takes 16 (2d12+3) energy damage. On a success, the target takes half damage.

Mounted Ion Rifles. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 10 (2d6+3) ion damage.

War Droid Tactics

The war droid lacks any form of independent thought ans will attack whatever it is told to do relentlessly. At the beginning of combat it is targeting the walls of the cashiers area until it breaks through on round 5 which creates a 10 foot breach. On round 6 it begins attacking everyone inside. If it kills the Stormtroopers inside, it will kill all civilians until ordered to stop.

If the Trandoshan captain is reduced to half hp or less, it will order the droid to attack the players.

Trandoshan Boarder (4)


Trandoshan Boarder

Medium humanoid, any dark


  • Armor Class 14 (natural armor)
  • Hit Points 60 (11d8+11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 9 (-1)

  • Saving Throws Str +5, Wis +3
  • Skills Athletics +5, Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Dosh
  • Challenge 2 (450 XP)

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes three weapon attacks.

Heavy Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 5 (1d8+1) energy damage.

Features of the Area

The entire casino is decked in garish colors and flashing lights, intended to keep customers distracted and excited.

Stage Holoprojector: Directly in front of the cashier’s area, an enormous multi-image holoprojector is suspended from the ceiling of the repulsorcar, meant for use with performances on the stage against the other wall. If the cables suspending the holoprojector are attacked (AC 17) the machinery will collapse to the floor. All creatures 10 feet in front of the cashier’s area must make a DC 18 Dexterity saving throw with a failed save dealing 22 (4d10) kinetic damage and inflicting the prone and restrained conditions. A successful save means a creature takes half damage and is not prone or restrained.

A creature that is restrained by the holoprojector debris can attempt to escape the debris by using their action to make a DC 20 Strength check. A successful check results in no longer being restrained by the debris.

Tables and Chairs: These count as low objects, granting cover to anyone within or behind their square. Chairs are Small objects, sabacc and Savareen whist tables are Medium objects, and jubilee wheel tables are Large objects.

Credit Game Machines: These machines count as medium objects that grant half cover to anyone taking cover behind them. These machines however are quite sturdy and will only break if they take at least 20 damage from a single attack. If these machines are broken, each contains 2d10 x 100 credits.

Elite Stromtrooper Detail

This detail of four highly trained stormtroopers stays in formation, each covering a different direction against attack.


Elite Stormtrooper Detail

Medium humanoid, lawful dark


  • Armor Class 17 (assault armor)
  • Hit Points 42 (5d10+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 17 (+3) 9 (-1) 10 (+0) 10 (+0)

  • Saving Throws Str +5, Wis +3
  • Skills Athletics +4
  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Actions

Multiattack. The trooper makes two weapon attacks.

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

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


Reaction

Harm's Way If an ally of the trooper is hit by an attack, the trooper can use it's reaction to become the target of that attack instead, possibly avoiding the attack.

Elite Stormtrooper Detail Tactics

The stormtroopers (marked “ST”) make every effort to protect the Imperial governor (marked “G”), the heroes, and themselves, in that order. From the small windows in the cashier’s area, they focus their attacks on the war droid.

The stormtroopers try to stay adjacent to the governor, using Harm’s Way to protect him from attacks. If they are separated from the governor, they use the same tactic to try to protect the heroes.

Encounter Map

[To Be Added]

Loot

  • Recoil Dampener (Improved) [minor, prototype]

Conclusion

Once the mercenaries are eliminated, the heroes might have found a new ally in the stormtrooper detail if they survive. the stormtroopers suggest to the governor that they must help the heroes retake the repulsortrain. (The stormtroopers believe that the heroes are agents of the Empire, since they are listed on the staff of a member of the Imperial Senate and excuse any force powers they see as the player being a member of the Inquisitorius.)

Governor Nabin, however, is shaken by the attack, and his initial reaction is to insist that his bodyguards stay by his side. The heroes can attempt to talk him into letting the stormtroopers fight the mercenaries, but it requires carefully phrased arguments.

Have the player make a DC 21 Charisma (Persuasion) check, on a success the governor releases the stormtroopers to the temporary command of the heroes. They follow any orders given by the heroes that don’t obviously conflict with their duty to the Empire (such as intentionally harming the governor or other guests). On a failed save he is unwilling to release the stormtroopers and he and his stormtroopers retreat to the Decadence nightclub while leaving some equipment behind. The equipment consists of 4 stun grenades, 4 blaster rifles (or 4 blaster pistols) and an improved medpac.

Development: Because the heroes are allegedly representatives of an Imperial senator, the stormtroopers make every effort to protect and aid the heroes unless the governor specifically orders them to do otherwise. If the stormtroopers survive this encounter, they continue to aid the heroes in subsequent encounters.

The war droid's mounted E-Web weapons are able to be removed with some effort however their potency has been reduced from battle damage and function only as a rotary cannon weapon. They come with a power generator for each but no tripod meaning any player without 19 strength cannot effectively use them in combat. The ion rifles are also salvageable.

Breakout

By the time the heroes reach the next car, the mercenaries have heard the sounds of battle, and they know that trouble is coming.

Setup

The mercenaries are not surprised, and they are ready to attack as soon as the heroes open the door. Two highly trained veterans—an elite mercenary (A) and a marauder (B)—stand nearby to block movement on the upper level. In the rear, the unit’s sergeant (S) stays behind cover on one side while another boarding party (BP) guards the other. In the lower dining area, about two dozen hostages sit on the floor.

When first looking through the window on the train car door, the heroes cannot see the two veterans (A and B), so do not place them until the door opens.

Read-Aloud Text

A peek through the window shows that the mercenaries are fortified and ready to fight. You see another unit of mercenaries guarding the far left wall, and there is a single heavily armed Trandoshan behind a table on the opposite side. Perhaps twenty hostages sit on the ground in the lower dining area, directly between the mercenaries.

When the heroes open the door, reveal the veterans (A and B) and read the following:

You couldn’t see them before, but there are two more mercenaries— one with a carbine, one with a vibro-ax—guarding the flanks. As the door opens, you see them move to attack.

Trandoshan Sergeant (1)

Heavily armed and heavily armored, this scarred Trandoshan totes a disruptor carbine with dozens of notches in its stock.


Trandoshan Sergeant

Medium humanoid, any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+1) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 4 (1,100 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes two weapon attacks.

Disruptor Carbine (+2). Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 6) acid damage. Attributes: Disintegrate 13.

Mounted Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.


Reactions

Leadership (Recharges after Short or Long Rest). The trandoshan 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 Trooper Captain. A creature can benefit from only one Leadership die at a time.

Trandoshan Sergeant Tactics

If the boarding party is destroyed, the sergeant will jump down into the lower dining using hostages as cover.

Trandoshan Elite Mercenary (1)


Trandoshan Elite Mercenary

Medium humanoid, any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+3) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 4 (1,100 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes two ranged weapon attacks.

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

Trandoshan Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Trandoshan Marauder

Though he looks much like the vibroblade-wielding berserkers you encountered earlier, there is a palpable air of malevolence about this mercenary, and his eyes burn a fiery yellow.


Trandoshan Marauder

Medium humanoid, any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 13 (+3) 10 (+0) 14 (+2) 17 (+3)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 4 (1,100 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Innate Forcecasting. The trandoshan's innate forceasting ability is Charisma (force save DC 13). It can innately cast the following force powers:

1/Day: Knight Speed
3/Day: Sever Force

Reckless. At the start of its turn, the trandoshan can 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.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes two melee weapon attacks.

Martial Lightsaber (Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) energy damage.

Trandoshan Maruader Tactics

The Trandoshan actives Knight Speed before the heroes open the door, ensuring it is active on his first turn in combat. He always uses two hands with the lightsaber he carries and doesnt hesitate to use Reckless.

Trandoshan Boarder (4)


Trandoshan Boarder

Medium humanoid, any dark


  • Armor Class 14 (natural armor)
  • Hit Points 60 (11d8+11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 9 (-1)

  • Saving Throws Str +5, Wis +3
  • Skills Athletics +5, Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Dosh
  • Challenge 2 (450 XP)

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The trandoshan makes three weapon attacks.

Heavy Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 5 (1d8+1) energy damage.

Encounter Map

[To Be Added]

Features of the Area

The kitchen is decorated with exquisite marble floors, and several dining tables line the windows on the upper level.

Tables and Chairs: These count as half cover to anyone within or behind them. Chairs are Small objects, most tables are Medium objects, and the banquet table is a Large object.

Bar: This bar has the same has the same properies as the bar from the Boarded! encounter.

Loot

  • +2 Disruptor carbine (Improved) [minor, prototype]

Conclusion

After dealing with the mercenaries, they find Lady Aldrete is not among the hostages. If any passengers survive, they tell the heroes that she was taken toward the front of the train by the mercenary commander. Shortly after the end of the encounter, Notru’denn arrives and tells the heroes that he believes he got a distress call through to a friendly starship. He’s not sure how long it might take for the ship to intercept the repulsortrain. As long as any passengers survive, one of them is Dr. Hakaen Bousch.

Dr. Hakaen Bousch is a trained medical professional and can give the players the benefit of a short rest if they require one.

Death from Above

Before the heroes move beyond the dining car, read or paraphrase the following:

You hear a loud whining overhead—the scream of ship engines.

Let the players make a DC 18 Wisdom (Perception) check, read or paraphrase the following on a successful check:

The sound is coming from a pair of starfighters flying very close by, no more than a few dozen meters away.

If the Perception check was successful, a character proficient in the Technology or Piloting skills, read or paraphrase the following:

You recognize the engine noise—CloakShape fighters. They were old even at the start of the Clone Wars, and they definitely are not used by any local security forces on Alderaan.

Regardless of whether the heroes identified the source of the noise, the fighters continue to attack. Read or paraphrase the following:

A moment later, you hear the thunder of laser cannons firing. The repulsortrain lurches violently as the overhead lights flicker out, and from the next car, you hear the sounds of shattering glass, twisting metal, and a continuous, deafening roar.

A quick glance toward the next repulsorcar (the lounge car) shows the extent of the damage: The car has been all but destroyed, its roof and windows completely blown away. At the far end of the car, staying low and against the wall to avoid the winds, a heavily armored team of mercenaries waits, weapons aimed at the door of the dining car.

If any stormtroopers or passengers are present, they tell the heroes that the damage to the lounge car puts the trailing repulsorcars in jeopardy. If the lounge car were to break apart, the debris, high winds, and sudden loss of power probably would cause the rear half of the train to derail and plunge to the ground over 330 feet below. To prevent that from happening, the heroes must manually uncouple the dining car from the lounge car, triggering each repulsorcar’s internal emergency brakes. If no stormtroopers or passengers are present, call for a DC 18 Intelligence Technology check to see if the heroes can reach this conclusion independently.

If the stormtroopers are still alive, they cannot leave the governor behind, so they must remain on the trailing repulsorcars to protect the civilians there in case any mercenaries are hiding in the rear half of the train. The stormtroopers provide whatever aid they can (such as shooting at the mercenaries at the far end of the lounge car) until the heroes uncouple the dining car.

Setup

The heroes begin at the rear entrance, and there is an elite mercenary team at the far end of the car (marked EM). The red squares indicate conduit hazards (see below)—do not mark these on the map until they detonate or the players detect them.

Once the heroes uncouple the dining car, they must deal with two CloakShape fighters, but the ships are too distant to appear on the map.

Read-Aloud Text

The lounge car is devastated—its carpeting, seating, walls, and windows have been completely blown away. Fires rage on the left and right side of the car, and the twisted metal flooring is ripped open in places. A heavily armored mercenary team waits against the far wall, kneeling and sheltered from the high winds.

Allow the players to make a DC 23 Wisdom (Perception) check, read or paraphrase the following on a successful check:

Some of the holes in the metal flooring have exposed power conduits. The power conduits, if live, are potentially very dangerous, perhaps even explosive.

Realeasing the Couplers

The devastated lounge car is connected to the dining car at six coupling points. Each groans and twists, moments away from failing and releasing a massive ionic discharge from the unirail overhead.

One of the challenges of this encounter is to safely uncouple the trailing cars from the severely damaged lounge car, protecting the civilians onboard from the potential of a catastrophic failure. Uncoupling the training cars from the lounge car requires a little finesse or a lot of brute strength, but failing to do so correctly can cause a massive ion discharge from the repulsor rail. The car is coupled at six separate attachment points, and the heroes can make only a single attempt on each coupler. There are several different ways to approach each one, and each attempt requires an action:

  • Coupler 1: A DC 20 Dexterity (Acrobatics) check to contort your body to squeeze underneath a twisted floor plate, tripping the emergency release on a coupler concealed within.

  • Coupler 2: A DC 20 Strength (Athletics) check to brave the high winds to reach a coupler’s emergency release on the outside of the repulsorcar.

  • Coupler 3: A DC 20 Intelligence (Technology) check to use your knowledge of similar devices, examine an unlabeled coupler to determine which release lever is the correct one.

  • Coupler 4 and 5: A DC 20 Intelligence (mechanic's kit) check to cut through fused joints to release the locking mechanisms using their toolkit.

  • Any Coupler: A DC 15 Strength check to brute force and apply smart leverage to pry apart twisted metal.

  • Any Coupler: Using the force to pry apart the broken twisted, broken metal and to decouple the coupler.

Couplers #4, #5, and #6 can be separated from the intercar area, but couplers #1, #2, and #3 can be released only from inside the lounge car (exposing the heroes to fire from the elite mercenary team).

If the heroes make no attempt at all for 1 round, the repulsorcar groans under the stress as more support members buckle and break; one coupler, determined randomly, automatically fails.

Once a total of four are safely uncoupled, the trailing repulsorcars separate without incident and the passengers are safe. If all six are attempted without achieving four successes, the uncoupling releases a massive ionic discharge. Every character within 20 feet of the rear of the repulsor car must make a DC 15 Dexterity saving throw. On a failed save, the target takes 11 (2d10) ion damage for every coupler that was not released correctly, up to maximum of 66 (12d10) ion damage. On a successful save, the target takes half damage.

The passengers in the trailing cars survive a faulty separation, but many are injured by the turbulence and the secondary effects of the ionic discharge.

Trandoshan Elite Mercenary (4)

This team of heavily armored Trandoshan mercenaries has weapons drawn and ready.


Trandoshan Elite Mercenary

Medium humanoid, any dark


  • Armor Class 17 (natural armor)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 15 (+2)

  • Saving Throws Str +5, Wis +6
  • Skills Athletics +7, Intimidation +5, Perception +6, Persuasion +5, Stealth +6, Survival +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Dosh
  • Challenge 7 (2,900 XP)

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

Trandoshan Fury. The transdoshan deals an additional weapon die of damage with its weapons (included).


Actions

Multiattack. The trandoshan makes three weapon attacks.

Assault Cannon. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 15 (2d10+4) energy damage.

Trandoshan Elite Mercenary Tactics

Unless they have a good reason to move, the Trandoshans almost certainly stay in their starting location, kneeling to avoid being knocked over by the high winds. They have strict orders to keep the heroes from entering the control car, and they fight to the death.

Conduit Hazards

A loose floor panel shifts and exposes a live power conduit. It ruptures and explodes in a massive fireball.

Several power conduits have overloaded, ready to rupture and spew ionized plasma if disturbed. If a character enters one of the red-bordered squares on the map, have the character make a DC 11 Dexterity saving throw. On a failed save the creature takes 21 (4d10) fire damage and ignites. A successful save causes the target to take half damage and does not ignite. An ignited creature takes 5 (1d10) fire damage at the start of it's turn unless it or another creature uses an action to douse the flames.

Conduit hazards can potentially cause other conduits to explode, setting off a chain reaction.

Detection: A player can take the Search action to discover the closest hidden conduit hazard within line of sight with a DC 17 Wisdom (Perception) check.

Disarming: A conduit can be disarmed by using an action to make a DC 20 Intelligence (mechanic's kit) check. If this check is failed by 5 or more the conduit explodes.

Detonating: Conduit hazards can be intentionally detonated by dealing damage to them. They have an AC of 17 and if they take 10 damage from any source, they explode.

CloakShape Fighter

This archaic starfighter has broad, wide wings and a bulbous canopy.

Due to the speed of the repulsortrain, the CloakShape fighters can attack only by making an attack run. Have a character targeted by the CloakShape Fighter make a DC 14 Dexterity saving throw with a failed save dealing 33 (6d10) energy damage

Particularly creative (or foolhardy) heroes might try to capture one of the fighters. A character can jump onto the canopy of a CloakShape fighter as it flies by if they can somehow jump 60 feet up into the air. It requires a DC 27 Dexterity (Acrobactics) check in order to not fail and tumble 300 feet to the ground as they lose their footing from the pilot attempting to shake off the character.

If the player successfully mounts the CloakShape fighter, they can use an object interaction to pop the emergency release handle on the cockpit and expose the pilot to danger. If the pilot is attacked he ejects out of danger leaving the fighter for the player to control. If this occurs, the other fighter will ignore the rest of the party and chase the player who stole the fighter.

Features of the Area

The severe damage to this repulsorcar has created extremely dangerous conditions, described below.

Broken Floor: The floor is so warped and damaged that all of it counts as difficult terrain. Areas of the floor with visibly missing plating can also be traversed, but many such squares are also conduit hazards.

Strong Winds: The sheer force of the wind in this area has disadvantage on their attacks as they cant steady their aim enough. If an object is thrown and the attack roll is a 1, the thrown object is pulled off the side of the train from the wind.

Conclusion

The encounter ends when the heroes make it through the doors at the front of the car, leading to the repulsortrain’s control car, or when all opponents are eliminated. If the CloakShape fighters are left intact, they will return to harass the heroes on the rooftop of the control car

Desperate Rescue

Once the heroes reach the control car, they face the mercenary commander who masterminded the attack and must prevent him from escaping with Lady Aldrete as his hostage.

Setup

The Trandoshan mercenary commander (M) is near the cockpit of the control car, and in one arm he holds a bound and helpless Lady Aldrete. The heroes do not have line of sight to him at the beginning of the encounter, so do not place him until he is visible.

Read-Aloud Text

The control car is filled with loud machinery, groaning and hissing in protest. You are on a catwalk that encircles the car's interior, suspended above the lower engine compartment. More machinery and large tanks dominate the middle of the room, from the floor up to the ceiling. Steam erupts intermittently from machinery below, and caution lights flash from almost every machine you can see.

Allow the players to make a DC 18 Intelligence (Technology) or a DC 21 Intelligence (Piloting) check, on a success read or paraphrase the following.

These engines are running far beyond their safe limits. Emergency shutdown controls appear to have been disabled. The large machinery in the center of the room is the fuel injection system, and the tanks around it hold fuel in a smaller reservoir during the mixing process. The primary fuel lines are suspended over the left and right sides of the catwalk.

The primary fuel lines appear to have been tampered with, probably to create a trap. If the fuel lines are cut, the engines won’t last long on the amount held in the reservoir tank. The repulsortrain will derail if the engines lose power suddenly, causing it to plunge to the ground over a hundred meters below.

Trandoshan Mercenary Commander

This Trandoshan carries a blaster rifle, poised and ready to shoot. Lady Aldrete is bound and gagged at his feet.



Trandoshan Mercenary Commander

Medium humanoid, any dark


  • Armor Class 17 (natural armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 19 (+4) 13 (+1) 16 (+3) 13 (+1)

  • Saving Throws Str +11, Con +9, Wis +8
  • Skills Athletics +11, Intimidation +7, Perception +8, Piloting +6, Stealth +14 Survival +8, Technology +6
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Dosh, Huttese
  • Challenge 14 (11,450 XP)

Commando. As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Legendary Resistance (3/Day). If the trandoshan fails a saving throw, it can choose to succeed instead.

Precision Shot (2/Day). The trandoshan can roll his next ranged attack with advantage.

Regeneration. The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

Sharpshooting Mastery. The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.


Actions

Multiattack. The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its BKG.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) kinetic damage.

BKG. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 14 (1d12 + 8) energy damage. Attributes: Auto, Burst 2, Disintegrate 13, Vicious 1.

Dioxus Grenade (Recharge 5-6). The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 feet sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.


Reactions

Dioxus Escape. As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.


Legendary Actions

The Trandoshan T'doshok can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Trandoshan T'doshok regains spent legendary actions at the start of their turn.

Dioxus Grenade (Costs 2 Actions). The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.

Heavy Fire. The trandoshan makes one mortar gun attack.

Move. The trandoshan can move up to its speed without provoking opportunity attacks.

Hostage: Lady Aldrete is bound, helpless, and unable to speak, and the commander can use her as a shield. As a free action, he can hold her in front of him in a way that grants three quarters cover against attackers he is aware of. Any attack that misses the commander by an amount less than or equal to the cover bonus instead strikes Lady Aldrete. As a free action, the commander can drop her into any adjacent square (but not over the guardrail, such on the catwalk).

Trandoshan Mercenary Commander Tactics

The mercenary commander uses Commando extensively, moving as necessary to keep cover between him and the heroes. However, he does not venture more than 30 feet from the top hatch, and he will not come within 20 feet of the fuel line until after it detonates.

Round 5 or 6 (earlier if he is sufficiently threatened) he grabs Lady Aldrete and carries her up to the extraction area.

If by round 10 the heroes have not killed him or saved Lady Aldrete, he boards the ship and the boarding ramp closes as it leaves.

Fuel Lines

A thick hose overhead suddenly bursts, spraying fuel into the air before being ignited by a spark. A massive explosion erupts.

The mercenary commander has rigged the fuel line to detonate if any character moves into a catwalk square beneath it. If the line detonates, have all characters within 20 feet make a DC 14 Dexterity saving throw with a failed save dealing 55 (10d10) fire damage. A successful save only deals half damage. Characters adjacent to the doors or on the lower level have three quarters cover for this save.

The fuel line can also be detonated which the mercenary commander does if none of the characters have triggered a detonation by his second turn.

Disarming: A character can disarm this hazard from the lower engine compartment by making a DC 20 Intelligence (mechanic's kit) check as an action. If successful, fuel is shunted out of the main line, preventing an explosion. If the check fails by 5 or more, the fuel line detonates immediately

Whether the fuel line is disarmed or detonated, the engines run out of fuel 10 rounds later. The shunted fuel line cannot be reactivated while the engines are in operation, and all control systems have been disabled.

Citadel Cruiser (1)

A transport flies just ahead of and above the control car, anchored to the repulsortrain by a heavy tow cable. It flies cautiously, trying to avoid the charged unirail.


Citadel Cruiser

Gargantuan construct, unaligned


  • Armor Class 20 (armor plating)
  • Hit Points 145 (10d20+40)
  • Speed fly 90 ft. (hover)

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

  • Saving Throws Dex +7, Con +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, exhaustion, poisoned, unconscious
  • Senses passive Perception 14
  • Languages
  • Challenge 7 (2,900 XP)

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

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

Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

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

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

Citadel Cruiser Tactics

Until the mercenary commander is on board, the citadel cruiser won’t risk firing its larger weapons at heroes on the roof of the control car.

When the control car’s engines fail (10 rounds after the fuel line ruptures), the citadel cruiser can’t fly with the extra weight if it is still anchored to the repulsortrain, and it crashes into the mountains below 2 rounds later. If the Banshee is also anchored to the control car, the two transports can barely handle the weight and remain in flight.

The Banshee

A familiar Baudo-class star yacht zooms into view—it’s Sirona Okeefe’s ship, the Banshee!

The Banshee Tactics

The Banshee appears on round 8 (or earlier), attaching a second tow cable to the extraction area. Sirona Okeefe appears as the boarding ramp descends, ready to use a grappling spike launcher to cast secondary lines to heroes in need. She does not detach from the Gem of Alderaan until all surviving heroes are on board. The Banshee will crash 2 rounds after the engines fail if it is attached to the repulsortrain by itself. Once everyone is on board, Okeefe heads to the cockpit (or to a quad laser turret, if another character has already taken over piloting duties) and tries to escape from the mercenaries’ citadel cruiser unless instructed otherwise.

Lady Aldrete

Lady Aldrete is helpless and unable to defend herself. She has a total of 40 hitpoints. If reduced to 0 hitpoints, she begins to make death saving throws but automatically stablises if she would otherwise die.

A character can attempt to pull Lady Aldrete out of the mercenary commander's hands by making a contested Strength (Athletics) check.

If Lady Aldrete is dropped on the roof, read the following:

Lady Aldrete is helpless as she falls onto the roof of the control car. The fierce winds immediately begin dragging her toward the edge. You can tell that you probably have only one chance to catch her.

A hero can save Lady Aldrete from falling by using their action if they are within 5 feet, if they are not within 5 feet they will need to get creative or use the force. If any of these attempts succeed, Lady Aldrete is no longer in danger of falling over the side (unless she is dropped again). If no character reaches her, she falls over the side in the following round on the same initiative count that she was dropped.

Features of the Area

Extraction Area: Both tow cables are attached here, and they can be manually released from this end or released from the boarding ramp on their respective transports.

If the heroes wish to prevent the citadel cruiser from detaching, they can attack the crew member on the boarding ramp (AC 15, hit points 30).

Strong Winds: The Strong Winds here are the same as the Death from Above encounter.

Encounter Maps

[To Be Added]

Loot

  • BKG
  • Constitution Augment (Champion) [major, artifact]

Conclusion

Unless the players are defeated or the repulsortrain crashes, Sirona Okeefe flies the Banshee back to Senator Organa’s private retreat, giving the heroes ample time to talk to Lady Aldrete about their predicament.

Incredibly grateful for the heroes’ bravery, Lady Aldrete happily agrees to help them in any way she can. Her “attention-seeking heiress” persona falls away to reveal her true self: intelligent, serious, and determined.

After discussing the situation in detail, she hands over the Deep Core security clearance, along with instructions on how to download the latest astrogational data for the journey to Prakith. Lady Aldrete also offers to provide the heroes with a set of false transponder codes for their ship and a pirated HoloNet transceiver that can send encrypted messages over the Empire’s instantaneous communication network. (Both of these can be delivered and installed by the next day.)

Finally, Lady Aldrete has additional information about Inquisitor Callus and Master Denia. According to her spies, Callus’ personal starship—a modified Sienar armored star courier, similar to Darth Maul’s Sith Infiltrator—landed on Prakith at the newly built Citadel Inquisitorius months ago and has remained there ever since. If the intercepted messages can be trusted, Callus has Master Denia captive in the citadel.

Lady Aldrete has no new information about the prototype Super Star Destroyer or Admiral Varth, but there is no indication that anyone else has taken over the Sarlacc Project. It is almost certain that Varth is still working closely with Inquisitor Callus.

With that, Lady Aldrete leaves the heroes, but she promises to stay in touch on the HoloNet transceiver to provide information as it becomes available. The story continues in Dawn of Defiance Episode IX: Sword of the Empire, the next adventure in the campaign.

>> Completing this adventure should be considered a level-up milestone. (Level 16) <<

 

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