Dawn of Defiance - Chapter 1: THE TRAITOR'S GAMBIT

by zeldafreak6245

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STAR WARS: DAWN OF DEbFIANCE EPISODE 1 - THE TRAITOR'S GAMBIT

A Wretched Hive is the first adventure in the Dawn of Defiance campaign, which will take heroes from 1st level all the way through 17th level in a continuous storyline designed to give both players and Gamemasters a complete SW5e experience. This adventure lets the heroes start their journey and the heroes should advance to 3rd level by the conclusion of the adventure.

Credits & Module Info

  • Original Sw5e Conversion: Mishy / StormChaser
  • Adjustments & Scaling: zeldafreak6245
  • Scripting: Nefandus & zeldafreak6245
  • NPCS: Andross
  • Scaling: 4 players
  • Last Revision: 5/12/2024
  • Maps: zeldafreak6245 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: 4 Standard, 2 Premium

  • Major: 1 Standard, 1 Premium

What is Dawn of Defiance?

Dawn of Defiance is the name given to a series of 10 linked adventures that Gamemasters can use to create an entire campaign for their players. Set in the months after the events of Revenge of the Sith, the adventures in the Dawn of Defiance ampaign are designed to provide players and GMs with the iconic Star Wars Roleplaying Game experience, set against the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance campaign takes the heroes all the way from 1st level up to 17th level, and features an ongoing storyline that progresses over the course of the campaign. Each adventure can also be played individually, and should provide the heroes with ample challenges to gain two levels per adventure. Gamemasters should feel free to use the Dawn of Defiance adventures either as an entire campaign or as fillers for their own home campaigns.

If you are a Gamemaster wishing to run the campaign, read the GM’s Primer, which summarizes the overall plot of the campaign and the events of each adventure.

Warning! If you will be playing in a Dawn of Defiance campaign or in a campaign utilizing its adventures, read no further.

Starting the Campaign

DISCLAIMER: This module was originally released in 2007. I have done my best to keep this campaign 'canon friendly' within the legends universe, though some content may not be canon compliant.

The Dawn of Defiance campaign opens in 17BBY- two years after the rise of the Empire, with the Clone Wars a recent and vivid memory for most beings in the galaxy. The Empire has begun tightening its grip on star systems throughout the galaxy, and Darth Vader stands at the newly declared Emperor’s right hand, crushing any opposition and hunting down the last remnants of the Jedi Order. In these few years since the fall of the Republic, many have joined the Empire willingly, including the Core Worlds whose Human nobles stand to benefit a great deal from its tyranny. Similarly, many others have begun rebelling against Imperial oppression, finding themselves driven out of their homes (or worse) and forced to live in a galaxy that tolerates no opposition to the Empire. Throughout the Dawn of Defiance campaign, the heroes must deal with the reality that the Empire is a monolithic threat without any kind of organized opposition, and dealing with agents of the Empire can be dangerous.

Despite the difficulties the heroes face in terms of Imperial dominance, they are in a unique position to deal the first significant blow against the Empire. In the first adventure, the heroes will come face to face with the man who will become their clandestine benefactor, Senator Bail Organa. In the new Empire, seditious acts are punished harshly, and as such the heroes will find that they must be extremely cautious in their actions. With nowhere to run and nowhere to hide, the heroes of the Dawn of Defiance campaign may find that a one-way trip to Kessel is the best they can hope for if they fall into the hands of the Empire.

The first act of the campaign (comprised of the first three adventures — The Traitor’s Gambit, A Wretched Hive, and The Queen of Air and Darkness) introduces the heroes to one another and to some of the key figures in the campaign. Over the course of the first arc, the heroes discover that the Empire has a secret project in the works that could have dire consequences for the galaxy if it comes to fruition. Thanks to the help of former Imperial Admiral Nathan Gilder, whom the heroes should rescue at the conclusion to the first adventure, the heroes learn that the Empire’s secret project has left a trail of money and slaves that they can follow to find the truth. During the first three adventures, the heroes travel to famous planets such as Alderaan, Bespin, Cato Neimoidia, and Felucia, fighting Imperial stormtroopers, destroying secret labs and prisons, encountering vile Hutt gangsters, and participating in a dangerous sabacc tournament where the buy-in might be more than they can afford. The first adventure, The Traitor’s Gambit, is relatively straightforward, allowing the heroes to become accustomed to one another and the SW5e rules. Each subsequent adventure leads the heroes down new paths and introduces different playstyles.

Certain kinds of heroes will find it easier than others to flourish in the Dawn of Defiance campaign. First and foremost, the heroes should view the Empire as both a threat and an enemy. As the major villainous entity of the campaign, the Empire represents something that is to be feared and loathed, and characters with Imperial sympathies will likely find themselves in conflict with the overarching plot. Otherwise, the heroes can come from almost any background and profession. As long as they are willing to fight against the Empire (both covertly and openly), they should find the campaign engaging and exciting. Not every hero needs to be an idealistic freedom fighter; smugglers, bounty hunters, and free traders have just as much to gain from weakening the Empire as rebellious troops do. If the heroes’ motivation is personal profit or increasing their own power, they could do worse than to work for Bail Organa. Not only is he rich, but he is also powerful and influential, and his influence could very easily be transferred to any heroes that get on his good side.


Adventure Summary

After a chance encounter on a space station with a desperate agent of Senator Bail Organa of Alderaan, the heroes negotiate with a local crime lord and obtain valuable cargo intended for the Senator. Once they deliver the cargo, the heroes learn that it is actually a man frozen in carbonite who carries secret information for the Senator.

Based on this information, the heroes are hired (as friends of Bail Organa, enemies of the Empire, or freelance entrepreneurs) to fly to the planet Felucia and discover the fate of a turncoat Imperial Admiral. If the Admiral still lives, they are to bring him back to Alderaan. The heroes arrive to find Felucia under tight Imperial control. After a brief skirmish with some Imperial starships in orbit, their ship makes a hard landing on Felucia to avoid detection. The ship is damaged, though Captain Okeefe believes it can be repaired. Once they are prepared, the heroes venture out into Felucia’s jungles in search of signs of civilization. After fighting their way through the local flora and fauna, they discover a hidden village of Felucians that have fled deep into the jungles to escape Imperial oppression.

The heroes negotiate for a guide to take them to a nearby Imperial facility known to the locals as the “Vanishing Place.” In truth, this is a prison for Imperial dissidents and traitors where Admiral Gilder is being held. The heroes prepare to set off for the prison when a cry goes up in the village—a scout trooper has just spotted the village and is headed back to alert the Empire! This leads into a chase scene in which the heroes ride kybucks in pursuit of the scout trooper. Once the trooper has been stopped, the heroes are able to convince the Felucians to lead them to the Imperial base, allowing them to proceed with their mission.

The heroes and their guide set off for the Imperial prison facility. It is heavily guarded from the outside, but the Felucian guide knows a secret way in. Once inside the base, the heroes find it more lightly guarded (and more along the lines of what they can handle). During the search for Admiral Gilder, the heroes come across a communication from Imperial Naval Command indicating that Inquisitor Callus is en route to Felucia to take custody of the Admiral. The heroes fight their way through the facility and eventually find Admiral Gilder in the detention block. They free him and head back to the secret entrance where their Felucian guide supposedly awaits their return.

Unfortunately, the heroes find trouble instead. Their guide lies dead, and Imperials are gathering outside the facility. About this time, Captain Okeefe sends the heroes a message: She has completed repairs to her ship and can pick them up when they are ready. On their way to the roof, the heroes must deal with the cruel Captain Vischera and his genetically modified bodyguards. Once they reach the roof, they board Okeefe’s ship and blast off from Felucia.

The adventure concludes as the heroes bring Admiral Gilder to the rendezvous point designated by Senator Organa. There, the heroes are introduced to the Nebulon-B frigate Resurgence, which has been commissioned by Organa to serve as a mobile hiding place for the Admiral. Aboard the Resurgence, Admiral Gilder is debriefed and provides the heroes and Senator Organa with information related to a top-secret Imperial project.


Opening Crawl

For Gamemasters who wish to have an opening crawl before the adventure, consider using the boxed text below.

Video Link: Opening Crawl

Credit: zeldafreak6245

STAR WARS : DAWN OF DEFIANCE

Episode I: THE TRAITOR'S GAMBIT

It is a dark time in the galaxy. The evil Galactic Empire has spread from the Deep Core to the Outer Rim, and everywhere the Empire’s tyranny can be felt.

Fleeing from the oppression of the Emperor’s minions, agents of Senator Bail Organa have run to a remote space station above Brentaal. Known to be a vocal opponent of the Empire, Organa may be the last hope of freedom in the galaxy.

In the hopes of stopping these dissidents before they can reach the Senator, the Empire has alerted its forces on Sel Zonn Station, where the struggle for liberty rages on, and the first sparks of rebellion have begun to burn...


Part 1: Prelude to Defiance

The Dawn of Defiance campaign opens on an unsuspecting space station orbiting the Core World of Brentaal. Sel Zonn Station is little more than a travel and cargo port, just like dozens of others in orbit around the world. However, the station is also home not only to the Empire and its lackeys among the nobility of Brentaal, but also to the beginnings of the first major resistance group — that of your heroes. In part 1 of The Traitor’s Gambit, the heroes arrive on Sel Zonn Station to find that enemies of the Empire have been struggling to gather a valuable piece of cargo and make their way to Alderaan. When the heroes become embroiled in the plot, they find that they are rescuing an undercover agent frozen in carbonite who has valuable information for Senator Bail Organa. After some run-ins with local information brokers and Imperial agents, the heroes leave Brentaal and head for the scenic planet of Alderaan. Before the adventure opens, you (the GM) should determine whether the heroes already know one another or whether they are on Sel Zonn Station by chance. If the heroes already know one another, they have simply come to the station for the same reason as many other travelers—to rest, relax, refuel, and prepare for the next leg of their journey. If the heroes do not know one another before the adventure begins, discuss in advance what has brought each hero to Sel Zonn Station. They might be criminals escaping justice on Brentaal, fugitive Jedi on the run from the Empire, legitimate traders or business people passing through, or nobles who have traveled to Brentaal to investigate their financial interests.


Sel Zonn Station

Sel Zonn Station is one of over a dozen XQ2 Space Platforms in orbit around Brentaal. Manufactured by Bengel Shipbuilders some years before the beginning of the adventure, Sel Zonn Station has not flourished since the rise of the Empire. Though it still sees a great deal of traffic from Brentaal and from travelers, the Empire has allowed large sections of the station to languish and fall apart. Thanks to the rise of anti-alien sentiment, especially on the Core Worlds, the more run-down sections of Sel Zonn Station are now inhabited by aliens. As such, a rift divides the station— wealthy, privileged Human Imperial loyalists occupy the nicer sections of the station, while all others are relegated to worn and sometimes dangerous secondary sections.

The interior of the space station conforms to the Imperial standard. Since Sel Zonn Station orbits a Core World, it is far better maintained than other structures of its age, and the main areas see constant renovations and repairs. However, a few steps off of the beaten path quickly reveal that the station is rotting from the inside out. A short walk away from the main venues leads to decrepit sections of the station, filled with broken lights, tarnished metal walls, missing deck plates, and all manner of suspicious aliens that have been driven out of the nicer sections by the Empire.

Aboard Sel Zonn Station, all doors and walls are made of metal and conform to the standard statistics for objects. Slicing the station’s central computer system requires a DC 27 Slicing Check and the computer will trace any failed slicing attempt to the terminal from which it was made. The station’s information terminals can be found at regular intervals throughout public areas and in private rooms. These terminals can provide basic information on the layout and facilities of the station, but not much else. Each terminal is connected to the central computer system. In addition to providing boarding and supply services, Sel Zonn Station is host to a number of businesses that cater specifically to travelers. All shopkeepers on Sel Zonn Station sell at the prices listed in the Saga Edition Core Rulebook. Almost all shops are located on the Promenade, though a few are off the beaten path. Some of the most popular establishments include:

  • Gundark’s Cantina: Owned and operated by a gruff Human male named “Gundark” Saff, Gundark’s Cantina is a place where people from all walks of life can come to relax. Though Gundark himself shows some ant-ialien bias, he does not prevent non-Humans from patronizing his establishment. As such, it is a popular meeting place for nearly anyone on the station, and it features a large number of secluded booths for private conversations.

  • The Credit Chip: A local casino that attracts a wide variety of patrons, the Credit Chip is operated by a quiet and brooding Human named Cecil Vane. Vane doesn’t like what the Empire has done to the station, especially since they don’t take it too well when he cheats Imperial officers out of their money. The most popular games in the galaxy, including sabacc and pazaak, see a lot of play here.

  • Delgas Medical Supplies: A corporate medical practice and pharmaceutical supplier, Delgas Medical Supplies provides care to those who can afford it. The chief doctor in the practice is Byra Fenn, a talented Human woman with secrets to keep. Dr. Fenn has had extensive dealings with one of the station’s information brokers, a protocol droid named Switch, and she owes him several favors.

  • Mechanical Allies: A droid repair and sales shop, this is one of the few businesses run by a non-Human that hasn’t been shut down by the Empire. Operated by an untrustworthy twi’lek named San, Mechanical Allies sells all manner of droid parts and reconditioned droids. Despite the fact that most of his droids are faulty, San has remained in business thanks to his own savvy and his ability to buy off the Empire from time to time.

There are two primary sources of law enforcement aboard Sel Zonn Station. The Empire has a moderate presence, with a garrison aboard to keep the peace and enforce Imperial law. In addition to stormtroopers and Imperial officers, Brentaal’s planetary security force keeps a watchful eye on everything that happens on Sel Zonn Station. The planetary security force gets along well enough with the Empire, though questions of jurisdiction have caused tension between the two in the past. For the most part, the planetary security force operates out of the local security office, where it keeps a number of cells open for criminals and malcontents. Those captured by the Empire, however, are incarcerated in the security office briefly before being transported via shuttle to the planet’s surface. Customs enforcement is relatively light simply because large cargo haulers cannot dock with the station. As such, usually only a single customs officer is on hand for any cargo inspection.

The main commercial area of Sel Zonn Station is known as the Promenade. Filled with shops of all kinds, as well as large, open seating areas with fountains, plants, and other decorations, the Promenade is where Brentaal’s nobles and other station visitors go to enjoy themselves. Security is tight on the Promenade, and Imperial forces are on hand at all times to keep the peace. Additionally, the Empire tries to keep the area free of aliens, and as such they harass any nonHumans moving about the Promenade. Although they won’t go so far as to arrest anyone, they often try to start fights with aliens just to have an excuse to lock them up. For this reason, most non-Humans tend to stay clear of the Promenade, except on rare occasions.

First Contact

When The Traitor’s Gambit opens, the heroes are congregating (either together or by chance) in the Promenade, where their destinies await them. It is a typical day on the Promenade, with a slightly sparser crowd than usual. When the heroes arrive, read the following text aloud:

The Promenade is filled with the bustle of revelry and commerce. Spilling out of the gambling halls are the sounds of victory and the moans of defeat, while the music of local bands issues from the cantinas. Only a handful of citizens mill about in the main areas of the Promenade, a few gazing out the massive windows at the planet Brentaal hovering below. Businesspeople hawk their wares to the passersby, and a few security officers make their way down the main avenue of the Promenade on their usual patrol at a leisurely pace.

After the heroes have had a moment to soak in the sights and sounds of the Promenade, give them each a chance to make a DC 10 Perception check. Those who succeed on the roll notice two men loitering on the Promenade who do not appear to be part of the larger crowd. Each seems to be scanning the crowd closely as though looking for someone, though they pay no attention to the heroes. Those who succeed on the Perception check with a roll of 15 or higher also notice that, despite wearing normal traveling clothes, each man is carrying a hold-out blaster tucked into his jacket, and both men are wearing identical garments. Those who succeed on the check with a 20 or higher also notice that both men seem to be whispering to themselves, obviously speaking into hidden comlinks.

Within moments, a slender woman wearing the greasy clothes of a mechanic stumbles down the Promenade. Though she is trying to hide it, she has clearly been wounded somehow, and she looks disheveled. Once the heroes have had a chance to see the woman, the two men make their way toward her, and she turns and runs toward the nearest hero (or toward the heroes who are closest to one another). She pleads for assistance, offering credits to anyone who will help her. The two men give chase, and the first encounter begins. The woman is Maya, an Alderaanian Security agent, and the men are undercover informants for the Empire.

Promenade Shootout

Setup

  • Map: Promenade Shootout

The open area of the Promenade features few places to hide during this encounter. The heroes find themselves boxed into a small, enclosed area when combat begins. Disperse the heroes throughout the Promenade, place the two security officers near the south entrance, and place the two Imperial informants at the north entrance.

A slender woman with short black hair wearing the greasy uniform of a mechanic comes stumbling onto the Promenade, clutching her midsection as though injured. She struggles to make her way across the floor in your direction, clearly she is having difficulty walking. “Please, help me,” she calls out to you. “There are credits in it for you, just help me!” Mere seconds later, two security officers burst into the area from the south end of the Promenade. They raise their blasters, aiming them at the woman, and shout, “Step away from that woman- she is wanted by the empire! Any resistance will be met with lethal force!”

Encounter

  • Junior Security Officer x2
  • Imperial Informant x2
  • Maya

Junior Security Officer

Medium humanoid, lawful balanced


  • Armor Class 13 (mesh armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Blaster rifle. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 4 (1d8) energy damage

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


Imperial Informant

Medium humanoid, lawful dark


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

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

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


Maya

Medium humanoid, chaotic light


  • Armor Class 13 (combat suit)
  • Hit Points 6 (1d8+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +2, Stealth +4
  • Senses passive Perception 12
  • Languages Galactic Basic
  • Challenge 1/4 (50 XP)

Actions

Blaster pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage

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

Note: Maya starts this battle with 50% hit points and two levels of exhaustion.

Tactics

The Security Officers attempt to stun Maya but will use lethal force on anyone else. The imperial Informants focus on the heroes and use lethal force. Maya only takes defensive actions and tries to stay within cover until combat ends.

Conclusion / Development

When the encounter ends, the heroes should realize that reinforcements are likely on the way. In fact, 10 rounds after combat ends, a squad of stormtroopers arrives. If the heroes have departed before this time, they are not pursued.

Once the heroes subdue the Imperial informers and defeat the security officers, they must quickly get to safety before reinforcements arrive. Depending on whether or not Maya survives the encounter, read the appropriate section to the players.

Maya Dies

As the last trooper falls you turn to find the dark haired woman slumped against a shipping crate. A fresh blaster wound leaves a charred, smoking hole in her chest. The woman grips a datapad in her left hand. You quickly snatch the datapad and make your way deeper into the station before more reinforcements arrive.

The heroes can slice into Maya’s datapad with a DC10 Slicing check. Once accessed, they can find a full log detailing Maya’s mission to travel to deep storage v14 and contact Switch for retrieving the cargo. Additionally, the heroes finds an unlocked credit chip containing 400cr inserted in the datapad.

If the heroes fail this check, they can still access the unlocked portions of Maya’s datapad which contain notes on “V14” and “Switch” as clues. The heroes can make Investigation checks to ask around the station and learn what those words mean. A successful DC 10 check reveals that V14 is a deep storage bay on the station. A successful DC 15 check reveals that information, plus the fact that Switch is a well-known droid information broker that operates from a secret location within the station. The heroes should be able to figure out that something important (and possibly profitable) is going on, and they should be on the right track to discover V14’s secrets.

Maya Lives

Still clutching her side “Thanks for the help back there… follow me and quickly- before reinforcements show up!” The woman limps away as quickly as her wounds allow, down various twisting hallways until arriving at an inconspicuous maintenance hatch. “In here” she beckons and crawls into the hatch. Squeezing inside, you take a glance at the small, cramped space- this woman has clearly been squatting here for awhile. A small cot lies in the corner and various spare parts and consumed ration kits lay scattered on the floor. The woman collapses onto the bed breathing heavily as you stand shoulder to shoulder in the cramped room.

“We can speak freely here. My name is Maya, I am a member of Alderaanian Security and part of Senator Bail Organa’s personal security detail.” Maya reaches for a flask on the floor and takes a long squig before continuing. “I was sent to this station to recover a very important piece of cargo shipped all the way from the deep core but was intercepted by imperials shortly after arriving. Apparently, working for such a vocal opponent of the Empire has tagged me as a troublemaker and they want me off the station one way or another.” Chuckles, and winces


“That cargo needs to be secured… I’m in no shape to do so myself- are you willing to help me? I’m certain Senator Organa will be more than happy to reward you for your efforts”

Likely Questions and Statements


Heroes agree to help Maya

Maya lets out a huge sigh of relief “Thank you, truly. The work you are helping with could save the lives of countless beings. My contact, Switch, was in charge of receiving and storing the cargo. You will need to find a way into deep storage v14 and speak with Switch who will provide you with the location of the cargo.”


Where is deep Storage v14?

Any information terminal can show you the exact location. Problem is, that area of the station is off limits to non-imperal personnel. I didn’t have the chance to do any recon before well… you know. (points to her wound)


Tell me about Switch

“Switch is a 3D-4X administrator droid- but don’t let his appearance fool you. He’s smart, very well connected, and dangerous. He used to be an admin droid for a leader of the Greabel Syndicate, but the boss was shot in a turf war. Some of the men stayed with him."


How will we transport the cargo?

“Once you have secured the cargo, contact me on this frequency.” (Maya weakly taps her information into your datapad.) “I will have a ship ready to pick you up and transport you to Alderaan.Oh, and here- you may need this for negotiations.” (Hands party 400cr)


What will happen to you?

“I plan to lay low until my injuries have healed. Then, I’m taking the first ship I can off this miserable station. Perhaps we will meet again.”

Deep Storage Bay v14

If the heroes want to learn more about the deep storage bay V14, they can do so in a variety of ways.

  • Any informational computer terminal on the station can confirm that bay V14 is on a level that is off limits to non-Imperial personnel. If the heroes attempt to access further information on V14 it can be obtained with a DC 15 Technology check. A successful check reveals that bay V14 is in a section of the station that has been quarantined for over a year and a half, yet no maintenance requests have been made for repairs to that section. Additionally, the terminal reveals that deep storage bay V14 is located along one of the station’s primary exhaust systems, meaning that exhaust conduits should be running right through the storage bay.

  • The heroes may also elect to ask around the station about Storage Bay V14 by spending 1d4 hours and making a DC 10 Investigation check. Success reveals that despite the fact that V14 is in a quarantine zone, a large number of aliens are often seen going into that zone. Rumor has it that the aliens operate some kind of criminal organization out of that section of the station, and that a contingent of Gamorreans is always on guard near the deep storage bay. A result of 20 or higher also reveals that since the quarantine was put into place, the station manager has been taking bribes to keep it that way. The bribes are delivered to the manager on a monthly basis by an unsavory-looking Twi’lek, and though the Empire doesn’t like it, the local security forces ensure that Imperials never get too close to the quarantined areas.

When the heroes finally arrive in the vicinity of deep storage bay V14, they find that they have entered a very neglected part of the station. Many of the lights have burned out, and blaster marks and carbon scoring mar the walls, ceiling, and floor. The area reeks of ozone and electrical fires, and pools of coolant litter the hallways at regular intervals. After winding their way through a near-labyrinth of decrepit corridors, the heroes come upon bay V14, which is guarded by a pair of Gamorreans wielding vibro-axes.

If the heroes approach openly, the Gamorreans take no hostile actions and seem concerned only with blocking the doors. If the heroes approach stealthily, the Gamorreans are not likely to notice and seem more interested in conversing in their grunting language than in watching for outsiders. If the heroes attempt to persuade the guards to let them in to see Switch, they might find it easier than they suspect. Provided that the heroes do not attack them on sight, if the heroes make a successful DC 11 Persuasion check, the guards let them inside. A bribe of at least 100 credits grants the heroes a +5 bonus on any Persuasion checks against the guards.


Gamorrean Minion

Medium humanoid (Gamorrean), chaotic dark


  • Armor Class 14
  • Hit Points 23 (3d8+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages Gamorrean, Galactic Basic (understand only)
  • Challenge 1/2 (100 XP)

Traits

Reckless. At the start of its turn, the Gammorean Minion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

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

Once the heroes enter bay V14, read the following text aloud:

The deep storage bay is as run-down as the hallways leading up to it, with entire metal plates missing from the floor and a huge, open exhaust shaft near the back of the room. Large crates litter the area, creating the appearance of a haphazard mess, and the air has a distinct smell of sweat and fumes that makes the entire area unpleasant. Flickering lights provide modest illumination, and a burst pipe along the ceiling leaks blue fluid down one wall. Near the center of the room is an item that seems very out of place — a large, finely crafted desk made of Japor ivory wood, which means that the desk is both priceless and rare. Sitting peacefully behind the desk is a 3D-4X administration droid with shiny, ebony coverings that seem to soak up light and offer only the slightest reflection. The droid’s single red eye stares motionless in your direction.

"Good evening Mr/Ms. XXX, allow me to introduce myself. I am 3d-4X, though I have grown some affection for the name my friends and guests have selected for me, Switch. I am pleased that you handled the altercation in the promenade with minimal injury."

You see a tough looking Twi-lek in a long coat standing off to the side.

"This here (patting the astromech) is R5-27. Would you please all join me in a beverage? I have an exquisite collection of them."

Meeting with Switch

Switch is a curious administrator droid that has clearly gone a long time since his last memory wipe. A self fashioned information broker and budding crime lord, Switch has aspirations to sophistication that are likely remnants of his older droid programming. With a male personalityand a Coruscanti-Imperial accent, Switch could fit in among Brentaal’s nobility if he were not a droid. When he speaks, he does so cheerfully and lightly, as though his power and prestige leaves him without a care in the world. It is unclear how a droid managed to convince a number of living beings that he should be their leader, but the fact that the thugs follow Switch loyally is a testament to his persuasive skills and his acumen as a crime lord.

When the heroes arrive in bay V14, Switch greets them warmly and welcomes them to his domain, regardless of how they enter. Even if the heroes killed the Gamorreans to get inside, Switch seems unfazed. As a droid, he has no concept of the fragility or the value of life, a fact that makes him both easy to get along with and incredibly dangerous.

After introducing himself and R5-27, Switch offers the heroes a drink from his extensive collection of beverages; for a droid that does not consume, he has exceptionally refined tastes. Once his guests have been made comfortable, Switch explains that his services are available to anyone who can pay, and he implores the heroes to tell him why they have come.


Switch

Medium droid, neutral balanced


  • Armor Class 11 (combat suit, integrated)
  • Hit Points 14 (3d8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 11 (+0) 13 (+1) 13 (+1) 14 (+2)

  • Skills Deception +4, Lore +3, Persuasion +4
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 11
  • Languages All registered languages
  • Challenge 1/8 (25 XP)

Traits

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

Actions

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

Likely Questions and Statements


How do you know who I am?

“Information finds its way to me, all kinds of information. Most of it I keep, but the choicest items I keep, and sometimes pass on, with a markup of course. My services are available to anyone who can pay. Now, perhaps you should tell me why you came to see me today."


Maya said to talk to you about a shipment.

"Maya, yes. I do believe I am holding a piece of cargo for Maya. For the eminently reasonable sum of 1000 credits, I am willing to release that cargo to you, as her agents, and you may take it wherever you wish."


We don’t have enough credits

"I can accept less, on the condition that you help me. What I ask is such a small thing. Simply, supply me with information wherever your travels take you. Information of value.” The droid slides a datachip across the table towards you. “Simply install this into your datapad and transmit any information you deem valuable. In return, I will release the cargo to you for 500 credits. In addition, this datachip will allow you to contact me for any information you may require in the future- for a fee of course.”


Where is the cargo?

“The cargo is in the main docking bay of Blue Deck. Quite clever really. It’s the one section that Imperial ships dock and it’s most heavily traveled by Imperial loyalists. It’s hiding right under their noses.”


What is the cargo?

“That information can be accessed for a mere 50 credits.” (Assuming the heroes pay) “Splendid. The cargo is, in fact, another agent of Alderaanian Security who has been frozen in carbonite for transport from the Deep Core world of Empress Teta. The agent had himself frozen so that he could be transported as cargo rather than as a passenger, reducing the chance that the Empire would find and arrest him.”


Why are you charging us a fee?

“It was a special cargo, and lately some unsavory types have been nosing around the less well-heeled docking bays disrupting some shipments. When Maya arranged for the delivery she mentioned the package’s importance. I took the liberty of arranging these safer accommodations myself. The Blue Deck docking fee is more expensive, and I have marked up the fee for my administration services in keeping the cargo safe where it is.”


Heroes argue for an exception to paying for any reason

"Mr/Ms XXX, I have a certain standing in the business community. Do you know how many people come to this station and find their way into my network? My clients come to expect a certain consistency, a certain logic to my prices. Were I to make exceptions, to give away value without anything in exchange, the entire economic structure of my business would fall apart."


Heroes claim he is extorting money, blackmailing them, holding cargo for ransom etc.

“Extortion is my business. Think it over, gentlemen. I'm quite busy.”


Arrival of Ganga Lor

Setup

  • Map: Switch Hideout

Once the heroes have concluded their business with Switch, an unexpected visitor arrives. If the heroes left the Gamorrean guards alive, they now die squealing amid a hail of blaster bolts, which can easily be heard from inside bay V14.

Encounter

  • Ganga Lor
  • Thug x7 (2 Switch, 5 Ganga Lor)
  • Switch
  • Auto-Turret

Blaster fire sounds from outside in the hall, and suddenly the blast doors leading into the storage bay slide open to reveal a number of armed thugs outside. In the midst of the rabble is a large Chevin, his trunk hanging low to the ground and his mouth twisted in a snarl.

This massive Chevin looks old, even for his species. His trunk hangs low and scars cross his face, giving him a weathered look that matches his leathery skin. His clothes are little more than rags, and a large blaster pistol pokes out from beneath his vest as though ready to be drawn on a moment’s notice. “So you thought you could hide your deal with the offworlders from me, droid?” “Ah Ganga Lor. We meet once again. I shall look forward to your extermination.” Switch retorts, pressing a button on his terminal causing an auto-turret to descend from the ceiling. “I’m tired of not getting my cut!” the Chevin shouts “Turn him into a scrap heap, boys!”

Switch and his men are positioned in cover behind various cover. Ganga Lor and his men are at the main door.


Ganga Lor

Medium humanoid, chaotic dark


  • Armor Class 12
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 15 (+2)

  • Skills Persuasion +4
  • Senses passive Perception 11
  • Languages Galactic Basic, Chevin, Huttese, Rodese, Shyriiwook
  • Challenge 1/4 (50 XP)

Actions

Blaster pistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage

Thick Skull. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage


Thug

Medium humanoid, chaotic balanced


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

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (-1) 9 (-1) 10 (+0)

  • Senses passive Perception 9
  • Languages Galactic Basic, Rodese
  • Challenge 1/8 (25 XP)

Actions

Shotgun. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 4 (2d4) kinetic damage

Techaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage


Auto-Turret

Medium construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 19 (3d8+6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 15 (+2) 14 (+2) 11 (0) 4 (-3)

  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Languages ---
  • Challenge 1/2 (100 XP)

Traits


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

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Multiattack. The turret makes two repeating blaster attacks.

Repeating Blaster. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage.

Tactics

  • Ganga Lor - Ganga Lor is no fool, but he is a coward. He immediately seeks cover when the fight begins, letting his thugs take risks in his place. If the heroes seem to be targeting him specifically, Ganga Lor takes the dodge action. If the heroes don’t seem to be paying any attention to him, he stays at range and uses his blaster pistol.

  • Thugs - The thugs have no real strategy to their actions; they are straight-up fighters who care little for complex tactics. However, Switch’s own thugs take pains not to hit Ganga Lor’s goons—the Chevin secretly paid them to miss on purpose so that he could take Switch down more easily. If Ganga Lor sees that the fight is going badly for him, he calls upon Switch’s thugs to switch sides, which they do.

  • Switch - Takes the dodge action and remains in cover only taking shots that pose a minimal risk to himself, hoping the heroes and auto-turret will handle the rest.

  • Auto-Turret- Attacks anything that Switch deems as a threat.

Loot

  • Blaster Pistol x2 (175cr, each)
  • Vibroaxe (950cr)
  • 350 Credits

Switch rises from behind cover and methodically walks over to the fallen bodies firing a blaster shot into each of their heads. “Thank you for your assistance. It appears that Ganga Lor brought his entire crew for this transaction. I calculate the risk of repercussions at less than 3%.” The droid returns to his desk and takes a seat. He appears to be completely undisturbed by the events that took place just moments ago.


”If your organic parts require repair please visit Dr. Fenn’s office in the main promenade. I will see to it that you are treated free of charge.” As you begin to leave, Switch calls out “Oh, and one more thing- since you have proven yourselves capable, I have an additional offer for you. There is a crate of Corellian ale stored in the same location as the cargo you seek. Deliver the crate to Alderaan and leave it in the landing bay. I will transfer you 500 credits upon completion.”

Blue Deck

Blue Deck is one of the nicest and most dangerous sections of Sel Zonn station. Reserved almost exclusively for Imperial loyalists and off-duty personnel, Blue Deck is a combination of luxury and fanatical devotion to the Empire. Everything on Blue Deck is pristine and well maintained, with none of the technical problems seen elsewhere on the station. Propaganda posters for Emperor Palpatine cover the walls, and the insignia of the Empire is found almost everywhere the eye can see. Security officers guard every entrance and exit to Blue Deck, and while they examine everyone closely, they make no move to stop anyone from coming or going - at least, not often.

The anti-alien bias encountered on the Promenade is even worse here. Shopkeepers steadfastly refuse to serve non-Humans, and cantina bouncers prevent them even from entering the establishments. Very few aliens walk the halls of Blue Deck, and those that do are usually servants or slaves of nobles and Imperial agents.

As the turbolift doors slide open and you step out onto Blue Deck, it is like entering a wholly different space station. The floors are polished and possess a metallic sheen, and the massive windows along one wall grant the most magnificent view of Brentaal available on the station. Maintenance and service droids flit about from one place to the next, keeping everything clean and ordered. Moving about the halls of Blue Deck are large numbers of Humans, most of them wealthy by all appearances. They pay little attention to the few aliens found in the area, except, perhaps, to sneer as they pass.

When the heroes reach Blue Deck, they might head directly to the main docking bay, which is fine but leaves them ignorant of developments in the hangar bay. The heroes can take (1d4 /2) hours to discover local news and rumors. A DC 12 Investigation check will reveal that the Empire has just sent an entire squad of security officers to the main docking bay to check out some suspicious cargo. If the party does not actively seek out rumors, the same information can be obtained with a DC 18 Perception check to overhear two nobles talking about the situation.

Frozen Goods

Setup

  • Map: Hangar Bay

Two security officers are loading the cargo into an awaiting imperial shuttle. The security sergeant overlooks the action from the command room to the east. The other two security guards keep watch while the cargo is being loaded.

The massive hangar smells of exhaust fumes and spilled coolant and appears to have seen quite a bit of activity recently. Crates stand stacked up throughout the hangar, waiting for whatever shuttle is to transport them down to the surface. Three doors lead off the left side of the room; the bottom two are close together, and the top door leads into a control room with a transparent window overlooking the hangar itself. Two security officers fiddle with the repulsors on a block of carbonite while two others are posted near an imperial shuttle as guards. You can hear someone from the control room barking orders at the officers.

Encounter

  • Security Officer x4
  • Security Sergeant
    • POTENTIAL REINFORCEMENTS:
    • Security Officer x6

Security Officer

Medium humanoid, lawful balanced


  • Armor Class 10
  • Hit Points 5 (1d8)
  • Speed 30 ft.

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

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

Actions

Blaster carbine. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 3 (1d6) energy damage

Suppress. The soldier sprays a 10-foot-cube area within normal range of its carbine with shots. A creature in the area takes the weapon's normal damage unless it succeeds on a DC 10 Dexterity saving throw.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.


Security Sergeant

Medium humanoid, lawful dark


  • Armor Class 11 (combat suit)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

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

  • Skills Perception +2, Persuasion +3
  • Senses passive Perception 12
  • Languages Galactic Basic, High Galactic
  • Challenge 1/8 (25 XP)

Actions

Blaster pistol. Ranged Weapon Attack: Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage

Riot baton. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage

Reactions

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

Tactics

As soon as combat erupts the troopers attempt to take cover where they can. The Sergeant immediately calls for backup on his turn and joins the battle on subsequent turns. A squad of 6 security officers arrives 10 rounds after the sergeant calls for backup. Once the heroes contact Maya it takes 5 rounds for their ship to arrive. If the party thinks of it, the main doors to the hangar can be locked with a DC 13 Security Kit Check. Alternatively, the doors can be locked using a terminal in the control room. (no check needed)

Misc / Conclusion

If the heroes decide to take Switch up on his offer, the Corellian Ale can be discovered by using an action and succeeding a DC16 Investigation check. This check can be repeated, but requires the use of the heroes’ entire turn on subsequent attempts. The ale is stored in a basic looking crate that can be carried by one person.

The Banshee Arrives (In combat)

Through the hail of blasterfire a large Baudo-class Star Yacht gracefully drifts into the hangar and lowers its ramp. A woman’s voice erupts from the ship’s loudspeaker “Maya sent me- get on board quickly!” You rush towards the ramp, quickly pushing the frozen agent ahead of you as blaster bolts whizz by. Making one final push you all quickly ascend into the safety of the starship as the boarding ramp slams closed. You feel the roar of the engines as the ship blasts out of the hangar and away from Sel Zonn Station. A few moments later you feel the unmistakable pull of jumping to hyperspace.

The Banshee Arrives (No combat)

A Baudo-class Star Yacht gracefully drifts into the hangar and lowers its ramp. A woman’s voice erupts from the ship’s loudspeaker “Maya sent me- get on board quickly before reinforcements arrive!” You rush towards the ramp, quickly pushing the frozen agent ahead of you as you ascend the boarding ramp. Once safely aboard you feel the roar of the engines as the ship blasts out of the hangar and away from Sel Zonn Station. A few moments later you feel the unmistakable pull of jumping to hyperspace.

>> Leaving Sel Zonn Station is a level-up milestone. (Level 2) <<



"THE BANSHEE" BAUDO-CLASS STAR YACHT

Tier 2 Medium construct (starship), Yacht Role


  • Armor Class 14 (lightweight armor)
  • Hull Points 45 (7d8 + 13)
  • Shield Points 52 (7d8 + 20) (directional)
  • Shield Regeneration Rate 8/round
  • Speed 350 ft., turning 200 ft.
  • Reactor 1 / round (Fuel Cell)
  • Power Coupling 4d4 (direct)

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

  • Saving Throws DEX +3, CHA +3
  • Skills Astrogation +1
  • Senses Blindsight 1000 ft., passive Scan 15
  • Challenge x (x SP)
  • Max Crew -                           Crew Proficiency Bonus +3

Abilities

Evasive Maneuvers. (4/maintenance) At 1st tier, When the deployed pilot rolls for initiative, they can immediately move the ship. This movement happens before the initiative order is determined.

The amount the ship moves is determined by rolling a d6 and multiplying it by 50 feet. The ship then gains that many feet that it can move or spend to turn. All expended uses are regained when the ship undergoes maintenance.

Attacks

Light laser cannon (fixed: Forward-Facing) Ranged Ship Attack: +5 to hit, range 800/3,200., one target. Hit: 8 (1d8+3) energy damage.

Quad laser Turret (Turreted) Ranged Ship Attack: +5 to hit, range 800/3,200., one target. Hit: 7 (1d6+3) energy damage. Alternatively, the Banshee can have a ship make a DC 10 Dexterity saving throw, taking 12 (2d6+3) energy damage on a failed save

DEPLOYMENTS

The Banshee has 7 deployment stations, with 3 gunnery stations. If Captain Sirona Okeefe is piloting use her INT, WIS, and CHA for piloting.

Modifications

The Banshee has 17 modification slots, including those granted by its size and role. It has the following stock modifications:

  • Operations: Hyperdrive Slot *Suites: Luxury Quarters, Recreation *Additionally it has the following 14 modifications:

  • Engineering: External Docking System

  • Operations: Backup Hyperdrive, Enhanced Communications, Enhanced Scanner, Navcomputer Slot

  • Suites: Barracks, Escape Pod, Medbay, Hidden Storage

  • Universal: Premium Thrusters

  • Weapons: Three Fixed Hardpoints, Two Turret Hardpoints (Quad Laser Cannons)

Journey to Alderaan

You find that The Banshee is a sleek and luxuriously appointed Baudo Class Star Yacht, nearly as striking as her captain, Sirona O’Keefe. Sirona is a beautiful middle-aged woman with long tresses of brown hair.

Sirona directs you to the refreshers and medkits, while she secures the cargo and then returns to the bridge to change her decoy escape vector towards Alderaan. After a while, she returns to show you to your bunks, and you are each able to unwind after the day’s events..

You discover that the captain is something of a black sheep in her family and she doesn’t care to speak about her past. She does mention that she has a niece who aspires to follow in her footsteps. Otherwise, Okeefe always keeps the conversation light and flirty. It is evident that she is very fond of her droid copilot, an RX-13 pilot droid nicknamed “Crash,” who is bad-tempered and prefers to gripe about nearly everything rather than go about his duties. Still, the two make a good pair—the Banshee runs smoothly.

(Allow the party to RP at this point)

A light blinks on console and Sirona pushes a lever, causing the whirling blue to be replaced by a million stars streaking back into place. After another hour, you arrive at the beautiful blue and green world of Alderaan, and Crash responds to the planetary hails to plot a landing route towards Aldera, the capital. As you cruise over grassy fields and valleys and countless seas, you are impressed by how pristine and clean the world looks. Most settlements are quite difficult to see from the air because they are well integrated into the natural terrain.

Aldera appears to be a small city built into a beautiful mountain valley. Its tallest buildings are rounded and sweeping, mostly with gleaming metal casings. Aldera’s spaceport control tower clears the ship to land at the Royal Palace’s landing pad and the Banshee lands gracefully a few minutes later. It appears to be dawn, and the air is cool and misty.

When you disembark, you are immediately greeted by several Alderaanian honor guards dressed in robes and steel clasps and one of Bail Organa’s servants, who introduces himself as Col. Sirona tells Crash to gather her travel kit and cargo for unloading and resupply. As you are escorted into the palace and the soaring Grand Hall, you see several hollow torsoed labor droids stomping past you towards The Banshee. One of them rotates its head towards you as it passes. You see a number of protocol droids in the halls.Col ushers you towards a small balcony where protocol droids are placing trays of hot caf, and fruits and pastries. Col asks you to please be seated and enjoy the view as the Senator is on his way to greet you prior to his morning briefing. Only now do you begin to realize the magnitude of your discovery. To be invited into the palace of an Imperial Senator and famous diplomat like Bail Organa is something that most citizens can only dream about. The Senator’s power shapes the lives of billions.

(Allow the party to RP at this point)

Twenty minutes later, the doors to the Grand Hall open, and in strides a middle-aged man who has a well-kept goatee and is wearing Senatorial robes. Easily recognizable as Bail Organa, he smiles and nods to the servants before joining you on the balcony. “Welcome to Alderaan,” he says. “I had hoped we might meet under more pleasant circumstances, but unfortunately the Empire makes almost everything unpleasant. Still, I am glad to see that the… difficulties at the spaceport above Brentaal didn’t impede you too much. Come.” He walks into a small theater style antechamber. Captain Okeefe is already seated in the room, clutching a mug of steaming caf. She gives you a nod of acknowledgement as you find your seats.

“I’ve asked you to join me today because Maya, my agent, seems to think you can be trusted. Since you risked your lives to help her, I believe I can put my faith in you as well. I have a task that needs to be completed, but unfortunately my status as a Senator prevents me from taking care of it myself, or even from sending someone directly associated with the Royal Family, such as Maya- a mistake I will not repeat.”

He activates a holo, causing a planet to appear. “The planet Felucia was ravaged during the Clone Wars, but once the fighting was over, the Empire set up some permanent facilities on the world. This is the one that concerns me,” he says, zooming in on a dot near the equator. “Nothing large—It used to be a communications facility. Now it’s just a small garrison where they could keep prisoners out of the way, a rendition facility. Some months ago, I was contacted by an Imperial Admiral who was disillusioned with the way the Empire had twisted the once-great Republic, and he began feeding me sensitive information. A little over a week ago, that communication stopped. My agent, who you just brought back from Brentaal, has informed me that the Admiral has been taken to Felucia, where he is being held against his will. I’d like you to learn what has become of him, and rescue him if you can.”

Likely Questions and Statements


Who is this admiral?

“Admiral Gilder Varth is a veteran of the Clone Wars and an honorable man. He commanded one of the ships at the Battle of Coruscant and was promoted for bravery. His loyalty to the Empire seemed unwavering, but once you’ve seen what he has seen, it changes you... He was on the planet at the Ghorman massacre.”


What happened in the Ghorman Massacre?

(Organa's expression darkens and his tone takes on an edge of fury) A group of activists were protesting Imperial taxation on the planet Ghorman in the Sern sector. Captain Wilhuff Tarkin's warship was blocked by peaceful protesters who stood on the ship's landing pad and refused to move. With implied permission from the emperor himself, Tarkin landed the ship right on the protesters. An overwhelming majority were killed instantly, while hundreds were severely injured, many of them later dying from the resulting injuries. Only a lucky few escaped the ordeal with their lives intact, but almost all sustained horrific psychological damage.


What kind of opposition will we face?

“The Imperial presence on Felucia is light. The facility itself is a secret, accessible by air and surrounded by swamps and jungles. They do not advertise its presence with large numbers of troops, and it is far from other settlements. Our knowledge of the facility’s existence is our greatest advantage. Additionally, you shouldn’t be going anywhere near the planet’s major cities, so you should be able to travel largely undetected. There’s just one thing --we believe this facility has a roof-turret guarding it. You can't land on it or near it.”


What is Felucia like?

“Dense overgrowth, flesh eating diseases, shrieking nocturnal predators, and huge fungi are the order of the day on Felucia. It’s a wild, untamed planet, and you should be careful to avoid much of the local wildlife.”


What’s in it for us?

“Each of you will receive 2,000 credits up front, out of which you can secure provisions and keep the rest. If things go well, I will guarantee more work when you return. Additionally, if the Admiral has as much information as I believe he does, this could be an excellent chance to strike a blow at the Galactic Empire.”


How will we get to Felucia?

“My longtime friend Sirona will transport you aboard The Banshee once again. As you already know, Sirona knows her way around the galaxy. She’ll take good care of you.”


The door chimes and Organa opens it. Col stands at the door, points to his chronometer, and Organa nods. “I’m afraid my shuttle has arrived and I must go now. Thank you for your help so far, and I’ll look forward to our next meeting.”and quickly exits the chamber. Col stands silently next to the doorway.

Sirona stands and walks over to the holo. “The Banshee isn’t an assault ship, and the turret will prevent our landing near the prison facility. That means you are going to have to get in and get out with the Admiral on foot.” Zooming in on the holo, she points to a long and deep canyon that cuts across reasonably close to the canyon.

“We can enter here, out of the facility’s sensor range” she says, pointing to the far end of the canyon. Tracing the long canyon around the horizon, she says, “The canyon should hide us from their sensors on our approach. We’ll land here, at the closest point to the prison. I’ll wait there for your transmission. You can bring him back by foot.”

With the meeting concluded, Col escorts you to The Banshee and apologetically asks you to remain there to reduce your visibility on the planet. Col offers to secure whatever provisions he can for you, though heavy and military grade weapons will be problematic.

If the heroes managed to secure the Corellian Ale As you board The Banshee, you see a courier droid hovering near the entrance ramp, holding the crate of ale. It’s head swivels to track as you approach and its eyes flash. It unfolds an arm toward you, which is holding a credstick… (500 Credits- Switch's Payment)

If the party has Col gather any provisions, he returns in (2d4+1) hours, during which time the party remains aboard the Banshee.

Traveling from Alderaan (Core World) to Felucia (Outer Rim) takes 192 hours, or approximately eight days. The Banshee departs shortly after Col returns with the supplies. Allow the party to RP and work on downtime activities during the journey if they so choose.

Arrival on Felucia

Crash plots a course that mostly follows the Parleman trade route, which makes the long journey to the outer rim much faster, but it is still a long journey. Though the quarters are tight, the beautiful ship is appointed like a spa, and you enjoy the few days of much needed relaxation and rest.

On approach to Felucia, Sirona tells everyone to strap in at battlestations, as a precautionary measure. The proximity alert sounds and the ship jumps out of lightspeed, and Felucia fills your viewscreen. Its atmosphere seems covered in iridescent haze, making it hard to distinguish the sea from the land, and there aren’t many lights.

Sirona flips a few switches to mask the transponder and cuts her engines, and doesn’t start them again until the ship is already caught in the gravity well. The Banshee descends, punching through clouds and rain until the canyon is spotted amid the lush and brightly colored vegetation. Sirona heads for it, and you feel the squeeze as she dips beneath the walls and pushes the ship down the slot.

“Hang on! This could get tight, really fast!”

Taking her time, the Banshee pushes through a bizarre landscape of giant flowers, tendrils and bloated fungi. The vegetation makes the canyon much tighter than it appeared on the map, and sometimes the orange overcast sky disappears in the tunnel. Strange flying creatures are bumping and splatting against the windscreen in the rain. Rounding a corner, the slot opens wider, and Sirona accelerates down the straightaway, gliding easily over a cluster of orange mushrooms larger than the ship.

“We’ll set down over there”, she says, pointing to a ledge.

Just as she says that, one of the massive mushrooms balloons up to twice its size and rockets upwards, trailing a cluster of tendrils underneath it. “What the…?” Sirona jukes the ship to the right, but it’s too tight. The gasbag explodes, buffeting the ship with orange dust and slime. You feel a lurch and a sickening dip as the repulsors begin to give out.

“Brace!”

Sirona fires the engines hard and the ship lurches forward, shedding much of the slime and dropping the cloud behind it, even as the altitude dips. She points the nose clumsily at a soft and large shelf mushroom near the lip of the canyon and fires the engine hard again. The Banshee arcs upward, and it slides to a lurching stop on the fungus. The viewscreen is blocked by translucent membranous flowers.

You step down into the shelf fungus and sink a little in squishy biomass. The air smells fertile and you can see fragrant wafts of pollens streaming from bulging stamens. The landscape is bizarre. The membranous vegetation is translucent, oversized, and coloured brightly. It is hot and humid, and insects fly and crawl everywhere.

“The damage isn’t bad. The repulsors need to be cleaned of that pollen before we can fly again, and I need to get the carcass off the ship."

You see the remains of the gasbag draped across the ship like an orange balloon, providing a perfect camouflage with its surroundings.

“We have enough portable supplies here for a week’s travel, but you shouldn’t be gone that long. It shouldn’t take you more than a day or so to get there, but I can wait here for your communiqué for a week, maybe longer if I can hunt for something to eat, in case you run into trouble. Crash will monitor your message, so it won’t be missed. Your datapads have been uploaded with maps showing the location of the facility. Be careful out there.”

Equipment Malfunction

Felucia emits heavy electronic interference, rendering all but close range communications useless. The party will discover this if they attempt to contact the ship or anything outside 1 mile of their location. This explains the need for a large communications array in upcoming encounters, as well as the imperial facility. Any droids in the party will immediately notice the planet is interfering with their systems. All droids receive a -1 penalty to all stats while outdoors on Felucia.

Into the Jungle

As you take your first steps onto the soil of Felucia it is clear that this planet is truly alive. Massive mushrooms tower overhead, their overhanging edges creating a canopy that blocks out much of the planet’s sunlight. Every step on Felucian soil turns up insects and other fungi just beneath the surface. The noise of the jungle is loud and alien, full of the sounds of a hundred insects and animals moving through the mushroom swamps, all part of a living and vibrant ecosystem.

It takes the heroes a total of 6 successful survival checks to reach the next story beat. Each hour, the leader must make a DC Survival Check. On a success the heroes make progress towards their destination. A failure means that they make no progress. A failure of 5 or more triggers a hazard. The heroes will encounter a minimum of two hazards at random on their journey.

Hazards

  • Acid Pool: Acid pools are dangerous hazards on Felucia because they resemble pools of standing water. Each acid pool can be detected with a successful DC 10 Perception check. Any hero who fails this Perception check steps in a pool of acid, taking 1d4 points of acid damage. Each round thereafter, the acid makes an attack roll against the hero’s AC at a +2 attack bonus, dealing an additional 1d4 points of damage when successful. The acid stops attacking the target whenever it fails an attack roll against the target, or if the hero washes the acid off with water.

  • Exploding Fungus Bloom: These blooms are filled with chemicals that become highly explosive and flammable when combined. When the heroes encounter this hazard, one hero at random bumps into an exploding fungus bloom. The bloom explodes, and each hero must make a DC 14 Dexitery Saving Throw or suffer 2d6 points of energy damage as a flash incinerates the fungus.

  • Razor Mushroom: These fungi are extremely dangerous and, like the exploding fungus blooms, activate only when someone gets too close. If the heroes encounter this hazard, one hero at random passes too close to a razor mushroom. The mushroom bursts outward with spines and razor-sharp tendrils, making a melee attack against that hero with a +3 attack bonus and dealing 1d6+2 points of damage on a successful attack.

  • Sinkhole: Throughout the jungle are a number of sinkholes, created when the roots of a massive fungus rot away but leave detritus in the ground. Spotting a sinkhole requires a DC 10 Perception check, and success means the sinkhole is avoided. Any hero who fails this check falls into the sinkhole, which is 20 feet deep and leads to a pit with a thin layer of sludge at the bottom. Any hero who falls in suffers 2d6 Kinetic damage.

On the 6th successful Survival check, read the following aloud.

The cacophony of noise created by insects and animals makes it nearly impossible to hear the splash of your footsteps through the swamp. The open area you walk into resembles a large shallow pool of water with huge fungi and massive flowers poking through. A faint mist hangs over the swampy ground, drifting over the still pool of water. By now, the crazy colors and weird sunlight are tiring your eyes, but you see something unusual in the distance – something stark and white that appears to lean against a large fungus. As you try to make out the mysterious shape, several bipedal beings spring forth from beneath the water catching you by surprise! Tall and muscular, these beings seem to be members of the native Felucian species. The long, slender form of a rancor’s jawbone juts down from the Felucian’s hand, and its body is barely covered by a leafy loincloth. A tangle of tendrils around its face makes it impossible to see its eyes, and the mud and other foliage plastered to its body camouflages it against the backdrop of the swamp.

Felucian Encounter

Setup

  • Map: Felucian Hospitiality

The Felucians scouts surround the party on all sides. The scouts don’t have any real malicious intent for the heroes, but they are young and impulsive and believe that the heroes are Imperial agents coming to snatch others from their village. The Felucians only want to protect their village and will communicate with the heroes if possible, possibly even taking them to their village. However, if provoked they will attack. A DC 13 Persuasion / Deception check will convince the scouts that you are not a threat.

Encounter

  • Felucian Scout x6

Felucian Scout

Medium humanoid (Felucian), neutral balanced


  • Armor Class 11
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 10 (+0) 8 (-1) 14 (+2) 8 (-1)

  • Skills Perception +2, Stealth +3
  • Senses Passive Perception 12
  • Languages Felucianese
  • Challenge 1/4 (50 XP)

Traits

Amphibious. Felucians breathe air and water.

Mask of the Wild. Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Skullblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 1) kinetic damage.

Burst. The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 10 Dexterity saving throw or take 1 (1d4 - 1) kinetic damage.

Tactics

The Felucians move to melee range almost immediately, hoping to use their skullblades (with Mighty Swing) whenever possible. If more than one hero is adjacent to one of the scouts, that scout will often retaliate with his Burst power, though the Felucians usually save this for knocking down fleeing and injured enemies.

Conclusion

Depending how to encounter was resolved read the appropriate option aloud.

Diplomacy

Convinced that you are no longer a threat, the Felucians lower their blades. Observing that you are weary from your jungle trek the scouts offer to lead you to their village to rest. As you approach the village you are able to distinguish the strange shape you saw earlier as a part of the village outskirts. Ten minutes later, you arrive at the village.

Combat

A man’s voice echoes through the swampy area. “Peace! Please, stop fighting!”

A middle aged man with a scarred face and long stringy gray hair gallops in on a kybuck. He is unarmed. Jumping off the beast, the man runs over to the fallen Felucians checking their vitals. “There has been a terrible misunderstanding! These natives mean you no harm, they mistook you for imperial agents. I cannot fault you for defending yourselves. Please, follow me- all will be explained when we arrive at the village.”

(Allow the party to RP)

Felucian Sanctuary

You realize you are in the sanctuary of about a dozen Felucian families. The village appears to have been carved from the massive mushrooms that dominate the landscape. Each one looks old and petrified, or perhaps treated with a curing agent, making them appear more solid than their still-living counterparts surrounding them in the jungle.

In the center of the village, a number of brightly striped and semi translucent native felucians gather in a half circle, squatting by a cooking fire and turning to look at you as you enter. Though the village has been cleared, small mushrooms and other plants still rise up through the spongy ground.

One of the mushroom dwellings is especially squat, with a space between the cap and the stalk. You see the curious faces of a small herd of kybuck staring back at you from the mushroom corral.

Some of the smaller villagers approach you, touching your pants curiously, feeling your fabric and smelling you. A larger one intercepts quickly and brings the child back to the fire.

A hidden village deep within the Felucian jungle, this sanctuary is home to more than a dozen Felucian families. Additionally, a former Separatist soldier, now a hermit on the fungal world, resides in the village, hiding from the Empire. The sanctuary has remained a secret in the months since the Empire took over, and it is a place where the Separatist and the Felucians can live without fear of Imperial discovery. The village provides a place for the heroes to rest and recuperate a bit from their trek through the jungle. Additionally, the sanctuary offers a number of interesting roleplaying opportunities for the heroes, allowing them to interact with the locals and discover more about the conditions on the planet.

Village Events

The Translator

As the heroes are lead through the village, Vasus Mandrake gives some information.

“My name is Mandrake, Vazus Mandrake. I was stranded here on Felucia during the Clone Wars after my merc unit was destroyed by clone troopers. It’s where I got this points to his scarred face. I managed to crawl off into the jungle, and they didn’t execute me. The war ended, and I nursed myself back to health, making my home here among the Felucians.” The man passes you and leans forward the edge of the corral, reaching out to pet one of the curious creatures. I tend a small herd of kybuck, it’s one of only a few things I have left from home on Corulag.” He turns to you, his eyes intense and his voice unfaltering. “What are your intentions here on Felucia?”

  • Although his unit fell, the kybucks survived, and Mandrake has named them all after his former comrades. There are 6 kybucks: Micha, Namir, Fektrin, Twitch, Ajax, and Charmer.

  • If the heroes make it clear that they are not allies of the empire, he immediately treats them like old friends.

  • Mandrake is an important ally for the heroes. In addition to his ability to translate for them, he has some knowledge of the Imperial prison facility. If the heroes mention the facility in Mandrake’s presence, his face darkens and he becomes very serious. Mandrake has wanted to destroy the prison for some time now, though his new life among the Felucians has cooled his passions somewhat and he is no longer so gung-ho about doing the job himself. If he learns of the heroes’ intentions to raid the facility, he begs them to help him with his sabotage. Mandrake produces a large explosive charge and explains that if they can set it in the facility’s communications center, the blast should be powerful enough to destroy the prison and overload Imperial communications on Felucia for some time. That will also make it easier for the heroes to escape from Felucia. If the heroes agree, Mandrake gives them the explosive charge and shows them how to set the timer.


Kybuck

Medium beast, unaligned


  • Armor Class 15
  • Hit Points 7 (2d8-2)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 8 (-1) 2 (-4) 13 (+1) 12 (+1)

  • Skills Athletics +5
  • Senses passive Perception 11
  • Challenge 1/4 (50 XP)

Traits

Dash. Unlike many other beasts, kybucks can move at incredibly high speeds overland. They have a maximum velocity of 60 mph.

Actions

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

Scrutiny of the Chief

After the heroes have been in the village for a short time, they are approached by an elderly Felucian shaman that Mandrake (or the heroes’ translator droid) describes as the chief.

  • The chief comes to the heroes and scrutinizes them, looking them over without saying a word. If any heroes in the party are Force sensitive, the chief pays particular attention to them, and such characters hear faint, guttural whispers as he passes by.

An elderly Felucian with a black and withered arm stoops out from one of the mushroom dwellings, and approaches you. The others make way for him, and he touches one of the younglings with his good arm.

He stands before you in complete silence, looking each of you over individually with wise, discerning eyes.

He takes a step back, addressing you as a group and begins to speak, a moist and rasping sound.

  • Who are you people?
  • Why have you come to Felucia?
  • What do you plan to do about the Empire?

The most beneficial outcome of the meeting with the chief is that the heroes gain the trust and help of the Felucian village. Specifically, if the heroes succeed in this challenge, the chief appoints a scout from the village to guide them to the Imperial prison facility. To achieve this, the heroes must win the friendship of the chief.

  • If the heroes leave any of their supplies (such as those taken off the Banshee) for the villagers, the chief is grateful and grants his aid.
  • Similarly, if the heroes offer to help the village in any other material way (such as by arming the Felucians with advanced weapons or providing them with medicine), the chief is grateful and provides his aid.

  • If the heroes discover and heal the sick Felucian children (see the “Sick Children” encounter, below), the chief automatically grants his aid.

Once the heroes gain the chief's favor, read the following segment aloud.

Grateful for your assistance the chief assigns one of his most trusted scouts to guide you to the Imperial Facility. He explains that the villagers call it the “Vanishing Place” and they steer clear whenever possible. Many felucians have disappeared in the area around the Vanishing Place, and when a few shamans went to investigate, they had to leave before they were overwhelmed with pain. The chief believes that some of the missing felucians are being held in the facility and that the Empire is hurting them. The shamans reported that the source of the pain is mostly concentrated on the west side of the facility.

A Lesson in the Force

Force-sensitive heroes have an opportunity to impress the chief and gain some of his knowledge. If the chief is friendly to the heroes, he can be convinced to give up a bit of Force lore. Any character who acknowledges his or her own Force sensitivity to the chief also gains his interest. The chief is eager to learn more about the ways of the Force, especially from outsiders, and he is willing to trade knowledge. If any hero demonstrates an aptitude for the Force that the chief himself does not have — perhaps in the form of a Force power or other Force ability with visible results — that hero receives some Force tutelage from the chief. After (2d4) hours of training the hero learns the burst at-will power as an additional known power.

Sick Children

Several of the younger Felucians in the village have fallen ill in recent days, many of them deteriorating to the point of paralysis. The Felucians have hidden these children away in one of their mushroom huts, and only a hero who makes a successful DC 15 Perception check while walking through the village notices their anguished cries. If the hero investigates further, he or she discovers four Felucian children who lie on cots, frail and nearly immobile except when they cry out in pain. In truth, the children have contracted a virus engineered by Captain Vischera in the Imperial prison facility.

The children’s skin has faded to a sickly gray, and their muscles have thinned to the point that they are visibly too weak to support their weight. A hero can treat the virus with a DC 10 Medicine check, and curing the children requires 8 hours of tending. Feel free to let the heroes take this time, since there is no real time restraint during this part of the adventure. Although the heroes should feel the illusion of pressure (reaching the prison facility before some ill fate befalls Admiral Gilder), they should not be punished for an altruistic act.

Imperial Scout

You hear a low whine and occasional sputtering coming from the outskirts of the village. Investigating further, you spot a scout trooper cleaning pollen from the exhaust ports on his speeder bike. As you shift to get a better view, another fungus bloom explodes behind you causing the scout to look up and spot you. Abandoning his maintenance, the scout jumps on his speeder and races off into the jungle leaving a thick trail of smoke behind. Drawn by the commotion Mandrake rushes out from the village with four kybucks in tow and quickly explains that Felucia emits heavy electromagnetic frequencies that interfere with long range communications so it is unlikely that the scout trooper can report their findings before reaching their base. Ensuring that his kybucks are tame and well-tempered, Mandrake begs you to chase down the scout trooper before it's too late.

Have each hero roll all of their initiative and animal handling checks (5 total) ahead of time and record the results. Compile the results of all the heroes, and read the chase as if it were a cutscene to allow the players to stay immersed in the action. Any additional rolls needed can be done on the fly.

Zone 1: The Village

(Target DC; 10 Animal Handling)

Result Outcome
15+ The hero gains advantage on Animal Handling checks for the remainder of the chase sequence.
10+ The hero is accepted by his or her kybuck, and the beast dashes through the jungle with no ill effect for the rest of the chase.
6+ The hero must make a DC 10 Persuasion check to calm his or her kybuck. Failure means the hero has disadvantage on Animal Handling checks made through the next round.
1-5 The hero has disadvantage on Animal Handling checks made through the next round.

Read the following out loud.

Your mount lurches forward much more quickly than anticipated, forcing you to tighten your grip on the reins as the beast sprints out of the village and into the jungle. Large mushrooms and other huge fungi streak by faster than the eye can see, and the ground whips by at an incredible speed; you quickly surmise that these creatures would have no issue keeping pace with a speeder bike. The kybucks provide a relatively smooth ride, and it is clear that these animals know the terrain as they leap, turn, twist, and dodge between the massive growths of the fungal forest.

Zone 2: The Fungal Swamp

Shallow pools of water litter the landscape, and the kybucks send up huge splashes as their hoofed feet pass through the puddles. Large, multicolored fungi droop low over the landscape, and huge birds swoop down to scoop up prey. The fungal swamp is so thick you can barely see 50 feet in front of you as the landscape passes in a blur.

Result Outcome
15+ The hero gains ground on the speeder, bringing it into visual range.
10+ The hero successfully leads their Kybuck out of the swamp.
6+ The hero must make a DC 10 Perception check as a free action to keep from getting lost in the thick undergrowth. Failure means the hero and his or her kybuck get lost in the fungal swamp and do not advance to the next zone of the chase on the next round.
1-5 The hero gets lost in the swamp and does not proceed to the next zone.

On each hero’s turn in this zone, describe two paths: one that appears to go through thick foliage, and another that travels through the hollowed-out trunk of a massive Felucian tree. Any heroes who choose the path through the foliage proceed to Zone 3A below. Any heroes who choose the path through the tree proceed to Zone 3B below. Both paths converge again in Zone 4. For secrecy, have each player write down their choice before revealing.

As you exit the swamp you see two paths ahead quickly approaching. The path the the left appears to traverse through thick foliage and the right path travels through a massive hollowed-out tree trunk. Remnants of the speederbike’s exhaust fumes appear to linger within the hollowed trunk.

LEFT PATH = Hoping for a shortcut, you guide the Kybuck deeper into the thick foliage and vegetation.

RIGHT PATH = You decide to play it safe and continue following the exhaust fumes into the massive trunk.

Zone 3a: Hazardous Terrain

As the Kybuck breaks through the foliage into a clearing you find yourself surrounded by sinkholes and trenches. Undeterred, your mount leaps over the gorges and chasms with bounding grace.

Result Outcome
15+ The hero gains advantage on their next animal handling check.
10+ The hero successfully leads their Kybuck through the terrain.
6+ The hero is slowed by the terrain and suffers a -2 to their initiative score.
1-5 The hero is greatly inhibited by the terrain and suffers a -5 to their initiative score.

Zone 3b: Hazardous Terrain

At your command the Kybuck zips into the hollowed-out tree and you quickly find yourself attempting to navigate a complex series of hollow logs and underground tunnels. Chunks of moss, branches, and other fungi droop from the ceiling forcing you and your mount to lower your heads in hope to avoid the obstacles rushing past you.

Result Outcome
15+ The hero gains ground on the speeder, bringing it into visual range.
10+ The hero successfully leads their Kybuck through the terrain.
6+ The hero is struck by a branch and must make a DC 12 Strength save or be knocked off their kybuck.
1-5 The hero is struck by a branch and knocked off their kybuck and makes no progress until the next round. (-1 round)

Zone 4: Awakening the Beast

The paths converge and the kybuck continues to sprint ahead. The ground begins to rumble as a large monstrous shape bursts forth from beneath the undergrowth. A Felucian rancor rises to its full height showering you with soil and plant life. Clearly diseased and at death’s door the weakened rancor clumsily swipes at you with its enormous claws as you race past.

Result Outcome
15+ The hero deftly avoids the rancor’s attack and gains a +2 bonus to initiative.
10+ The hero manages to duck under the rancor’s attack.
6+ The hero is struck by a glancing blow and suffers 1d6+4 kinetic damage.
1-5 The hero is struck by the rancor and suffers 2d6+4 kinetic damage.

Zone 5: Valley Outpost

Leaving the rancor behind you, the dense fungal growth begins to thin and you soon find yourself in a clearing with a small river cutting through it. You spot the speeder as it cuts across the river, its repulsors splitting the water and kicking up a wake. The speeder banks a hard right and slips into a narrow passageway nimbly dodging the bulbous mushrooms rising from the riverbank.You urge the kybuck onwards as it splashes through the shallow river in hot pursuit.

Result Outcome
15+ The hero gains advantage on attack rolls during the first round of combat.
10+ The hero arrives into combat as usual.
6+ The hero suffers disadvantage from all saving throws during the first round of combat.
1-5 All attacks against this hero are made at advantage during the first round of combat.

Example Scenario

  • Player: John Smith
  • Initiative: 18
  • Zone 1: 11
  • Zone 2: 8 (Failed, so must repeat)
    • Zone 2b: 12
  • Zone 3: 13
  • Zone 4: 18 (Initiative 18 -> 20)
  • Zone 5: 12

This player would show up to combat 1 round later than usual due to the failure in Zone 2.

Jungle Watch Outpost

Setup

  • Map: Felucian Scout Outpost

The four Imperial soldiers are stationed near the communications computers, while the two scout troopers are ranging out away from the computers, scouting the area.

Several huge mushrooms tower over this area, nearly obscuring the Imperial outpost that stands across a narrow stream. The stream winds through the middle of a clearing, splitting around both sides of a humongous mushroom. The outpost consists of little more than a few small barricades and a tall computer system with a rotating satellite dish at its top. The scout trooper turns to face you as another swoop bike begins to circle your position. You spot four imperial soldiers behind the comm array. One is frantically typing on the terminal while the other three have their weapons trained on you.

Encounter

  • Imperial Solider x4
  • Scout Trooper x2
  • Speederbike x2

Imperial Soldier

Medium humanoid, lawful balanced


  • Armor Class 12 (fiber armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

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

Actions

Blaster carbine. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 3 (1d6) energy damage

Suppress. The soldier sprays a 10-foot-cube area within normal range of its carbine with shots. A creature in the area takes the weapon's normal damage unless it succeeds on a DC 10 Dexterity saving throw.

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


Imperial Scout

Medium humanoid, lawful balanced


  • Armor Class 15 (mesh armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 14 (+2) 13 (+1) 9 (-1)

  • Skills Nature +4, Perception +5, Piloting +4, Stealth +6, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic
  • Challenge 1/4 (50 XP)

Traits

Keen Hearing and Sight. The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout trooper makes two weapon attacks.

Hold-out. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 4 (1d4+2) energy damage

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


74-Z Speeder Bike

Large construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 39 (6d10+6)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dexterity +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Challenge 1 (200 XP)

Traits

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

Clogged Filters. The construct has disadvantage on all attack rolls and saving throws.

Comm Jammers. The construct suppresses all electronic communications devices within 60 feet of it.

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

Actions

Multiattack. The construct makes two attacks with its blaster cannon.

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

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Tactics

The scout troopers attempt to distract the heroes, zooming around the battlefield to make it more difficult for them to approach the outpost. Due to interference caused by chemicals in many of the local fungi, it takes nearly 1 minute to establish communications with the nearest Imperial facility. Thus, the scout troopers try to distract the heroes for 10 rounds, hoping to buy time for one of the soldiers to call for reinforcements. If the heroes fail to defeat the Imperials in this time period, the call goes out, and six more scout troopers on speeder bikes arrive 2 minutes later.

Conclusion

If the heroes defeat the soldiers and seize control of the communications facility, they have an opportunity to wreak some havoc with Imperial communications. A successful DC 15 Technology check tunes the communications array to the same frequency as the interference generated by the Felucian plant life, essentially broadcasting white noise across the entire Imperial communications spectrum.

Once the heroes successfully deal with the Imperials at the outpost, they prevent the Imperials from alerting the prison facility about their presence or the existence of the hidden Felucian village. At that point, the heroes can return to the village at their leisure and either recuperate further or set out for the facility.

The Imperial Prison

  • Map: Imperial Prison

Once the heroes have concluded their visit to the Felucian village (and prevented the Imperials from reporting its location), they can make their way to the Imperial prison facility. Their Felucian scout leads them around obstacles and potential threats and takes them directly to the facility. Their guide doesn’t say much on the journey- and unless the heroes have a translating droid, they won’t understand him, anyway- and simply leads them to their target with solemn determination.

After walking for several hours you finally spot the imperial prison before you. The two-story building is relatively squat and constructed in the typical imperial style; gray walls with a slight outward slant, no visible windows and a plain visage. The second story is visibly smaller than the ground floor and blinking lights line the top floor’s edges. A large set of blast doors appears to be the only way into the facility. A single gun turret juts out a few meters from the wall to the left of the blast doors and several stormtroopers stand guard the entrance.You hear the hum of a speeder bike engine in the distance, likely on patrol nearby. Still crouched in the foliage your guide beckons you to follow and leads you to a loose ventilation grate on the north-western side of the building. The felucian wishes you luck and creeps back into the foliage nearby. With a few firm pulls the grate comes loose and you crawl into the facility undetected.

Features

  • Walls: DR 10, 150 HP
  • Doors: DR 5, 50 HP
  • Computers: DC 20 Slicing

That was Too Easy...

After entering and making their way through the facility, some heroes may wonder how a secret prison for political malcontents could be infiltrated by novices so easily. In truth, the entire rescue of Admiral Gilder is a setup designed to lure the heroes into complacency and get them to accept the Admiral into their confidences. Gilder is merely pretending to be a traitor. He and Inquisitor Callus are the only two people who know the truth of the ploy. All other members of the Empire, including the Imperials stationed at the prison facility, believe that the Admiral really is a traitor. This level of deception was necessary to ensure that someone as resourceful as Bail Organa didn’t find out about the ruse somehow.

P1: Medical Bay

When the heroes arrive in this room, they must fight the mutated Felucians and the medical attendant. See “Imperial Research Lab” for more information on running this encounter.

This vast chamber seems at first to be a place of healing—at least, until you take a closer look. Large bacta tanks line one border of the room, and other medical equipment is distributed haphazardly throughout the area. Operating tables, many with clamps and other restraint devices, seem to be scattered throughout the room with no real pattern to their arrangement, and the entire room has the same sterile smell of a medical bay. A man flanked by a medical droid stands before a computer console. Dressed in the sterile white robes of doctors throughout the galaxy, the man seems to be little more than a scientist. The insignia of the Empire sits on a patch on each shoulder, but otherwise he looks like a normal medical researcher.

Once the party is spotted, read the following aloud.

With a shout of alarm, the man slams a button on the console releasing the restraints of medical beds releasing the two monstrosities.This barely recognizable Felucian has clearly undergone some kind of mutation; its muscles bulge and its body seems to bend in unnatural places. The creature’s right forearm has been removed entirely, and instead a long bone blade extends from the elbow, growing out of the flesh with a ragged, serrated edge. Thick, tough looking scales grow out of its body.

Encounter
  • Genetically Modified Felucian x2
  • Medical Droid x1
  • Medical Researcher x1

Medical Researcher

Medium humanoid, lawful dark


  • Armor Class 11
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 12 (+1) 15 (+2) 10 (+0)

  • Skills Lore +3, Medicine +4
  • Senses passive Perception 11
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

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


2-1B Medical Droid

Medium droid (Class I), neutral balanced


  • Armor Class 12 (combat suit, integrated)
  • Hit Points 7 (2d8-2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+0) 9 (-1) 14 (+2) 15 (+2) 9 (-1)

  • Skills Lore +4, Medicine +4
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 12
  • Languages Galactic Basic, Binary
  • Challenge 1/8 (25 XP)

Traits

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

Actions

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

Medpac (Recharge 5-6). The droid uses a medpac to restore hit points to a beast or humanoid within 5 feet. That creature regains 6 (1d8+2) hit points.


Genetically Modified Felucian

Medium humanoid, neutral balanced


  • Armor Class 11
  • Hit Points 34 (4d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 18 (+4) 8 (-1) 11 (+0) 8 (-1)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Languages none
  • Challenge 1/4 (50 XP)

Traits

Amphibious. Felucians breathe air and water.

Mask of the Wild. Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Fused Skullblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage

Burst. The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) kinetic damage.

Tactics

The Felucian’s charge in without logic or hesitation. The medical researcher takes cover immediately and stays at range when possible. The medical droid attempts to attack the party with a scalpel.

Loot
  • Experimental Health Stimulant x10
  • Analysis Protocol x1 (Premium, Major)
  • Medpac x3
  • Vitapac (Basic) x1 (Standard, Minor)
  • Medpac (Fine) (Premium, Minor)

Each stimulant comes loaded into an injector and ready for use. The stimulants are used as a part of a short rest, and each stimulant used allows the recipient to use one additional hit die to heal until the next long rest. However, when a stimulant is used, the recipient receives one level of exhaustion. The stimulants allow for additional healing, but they put a great deal of strain on the body when active.

P2: Defense Turret

The assault cannon can be removed from the wall as an action, though this also decouples the assault cannon from its tripod and power source, which provides it with unlimited ammunition. If the heroes do not take care to be quiet, or if a fight breaks out elsewhere on the ground floor of the facility, the Imperial personnel in this area will investigate the disturbance. However, most of the doors in the facility block sound relatively well, and as such any combat that takes place behind closed doors usually will not alert the Imperials in the defense turret.

A narrow band of tinted transparisteel stretches from one side of the outer wall to the other, giving you a dimmed view of the Felucian jungle outside. Built into the wall, facing outward, is a large assault cannon, powered and ready to fire upon anyone approaching the front of the base. The remainder of the room is filled with support equipment for the cannon, including a large power generator and a bank of computers, apparently to regulate and monitor power. Four soldiers casually stand around the area as another manning the cannon scans outside the prison.

Encounter
  • Imperial Gunner x1
  • Imperial Guard x4

Imperial Gunner

Medium humanoid, lawful balanced


  • Armor Class 12 (fiber armor)
  • Hit Points 28 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 11 (+0) 10 (0) 8 (-1)

  • Skills Perception +1
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic
  • Challenge 1/2 (100 XP)

Actions

Assault cannon. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 9 (2d6 + 2) energy damage

Spray & Pray. The Imperial Gunner consumes 4 ammunition to spray a 10-foot cube area within range with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking 9 (2d8) energy damage on a failed save, or half as much damage on a successful one.


Imperial Guard

Medium humanoid, lawful balanced


  • Armor Class 13 (mesh armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

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

Actions

Blaster carbine. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 3 (1d6) energy damage

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

Tactics

The enemies fight intelligently, and the gunner tries to hit as many people as possible with his repeater burst ability.

Loot
  • A credit stick worth 750 cr (DC 15 Slicer Kit)
  • Assault Cannon
  • Power Cell x4
  • Physical Barrier Mk 1 (Standard, Minor)

P3: Communications Center

This communications center helps route all of the Imperial communications on Felucia. Originally, the prison facility was a communications station before it was converted into a holding area for political prisoners. As such, a large portion of this room features advanced communications equipment

The bulk of this room is taken up by computers and other communications arrays. The far wall juts outward slightly to make room for a massive computer column, which obviously forms the base of the satellite dish attached to the top of the facility. Blinking lights and flashing monitors indicate that the station is obviously in constant communication with someone, and displays show sensor readouts from around the station and elsewhere on Felucia. An imperial officer oversees the room as his three subordinates monitor the equipment.

Encounter
  • Imperial Comm Operator x3
  • Lieutenant Aden

Lieutenant Aden

Medium humanoid, lawful dark


  • Armor Class 11 (combat suit)
  • Hit Points 23 (5d8)
  • Speed 30 ft.

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

  • Skills Persuasion +3
  • Senses passive Perception 11
  • Languages Galactic Basic, High Galactic
  • Challenge 1/2 (100 XP)

Actions

Blaster pistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage

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

Fragmentation grenade (1/rest). The Lieutenant can throw a grenade at a point he can see within 30 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one.

Reactions

Leadership. (Recharges after a Short or Long Rest) Lieutenant Aden can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Lieutenant. A creature can benefit from only one Leadership die at a time.


Imperial Comm Operator

Medium humanoid, lawful balanced


  • Armor Class 12 (combat suit)
  • Hit Points 14 (3d8)
  • Speed 30 ft.

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

  • Skills Technology +2
  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

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

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

Tactics

Lt. Aden’s zeal sometimes gets the best of him, especially in combat. He activates his Leadership ability as often as possible and fights more aggressively than most Imperial officers. Though he seeks cover when possible, Lt. Aden takes a shot at the heroes each round, even if it exposes him to their attacks. Trained by the Imperial Army, each comm operator knows how to fight an intruding enemy—perhaps better than Lt. Aden does. They seek cover behind the computer equipment in the room and attempt to use their blaster pistols at a decent range to drive the heroes back. The comm operators are good shots with their blaster pistols, and they try to hunker down and keep the heroes from taking advantage of cover as well.

Loot
  • Lieutenant Aden’s code cylinder
  • Accessing Motherboard (Simple) (Standard, Minor)
Development

Once the Imperials in this area have been neutralized, the heroes can plant the explosive device given to them by Vazus Mandrake. The heroes can also contact the Banshee from here to update their situation if they choose. In addition, they can learn an important piece of information. Any hero who accesses the computers in this room immediately discovers that a high-priority message was just received from a victory-class star destroyer.

//ROUTED...SECURITY ENCRYPTION CONFIRMED //FROM PRAKITH CITADEL COMM CENTER VIA HOLONET NODE 6673-ALPHA //FROM NODE 6673-ALPHA VIA STAR DESTROYER ASSIDUOUS Priority 1 Message Follows:

Prepare former Admiral Nathan Gilder for transfer to the Citadel. Inquisitor Callus will be arriving within a standard Felucian day/night cycle to take custody of the prisoner. You are instructed to have your medical technicians ensure that Gilder is fully rested and at his highest possible strength.

Interrogation chemicals should be administered to Varth upon notification that the Inquisitor has arrived on Felucia. Gilder will be transferred by shuttle to the Assiduous before Inquisitor Callus takes custody. Time from administration of interrogation chemicals to transfer to the Inquisitor’s personal transport should fall within an acceptable window of 27 to 54 minutes.

//END TRANSMISSION

Inquisitor Callus sent the message to make sure that everyone in the facility believes that Admiral Gilder is a traitor to the Empire. Only Callus and Gilder know the truth of the deception.

P4: Prison Block

The small prison block where Admiral Gilder is being held is unlike most Imperial detention centers. Instead of having individual holding cells, the prison block features an open but secure area where the prisoners share a living space. However, the space is filthy and the prisoners are treated poorly, and a former Imperial Admiral is no exception. Unlike the other locations in the facility, the prison block is closely monitored. As soon as the heroes enter the room, they find themselves under attack from the guards, who have orders to shoot first and ask questions later.

A narrow corridor flanked on each side by smaller chambers leads to massive double doors made of heavy steel. Beyond the doors lies a large holding area where several prisoners linger anxiously. The shared space the prisoners are kept in is covered in filth and it is quickly evident that these captives are treated poorly. Each of the two smaller rooms flanking the hall seem built for defense, both against intruders and against escaping prisoners. One of the guards spots you and immediately begins to open fire on your location.

Encounter
  • Detention Block Warden x2
  • Warden Droid x2
  • Prisoner x3
  • Admiral Gilder

Detention Block Guard

Medium humanoid, lawful balanced


  • Armor Class 14 (mesh armor)
  • Hit Points 14 (3d8)
  • Speed 30 ft.

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

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Galactic Basic
  • Challenge 1/4 (50 XP)

Actions

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

Vibrobaton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) kinetic damage


Prisoner

Medium humanoid, chaotic balanced


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

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 8 (-1) 9 (-1) 10 (+0)

  • Senses passive Perception 9
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 kinetic damage


Warden Droid

Medium droid (Class IV), unaligned


  • Armor Class 13 (fiber armor, integrated)
  • Hit Points 23 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 10 (+0) 10 (+0) 11 (+0) 7 (-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge 1/4 (50 XP)

Traits

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

Actions

Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage


Admiral Nathan Gilder

Medium humanoid, lawful dark


  • Armor Class 13 (15 with tactical advantage)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.

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

  • Saving Throws Intelligence +5, Wisdom +4
  • Skills Deception +8, Perception +4, Persuasion +8
  • Senses passive Perception 15
  • Languages Galactic Basic, High Galactic
  • Challenge 5 (1800 XP)

Traits

Tech Resistance. Admiral Gilder has advantage to resist tech powers and other tech effects.

Techcasting. Admiral Gilder is a 9th-level techcaster. His techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 20 tech points and knows the following tech powers:

At will: assess the situation, short circuit, venomous strike

1st-level: element of surprise, expeditious retreat, toxin scan

2nd-level: frequency scan, toxin purge, truth serum

3rd-level: tactical advantage, tech override

Actions

Multiattack. Admiral Gilder makes two attacks with its vibroknuckler.

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

Call to Attack. Up to four allies within 120 feet of Admiral Gilder that can hear him can each use their reaction to make one weapon attack.

Tactics

The guards prefer to let the warden droids engage intruders in melee combat, while the guards fire over the droids. The droids will use non-lethal means and provide cover for the guards.

Loot

  • Lambent Shielding (Standard, Minor)
  • Electrobaton x1
Development

When the encounter has concluded, the heroes can free Admiral Gilder from the holding area with little difficulty. A DC 10 Technology check is sufficient to open the prison doors via the computer console in the north. The other three prisoners are also eager to leave. They would prefer to make a break for it through the front door and flee into the Felucian jungle—a dangerous prospect at best. However, the prisoners will agree to help their liberators if the heroes offer a solid plan for escape and make at least some guarantees as to their safety.

Admiral Gilder is a slightly overweight man with short gray hair and a bushy mustache. He has clearly seen better days; his right eye is swollen and bruised, and a trail of dried blood stains the corner of his mouth. If the heroes manage to free Gilder, he is grateful but confused as to the identity of his rescuers. He expected to be freed by Bail Organa’s staff, not by hired freelancers.

However, he is willing to accept whatever stories the heroes tell him as long as they promise to get him out of the facility. Gilder is eager to take the ruse to the next stage and pass on so called vital secrets that will lure Organa and his agents into a trap. Admiral Gilder is fairly guarded about the specifics of his imprisonment. Unsure of who the heroes are, he doesn’t want to reveal too much, but he confirms that he is a former Imperial Admiral who has been funneling information to “interested third parties” for some time now. He says that he was captured a short while ago and is being held at the Felucian prison facility until the proper Imperial authorities can arrive to retrieve him. Admiral Gilder agrees to help the heroes escape from the facility, but he stresses that “he is a tactician, not a soldier”. Gilder will use his non-combat skills when battle erupts. The Admiral is a very hard man to read, and any insight checks will show that he appears genuine in his statements.

Likely Questions and Statements


Who are you?

"My name is Admiral Gilder Varth, but I assume you already knew as much."


Why did you betray the empire?

"The empire has twisted what was once a great republic. The horrors the empire is willing to commit to achieve its goals are unacceptable, and thus I began discretely funneling information to… “interested third parties.”


How did you get captured?

"After a few months of funneling information my superiors caught on and had me arrested. I was transported to this facility as punishment until the proper authorities could come to retrieve me."


Can you fight?

"I’m a tactician, not a soldier. I will do my best to support you from the backline."


Why should we trust you?

"With all due respect, I have no idea who you are. I assume you rescued me for a reason however, and I wish to get off this planet as soon as possible- betraying you does not get me any closer to the comfort of a warm bed."


Cant get out that way!

When the heroes have retrieved Admiral Gilder (and possibly planted the explosives in the communications center), they likely make their way back to the ventilation grate they used to enter the facility. However, two developments threaten their plans. First, they come upon a disturbing sight—just outside the grate, a large number of stormtroopers stand around the crumpled body of their Felucian guide, and an ATST stomps around the exterior of the facility.

As you crawl through the ventilation system you stumble upon a disturbing site. Just outside the grate you used to enter the facility a large number of imperial soldiers stand around the crumpled body of the Felcian scout who led you here. More concerningly, you spot an AT-ST stomping around the exterior of the prison as well. With no other options you make your way back into the prison in hopes of finding an alternate exit.

If the party does not think about it, Admiral Gilder will mention that during his imprisonment he overheard the imperials talking about a command room on the 2nd floor of the facility and suggests trying to secure that room. From the command center the party should be able to call their ship and make a roof exit- avoiding the troops outside.

Turbolift Cluster

This cluster of four standard turbolifts ferries troops and officers between the two floors of the prison facility. Unlike the rest of the computers in the facility, the computers that operate the turbolifts are hostile to anyone without a particular code cylinder—specifically, the one possessed by Lieutenant Aden. If the heroes have retrieved Aden’s code cylinder, they can insert it in a port inside the turbolift, making the control computers helpful and gaining access to the command center on the second floor.

P5: Command Center

Once the heroes reach the second floor, they find themselves face to face with Captain Vischera, the mastermind behind the cruel experiments being performed on captured Felucians. From the command center, Captain Vischera monitors the interactions among many Imperial facilities on Felucia, including his own. The low level of security in the prison allows the heroes to move about without Vischera knowing exactly where they are, but by the time they reach the second floor, he almost assuredly knows of their presence.

Though a four-pod turbolift cluster fills the center of the room, this large chamber—obviously a command center—is alive with activity. Large banks of computers line the walls, showing tactical displays of multiple Imperial facilities, including this one. The room seems to be designed to allow officers to monitor multiple situations at once, with displays and holographic projections showing many locations simultaneously. Two large cargo platforms sit in one corner of the room, providing access to the roof.

As if expecting your arrival, four prison guards crouch behind cover with their guns trained on you as the turbolift reaches the second floor. A tall, sickly Imperial officer who appears to be in dire need of both food and sleep stands near a holographic display table. His graying hair would give him an almost distinguished appearance if it weren’t for the cruelty so plain on his face. A dark malevolence flits across his eyes, and his hands curl into twisted, angry claws. “Kill them!”.

Encounter
  • Captain Vischera
  • Kargrek & Hagark x2
  • Imperial Guard x4

Captain Vischera

Medium humanoid, lawful dark


  • Armor Class 14 (mesh armor)
  • Hit Points 28 (5d8+5)
  • Speed 30 ft.

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

  • Skills Lore +4, Medicine +3
  • Senses passive Perception 11
  • Languages Galactic Basic, Bocce, Durese, High Galactic
  • Challenge 1 (200 XP)

Traits

Brave. Captain Vischera has advantage on saving throws against being frightened.

Actions

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

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

Reactions

Leadership. (Recharges after a Short or Long Rest) Captain Vischera can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Captain. A creature can benefit from only one Leadership die at a time.


Kargrek and Hagark

Medium humanoid, neutral balanced


  • Armor Class 11
  • Hit Points 48 (5d8+25)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 8 (-1) 11 (+0) 8 (-1)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Languages none
  • Challenge 1/2 (100 XP)

Traits

Amphibious. Felucians breathe air and water.

Mask of the Wild. Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Fused Skullblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage

Burst. The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) kinetic damage.

Tactics

When the encounter begins, Captain Vischera immediately commands Kargrek and Hagark to defend him, then orders the guards to take down the intruders. Whenever possible, Vischera uses his blaster pistol, taking the help action as needed to help the guards hit any heroes who have high AC. Both of the modified Felucians have incredible strength and know how to use it. They attempt to neutralize any threats with their melee attacks. Kargrek and Hagark know to stay within Captain Vischera’s line of sight and will not stray far from the officer.

Loot

  • Blueprints - Portable Teleporter Mk I (Standard, Major)
  • Celerity Oscillator (Standard, Minor)
  • Burst Core (Premium, Minor)

Conclusion

When the encounter has concluded, the heroes can escape to the roof using the cargo platforms. The party can also disable the anti-air turret using the console here. With Captain Vischera defeated, the Imperial prison facility no longer has a leader, and the chances of reinforcements arriving are minimal. If the party still has the explosive given to them by Mandrake, they set the charges and call in the Banshee for extraction.

Battle Above Felucia

In mere minutes, the banshee soars into view and captain O’Keefe gracefully brings the ship within boarding range of the prison roof. Blaster bolts harmlessly bounce off the starship’s shields as the troops below open fire. The ship lurches as the AT-ST unloads its payload of missiles but the shields hold true.

(If they planted the explosives) Even over the roar of the engines, you hear the first round of explosions begin tearing through the facility, growing louder and closer with each passing second.

You rush up the boarding ramp as the Banshee blasts away from the facility. Shortly after breaking the atmosphere O’Keefe’s voice rings throughout the ship. “Don’t celebrate quite yet! I’m picking up hostile fighters! Everyone to your battle stations!”.

This encounter will teach the basics of ship combat to the players.

Encounter
  • V-Wing x3


V-Wing Starfighter. Alpha-3 Nimbus-class

Tier 0 Small construct (starship), Attack Fighter Role


  • Armor Class 13 (deflection armor)
  • Hull Points 17
  • Shield Points 20
  • Shield Regeneration Rate 6 (Directional)
  • Speed 450 ft., turning 100 ft.
  • Reactor 1d2 -1 / round (Ionization Reactor)
  • Power Coupling 1d2 (direct)

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

  • Saving Throws STR +4, DEX +4
  • Senses Blindsight 1000 ft., passive Scan 15
  • Challenge x (x SP)
  • Max Crew 1                          

Crew Proficiency Bonus +2


MODIFICATIONS
Bonus Action: astromech socket

Attacks

Twin laser cannon (fixed: front) Ranged Ship Attack: +4 to hit, range 600/2,400., one target. Hit: 7 (1d8+2) energy damage. Alternatively, the V-Wing can have a ship make a DC 12 Dexterity saving throw, taking 12 (2d8+2) energy damage on a failed save.

Tactics

The V-wings will focus on disabling the banshee above all else- forgoing any self preservation.

Conclusion

The last v-wing spirals wildly for a few moments before exploding from the catastrophic damage. “Nice shooting!” O’Keefe shouts as she and Crash finalize calculating the jump to hyperdrive. “We’re ready to jump- let’s get the kriff out of here!”. The viewport before you shifts from countless stars to the whirling blue of hyperspace travel. Once safely established in the hyperspace lane O’keefe exits the cockpit and makes her way to the recreation area taking a seat on the couch. “There has been a change of plans. New Orders are to rendezvous with a starship in the Zandrax System instead of returning to Alderaan. Our… benefactor has arranged refuge for us aboard the vessel. We should arrive in about 4 standard days, so be sure to make yourselves comfortable.”

Allow the party to RP and work on downtime activities during the journey if they so choose.

As you drop from hyperspace you are greeted with the impressive vision of a factory-new Nebulon-B frigate. The 300 meter long frigate completely dwarfs the Banshee, its enormous shadow slowly creeping over the ship as O’keefe is guided into one of the many docking bays.

As you disembark you are greeted by a tall and fit human man dressed in the pristine uniform of an Alderaanian officer. His dark brown hair is complimented with a finely trimmed beard that tightly hugs his square jaw. “Welcome aboard the Resurgence. I am Adrian Verana- captain of this fine vessel.” His dark eyes seem to carefully weigh each of you as he continues to speak. “You have each been assigned quarters upon this vessel and all of the ship’s facilities are at your disposal at any time. The agreed-upon credits have been transferred to your accounts and you are free to confirm the transaction using the terminal in your quarters if you so choose.”

Captain Verana beckons towards Admiral Gilder and six security agents step forward. The agents look at the former imperial with both suspicion and interest as they escort him out of the docking bay. Once Gilder is gone, Verana continues “Senator Organa wishes to express his thanks and is forever grateful that you went to such risks to aid him. Depending on what information we can assess from Admiral Glider’s debriefing I believe that the Senator may have further need of clandestine agents such as yourselves. I am willing to offer you permanent quarters here upon the Resurgence if you are willing to assist.

(Assuming the heroes agree)

“Excellent- I expected no less. It is imperative that we keep quiet about Senator Organa’s involvement. While the Senator has no doubt been a crucial part of this operation, we do not wish to incriminate him in any way.” He gives you a curt nod. “Welcome to the rebellion.”

(If they mention Inquisitor Callus) Clearly troubled, Verana mutters a curse under his breath. “We may have uncovered something much larger than a simple imperial traitor…. Please excuse me”. He turns and quickly exits the docking bay.

Admiral Gilder is escorted away by several Alderaanian Security agents, who look at the former Imperial with a mix of suspicion and interest. Once Gilder is gone, Captain Verana tells the heroes that Senator Organa is thankful for their assistance and forever grateful that they went to such risks to aid him. If the heroes are willing, Verana offers them permanent quarters aboard the Resurgence in exchange for their assistance in the near future. Depending on the results of Gilder’s debriefing, Verana believes that the Senator might have further need of clandestine agents to act on his behalf. He urges the heroes to keep as quiet as possible about the Senator’s involvement. Even though Gilder has been communicating with Organa on a regular basis, now that they have taken overt action against the Empire, they do not wish to incriminate the Senator in any way. If the heroes mention the message regarding Inquisitor Callus’ visit to Felucia, Captain Verana becomes troubled and mutters that they might have uncovered something far more involved than a simple Imperial traitor. An Imperial Inquisitor should be a significant concern for any Jedi or Force-using characters as well—the chief concern of the Inquisitorius is hunting down, capturing, and killing Force-sensitive beings of all stripes.

>> Docking at the Resurgence is a level-up milestone. (Level 3) <<

 

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