TEXT:  
   
  The Traitor’s Gambit 
  Episode I of Star Wars: Dawn of Defiance 
  RODNEY THOMPSON 
  
   
   
  2 
   
   
   
   
   
   
   
   
   
  Illustrations on pages 13 and 14 are samples of concept art from the videogame Star 
  Wars: The Force Unleashed. 
   
   
   
   
  The Traitor’s Gambit is the first adventure in the Dawn of Defiance 
  campaign, which will take heroes from 1st level all the way through 
  20th level in a continuous storyline designed to give both players and 
  Gamemasters a complete Star Wars Roleplaying Game Saga Edition 
  experience. This first adventure will get the heroes together and launch 
  them down a path to making a big difference in the galaxy, and the 
  heroes should advance to 3rd level by the conclusion of the adventure. 
  Over the course of this adventure, the heroes should become acquainted 
  with one another, meet up with famous Senator Bail Organa, and travel 
  to the remote planet of Felucia to recover a former Imperial Admiral who 
  has information about a secret project that the Empire has hatched in 
  the months since its rise. 
  What is Dawn of 
  Defiance? 
  Dawn of Defiance is the name given to a series of 10 linked adventures 
  that Gamemasters can use to create an entire campaign for their players. 
  Set in the months after the events of Revenge of the Sith, the 
  adventures in the Dawn of Defiance campaign are designed to provide 
  players and GMs with the iconic 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 20th 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. The GM’s Primer is available at the Star Wars 
  Roleplaying Game Web site (www.wizards.com/starwars). The site also 
  features other articles related to the Dawn of Defiance campaign, 
  including the official campaign standards and an FAQ. 
   
   
  Warning! If you will be playing in a Dawn of 
  Defiance campaign or in a campaign utilizing its 
  adventures, read no further. 
   
   
  Bill Slavicsek 
  Director of RPG R&D 
  Christopher Perkins 
  Design Manager 
  Leland Chee, Frank Parisi 
  Lucas Licensing Editors 
  Corey Macourek 
  Maps 
  Chad Laske 
  Production 
  Ray Vallese, Gary M. Sarli 
  Typesetting 
  Ray Vallese 
  Editing 
  Rodney Thompson 
  Design 
   
  Some rules mechanics are based on the Star Wars Roleplaying Game Revised Core Rulebook by 
  Bill Slavicsek, Andy Collins, and JD Wiker, the original DUNGEONS & DRAGONS® rules created 
  by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This Wizards of the Coast game product contains no Open Game Content. No portion of this work 
  may be reproduced in any form without written permission. To learn more about the Open Gaming 
  License and the d20 System License, please visit www.wizards.com/d20. 
   
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  3 
  Starting the 
  Campaign 
  The Dawn of Defiance campaign opens some months after the rise of the 
  Empire, with the Clone Wars a very 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 short 
  months 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 Gilder Varth, 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 Saga Edition rules. Each subsequent adventure 
  leads the heroes down new paths and introduces different styles of play. 
   
  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. 
   
  Throughout the adventures in the Dawn 
  of Defiance campaign, the Gamemaster will be 
  presented with tips for how to use the destiny 
  mechanic (Saga Edition Core Rulebook, page 
  112) to its fullest. Sidebars in each adventure 
  will indicate when the heroes have taken a 
  significant step toward a particular destiny, 
  letting the GM know that it is time to award 
  the 24-hour destiny bonus. The three destinies 
  that see the most use in the Dawn of Defiance 
  campaign are destruction, discovery, and 
  rescue, though players with other destinies 
  also can be of great use. Gamemasters whose 
  players choose to have a destiny should feel 
  free to award bonuses at points throughout 
  the campaign where they feel appropriate, 
  though some destinies might require more work on the part of the GM 
  to integrate. 
  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 Varth 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 convince the Felucians to lead them to the 
  Imperial base immediately so that they can rescue the Admiral and stop 
  bringing danger to the hidden village.  
   
  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 Varth, the heroes come across a communication from 
  
   
   
  4 
  Imperial Naval Command indicating that Inquisitor Draco is en route to 
  Felucia to take custody of the Admiral. The heroes fight their way 
  through the facility and eventually find Admiral Varth 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 Varth 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 Varth 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 their first 
  adventure, consider using the boxed text below to introduce the Dawn 
  of Defiance campaign: 
   
   
   
  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. . . . 
  
   
   
  5 
  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 
  businesspeople 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.  
   
  If the heroes arrive at Sel Zonn Station together aboard the same 
  ship, read the following boxed text aloud. 
   
  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 (Table 9–1, page 151 of 
  the Saga Edition Core Rulebook). The station’s central computer system 
  has an Intelligence of 14 
  and a Will Defense of 17. 
  The station’s information 
  terminals, which can be 
  found at regular intervals 
  throughout public areas 
  and in private rooms, 
  have a starting attitude 
  of 
  indifferent 
  toward 
  anyone who uses them. 
  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, which has a hostile attitude toward 
  anyone that attempts to access its systems.  
   
  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 anti-alien 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 
  Seemingly motionless among a sea of starships and satellites above 
  the twinkling world of Brentaal, Sel Zonn Station grows larger in 
  your view every second. A central pylon forms the bulk of the 
  station’s mass, and three landing platforms leading to docking bays 
  extend from the central section, equidistant from one another and 
  jutting out into space. The dorsal side of the station features a disc-
  shaped secondary structure, on top of which blinking lights indicate 
  the presence of a landing platform reserved for wealthy patrons. 
  A typical XQ2 Space Platform.
  
   
   
  6 
  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 the 
  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 
  stormtroopers 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 non-Humans 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: 
   
  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. See “Promenade Shootout” (page 
  23) for information on running the encounter.  
   
  Development: Once the heroes subdue the Imperial informers and 
  defeat the stormtroopers, they must quickly get to safety before 
  reinforcements arrive. If the heroes did not manage to save Maya, a 
  datapad she carries contains notes on “V14” and “Switch” as clues to the 
  location of some valuable cargo. The heroes should be able to make 
  Gather Information checks to 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.  
   
  If the heroes keep Maya from being killed in the fracas, she directs 
  them to safe quarters where they can talk. She is still grievously 
  wounded and has a persistent –10 condition on the condition track that 
  can be removed only with surgery or a dip in a bacta tank. However, 
  despite her injuries, she tells the heroes enough to set them on the right 
  path. They need to get to deep storage bay V14, where a droid named 
  Switch can provide them with the location of some very valuable cargo. 
  According to Maya, Switch was responsible for receiving and storing this 
  cargo, which was shipped all the way from the Deep Core. Maya was 
  supposed to contact Switch, recover the cargo, and deliver it to Senator 
  Bail Organa of Alderaan. She reveals that she is a member of 
  Alderaanian Security and part of Organa’s personal security detail, and 
  that she was waylaid by the Empire mere hours after arriving on the 
  station. Apparently, the fact that she works for a vocal opponent of the 
  Emperor has flagged her as a troublemaker, and the Empire wants her 
  off the station one way or the other. 
   
  If the heroes agree to help her further, Maya assures them that Bail 
  Organa will be happy to reward them for their efforts, and she 
  emphasizes that the work they are helping her with could save the lives 
  of many innocent beings. She doesn’t go into more detail than that, but 
  she assures the heroes that her mission advances the cause of good. If 
  the heroes can procure the cargo from Switch, she will provide them 
  with transport from Sel Zonn Station to Alderaan. Unfortunately, due to 
  the recent confrontation, the heroes will need to keep a low profile, and 
  Maya herself must remain safe in her quarters until fully healed.  
   
  If the heroes take her up on her offer, Maya entrusts them with 
  directions to bay V14 and tells them to contact her when they procure 
  the cargo. 
  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 
  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 Imperial stormtroopers make their way down 
  the main avenue of the Promenade on their usual patrol at a 
  leisurely pace. 
  
   
   
  7 
  non-Imperial personnel. If the heroes attempt to access further 
  information on V14, it is considered general information and can be 
  obtained with the Use Computer skill. 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. 
   
  A Gather Information check regarding storage bay V14 has a DC of 
  10 and counts as learning local news or rumors. Success reveals that 
  despite the fact that V14 is in a quarantined 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. 
   
  An attempt to learn secret information about bay V14 has a DC of 
  20 and 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. (Use the generic thug statistics on page 
  284 of the Saga Edition Core Rulebook for the Gamorreans.) 
   
  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. The Gamorreans 
  begin with an indifferent attitude toward the heroes, provided that the 
  heroes do not attack them on sight. If the heroes make a successful 
  Persuasion check to shift their attitudes to friendly, the guards let them 
  inside. A bribe of at least 50 credits grants the heroes a +5 circumstance 
  bonus on any Persuasion checks against the guards.  
   
  Once the heroes enter bay V14, read the following text aloud: 
  At first glance, Switch, the protocol droid information broker, 
  appears to be the only occupant of the storage bay, but several of his 
  thugs and associates are also spread throughout the room. Three 
  bodyguards hide behind crates scattered around the room, and the 
  heroes can make Perception checks (opposed by the thugs’ Stealth 
  checks) to notice them. Additionally, Switch’s most valued companion—a 
  blue-and-red astromech droid with the designation R5-B8—beeps and 
  burbles quietly besides the protocol droid, seemingly lost in its own 
  world. Lastly, Switch’s majordomo, a Twi’lek thug, stands quietly off to 
  one side, not actively hiding but also not clearly visible until the heroes 
  approach the desk. 
  Meeting with Switch 
  Switch is a curious protocol 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 protocol droid programming. With a male personality 
  and 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 protocol 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 
  protocol 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-B8, 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. 
   
  The heroes have several challenges throughout their encounter with 
  Switch, though only one is critical to the ongoing plot of the adventure. 
  They must convince the droid to reveal the location of the cargo he is 
  keeping for Maya and to turn that cargo over to them. The following 
  encounter challenges demonstrate how the heroes can affect the 
  outcome of the encounter: 
   
  Critical Challenge: The heroes need to get their hands on whatever 
  cargo Switch is holding for the Alderaanian Security officer, Maya. 
  Switch begins the encounter indifferent toward the heroes. If they can 
  shift his attitude to friendly, Switch acknowledges that he is holding 
  cargo for Maya but does not tell them where. If they manage to get 
  Switch talking, however, their options expand greatly. 
   
  Once Switch has a friendly attitude, he is willing to accept payment 
  to release the cargo to the heroes. For the “eminently reasonable” sum 
  of 1,000 credits, they can take the cargo wherever they wish. If the 
  heroes don’t have that much money, or if they don’t want to spend that 
  much, Switch is willing to accept less, provided that one or more of the 
  heroes agrees to supply him with information on a regular basis from 
  wherever their travels may take them. Each hero who agrees to this deal 
  reduces the required payment by 200 credits. Of course, the heroes can 
  agree with no intentions of sending information to Switch in the future, 
  but doing so might have dire repercussions. (Any such consequences are 
  beyond the scope of this adventure, but feel free to include your own 
  adventures and enemies later in the campaign.) On the other hand, the 
  heroes might like the idea of working for a droid crime lord, even 
  indirectly, which can open up plot hooks of its own. 
  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 protocol droid with shiny, ebony coverings that 
  seem to soak up light and offer only the slightest reflection. The 
  droid’s eyes flicker slightly, as though imitating a person blinking 
  rapidly. 
  
   
   
  8 
   
  Once Switch is satisfied, he reveals that the cargo is in the main 
  docking bay on Blue Deck, a section of the station heavily traveled by 
  Imperial loyalists and one of the few places where Imperial ships dock. If 
  the heroes fail to convince Switch to give them the cargo, they might 
  have another chance to succeed; see the development section of “Arrival 
  of Ganga Lor” (below). 
   
  Auxiliary Challenge: Whether or not Switch agrees to turn the cargo 
  over to the heroes, he does not freely volunteer the nature of the 
  valuable goods. However, a simple bribe of 50 credits is enough to get 
  him to reveal the secret. 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. 
   
  Auxiliary Challenge: After learning that they will be obtaining a 
  person frozen in carbonite, the heroes might press Switch for more 
  information on why the agent was smuggling himself from Empress Teta. 
  This information requires a bribe of 200 credits, which the droid accepts 
  only if he has a friendly attitude toward the heroes. If the bribe is paid, 
  Switch reveals that the Alderaanian Security agent was spying on the 
  Empire’s secret interests in the Deep Core. In the months since the rise 
  of the Empire, hundreds of warships have sealed off the few known 
  trade routes into the Deep Core, only allowing wealthy Imperial loyalists 
  in or out of that region of space. Over the last few months, the Empire 
  has set up the Deep Core Security Zone, and Emperor Palpatine himself 
  has overseen the transfer of large amounts of resources and nobles loyal 
  to the Empire into the Deep Core. The frozen security agent had been 
  scouting one of the dozens of worlds that the Empire had discovered 
  during its recent expansion into the Deep Core. 
   
  Auxiliary Challenge: In addition to the possibility of working for 
  Switch, the heroes have a chance to make the droid a permanent 
  contact and ally in the Core Worlds. If the heroes manage to shift his 
  attitude to friendly, Switch is open to the idea of providing information 
  the heroes need, wherever they may be. However, convincing Switch 
  that this is a good idea is a bit more difficult. A down payment of 500 
  credits is enough to convince the droid that a deal is in his best 
  interests. Other kinds of compensation work as well, provided that any 
  items offered have a market value of roughly 500 credits. 
   
  Auxiliary Challenge: Once the heroes convince Switch to turn over 
  Maya’s cargo, they also have the opportunity to make a bit of a profit. In 
  addition to the cargo he is holding for Maya, Switch has a crate of 
  bottles of Corellian ale that is bound for 
  Alderaan. If, over the course of their 
  conversations with the protocol droid, the 
  heroes mention that they have access to a ship, 
  Switch offers them a small fee to deliver the 
  ale to Alderaan, with the promise of 500 
  additional credits on delivery. The Corellian ale 
  is stored in the same docking bay as the frozen 
  security officer, in a crate that can be carried 
  by a single person. If the heroes agree to 
  deliver the crate, they can do so without 
  complications once they arrive on Alderaan. 
  The credits will be sent to an account that 
  Switch sets up on Alderaan, from which the 
  heroes can easily retrieve their payment. 
   
  Ad-Hoc 
  XP 
  Award: 
  If 
  the 
  heroes 
  successfully negotiate with Switch for the 
  frozen Alderaanian Security agent, award them 
  experience points as if they had defeated a CL 
  2 opponent. 
  Switch 
  CL 2 
  Medium droid (3rd-degree) nonheroic 1/noble 2 
  Force 1 
  Init +0; Senses Perception +2 
  Languages Basic, Binary, 3 unassigned 
  ---------------------------------------------------------------------- 
  Defenses Ref 12 (flat-footed 12), Fort 11, Will 15 
  hp 10; Threshold 11 
  Immune droid traits 
  ---------------------------------------------------------------------- 
  Speed 6 squares (walking) 
  Melee unarmed +0 (1d3) 
  Ranged hold-out blaster +0 (3d4+1) 
  Base Atk +1; Grp +0 
  ---------------------------------------------------------------------- 
  Abilities Str 8, Dex 9, Con —, Int 13, Wis 13, Cha 14 
  Talents Presence 
  Feats Linguist, Skill Focus (Deception, Persuasion), Skill Training 
  (Deception, Knowledge [bureaucracy], Knowledge [galactic lore]), 
  Weapon Proficiency (pistols) 
  Skills Deception +13, Knowledge (bureaucracy) +7, Knowledge (galactic 
  lore) +7, Knowledge (social sciences) +7, Persuasion +13 (may 
  intimidate as a standard action) 
  Systems walking locomotion, basic processor, translator unit (DC 5), 2 
  hand appendages, vocabulator 
  Possessions hold-out blaster, audio recorder, comlink, datapad, R5-B8 
  astromech droid 
   
  Arrival of Ganga Lor 
  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. Bursting into the room is Ganga Lor, a Chevin 
  gangster, and a handful of his thugs. When he pushes his way into the 
  room, Ganga Lor shouts in Basic, “So you thought you could hide your 
  deal with the offworlders from me, droid? I’m tired of not getting my 
  cut! Turn him into a scrap heap, boys!” With that, Ganga Lor’s thugs 
  attack Switch and the heroes, who are now caught up in a gang fight. 
   
  See “Ganga Lor’s Grudge” (page 25) for information on running the 
  encounter. 
   
  Development: Switch is most grateful for 
  the heroes’ assistance in the fight. If they had 
  not yet convinced the droid to turn over 
  Maya’s cargo, he agrees to do so now 
  (otherwise, he agrees to one of the auxiliary 
  challenges free of charge). Additionally, if the 
  heroes need medical attention, he promises to 
  call in a favor with Dr. Fenn of Delgas Medical 
  Supplies to get them treated free of charge.  
   
  If Switch does not survive the encounter, 
  the heroes can learn the location of Maya’s 
  cargo by slicing into the computer in his desk. 
  It has an Intelligence of 14, a Will Defense of 
  16, and an attitude of indifferent toward 
  anyone who tries to use it other than Switch 
  or R5-B8. 
   
  When the encounter with Switch is 
  concluded, the heroes can head to Blue Deck’s 
  main docking bay and retrieve the cargo. 
  A member of the Chevin species.
  
   
   
  9 
  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. 
  Stormtroopers 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.  
   
  When the heroes arrive on Blue Deck, read the following text aloud: 
   
  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. If the heroes take the time to make a 
  Gather Information check to retrieve local news and rumors, they 
  discover that the Empire has just sent an entire squad of stormtroopers 
  to the main docking bay to check out some suspicious cargo. If the 
  heroes do not try to make a Gather Information check, they can learn 
  the same information by making a successful DC 20 Perception check to 
  overhear two nobles talking about the situation. 
  Skig Banos, Imperial Informant 
  As the heroes make their way across Blue Deck, they see a face that 
  might be familiar. Any heroes who managed to notice the two Imperial 
  informants on the Promenade before Maya approached them now also 
  notice a similarly dressed man on Blue Deck. In fact, any hero who 
  succeeds on a DC 15 Perception check realizes that this man was on the 
  Promenade earlier but fled at the first sign of blaster fire. The man is 
  Skig Banos, an Imperial informant and world-class coward. With a mop 
  of greasy black hair and a physique that is little more than skin hanging 
  off bones, Skig looks a bit on the pathetic side. His beady eyes and 
  oversized nose give him a more sinister edge, causing him to resemble a 
  wild womp rat eager to escape captivity. 
   
  If the heroes confront Skig, he immediately tries to escape. If the 
  heroes manage to stop him without making too much of a ruckus, they 
  should be able to interrogate him and get a bit more information about 
  what is going on. Skig is too afraid of being harmed by the heroes to 
  raise an alarm, and though his attitude begins as unfriendly, a successful 
  Persuasion check can move him to indifferent. Similarly, a successful 
  Persuasion check to intimidate Skig automatically moves his attitude 1 
  step farther toward helpful, regardless of his attitude when the check is 
  made. 
   
  If Skig can be made indifferent, he is willing to tell the heroes 
  almost anything so that they will let him go. This includes lying to 
  them—he makes Deception checks every round until caught in a lie—and 
  Skig’s lies include that the Empire has discovered them, that the Empire 
  has killed Maya, and that he’s just a merchant out for a walk on Blue 
  Deck. An indifferent Skig simply wants to get away, and he does 
  everything he can to escape without getting killed or raising an alarm. 
  Truthfully, Skig is equally scared of the Empire and fears that they will 
  betray him at any time. 
   
  If Skig can be made friendly, he actually volunteers useful 
  information. He knows that the Imperials were recently tipped off about 
  contraband in the main docking bay (by one of Ganga Lor’s toadies 
  looking to make a few quick credits, though Skig doesn’t know that) and 
  have gone to investigate. He saw at least three stormtroopers and an 
  officer head toward the docking bay, though he thinks there may be 
  more in the bay. Additionally, Skig saw them moving a repulsor sled into 
  the main docking bay, meaning that they have some heavier weapons at 
  their disposal. With this information in hand, the heroes should be a bit 
  better prepared for the fight ahead of them. 
  Main Docking Bay 
  The main docking bay on Blue Deck is used by the Empire to ferry cargo 
  and personnel from the station to the surface of Brentaal and back. 
  Switch managed to get Maya’s cargo stored here by calling in some 
  favors, reasoning that the Empire would not think anyone would be bold 
  enough to hide contraband right under their noses. 
   
  The main docking bay is a large, open area with a control room and 
  two side storage rooms. See “Frozen Goods” (page 27) for information on 
  running the encounter. 
   
  Development: Once the heroes obtain the agent frozen in carbonite, 
  it quickly becomes time to get away from the Imperial presence on Sel 
  Zonn Station. If the heroes managed to save Maya, she awaits their call 
  on the comlink and sends one of her allies to pick them up. A short 5 
  rounds after the heroes call Maya for assistance, a large Baudo-class 
  Star Yacht named the Banshee drifts into the main docking bay and 
  lowers its ramp. Over the loudspeaker, the ship’s captain, a woman 
  named Sirona Okeefe, calls out to the heroes that Maya sent her to fetch 
  them. When the heroes all board the ship, Captain Okeefe blasts off from 
  Sel Zonn Station and makes a quick jump to hyperspace, headed for 
  Alderaan.  
   
  If the heroes did not save Maya, you (the GM) have several options. 
  The heroes might have met Captain Okeefe previously on the Promenade, 
  or she might have been referred to them by Switch, who knew that they 
  would need transport off the station. Failing that, the heroes might need 
  to take their cargo and find a place to hide on the station until they can 
  hire passage to Alderaan or stow away on a ship. Regardless, the heroes 
  should take the frozen agent to Alderaan as quickly as possible. 
  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. 
  Embracing Your Destiny: 
  Discovery 
   
  Heroes who have chosen (or secretly have been given) the 
  Discovery destiny make a major step toward their destiny when 
  they successfully rescue the Alderaanian Security agent. 
  Gamemasters should grant the 24-hour bonus for moving toward 
  one’s destiny to any such heroes. (The bonus should be granted 
  once the heroes land on Felucia, so that they will actually gain the 
  benefits of the destiny bonus.) 
  
   
   
  10 
  Rendezvous on 
  Alderaan 
  Eventually, the heroes should make their way to Alderaan to rendezvous 
  with Bail Organa. Captain Okeefe can take the characters to meet with 
  the Senator, and she encourages them to relax and recuperate during 
  the journey to the peaceful planet of Alderaan. Feel free to use this time 
  to allow the heroes to return to full health and take care of anything 
  they need to do during the trip through hyperspace. The journey to 
  Alderaan goes off without a hitch, and as the Banshee soars over the 
  planet, the heroes enjoy a great view of the beautiful landscape of the 
  world. Any heroes near the cockpit overhear Aldera’s spaceport control 
  tower clearing the ship to land at the Royal Palace’s landing pad. 
   
  When the heroes disembark, they are immediately greeted by several 
  Alderaanian honor guards and one of Bail Organa’s servants, who escorts 
  them into the palace and to the Grand Hall—an ornately decorated 
  chamber where the royalty of Alderaan holds court. The heroes are given 
  refreshments and asked to wait on Organa’s arrival. During this time, the 
  Senator’s servants unload the precious cargo from the Banshee and set 
  about releasing the Alderaanian Security agent from the carbonite. The 
  heroes aren’t kept waiting long; Senator Organa arrives soon. 
  Meeting With Bail Organa 
  The encounter with Bail Organa should be short and should set the 
  heroes on the path that will carry them throughout the Dawn of 
  Defiance campaign. The meeting should impress upon them the 
  magnitude of their 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, and the discussion that follows is all the 
  more remarkable for the simple fact that the Senator’s power can shape 
  the lives of billions. Be sure to emphasize the gravity of the situation 
  and how exceptional it is for a Senator to request the aid of unknowns. 
   
  When the heroes have made themselves comfortable in the palace, 
  read the following text aloud: 
   
  After Organa delivers his proposition, the heroes probably have a 
  number of questions. Here are some possible answers to likely questions: 
   
  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 . . .” 
   
  What kind of opposition will we face? “The Imperial presence on 
  Felucia is light. The facility itself is a 
  secret, so they do not advertise its 
  presence with large numbers of troops. 
  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.” 
   
  What is Felucia like? “Dense 
  overgrowth, huge fungi, and massive 
  creatures 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, and 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.” 
  Sirona Okeefe and 
  the Banshee 
  If the heroes agree to discover the fate of Admiral Varth, Senator Organa 
  tells them that he has arranged transport aboard a vessel owned and 
  operated by one of his longtime friends. Sirona Okeefe is a free trader 
  and transport pilot who frequently works for Organa and his agents—
  most recently, Maya. On retainer from the Senator, Captain Okeefe is a 
  beautiful middle-aged woman who knows her way around the galaxy. 
  For the first arc of the Dawn of Defiance campaign, her modified Baudo-
  class Star Yacht, the Banshee, will serve as the heroes’ primary mode of 
  transportation. Captain Okeefe is fiercely loyal to Senator Organa and 
  trusts the heroes only because he does.  
   
  The captain is something of a black sheep in her family (which hails 
  from Brentaal) and 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. Captain 
  Okeefe is also very fond of her droid copilot, an RX-13 pilot droid 
  nicknamed “Crash,” who is curmudgeonly and prefers to gripe about 
  nearly everything rather than go about his duties. Still, the two make a 
  good pair—the Banshee runs smoothly and has a number of special 
  modifications that make it more than a match for Imperial patrols. 
  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 turning to you. “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. 
   
  “I’ve asked you to join me today because the agents of mine that 
  you rescued seem to think you can be trusted. Since you worked 
  hard to help them, 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. 
   
  “The planet Felucia was ravaged during the Clone Wars, but once 
  the fighting was over, the Empire set up a permanent facility on the 
  world. Nothing large—just a small garrison where they could keep 
  prisoners out of the way. 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 agents tell 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.” 
  Senator Bail Organa.
  
   
   
  11 
  Captain Sirona Okeefe 
  CL 6 
  Medium Human scoundrel 6 
  Force 5 
  Init +11; Senses Perception +10 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 22 (flat-footed 19), Fort 17, Will 20; Improved Defenses 
  hp 36; Threshold 17 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +3 (1d4+2) 
  Ranged heavy blaster pistol +7 (3d8+3) 
  Base Atk +4; Grp +8 
  Atk Options Careful Shot, Running Attack 
  ---------------------------------------------------------------------- 
  Abilities Str 8, Dex 16, Con 10, Int 12, Wis 14, Cha 14 
  Talents Fortune’s Favor, Hyperdriven, Spacehound 
  Feats Careful Shot, Improved Defenses, Point Blank Shot, Precise Shot, 
  Running Attack, Skill Focus (Pilot), Skill Training (Perception), 
  Vehicular Combat, Weapon Proficiency (pistols, simple weapons) 
  Skills Deception +10, Initiative +11, Knowledge (galactic lore) +9, 
  Mechanics +9, Perception +10, Persuasion +10, Pilot +16 
  Possessions heavy blaster pistol, comlink, datapad, personal effects, the 
  Banshee 
   
  RX-13, aka “Crash” 
  CL 1 
  Medium droid (2nd degree) nonheroic 3 
  Init +3; Senses Perception +1 
  Languages Basic, Binary 
  ---------------------------------------------------------------------- 
  Defenses Ref 12 (flat-footed 10), Fort 10, Will 10 
  hp 9; Threshold 10 
  Immune droid traits 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +2 (1d3) 
  Base Atk +2; Grp +4 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 14, Con —, Int 12, Wis 10, Cha 14 
  Feats Skill Focus (Mechanics), Skill Focus (Pilot), Skill Training 
  (Knowledge [technology]), Skill Training (Use Computer), Weapon 
  Proficiency (simple weapons) 
  Skills Knowledge (technology) +7, Mechanics +14, Pilot +13, Use 
  Computer +7 
  Systems walking locomotion, heuristic processor, 2 tool appendages, 2 
  hand appendages, vocabulator, diagnostics package, internal storage 
  (2 kg) 
  The Banshee 
  CL 6 
  Colossal* space transport 
  Init –3; Senses Perception +5 
  ---------------------------------------------------------------------- 
  Defense Ref 13 (flat-footed 11), Fort 22; +11 armor 
  hp 60; DR 15; SR 15; Threshold 72 
  ---------------------------------------------------------------------- 
  Speed fly 12 squares (max. velocity 1,200 km/h), fly 5 squares (starship 
  scale) 
  Ranged double light laser cannons +2 and 
   
  2 quad laser cannons +2 
  Fighting Space 12×12 or 1 square (starship scale); Cover total 
  Base Atk +4; Grp +32 
  ---------------------------------------------------------------------- 
  Abilities Str 34, Dex 14, Con —, Int 14 
  Skills Initiative –3, Mechanics +5, Perception +5, Pilot –3, Use Computer 
  +5 
  ---------------------------------------------------------------------- 
  Crew 2 (unique); Passengers 8 
  Cargo 35 tons; Consumables 1 month; Carried Craft none 
  Hyperdrive ×2 (backup ×7), nav computer 
  Availability Licensed; Cost 400,000 (250,000 used) 
  * This ship is treated as a Gargantuan starfighter for the purposes of 
  being targeted by capital ship weapons, dogfighting, and using 
  starship maneuvers. 
   
   Double light laser cannons (pilot or copilot) 
   
  Atk +2, Dmg 3d10×2 
  ---------------------------------------------------------------------- 
   Quad laser cannons (gunner) 
   
  Atk +2, Dmg 4d10×2 
   
   
  
   
   
  12 
  Part 2: Arrival at Felucia 
   
  Senator Organa gives the heroes as much time as they need to prepare 
  for their journey and sees them off. The journey from Alderaan to Felucia 
  is relatively uneventful and should give the heroes plenty of downtime 
  before their mission begins. 
   
  Felucia is an out-of-the-way jungle world where massive 
  mushrooms dominate the landscape. The native Felucians retreated into 
  hiding many years ago when Gossam colonists came to the world. 
  Though the fierce battles of the Clone Wars made their way to the 
  planet eventually, Felucia was left largely unscathed, and once the 
  Separatist forces were defeated, the newly created Empire mostly 
  withdrew from the system. As Bail Organa explained to the heroes, the 
  Imperial presence on Felucia is based primarily around protecting the 
  small prison facility left on the world. The few cities on Felucia have 
  Imperial garrisons, and the Gossam colonists remaining on the world 
  after the Clone Wars must deal with Imperial persecution.  
   
  However, the heroes won’t be going anywhere near the cities. The 
  prison facility, which does not exist on any official maps, is located deep 
  in the Felucian jungle. If not for the Alderaanian Security agent frozen in 
  carbonite, neither Bail Organa nor the heroes would have any knowledge 
  of the facility’s location. The Banshee has the coordinates in its nav 
  computer, and the course plotted by RX-13 should bring the ship out of 
  hyperspace on the side of the planet nearest to the prison facility. 
  Evasive Maneuvers 
  As the Banshee emerges from hyperspace, Crash informs Captain Okeefe 
  that their trajectory was perfect and that they are approaching in a 
  vector that will take them to the Imperial prison facility. Almost 
  instantaneously, the sensor board lights up with contacts—Imperial 
  contacts. The massive, dagger-shaped visage of a Victory-class Star 
  Destroyer looms above the planet, and within seconds the flickering 
  sensor board indicates that the capital ship has turned to intercept the 
  Banshee. Captain Okeefe orders everyone to strap in so that she can 
  make evasive maneuvers. 
   
  When the heroes comply, read the following text aloud: 
  Searching for 
  Civilization 
  When the dust settles, Captain Okeefe and Crash quickly move around 
  the ship, assessing the damage and ensuring that no one is injured. After 
  a few minutes, the captain opens the hatch and steps outside into the 
  jungle. The thick, humid air seeps into the ship almost immediately, and 
  soon she returns with less than stellar news. While the Banshee has 
  survived the landing mostly intact, it won’t be taking off any time soon. 
  Okeefe thinks she can make the repairs, and fortunately the ship is 
  hidden by the Felucian jungle’s canopy. However, she cannot give the 
  heroes an estimate of when the work will be done. She suggests (if the 
  heroes don’t do so themselves) that they make their way through the 
  jungle toward the prison. The ship’s navigational systems brought the 
  vessel down near the prison facility, so it shouldn’t take them more than 
  a day or so to trek through the jungle and discover the ultimate fate of 
  Admiral Varth. 
   
  Although supplies are limited, Captain Okeefe offers to give the 
  heroes whatever food or water she has. There are enough removable 
  supplies on the ship to provide water and nourishment for a week’s 
  journey, though the heroes certainly shouldn’t be gone that long. The 
  captain provides them with the directions to the prison facility, which 
  she can upload into any datapads carried by the heroes. This should give 
  them the location of the Imperial prison facility and the relative location 
  of the Banshee so they can make their way back. 
   
  When the heroes first step off of the Banshee, read the following 
  text aloud: 
   
  Traveling through the jungle toward the Imperial prison requires 
  frequent Survival checks to stay on course and avoid hazards. The 
  journey requires at least 12 hours’ worth of successful progress from the 
  Banshee to the facility. The heroes must make a DC 15 Survival check 
  each hour of travel. Success indicates that they make progress toward 
  their destination, whereas failure results in no progress. If the hero 
  making the Survival check fails the check by 5 or more, the group might 
  encounter a hazard. Sample hazards are described below, but you should 
  feel free to include any other jungle hazards appropriate to the planet. 
  • 
  Acid Pool (CL 1): 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 1d6 points of acid damage. Each round 
  thereafter, the acid makes an attack roll against the hero’s 
  Fortitude Defense at a +2 attack bonus, dealing an additional 
  1d6 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. 
  As the blue tunnel of hyperspace fades away and the pinpoints of 
  stars fill the windows of the cockpit, you get a brief glimpse of the 
  planet Felucia hanging just below your ship. Almost instantly your 
  eyes are drawn to the dagger-shaped starship looming ahead of 
  you—an Imperial Star Destroyer. 
   
  “Hold on,” Captain Okeefe says, “We’re in for a bumpy ride.” 
   
  With that, the captain slams the control stick forward, sending 
  the ship tumbling rapidly into the atmosphere of the planet. As the 
  Banshee passes through the thin cloud layer, you get a good look at 
  the fungal swamps and jungles of Felucia, where towering 
  mushrooms reach up into the air like skyscrapers. It would be 
  beautiful if it weren’t rushing up at you so quickly. 
   
  Eventually, Captain Okeefe pulls the ship out of its dive, a move 
  accompanied by the sounds of metal shearing from somewhere in 
  the rear of the ship. The transport lurches, nearly throwing each of 
  you to the ground, and dips sickeningly down toward the fungal 
  canopy. Another massive bump jostles the ship before the captain 
  brings the vessel to a screeching halt, resting deep within the 
  mushroom jungles. 
  Your first steps onto the soil of Felucia make it 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. 
  
   
   
  13 
  • 
  Exploding Fungus Bloom (CL 2): 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, making a 
  ranged attack with a +3 attack bonus and 
  dealing 2d6 points of energy damage as a 
  flash incinerates the fungus. 
  • 
  Razor Mushroom (CL 2): 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 (CL 1): 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 3 squares deep and leads to a pit with a 
  thin layer of sludge at the bottom. Any hero who falls in 
  takes normal falling damage. 
  In the Wilds 
  Once the heroes have made at least 6 hours’ worth of progress toward 
  their destination, they encounter a group of natives—a Felucian scout 
  party, just returning from patrol. Of late, the Felucian villages have been 
  plagued by Imperial agents capturing their scouts, and as a result the 
  Felucians are extremely wary of outsiders. As the heroes enter a clearing, 
  four Felucian scouts emerge from the underbrush to attack, thinking 
  them to be more Imperial agents.  
   
  See the “Felucian Hospitality” encounter (page 29) for information 
  on running the encounter. 
   
  Development: After the heroes defeat the Felucians, they should 
  quickly discover that they are on the outskirts of some kind of village. 
  Once the noises of battle die down, the heroes can make out the sounds 
  of panic just through the jungle. As they follow these sounds, they find a 
  makeshift village on the other side of the undergrowth populated with 
  more Felucians, as well as a few other surprises. 
  Felucian 
  Sanctuary 
  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. If the heroes are reluctant to enter the village 
  due to their recent conflict with the Felucian scouts, feel free to use the 
  following to motivate them: 
  • 
  The former Separatist, an older man named Vazus Mandrake 
  (described under “The Translator,” page 14), invites the heroes 
  into the village, explaining that their fight with the Felucian 
  scouts was just a misunderstanding. 
  • 
  The heroes notice signs that the Felucians aren’t friendly to 
  the Empire—such as an effigy, dressed in stormtrooper armor, 
  hanging outside the village. 
  • 
  You can impress upon the heroes the fact that the village 
  might be a good place to ensure that their directions are 
  correct and learn about any other hazards leading up to the 
  prison facility. 
   
   
  When the heroes enter the village, read the following text aloud: 
   
  While in the village, the heroes are approached cautiously until they 
  convince the residents that they mean no harm. If any of the heroes has 
  (or is) a protocol droid or other droid with a translator unit, they find 
  that most of the villagers have an indifferent attitude toward the 
  visitors. Unless the heroes are visibly pretending to be Imperial officials, 
  the villagers are more curious about them than anything else. If the 
  heroes can shift the Felucians’ attitude to friendly, the natives are happy 
  The village appears to have been carved almost completely out of 
  the massive mushrooms that dominate the Felucian landscape. Each 
  one looks old and petrified, making the mushroom huts appear far 
  more solid than their still-living counterparts elsewhere in the 
  jungle. In the center of the village, a number of native Felucians 
  gather in a half circle, squatting by a cooking fire and turning to 
  look at you as you enter. Though the village area has been cleared, 
  small mushrooms and other plants still rise up from the ground, as 
  though the jungle itself resisted any attempts at civilization. 
  The Felucian landscape. 
  
   
   
  14 
  to take them in and provide them with food and shelter, at least for a 
  short time. Most of the villagers believe any non-Imperial visitors to be 
  victims of Imperial oppression, as they are, and the Felucians are always 
  eager to assist anyone who is not an agent of the Empire. 
   
  The encounters described below can occur any time that the heroes 
  are in the village. Feel free to use the location as a place where the 
  heroes can recuperate and interact with the locals. In part 3 of The 
  Traitor’s Gambit, the heroes will confront captured Felucians that have 
  been tormented and twisted by the Empire. Therefore, use this time to 
  let the heroes get to know the natives so that they will be more 
  sympathetic later. 
  The Translator 
  Living among the native Felucians is a former Separatist commander 
  named Vazus Mandrake. A middle-aged Human male from Corulag with 
  a scarred face and stringy gray 
  hair, Mandrake was stranded on 
  Felucia during the Clone Wars 
  after his mercenary unit was 
  destroyed 
  by 
  clone 
  troopers. 
  Crawling off into the jungle while 
  grievously wounded, Mandrake 
  managed to escape execution by 
  the clone troopers and nursed 
  himself back to health. When the 
  war ended and the Empire rose, 
  Mandrake decided to make his 
  home among the Felucians, where 
  he has been living ever since. He 
  also tends a small group of 
  kybucks that he imported to the 
  world when his unit was stationed 
  here. Although his unit fell, the 
  kybucks survived, and Mandrake 
  has named them all after his 
  former comrades. 
   
  If the heroes do not have a 
  translator droid, Vazus Mandrake 
  approaches them and offers to 
  serve as their go-between with 
  the villagers. Mandrake is an 
  expert in the Felucians’ guttural 
  tongue, and he can converse with 
  them fluently. He is immediately 
  curious about the heroes and their 
  intentions, and if they make it clear that they are not allies of the 
  Empire, he treats them like old friends. Though bitter about his defeat at 
  the hands of the Empire, Mandrake is genial and happily translates for 
  the heroes. He begins with an indifferent attitude toward the heroes, 
  which automatically shifts to friendly if they mention that they are 
  opposed to the Empire (no check required). If the heroes manage to 
  change Mandrake’s attitude to helpful, he will not only translate for 
  them but also attempt to aid another on any Persuasion checks the 
  heroes make on the Felucians. 
   
  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. 
  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 is obviously extremely 
  old, and the tendrils around his head appear to be shrunken and 
  damaged. The shaman has also seen his share of battles; his body is 
  covered in scars, and one arm looks withered and blackened as though 
  infected 
  with 
  some 
  kind 
  of 
  shriveling disease. 
   
  The chief comes to the heroes 
  and scrutinizes them, looking them 
  over without saying a word. If any 
  heroes in the party have the Force 
  Sensitivity feat, the chief pays 
  particular attention to them, and 
  such 
  characters 
  hear 
  faint, 
  guttural whispers as he passes by. 
  On the other hand, if any heroes 
  have a Dark Side Score higher than 
  0, the chief appears to scowl at 
  them, his gaze lingering just a bit 
  longer than on the others. 
   
  After a brief examination of 
  the heroes, the chief turns to them 
  as a group and begins to speak. 
  Particularly, he wants to know who 
  they are, why they have come to 
  Felucia, and what they intend to 
  do about the Empire. (The chief 
  secretly hopes that they might 
  help discourage the Empire from 
  staying on Felucia, though he 
  shows no signs of it.) This 
  encounter is one of the most 
  important the heroes can have in 
  the village, and much depends on 
  how they treat the chief and how 
  they answer his questions. The chief begins with an indifferent attitude 
  toward the heroes. 
   
  Critical Challenge: 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 shift the chief’s attitude from 
  indifferent to friendly. Once the chief has been made friendly, he is 
  willing to consider providing them with a guide. The chief speaks of the 
  numerous dangers in the jungle (many of which the heroes might have 
  encountered already) and cautions them not to proceed lightly. Although 
  they have made it this far, there are many hazards that they have not 
  yet faced, among them massive predators such as the Felucian rancor. 
   
  If the heroes indicate that they will do something more permanent 
  about the Imperial presence on Felucia (such as planting Mandrake’s 
  explosive charge), the chief agrees to provide them with a scout who can 
  A member of the Felucian species.
  
   
   
  15 
  lead them directly to the facility. On the other hand, if the heroes keep 
  their intentions closer to the vest (or if they refused Mandrake’s request), 
  they can win the aid of the chief in other ways. 
  • 
  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. 
   
   
  Auxiliary Challenge: One other thing the heroes can do during this 
  encounter is learn a bit more about the Imperial prison facility. If the 
  chief can be made friendly to the heroes and any hero asks about the 
  prison, that hero can make a DC 10 Gather Information check to learn 
  more about the facility. If successful, the heroes learn that the villagers 
  call it the “Vanishing Place” and steer clear of it whenever possible. The 
  chief explains that many Felucians have disappeared in the area around 
  the Vanishing Place, and when the Felucians sent a few shamans to 
  investigate, they had to leave quickly before they were overwhelmed 
  with pain. The chief believes that many of the missing Felucians are 
  being held in the prison facility, and that the Empire is causing them 
  great pain. The chief also tells the heroes that the source of the pain 
  seems most concentrated on the west side of the facility. 
   
  Auxiliary Challenge: 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 a 
  Force talent with visible results—that hero receives some Force tutelage 
  from the chief. Specifically, the hero learns the Force blast power 
  without the need to learn it from a master (see The Force Unleashed 
  Campaign Guide for more information on Force blast). Alternatively, this 
  is a chance for you (the GM) to introduce any new Force powers or 
  talents into the campaign that might be available only to certain Force-
  users, especially powers or talents that differ greatly from those in the 
  Saga Edition Core Rulebook. 
   
  Ad-Hoc XP Award: If the heroes succeed in the critical challenge of 
  this encounter and obtain a scout, grant them experience points as 
  though they had overcome a CL 4 opponent. 
   
  Felucian Chief 
  CL 3 
  Medium venerable Felucian nonheroic 9 
  Init +7; Senses low-light vision; Perception +13 
  Languages Felucianese 
  ---------------------------------------------------------------------- 
  Defenses Ref 8 (flat-footed 8), Fort 8, Will 14 
  hp 1; Threshold 8  
  ---------------------------------------------------------------------- 
  Speed 6 squares  
  Melee unarmed +4 (1d4–2) 
  Base Atk +6; Grp +4 
  Force Powers Known (Use the Force +17): farseeing, Force blast (2), mind 
  trick (2), move object, rebuke (3), vital transfer (2) 
  ---------------------------------------------------------------------- 
  Abilities Str 6, Dex 7, Con 6, Int 11, Wis 18, Cha 16 
  Special Qualities breathe underwater, low-light vision, natural 
  camouflage 
  Feats Force Sensitivity*, Force Training (2), Skill Focus (Use the Force), 
  Skill Training (Initiative), Skill Training (Use the Force), Weapon Focus 
  (simple weapons), Weapon Proficiency (simple weapons) 
  Skills Initiative +7, Perception +13, Use the Force +17 
  Possessions loincloth 
  * Felucians gain Force Sensitivity as a bonus feat. 
  ---------------------------------------------------------------------- 
  Force Blast—Once per encounter, as a standard action a Felucian may 
  make a Use the Force check as a ranged attack roll against any target 
  within 12 squares and line of sight. If the check result exceeds the 
  target’s Reflex Defense, the target takes 2d6 points of damage. 
  Natural Camouflage—A Felucian can choose to reroll any Stealth check 
  to sneak, using the better result. 
   
  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 (see Part 3 for more information 
  on Vischera and his experiments). 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 trained in Treat Injury can treat the virus as per the Treat 
  Disease application of the skill. The Treat Injury DC for the disease is 10, 
  and curing the children requires the standard 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 Varth), they should not be punished for an altruistic act. 
   
  Ad-Hoc XP Award: If the heroes cure the sick children, award them 
  experience points as if they had defeated a CL 2 enemy. 
  Imperial Scout 
  Once the heroes have had a chance to interact with the villagers and 
  deal with the encounters above, have them make DC 10 Perception 
  checks. Any hero who succeeds notices a low whine coming from the 
  outskirts of the village, as though a repulsor were passing around its 
  edges. Upon further investigation, the heroes spot a scout trooper on a 
  speeder bike zooming away from the village, headed into the deep 
  jungle. They catch only a glimpse of him before he speeds out of view, 
  but it seems certain that the scout trooper saw them. 
   
  If the heroes don’t realize it immediately, Vazus Mandrake does: The 
  scout trooper will report the hidden Felucian village—and the presence 
  of the heroes—to his superiors, and soon after, stormtroopers will 
  descend upon them. Fortunately, though, the mushrooms in the area 
  have chemicals in their stalks that block long-range communications, so 
  there is little chance that the scout trooper could report his findings 
  before reaching his base. Thus, Mandrake begs the heroes to take his 
  
   
   
  16 
  kybucks and chase the scout trooper down. He assures them that the 
  kybucks are tame (which is true) and urges them to catch the Imperial 
  scout before it’s too late. 
   
  If all of the heroes fail the Perception check above, they still notice 
  the scout trooper, but each hero takes a –5 penalty on his or her 
  Initiative check when the chase sequence begins. 
   
  Kybuck 
  CL 1 
  Medium beast 2 
  Init +4; Senses Perception +2 
  ---------------------------------------------------------------------- 
  Defenses Ref 14 (flat-footed 11), Fort 9, Will 11; +1 natural armor 
  hp 7; Threshold 9 
  ---------------------------------------------------------------------- 
  Speed 12 squares 
  Melee bite +2 (1d6+2) or 
   
  kick +2 (1d4+2) 
  Base Atk +1; Grp +4 
  ---------------------------------------------------------------------- 
  Abilities Str 12, Dex 16, Con 8, Int 2, Wis 13, Cha 12 
  Special Qualities dash 
  Feats Skill Focus (Jump) 
  Skills Jump +12 
  ---------------------------------------------------------------------- 
  Dash—Unlike many other beasts, kybucks can move at incredibly high 
  speeds overland. They have a maximum velocity of 90 km/h. 
   
  Zone 1: The Chase 
  Begins 
  The heroes mount their kybucks, and the chase begins! Have each hero 
  roll Initiative as normal; this will determine not only the order in which 
  they act, but also their Initiative score in the encounter at the end of the 
  chase sequence. On the first round of the chase sequence, the heroes 
  can mount the kybucks as normal, making a Ride check if they wish to 
  attempt a fast mount. As promised, the kybucks are tamed and ready for 
  riding. With a move action, a hero can spur 
  his or her kybuck out of the village and in 
  pursuit of the scout trooper. 
   
  Kybucks move very, very quickly, and as 
  the beasts lurch forward, the heroes realize 
  that they’ll have no trouble keeping up with a 
  speeder bike. Large mushrooms and other 
  huge fungi streak by faster than the eye can 
  see, and the ground whips by at an incredible 
  pace. The kybucks provide a relatively smooth 
  ride, and it is clear that the animals know the 
  terrain far better than any of the heroes 
  might. Each kybuck leaps, turns, twists, and 
  dodges between the massive growths of the 
  fungal forest. Throughout the chase sequence, 
  be sure to emphasize the speed at which the 
  heroes are moving. 
   
  On the first round of the chase, the 
  heroes streak out of the village and into an 
  area of sparse growth. Although Ride checks 
  are not needed to control the kybucks, have 
  each hero make a DC 10 Ride check during 
  the first round regardless. 
  • 
  Any hero who succeeds on the Ride check by less than 5 is 
  accepted by his or her kybuck, and the beast dashes through 
  the jungle with no ill effect for the rest of the chase. 
  • 
  Any hero who succeeds on the Ride check by 5 or more (in 
  other words, with a roll of 15 or higher) also gains a +2 
  circumstance bonus on Ride checks for the remainder of the 
  chase sequence. 
  • 
  Any hero who fails the Ride check by less than 5 can make a 
  DC 10 Persuasion check as a free action to calm his or her 
  kybuck for no ill effect. Failure means the hero takes a –2 
  penalty on Ride checks made through the next round. 
  • 
  Any hero who fails the initial Ride check by 5 or more takes a 
  –2 penalty on Ride checks made through the next round. 
   
   
  The scout trooper is almost completely out of Zone 1 when the 
  chase begins. During the first round of combat, the scout trooper is out 
  of line of sight from the heroes. You (the GM) should roll Initiative for 
  the scout trooper as normal, moving him from zone to zone just as the 
  heroes move, though the scout technically begins the chase at the far 
  end of Zone 1. As such, even though a hero might advance to the next 
  zone before the scout trooper does, the scout will always be farther 
  ahead of the heroes in the next zone when the heroes’ turn comes up. 
  On subsequent rounds, the heroes might have a chance to draw closer to 
  the scout trooper on his speeder bike. In any round in which the heroes 
  manage to draw close enough to the scout to stop his progress (with a 
  ranged attack, a Force power, or some other means), another scout 
  trooper zooms ahead from a hidden post, moving into the next zone and 
  out of line of sight immediately. This allows you to keep the chase going 
  while letting the heroes gain experience points for defeating any scout 
  troopers they manage to catch. 
   
  After the first round of the chase sequence, all of the heroes who 
  move their mounts into the jungle automatically advance to Zone 2. 
  Zone 2: Fungal Swamp 
  The second zone of the chase is a massive fungal swamp. In this zone, 
  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 
  that the heroes can hardly see in front of them; 
  anything beyond 20 squares is out of their line of 
  sight. The kybucks have no difficulty navigating 
  the swampy terrain, though the heroes should 
  feel as though the jungle is closing in on them. 
   
  On each hero’s turn, have that character 
  make a DC 10 Ride check. 
  • 
  Any hero who succeeds on the Ride 
  check by less than 5 manages to lead 
  his or her kybuck out of the fungal 
  swamp. 
  • 
  Any hero who succeeds on the Ride 
  check by 5 or more also moves within 
  Long range of a blaster pistol (72 
  squares) of the scout trooper. If the 
  hero chooses a different path than the 
  scout (see below), he remains within 
  that range for Zone 4 as well. 
  • 
  Any hero who fails the Ride check by 
  less than 5 can make a DC 10 
  A kybuck (with a small green rider).
  
   
   
  17 
  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. Although this 
  does not have immediate consequences, it can prevent the 
  hero from joining his comrades in the encounter at the end of 
  the chase. 
  • 
  Any hero who fails the initial Ride check by 5 or more gets 
  lost in the fungal swamp and does not advance, as described 
  above. 
   
   
  Each hero who advances through Zone 2 to the next zone of the 
  chase must choose a path to follow. 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. Randomly determine which path the scout trooper takes 
  with his speeder bike. 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. 
  Zone 3A: Hazardous 
  Terrain 
  Any heroes who choose the path covered with thick overgrowth soon 
  find themselves in treacherous terrain. This zone is filled with sinkholes 
  and trenches, causing the kybucks to leap over the small gorges and 
  chasms with bouncing grace. As the animals bound through this zone, 
  the heroes dip and rise along with the terrain, making it difficult to see 
  very far ahead. 
   
  On each hero’s turn, have that character make a DC 10 Ride check. 
  • 
  Any hero who succeeds on the Ride check by less than 5 
  manages to help direct his or her kybuck to the next zone 
  without any difficulties. 
  • 
  Any hero who succeeds on the Ride check by 5 or more also 
  gains a +5 circumstance bonus on Ride checks in the next 
  round. 
  • 
  Any hero who fails the Ride check by less than 5 takes an 
  immediate –2 penalty to Initiative, moving him or her down 
  in the order for the next round. 
  • 
  Any hero who fails the Ride check by 5 or more takes an 
  immediate –5 penalty to Initiative instead. 
   
   
  Each hero who advances to the next zone automatically advances to 
  Zone 4. Any hero who managed to close with the scout trooper in the 
  previous zone can make attacks or use Force powers against the scout in 
  this round (but only if the scout followed this path, of course). 
  Zone 3B: Natural 
  Tunnels 
  Heroes who choose the path through the hollowed-out tree find 
  themselves traveling through a series of hollow logs and underground 
  tunnels. The heroes and their mounts must lower their heads to prevent 
  scraping the ceiling of these natural passageways. As the kybucks zip 
  through the underground tunnels, chunks of moss and other fungi droop 
  down from above, while breaks in the ceiling let occasional rays of light 
  shine down on the heroes. 
   
  On each hero’s turn, have that character make a DC 10 Ride check. 
  • 
  Any hero who succeeds on the Ride check by less than 5 
  progresses to the next zone without incident. 
  • 
  Any hero who succeeds on the Ride check by 5 or more also 
  closes further with the scout trooper, drawing within 72 
  squares (if the hero had not closed with the scout on previous 
  rounds) or within 60 squares (if the hero had previously 
  closed with the scout). 
  • 
  Any hero who fails the Ride check by less than 5 rides too 
  close to a grasping set of roots that hang down into the 
  tunnel like tentacles. That hero must succeed on an opposed 
  grapple check (versus the roots, which have a +2 grapple 
  bonus) to continue to the next zone. A failed check means 
  that the hero and his or her kybuck becomes stuck in the 
  natural tunnels, and on the following round the hero can take 
  a standard action to disentangle from the roots. 
  • 
  Any hero who fails the Ride check by 5 or more runs into the 
  hanging roots at full speed and is knocked off the kybuck. The 
  animal stops and waits for the hero to mount up again the 
  following round, but the hero is delayed in advancing until 
  the following round. 
   
   
  Any hero not snagged in the natural tunnels automatically advances 
  to Zone 4. Any hero who managed to close with the scout trooper in the 
  previous zone can make attacks or use Force powers against the scout in 
  this round (but only if the scout followed this path, of course). 
  Zone 4: Awakening the 
  Beast 
  When the heroes advance to Zone 4, they encounter a deadly specimen 
  of Felucian fauna: a rancor. Fortunately, the creature is dying, and its 
  death throes are all that it can bring to bear against the riders. 
   
  When the first heroes move into this zone, the ground in front of 
  them erupts. The rancor had buried itself under the dirt and 
  undergrowth, and now it rises up and attempts to grab a hero and a 
  kybuck as a last meal. The rancor is sluggish, but as it rises to its full 
  height, pieces of debris and detritus fall off its body, creating a rain of 
  soil and plants that spatters any heroes who race past. 
   
  On each hero’s turn, have that character make a DC 10 Ride check. 
  • 
  Any hero who succeeds on the Ride check by less than 5 
  manages to lead his or her kybuck past the dying rancor 
  without being slashed by its claws. 
  • 
  Any hero who succeeds on the Ride check by 5 or more avoids 
  any attack by the rancor and increases his or her Initiative by 
  +2. 
  • 
  Any hero who fails the Ride check by less than 5 is attacked 
  by the rancor. However, the attack is a glancing blow, dealing 
  1d8+5 points of damage on a success. 
  • 
  Any hero who fails the Ride check by 5 or more is attacked by 
  the rancor. The creature makes a melee attack against the 
  hero at a +8 bonus, dealing 2d8+5 points of damage on a 
  success. 
   
   
  Even if a hero is attacked by the rancor, all heroes who make it 
  through the zone advance to Zone 5, an Imperial outpost. 
  Zone 5: Valley Outpost 
  After encountering the rancor, the heroes leave the area of dense fungal 
  growth and move into a clearing with a small river cutting through it. 
  Though the river is shallow, it is relatively wide, and the kybucks splash 
  through the river as it turns north toward a narrow valley. The scout 
  trooper flies through this area just above the river, the speeder bike’s 
  
   
   
  18 
  A Felucian rides one of the planet’s native rancors.
  repulsors splitting the water and kicking up a wake. Several large, 
  bulbous mushrooms rise out of the riverbank, creating large obstacles for 
  anyone moving through the zone. 
   
  On each hero’s turn, have that character make a DC 10 Ride check. 
  • 
  Any hero who succeeds on the Ride check by less than 5 
  advances to the combat encounter with no incidents and no 
  special penalties or bonuses. 
  • 
  Any hero who succeeds on the Ride check by 5 or more also 
  gains a +1 circumstance bonus on attack rolls in the first 
  round of combat. 
  • 
  Any hero who fails the Ride check by less than 5 takes a –1 
  penalty to all Defense scores in the first round of combat. 
  • 
  Any hero who fails the Ride check by 5 or more takes a –2 
  penalty to all Defense scores in the first round of combat. 
   
   
  When the heroes advance through Zone 5, they move into the 
  encounter area, where combat takes place. See “Jungle Watch Outpost” 
  (page 30) for information on running the encounter. 
   
  Development: If the heroes successfully deal with the stormtroopers 
  and scout troopers at the outpost, they prevent the Imperials from 
  alerting the prison facility about their presence or the existence of the 
  hidden Felucian village. Award the heroes experience points as if they 
  had defeated a CL 3 enemy (in addition to any experience points they 
  earned in combat). At that point, the heroes can return to the village at 
  their leisure and either recuperate further or set out for the facility. 
   
   
  
   
   
  19 
  Part 3: Imperial Prison Facility 
   
  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. 
   
  When the heroes arrive, they discover that the prison facility is a 
  relatively squat, two-story building in characteristic Imperial style: gray 
  walls with a slight outward slant, no visible windows, and a plain visage 
  that leaves no room for accoutrements. The second story of the building 
  is visibly smaller than the ground floor, and blinking lights line the top 
  floor’s edges. A large set of blast doors denotes the ground floor entry to 
  the building, while a single gun turret (which appears to be an E-Web 
  blaster built into the wall) juts out a few meters to the door’s left. 
  Otherwise, there are no other visible entrances or exits to the facility. 
   
  Stormtroopers stand guard at the facility’s blast doors, while the low 
  hum of speeder engines indicates that there might be scout troopers on 
  patrol nearby. Additionally, any hero who succeeds on a DC 15 
  Perception check hears heavy thudding sounds in the distance, along 
  with the noises of plants being crushed, indicating the presence of a 
  walker of some kind. 
   
  Fortunately for the heroes, their Felucian scout is aware of a secret 
  entrance. He leads them to the northwest corner of the building, where 
  a ventilation grate barely hangs on its bolts. With the right application 
  of force (dealing at least 10 points of damage to the grate), it can be 
  pried free, giving the heroes a way into the prison facility. 
   
  Within the facility, the heroes will find that everything follows the 
  typical Imperial style, with standard metal walls (DR 10, 150 hp, 
  threshold 35) and metal doors (DR 10, 50 hp, threshold 30). Additionally, 
  the facility has a central computer system with an Intelligence of 16 and 
  a Will Defense of 18. The computer has a starting attitude of friendly to 
  anyone who has a code cylinder, and a starting attitude of unfriendly to 
  everyone else. All of the doors in the facility’s interior are unlocked by 
  default. However, the exterior blast doors are sealed from the inside. 
  From the outside, the doors can be opened only by shifting the 
  computer’s attitude to friendly (using the terminal and scomp link that 
  provides access to the computer). 
   
  An overall map of the first floor appears on page 22. Each detailed 
  encounter in the facility (pages 32–41) also has its own map. 
  P1: Medical Bay 
  Originally a standard medical bay intended to heal prisoners who were 
  injured during interrogations, the bay has been transformed into a 
  science lab for the slightly demented Captain Vischera. The room is 
  littered with experimental equipment designed to alter the genetic 
  material of the captain’s test subjects—namely, the Felucians that the 
  Empire has been snatching from the nearby villages. Three filled bacta 
  tanks line the far wall. Currently, the tanks are empty of patients, but 
  wear and scratches on the inside of each tank show that whatever had 
  been floating within had tried to claw its way out. 
   
  A former Imperial scientist and now the head of the prison facility, 
  Captain Vischera has been altering the genetic code of Felucians to 
  create mutant warriors. When the Confederacy collapsed, many 
  Separatist secrets fell into the hands of the Empire, among them a few 
  that Captain Vischera found most intriguing. Particularly of interest were 
  experiments performed by the Techno Union on the natives of the planet 
  Nelvaan, transforming them into massive, violent warriors that could be 
  bent to their creator’s will. 
   
  After months of experimentation, Vischera has managed to create 
  two such monsters out of Felucian hosts, at the cost of many lives. 
  Additionally, a small number of Felucians that were part of the 
  evolutionary process still remain alive, and they are kept here for further 
  observation. 
   
  When the heroes arrive in this room, they must fight the mutated 
  Felucians and the medical attendant. See “Imperial Research Lab” (page 
  32) for more information on running this encounter. 
   
  Development: Once the heroes have dealt with the encounter, they 
  have a chance to recover some experimental medical technology. Though 
  most of the equipment is far too large to carry away, the experiments 
  include a set of healing stimulants that Vischera has been using to 
  stabilize his monstrous creations. There are 10 active samples of 
  stimulants, each loaded into an injector and ready for use. The 
  stimulants are used as a part of the Treat Injury skill’s first aid 
  application, and each stimulant used allows the recipient to receive first 
  aid one additional time per day. However, when a stimulant is used, the 
  recipient moves –1 persistent step on the condition track, and the 
  persistent condition can be removed only by resting for 8 hours. The 
  stimulants allow for additional healing, but they put a great deal of 
  strain on the body when active. 
  P2: Defense Turret 
  Unaware of the damaged ventilation hatch the heroes used to enter the 
  facility, the Empire focuses most of its defenses on frontal assaults. A 
  modified E-Web blaster cannon has been mounted into the wall of this 
  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 Varth is a setup designed to lure the heroes into 
  complacency and get them to accept the Admiral into their 
  confidences. Varth is merely pretending to be a traitor. He and 
  Inquisitor Draco 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. 
   
  Feel free to allow the heroes to speculate on the ease with 
  which they rescue the Admiral, but remind them that the facility is 
  supposed to be a secret. The Empire might not want to attract 
  attention to the prison by diverting resources to it. After all, the 
  jungles of Felucia are enough of a deterrent for most would-be 
  infiltrators, and the heroes had a significant advantage in 
  befriending the native villagers. 
   
  While it’s fine for the heroes to wonder about the rescue, it’s 
  extremely important that they not suspect the Admiral himself. 
  Key events in the second and third arcs of the Dawn of Defiance 
  campaign depend on his participation, so the heroes must believe 
  that Varth really is a traitor. 
  
   
   
  20 
  area, pointing outward, and an Imperial gunner mans the turret at all 
  times. Additionally, a small number of other personnel remain on duty in 
  the area to assist with spotting enemies and, when necessary, defending 
  the turret from the inside. A turret gunner manning the E-Web always 
  has improved cover from targets outside the prison facility, and all other 
  targets in the area have total cover and concealment from the outside. 
  The E-Web can be removed from the wall as a full-round action, though 
  this also decouples the blaster cannon from its power source. 
   
  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. See “Defense Turret Controls” (page 34) for more 
  information on running this encounter. 
  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. However, Felucia is a backwater 
  planet, so there is usually little going on to justify any kind of large-
  scale activity, though the communications center does coordinate with 
  the Victory-class Star Destroyer in orbit. 
   
  See “Communications Center” (page 36) for more information on 
  running this encounter. When the heroes enter the room, Lieutenant 
  Aden and the comm operators immediately attempt to sound an alarm. 
   
  Development: Once the Imperials in this area have been neutralized, 
  the heroes can plant the explosive device given to them by Vazus 
  Mandrake. 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 the 
  Victory-class Star Destroyer in orbit. The message reads as follows: 
   
  Inquisitor Draco sent the message to make sure that everyone in the 
  facility believes that Admiral Varth is a traitor to the Empire. Only Draco 
  and Varth know the truth of the deception. 
   
  P4: Prison Block 
  The small prison block where Admiral Varth 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. 
   
  See “Detention Block F-1A” (page 38) for more information on 
  running this encounter. 
   
  Development: Admiral Varth is a slightly overweight man with 
  close-cropped 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 Varth, 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. Varth 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 Varth 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 Varth agrees to help the heroes escape from the facility, but 
  he’s not terribly interested in helping them fight. He can give them 
  advice, but he is reluctant to pick up a blaster, even in his own defense. 
  If pressed, he lends his aid, but in combat he usually provides the heroes 
  with tactical assistance rather than shooting at anyone. 
   
  Admiral Gilder Varth (as of Felucian rescue) 
  CL 9 
  Medium Human nonheroic 4/noble 3/officer 5  
  Force 0; Dark Side 5 
  Init +5; Senses Perception +12 
  Languages Basic, High Galactic 
  ---------------------------------------------------------------------- 
  Defenses Ref 20 (flat-footed 20), Fort 19, Will 24; Improved Defenses 
  hp 10 (max 51); Threshold 24; Improved Damage Threshold, Toughness 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +10 (1d4+4) 
  Base Atk +10; Grp +10 
  Embracing Your Destiny: 
  Destruction 
   
  Heroes who have chosen (or secretly have been given) the 
  Destruction destiny make a major step toward their destiny if they 
  successfully plant the explosives in the communications center. 
  Gamemasters should grant the 24-hour bonus for moving toward 
  one’s destiny to any such heroes. (The bonus should be granted 
  once the heroes land on Cato Neimoidia in the next adventure, so 
  they will actually gain the benefits of the destiny bonus.) 
  //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 Gilder Varth for transfer to the Citadel. 
  Inquisitor Draco 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 Varth 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. Varth will be 
  transferred by shuttle to the Assiduous before Inquisitor Draco 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 
  
   
   
  21 
  Special Actions Born Leader, Coordinate, Trust 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 9, Con 10, Int 12, Wis 12, Cha 15 
  Special Qualities command cover, share talent (Assault Tactics, Shift 
  Defense I) 
  Talents Assault Tactics, Born Leader, Coordinate, Shift Defense I, Trust 
  Feats Armor Proficiency (light), Improved Damage Threshold, Improved 
  Defenses, Skill Focus (Persuasion), Skill Training (Deception, Pilot), 
  Toughness, Vehicular Combat, Weapon Proficiency (pistols, simple 
  weapons) 
  Skills Deception +13, Knowledge (tactics) +12, Perception +12, 
  Persuasion +18, Pilot +10  
  Possessions tattered officer’s uniform 
   
  Can’t Get Out That Way! 
  When the heroes have retrieved Admiral Varth (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 AT-ST 
  stomps around the exterior of the facility. Second, Captain Okeefe sends 
  a message over the heroes’ comlinks—the Banshee is operational again, 
  and they can leave the planet whenever they are ready. 
   
  If the heroes don’t remember the second floor of the facility (which 
  they should have seen from the outside), Admiral Varth mentions that 
  some of the Imperials he dealt with mentioned the presence of a 
  command center on the second floor. He suggests that they make their 
  way up there and attempt to reach the roof. From there, they can call 
  Captain Okeefe for a pickup and avoid the 
  Imperial presence 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. 
  Unless the heroes managed to stop all of the Imperials in the facility 
  from sounding an alarm (a difficult prospect, given the layout of the 
  detention block), Vischera is waiting for them to arrive, attended by two 
  bodyguards—mutated Felucians that have been molded into terrifying 
  fighting machines. See “Command Center” (page 40) for more 
  information on running this encounter. 
   
  When the heroes reach the command center, their primary goal 
  should be getting to the roof. They can do so via two large platforms 
  that rise up through hatches in the roof, allowing the Imperials to load 
  and unload cargo. Each platform is controlled by a pad embedded in the 
  wall adjacent to it, though the pads must be unlocked by using one of 
  the computer terminals in the room. 
  Concluding the 
  Adventure 
  When the heroes finally make their way to the roof of the facility with 
  Admiral Varth, Captain Okeefe brings the Banshee swooping in to rescue 
  them. As laser fire spatters ineffectually against the ship’s shields, the 
  heroes can climb into the transport via the extended landing ramp. If the 
  heroes planted the explosives in the communications center, the first 
  round of explosions begin tearing through the facility, growing louder 
  and closer with each passing second. Once everyone is on board, Captain 
  Okeefe blasts off, and within moments the ship is safely away from the 
  lush fungal world and into hyperspace. 
   
  Instead of returning to Alderaan, Captain Okeefe tells the heroes 
  that she has been instructed to rendezvous with a starship in the remote 
  and uninhabited Zandrax System. She 
  goes out of her way not to mention Bail 
  Organa’s name, especially not in front of 
  Admiral Varth, and explains that their 
  benefactor has set up a refuge for them. 
  Upon exiting hyperspace, the heroes are 
  greeted with the impressive vision of the 
  Resurgence, a brand-new Nebulon-B 
  frigate that will serve as a mobile safe 
  house for the Admiral. 
   
  Captain Okeefe lands the Banshee in 
  one of the Resurgence’s docking bays, and 
  once they disembark, they meet the 
  captain of the frigate, Adrian Verana. 
  Captain Verana is a tall and slender man 
  with jet-black hair and a finely trimmed 
  beard that hugs his square jaw. He is 
  dressed in the sterile uniform of an 
  Alderaanian officer, and his dark eyes 
  seem to weigh each hero carefully as he 
  speaks to them. Captain Verana tells the 
  heroes that they have been assigned 
  quarters on the Resurgence, and that the 
  ship’s facilities (including the medical bay) 
  are available at any time. Moreover, the 
  agreed-upon credits have been transferred 
  into their bank accounts, and they are free 
  to confirm the transaction on terminals in 
  their quarters. 
  Unexpected company outside the facility.
  
   
   
  22 
  P1 
  P2 
  P4 
  P3
   
  Admiral Varth is escorted away by several Alderaanian Security 
  agents, who look at the former Imperial with a mix of suspicion and 
  interest. Once Varth 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 Varth’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 Varth 
  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 Draco’s 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. 
  Next Adventure:   
  A Wretched Hive 
  A Wretched Hive, the next adventure in the Dawn of Defiance campaign, 
  will take the heroes to the planet Cato Neimoidia, where they encounter 
  a Hutt crime lord and are drawn into his world of vice and violence. Not 
  only will the heroes need to ingratiate themselves with the vile gangster 
  Darga the Hutt, but they will also discover new secrets about Imperial 
  projects and meet a Jedi Master who will play an integral role in the 
  unfolding campaign. 
   
  Prison Facility Map (First Floor) 
   
   
   
   
   
   
   
  Embracing Your Destiny: 
  Discovery 
   
  Heroes who have chosen (or secretly have been given) the Discover 
  destiny make a major step toward their destiny when they 
  successfully rescue Admiral Varth. Gamemasters should grant the 
  24-hour bonus for moving toward one’s destiny to any such 
  heroes. (The bonus should be granted once the heroes land on 
  Cato Neimoidia in the next adventure, so they will actually gain 
  the benefits of the destiny bonus.) 
  
   
   
  23 
  Promenade Shootout 
  Challenge Level 1 
   
   
  Setup 
  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 stormtrooper recruits near the south entrance, and place 
  the two Imperial informants at the north entrance. 
  Read-Aloud Text 
  After the heroes make their Perception checks to notice the two Imperial 
  informants (whether they succeed or fail), introduce Maya, the 
  stumbling Alderaanian Security agent who approaches the heroes and 
  pleads for assistance: 
  Stormtrooper Recruits 
  (2) 
  The Empire doesn’t send its best and brightest to Sel Zonn Station; 
  instead, the post is usually a testing ground for new stormtrooper 
  recruits. Though adorned with the accoutrements of normal 
  stormtroopers, these recruits don’t have the experience that other 
  stormtroopers do, and are prone to missing their targets under fire. 
   
  Stormtrooper Recruit 
  CL 1 
  Medium Human nonheroic 2 
  Dark Side 1 
  Init +1; Senses low-light vision; Perception +8 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 16 (flat-footed 16), Fort 12, Will 10 
  hp 6; Threshold 12 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +2 (1d4+1) 
  Ranged blaster carbine +2 (3d8) 
  Base Atk +1; Grp +2 
  Atk Options autofire (blaster carbine) 
  ---------------------------------------------------------------------- 
  Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10 
  Feats Armor Proficiency (light), Weapon Focus (rifles), Weapon 
  Proficiency (pistols, rifles, simple weapons) 
  Skills Endurance +6, Perception +8 
  Possessions stormtrooper armor (+6 armor, +2 equipment), blaster 
  carbine, utility belt with medpac 
   
  Stormtrooper Recruit Tactics 
  These stormtrooper recruits are solely concerned with capturing Maya, 
  the Alderaanian Security agent. They are trigger happy, though, and are 
  more than willing to shoot anyone who stands in their way. When the 
  encounter begins, they attempt to stun Maya but use lethal force 
  against any other opponents.  
  Imperial Informants (2) 
  Recruited to report on suspicious activity on Sel Zonn Station, the 
  Imperial informants are regular citizens who have thrown their loyalty 
  over to the Empire. These informants don’t have the same kind of 
  training that other Imperial agents do. In fact, they are little more than 
  eager civilians who have been given a blaster and some basic combat 
  training. They wear plain clothes, carry hold-out blaster pistols, and keep 
  a comlink buttoned on the inside of their collars at all times. 
  Imperial Informant 
  CL 1 
  Medium Human nonheroic 2 
  Init +1; Senses Perception +7 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 11 (flat-footed 11), Fort 11, Will 12; Improved Defenses 
  hp 7; Threshold 11 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +2 (1d4+1) 
  Ranged hold-out blaster +1 (3d4) 
  Base Atk +1; Grp +2 
  ---------------------------------------------------------------------- 
  Abilities Str 12, Dex 10, Con 10, Int 11, Wis 13, Cha 11 
  Feats Improved Defenses, Point Blank Shot, Skill Training (Persuasion), 
  Weapon Proficiency (pistols, simple weapons) 
  Skills Perception +7, Persuasion +6, Stealth +6 
  Possessions hold-out blaster, comlink, assorted personal items 
   
  Imperial Informant Tactics 
  The Imperial informants have bought into the Empire’s propaganda and 
  are willing to risk their lives to help bring enemies of the state to justice. 
  Unlike the stormtroopers, they don’t realize that Maya is wanted alive 
  and use lethal force against her. However, when the heroes intervene, 
  the informants ignore Maya and focus solely on the heroes. 
  A woman with short black hair and 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, though 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 stormtroopers burst into the area from 
  the south end of the Promenade. They raise their blasters, aiming 
  them at the woman, and shout through their helmet speakers, “Step 
  away from that woman. She is under arrest in the name of the 
  Emperor!” 
  Dressed in traveler’s clothes and carrying poorly concealed hold-out 
  blaster pistols, these civilians seem as though they are keeping a 
  watchful eye on nearly everyone at the same time. 
  
   
   
  24 
  Maya, Alderaanian 
  Security Agent 
  The woman begging the heroes for help is Maya, an agent of 
  Alderaanian Security who has been grievously wounded in a run-in with 
  the Empire on Sel Zonn Station. She has a persistent condition and is at 
  –10 on the condition track (presented as the first statistics block below), 
  meaning she doesn’t have much fight left in her. Maya desperately 
  reaches out to the heroes for help. 
  Maya (wounded) 
  CL 1 
  Medium Human nonheroic 1 
  Init –8; Senses Perception +1 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 6 (flat-footed 4), Fort 1, Will 1 
  hp 2; Threshold 1 
  ---------------------------------------------------------------------- 
  Speed 3 squares 
  Melee unarmed –10 (1d4) 
  Ranged blaster pistol –8 (3d6) 
  Base Atk +0; Grp –8 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 14, Con 12, Int 11, Wis 12, Cha 10 
  Feats Armor Proficiency (light), Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Proficiency (pistols, simple weapons) 
  Skills Perception +1, Stealth +2 
  Possessions blaster pistol, combat jumpsuit (+4 armor), comlink, 
  datapad, 50 credits 
   
  Maya (normal) 
  CL 1 
  Medium Human nonheroic 1 
  Init +2; Senses Perception +11 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 16 (flat-footed 14), Fort 11, Will 11 
  hp 5; Threshold 11 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +0 (1d4) 
  Ranged blaster pistol +2 (3d6) 
  Base Atk +0; Grp +2 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 14, Con 12, Int 11, Wis 12, Cha 10 
  Feats Armor Proficiency (light), Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Proficiency (pistols, simple weapons) 
  Skills Perception +11, Stealth +12 
  Possessions blaster pistol, combat jumpsuit (+4 armor), comlink, 
  datapad, 50 credits 
  Maya’s Tactics 
  Maya’s chief concern is survival. She tries to find cover and hide, hoping 
  that the heroes will take care of the Imperial agents that are after her. 
  She will assist when possible, but her persistent condition makes her 
  good for little besides encouragement and motivation. Maya fights 
  defensively on every round, taking no attacks, and always tries to hide 
  behind something to gain cover from attackers. 
  Conclusion 
  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 
  six stormtrooper recruits arrives. If the heroes have departed before this 
  time, they are not pursued. 
  Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This slender, black-haired woman wears a blue uniform like that 
  worn by many mechanics and repair crews aboard Sel Zonn Station. 
  Her face and clothes are smudged with grease, and her look 
  suggests that she has been in more than a few firefights. 
  
   
   
  25 
  Ganga Lor’s Grudge 
  Challenge Level 3 
   
   
  Setup 
  The heroes, Switch, and his thugs should be set up away from the door, 
  behind some of the crates near the middle and back of bay V14. When 
  the encounter begins, Ganga Lor and his thugs enter through the same 
  double doors the heroes came through. 
  Read-Aloud Text 
  Read the following text aloud when the Chevin and his enter the bay. 
  Ganga Lor 
  Ganga Lor is a Chevin petty crime lord who has been engaged in a rivalry 
  with Switch for years. Ganga Lor came to the station around the same 
  time as Switch, and the two have never gotten along. 
  Ganga Lor 
  CL 3 
  Large Chevin nonheroic 3/noble 2 
  Force 1; Dark Side 6 
  Init +1; Senses Perception +8 
  Languages Basic, Chevin, Huttese, Rodese, Shyriiwook 
  ---------------------------------------------------------------------- 
  Defenses Ref 12 (flat-footed 12), Fort 14, Will 15 
  hp 21; DR 2; Threshold 19 
  ---------------------------------------------------------------------- 
  Speed 10 squares 
  Melee unarmed +3 (1d6+1) 
  Ranged blaster pistol +3 (3d6+1) 
  Base Atk +3; Grp +8 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 8, Con 14, Int 13, Wis 12, Cha 15 
  Talents Inspire Confidence 
  Feats Linguist, Skill Focus (Persuasion), Skill Training (Gather 
  Information), Skill Training (Perception), Weapon Focus (pistols), 
  Weapon Proficiency (pistols, simple weapons) 
  Skills Deception +9, Gather Information +9, Perception +8, Persuasion 
  +14 
  Possessions blaster pistol, comlink, datapad, 300 credits 
  Ganga Lor’s Tactics 
  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 fights 
  defensively, making no attacks to ensure that his Reflex Defense gets the 
  full bonus. If the heroes don’t seem to be paying any attention to him, 
  he uses the aim action and still fights defensively.  
  Thugs (7) 
  Thug 
   CL 1 
  Medium Human nonheroic 2 
  Dark Side 3 
  Init +6; Perception +5  
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 10 (flat-footed 10), Fort 11, Will 9 
  hp 9; Threshold 11; Toughness 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee vibro-ax +2 (2d10+2) 
  Ranged blaster pistol +1 (3d6) 
  Base Atk +1; Grp +2 
  Atk Options Power Attack 
  ---------------------------------------------------------------------- 
  Abilities Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10 
  Feats Power Attack, Toughness, Weapon Proficiency (advanced melee 
  weapons, pistols, simple weapons) 
  Skills Initiative +6, Perception +5 
  Possessions blaster pistol, vibro-ax 
   
  Thug Tactics 
  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. (This is a good opportunity 
  to increase the Challenge Level of the encounter later in the fight. On 
  the other hand, if the fight is going poorly for the heroes, or if it might 
  go either way, don’t have Switch’s thugs change sides at all.) 
  Conclusion 
  When the encounter ends, Switch thanks the heroes for their assistance 
  and tells them that Ganga Lor brought all of his cronies to the fight. 
  Thus, the heroes have little to fear in the way of reprisals from the 
  Chevin’s organization. 
   
  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. 
   
  “So you thought you could hide your deal with the offworlders from 
  me, droid? I’m tired of not getting my cut! Turn him into a scrap 
  heap, boys!” 
  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. 
  
   
   
  26 
  Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Features of the Area
   
  Switch’s hideout in deep storage bay V14 follows along an exhaust 
  conduit running through the bowels of the station. As such, a 
  large chasm cuts through the back of the bay, leading down into 
  the station’s central reactor core. Anyone falling into the chasm is 
  likely killed, taking maximum falling damage and lethal doses of 
  radiation from the reactor core. 
  
   
   
  27 
  Frozen Goods 
  Challenge Level 3 
   
   
  Setup 
  When the encounter begins, all of the enemies except for the 
  stormtrooper on the repulsor sled are in the main hangar. Two 
  stormtroopers flank the middle door on the western side of the hangar, 
  waiting for the repulsor sled to move out and drag the carbonite block 
  with it. The repulsor sled is in the upper storage room, towing the 
  carbonite block, and emerges on the first round. The remaining two 
  stormtrooper recruits stand by the crates on the eastern side of the 
  hangar bay, with the Imperial officer standing a few steps away giving 
  orders. 
  Read-Aloud Text 
  Read the following aloud when the heroes enter the main docking bay: 
  Stormtrooper Recruits 
  (4) 
  Stormtrooper Recruit 
  CL 1 
  Medium Human nonheroic 2 
  Dark Side 1 
  Init +1; Senses low-light vision; Perception +8 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 16 (flat-footed 16), Fort 12, Will 10 
  hp 6; Threshold 12 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +2 (1d4+1) 
  Ranged blaster carbine +2 (3d8) 
  Base Atk +1; Grp +2 
  Atk Options autofire (blaster carbine) 
  ---------------------------------------------------------------------- 
  Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10 
  Feats Armor Proficiency (light), Weapon Focus (rifles), Weapon 
  Proficiency (pistols, rifles, simple weapons) 
  Skills Endurance +6, Perception +8 
  Possessions stormtrooper armor (+6 armor, +2 equipment), blaster 
  carbine, utility belt with medpac 
  Imperial Officer 
  Imperial Junior Officer 
  CL 2 
  Medium Human nonheroic 4/noble 1 
  Force 1; Dark Side 3 
  Init +1; Senses Perception +7 
  Languages Basic, High Galactic 
  ---------------------------------------------------------------------- 
  Defenses Ref 11 (flat-footed 11), Fort 11, Will 13 
  hp 17; Threshold 11; Toughness 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +3 (1d4) 
  Ranged blaster pistol +2 (3d6) 
  Base Atk +3; Grp +3 
  Special Actions Born Leader 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 8, Con 10, Int 12, Wis 11, Cha 13 
  Talents Born Leader 
  Feats Armor Proficiency (light), Skill Focus (Persuasion), Skill Training 
  (Deception), Toughness, Weapon Proficiency (pistols, simple weapons) 
  Skills Deception +8, Knowledge (tactics) +8, Perception +7, Persuasion 
  +13 
  Possessions blaster pistol, code cylinder, comlink (encrypted), officer’s 
  uniform 
   
  Stormtrooper on 
  Repulsor Sled 
  Aratech 64-Y Swift 3 Repulsor Sled 
  CL 4 
  Large ground vehicle (speeder) 
  Init +10; Senses Perception +8 
  ---------------------------------------------------------------------- 
  Defenses Ref 14 (flat-footed 11), Fort 13; +1 armor 
  hp 32; DR 5; Threshold 18 
  ---------------------------------------------------------------------- 
  Speed 12 squares (max. velocity 800 km/h) 
  Ranged medium blaster cannon +7 or 
   
  drop net +7 
  Fighting Space 2x2; Cover none 
  Base Atk +5; Grp +13 
  Atk Options autofire (medium blaster cannon), drop net 
  ---------------------------------------------------------------------- 
  Abilities Str 16, Dex 16, Con —, Int 14 
  Skills Initiative +10, Mechanics +8, Perception +8, Pilot +10 
  ---------------------------------------------------------------------- 
  Crew 1 (expert); Passengers none 
  Cargo 4 kg; Consumables 1 day; Carried Craft none 
  Payload 1 drop net 
  Availability Military; Cost 8,000 (1,800 used) 
  Drop Net—When you fire this weapon, make an attack roll against all 
  targets in a 2-square-by-2-square area within 12 squares. If you 
  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. 
  
   
   
  28 
   
  exceed a target’s Reflex Defense, that target is grabbed (–2 penalty 
  on attack rolls) for 1 round. 
   
   Medium blaster cannon (pilot) 
   
  Atk +7 (+2 autofire), Dmg 3d10 
  ---------------------------------------------------------------------- 
   Drop net (pilot) 
   
  Atk +7, Dmg 6d10 ion (grapple +13) 
   
  Imperial Tactics 
  By the time the heroes arrive, the Empire has discovered the Alderaanian 
  Security agent’s carbonite block, and a stormtrooper is using the repulsor 
  sled to move it from one of the storage rooms into the main docking 
  bay. When the heroes burst onto the scene, the Imperial officer 
  immediately moves to take cover behind the nearest crates. As soon as 
  the officer has line of sight to all his allies, he activates his Born Leader 
  talent and calls for backup. The stormtrooper piloting the repulsor sled 
  releases the tow cable pulling the hovering block of carbonite, and the 
  other recruits move to take down the heroes as quickly as possible. 
  Conclusion 
  Even if the heroes defeat the Imperial agents in this room, they probably 
  have only a few rounds before reinforcements arrive. A squad of six 
  stormtrooper recruits arrives 10 rounds after combat begins, so if the 
  heroes have not escaped by that time, the fight escalates. Once the 
  heroes call Maya, it takes 5 rounds for their escape ship to arrive. Unless 
  they finish off the stormtroopers quickly (or call Maya before the fight is 
  over), there might be a few tense moments in which the heroes must 
  fight stormtroopers as they climb into the Banshee. 
   
   
   
   
   
  Encounter Map 
   
   
   
   
   
   
   
  Features of the Area
   
  This encounter features a large, open hangar bay with a number of 
  places to hide and seek cover. Additionally, part of the encounter 
  involves recovering an Alderaanian agent frozen in carbonite. The 
  carbonite block has its own repulsors and hovers at roughly waist 
  height on a Human. The block can be moved as a free action when 
  someone else moves with it, though the person moving the block 
  must remain adjacent to it throughout its movement. The 
  carbonite block has DR 10, 20 hit points, a damage threshold of 
  20, a Strength DC of 10, and a break DC of 15. If the block is 
  reduced to 0 hit points, the agent inside is killed. 
  
   
   
  29 
  Felucian Hospitality 
  Challenge Level 2 
   
   
  Setup 
  The encounter begins in a swampy area with small islands of solid 
  ground interspersed throughout a shallow pool of water. Each of the 
  four Felucian scouts is lying prone on a different island, making Stealth 
  checks to remain hidden from the heroes. 
  Read-Aloud Text 
  When the heroes enter the combat area, read the following text aloud. 
  Felucian Scout (4) 
  Four young Felucian scouts lie in wait in this area, having heard the 
  heroes coming from some distance away. 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 come to snatch others from 
  their village. The Felucians are hiding on swampy islands in the shallow 
  pool, and they wait until the heroes are in their midst before attacking. 
  Alternatively, if one of the heroes moves into the same square as a 
  scout, that scout reveals himself and initiates combat. 
  Felucian Scout 
  CL 1 
  Medium Felucian nonheroic 4 
  Init +8; Senses low-light vision; Perception +9 
  Languages Felucianese 
  ---------------------------------------------------------------------- 
  Defenses Ref 11 (flat-footed 10), Fort 12, Will 12  
  hp 11; Threshold 12  
  ---------------------------------------------------------------------- 
  Speed 6 squares  
  Melee skullblade +6 (1d8+2) or 
   
  skullblade +6 (2d8+2) with Mighty Swing 
  Base Atk +3; Grp +5 
  Atk Options Mighty Swing 
  ---------------------------------------------------------------------- 
  Abilities Str 14, Dex 13, Con 14, Int 8, Wis 15, Cha 8 
  Special Qualities breathe underwater, low-light vision, natural 
  camouflage, Force blast 
  Feats Force Sensitivity*, Mighty Swing, Skill Training (Initiative), Skill 
  Training (Stealth), Weapon Focus (simple weapons), Weapon 
  Proficiency (simple weapons) 
  Skills Initiative +8, Perception +9, Stealth +8, Use the Force +1 
  Possessions skullblade, loincloth, warning horn 
  * Felucians gain Force Sensitivity as a bonus feat. 
  ---------------------------------------------------------------------- 
  Force Blast—Once per encounter, as a standard action a Felucian may 
  make a Use the Force check as a ranged attack roll against any target 
  within 12 squares and line of sight. If the check result exceeds the 
  target’s Reflex Defense, the target takes 2d6 points of damage. 
  Natural Camouflage—A Felucian can choose to reroll any Stealth check 
  to sneak, using the better result. 
  Felucian Scout Tactics 
  The Felucians move to melee range almost immediately, hoping to use 
  their skullblades (with the Mighty Swing feat) whenever possible. If a 
  distant hero targets one of the scouts, that scout will often retaliate 
  with his Force blast power, though the Felucians usually save this for 
  knocking down fleeing and injured enemies. 
  Conclusion 
  When all of the Felucian scouts are out of the fight, or if more than half 
  of the heroes have been incapacitated, a man’s voice echoes through the 
  swampy area. “Peace! Please, stop fighting!” Vazus Mandrake (see page 
  14) intervenes in the fight, begging the Felucians and the heroes to end 
  the conflict. Mandrake knows that the fight is just a misunderstanding, 
  and he hopes to bring peace between the Felucians and the heroes, who 
  he can see are not agents of the Empire. 
  Encounter Map 
   
   
   
   
   
  The cacophony of noise created by insects and other animals makes 
  it nearly impossible to hear the splash of your footsteps through the 
  Felucian swamp. The open area you walk into resembles a large, 
  shallow pool of water with narrow islands rising out of the water, 
  looking like stepping stones that are slightly too far apart to jump 
  across. A faint mist hangs over the swampy ground, drifting over the 
  still pool of water. 
  Tall and muscular, this bipedal being seems to be a member of the 
  native Felucian species. The long, slender form of a rancor’s jawbone 
  juts down from the Felucian’s hand, and the scout’s body is barely 
  covered by a leafy loincloth. A tangle of tendrils around his face 
  makes it impossible to see his eyes, and the mud and other foliage 
  plastered to his body camouflages him against the backdrop of the 
  swamp. 
  
   
   
  30 
  Jungle Watch Outpost 
  Challenge Level 3 
   
   
  SETUP 
  This area, found at the end of the chase sequence through the jungles of 
  Felucia, is actually a watch post for Imperial scouts and serves as a 
  waystation for Imperial vehicles. Several towering mushrooms litter the 
  area, placing the jungle watch outpost in the middle of a massive forest 
  of fungi. The four stormtrooper recruits are stationed near the 
  communications computers, while the two scout troopers are ranging 
  out away from the computers, scouting the area. 
  Read-Aloud Text 
  When the heroes complete the chase sequence and arrive in the final 
  area (after Zone 5), read the following text aloud: 
  Stormtrooper Recruits 
  (4) 
  Stormtrooper Recruit 
  CL 1 
  Medium Human nonheroic 2 
  Dark Side 1 
  Init +1; Senses low-light vision; Perception +8 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 16 (flat-footed 16), Fort 12, Will 10 
  hp 6; Threshold 12 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +2 (1d4+1) 
  Ranged blaster carbine +2 (3d8) 
  Base Atk +1; Grp +2 
  Atk Options autofire (blaster carbine) 
  ---------------------------------------------------------------------- 
  Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10 
  Feats Armor Proficiency (light), Weapon Focus (rifles), Weapon 
  Proficiency (pistols, rifles, simple weapons) 
  Skills Endurance +6, Perception +8 
  Possessions stormtrooper armor (+6 armor, +2 equipment), blaster 
  carbine, utility belt with medpac 
   
  Scout Troopers (2) 
  The scout troopers waiting in this area at the end of the chase sequence 
  ride speeder bikes that are slightly weaker than normal. Due to the 
  increased levels of plant life and airborne particles on Felucia, many of 
  the Empire’s vehicles suffer debilitating malfunctions in their repulsor 
  systems and other mechanical parts. Recent upgrades to air filtering 
  systems have improved the Empire’s capacity to operate vehicles on the 
  planet, but these speeder bikes have not yet received that upgrade. As a 
  result, each speeder bike has a persistent condition and has moved –2 
  steps down the condition track (this penalty has already been factored 
  into the statistics below). 
   
  Aratech 74-Z Speeder Bike 
  CL 2 
  Large ground vehicle (speeder) 
  Init +4; Senses Perception +8 
  ---------------------------------------------------------------------- 
  Defenses Ref 14 (flat-footed 8), Fort 12; +1 armor 
  hp 40; DR 5; Threshold 16 
  ---------------------------------------------------------------------- 
  Speed 12 squares (max. velocity 500 km/h) 
  Ranged laser cannon +4 
  Fighting Space 2x2; Cover none 
  Base Atk +4; Grp +12 
  Atk Options autofire (laser cannon) 
  ---------------------------------------------------------------------- 
  Abilities Str 16, Dex 16, Con —, Int 14 
  Skills Initiative +4, Mechanics +1, Perception +8, Pilot +9 
  ---------------------------------------------------------------------- 
  Crew 1 (scout trooper); Passengers none 
  Cargo 4 kg; Consumables 1 day; Carried Craft none 
  Availability Military; Cost 8,000 (1,800 used) 
   
   Laser cannon (pilot) 
   
  Atk +4 (–1 autofire), Dmg 4d10 
   
  Scout Trooper 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 stormtroopers 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 stormtroopers and seize control of the 
  communications facility, they have an opportunity to wreak some havoc 
  with Imperial communications. A successful DC 15 Use Computer 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. Doing so also scrambles the navigational arrays built into 
  scout trooper armor, which prevents reinforcements from arriving. 
  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 forest clearing, splitting around both 
  sides of a humongous mushroom whose cap hangs like an awning 
  over much of the battlefield. The outpost consists of little more than 
  a few small barricades and a tall computer system with a rotating 
  satellite dish at its top. 
  
   
   
  31 
  Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Features of the Area
   
  Like the swamp in the “Felucian Hospitality” encounter (page 29), 
  the stream that runs through the middle of this area counts as 
  difficult terrain, and any characters lying prone in the water must 
  hold their breath or begin to drown. Additionally, the massive 
  mushrooms in the area can be destroyed by weapons fire. Each 
  mushroom has 50 hit points and no DR, and a destroyed 
  mushroom no longer provides cover to anyone behind it. 
  
   
   
  32 
  Imperial Research Lab 
  Challenge Level 2 
   
   
  Setup 
  When the encounter begins, the Imperial medical researcher is standing 
  at a computer console next to the large bacta tanks, as is the 2-1B 
  medical droid. When the heroes enter, the researcher slaps a button and 
  releases the two modified Felucians, who are strapped to medical beds. 
  Read-Aloud Text 
  When the heroes arrive in this area, read the following text aloud: 
  Imperial Medical 
  Researcher 
  Employed by Captain Vischera to help conduct medical experiments on 
  the Felucians, this researcher is little more than an aide to the more 
  dangerous Imperial captain. Though he fights if cornered, the researcher 
  prefers to think that he is safe in the facility, and as such he never 
  considers the possibility that anyone would intrude on his work. 
  Imperial Medical Researcher 
  CL 1 
  Medium Human nonheroic 3 
  Dark Side 3 
  Init +2; Senses Perception +2 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 11 (flat-footed 10), Fort 10, Will 11 
  hp 7; Threshold 10 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +1 (1d4–1) 
  Ranged blaster pistol +3 (3d6) 
  Base Atk +2; Grp +1 
  ---------------------------------------------------------------------- 
  Abilities Str 8, Dex 12, Con 10, Int 15, Wis 12, Cha 10 
  Feats Cybernetic Surgery, Skill Focus (Knowledge [life sciences]), Skill 
  Focus (Treat Injury), Surgical Expertise, Weapon Proficiency (pistols, 
  simple weapons) 
  Skills Knowledge (galactic lore) +8, Knowledge (life sciences) +13, 
  Knowledge (technology) +8, Treat Injury +12 
  Possessions blaster pistol, medical kit, researcher’s robes 
  Imperial Medical Researcher Tactics 
  Once combat breaks out, the medical researcher tries to let the 
  genetically modified Felucians do his dirty work for him. Additionally, he 
  commands the 2-1B medical droid to engage in combat as well, hoping 
  to throw anything he can at the heroes. If all else fails, he uses his 
  blaster pistol. 
  Genetically Modified 
  Felucian (2) 
  Captain Vischera’s early experiments led to the creation of violent 
  Felucians with weapons built into their bodies. By removing their right 
  forearms and causing the bones of their elbows and upper arms to 
  mutate, Vischera created nasty blades out of their arm bones, meaning 
  that the modified Felucians cannot be disarmed. The genetic mutations 
  also made these Felucians stronger and more aggressive. Moreover, the 
  modified Felucians have several chitinous scales (taken from the body of 
  a local breed of rancor) grafted onto their flesh, making them hybrid 
  monstrosities that are barely recognizable as their former selves. 
  Genetically Modified Felucian 
  CL 2 
  Medium modified Felucian nonheroic 4 
  Init +8; Senses low-light vision; Perception +7 
  Languages none 
  ---------------------------------------------------------------------- 
  Defenses Ref 11 (flat-footed 10), Fort 15, Will 10 
  hp 23; DR 5; Threshold 15 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee fused blade +8 (1d8+4) or 
   
  fused blade +8 (2d8+4) with Mighty Swing 
  Base Atk +3; Grp +7 
  Atk Options Mighty Swing 
  ---------------------------------------------------------------------- 
  Abilities Str 18, Dex 13, Con 20, Int 8, Wis 11, Cha 8 
  Special Qualities breathe underwater, low-light vision, natural 
  camouflage, Force blast 
  Feats Force Sensitivity*, Mighty Swing, Skill Training (Initiative), Skill 
  Training (Stealth), Weapon Focus (simple weapons), Weapon 
  Proficiency (simple weapons) 
  Skills Initiative +8, Perception +7, Stealth +8, Use the Force +1 
  Possessions fused blade, loincloth 
  * Felucians gain Force Sensitivity as a bonus feat. 
  ---------------------------------------------------------------------- 
  Force Blast—Once per encounter, as a standard action a Felucian may 
  make a Use the Force check as a ranged attack roll against any target 
  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. 
  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. 
  This 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 the Felucian’s body. 
  
   
   
  33 
  within 12 squares and line of sight. If the check result exceeds the 
  target’s Reflex Defense, the target takes 2d6 points of damage. 
  Natural Camouflage—A Felucian can choose to reroll any Stealth check 
  to sneak, using the better result. 
  Genetically Modified Felucian Tactics 
  The genetically modified Felucians are little more than brutes. Their 
  minds have been eroded by constant experimentation, and they obey the 
  Imperial medical researcher’s commands even if it results in their deaths. 
  The Felucians use their fused blades to the exclusion of all other tactics, 
  charging in to attack the heroes with reckless abandon. 
   
  2-1B Medical Droid 
  2-1B Medical Droid 
  CL 0 
  Medium droid (1st-degree) nonheroic 2 
  Init +1; Senses low-light vision; Perception +5 
  Languages Basic, Binary, 2 unassigned 
  ---------------------------------------------------------------------- 
  Defenses Ref 10 (flat-footed 10), Fort 9, Will 12 
  hp 5; Threshold 9 
  Immune droid traits 
  ---------------------------------------------------------------------- 
  Speed 6 squares (walking) 
  Melee unarmed +0 (1d3–1) 
  Base Atk +1; Grp +0 
  ---------------------------------------------------------------------- 
  Abilities Str 8, Dex 11, Con —, Int 14, Wis 15, Cha 9 
  Feats Cybernetic Surgery, Skill Focus (Knowledge [life sciences], Treat 
  Injury), Skill Training (Use Computer), Surgical Expertise 
  Skills Knowledge (life sciences) +13, Perception +5, Treat Injury +13, Use 
  Computer +8 
  Systems walking locomotion, heuristic processor, 2 hands, improved 
  sensor package, vocabulator 
  Availability Licensed; Cost 4,300 credits 
   
  Conclusion 
  When the encounter concludes, the heroes can take advantage of the 
  medical equipment in this room. The Imperial research lab has working 
  bacta tanks (unless the heroes destroyed them) and two lockers full of 
  medical supplies. Each locker holds five medpacs, a medical kit, and a 
  few healing stimulants (see page 19 for details). 
   
   
   
  Encounter Map 
   
   
   
   
   
   
   
  Features of the Area
   
  This room is filled with medical equipment of all kinds. The beds 
  (where the Felucians are secured until combat begins) provide low 
  cover to anyone standing adjacent to them. Additionally, if any of 
  the bacta tanks takes more than 5 points of damage, it shatters 
  and spills bacta onto the floor. When this happens, unless a 
  character moves at half speed, the character must succeed on an 
  DC 10 Acrobatics check or fall prone. 
  
   
   
  34 
  Defense Turret Controls 
  Challenge Level 3 
   
   
  Setup 
  The Imperial turret gunner begins combat standing against the wall, 
  holding the E-Web blaster turret and scanning the area outside the 
  prison. The four stormtroopers stationed here stand casually around the 
  area. One of the four stormtroopers is positioned near the common area 
  at the center of the prison facility, allowing him to see the turret area, 
  the entrance to the facility, one side of the turbolift cluster, and possibly 
  even the entrance to the medical bay. 
  Read-Aloud Text 
  When the heroes arrive in this area, read the following text aloud: 
  Imperial Turret Gunner 
  The Imperial turret gunner is actually a standard Imperial gunner who 
  has been assigned to the specially mounted E-Web cannon. In addition 
  to manning the turret, the Imperial gunner carries a blast cannon that 
  he can use to deter intruders. 
  Imperial Gunner 
  CL 2 
  Medium Human nonheroic 6 
  Init +5; Senses low-light vision; Perception +9 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 14 (flat-footed 12), Fort 11, Will 9; +2 armor 
  hp 20; Threshold 11; Toughness 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +4 (1d4) 
  Ranged blast cannon +6 (3d8*, 1-square splash**) 
  Base Atk +4; Grp +6 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 14, Con 12, Int 11, Wis 9, Cha 8 
  Feats Armor Proficiency (light), Exotic Weapon Proficiency (blast 
  cannon), Skill Focus (Mechanics), Skill Training (Use Computer), 
  Toughness, Weapon Proficiency (simple weapons, heavy weapons) 
  Skills Mechanics +13, Perception +9, Use Computer +8 
  Possessions blast helmet and vest (+2 armor), helmet package, blast 
  cannon, utility belt, 3 explosive charges 
  * 4d8 damage against an adjacent target; apply range penalties on 
  damage instead of on attack roll. For more details, see the Death Star 
  Gunner in “Alliance and Empire Preview 6” in the archives at 
  www.wizards.com/starwars. 
  ** Splash occurs when targeting non-adjacent targets only. 
   
  Imperial Gunner Tactics 
  The Imperial gunner always tries to use his blast cannon to its greatest 
  effect. If the heroes are clustered together, the gunner tries to fire from 
  range to catch multiple heroes in the weapon’s splash area. If none of 
  the heroes is adjacent to another, the gunner attempts to close with a 
  single hero in order to deal an extra die of damage on a successful 
  attack. 
   
  Stormtrooper (4) 
  Stormtrooper 
  CL 1 
  Medium Human nonheroic 4 
  Dark Side 1 
  Init +2; Senses low-light vision; Perception +9 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 16 (flat-footed 16), Fort 12, Will 10 
  hp 10; Threshold 12 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +4 (1d4+1) 
  Ranged blaster rifle +4 (3d8) or 
  Ranged frag grenade +3 (4d6, 2-square burst) 
  Base Atk +3; Grp +4 
  Atk Options autofire (blaster rifle) 
  Special Actions Coordinated Attack 
  ---------------------------------------------------------------------- 
  Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10 
  Feats Armor Proficiency (light), Coordinated Attack, Weapon Focus 
  (blaster rifles), Weapon Proficiency (pistols, rifles, simple weapons) 
  Skills Endurance +7, Perception +9 
  Possessions stormtrooper armor (+6 armor, +2 equipment), blaster rifle, 
  frag grenade, utility belt with medpac 
   
   
   
  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 E-Web blaster 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 E-Web, including a large 
  power generator and a large bank of computers, apparently to 
  regulate and monitor power. 
  This Imperial soldier wears a dark gray uniform and a jet-black 
  helmet with a closed faceplate. He carries a large blast cannon and 
  wears a utility belt that holds three large explosive charges. 
  
   
   
  35 
  Conclusion 
  By the time the fight has concluded, the heroes might have alerted 
  Imperials in other areas of the prison facility to their presence. Although 
  the walls and doors reduce the noise of blaster fire, this encounter takes 
  place in a wide-open area and gives the Imperials a chance to move 
  around. Once the fight is over, the heroes could take control of the E-
  Web blaster cannon mounted to the south wall, though toting it around 
  (and powering it) could be troublesome. 
   
  Encounter Map 
   
   
   
   
   
   
  Features of the Area
   
  The southern wall contains not only the E-Web blaster cannon but 
  also a tinted transparisteel window that allows anyone in this 
  room to see outside. However, those outside the facility cannot 
  see in through the window. Reckless heroes could open fire on the 
  stormtroopers guarding the exterior of the building, but doing so 
  would almost certainly draw stormtroopers in through the front 
  entrance, resulting in a very different encounter. 
  
   
   
  36 
  Communications Center 
  Challenge Level 3 
   
   
  Setup 
  The three Imperial communications operators sit at their computer 
  stations, two in the circular side of the room and one across from the 
  door. When combat begins, Lieutenant Aden is supervising the two 
  comm operators in the circular section of the room. 
  Read-Aloud Text 
  When the heroes arrive in this area, read the following text aloud: 
  Lieutenant Aden 
  Lieutenant Aden is a young officer who believes that he is on the rise in 
  the Empire. Unfortunately, he’s sadly mistaken. His posting to the 
  backwater world of Felucia is meant to keep him out of the way, just as 
  the secret facility is intended to keep prisoners hidden. Lt. Aden has 
  delusions of grandeur, but he is a violent and ill-tempered man who 
  thinks he has something to prove. A number of commanders transferred 
  him out of their units after he decided to demonstrate his loyalty to the 
  Empire by berating fellow officers for even the smallest offense. Loud 
  and angry, Lt. Aden would like nothing more than to kill some rebellious 
  scum and earn a promotion off of Felucia. 
  Lt. Aden 
  CL 2 
  Medium Human nonheroic 4/noble 1 
  Force 1; Dark Side 3 
  Init +1; Senses Perception +7 
  Languages Basic, High Galactic 
  ---------------------------------------------------------------------- 
  Defenses Ref 11 (flat-footed 11), Fort 11, Will 13 
  hp 17; Threshold 11; Toughness 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +3 (1d4) 
  Ranged blaster pistol +2 (3d6) 
  Base Atk +3; Grp +3 
  Special Actions Born Leader 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 8, Con 10, Int 12, Wis 11, Cha 13 
  Talents Born Leader 
  Feats Armor Proficiency (light), Skill Focus (Persuasion), Skill Training 
  (Deception), Toughness, Weapon Proficiency (pistols, simple weapons) 
  Skills Deception +8, Knowledge (tactics) +8, Perception +7, Persuasion 
  +13 
  Possessions blaster pistol, code cylinder, comlink (encrypted), officer’s 
  uniform 
  Lt. Aden’s Tactics 
  Lt. Aden’s zeal sometimes gets the best of him, especially in combat. In 
  the first round, he activates his Born Leader talent, but in subsequent 
  rounds, he 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. 
  Imperial Comm Operator 
  (3) 
  Each Imperial communications officer is a trained soldier first and 
  foremost. Drawn from the ranks of the Imperial Army, these comm 
  operators are capable of defending the prison facility as well as any 
  other soldier. The operators are in charge of ensuring that 
  communications continue to flow across Felucia and to the Star 
  Destroyer in orbit, and all are entrusted with a higher level of security 
  clearance, allowing them to convey secret messages to their superiors. 
  Imperial Comm Operator 
  CL 2 
  Medium Human nonheroic 3/soldier 1 
  Force 1; Dark Side 3 
  Init +3; Senses Perception +2 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 13 (flat-footed 12), Fort 13, Will 11 
  hp 14; Threshold 13 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +3 (1d4) 
  Ranged blaster pistol +5 (3d6+2) 
  Base Atk +3; Grp +4 
  ---------------------------------------------------------------------- 
  Abilities Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10 
  Talents Weapon Specialization (pistols) 
  Feats Armor Proficiency (light), Skill Training (Knowledge [technology]), 
  Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple 
  weapons) 
  Skills Knowledge (technology) +7, Mechanics +7, Use Computer +7 
  Possessions blaster pistol, comlink, utility belt, blast helmet and vest (+2 
  armor) 
   
  Imperial Comm Operator Tactics 
  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 
  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. 
  This Imperial soldier wears a dark gray uniform and an Imperial 
  Army helmet, and a blaster pistol is holstered at his hip. 
  Additionally, a datapad and other communications equipment is 
  tucked in pouches attached to his belt, giving the impression that he 
  is both a soldier and a technician. 
  
   
   
  37 
  operators are good shots with their blaster pistols, and they try to 
  hunker down and use the aim action to keep the heroes from taking 
  advantage of cover as well. 
  Conclusion 
  When the encounter concludes, the heroes can access the Imperial 
  network (as described under “P3: Communications Center” on page 20). 
  Additionally, they can recover Lt. Aden’s code cylinder, which allows 
  them to use the turbolifts in the common area of the ground floor, 
  granting them access to the command center. 
   
  If the heroes agreed to plant the explosives given to them by Vazus 
  Mandrake, they may do so in this room. As long as all of the Imperials 
  have been defeated, the heroes are under no time pressure to set the 
  charges. If they successfully plant the explosives in the communications 
  center, grant them experience points as if they had defeated a CL 3 
  enemy. 
  Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Features of the Area
   
  The walls of this room are lined with computer consoles, each 
  featuring different communications arrays. Although the consoles 
  provide no special terrain effects, any comm operator can use 
  them to send a message to the command center that there are 
  intruders in the facility. Doing so requires a comm operator to 
  make a successful Use Computer check as a standard action on 
  one of the consoles. If such a message is sent, at the conclusion of 
  combat the heroes can attempt to cancel the alert by similarly 
  using the communications arrays and making a successful 
  Deception check (against Captain Vischera’s Will Defense). 
  
   
   
  38 
  Detention Block F-1A 
  Challenge Level 3 
   
   
  Setup 
  When the encounter begins, two detention block guards are standing 
  behind the northern barricades, monitoring the prison area. The two 
  warden droids stand at opposite ends of the narrow hallway leading to 
  the holding area. Four prisoners, including Admiral Varth, mill about in 
  the holding area. 
  Read-Aloud Text 
  When the heroes arrive in this area, read the following text aloud: 
  Imperial Detention Block 
  Guard (2) 
  Charged with ensuring that none of the Empire’s political prisoners 
  escape from the facility, these detention block guards are excellent 
  close-quarters combatants and are deadly with blaster pistols. Each 
  guard is trained to pacify rioting prisoners, and though technically they 
  are members of the Imperial Army, they have also received rudimentary 
  training in prisoner psychology from Imperial Intelligence. 
  Imperial Detention Block Guard 
  CL 2 
  Medium Human nonheroic 3/soldier 1 
  Force 1; Dark Side 3 
  Init +3; Senses Perception +7 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 15 (flat-footed 14), Fort 13, Will 11 
  hp 14; Threshold 13 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee baton +3 (1d6) 
  Ranged blaster pistol +5 (3d6+2) 
  Base Atk +3; Grp +4 
  Atk Options Point Blank Shot 
  ---------------------------------------------------------------------- 
  Abilities Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10 
  Talents Weapon Specialization (pistols) 
  Feats Armor Proficiency (light), Point Blank Shot, Precise Shot, Weapon 
  Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons) 
  Skills Knowledge (social sciences) +7, Perception +7 
  Possessions baton, blaster pistol, comlink, utility belt, blast helmet and 
  vest (+2 armor) 
   
  Imperial Detention Block Guard Tactics 
  The guards always try to take advantage of their Point Blank Shot feat to 
  ensure the best chance of hitting a target. Given the small area of the 
  detention block, this should pose no problem. Additionally, the guards 
  prefer to let the warden droids engage intruders in melee combat, while 
  the guards fire over the droids. Since the guards have the Precise Shot 
  feat, they take no penalties for firing at enemies engaged in combat 
  with the droids. 
  Prisoners (3) 
  Besides Admiral Varth (see page 20 for his statistics), three other 
  Imperial prisoners await their fates in the detention block. The captives 
  are more than happy to help the heroes overthrow the guards, though 
  they are unarmed and their abilities are quite limited. 
  Prisoner 
  CL 1 
  Medium Human nonheroic 3 
  Dark Side 4 
  Init +7; Senses Perception +5 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 11 (flat-footed 10), Fort 11, Will 9  
  hp 9; Threshold 11; Toughness 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +2 (1d4) 
  Base Atk +2; Grp +3 
  Atk Options Point Blank Shot 
  ---------------------------------------------------------------------- 
  Abilities Str 11, Dex 13, Con 12, Int 8, Wis 9, Cha 10 
  Feats Point Blank Shot, Toughness, Weapon Focus (rifles), Weapon 
  Proficiency (pistols, rifles, simple weapons) 
  Skills Initiative +6, Perception +5 
  Possessions prison garb 
   
  Warden Droid (2) 
  The warden droids are specialized security droids designed to patrol 
  Imperial detention centers. Each warden droid is programmed to capture 
  escaping prisoners, putting down riots and rebellions with nonlethal 
  force. Though they are powerful, warden droids are designed to 
  recapture prisoners alive, leaving the task of doling out punishment to 
  flesh-and-blood prison guards. 
  Warden Droid 
  CL 2 
  Medium droid (4th-degree) nonheroic 6 
  Init +9; Senses Perception +8 
  Languages Basic, Binary 
  ---------------------------------------------------------------------- 
  Defenses Ref 13 (flat-footed 12), Fort 12, Will 10; +2 armor 
  hp 19; Threshold 12; Toughness 
  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. Each of 
  the two smaller rooms flanking the hall seem built for defense, both 
  against intruders and against escaping prisoners. 
  This tall, angular droid has a thin body and long, spindly arms. The 
  tips of its hands spark occasionally with blue energy, and its large, 
  glowing eyes seem to scan the room with vigilant awareness. 
  
   
   
  39 
  Immune droid traits 
  ---------------------------------------------------------------------- 
  Speed 6 squares (walking) 
  Melee stun claws +6 (1d6+1 stun) or 
   
  stun claws +4 (2d6+1 stun) with Rapid Strike or 
   
  stun claws +8 (2d6+4 stun) with Rapid Strike and Powerful Charge 
  Base Atk +4; Grp +6 
  Atk Options Powerful Charge, Rapid Strike 
  ---------------------------------------------------------------------- 
  Abilities Str 14, Dex 13, Con —, Int 10, Wis 11, Cha 7 
  Feats Armor Proficiency (light), Powerful Charge, Rapid Strike, Skill 
  Training (Initiative), Toughness, Weapon Proficiency (simple weapons) 
  Skills Initiative +9, Perception +8 
  Systems walking locomotion, heuristic processor, backup processor, 2 
  hand appendages, integrated comlink, vocabulator, plasteel shell (+2 
  armor) 
  Possessions stun claws 
  Availability Military; Cost 3,300 credits 
   
  Warden Droid Tactics 
  The warden droids are experts in nonlethal tactics and specialize in 
  melee combat. As such, they are best used as front-line combatants. 
  They rush at any unauthorized beings who enter the detention block, 
  trying to stun the intruders into submission. Since the warden droids 
  have no ranged attacks, they constantly try to maneuver themselves 
  between the heroes and the detention block guards, providing the guards 
  with cover while the guards fire shots at the heroes. 
  Conclusion 
  When the encounter has concluded, the heroes can free Admiral Varth 
  from the holding area with little difficulty. 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. 
   
   
   
   
   
   
  Encounter Map 
   
   
   
   
   
   
   
   
   
  Features of the Area
   
  The cell door leading into the holding area can be opened only by 
  using one of the computer consoles above the northern barricade. 
  If the door is opened, the prisoners can move out into the 
  antechamber, or the heroes (or Imperials) can move inside to take 
  advantage of the larger combat area. 
  
   
   
  40 
  Command Center 
  Challenge Level 4 
   
   
  Setup 
  The encounter begins with Captain Vischera and Kargrek, one of his 
  mutated Felucian bodyguards, standing near the holographic display 
  table in the southwest corner of the room. Hagark, the other bodyguard, 
  stands near the eastern wall, while the four stormtroopers are spaced 
  evenly throughout the command center. At least two stormtroopers are 
  watching the turbolift cluster when the encounter begins. 
  Read-Aloud Text 
  When the heroes arrive in the command center, read the following text 
  aloud: 
  Captain Vischera 
  The cruel genius behind the horrible experiments being conducted on the 
  Felucians, Captain Vischera is a dangerous man. Slender and with 
  slightly spiky graying hair, Captain Vischera has a brilliant mind tainted 
  by a sadistic streak that makes him perfect for Imperial service. Vischera 
  has hollow cheeks and sunken eyes, giving the impression that he is 
  malnourished and doesn’t get enough sleep, and his Imperial uniform 
  (though conforming to all standards) looks as though it is hanging off 
  his body. Vischera wants nothing more than to continue his experiments, 
  and as such he will defend the facility to his death. 
  Captain Vischera 
  CL 2 
  Medium Human nonheroic 4/noble 1 
  Force 1; Dark Side 3 
  Init +3; Senses Perception +7 
  Languages Basic, Bocce, Durese, High Galactic 
  ---------------------------------------------------------------------- 
  Defenses Ref 17 (flat-footed 16), Fort 11, Will 13; +4 armor 
  hp 12; Threshold 11 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee unarmed +3 (1d4) 
  Ranged blaster pistol +4 (3d6) 
  Base Atk +3; Grp +4 
  Special Actions Bolster Ally 
  ---------------------------------------------------------------------- 
  Abilities Str 10, Dex 12, Con 10, Int 14, Wis 11, Cha 13 
  Talents Bolster Ally 
  Feats Armor Proficiency (light), Linguist, Skill Focus (Treat Injury), Skill 
  Training (Treat Injury), Surgical Expertise, Weapon Proficiency (pistols, 
  simple weapons) 
  Skills Knowledge (life sciences) +9, Knowledge (tactics) +9, Perception 
  +7, Persuasion +8, Treat Injury +12 
  Possessions blaster pistol, combat jumpsuit (+4 armor), code cylinder, 
  comlink (encrypted), 3 medpacs 
   
  Captain Vischera’s Tactics 
  When the encounter begins, Captain Vischera immediately commands 
  Kargrek and Hagark to defend him, then orders the stormtroopers to take 
  down the intruders. If either Kargrek or Hagark drops below half its hit 
  points, Vischera uses his Bolster Ally talent to get the injured bodyguard 
  back in the fight. Whenever possible, Vischera uses his blaster pistol, 
  taking the aid another action as needed to help the stormtroopers hit 
  any heroes who have high Reflex Defenses. 
  Kargrek and Hagark 
  Unaware of the true depth of their mutation, these two Felucians have 
  been twisted to believe that they are loyal servants of Captain Vischera. 
  Each of them has been horribly altered, even further than the Felucians 
  in the medical research bay, and both are larger and stronger than all of 
  their brethren. Additionally, Kargrek and Hagark have received combat 
  training overseen by Captain Vischera himself, and as such they are far 
  more dangerous than any other foe in the prison facility. 
  Kargrek and Hagark 
  CL 3 
  Large modified Felucian nonheroic 4/Soldier 2 
  Init +9; Senses low-light vision; Perception +8 
  Languages none 
  ---------------------------------------------------------------------- 
  Defenses Ref 13 (flat-footed 12), Fort 19, Will 12 
  hp 34; DR 5; Threshold 24 
  ---------------------------------------------------------------------- 
  Speed 6 squares 
  Melee fused blade +8 (1d10+11)* or 
   
  fused blade +8 (2d10+11)* with Mighty Swing 
  Fighting Space 2x2; Reach 1 square 
  Base Atk +5; Grp +16 
  Atk Options Mighty Swing 
  ---------------------------------------------------------------------- 
  The tall, sickly Imperial officer appears to be in dire need of both 
  food and sleep. A dark malevolence flits across his eyes, and his 
  hands curl into twisted, angry claws. His graying hair would give 
  him an almost distinguished appearance if it weren’t for the cruelty 
  so plain on his face. 
  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. 
  This towering monstrosity was once a Felucian, but now it more 
  closely resembles a beast than a sentient being. Its right arm has 
  been replaced by a bone blade fused into the elbow joint, and its 
  muscles ripple with unnatural strength. Chitinous plates have been 
  grafted onto the creature’s body, and each lumbering step it takes 
  causes the floor to rumble with its weight. 
  
   
   
  41 
  Abilities Str 22, Dex 13, Con 20, Int 8, Wis 11, Cha 8 
  Special Qualities breathe underwater, low-light vision, natural 
  camouflage, Force blast 
  Talents Devastating Attack (simple weapons) 
  Feats Armor Proficiency (light), Bantha Rush, Force Sensitivity**, Mighty 
  Swing, Power Attack, Skill Training (Initiative), Skill Training (Stealth), 
  Weapon Focus (simple weapons), Weapon Proficiency (simple 
  weapons) 
  Skills Initiative +9, Perception +8, Stealth +9, Use the Force +2 
  Possessions fused bone blade, loincloth 
  * Includes 4 points of Power Attack. 
  ** Felucians gain Force Sensitivity as a bonus feat. 
  ---------------------------------------------------------------------- 
  Force Blast—Once per encounter, as a standard action a Felucian may 
  make a Use the Force check as a ranged attack roll against any target 
  within 12 squares and line of sight. If the check result exceeds the 
  target’s Reflex Defense, the target takes 2d6 points of damage. 
  Natural Camouflage—A Felucian can choose to reroll any Stealth check 
  to sneak, using the better result. 
  Kargrek and Hagark’s Tactics 
  Both of the modified Felucians have incredible strength and know how 
  to use it. They attempt to neutralize any threats with their melee 
  attacks, and their Devastating Attack talent ensures that many attacks 
  with their fused blades will knock opponents down the condition track. 
  Kargrek and Hagark know to stay within Captain Vischera’s line of sight 
  (so that they can take advantage of his Bolster Ally talent) and will not 
  stray far from the officer. 
  Stormtroopers (4) 
  Stormtrooper 
  CL 1 
  Medium Human nonheroic 4 
  Dark Side 1 
  Init +2; Senses low-light vision; Perception +9 
  Languages Basic 
  ---------------------------------------------------------------------- 
  Defenses Ref 16 (flat-footed 16), Fort 12, Will 10 
  hp 10; Threshold 12 
  ----------------------------------------------------------------------
  Speed 6 squares 
  Melee unarmed +4 (1d4+1) 
  Ranged blaster rifle +4 (3d8) or 
   
  frag grenade +3 (4d6, 2-square burst) 
  Base Atk +3; Grp +4 
  Atk Options autofire (blaster rifle) 
  Special Actions Coordinated Attack 
  ---------------------------------------------------------------------- 
  Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10 
  Feats Armor Proficiency (light), Coordinated Attack, Weapon Focus 
  (blaster rifles), Weapon Proficiency (pistols, rifles, simple weapons) 
  Skills Endurance +7, Perception +9 
  Possessions stormtrooper armor (+6 armor, +2 equipment), blaster rifle, 
  frag grenade, utility belt with medpac 
  Conclusion 
  When the encounter has concluded, the heroes can escape to the roof 
  using the cargo platforms. With Captain Vischera defeated, the Imperial 
  prison facility no longer has a leader, and the chances of reinforcements 
  arriving are minimal. 
  Encounter Map 
   
   
   
   
   
   
   
   
  Features of the Area
   
  The walls of the command center feature numerous banks of 
  computers, but the most important pieces of technology in the 
  room are the two cargo platforms. Each platform can rise up 
  through the roof. To operate a platform, a hero must first use the 
  computer terminal to unlock the platform’s control pad, and then 
  use the pad to raise the platform. It takes 2 rounds for a platform 
  to move up to the roof. 
  
  RPGA is a trademark of Wizards of the Coast, Inc. © 2007 
  Wizards of the Coast, Inc. 
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  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
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  Start Time:  
   
  S E S S i o N  T r A C k i N g
  (This number was given to the senior gM when the event was sanctioned.)
   Month 
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   Hour 
  Minute
  A legal rPgA table has no less than four players, and no more than six players.
  give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
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  :
  Player                                                   
                               rPgA 
   
  Name                                                   
                               Number  
   
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  DM Name: _____________________
  D u N g E o N M A S T E r
  rPgA Number: May be less than a 10-digit number.
   The Traitor’s gambit (Dawn of Defiance, Part 1)
  DM Name: _____________________
      g A M E M A S T E r
  RPGA is a trademark of Wizards of the Coast, Inc. © 2007 
  Wizards of the Coast, Inc. 
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  b
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  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
  Date of Play: 
   
   
   
  Start Time:  
   
  S E S S i o N  T r A C k i N g
  (This number was given to the senior gM when the event was sanctioned).
   Month 
  Day 
  Year
   Hour 
  Minute
  A legal rPgA table has no less than four players, and no more than six players.
  give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
  /
  :
  Player                                                 
                              rPgA 
  Name                                                 
                              Number 
  1
  2
  3
  4
  5
  6
  DM Name: _____________________
  D u N g E o N M A S T E r
  rPgA Number: May be less than a 10-digit number.
  DM Name: _____________________
      g A M E M A S T E r
  (For administrative use only.)
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   The Traitor’s gambit (Dawn of Defiance, Part 1)
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/Saga/SWD20 (Saga) - Campaign - Dawn of Defiance - Episode 01 - The Traitor's Gambit.pdf