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EPISode i

Bargos the Hutt wants Olstras main base of operations de- telling the truth. The GM might drop hints to the contrary if
stroyed. It would of course be foolish to waste his own troops desired, but if the PCs contact Bargos they will get confirma-
and supplies on such a task, so he has devised a way to avoid tion of the orders. It is extremely difficult to read the data
the dirty work himself. A recent space battle has given him an card (it is heavily encrypted) so there should always be some
opportunity. The Star Destroyer Immortal suffered some dam- lingering doubt that the actual target might be something
age in the battle, and had to pull in to Kwenn Space Station other that Olstra.
for repairs. Bargos has managed to forge Imperial orders for a
strike against Olstras main base, and just needs someone to
plant the data chip in the commander’s office. This is where
Arrival
the PCs come in. If the PCs hurry, they arrive at Kwenn around lunchtime the
next day. Kwenn is busier than normal, with a lot of off-duty
imperial crew and soldiers having some much needed rest.
Mission breifing Minor scuffles are plentiful and station security has a lot to do
at the moment, so if the PCs get in or start some trouble secu-
The PCs are visited by a courier from Bargos, preferably one
rity will respond much slower than normal. The opportunities
they have met before and trust. He/She/It arrives at the PCs
for pick pockets or confidence tricksters abound. The GM
ship, noticeably agitated and excited.
might throw in some minor encounter here.

Information overload
“Greetings my friends. Bargos has one
final job for you. We have now succeeded The first thing the PCs should do is try to get some informa-
in destabilizing Olstra’s operations to the tion about the current situation. Several skills could be used
point where we are ready to take action. for this: Streetwise (for contacts in the underworld), Comput-
We have also received a fortunate opportu- er (search information grids) or Charm (speak to the people
nity by which we can avoid any unfortunate on the station). Make an Average (11) check and compare
losses to our own forces. We have managed the results below:
to procure a data card of genuine imperial
orders and managed to alter them slightly, s: The Star Destroyer is almost completely repaired. It is
making Olstra the primary target of an scheduled to leave the day after tomorrow. Maintenance
Imperial assault. This data card needs to be crews from Kwenn is still finishing up the last details.
placed in the office of the Imperial captain
of the star destroyer Immortal, which is cur- a: The Star Destroyer crew are temporarily on shore leave,
rently undergoing minor repairs at Kwenn but ordered to return to the destroyer tomorrow by 1800
Space Station from a small battle with a local time at the latest.
pirate fleet. You will proceed immediately to
Kwenn, find some way to infiltrate the ship aaa or T: The repairs on the destroyer are complete. The
and plant the data card in the captain’s of- finishing touches that remain are only cosmetic and can prob-
fice, to match the instructions he will receive ably be done after the ship leaves. If the ship would receive
through their network. When you have done new orders, it could launch much sooner than expected.
this, signal Bargos immediately on your
comlinks. We will have a man on Kwenn to If the PCs have ever been to Kwenn earlier, they might have an
relay the message further. We do not know old contact here. Otherwise, in the course of their information
how long the ship will stay for repairs, so search, they meet Jaran Nivix, a Chadra-fan information bro-
please hurry. Do NOT screw this up! We ker (he can be substituted by any other PC connection if they
might not get another chance like this.” have one that is appropriate). He lives on Kwenn and trades
information an connection services for a living. He invites the
characters for a drink over at one of the local tapcafés. He is
The courier then leaves the PCs with the data card. very observant when it comes to new arrivals and deduced
that the PCs were looking for something, and that means they
need his help (and he needs their credits).
Is that really our orders?
The PCs (and especially the players) might be suspicious
of the courier, the data card or the orders, since they were
contacted in person and not by transmission as they normal-
ly are. However, these are genuine orders and the courier is

1
JARAN NIVIX [NEMESIS]
Jaran is a Chadra-fan, originally from Tatooine but ended up EPISode iI
on Kwenn a few years ago due to some unfortunate business
dealings. He is currently earning a living as an information
AN UNEXPECTED CALL
broker and cares only for his credits. The PCs are woken up in the middle of the night by an agi-
tated Nivix furiously banging on their door, out of breath. He
informs them (for a 50 credit fee) that the Star Destroyer has
1 2 3 2 2 3 moved up it’s departure and it is now scheduled to leave early
in the morning! No work crews are allowed onboard any more,
and their IDs will still not be ready until morning, so they need
1 11 14 to find some way to delay the departure. They have about 6
hours to think of something.
Skills: Deception 1, Charm 2, Negotiation 3, Cool 2
If asked how they might accomplish this, he thinks for a bit
Equipment:
and remembers that the ship’s first officer is a huge sabacc
Comlink, Secure Credits Wallet.
fan, and is locked in a tight game in one of the stations tap
cafes. He might have the authority to delay the departure if
Conversation the PCs are able to keep the game running a bit longer.

Nivix begins by asking them if they found what they were


looking for. They are obviously looking for some information
since their arrival and there is no one that knows more on
Let’s go
Kwenn then Nivix (at least according to himself). If the PCs If the PCs ignore the delay tactic and instead try to get on-
volunteer that they are searching for something, Nivix bright- board right away, they will discover that the ship is well guard-
ens up and launches into a small tirade about how good he is ed. All access hatches are guarded by at least a stormtrooper
at finding out things. He then requests 100 credits for getting patrol, and more guards await inside. The flow of personal
the information they need. He has the s and a information returning might present an opportunity to slip aboard, but
above, but not the last part. If presented with this, he will faking imperial IDs in such a short time should be extremely
investigate this for an additional 100 credits. difficult. The PCs will probably also be trapped onboard if
they do manage to get inside.
If the PCs ask how they can board the ship, Nivix suggests
forging work orders and entering the ship as maintenance
techs. Some of Kwenn’s own techs are working on repairing Delaying the destroyer
the ship and it’s not unusual that they work inside the ship as
Below are some suggestions that the PCs might use to delay
well, even if the Imperials try to keep this to a minimum. As
the destroyer, but they will probably come up with their own
luck would have it, he has connections to a forger that can be
plan so the GM might have to improvise a bit here. Any rea-
of assistance if the PCs require it.
sonable plan should work, but make them work for it.

GETTING CREDENTIALS THE SABACC GAME


As Nivix mentioned, first officer Calman Marnath is a big
Forging their own work orders requires a Daunting Skuldug- sabacc lover. He is also quite good, which has the effect
gery (1111) roll (the work orders are not that advanced, that none of the Immortal’s crew will play with him anymore.
but they need to look really really good since the Imperials Naturally he tries to get in a game in every port of call his ship
will presumably be very thorough in checking them). makes.

If the PCs rather hire a forger, Nivix will happily act as an Currently he is engaged in a game in a back room in a Kwenn
intermediary. He says the fake IDs will cost them 200 credits, bar, “The toolkit essential”. The game is a semi regular game
payment up front, and they will be ready tomorrow. If the PCs among the station employees, a couple of them very good,
rather find their own forger, they can find one that will charge and usually a visitor or two. Any PC with underworld connec-
about half the price for the same time frame. tions on Kwenn would probably have heard of this game, and
might even have played in it.
Acquiring work clothes and tool bags is quite easy in a large
spaceport like Kwenn, prices can be found in the rulebook or This night, the other players are Margot Wail, a maintenance
improvised by the GM. tech and an experience gambler, Dusty Pie, a station ad-
ministrator and quite a good sabacc player, and Arlof Geist,
a newly appointed station overseer, which the game is built
around. He inherited more money than common sense, and
has been placed as far from his family as possibly. He is not
a total pushover in the game, but bad enough that the others
recognize that he is the mark. Arlof is currently losing and if Quarantine?
nothing happens, will leave in about 1-2 hours. If that occurs, The PCs might try to convince the station authorities that
First Officer Marnath will leave as well if no other juicy mark there is some sort of dangerous virus lose on the station. With
takes his place. a good enough story and some credits in the right hands,
they can delay the departure about 4 hours, during which the
If the PCs arrive and spray some credits around, they are imperials perform routine medicine checks and finds nothing
more than welcome to join the game. The pots in the game strange (unless the PCs actually release some sort of biologi-
range from 500 to 1000 credits, so it might be that the PCs cal weapon, in which case this scenario might spin a bit out of
have to fake other reasons for being near the game if they do control).
not have the cash.

Once in, there are a number of options for delaying the game. Other ideas
The PCs might think it’s worth if to drop a lot of cash but The players will probably come up with their own scams to get
they will probably not have that much on hand. They might the ship to stay. They might try to sabotage the engines by
convince the other players (with other patrons/contacts on using their own ship, they might kidnap members of the crew,
Kwenn) to start a tournament that will feature a big prize, or or they might attempt to rig the departure lights to never turn
fake it. They might convince Arlof to stay around and increase green. It is impossible to cover all eventualities, but the GM is
his stake, by using either flattery or a con (a Hard Charm encouraged to allow any reasonable plan to succeed in delay-
check (111) and a good story is enough). They might try to ing the ship for about 4 hours.
con Marnath that they have a huge fish on the way, but he will
not be easily convinced (a Daunting Charm check (1111)
with 3 added) since he will need to pull some pretty big DelayED
strings to prevent the Immortal leaving. He can be persuaded When the captain of the Immortal learns of the delay, he
to wait up to 4 hours but he will not delay the departure any allows some of the external repair crews aboard to finish
longer. This might be risky if the PCs need to leave one of their tasks if possible and to collect their things. The crew is
their number to entertain him, since they might all be needed ordered to remain aboard and prepare the ship for departure,
to infiltrate the destroyer. but with a lot of people moving through the ship for different
purposes it is impossible for security to keep a tight guard.
Stormtrooper and Navy Trooper patrols are on standard rota-
Collision course tion but will have a difficult time to monitor everyone.
One other possible way is to actually create some damage on
the destroyer. The PCs most probably do not have anything
that will cause serious damage to an Imperial Star Destroyer, Finding the captain’s quarters
but it might be possible to cause minor damage that have to The captain has his own quarters one floor below the bridge.
be checked before leaving. It is clearly marked on maps the PCs can access from any
terminal. The area below the bridge is much tighter controlled
There are loads of maintenance tug floating around the vessel. however, so getting there might be a problem. Getting to
These have been ordered to leave the vicinity as the Immortal the quarters from the nearest turbolift requires an Average
prepares to depart, but many are slow to respond and their Sneak check (11), with failure meaning the PCs are discov-
crews are not overly impressed with the Immortal cutting it’s ered by a patrol (GMs discretion of Navy troopers or Storm-
repair time short. The two obvious options are to either bribe troopers) and have to either bluff or fight their way out. This
a tug crew to perform an insurance fraud or to steal/hack one part of the ship is much less populated than the main areas,
of the tugs and crash it into the huge ship. so the PCs will probably get away with a short firefight provid-
ed no one has time to sound the alarm.
With a Hard Streetwise check (111) they can find a tug
crew who are willing to fake an emergency and crash their Breaking in
small tug into the destroyer. However they are quite expensive The door to the captains quarters is of course locked, but
and require a bribe of at least 1000 credits (there is going to requires only a Hard Skulduggery check (111) to open.
be a lot of paperwork) or a Daunting Charm check (1111) The captain is currently on the bridge, preparing for depar-
to be persuaded. If the PCs think of it (or if they roll a few a ture, so the PCs have a free reign of the suite. It is sparsely
on their streetwise roll), they might be able to find a crew with furnished and the PCs cannot find much of value here. There
rebel sympathies and convince them it is for a higher cause is a spacious bed, closets and a work area with a desk and a
(lower the difficulty above by one level). computer terminal. The terminal is locked down and requires
a high level rank cylinder to operate, and it is doubtful the
If the PCs are successful with this operation, they delay the PCs will have the time to hack into it. There is a small stack of
departure about 4 hours, while the imperials survey the data cards on the desk, but stealing any would probably alert
damage and concludes that they do not need to repair it right the imperials that someone was here. If the PCs have rebel
now. sympathies they could be of great value however. This is a
good place to plant additional information for further adven-
tures. The PCs data card just has to be placed on the stack to
complete the mission.
EPISode iII
After placing the data card on the stack and signaling Bargos,
soft alarm bells begin to sound after a couple of minutes. The
captain has just ordered the ship to depart. Any PC familiar
with imperial procedures knows about this (it is also easy to
find out from any computer terminal). They have 15 minutes
before the ship closes all hatches and departs into space. If
one or more PCs are present at a sabacc game, Marnath is
signaled that he will have to shuttle aboard since the Immortal
has received new orders over the Holonet and need to depart
immediately. Bargos have just transmitted their counterfeited
orders to the Immortal using a hacked ISB connection. The
confirmation of that message is the chip the PCs have just
placed in the captain’s quarters.

Getting of before the destroyer leaves is not especially hard,


but a few complications might arise. First, the PCs have to
sneak back to the turbolifts successfully (an Average Sneak
check (11)). If caught when doing this, they might not have
time to talk their way out of the situation any more. Second,
it will take a while to reach an access hatch or a shuttle of
the ship. The GM can turn this into a chase scene (except no
one is chasing) with obstacles like crew members in the way,
droids carrying supply carts and bulk heads closing in prepa-
ration for departure.

Ultimately, the PCs should be able to reach a hangar bay or


an access hatch if they hurry. If they somehow stow aboard
and participate in the assault, they should receive additional
rewards from Bargos after the scenario is over, but the GM
has to develop that scenario on their own.

The PCs might try for an escape pod, and while this will work
in the short term, the imperials will scan the pod and proba-
bly detect life signs. Guessing that the pod includes deserters,
a shuttle with a stormtrooper detachment will be dispatched
to bring in the pod to Kwenn and interrogate the passengers.

AFTERMATH
Give the players 20 XP for successfully completing the scenar-
io. If they manage to infiltrate the Immortal without causing
any suspicion (no firefights, no damage inflicted, no theft) they
should receive an extra 5 XP.

If the scenario is successful, the imperials make short work of


Olstras base of operations. Her small crime empire is frac-
tured and Bargos manages to expand his operations signifi-
cantly. If Olstra survives (GMs discretion), the PCs have made
a pretty powerful enemy who might be back to inconvenience
them in the future.

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