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Star Wars SAGA Edition: Birthday Special

Heroes
Joslyn – Human/Force User (Mira)
Chris – Human/Soldier (Imperious)
Adam – Rodian/Scout-Jedi (Guy)
Karen – Human/Force (Guy)
Derek – Human/Soldier (Rex)
Guy – Twilek/Force (Guy)

NPCs
Alto Flynn

Legora the Hutt

The Gamblers
Gor Koresh – Abyssin gangster, gambler, and entrepreneur who organized gladiator matches
Zim Zam Blattis – male Gungan leader of Bom Bads smuggling gang
Weazel Ulfgood – a male Lannik weapons dealer.
Dr. Thanar – Human male Outlaw Cyberneticists

Prisoner 8472

Antagonists
TC – 386

Arlos Venn – Imperial Antagonist.


Death Troopers

Darth Mortis
Apex Society Cultists

Events

Legora the Hutt


Is known to be an avid gambler
It has dealings with several criminal organizations
Information and gift
Is aware of the black site where Prisoner 8472 is being held

Opening - Party Barge: Boonta Eve

Hutt hosting Sabacc game, heroes know that he has a prisoner in custody that they're trying to
free

Large Gold medallion


Smiling Hutt on one side, Hutt dolla sign on the other
The value is 100000 Hutt dongs
It's the buy in for the game

The Heroes acquired theirs by stealing it from Dryden Vos.

• Plain clothes, unarmed (players can spend a destiny point to get weapon early)
• Five competitors (only race/sex that matches the party are two human males)
• Party must remove one or both competitors before ship launches
• One guard and one companion permitted, others can be within sight but not near the table

Spending their Plot Points


To be one of Legora's Guards
To be another gambler at the table
Have Drink Serving Girl bring blasters
Reprogram dealer droid to favor Heroes
Hutt knows there's an imposter at the table, drops a few hints during the warmup hands that he
knows. Before the main hand, asks the hero who they are and why they're there.
• Offers to let them keep their place at the table, the wager is the hutt's information if he loses,
against a year in his service if he wins

The information:
• The prisoner is being held by the Imperial Agents in an old Separatist warship orbiting in Hutt
space
• The ship is mostly crewed by droids under the command of an old Separatist general

Hutt gives codes to heroes for the ship (Hutt also keeps prisoners there, but none currently). If
the party forced the Hutt to reveal the information earlier, he contacts Arlos to warn him and they
will be ambushed after entering the ship.

• Mira says none of them are the one she's come to rescue (hasn't met Lucien)

• The party can free any or all of them but they have to decide quickly before reinforcements
arrive
• Miraluka will tell them he knows why they've come but they don't have time to discuss it until
they're safe

Encounter 2
The Prisoner

Heroes rendezvous with a ship in orbit over Nar Shadda.

An old Separatist warship.


The CSS Toluca

As the Heroes approach the ship....


A droid voice warns them.... unidentified craft.... reverse your course or transmit valid access
codes. Failure to do so will result in your destruction....

Legora may have given the Heroes the access codes to approach.

Their ship will be tractored into the hanger bay.

We're here to see Legora's prisoner...

Access code.

You hand over the code cylinder to the droid.

The Droid slips it into a padd....

This code appears to be valid.


Droid turns to b1 battle Droid.

TC 424. Take your squad and escort these people to Nulification Chamber Delta 7

(5 - b1 battle Droids and a Esp - droid)

The Heroes are escorted out of the hanger bay... along a wide corridor and into a transport
station.

From there they are taken to a transport platform. This is a large open repulsor piloted by a droid.
This transporter appears to run in a tunnel the length of the warship. A quick way to move
droids and equipment Fore and aft throughout the ship.

The transport platform seemingly runs the length of the ship and then stops at a landing.

You see a pair of super battle Droids guarding a large blast door.
The battle Droids converse for a moment and you are let in.

The blast Doors open onto a dark corridor.


The corridor leads to a small security station operated by another Droid and guarded by two
more super battle Droid guarding a single door.

The droids converse and the cell door is opened.

The Cells - Jedi Rotisserie


Jedi

As you enter the cell it appears to be empty with the exception of a disheveled looking man
huddled in the corner. His clothes are tattered is wearing what appears to be remains of a light
grey jedi robe.

He speaks
I know why you are here and I mean you no harm, but you are too late

He informs the Heroes that the one they are looking for is no longer here.

The one they call Prisoner 8472 has been taken.

It was my duty to protect...

I know how to find him/her.... Take me with you and I can lead you to him/her...

As for the other jedi


Is the one working with Arlos
He knows about him.
He tells the heroes that he was a friend A long time ago, something happened to him... About the
same time we defeated the Separatists, he fell to the dark side...
He is Incredibly dangerous.

Droids enter cell


Hollow of Arlos appears
Taunts Imperious
Orders droids to kill Heroes
Heroes fight droids
Make it to platform
Fight droids on platforms

Return to hanger bay


Escape

Arlos and the Sith

Heroes arrive at a private starport.


The Jedi It forms the hero that this is as far as he can go period

He tells the heroes that.

They reach a walk way overlooking a large atrium.

Hide???

The Heroes spot two men enter the atrium…

They approach…. Each other but stay several meters apart. (Short range of each other)
(Medium range from the Heroes)
Arlos calles out

Do you have it…

The man says Yes.

Arlos
Let me see it…
The man hold up something. Its hard to see what it is.

The Heroes will want to hold their fire….

On either side of the room blast doors

Troopers enter…. Cultists enter…

They make the trade and start moving toward their respective blast doors.

The Doors
Heroes can blast the blast door mechanism as the cultists are entering. Slamming the door and
cutting most of them off from the Sith Oubliette

Once the fighting starts Arlos will order a couple of his men to cover his escape.

Lucien will contact the Heroes


He will tell them that he has found a control center and he is currently observing both
Commander Arlos and Darth Mortis via the security systems.
They appear to be moving to their respective transports. I may be able to lock down one of their
ships… thus keeping them from escaping…. But which one?

Who do the Heroes go after?


The final Fight. – Hanger Bay

As the Heroes enter the bay… They see a ship and hear the loud wine of its engines fighting
against the tractor lock.

The Bad

Twi'lek

S 10 *
D 17
C 15
I 16
W 10
C 15 *
20hp + 42

Twi'lek Species Traits


Deceptive: May choose to reroll any Deception check
Low-Light Vision: Ignore Concealment from darkness.

Talents
Advantageous Opening: When an enemy or ally in your line of sight rolls a Natural 1 on an
attack roll, you can make a melee or ranged attack against a single target within Range.

Knack: Once per day, you can reroll a Skill Check and take the better result. You can select this
Talent multiple times; each time you select this Talent, you can use it one additional time per
day.

Lucky Shot: Once per day, you can reroll an attack roll and take the better result. You can select
this Talent multiple times; each time you select this Talent, you can use it one additional time per
day.

Sneak Attack: Any time your opponent is Flat-Footed or otherwise denied its Dexterity bonus to
Reflex Defense, you deal an additional 1d6 points of damage with a successful melee or ranged
attack. You must be within 6 squares of the target to make a Sneak Attack with a ranged weapon.

Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons against
opponents within Point-Blank Range.

Precise Shot: You can shoot at an opponent engaged in melee combat with one or more of your
allies without taking the standard -5 penalty.

Deadeye: If you Aim before making a ranged attack and the attack hits, increase the damage you
deal by an additional weapon die (3d6 becomes 4d6).
Quick Draw: You can Draw or Holster a Weapon as a Swift Action instead of a Move Action.

Grazing Shot: When you successfully make a ranged attack against a single target, you can make
a second attack roll against an additional target that is in direct line of sight, and no farther than 6
squares from the original target. If the second attack roll succeeds, make a single damage roll,
and divide the damage equally between the two targets. If the second attack roll fails, you deal
no damage to either target.
Gearhead: Once per encounter, you can make Mechanics and Use Computer checks more
quickly than normal. A check requiring a Full-Round Action can be attempted as a Standard
Action, a check requiring a Standard Action can be attempted as a Move Action, and a check
requiring a Move Action can be attempted as a Swift Action. Checks requiring multiple Swift
Actions can be reduced by one Swift Action. Checks requiring more than a Full-Round Action
can be attempted in one-half the amount of time required at a -10 penalty.

Zabrak
Soldier 4 – Tech 3

S 13
D 16
C 15
I 17
W 12
C 10
Zabrak Species Traits
Ability Modifiers: Zabrak have no Ability Score adjustments.
Heightened Awareness: Having strong survival instincts and quick reactions, a Zabrak may
choose to reroll any Perception check, but the result of the reroll must be accepted, even if it is
worse.
Superior Defenses: Adapted to a very tough and trying environment, Zabrak gain a +1 Species
bonus to all their Defenses.
Automatic Languages: All Zabrak can speak, read, and write both Basic and Zabrak.

Soldier 33hp +40hp Talents 2 Feats 2


Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)

Soldier Feats 2
Weapon Proficiency (Heavy)

Artillery Shot: When you make an attack with a Burst or Splash weapon with which you are
proficient against a target at greater than Point-Blank Range, you can affect two additional
squares adjacent to the normal Burst radius or Splash area.

Soldier Talents 2

Harm's Way: Once per round, you may spend a Swift Action to shield a single adjacent ally from
attacks, taking the damage and suffering the ill effects in your ally's stead.

Until the start of your next turn, any attack made against the protected ally targets you instead.
You may elect not to shield your protected ally against a given attack, provided the decision is
made before the attack roll is made.

Shield Expert: You are an expert in using Energy Shields for maximum effectiveness. Once per
encounter, you can spend a Swift Action to regain 10 points of SR (up to the shield's maximum)
on an active Energy Shield.
Tech Specialist +21hp Talents 2 Feats 1
Skill Focus (Reroll Any: Mechanics, Treat Injury, or Use Computer Check)
Tech Specialist*

Tech Specialist Feats 1

Signature Device (Carbine): You designate a single weapon, suit of armor, vehicle, or other item
as your Signature Item.

You can have only one Signature Device at a time, but you can designate another device as your
Signature Item (the former item loses all benefits gained from this Feat).

Improved Accuracy - The Weapon gains a +1 Equipment bonus on attack rolls.


Improved Damage - The Weapon deals +2 points of damage with a successful hit. If the weapon
has a damage multiplier (for example, 6d10x2), apply the extra damage before applying the
multiplier.

Tech Specialist Talents 2

Security Slicer: You are an expert in electronic security. When you make a Mechanics check to
Disable Device, you can do so without the help of a Security Kit. Additionally, something goes
wrong only when you fail the Mechanics check by 10 or more.

Personalized Modifications: As a Standard Action, you may tweak the settings, grips, and
moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of the
encounter, you gain a +1 Equipment bonus on attack rolls, and a +2 Equipment bonus on damage
rolls with that weapon.

You can use this Talent only on powered weapons (those that require an Energy Cell or Power
Pack to operate), including weapons connected to a larger power source (such as Weapon
Systems).

Rodian Jedi 5 / Scout 2

S 14
D 19
C 10
I 13
W 15
C 15
Heightened Awareness: May reroll any Perception check
Low-Light Vision: Ignore Concealment from darkness.

Scout 2
Class Skills 5 + 1 hp25 +47
Feats 2
Shake It Off*
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)

Running Attack - Move before and after making an attack.


Fleet-Footed +2 speed when making a Running Attack.

Talents 1
Defensive Protection
You can spend a Force Point as a Reaction and add the results of the Force Point to any one of
your Defenses, or to one of the Defenses of an adjacent ally. This bonus lasts until the beginning
of your next turn.

Jedi 5
Class Skills 2 +

Feats Jedi 2
Force Training
Weapon Finesse

Talent Jedi 2
Block
Deflect

Force Powers
Mind Trick
Move Object
Battle Strike
Mando Rex
S 17 1
D 15 1
C 16 11
I 12
W 13
C 10
Bonus Feat: Humans gain one bonus Feat at 1st level.
Bonus Trained Skill:

Skills 1+4
HP 34 + 66

Feats 7
Armor Proficiency (Light, Medium)
Weapon Proficiency (Simple Weapons, Pistols, Rifles)
Rapid Strike
Martial Arts I
Dual Weapon Mastery I
Teräs Käsi Training
Martial Arts II
Dual Weapon Mastery II
Martial Arts III

Talents 4
Teräs Käsi Basics: You deal an additional die of damage with your Unarmed attacks.

Hammerblow: If you are Unarmed and holding no items, you double your Strength bonus to
Unarmed attack rolls.

Retaliation Jab: If an enemy misses you with a melee attack, as a Reaction you can automatically
deal damage equal to your Strength modifier (minimum 1 point of damage) to your attacker, if
the attacker is within your Reach.
Defensive Jab: When you are Unarmed and take the Fight Defensively Action, you can make a
single Unarmed attack as a Free Action against an adjacent target.

Feats
Rapid Strike: Take a -2 penalty on a melee attack roll to deal +1 die of damage.

Martial Arts III: Increases damage from Unarmed attacks by Three die steps; gain +3 bonus to
Reflex Defense.

Teräs Käsi Training:


Effect: Once per round when you make a successful Unarmed Attack, you reduce the target's
Damage Threshold by 5 when determining the effect of the attack.

Special: If you have the Teräs Käsi Basics Talent, you are considered to be one size category
larger when determining the damage of your Unarmed Attacks.

Dual Weapon Mastery II: Take a -2 penalty with two weapons or two unarmed attacks.

Mando Imp
S 15 1
D 17 1
C 16 11
I 12
W 13
C 10
Bonus Feat: Humans gain one bonus Feat at 1st level.
Bonus Trained Skill:

Skills 1+4
HP 34 + 66

Feats 7
Armor Proficiency (Light, Medium)
Weapon Proficiency (Simple Weapons, Pistols, Rifles)
Point-Blank Shot
Careful Shot
Deadeye
Precise Shot
Weapon Focus (Rifles)
Riflemaster
Burst Fire

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons against
opponents within Point-Blank Range.

Careful Shot: If you Aim, gain +1 bonus on the attack roll.

Deadeye: If you Aim before making a ranged attack and the attack hits, increase the damage you
deal by an additional weapon die (3d6 becomes 4d6).

Precise Shot: No -5 penalty for shooting into melee.

Weapon Focus (Rifles): Choose a single Exotic Weapon or weapon group, you gain a +1 bonus
on all attack rolls you make using the selected Exotic Weapon or weapon group.

Riflemaster: When you make a ranged attack with a Rifle with which you are proficient, you
gain one of the following benefits, depending on the kind of Rifle you use.

Blaster Carbine: You can Brace a Blaster Carbine set to Autofire, even though it is not an
Autofire-only weapon.
Blaster Rifle: You treat the Blaster Rifle as an Accurate Weapon.
Heavy Blaster Rifle: When you use a Heavy Blaster Rifle, the damage dice increase from d10 to
d12.
Light Repeating Blaster: You treat the Light Repeating Blaster as if it were Medium instead of
Large.

Burst Fire: When using a ranged weapon with Autofire capability, and that you are Proficient
with, in Autofire mode, you may fire a short burst as a single attack against a single target. You
take a -5 penalty on your attack roll, but deal +2 dice of damage.
Talents
Weapon Specialization (Rifles): Choose a single weapon group with which you are proficient.
You gain a +2 bonus on damage rolls with such weapons.

Disarming Attack: Choose a single weapon group with which you are proficient. You ignore a
target's armor bonus to Reflex Defense when Disarming with such a weapon. Additionally, as a
Free Action, once per encounter, you can grant yourself a +10 bonus on your attack roll when
attempting to Disarm an opponent while using such a weapon.

Devastating Attack: Choose a single weapon group with which you are proficient. Whenever you
make a successful attack against a target using such a weapon, you treat your target's Damage
Threshold as if it were 5 points lower when determining the result of your attack.

Baroness Val Omenis (CL 5)


Medium Human Noble 5

Force Points: 2; Dark Side Score: 4

Initiative: +14; Senses: Perception +8


Languages: Basic, Bocce, High Galactic, Huttese, Kel Dor, Ryl

Defenses
Reflex Defense: 23 (Flat-Footed: 19), Fortitude Defense: 19, Will Defense: 25;
Hit Points: 65, Damage Threshold: 19;

Offense
Speed: 6 Squares
Melee: Sith Blade +14 (3d8+6)
Ranged: Needle Pistol +14 (3d6+4) Penetrating

Base Attack Bonus: +3, Grapple: +5


Attack Options: Melee Defense, Point-Blank Shot, Weapon Finesse

Special Actions: Bolster Ally, Ignite Fervor, Inspire Confidence

Base Stats
Abilities: Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Wisdom 12, Charisma 16

Talents: Bolster Ally, Ignite Fervor, Inspire Confidence

Feats: Improved Defenses, Linguist, Melee Defense, Point-Blank Shot, Weapon Finesse,
Weapon Proficiency (Exotic Melee Weapons), Weapon Proficiency (Pistols), Weapon
Proficiency (Simple Weapons)

Skills: Deception +10, Gather Information +10, Initiative +9, Knowledge (Bureaucracy) +9,
Knowledge (Galactic Lore) +9, Perception +8, Persuasion +10, Pilot +9, Use Computer +9

Possessions: Needle Pistol, Sithblade, Comlink (Short-Range), Datapad, Fine Clothes,

Heroic Traits
Apex Society: As a result of the exposure to Dark Side energies from dark side artifacts,
Baroness Omenis gains a +10 Force bonus to her Defenses and Damage Threshold against Use
the Force checks.

Sith Poison
Attack: +12 vs Fortitude Defense (First Time); +12 vs Will Defense (During Recurrence)
Damage: 4d6 (-1 Persistent step on the Condition Track); - (The target increases their Dark Side
Score by 1)

Recurrence: Every time the target spends a Force Point, until the Sith Poison is neutralized.
Suggested Skills: The following are suggested Skills for this Hazard:

Use the Force (DC 25): Every time an attack made by the Sith Poison fails, a character can make
a Use the Force check to neutralize the Sith Poison.
Special: If the Sith Poisons' attacks fail 5 consecutive times, it is neutralized automatically.

The wearer of a Sith Amulet gains several benefits:

When the wearer uses the Move Light Object application of the Use the Force Skill, the object
being used as a projectile deals 2d6 points of damage instead of 1d6 points.

When the wearer activates a Force Power with the [Telekinetic] descriptor, the wearer can
increase their Dark Side Score by 1 to reroll the Use the Force check made to activate the Force
Power, keeping the better of the two results.

As a Standard Action, the wearer can increase their Dark Side Score by 1 and select a target
within 12 squares. The wearer unleashes a razor-thin bolt of telekinetic energy at the target,
making a Use the Force check; if the Use the Force check equals or exceeds the target's Reflex
Defense, the target takes 3d8 points of Slashing and Force damage.

Deathtrooper Statistics (CL 11)


Medium Human Nonheroic 3/Soldier 9/Elite Trooper 1

Dark Side Score: 4

Initiative: +14; Senses: Low-Light Vision, Perception +16 (Wary Sentries)

Languages: Basic
Defenses
Reflex Defense: 30 (Flat-Footed: 26), Fortitude Defense: 26, Will Defense: 20

Hit Points: 74, Damage Threshold: 26

Offense
Speed: 6 Squares; Stick Together

Melee: Unarmed +14 (1d6+7)

Ranged: Blaster Rifle +17 (3d8 +5)

Ranged: Frag Grenade (2) +15 (4d6, 2-Square Burst)

Base Attack Bonus: +12, Grapple: +15

Attack Options: Autofire (Blaster Rifle), Comrades in Arms, Coordinated Attack, Coordinated
Barrage, Point-Blank Shot

Special Actions: Delay Damage, Harm's Way, Imperial Military Training

Base Stats
Abilities: Strength 14, Dexterity 16, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8

Talents: Armored Defense, Comrades in Arms, Harm's Way, Improved Armored Defense,
Improved Stealth, Stick Together

Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Coordinated Attack,


Coordinated Barrage, Imperial Military Training, Martial Arts I, Point-Blank Shot, Skill Training
(Initiative), Skill Training (Stealth), Wary Sentries, Weapon Focus (Rifles), Weapon Proficiency
(Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

Skills: Endurance +12, Initiative +14, Perception +16 (Wary Sentries; may Take 10 even when
distracted or threatened), Stealth +19 (may reroll, must take second result)

Possessions: Deathtrooper Armor (As Stormtrooper Armor with Reflec Shadowskin (+7 Reflex,
+2 Fortitude; +2 Perception, Low-Light Vision; +10 Stealth)), Blaster Rifle, Frag Grenade (2),
Utility Belt with Medpac

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