Forgotten - Full Module
Forgotten - Full Module
WRITTEN BY
Christopher Witt
This work is not intended for publication or sale. It is a fan-based creation designed to work with a highly
popular role-playing game, but has no official ties or attachment to that game, its designers, or its respective
parent companies. Please note that no person involved in the creation of this work is affiliated with Fantasy
Flight Publishing, Inc. or Lucasfilm, Ltd.
Star Wars
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of or reference to any title or product in this document is not a challenge to the trademark or copyright concerned. Any
commercial use of trademarks or copyrighted material without express permission is prohibited. Under no
circumstances will any of this material to be made available for profit or compensation in any form.
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Forgotten - Overview
Forgotten is a stand-alone adventure for the Star Wars: Edge of the Empire Roleplaying Game, designed to introduce new
players to the game, as well as give experienced players a unique adventure that breaks away from the normal tropes and
expectations of a Star Wars story. This adventure could also easily lead to an expanded campaign for the party, beyond the
confines of the three acts of this module; as the decisions the players make could bind them together or threaten to tear
them apart.
Included are six pre-generated player characters whose abilities are well suited to this adventure. But if the players wish to
come to the table with their own characters, they may create their own, following the rules for creating beginner characters
in the Star Wars: Edge of the Empire – with some slight changes. Players wishing to create their own PCs for the adventure
need to work with their Gamemaster, who should consult the “Creating Your Own PCs” section, below. The adventure
assumes the use of the pre-generated characters, so player-created characters may necessitate adjustment of the scenarios in
regards to the use of the unusual Obligation mechanics particular to this adventure.
The PCs are a group of seeming criminals who begin the adventure in the midst of what appears to be a very dangerous heist,
but with no memories of who they are or how they got there. Forced to work together for survival, they will be led on a path
of danger and discovery to piece together the missing fragments of their memories and discover the truth of who they are,
while wading through the chess-game of powerful Crime Lords intent on silencing them. If you are planning to act as Game
Master, then read on. You should read through the entire adventure prior to the start of the game. If you are planning to
play a hero in the adventure, then STOP READING NOW to avoid spoiling the adventure for you and your group. Instead, turn
to the last section of the adventure, where the Player Character biographies (such as they are…) are located.
Adventure Summary Sun. As they search for a way off the station, automated
alerts begin broadcasting an evacuation warning – a
Forgotten involves a group of heroes who have lost their
bomb has been detected on board! Fighting their way to
memories and “awaken” in a very dangerous situation.
a docking bay, they will need to board ships and escape
Working together, they must unravel the clues to their
the station before it is destroyed, while being beset by
own pasts in order to survive. Suspicion will be cast
Black Sun Commandos and dangerous enforcers.
amongst them, and as the adventure progresses, each
character will have the opportunity to gather bits of their
After a possible battle in space following the destruction
memories – which will ultimately lead to a story of
of the station, the group will be forced to land on Nar
dedication, betrayal, and lots and lots of credits. The
Shaddaa – either escorted by a Black Sun squadron, or
adventure is broken into three separate acts.
traveling there of their own accord to find answers and a
hyperspace capable ship. Upon arrival, they will be
Act 1 – The Loss confronted by the Black Sun Vigo, Rashud Baaks – a Duros
The heroes begin the adventure in a heavily secured vault,
whom they may have encountered on the station. Rashud
which they appear to have broken into. Each struggles
knows more than he’s letting on and is intent on getting
with the unusual fact that they all have a strange form of
answers from the team with lethal persuasion.
amnesia. After to coming to their senses in the vault, they
soon realize that they have no memories of who they are,
Act 2 – The Search
where they are, what they are doing, or who their
In the clutches of Rashud Baaks, the Black Sun Vigo will
companions are. All evidence should lead them to believe
make comments and threats that will serve to cast
that they are members of the same criminal outfit, here to
suspicion within the team of heroes, possibly implicating
rob this vault, and possibly blow up the facility which they
one of them as a traitor to the others. The team must
are in.
decide to work together if they are to escape capture.
After gathering their wits, they are set upon by waves of
After escaping Rashud and his men, clues will lead the
security droids, and will be forced to act together for
team to a safe house on Nar Shaddaa, where they can
survival and to fight their way out to safety. Eventually,
discover more details about themselves and their mission.
the team will determine that they are on board a space
As the heat grows on the team, massive bounties for their
station orbiting the Hutt world of Nar Shaddaa, and this
capture begin broadcasting; and they will have the chance
station is owned by the notorious crime syndicate: Black
to trace the source of the bounties to a local crime-lord,
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Grobola the Hutt, who also seems involved in the mission But the team he set up all had different reasons for
that went awry and robbed them of their memories. The joining the mission, each with different loyalties and
Hutt, or his records, might provide more clues. alliances – and things are far more complicated than
Rashud could have believed. With all the cards on the
The team will be tasked with breaking into the Hutt’s table, the heroes will decide whether to remain allies, or
Casino, an orbital pleasure station with vast security. whether to turn on each other.
Once developing a plan of action and making their way
onboard, they’ll have the option of breaking into
Grobola’s records or attempting to interrogate the Hutt
directly – but many avenues will lead to their discovery,
Starting each Session
The Forgotten adventure is broken into three Acts, each
and a violent confrontation within the casino.
designed to be run as a single session for an experienced
group of players. But a lot can happen in a session, so be
The party will eventually learn that Grobola hired them
sure to consider the following, perhaps reviewing
for “the job”, and put a bounty on them once they didn’t
necessary points with your players at the start of the
return. They were sent to steal a trove of information on
game.
hidden slush funds for Black Sun, account numbers and
access codes – and he believes the party decided to walk
away with it. If the team is able to convince Grobola of
Spending Experience
The pre-generated characters will gain XP as noted after
their “amnesia”, they might also learn that it is the side
each Act, using it to enhance their character builds
effect of an experimental gas being developed by Black
between sessions. Three versions of each pre-generated
Sun, which has lethal long-term side-effects; as well as
character exist, with the appropriate Act noted in the
where this gas is being manufactured. Things will escalate
“Available XP” section on the back of the character sheet.
further when Rashud Baaks invades the casino, looking to
Supply the players with the appropriate character sheet at
snuff out both the Hutt and the PCs.
the start of each Act. If your group runs through the
entire adventure in one session, be sure to provide the
Act 3 – The Reclamation
updated Act 2 and Act 3 character sheets to your players
The last act of the adventure involves the heroes traveling
at the appropriate points in the adventure.
to the Black Sun scientific facility where the weaponized
gas used against them – and its possible antidote – is
If the group is using one or more player-created
being developed. Not only is this the final quest on the
characters, be sure to allow them time to advance their
journey to restore their identities, but their last chance to
characters with earned XP before the start of each Act.
confront those responsible.
All character advancement should follow the guidelines
set forth in the Star Wars: Edge of the Empire Roleplaying
The team will have the option of infiltrating the Black Sun
Game.
facility through a variety of means, and gain access to the
research labs in search of data, and their cure. Aside from
restoring their memories, they need to purge the
Healing Up
Each Act of this adventure has the potential for danger
neurotoxin from their bodies before it kills them.
and injury, but if healing is needed, characters should
Depending on their avenue of attack – they may be forced
have access to Stimpacks for basic healing (the pre-
to deal with Black Sun security, and other “entities”
generated characters have several as a part of their
engineered within the facility. Once they are cured, and
standard gear). If more extensive medical care is required,
their memories recovered, they’ll face the real threat
consider providing the party the use of a professional
behind this escapade: Rashud Baaks.
facility as a part of the story. But such actions should eat
up hours of the characters’ time, and with the “death
In reality, Rashud used Grobola the Hutt to engineer the
clock” ticking on the party – this is something that should
theft of the Black Sun account data, in order to discretely
be carefully considered.
line his own pockets – and arranged for the party to be
exposed to the gas to make them effective scapegoats.
Prior to the start of each session, allow everyone to
While they were stunned, he entered the vault and took
recover all lost Strain – even if little in-game time has
the data – planning on the team being captured. With
passed between sessions. If the group moves between
their memory loss, they wouldn’t be able to relate his
Acts during the same session, allow them to recover all
involvement, and could be blamed for the entire
their Strain. But during a session, Strain can be recovered
operation. When they survived, and began digging for
normally after an encounter (as detailed in the Edge of
clues, he frantically struggled to wipe them (and Grobola)
the Empire Core Rulebook), once a character has had 10
out so as to sever any association he had to the theft.
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or 20 minutes to rest and shake it off. Several hours this, ensure that the guidelines in this section are adhered
without stress should reduce a character’s current Strain to, so that the character fits into the story and can survive
by half, automatically; and a full night’s rest should it. In terms of character creation, the player should follow
remove all Strain. all the rules and steps for beginning character creation
addressed in the Edge of the Empire Core Rulebook, with
Recap the following exceptions:
Take a few minutes at the start of each session to remind
the players of the important points of the story, and the No Obligation or Motivation
group’s goals. Ensure that everyone recalls the details and Player-created characters should not be allowed to take
knows what’s going on. any Obligation – or gain additional XP or credits from
increasing Obligation during character creation. Due to
Obligation the nature of the adventure, Obligation will not come into
Due to the unusual nature of this adventure, each party play, and a PC shouldn’t get a benefit from “increasing it”.
member is not aware of any motivation or obligation they
might have – and the fast-paced nature of the story Additionally, the memory loss suffered by all PCs at the
prevents any longer-term consequences for a triggered start of the adventure prevents any real motivation from
obligation during the time-frame of the adventure. As being remembered.
such, the GM will not roll any Obligation checks before
the start of a session. (The GM will instead roll a Memory Sorry, Organics Only…
Flash Check, as detailed below.) Unfortunately, the story of the Forgotten adventure
precludes any droid PCs. The memory loss each PC suffers
Memory Flash Check is brought on by a neurotoxin gas – which a droid would
The party is suffering from total personal memory loss. be immune to. The antagonist in the story put together a
Until the very end of the adventure, all they have are their team that excluded droids, for that very reason.
training and instincts to guide them. However, each Act Additionally, the threat of this neurotoxin not only drives
of the adventure will present the opportunity to gain the PCs forward in the story – but leads them to work
flashes of insight and bits of lost memory. Prior to the together.
start of each Act, the GM should roll a percentage check
from the Memory Flash table (provided at the start of Enhanced Equipment
each Act in the module). If a PC’s Memory Flash triggers, The party in this adventure represents a crack-team of
they will automatically gain this flash of insight at the specialists who were outfitted for this mission by their
appropriately noted point in the Act. employer. As such, the GM should double the starting
credits a player receives, but these extra credits must be
Additionally, each PC may attempt to retrieve their used to purchase equipment. A player-created character
Memory Flash for the Act by suffering Strain, and making in the Forgotten adventure should be kitted out with
a successful check. As such, the recovery of these flashes more effective weaponry than your average beginning
of memory are not required to advance the story – but are character. This is necessary to ensure balance between
there to provide more context and easier clues to the player-created characters and any pre-generated PCs.
ultimate outcome for the team. The difficulty of these
checks depends on the Act, and is noted below each Act’s Personalized Gear
Memory Flash table. Each of the pre-generated PCs in the Forgotten adventure
has a single piece of personalized gear that can provide
Destiny them clues to their past, as the story progresses. As the
At the start of the session generate a Destiny Pool by GM works with a player creating their own PC, be sure to
asking each player to roll a Force die . add in a similar token that can give that character a clue
to their past.
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Running the Adventure Rules Reminders
Sometimes, an encounter or scenario might involve
As you read through the Forgotten adventure, you will
certain rules that aren’t remembered off the top of your
notice several side-bars inserted throughout. These are
head. In anticipation of this, the adventure will
designed to provide context and ready information for the
sometimes include blue side-bars (as seen below) to
Game Master.
provide quick references to certain anticipated rules – to
prevent you from having to dig through a book.
Read Aloud Text
Several areas of the adventure will contain green side-
bars (as seen below). These represent optional narrative Quick Rule Summary
text to be read to the players to establish mood, explain a Rather than spending precious time searching
scene, or relate events. through your book the GM will find quick
summaries of anticipated rules for each encounter.
Read-Aloud Text will appear in a text box like this, These summaries are not meant to replace the
and you are encouraged to read this text to your proper rules, however, but to simply remind the GM
players. of how a rule works.
When in doubt, remember to err on the side of fun!
But feel free to substitute your own narrative YOU are the GM, and your rulings should be what
description as needs arise. The Read-Aloud text is are best for your group.
merely meant to provide an aid to the GM.
Triumph & Despair
Memory Flash In certain encounters and scenes, you might find a yellow
Some scenes have the potential to trigger a flash of and red side-bar (as seen below). This represents
memory for one or more of the amnesiac PCs. If a player’s suggested Triumph and Despair results for the scene.
Memory Flash triggered at the start of the Act, the GM Remember: while you, the GM, determine how Despair is
should automatically communicate the memory to the spent, Triumph results are suggested by the Player. The
player. Triumph suggestions listed should simply represent solid
suggestions you can offer your player, if they are having
If a player character has a Memory Flash point noted in a tough time deciding what to do with their Triumph.
the module, but it didn’t automatically trigger at the start
of the Act, the GM should notify the player that Triumph results, unique to the encounter
“something is familiar” and present them with the area and scene, will be present here to
opportunity to spend a Destiny Point and make the check. provide a quick suggestive tool to inspire
If successful, the GM should then communicate the your players.
memory to the PC.
Memory Flashes are contained in orange side-bars (as seen Recommended Despair results, unique to
below), specific to each PC, with optional narrative text the encounter area and scene will be
that can be read to the player to establish the memory. present here, to give the GM creative
options ahead of time.
Memory Flash - Player Character Name
Read-Aloud Text that illustrates the Memory Flash
will appear in a text box like this, and you are Encounter Maps
encouraged to read this text to your players. But feel Many encounters in Forgotten are accompanied by a map,
free to substitute your own narrative description as which is referenced in the encounter details, and presents
needed. The Read-Aloud text of the memory is recommended locations of PCs, threats, and other features
merely meant to provide an aid to the GM in detailed in the encounter. While some of these maps are
communicating that memory. included as downloads with the adventure, others are the
work of Maps of MasteryTM, and are presented with
The GM may wish to alter this slightly to better fit the permission.
emotions of the character at the point it’s revealed, These maps may not be reprinted for use without the
but shouldn’t change the core details of the memory, express consent of Maps of MasteryTM.
for risk of altering the clues it can provide. These maps can be located for purchase at
www.mapsofmastery.com
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Act 1 – The Loss
Memory Flash Check Your head throbs painfully and your blurry vision
Prior to the start of this Act, the GM should roll a Memory seems to clear itself into stronger focus. You’re in
Flash check on the chart below, by secretly rolling some kind of… vault. Thick metal walls rise three
percentile dice. If a PC’s Memory Flash triggers, it should meters up, covered from floor to ceiling with what
be revealed to them immediately at the noted point in look like safe deposit boxes of many sizes. Many of
this Act (no Strain or check required). The GM should them appear to have been forced open, and the floor
ensure they are aware of each character’s Memory Flash is strewn with their contents: datapads, cred chips, art
point in this Act. objects, and other valuables – all in complete disarray.
The vault’s door hangs open, its control panel
Memory Flash Chart disassembled with wires and slicing gear jacked into
it, and you spy a thin greenish gas dissipating in slow
PERCENTILE VALUE CHARACTER tendrils out the open door.
1-15 “Aurek” A
16-30 “Besh” B
Bewildered, you stare at a motley crew of individuals
31-45 “Cresh” C
D
in the vault with you – each eying you with the same
46-60 “Dorn”
61-75 “Esk” E
confusion you feel. Because, try as you might, you
76-90 “Forn” F have no idea where you are. You have no idea… who
you are! Or who these people are! Or what you’re all
Forcing a Memory Flash doing here. Is this a… bank robbery? What’s going
Even if a PC’s Memory Flash didn’t automatically trigger on? Each of your companions wear a hands-free
this Act, the GM should notify the player when their comlink of the same model – one that, as you reach
character has a Memory Flash point. This gives the PC the up, you realize you are also wearing. Each comlink
option of gaining that brief memory through their own looks to be emblazoned with a different letter of the
resources and strengths. Aurebesh alphabet professionally stenciled onto the
casing.
If a PC wishes to attempt to regain a Memory Flash, they
immediately suffer 2 Strain to attempt to do so. The Emperor’s Black Bones, what is going on?? You can’t
remember… anything. And… why are some of these
character must then succeed on an Easy ( ) Discipline or
people pointing blasters at each other?
Resilience check to gain the Memory Flash. (The amnesia
is due to an engineered neurotoxin making its way
through their brains – so they can call upon their mental The start of Act 1 is intended to be very jarring for the PCs
or physical fortitude to temporarily bypass the effects.) If (and most likely, the players). They find themselves in an
the character fails this check, they don’t gain the Memory extremely tense situation – and need a few moments to
Flash, and the Strain is still suffered. A character can only probe into the scene, and respond and react appropriately.
attempt this check once during the Act, and only for this Ultimately, a security alarm will go off, bringing a wave of
Act’s Memory Flash. security droids to the vault which is intended to nudge
this group of “strangers” to work together for survival,
despite any misgivings they might have about each other
You Don’t Know What You’ve intentionally brought forth by the adventure
circumstances.
Got (Till it’s Gone) ...
This adventure begins in middle of a very confusing But the GM should be careful to not spring this on the
situation. The action starts immediately, with the party players too early, only bringing the scene to a conflict
inside of what looks like a recently broken into high- when the party starts lingering, or devoting too much
security vault – with no memories of who they are, who time to figuring out what’s going on. The party most
their companions are, or what they are doing. To make likely has many questions for each other. And since they
matters worse, some of the party seems to be pointing all appear to have amnesia – those questions will be
weapons at each other. Read the following to your directed to the GM. Below are additional scene details the
players to set the scene: GM can communicate as the players begin asking
questions:
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No party member remembers anything specific about Should the droid attack occur quickly, the team might not
themselves, their companions, or this place. They truly have time to explore their datapads or any of the other
have amnesia. questions that arise before the fight and hasty exit. The
Aside from the gear on their character sheets, and the GM should then consider giving the team a few minutes
data in their datapads, they have very little to go on. of breathing time, perhaps in an unoccupied cargo hold or
No player carries any identification – their only unique maintenance closet, to explore the things laid out in the
reference is the individual Aurebesh symbol on each “Mission Briefing” and “Complications” sections, below.
character’s comlink.
The characters are engaged in different (and Mission Briefing
disconcerting) actions when the scene starts: Each character carries an identical datapad which is
- Aurek is standing near the door to the vault, his loaded with a mission briefing. Players should feel free to
pistol drawn, but pointed down at the floor. The examine the briefing (they can learn a lot from it), but the
safety is off. GM should be careful to not reveal specifics. Due to the
- Dorn, the Wookiee, is also next to the vault door. He clandestine nature of this job, the team’s employer
has no weapons drawn, but is holding a datapad methodically removed any references to names,
that has a cable leading from it into the door coordinates, or anything that could be traced back to him,
controls. from all images, blueprints, and communications. What
- Forn, the Rodian, is standing towards the back wall the mission briefing contains:
of the vault, with his carbine drawn and pointed at
the wookiee – safety on. A complex set of schematics for the facility in which
- Esk has her pistol drawn (safety on) and pointed at the team finds themselves. The blueprints simply refer
Besh, who is on his back on the vault floor. Her to it as “Korr Station”.
other hand clutches what appears to be a very - Though it will become readily apparent when the
valuable necklace made of precious stones. team starts moving through the facility, and gets a
- Besh has no weapons drawn, and is lying flat on his glimpse out of a view port, “Korr Station” is an
back on the floor of the vault, his hands raised orbital space station.
above his head and a purplish bruise growing on his - An average ( ) Knowledge (Education) or
chin. Mechanics check can determine this immediately.
- Cresh stands near Besh, with both pistols drawn and - Once the PCs get a glimpse of the planet Korr
pointed at Esk, with safeties off. Station is orbiting, a hard ( ) Astrogation or
The datapads carried by each character are identical, average ( ) Knowledge (Outer Rim or
each loaded with some kind of mission briefing, which Underworld) check will identify it as the moon of
outlines schematics, time-tables, and travel routes Nar Shaddaa.
through the facility. The specifics are covered in depth According to the briefing, the team (who are referred to
in the Mission Briefing section, below. as “Aurek”, “Besh”, “Cresh”, etc.) smuggled themselves
The greenish gas rapidly dissipating out the open vault into the facility aboard a freighter carrying technical
door is like nothing the team can recall. It will parts – they then managed to secretly move about the
completely disappear after half a minute, but if any of station.
the party gets close enough to examine it and smell it, Several routes of travel through the facility have been
they will immediately find their vision momentarily highlighted, in a time-stamped sequence, taking the
blurred and get a sharp, but fleeting, headache (the GM team from the drop-point (in one of the numerous
should make it clear that this is the same feeling they cargo bays) to what appears to be the facility’s main
had when “awaking” from their stupor moments power reactor. From there, the briefing outlines routes
before). to a secured vault (where the team currently seems to
be, and which appears to be one of many), followed by
Many players will dwell on the fact their characters are a routes to an “exit point” out of the facility that looks
pointing guns at other team members (and they should!), to be a hanger bay.
and the GM should let this tension play out. But if cooler The Mission Briefing also records a specific security box
heads don’t prevail, and the party starts to become violent number within the vault (which the team will find on
with each other, the GM should immediately spring the floor, already opened and empty).
attacking security droids (detailed in the “We’re Not
Gonna Take It” section) on them in an attempt to force The data in their mission briefing should make it clear to
party cohesion and convince them that they’re going to the team that they planned a covert entrance into this
have to work together to survive. facility, and (aside from an as-yet-unexplained stop at the
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main reactor) had a goal of reaching this vault, taking be eliminated! Read the following to the party to set the
whatever was inside a secured box, and departing. scene:
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the map and a corridor leading to a power conduit
DROID SECURITY (3 MINIONS)
provide some natural cover that the droids in that area
will take advantage of. Brawn 1 Cunning 1 Presence 1
The long corridor that runs down the center of the area Agility 3 Intellect 1 Willpower 1
extends some ways around the circumference of the
station, leading to other vaults, detention, and storage. Skills: (for group of 3; downgrade by 1 for each
A new droid squad will enter into the encounter every 3 dead minion): Cool ( ), Ranged (Heavy)
rounds, until the team deactivates the alarm (from the ( ), Vigilance ( )
computer terminal) or leaves the area via the turbolift. Soak: 3 Defense: 0
Wound Threshold: 12 (Suffers 4 wounds on a Crit)
A lucky shot hits the alarm system, silencing Strain Threshold: – (Suffers wounds instead)
it. Equipment: Blaster Carbine (Ranged [Heavy]
A power surge or flying droid body knocks [ ]; Damage: 9; Critical: 3; Range: Medium;
into the turbolift, which opens immediately. Stun Setting), Plasteel Armor Chassis (+2 Soak)
10
The Escape A successful Average ( ) Knowledge (Underworld) or
As long as the security alarm is going off, droid squads Hard ( ) Knowledge (Outer Rim) check will reveal
will continue to arrive. And even if the team manages to this to be the symbol of the Black Sun Crime Syndicate.
shut down the alarm, the lack of a report from the droids Due to the innate criminal pasts of each PC, each will
will surely send some someone else to investigate. Either automatically gain on any check they make to identify
way, it’s paramount that the PCs get off this level. the symbol – though the GM should be sure to not tell the
According to the mission briefing, the turbolift will take characters why they are getting a boost die.
them up to a level with a hangar bay, marked as the exit
point. Success reveals that the symbol is that of Black Sun, one
of the largest, most notorious, and dangerous crime
Considering their amnesia (and lack of further detail in syndicates in the galaxy. This is clearly a Black Sun space
the mission briefing), the team has no idea if a ship is station. Each additional or generated on the check
waiting for them or not. But what should be made clear can be spent to uncover another piece of deductive and
is that they have the details of a plan to GET to a hangar general information:
bay with little resistance – and at the very least, stealing a Black Sun’s operations are some of the largest in the
ship or two is a means of egress (for all the team knows, galaxy, and they engage in every illegal activity
maybe this was a part of the original plan). imaginable.
Supposedly, there are 9 Vigos that report directly to the
When the team enters the turbolift, and it begins to move, head of Black Sun. Some of the most powerful people
its exterior viewports will quickly give a view of the planet in the galaxy, Vigos rules over massive territories or
this station is orbiting. Read the following to your players sectors of space.
to set the scene: A facility of this magnitude would certainly comprise a
serious investment on behalf of the entire organization,
As the lift moves quickly up several levels of this probably not belonging to just a single Vigo.
facility, its exterior viewport opens onto the blackness
of space, you quickly realize that you’re onboard a on a successful check will allow the PC to dredge the
space station or large ship. The facility is clearly depths of their memory and recall that the Vigo who
orbiting what looks like a heavily industrialized oversees the sector of Nar Shaddaa is supposedly a Duros.
planet, and it seems familiar to you.
Memory Flash – Aurek A
At this point, upon viewing the exterior of the station, any Upon seeing the Black Sun symbol,
of the PCs can make a Hard ( ) Astrogation or Aurek’s head begins to throb, and a
Average ( ) Knowledge (Outer Rim or Underworld) scrap of memory forces itself into
check to identify the “planet” as the moon of Nar focus.
Shaddaa: a Hutt world and den of organized crime. You are seated at a dingy cantina table across from
a human who carries himself with a formal
Serious Danger… demeanor. You feel an overwhelming sense of trust
The lift will take the team to the level with the marked and obligation to this person, and recall yourself
hangar bay in their mission briefing: their noted “exit nodding soberly as he hands you a small datapad –
point”. Though the team the contents of which… you can’t recall…
should really have no idea
who or what to find there,
But you do remember the symbol showing on the
the GM should take this
screen, attached to a series of files. THIS symbol.
time to reveal a few
The symbol of Black Sun. You remember your heart
additional clues that
racing when you see it, and the other man gives you
should strike some fear
faint smile at seeing your reaction. Suddenly, the
into the team. While
music in the cantina intensifies and the loud cheers
passing through corridors,
of various alien languages accompany it, drowning
the PCs should a see a logo
out what the man says to you.
or symbol repeatedly
stenciled on to the wall
Yet, you shake his hand, pocket the datapad, and
(the image to the right).
stand up to leave, fingering the worn holoprojector
in your pocket.
11
Once Bitten Twice Shy Memory Flash – Dorn D
After impressing the fear in the party that they’re aboard A bomb! You absently scratch the fur
a Black Sun space station, the player’s heads will likely be on the back of your neck, and your
spinning – and this is just the time for the GM to throw vision grows blurry for a moment.
more obstacles and fear in their path. The team’s stop at You suddenly recall…
the main reactor was to plant a bomb, and the station’s
A metal workbench. Sitting in the middle of some
security detection grid is about to notice it. This will
kind of large cargo storage container, you feel
create a massive panic throughout the station as all
yourself gripping a small metal object very tightly
personnel race to evacuate, making for a harrowing scene
before quietly putting your service medal into its
as the party navigates through a crowded docking bay to
pouch. The human, “Aurek”, stands across the bench
secure their own escape.
offering you a comforting glance. There are others
around you. You can’t see them, but you know they
When the party reaches the docking bay, a bomb
are there. “It has to be done,” Aurek says.
detection warning will begin broadcasting (this could
happen in the turbolift, or perhaps in a corridor just
outside the bay, if they took another route). Read the You feel yourself sigh with regret as you place what
following to the players to set the scene: looks like nearly 40 kilos of detonite into your
rucksack, along with a box of timing fuses. Grunting
with a low growl, you heft the sack onto your
Suddenly, you hear a crackling speaker overhead, and shoulder and nod to Aurek. You feel like you trust
that familiar tinny, pre-recorded voice comes over the him – and whatever it is he’s asking you to do.
com with its cheerful disposition, apparently
broadcasting across the facility:
We are LEAVING!
This is a Level 7 warning. Security monitoring The encounter in the docking bay can be a very difficult
protocols have detected a bomb aboard the station. one. Potentially, 4 elite Black Sun commando guards
Technical personnel are working hard to ensure your (Rivals) and a squad of security droids (Minions) could
safety, but please follow standard evacuation enter the fray, and the party should be hard pressed to
procedures at this time. Thank you for your take them all down. This may lead to a running firefight,
cooperation, and have a sunny day! as the team attempts to gain access to ships and beat a
hasty retreat before they’re filled with holes – whether
You stare at each other with wide eyes, and begin they’re from blaster shots or the shrapnel of an exploding
hastily stabbing the door controls with your fingers. station.
When the party enters the bay, read the following to set
The doors to the lift (or corridor) will open upon a docking the scene:
bay in chaos. The sounds of screaming people and
tromping feet should echo through the bay, mixed with The hangar bay is right where your mission briefing
the telltale signs of ship engines firing up. A quick glance said it would be, and as the doors open, you see
will tell the party that most bulk transports have left the dozens of frightened station personnel shouting and
bay, but (behind force shields) there are several 2-man racing to transports, most of which have already fired
patrol fighters still docked. The team will have to make up and taken off. In the distance, you see ray
their way through the bay, and several guards escorting shielded docking ports opening into the blackness of
Vigo Rashud Baaks will likely notice them, leading to a space, and behind a set of energy shields, a squadron
firefight in the midst of the chaos after Baaks sows some of unmanned snub fighters – which look like 2-man
dissent among the party. ships.
Should the team decide to ignore the fighters and search Flight tech and cargo crates are stacked and scattered
for a larger transport, the GM should be flexible. If the everywhere, warning lights are flashing, and every 2
team makes their way to the northern edge of the map, minutes that same tinny pre-recorded voice comes
they should be able to find a shuttle that will hold all of over the com, telling everyone to evacuate. It sounds
them, and abscond with it without resistance (everyone is ridiculous, but you could swear that each time you
running for their lives). But that transport should most hear it, the voice’s cheerful demeanor seems to get
likely have little to no weaponry, making the following more and more concerned…
encounter in space play out much differently.
12
The team should almost immediately encounter Vigo - Remotely prep the fighters for launch (removing the
Rashud Baaks and his trio of commando guards exiting a full Action needed to prep them).
nearby conference room. Sneaking past them undetected Rashud Baaks (marked R on the map) is at Medium
will require individual opposed Stealth checks ( ). range from the PCs, but will flee at the start of the
Should one of the PCs fail this check, Baaks will notice encounter, leaving his guards to dispose of the heroes.
them. If this occurs, read the following to the players: 3 Black Sun Commandos guarding their Vigo (marked G
on the map) begin at Medium range from the PCs, and
A short distance away, you hear a cry of will engage the PCs with lethal force, preferring to use
astonishment, and look to see an extremely well their pistols from cover. They will flee if within 3
dressed and dark eyed Duros exiting some kind of Wounds of their Wound Threshold.
conference room, surrounded by a trio of A fourth guard (also marked G on the map) is in the
commandos, their polished armor bearing the same primary computer control room for the bay. If he hears
symbol you saw in the corridors before. With a sneer, blaster fire (within Short range of him), or has line of
the Duros eyes you all with uncertainty and suspicion, sight to the conflict, he’ll enter the fray.
then smiles softly and stares at Besh, calling out: A squad of security droid minions (marked D on the
map) is at Long range from the PCs, but will not attack
“What’s HE still doing alive!? That wasn’t the the heroes unless they see recognized Black Sun
agreement… I see now where your loyalties lie. No personnel doing so, or they are ordered to.
one betrays Black Sun – NO ONE. Guards, eliminate There are crates of cargo and starship armaments
them.” (missiles, mostly) throughout the docking bay that can
be used as cover, or in other creative ways.
With a flick of his long fingers, he turns heel in his The fighter bay (marked FB on the map) is at Long
expensive suit and re-enters the conference room, range from the PCs, and holds 4 Black Sun patrol
door sliding shut behind him as the commandos draw fighters. These “Prowlers” are 2-man craft that lack
heavy blasters and point them in your direction… hyperdrive capabilities, but are well armed (they’re
intended to defend the station against incursion).
Though Rashud has gassed the PCs with the neurotoxin, It takes a full Action by a pilot in the cockpit to prep a
he’s initially leery as to whether or not it worked, and fighter for launch, though a skilled pilot can decrease
plays his cards close to his chest. He knows his taunt will the prep time to a Maneuver with a successful Average
cast dissent among the group if they indeed have Piloting – Space check ( ), or an Incidental with a
amnesia, or enforce part of his contingency plan if they successful check that also generates .
don’t.
A stray shot hits a vital power coupling,
The following are the details of the encounter scene: shorting out the force shields.
Whether exiting the turbolift or entering the bay via an A foe is knocked off balance and into
alternate route, the PCs begin the scene in the same escaping personnel, dropping his weapon.
place (marked PC on the map). They should have initial
cover from enemies, but once they start moving, they’ll A poor shot hits one of the missiles, or a
become exposed without Stealth checks. fuel cell, which explodes!
Several terminals in the bay will allow for slicing into One of the exterior ray shields fails, briefly
the computer system. Accessing a primary control exposing the bay to vaccum and knocking
terminal (marked T on the map) requires an opposed characters prone.
Computers check ( ) with a setback die due to
Black Sun security encryption. There are also smaller
service terminals (marked TS on the map) that allow for Jumping
slicing into the system indirectly, with an extra setback Characters may attempt to jump open gaps across
die due to the indirect connection ( ). A the deflector array conduit. This requires an
successful check can: average ( ) Athletics check, with added if
- Open, close, or lock any single door in the docking the character doesn’t spend a maneuver to get a
bay. running start.
- Deactivate the force shields blocking off the fighter If a character is actively targeted by foes (being
bay. fired upon), be sure to add to the dice pool to
represent the circumstances.
13
BLACK SUN COMMANDO GUARD (RIVAL) DROID SECURITY (3 MINIONS)
Brawn 3 Cunning 2 Presence 2 Brawn 1 Cunning 1 Presence 1
Agility 2 Intellect 2 Willpower 2 Agility 3 Intellect 1 Willpower 1
Skills: Cool 1 ( ), Discipline 1 ( ), Perception Skills: (for group of 3; downgrade by 1 for each
1( ), Resilience 1 ( ), Vigilance 1 ( ), dead minion): Cool ( ), Ranged (Heavy)
Melee 1 ( ), Ranged (Light) 2 ( ) ( ), Vigilance ( )
Soak: 4 Defense: 1 Soak: 3 Defense: 0
Wound Threshold: 13 Wound Threshold: 12 (Suffers 4 wounds on a Crit)
Strain Threshold: – (Suffers wounds instead) Strain Threshold: – (Suffers wounds instead)
Equipment: Heavy Blaster Pistol (Ranged [Light] Equipment: Blaster Carbine (Ranged [Heavy]
[ ]; Damage: 7; Critical: 3; Ranged: Medium; [ ]; Damage: 9; Critical: 3; Range: Medium;
Stun Setting), Vibroknife (Melee [ ]; Damage: Stun Setting), Plasteel Armor Chassis (+2 Soak)
3; Critical: 2; Range: Engaged; Pierce 2; Vicious 1),
Flexible Battle Armor (+1 Soak, +1 Defense)
14
Exiting the Room with a Boom Memory Flash – Forn F
Ideally, the party will gain access to the fighter bay, prep Strapping into the ship and checking
the snub fighters for launch, and leave the station as your weapon, the blinking console
quickly as possible. The imminent threat of a bomb lights give you pause. Your antennae
(which it should be clear they probably planted) and the twitch with a flash of memory.
tough nature of their adversaries should provide strong
motivation. Blinking lights of many colors surround you. You see
sabaac tables, chance cube pits, holoslots, and
But if the encounter is taking too long, or the GM wants laughing gamblers. You are alone, and saunter up to
to impress upon the players the need to get out NOW, he a nearby bar where a Klatooinian bouncer snarls at
can read the following to the players to enforce the you and points to your weapon.
imminent bomb threat:
Clutching it tightly, you slowly reach into your vest
The crackling com blares to life again, but this time, and pull out a datapad, hand it to the dog-faced
instead of the cheerful computerized voice alien and say, in Huttesse, “I was sent for.”
broadcasting warnings, you hear a fast-breathing and
high pitched human voice stuttering. Reviewing the pad, the Klatooinian nods and a bit of
drool hits the expensive carpet. He motions you to
“Um… hello. We… um… have been unable to follow him…
deactivate the explosive device on the main power
reactor. This is… um… not a drill. You… uuh… really
might want to get to a transport. Um… NOW…”
Still of the Night
You hear what sounds like a microphone hitting the Leaving the space station behind isn’t the end of danger
floor, and fast footsteps racing away from it. for the amnesiac heroes. Flying stolen Black Sun fighters,
out of formation and not reporting to a specified
commander, is going to gain the attention of other
Once the team decides to depart, and has prepped the fleeing ships who are aware that intruders were on board.
fighters for launch, they can quickly maneuver them off Quick thinking and clever words from the team might
of the doomed station. Though the fighters don’t have avoid a conflict, but the team may have to fight their way
hyperdrives, they are maneuverable orbital craft, and can out of orbit. The station hasn’t exploded yet, but will –
safely get the team to the surface of Nar Shaddaa. very soon. Read the following to set the scene:
Memory Flash – Esk E Racing out of the fighter bay and gaining some
As you punch the activation sequence serious distance, the full expanse of the massive
into the ship’s console, your vision structure is visible, in picturesque orbit of what is
goes dark for a moment and a scrap now – clearly – the moon of Nar Shaddaa. Dozens of
of memory flashes into your mind. other ships streak away from the station. However, a
departing Lambda Shuttle and a squad of snub
You’re staring at a keypad, mounted on the door of
fighters turn in your direction, as your com systems
some kind of very large shipping container. You’ve
squawk to life:
just punched in a locking code, and checked your
glove to make sure the code written there matches.
“Xesh Squadron, this is Wing Leader Torvus, you are
not flying in formation, nor have you transmitted
You can hear fast ships moving all around you, and
your IFF cypher. Identify!”
feel the open breeze, but as you glance aside, you
only see more and more cargo containers in a
The com broadcasts static for a moment, as you see
dizzying maze. You spy a human you recognize,
the incoming fighters, which look like stripped down
“Besh”, and he smiles at you and nods.
Z-95 Headhunters, subtly moving into attack
formations around the shuttle.
A momentary pang of unexplained guilt and
confusion washes over you, and you feel yourself
forcing a smile back… At this point, the team must decide how to proceed; and
may attempt to talk their way out of this predicament.
The station is primed to explode, and they need to get far
15
away, but their pursuers can easily match their speed, A nearby fleeing transport is knocked of
making running a poor choice. Attempts to talk down course, temporarily scattering the Black Sun
Wing Leader Torvus will be difficult. He’s aware that there fighters.
were intruders on the station – most likely responsible for
the bomb.
A secondary Black Sun Squadron (Minions)
will be called in, entering the encounter at
A quick check will reveal no IFF cyphers in the fighters’
Extreme Range.
computers (they are most likely memorized by the pilots).
Convincing the Wing Leader to ignore the team can be
accomplished through a variety of opposed influence
checks. Coercion could be used to threaten the Wing BLACK SUN SQUADRON (3 MINIONS)
Leader away; Charm, Deceit, or Leadership could all be
used to convince him of the PCs’ “legitimate” status as Silhouette: 3 Speed: 4 Handling: +1
Black Sun agents; and even Negotiation is possible. Defense: 1 Armor: 3
Coercion and Negotiation are extremely difficult, due to
Hull Trauma Threshold: 18 (Suffers 6 Trauma on a
Torvus’ loyalty to Black Sun. Any influence check will also
Crit)
carry a setback die due to the lack of an IFF cypher.
System Strain Threshold: – (Suffers Hull Trauma
instead)
Coercion
Charm Skills: (for group of 3; downgrade by 1 for each
Deception destroyed minion): Cool ( ), Gunnery ( ),
Leadership Piloting (Space) ( ), Vigilance ( )
Negotiation
Weapons: Light Laser Cannons (Fire Arc Forward)
(Gunnery [ ]; Damage: 5; Critical: 3; Range:
If successful, Torvus and his squadron will not attack the
Close; Linked 1)
PCs, though multiple or a might lead him to believe
the party, but “insist” that his team accompany them
safely to the surface (to the Black Sun landing platform
and the Eyes of a Stranger section). Multiple or a BLACK SUN WING COMMAND SHUTTLE
might cause the Wing Leader to share a crucial piece of
information, such as the coordinates to a safe landing Silhouette: 4 Speed: 3 Handling: +0
platform on Nar Shaddaa, or the current IFF cypher. Defense: 2 Armor: 4
Hull Trauma Threshold: 25
Fending off Black Sun
System Strain Threshold: 15
If the party fails to convince the Black Sun Wing Leader
and his squadron to leave them alone, then they will Skills: Cool ( ), Gunnery ( ), Piloting
immediately move to engage the party and destroy them. (Space) ( ), Vigilance ( )
The following are the details of the encounter scene:
Special: Due to its crew compliment, the shuttle
Torvus’ Wing Command Shuttle begins at Medium
gains 3 slots in initiative for its Pilot, Co-Pilot, and
range from the PC ships; 1 Minion Squadron begins at
Gunner. Roll each slot separately.
Short range.
All ships begin the encounter at a Current Speed of 1. Pilot/Co-Pilot Weapons: Light Blaster Cannons
The Minion Squadron pilots will fight to the death; (Fire Arc Forward) (Gunnery [ ]; Damage: 4;
however, Torvus will order his shuttle to flee if it is Critical: 4; Range: Close; Linked 1)
within 5 points of its Hull Trauma Threshold.
Gunner Weapons: Twin Light Laser Cannons (Fire
The experienced enemy pilots will use intelligent tactics,
Arc Forward) (Gunnery [ ]; Damage: 5;
flanking the PC ships and targeting exposed areas.
Critical: 3; Range: Close; Linked 1), Retractable Twin
The Wing Command Shuttle will work to ensure its Pilot Light Blaster Cannons (Fire Arc Aft) (Gunnery
gets 2 Maneuvers each round, relying on its Co-Pilot
[ ]; Damage: 4; Critical: 4; Range: Close;
and Gunner to get in full attack Actions.
Linked 1)
At the end of the 2nd round of initiative, the bomb
onboard the station detonates, giving each ship 4
System Strain and Knocking them Off Course (see The
Big Boom section, below).
16
Component Hits (Small Ships) are landing in Black Sun ships, with Black Sun
A gunner can choose to attempt to directly target a transponders.
ship’s components with his attack by adding
When entering atmosphere, the port authority will
to his combat check.
immediately contact the PCs, assuming they are members
If the attack hits and deals damage, the character
of Black Sun, and give them docking directions to a
selects a single component hit from Table 7-10 (pg.
“special facility”. If the PCs ignore the communication, or
163 Beta Book), which is knocked offline and
simply head to a different destination altogether, it will
rendered inoperable until the end of the following
worry the port authorities enough to contact Vigo Rashud
round. The attacker cannot generate an additional
Baaks directly, who will follow the ships’ transponder
critical hit if one is rolled.
signals to their ultimate docking point. Either way, it is
The attacker may also spend to render the
likely the team will be met by Baaks and a troop of Black
component inoperable until properly repaired.
Sun goons upon their arrival. Read the following to set
the scene for the players:
The Big Boom
The station will explode in short order, whether the PCs As you navigate your ships into atmosphere, and
successfully evade a starship battle or not. If the PCs begin scanning for a docking port, a comm signal
convince Wing Leader Torvus to let them by, the station comes in. Again. This is getting annoying, you think.
will explode behind them moments later. If not, then the
explosion will occur during the combat encounter, “Good Evening,” chimes the nervous voice of a port
creating disastrous effects for all ships involved. When officer, “We’ve monitored the… accident… in orbit.
the station explodes, read the following to set the scene: Your wing commander has issued orders for all
escaped ships to rendezvous at the following
You feel it before you see it, but nonetheless you spy transmitted docking coordinates for debriefing.
out your viewport to see the massive station bulkhead Acknowledge…”
grow spider-web cracks in the span of a micro-
second, which soon blossom into red and orange lines It obvious the port authority knows these are Black
of light as the entire station explodes into a massive Sun ships, but how?
fireball trailing a shockwave in all directions.
It may be obvious to some players that the ships most
Nearby ships still in close orbit are vaporized
likely have a transponder signal unique to Black Sun.
instantly, while others are sent reeling into each
Transponders on a ship of this size are usually located
other, colliding like boulders down a hillside.
under the ventral chassis. Disabling or spoofing the
transponder might be possible, but not from inside the
If the PCs are out of combat, then they’re beyond the cockpit without a daunting Mechanics check by the pilot
brunt of the shockwave. Their ships rock and shake, and with 2 setback dice ( ).
alarms sound, but no damage is done.
The team might attempt to lie or to threaten the port
If the PCs are in combat with Torvus and his squadron officer, but he’s received orders directly from Vigo Rashud
when the station explodes, all ships (including the Black Baaks, whose threats are much more convincing. Any
Sun ships) are immediately affected. Coercion or Deception will have a doubly-upgraded
Each ship immediately suffers 4 System Strain. Daunting difficulty ( ). Failure will cause the
Each ship is immediately Knocked Off Course. (On his port officer to not only insist the team head to the
next turn, the Pilot of each ship cannot execute any coordinates, but he’ll also notify Vigo Baaks.
Maneuvers and, as an Action, must make a Piloting
[Space] check with a difficulty equal to the ship’s If successful, the team has the opportunity to land and
current speed to regain control.) ditch their ships before Baaks and Black Sun can catch up
with them. Should this happen, the Surprise Greeting
Getting on Solid Ground section, below, needs to be modified by the GM to ignore
Regardless of when it happens, the station explosion encounters with Black Sun – as well the at the start of Act
complicates any landing on Nar Shaddaa. In response, the 2 (the team should be able to bypass the “Eyes of a
Hutt-controlled port authorities are scrambling to assist Stranger” section). But be sure to include Besh and
Black Sun in any way possible. This overly-helpful Cresh’s Memory Flash Options at their point of landing,
attitude will cast an unwanted spotlight on the PCs, who noted below.
17
Surprise Greetings Whether the party heads to the directed landing platform
The journey to their destination will take several minutes, of their own volition, under escort, of simply heads to a
and give the team an ironically beautiful view of a Nar public platform – Black Sun will likely be waiting for
Shaddaa sunset. them. Read the following to set the scene:
Memory Flash – Besh B The flight to the platform is surprisingly peaceful, and
Passing one of the tall towers of Nar the smoggy sprawl of Nar Shaddaa is momentarily
Shaddaa, you spy a beautiful balcony made quite picturesque by the setting sun, casting
apartment and your head begins to brilliant colors across the thousands of towers and
spin. You remember… buildings of the busy city-moon.
The sun is setting. Standing on a high balcony, you Your docking sensors begin a notification warning,
know that this is one of the nicer hotels on Nar and you soon realize you are at the landing platform.
Shaddaa. You finger the charm around your neck, There are many other ships docked here, but very
absently. “I’m not comfortable with this,” you say as little activity. As you land and exit the fighters, large
you turn to see a beautiful twi’lek woman that you docking clamps secure them and you hear the engines
recognize as “Cresh”. suddenly shut down, the consoles blinking off.
Quickly engaging the controls, they are completely
“I’m not giving you much of choice. We’re in this non-responsive, and it’s clear the fighters have been
together,” she replies, her mouth set firmly. “I… remotely locked down.
won’t let anything happen to you.”
Creeping out from nearby doorways are half a dozen
Without words, you embrace her and feel… at peace. battle droids bearing the insignia of Black Sun, and
There’s something you’ve decided not to tell her. the polished form of the Duros you encountered on
Instead, you both kiss softly, and then turn to stare the station, flanked by two human guards in tough-
at the sunset. looking armor. With guns trained on you, the Duros
calmly walks closer, his guards behind him.
Memory Flash – Cresh C
Flying through the evening sky, you “Hello,” he sneers, “I think we need to have a talk.
see a taxi drop off a fare at a And I don’t think you’re going to like it.”
nightclub. Your lekku twitch and a
sudden flash of memory hits you. In Act 2, the team will be forced to confront the Black
Sun Vigo and escape – but this is an excellent point to
Its pouring rain, and you race into a taxi with a
end the session on a chilling cliffhanger that should leave
human man, the howling noise of Nar Shaddaa
the team concerned and excited for the start of the next
traffic surrounding you. “Salaran Warehouse 462, in
Act.
Black Wafe District,” you bark at the driver.
18
Act 2 – The Search
Memory Flash Check It’s possible the party’s actions in the last Act allowed
them to avoid detection by Black Sun when they landed.
Prior to the start of this Act, the GM should roll a Memory
If so, skip the “Eyes of a Stranger” section.
Flash check on the chart below, by secretly rolling
percentile dice. If a PC’s Memory Flash triggers, it should
Surrounded by Black Sun commandos and the imposing
be revealed to them immediately at the noted point in
form of the Vigo – the heroes are in hot water. Read the
this Act (no Strain or check required). The GM should
following to your players to set the scene:
ensure they are aware of each character’s Memory Flash
point in this Act.
“Hello,” he sneers, “I think we need to have a talk.
Memory Flash Chart And I don’t think you’re going to like it.”
PERCENTILE VALUE CHARACTER The well-dressed Duros carries no weapons, but you
1-15 “Aurek” A
can see a telltale bulge underneath his tailored jacket,
16-30 “Besh” B
C
and his helmeted guards train heavy blasters on you,
31-45 “Cresh”
46-60 “Dorn” D while several squads of battle droids level carbines in
61-75 “Esk” E your direction from numerous angles.
76-90 “Forn” F
The landing platform is hundreds of meters up and
Forcing a Memory Flash surrounded by the sprawling traffic of Nar Shaddaa –
Even if a PC’s Memory Flash didn’t automatically trigger and things look grim. Your ships appear locked down.
this Act, the GM should notify the player when their There’s a shuttle close by, but it looks like it’s being
character has a Memory Flash point. This gives the PC the repaired. You spy a passenger lift and a parked tram
option of gaining that brief memory through their own in the distance – but the Black Sun goons stand in the
resources and strengths. way. Gritting your teeth, you exchange glances with
your companions. You aren’t going to like this.
If a PC wishes to attempt to regain a Memory Flash, they
immediately suffer 2 Strain to attempt to do so. The The Vigo is responsible for the party’s amnesiac condition,
character must then succeed on an Average ( ) but he’s not sure if his efforts worked. He never expected
Discipline or Resilience check to gain the Memory Flash. them to make it off the station alive, so he’s going to play
(The amnesia is due to an engineered neurotoxin making his cards very close to his chest until he knows the
its way through their brains – so they can call upon their memory loss took effect. Once he’s certain, he’ll
mental or physical fortitude to temporarily bypass the immediately paint the entire party as saboteurs and try to
effects.) If the character fails this check, they don’t gain have them captured or killed on the spot.
the Memory Flash, and the Strain is still suffered. A
character can only attempt this check once during the Allow the party to make a group Perception check
Act, and only for this Act’s Memory Flash. opposed by Rashud’s Deception ( ) to notice that
he’s acting strangely - holding something back that he
doesn’t want to say in front of his men.
Eyes of a Stranger
At the end of the last Act, the party of heroes “awoke” in Group Skill Checks
a strange vault with complete memory loss – and possibly When the party makes checks as a whole, the GM
at odds with each other. Quickly moved to action by may call for a single check combining the highest
shared danger, the team fled the area and discovered they relevant skill rank and characteristic in the party.
were intruders on a Black Sun space station – “Korr For the Perception check (if using the pre-
Station” – which they had likely rigged to explode! generated PCs), the group Perception check would
be (using Aurek’s Cunning of 3 and several
After a harrowing escape in stolen fighters, the team of the PCs’ Perception ranks of 1).
managed to land on Nar Shaddaa, only to be confronted
by a dangerous Black Sun Vigo, Rashud Baaks.
19
Though Vigo Baaks will deny accusations of holding Memory Flash – Esk E
something back from the PCs (if they are successful in Seeing the Vigo again, up close – you
their check), he will engage in light banter and pause and feel a slight pain behind
conversation (at gunpoint) until he’s satisfied that his plan the bridge of your nose. Your vision
has worked, and the group has no memories. But if the grows blurry for a moment…
party attacks or tries to escape off the bat – the hardened
Vigo will have his men try to kill them where they stand, “And that’s when I shot him in foot…” you hear Cresh
and won’t pause for words or dramatic effect. finish her story and you feel yourself laughing
uncontrollably. You’re walking together in a
Getting to Know Your Vigo crowded district of Nar Shaddaa, sharing a smile.
If the party doesn’t move to violent action immediately,
Rashud Baaks will entertain a brief conversation, though You turn to a cry of triumph as Besh runs up to the
he’ll move his men to subdue the party if they attempt to pair of you, carrying a trio of Munka Slug Skewers,
run. The team might want to get answers from him, greasy, and smelling delicious. “Last ones!” he
especially considering that he implicated one or more of declares.
them in a planned murder of Besh, while they were still on
Korr Station. Rashud will reveal the following (and little Biting into the street food, the three of you share
else) in response any questions from the PCs: pleasant looks and Cresh says to you, her mouth full,
“When this is over – you’ve got to stick with us. We’d
Who are you? make a hell of a team.”
- I am Vigo Rashud Baaks, the head of this sector of
space, and certainly the most dangerous man You smile and nod, brushing her arm. But behind
you’ve ever met. your smile, you see the face of Vigo Baaks in your
What do you want with us? mind and a horrid sense of guilt washes over you.
- Answers, for a start. Answers to why you blew up “Can I go through with this?” you ask yourself.
Korr Station. Answers to why you have committed
an act of war against Black Sun!
We’ve lost our memories! (Or any other denial by the Escape and Survive
PCs that they’ve done anything wrong.) Depending on how the party initially reacts, shooting
- That’s the most laughable thing I’ve ever heard! might begin right away. Either way, the Vigo will not
allow the PCs to just walk away. The Black Sun threat in
You are saboteurs and foolish marauders who have
this encounter is extreme, and that should be made clear
no idea who or what you are dealing with.
to the party. Standing their ground and defeating all
On the station, you’d said something about Besh dying?
their foes in combat is a highly unlikely option. Instead,
(Or any exploration of Vigo Baak’s words in the docking
the party’s goal should be to escape the area and hide out
bay.)
on Nar Shaddaa.
- Hah! YOU had a mission (pointing at Esk) to KILL
this fool (pointing at Besh). But it seems you’ve
But they are trapped on a secluded landing platform, and
betrayed me. THAT will not stand. For long, at any
it will require some creative thinking and skilled action to
rate…
escape. The area has several avenues of escape (some
more dangerous than others) outlined here, but the GM
It’s doubtful that the party will be able to give him any
should encourage out of the box thinking by players and
satisfactory answers, and he’ll play up his anger and
allow for other suggestions by the party. Vigo Baaks is
incredulity in front of his men. His entire plan (and very
backed up by 2 Black Sun Commandos (Rivals) and 4 two-
life) hinge on ensuring no one discovers his true motives.
droid units (Minions). The following are the details of the
Considering this, as well as his advanced position in the
encounter scene:
encounter (and well-armed guards) – he will be virtually
The party’s stolen starfighters are parked and locked
impossible to bribe, cajole, threaten or deceive.
down at the edge of the large landing platform. This is
also where the PCs begin after exiting their cockpits
He will ultimately insist that the entire party be binder-
(marked PC on the map). The fighters have docking
cuffed and taken in for interrogation (knowing that their
clamps locked on them, and were remotely shut down
conditions will kill them soon). If the team offers any
from the main control terminal (marked T on the map).
resistance, he will command his men to shoot them
immediately. - To regain access to their ships, a successful hard
Mechanics check ( ) can disable the docking
clamps, followed by a successful daunting
20
Computers check ( ) to bypass the flight - Deactivate the force shields blocking off direct
control’s lockout. access to the large turbolift.
- Success on both checks will free a single fighter. - Remotely prep the transport tram, allowing a
Vigo Rashud Baaks (marked R on the map) is flanked by character to start it as an Incidental, without a
2 Black Sun Commandos (marked G), and begins at check.
Medium range from the PCs, unless the party engages - Initiate restart and repair subroutines on the
in conversation with Baaks. In that case, the Vigo and passenger shuttle, decreasing the difficulty of any
his 2 guards will move to within Short range. check made to repair it by 1.
- Both Black Sun Commandos enter the scene with If fighting breaks out, Vigo Baaks will retreat to Long
pistols drawn. Vigo Baaks is actually well armed, but Range and let his men handle it, only drawing his
with weapons holstered beneath his fine jacket. weapon if directly attacked or if his 2 guards fall. If
4 groups of two droid minions (marked D on the map), half of his forces are taken out, he will retreat
are also in tactical positions around the area. immediately, using the turbolift or tram (he has the
- 2 groups are within Medium range of the PCs. access codes, and can activate it as an Incidental).
- 2 groups are at Long range, guarding the flight The Black Sun Commandos and Droids will fight to the
control main terminal (marked T on the map). death, and if the fight begins to turn in the PCs’ favor,
There are several avenues of obvious escape from the they will focus all their efforts on protecting their Vigo
platform, each of which will lead the team into the and allowing him to escape.
wilds of Nar Shaddaa:
- A public turbolift (marked LIFT on the map) can BLACK SUN BATTLE DROIDS (2 MINIONS)
carry 10 passengers down to the lower levels. It
requires a Maneuver to activate and designate a Brawn 1 Cunning 1 Presence 1
destination level (an Average Computers check Agility 3 Intellect 1 Willpower 1
[ ] can activate the lift as an Incidental). Skills: (for group of 2; downgrade by 1 for each
- A transport tram (marked TRAM on the map), which dead minion): Cool ( ), Ranged (Heavy) ( ),
is currently empty and locked down, can ferry scores
Vigilance ( )
of passengers to other platforms or lower levels.
Activating it requires accessing the pilot’s console Soak: 3 Defense: 0
and bypassing its security with an opposed Wound Threshold: 8 (Suffers 4 wounds on a Crit)
Computers, Mechanics, or Piloting (Planetary) check Strain Threshold: – (Suffers wounds instead)
( ). Equipment: Blaster Carbine (Ranged [Heavy]
- A passenger shuttle (marked SHUTTLE on the map) is [ ]; Damage: 9; Critical: 3; Range: Medium;
a very tempting target, as close as it is to the PCs. It Stun Setting), Plasteel Armor Chassis (+2 Soak)
is not locked down. This is because it is currently
undergoing repairs. Normally, a 20 minute Hard
( ) Mechanics check could get it up and BLACK SUN COMMANDO GUARD (RIVAL)
running for a few hours, but a quick jury-rig as a
Brawn 3 Cunning 2 Presence 2
full-round action Mechanics check ( ) will
power up the shuttle for a short trip. Agility 2 Intellect 2 Willpower 2
- The team might also want to re-activate their Skills: Cool 1 ( ), Discipline 1 ( ), Melee 1
starfighters, but this will require special checks at ( ), Perception 1 ( ), Ranged (Light) 2
each fighter’s location, or at the main terminal, as ( ), Resilience 1 ( ), Vigilance 1 ( )
noted.
Several terminals in the area will allow for slicing into Soak: 4 Defense: 1
the platform’s computer system. Accessing the primary Wound Threshold: 13
flight control terminal (marked T on the map) requires Strain Threshold: – (Suffers wounds instead)
an opposed Computers check ( ) with a setback Equipment: Heavy Blaster Pistol (Ranged [Light]
die due to security encryption. There are also smaller [ ]; Damage: 7; Critical: 3; Range: Medium;
service terminals (marked TS on the map) that allow for Stun Setting), Vibroknife (Melee [ ]; Damage:
slicing into the system indirectly, with an extra setback 3; Critical: 2; Range: Engaged; Pierce 2; Vicious 1),
die due to the indirect connection ( ). A Flexible Battle Armor (+1 Soak, +1 Defense)
successful check can:
- Release the docking clamps and remote shutdown
for a single starfighter.
21
A lucky shot disables the force-shields
VIGO RASHUD BAAKS (NEMESIS) blocking direct access to the turbolift.
Nearby crates burst open, creating difficult
Brawn 2 Cunning 3 Presence 3
terrain for the foes.
Agility 3 Intellect 3 Willpower 3
Skills: Coerce 2 ( ), Cool 2 ( ), Vigo Baaks calls in reinforcements. 2
Deception 2 ( ), Negotiation 2 ( ), additional Commandos enter the encounter
Perception 1 ( ), Skulduggery 1 ( ), via a speeder at the start of the next round.
Vigilance 1 ( ), Knowledge (Underworld) 3
( ), Brawl 2 ( ), Ranged (Light) 2
( )
Vigo Baak’s Weaponry
Adversary 2: Upgrade incoming attacks by 2 Vigo Rashud Baaks has a custom weapon, a
Soak: 4 Defense: 0 subrepeating blaster, with special considerations:
Wound Threshold: 14 This weapon is autofire only, meaning it cannot
Strain Threshold: 14 operate in single fire mode. As such, all combat
checks made with this weapon automatically
Equipment: Subrepeating Blaster (Ranged [Light] increase their difficulty by 1 ( ).
[ ]; Damage: 7; Critical: 3; Range: Medium; If a is rolled, the weapon runs out of ammo.
Autofire ONLY), Holdout Blaster (Ranged [Light]
[ ]; Damage: 5; Critical: 4; Range: Short;
Stun Setting), Enhanced Armored Thinsuit (+2 Soak)
22
It is highly unlikely the party will be able to defeat all Should the party gain the upper hand in the encounter,
threats in the encounter – and that shouldn’t be their Vigo Baaks will attempt to escape by any means necessary.
goal. The GM should make it clear that Black Sun has While he’s an important part of the plot throughout Act 2
strong control over the situation. They’ve arranged to (and in Act 3) – the GM will have the ability to make
have this platform completely evacuated, and they modifications to the adventure to account for the Vigo’s
probably have reinforcements at their beck-and-call. The death or capture by the PCs. What’s important is that the
GM should impress upon the players the importance of GM allows the party to proceed normally and use their
escape. creativity in this challenge.
They stare as you are whisked away, and you soon An immediate planet-wide bounty will be posted for the
find yourself heading deep into the bowels of Nar team: 10,000 credits per person, dead or alive. Their
Shaddaa. You still have no idea what’s going on, or – faces (without names) will be broadcast across the local
at this point – if you can even trust your comrades. holonet, and everywhere they turn, the team runs the risk
But you seem to be in this together, and perhaps you of being identified. The Smuggler’s Moon is home to
can start discovering some clues as to what’s really more bounty hunters than can be registered, and millions
happening… of others who would gladly like to cash in on the credits.
Read the following to the PCs to set the scene:
Memory Flash – Dorn D
Seeing the massive buildings whisk After several minutes, you depart your transport on
by, you pause to stare at Aurek and one of the seedy lower levels of the Smuggler’s Moon,
your fur bristles. You shake your and disappear into the crowd of aliens that mill to
head and remember… and fro. Weapons are carried openly and disreputable
scum from across the galaxy eye you with sneers or
On a transport very similar to this one, the two of hunger as you pass.
you sit alone, and you feel a sense of expectation.
Hope. You’re RIGHT, and you know it. As you ponder where to turn to now, you notice
nearby holo-boards and terminals light up with a
“Look,” Aurek says, “You can’t just… no. You’re bounty notification – a notification that has YOUR
wrong, okay? I… I have no idea what you’re talking faces on it. “Grobola the Hutt” is offering 10,000
about.” He stiffens and looks away. credits apiece for each of you, dead or alive. The
notification lists your names as “unknown”, but shows
“You’re lying,” you reply with a smile, “I can smell it.” your faces clear as day.
He gives you a glare. “Listen,” you say, “It’s not what
you think. I want in. I want to help you. I need… to Hunkering down, and hiding your features, you
help you.” progress to a nearby public cantina that looks to have
some holonet terminals and very secluded, dark,
He stares at you for a long moment and starts to say private booths.
something, then stops himself. “After,” he finally
says. “We’ll talk after. Until then, just… just stay From this point, the party has some investigation to do.
close to me and follow my directions, okay?” Depending on the various Memory Flashes that may have
triggered or been accessed by the PCs during Act 1, they
You nod soberly, but can’t keep the elation from your may already have a good place to start, but they’ll still
features. Hope. You feel… hope. need to make connections, talk to people, and perhaps
search the holonet for clues. The team operated out of
23
safe house on Nar Shaddaa; a large converted cargo After 2 such encounters, Grobola’s enforcers will be able
container locked away in a storage facility, and they will to narrow down the location of the PCs on Nar Shaddaa.
have several avenues to discover this. The next check that generates or a will bring a
pair of Grobola’s Enforcers (Rivals) into conflict with the
The Risk of the Bounty PC who made the check and any others with him. Should
At any time during the team’s search, if a party member this occur, use the stat block below:
rolls or more on one of their checks to find
information or discover clues, the GM should consider
GROBOLA’S ENFORCER (RIVAL)
allowing them to be “recognized” by whomever they’re
dealing with. This may very well prompt a chase scene or Brawn 3 Cunning 2 Presence 2
a fight with some prospective bounty-hungry denizens. Agility 2 Intellect 2 Willpower 2
Should a PC roll a on a check, the GM should have
them be recognized by an amateur bounty hunter. Skills: Cool 1 ( ), Discipline 1 ( ), Melee 1
( ), Perception 1 ( ), Ranged (Light) 2
Checks made in any of the “INVESTIGATION” sections ( ), Resilience 1 ( ), Vigilance 1 ( )
below could have this outcome. Wandering eyes and ears Soak: 5 Defense: 0
are everywhere, and searching the holonet might Wound Threshold: 13
accidentally expose faces to the terminal’s camera, or Strain Threshold: – (Suffers wounds instead)
trigger a remote trace. If such an encounter occurs, the
GM can use the stat blocks below for appropriate foes: Equipment: Heavy Blaster Pistol (Ranged [Light]
[ ]; Damage: 7; Critical: 3; Range: Medium;
Stun Setting), Vibroknife (Melee [ ]; Damage:
NAR SHADDAA SCUM (2 MINIONS) 3; Critical: 2; Range: Engaged; Pierce 2; Vicious 1),
Brawn 2 Cunning 2 Presence 2 Padded Armor (+2 Soak)
Agility 2 Intellect 1 Willpower 1
Skills: (for group of 2; downgrade by 1 for each INVESTIGATION – The Korr Station Explosion
The massive orbital explosion that occurred just hours
dead minion): Cool ( ), Ranged (Light) ( ),
before is all over the media, and on the lips most people.
Vigilance ( )
The PCs can attempt Easy ( ) Perception, Streetwise, or
Soak: 2 Defense: 0 Computers checks to learn more. Searching the holonet
Wound Threshold: 8 (Suffers 4 wounds on a Crit) will only take a few minutes, and a Perception or
Strain Threshold: – (Suffers wounds instead) Streetwise check might take 20 minutes – this news is
Equipment: Blaster Pistol (Ranged [Light] [ ]; what everyone is talking about.
Damage: 6; Critical: 3; Range: Medium; Stun
Setting) If successful, the party will learn that the authorities are
calling the station explosion “the worst accident in recent
memory”. No one claims it was an attack. Publicly, the
AMATEUR BOUNTY HUNTER (RIVAL) station is being called a “shipping and logistics center” for
“Orbo’s Freight Transport”. Each or additional on a
Brawn 3 Cunning 2 Presence 2 successful check reveals one of the following additional
Agility 2 Intellect 2 Willpower 2 details:
Skills: Cool 1 ( ), Discipline 1 ( ), Melee 1 Reports say that many of the station personnel
( ), Perception 1 ( ), Ranged (Heavy) 1 evacuated before the explosion, but there was still an
( ), Vigilance 1 ( ) estimated 900 casualties.
Several in-the-know people and net articles claim the
Soak: 4 Defense: 0 station was really owned by the Black Sun Crime
Wound Threshold: 13 Syndicate (which doesn’t exist, of course).
Strain Threshold: – (Suffers wounds instead) None of the common workers, teamsters, or
Equipment: Blaster Carbine (Ranged [Heavy] tradespeople of the Smuggler’s Moon report ever
[ ]; Damage: 9; Critical: 3; Range: Medium; having worked there – it seems “Orbo’s Freight
Stun Setting), Vibroknife (Melee [ ]; Damage: Transport” hired outside/private workers and crew.
4; Critical: 2; Range: Engaged; Pierce 2; Vicious 1),
Heavy Clothing (+1 Soak) If a is generated on a successful check, the PCs meet an
informant or discover a hidden paper trail on the holonet
24
that directly links Korr Station to Black Sun, indicating into a penthouse suite with a human male, Besh, 7 days
that it was designed and used as a massive vault facility ago. They arrived together, paid using a hotel credit
that housed millions of credits worth of wealth, rare voucher (reserved by Grobola’s Casino), and stayed one
objects, prototype technology, and weapons caches for night. (If learned from Streetwise, this information
the syndicate. It was one of their most valuable and could come from a helpful concierge.)
guarded locations in the galaxy. Dorn: An unusual purchase and delivery receipt is
discovered in the files of an industrial construction
INVESTIGATION – The PCs’ Identities supply company on-world (it could be found on the
For a group of people with amnesia, figuring who they are holonet or related through conversation with a delivery
is probably a foremost concern in the party’s minds. boy); unusual because the pickup person had no name,
Digging up details of their pasts will be quite difficult, just an image: a Wookiee that is clearly Dorn. The
however. Asking people about yourself is going to draw delivery was for a case of demolitions-grade detonite
attention, and the PCs’ enemies are constantly monitoring blocks. It was picked up in a central receiving area in
the holonet at this point, too, trying to locate the PCs. Black Wafe District, a major cargo hub on the
Smuggler’s Moon. Discovering this detail will add an
An upgraded Hard ( ) Streetwise or Computers automatic Boost die ( ) to checks in the “INVESTIGATE
check can be made to dig into their identities or time on – The Safe House”, below.
Nar Shaddaa in the past few weeks. These will be lengthy Esk: It seems that a woman matching Esk’s description
checks, however, taking a few hours of searching. The PCs arranged for the rental of an extremely large cargo
have no names, account numbers, or ID numbers to search container in the Black Wafe District, through Salaran
by; so holonet and social investigations will be limited to Warehousing – a large receivables company that leases
the use of their faces. (In their real lives, none of the PCs cargo storage across Nar Shaddaa. It was a one month
are from Nar Shaddaa, so they won’t have any identity rental, paid for 7 days ago, via a credit account from
records or long-term information available on the local Grobola’s Casino. Leasing agents clearly remember her
holonet, but the team could uncover recent activities.) (or the details are gleaned from security footage).
Discovering this detail will add an automatic Boost die
If successful, each on the check will reveal a key detail ( ) to checks in the “INVESTIGATE – The Safe House”,
about one of the PCs, as noted below. It’s up to the below.
character making the check which PC(s) they want details Forn: While there is no small Rodian population on the
on: Smuggler’s Moon, some holonet terminal security
Aurek: Through some discovered grainy traffic footage, footage (or the owner of a local holonet café) reveals
or eyewitnesses who remember his distinctive face, it that a Rodian looking exactly like Forn made daily visits,
seems Aurek visited a local cantina (“Masha’s Junction”) alone, to the same holonet terminal. Records indicate
several times over a period of 2 days. The last visit was each visit was an out-bound call, less than 1 minute
11 days ago. 6 days ago, the cantina was torn apart by long, on a private channel to Grobola’s Casino. (The
a professional hit squad, killing most of the inhabitants. private channel intentionally scrambled the contents,
Among the casualties were several Sector Rangers in unfortunately – but the trace records are still there.)
plain clothes (the Rangers have made no public
comment on this). Each on a successful check reveals one of the
Besh: Thanks to his memorable demeanor, Besh is following additional details:
recognized by an administrative assistant for Orbo’s 6 days ago, all six PCs were recorded (or eye witnessed)
Freight Transport (which the PCs may discover, above, arriving at the same intersection in Black Wafe District.
could be a front for Black Sun), who recalls him arriving They all arrived at the intersection individually (except
at one of their offices on Nar Shaddaa, 6 days ago. He Besh and Cresh, who arrived together), and headed
arrived alone, and had an appointment with their head towards the same direction. Discovering this detail will
of shipping, which lasted about an hour. She add an automatic Boost die ( ) to checks in the
remembers him, because he refused to give her his “INVESTIGATE – The Safe House”, below.
name – just a winning smile. (If discovered via a Yesterday, all six PCs were recorded (or eye witnessed)
Computers check, Besh’s visit was captured via a breaking into the maintenance entrance of a shipping
building security camera for Orbo’s Freight Transport; facility for Orbo’s Freight Transport. The facility is used
this will obviously not reveal all the details a Streetwise to send large cargo shipments to the company’s varying
check would.) logistics centers. The PCs all appeared well armed and
Cresh: Security camera footage from one of the best wore gear and clothing identical to what they found
hotels on Nar Shadda, Opulence, shows Cresh checking themselves in when “waking up” on Korr Station.
25
If a is generated on a successful check, the team Grobola and his Casino (Forn also carries a shot glass from
discovers the exact location of their safe house. There is the casino, which may prompt investigation).
clear footage or eyewitness account of one of them
accessing and entering a specific large cargo storage Success on an Average ( ) Knowledge (Underworld) or
container Salaran Warehouse 462, in Black Wafe District. upgraded Average ( ) Streetwise or Computers check
This level of success can result in the GM skipping the will reveal that Grobola is a powerful player in a minor
“Investigating the Safe House” section, below. Hutt clan, who got very rich via supposed war profiteering
during the Clone Wars. He’s channeled his wealth into the
INVESTIGATION – The PCs’ Condition purveyance of vice. Specifically: spice, slaves, and
One or more of the PCs might get the bright idea to check gambling. Grobola’s Casino is the notorious Hutt’s pride
into a medical facility, in hopes that they can get and joy; a very luxurious gambling resort on Nar Shaddaa,
professional help with their amnesia. This is an excellent which hovers high in the atmosphere, above the scum and
idea, but will require a full physical exam from trained riffraff of the Smuggler’s Moon. Each or additional
medical personnel – putting the PC at risk of discovery. on a successful check reveals one of the following
The fee to perform a full physical workup on a single PC additional details:
will be 100 credits. Additionally, concealing their Most in the underworld know that “vice” is simply
identities and motives will require an upgraded Average Grobola’s front. Like most Hutts, he has criminal
( ) influence check. This could be Charm, Coercion, interests of varying kinds – and it’s rumored that he’s
Deception, or even Negotiation (for a bribe of at least an one of the biggest brokers for burglary jobs and other
extra 100 credits). “item acquisitions” work in the sector.
Grobola has a known disdain for Black Sun – though no
If successful, the PC will be able to undergo a full physical one would risk calling it a “feud”, since Grobola would
exam without the medics alerting anyone. The exam will surely be on the losing side of such a foolhardy
take about an hour, and will reveal all of the following decision. Apparently, though, it’s known that Black Sun
startling details: has denied several key acquisitions from Grobola, and
The PC’s comprehensive amnesia is due to a physical he harbors no love for them. (This should confuse the
degeneration of their neural tissues. His/her mind is party – since it makes little sense why Grobola would
literally unraveling at a progressive rate – the medic has place a bounty on them.)
never seen anything like it.
Scans show the cause of the degeneration is a highly INVESTIGATION – Black Sun
complex neurotoxin that is circulating in the PC’s It’s not entirely unreasonable (considering what they’ve
vascular system and has bonded to their neural cells. seen and learned) that the PCs will want to investigate the
There’s no way the medic knows to “cure it”, without an Black Sun crime syndicate, itself. Simply using Knowledge
antitoxin. This neurotoxin’s complexity and extreme (Underworld) or (Outer Rim) to recall known facts is
specificity means it was most likely engineered. possible without any real risk – but will only uncover basic
Lastly, the medic informs the PC that this condition is knowledge about the syndicate (use the Black Sun
terminal. Within a matter of days or weeks, at the knowledge check details in the “We’re Not Gonna Take It”
current rate of progression, their neural tissue will be so section of Act 1).
degraded that it will lead to death.
Going deeper, however, to learn about the PCs’ potential
This should be a major blow to the party (if they think to ties to the syndicate – or about Vigo Rashud Baaks,
even investigate this). Learning that your amnesia is himself – is a very risky proposition, as Black Sun is not
caused by exposure to an engineered neurotoxin that is only heavily monitoring the holonet, but has informants
fatal in a matter of days or weeks; it’s is a lot to take in. and spies throughout Nar Shaddaa. To do so will require a
The GM should encourage the party and remind them that heavily upgraded Hard ( ) Computers or
the medic claimed it could be cured with an antitoxin (if Streetwise check, taking a few hours.
one exists). The GM should use this as an opportunity to
embolden the party and galvanize them as a team in their With a successful check, the PC will uncover a will-hidden
search for real answers – and a possible cure. set of documentation (or an inebriated Black Sun
associate) that confirms Korr Station was a Black Sun
INVESTIGATION – Grobola the Hutt vault facility that housed millions of credits worth of
The fact that a “Grobola the Hutt” has placed the bounty wealth, rare objects, prototype technology, and weapons
on them (as well as certain results on the investigation caches for the syndicate. It was one of their most
checks noted above) could lead the team to investigate valuable and guarded locations in the galaxy – so
26
valuable, in fact, that Vigo Rashud Baaks wasn’t in control the other clues the PCs have gathered. They’ll learn the
of it. It was a syndicate asset, meaning that it lay in following:
direct control of the mysterious and fabled head of Black Their safe house is inside of a large cargo storage
Sun, himself. container stacked with hundreds of others in Salaran
Warehouse 462, in Black Wafe District (a major shipping
If any is generated on a successful check, also reveals district on the Smuggler’s Moon).
an outstanding law enforcement brief from over a year These units are rented from Salaran Warehousing, a
ago that lists pictures of a handful of anonymous very large (and legitimate) shipping and logistics
“potential Black Sun associates” wanted for questioning company.
regarding a smuggling operation. Esk’s face is clearly one
of the images. Traveling to their converted cargo container should be a
simple affair. Once there, the team will finally begin to
If a is generated on a successful check, the team piece together the pieces of their past they have lost, and
uncovers a well-encrypted Black Sun communiqué (on the start the real journey to recover their identities.
net or via a mouthy courier) that appears to be from Vigo
Baaks, himself, sent to 8 of his “Uncles”. It was sent less
than an hour ago, and details the destruction of Korr
Station, explaining that a group of “unknown brigands”
Here I Go Again
Arrival at their safe house is a turning point in Act 2 for
were responsible after a botched burglary attempt – but
the party. This short section details what they will
that they were all killed in the explosion. Vigo Baaks then
discover there, and will guide them on where to proceed
claims to have uncovered the responsible party “behind
next. Until now, the PCs should feel confused, hunted,
the theft”, and ensures that – while powerful – the party
and fearful. But at this point in the adventure, they begin
will be dealt with.
to gain some control over their situation and will have
some defined goals and plans going forward, beyond
INVESTIGATION – The Safe House “hiding and surviving”. The GM should work to reinforce
This is the ultimate avenue of investigation, and what the this feeling, and let the PCs feel like they’ve taken the
GM should ultimately be guiding the party towards. reigns.
Many answers can be found in the team’s safe house:
their staging point for the planning of the Korr Station
Getting Inside
heist. The PCs may already have deduced this from
Accessing the cargo container is a simple matter. It’s
Memory Flashes in Act 1 or detailed info gathered in
locked with a standard keypad combination entered into a
previous investigation checks.
control pad on the container door. The scrawled
combination inside of Esk’s glove will open the lock, and
If Dorn or Esk’s Memory Flash occurred in Act 1, the GM
the GM can simply remind the party of this if they’ve not
should remind them that there seemed to be some type of
quite figured that out. Without the combination, it will
staging point inside of a cargo container which they had
require a Hard ( ) Skullduggery, Computers, or
memory of. Cresh’s Memory Flash went so far as to point
Mechanics check to bypass or disable the lock.
out the physical address of the cargo container. Each of
these memory flashes (if they occurred) will help the party
Home Sweet Home
narrow down their search, providing a Boost die ( ) on
The team took a week to plan the job on Korr Station, and
any check made to locate the safe house.
this converted cargo container was their home and base
of operations for 7 long days. Inside, they’ll find some
If the PCs were unable to have any of these Memory
answers, but also more than a few questions. They’ll
Flashes in Act 1, or uncover the possibility of a safe house
discover the details of their “job” on Korr Station, and that
in their other investigation checks, then the GM should
Grobola the Hutt hired them to do it. The clues
remind them of the “code” scrawled inside of Esk’s glove;
discovered here should ultimately propel the team to pay
which will give them an easy avenue of research to
a visit to Grobola’s Casino.
discover their safe house.
The safe house is just that, and once inside, the GM should
A successful Average ( ) Computers or Streetwise give the PCs a respite, and communicate a sense of safety
check will discover the exact location of the safe house. and security for the team. This is also a chance for them
This could be through an examination of the “code” in to rest and recharge, recover Strain, and even attempt to
Esk’s glove, tracing it to a specific model of cargo heal themselves. When the team enters, read the
container lock; or through deduction and research into following to set the scene:
27
As the door to the cargo container opens, a series of Memory Flash – Cresh C
warm automated lights click on, illuminating a large Examining one of the bunks, you slide
space, 10 meters to a side. The interior of the your hand between the mattress and
container has been converted into a sparse, but the frame. There’s a hollow
comfortable living area. Six bunks are spaced across depression there, and you remember…
the two side walls, with strung curtains that can be
closed for privacy – and there’s even a portable You’re alone. Sitting on the bunk, the curtain drawn.
refresher. A pair of fusion lanterns hums softly near You hear voices just on the other side that sound like
the door, providing power and heat. Esk and Aurek discussing “exit strategies”. You feel
your heart racing and you clutch a datapad so
Crates of ration packs and water are stacked in the tightly your knuckles are turning white. You can’t
corner, along with machine parts and other supplies; bring yourself to read it again.
and in the center of the room is a largo holo-
projector worktable, covered with datapads and “You fool,” you whisper softly, and you feel yourself
empty takeout food containers. On the far wall is a choking back tears. “I won’t let him do it. There’s no
workbench, cluttered with weapons cleaning gear and price that’s worth it.” You carefully place the
tools; and behind that is a massive strategy board, datapad back under the bunk, put on a stern face
covered with hard-printed pictures, blueprints, and and draw the curtains aside.
hand-written notes – with tacks linking a thin red
string between them in a complex web of planning. Esk and Aurek stare at you; Aurek with that deadpan
look of his, and Esk with a smile, quickly replaced
The space feels… familiar. Safe. As you soundly shut with concern. She knows something is wrong – but
the door, you find yourselves instinctually sitting on doesn’t say anything. You want to tell her so badly,
crates or in chairs, or leaning up against certain spots but instead you force a smile and move to the
of the wall in practiced poses. You know this place. weapons bench…
And it seems there’s a lot here to see…
Memory Flash – Aurek A
Piecing Together the Information Standing near the holo-projector, you
The party can take some time to pore through the run your hands along its edge and it
assembled datapads, blueprints, and other planning hums to life. A memory fills your
documents. An abbreviated history of their recent work is mind…
all right here – and it doesn’t take much to put it all
“That wasn’t part of the job,” the Rodian, Forn, is
together. With a successful Average ( ) Computers,
scowling at you. You pause to consider that you’ve
Perception, or Knowledge (Underworld) check, the team
never seen him upset, before. Not his style. A
can discover all of the following details:
massive holo-blueprint of Korr Station is projected,
It’s clear that their “employer” for this job was Grobola
and you’ve highlighted the power core.
the Hutt. Their equipment, transport, even this very
cargo container, was paid for through his casino
“It wasn’t NOT a part of the job, either,” you coolly
accounts. Though the team finds no records of any
reply. “If you want us to get the merchandise and
direct communication to the Hutt or his agents (at
still get out alive, it’s the best option. Hmmph. I
least, not yet), it’s clear they’re working from Grobola’s
never pegged YOU as the one to get squeamish over
resources.
getting his hands dirty.”
The assembled details comprise a very intricate and
highly thought-out plan to infiltrate Korr Station, plant
Forn stares daggers at you and his long fingers
detonators at its power core, steal something from one
twitch close to his gun, but he says nothing, and you
of its vaults, and then exit before the station exploded.
eventually see him relax.
Everything was planned perfectly, a task that seems to
have taken about a week to accomplish.
“Fine,” you say, “It’s done. THIS is the plan. Anyone
- The mission briefing data here corresponds with the
wants to back out, they can take it up with Grobola.”
data on their individual datapads.
You stare around at the others: Dorn, Esk, Besh, and
- The team entered the station by smuggling
Cresh. All of them look at you soberly, but raise no
themselves inside of cargo crates.
objections.
28
- From there, they assembled and snuck into the If the team decides to rest, recuperate, and repair, the GM
power core to plant charges, giving themselves should certainly consider it, but also remind them that
enough time to get to a specific vault and get out. they’re wanted. With the large bounty on their heads,
- They had the location of the specific vault (the even a safe house won’t stay safe for too long. (If the PCs
blueprints show over 50 in the facility), and a are aware of the fatal neurotoxin in their systems, this
specific safe box number inside that vault. The could also be used by the GM to hurry the PCs along.)
“target” was a single data stick – the only contents
of the safe box. Going on the Offensive
- The plan details also identify other “high value” Ultimately, it will be up to the party to act together and
secondary targets inside the vault (virtually take the fight to Grobola the Hutt. At this point, they’re
everything) that the team could gather, if they had aware that he was their employer and the architect of this
the time. (Credits, jewelry, etc.) operation, and has now placed a rather heavy bounty on
- The exit strategy was to use the threat of the station their heads. Grobola is the only real lead the team has,
explosion to make their way to a shuttle bay and and the GM should encourage the PCs to take control and
steal one of the security ships for escape. confront the Hutt. When the party is ready to strike out,
The sheer amount of data used to plan the heist is read the following to set the scene:
staggering. The team had access to transport schedules,
security protocols and rotations, access codes, and full Your head is hurting. It’s clear now that Grobola the
schematics of the entire facility. Even for a Hutt, this Hutt orchestrated the heist – and you were his team.
level of detail on a Black Sun facility couldn’t have And now that same Hutt has placed a bounty on your
come easily. heads! And you have no idea why. The Hutt seems to
be the only connection to your past – and right now,
Additionally, each or extra on a successful the has a stranglehold on your future.
check will reveal one of the following additional details:
An earlier version of the plan highlights what the team It’s time for some answers, and it seems that they lie
was to do after the heist: travel directly to Grobola’s with a slimy – and very dangerous – worm of a Hutt.
Casino and deliver the memory stick to the Hutt. You pause to count your credits; you feel an urge to
Through some almost-missed communications back and hit the casino…
forth, the team can ascertain that Grobola was paying
them 100,000 credits – each – for completion of the job
and delivery of the data stick.
Paradise City
If a is generated on a successful check, the team The PCs will need to confront Grobola the Hutt to get any
recovers personal notes that came with the heist planning further answers, which means getting to his casino and
data – and they determine that this data came from asking for them – it’s up to the team whether they ask
within Black Sun. There was definitely an “inside man” nicely or not. But Grobola’s Casino is a highly secure
feeding Grobola his info. (This level of detail would most pleasure resort guarded by the Hutt’s private Klatooinian
likely require an internal Black Sun security clearance at army; and unbeknownst to the PCs, Black Sun Vigo
the highest levels: that of a Vigo.) Rashud Baaks will be sending visitors of his own…
29
any given time – all of them eager to gamble, drink, and to capture or exposure to Grobola as they enter the
have a raucous time. For a few credits, any public casino. When the party has decided on a plan, read the
transport could take the party there. The potential following to set the scene:
downside of this is being immediately recognized by
casino security, who will immediately drag the party at Flying high into the night skies over Nar Shaddaa, you
gunpoint before Grobola (shooting them if they resist). eventually spy what could only be Grobola’s Casino in
The party may very well see this as an easy way to gain the distance. The massive floating pleasure palace is
audience with the Hutt. If this occurs, skip directly to the moored several kilometers above the surface, well
“An Audience with His Greatness” section, below. above the riffraff of the Smuggler’s Moon. Throwing
off a brilliance of shining colors and flashing lights,
If the team wishes to enter the casino incognito, they’ll it’s a beacon that beckons all who look on it.
need to craft appropriate disguises for themselves – as
Grobola’s men are acutely aware of the PCs identities As you fly closer, you pass floating holo-boards and
(thanks to the Hutt’s bounty on their heads). The base other signs advertising the casino. Images of a
difficulty for crafting a disguise will be an Average ( ) bewildered Bith holding a giant check and shaking
Deception or Skullduggery check to disguise a single PC. hands with the Hutt; attractive casino patrons
A single check may be used to disguise more than one PC, jumping up and down with glee and raking in stacks
but is upgraded once for each PC beyond the first. of chips; debonair gentlemen sharing drinks with
Multiple team members may also attempt a group check. ladies and dancing in front of a red ball organ.
Group Skill Checks Just as you enter the docking queue, a massive holo
When the party makes checks as a whole, the GM of Grobola the Hutt and a protocol droid fills your
may call for a single check combining the highest viewport. The droid intones, robotically, “His
relevant skill rank and characteristic in the party. excellency, Grobola, wishes you to know that at
For a Deception check (if using the pre-generated Grobola’s Casino, you are our most treasured guest.
PCs), the group Deception check would be We are here to serve your every desire and whim.
(using Aurek’s Cunning of 3 and Besh’s Deception Please enjoy yourself.”
ranks of 2).
Staring at your comrades, you raise your eyebrows
and take a deep breath.
If the group wishes to really sell a deception, they could
go so far as to steal a high-class private transport to
mimic the appearance of “high rollers”. This could be The Layout of the House
The massive casino houses twenty levels of gambling,
accomplished through a single upgraded Hard ( )
debauchery, and other vices. The station is laid out like a
Skullduggery check – and success should downgrade the
very thick, tapered disk, with docking ports along the
difficulty of any checks to craft a disguise twice.
outer perimeter. Inside, nearly every form of gambling is
going on, along with special dens for the usage of most
The team could also attempt to sneak into the casino as
controlled substances and special “companionship”, and 3
guards, workers, or maintenance staff. This would require
dedicated lower levels for the “fighting pits” – where
some planning and knowledge of staff schedules (and
patrons can bet on blood matches.
possibly some uniforms). An upgraded Average ( )
Streetwise or Skullduggery check could get the PCs this
Once past exterior security, the team should feel free to
information (or some counterfeit uniforms); and if
move about relatively undetected. (The “eyes” inside the
successful, would downgrade the difficulty of any checks
casino are primarily concerned with catching cheaters. So
to craft a disguise once.
unless the PCs decide to start gambling and cheating, or
winning big, they’ll remain out of direct scrutiny.)
Getting into the casino should be an exercise of creativity
and fun. The GM should entertain outlandish suggestions,
Every intersection has a pair of heavily armed Klatooinian
and give the party a real feeling of control. This is the
guards posted, keeping eyes on the patrons; and a small
turning point where they should start going on the
fleet of TC-model protocol droids flittering about, serving
offensive and taking action, empowered towards a goal.
as casino hosts. Strangely, most of the patrons carry small
arms (it is Nar Shaddaa, after all) with little concern from
Failure on these checks, as well as multiple or a , the guards. When the team first enters the casino, read
should result in an unexpected failure of the plan; leading
the following to set the scene:
30
Opulence doesn’t begin to describe this place; gold Weapon Encumbrance Difficulty
and platinum plated fixtures, rich carpets of Encumbrance 0-1
Dramassian Silk, and serving droids constantly going grenade
to and fro, carrying trays of alcohol and tasty morsels. blaster pistol
Like most casinos, there is gambling everywhere. Encumbrance 2
Holo-poker machines and holo-slots dot every wall; heavy blaster pistol
and sabaac tables, chance cube pits, and dozens of flame projector
other table games sprout up everywhere. Inebriated Encumbrance 3
and raucous patrons laugh, drink, and cavort with blaster carbine
slave girls (and boys). The place reeks of money, guilt, vibrosword
fear, and joy. Encumbrance 4+
vibro-ax
Everywhere you look there are drooling, dog-faced blaster rifle
Klatooinian guards, dressed in the colors of the casino
and well-armed, watching the assembled guests Failure on this check will result in a guard noticing the
closely. concealed weapon, and demanding the PC leave the
casino and return without the weapon. or more
They don’t seem too concerned over the fact that (or a ) on a failed check could result in the guards
most guests carry small arms openly, and you find growing very agitated and detaining the PCs. This will
yourself wondering what you can get away with in almost certainly lead to the PCs being immediately
here… brought before Grobola.
The casino rules are very simple, and can be Drawing a Concealed Weapon
communicated by any casino host who is asked (if The GM should feel free to constrain the easy drawing
communicated with, the Klatooinian guards will simply of a properly concealed weapon:
bark a grunting noise, which brings a host over). Consider mandating that a concealed weapon
No long arms (rifles or larger), heavy melee weaponry requires a full action to draw it (or perhaps a full
(anything bigger than a vibro-knife), explosives, or maneuver for a character with the Quick Draw
incendiaries are allowed inside the casino. talent).
Any patrons who take part in an altercation with other Multiple , or a on the check to conceal the
patrons will be detained, then put into the fighting pits weapon may allow the character to draw it faster,
for his Greatness, Grobola’s pleasure. or to conceal more than one weapon.
Any patrons who take part in an altercation with a
member of casino staff will be detained, then put into
the fighting pits for his Greatness, Grobola’s pleasure. CASINO GUARDS (2 MINIONS)
Any patrons who attempt to cheat the house, or a
fellow patron, will be detained, then put into the Brawn 3 Cunning 2 Presence 1
fighting pits for his Greatness, Grobola’s pleasure. Agility 2 Intellect 1 Willpower 1
Any patrons unable to pay a casino marker, if granted,
Skills: (for group of 2; downgrade by 1 for each
will be detained, then put into the fighting pits for his
dead minion): Cool ( ), Melee ( ), Ranged
Greatness, Grobola’s pleasure.
(Light) ( ), Vigilance ( )
Any patron asked to leave will do so, or will be detained,
then put into the fighting pits for his Greatness, Soak: 4 Defense: 0
Grobola’s pleasure. Wound Threshold: 16 (Suffers 8 wounds on a Crit)
Strain Threshold: – (Suffers wounds instead)
In game terms, this means that the PC will not be allowed
Equipment: Force Pike (Melee [ ]; Damage: 6;
to openly carry any grenades, flame projectors, or other
Critical 2; Range: Engaged; Pierce 2; Stun Setting),
weaponry with an Encumbrance greater than 2. The PCs
are welcome to attempt to conceal such weaponry on Heavy Blaster Pistol (Ranged [Light] [ ];
themselves as they enter. Concealing a weapon requires Damage: 7; Critical: 3; Range: Medium; Stun
an opposed Skulduggery check (the guards are trained to Setting), Heavy Clothing (+1 Soak)
look for concealed weaponry), with a difficulty increased
by the encumbrance of the weapon: The Klatooinian guards will make good on their threats
and the rules of the house. Should an altercation begin,
31
an additional minion group of guards will enter initiative Life as a High-Roller
each round. They’ll focus on knocking the offending PCs Whether they were crafty enough to gain entrance
unconscious, and then dragging them before Grobola the through their own machinations, or whether they were
Hutt. (If this occurs, skip directly to the “An Audience forcibly brought here, the beauty of the high-roller
with His Greatness” section, below.) lounge – Grobola the Hutt’s private sanctum – is
apparent. The team will have the chance to converse with
Finding Grobola Grobola and gain some answers (as well as contend with
If Grobola has answers, the team needs to find him. The his rage) before Vigo Baaks surprises them all. Read the
Hutt operates out of the top level of the casino: a high- following to the party to set the scene:
roller lounge and gaming area where he also entertains
audiences and conducts business. Discovering this is fairly The high-roller lounge fits its name. The highest level
easy. of the casino, its roof is composed of several rounded
sheets of strong glass. At this altitude, Grobola has
If seeking an audience with Grobola (much like entering truly risen above the “muck” of Nar Shaddaa – in
the casino), the team can be direct or discrete. For a both the real and metaphorical sense – providing
direct approach, the TC Droid casino hosts are quite what is possibly the only clear view of the starry night
helpful, and if approached about Grobola, will happily sky that exists on the Smuggler’s Moon.
schedule an appointment in the next hour or so.
However, this will require the details of their “audience Past a security desk and cashier station, a luxurious
request” with Grobola in advance, and identity screenings. bar stands close to dedicated high-limit sabaac and
(If the PCs are honest, they’ll automatically be detained binspo tables, and even a few jubilee wheels. Each
and brought before Grobola - skip directly to the “An player here has a dedicated serving girl, and pushes
Audience with His Greatness” section, below.) If they chips in denominations that you didn’t know were
decide to lie to the droid hosts, they must succeed on an actually produced. Soft music plays, and you barely
opposed Deception check ( ) with 2 Setback notice the eight Klatooinian guards stationed around
Dice, as the PCs are wanted men and women and could be the room.
recognized.
Two of them stand carful vigil at a large doorway at
If the team opts for an indirect approach, a bit of the far side of the lounge, where you glimpse the
schmoozing and conversation can easily discern Grobola’s corpulent form of what could only be Grobola the
whereabouts. Success on an Average ( ) Streetwise Hutt, beyond. Perched on a raised platform and
check can chat up fellow patrons to learn that Grobola surrounded by slaves and platters of food, with a
operates out of the high-roller top level. After that, translator protocol droid at hand, Grobola’s booming
gaining access to the high-roller lounge requires laughter occasionally echoes from within.
convincing the staff that the PCs are wealthy enough to
be there. Suddenly, you hear the sound of a scream interrupted
by the distinctive blast of what sounds like a
The casino host for high-rollers isn’t a droid, but a crafty disruptor weapon. Moments later, two guards drag
Twi’lek servant of Grobola the Hutt. Convincing him of the body of an Ithorian out of Grobola’s chamber; its
their moneyed status is all that’s needed for the PCs to arm and half of the upper torso completely
enter the high-roller lounge as normal patrons. If the disintegrated to ash. The music doesn’t stop, and the
team can throw down 100,000 credits or more (which guards outside don’t even flinch. But you can see
they might be able to do, especially if they have any fear behind the fake smiles of the slaves and gamblers
“souvenirs” pilfered from the Black Sun Vault in Act 1) to nearby. You swallow hard, and suddenly find yourself
open a line of credit – they won’t even need to make any sweating.
checks.
They can also, of course, lie about their wealth through Upon entry to the lounge, and facing the threat of the
cleverly forged computer records or classic deceit. They mighty Hutt, each of the PCs will need to make an
could also attempt to bribe the high-roller host, charm immediate Fear Check of upgraded Average ( )
their way inside, or threaten him. Regardless of their difficulty to control themselves. The results of the check
method (Computers, Deception, Coercion, Negotiation, will apply to their social encounter with Grobola, any
etc.), the party will need to succeed on an opposed check checks they make to sneak about (and potentially access
( ) to be allowed inside the high-roller lounge and the Hutt’s records), and may persist into the following
Grobola’s private den.
32
combat encounter, if the Hutt continues to regard them Accessing the terminal will require a PC succeeding on an
as enemies when combat starts. opposed ( ) Stealth or Deception check to sneak
into the terminal room or convince the staff that the PCs
Fear Checks legitimately belong there. Once inside, bypassing the
When making a Fear Check, the character can decide system security will require an opposed ( )
whether to use Cool or Discipline, with various Computers check with setback dice due to the imbedded
effects, depending on the results: encryption protocols.
: The character adds to any check he makes
during the encounter. If successful, the PC will be able to search recent records
: The character suffers Strain equal to the and communications and discover one of the details noted
number of . If the check generates or below in “The Truth” section, below (if the PCs were to
more, the character can instead be staggered for succeed in their social encounter with Grobola). Each
his first turn (unable to take any actions). or additional on a successful check reveals one
: The character is so frightened, all checks he additional piece of information.
makes have their difficulty upgraded by 1 until the
end of the encounter. If a is generated on a successful check, the PCs will be
or multiple : The character avoids any fear able to locate and gain access codes to Grobola’s personal
effects, except those triggered by . armed transport, the Cheeska Choba, docked at the casino
(which they could use to travel to the Black Sun Research
: Gain on your next check in the encounter.
Facility).
Spend multiple to grant to other character’s
next checks.
An Audience with His Greatness
: Cancels all penalties from Fear Checks for the
If one or more of the PCs approaches the Great Grobola’s
rest of the encounter – no matter the source.
chamber, they’ll be granted an audience (should Grobola
spy one of them, he’ll demand they be brought before
him). Grobola’s rage at the party is severe, but he’s wise
Memory Flash – Forn F
enough to hear them out; the fact that they risked their
Standing in this room, and feeling the
lives coming here peaks his interest. Grobola will speak in
fear wash over you… its familiar.
Huttese, and use his translator droid, as is customary.
Your fingers tremble and you feel a
Read the following when one or more of the PCs
sharp pain in your forehead…
approach the Hutt:
“Your clan owes me much,” Grobola speaks to you
directly, ignoring his droid. You nod, respectfully, As you approach his dais, the Hutt’s eyes grow wide
and continue to listen. “I suspect my ‘business with anger. From between the folds of his flesh, he
partner’ has his own agents on the team. You will produces a Tenloss Disruptor Pistol, which he begins
discover them.” to point in your general direction – but you see him
eventually subside and lower the deadly weapon, his
The Hutt belches loudly, and then continues, “I want other hand reaching for a fist full of slimy grubworms
daily reports. When you are certain, be prepared to which he stuffs into his mouth with a loud smack.
eliminate them. I won’t have that pompous Vigo
undermining me. And remember… no one must Regarding you coolly, he speaks in a low baritone, and
know of your loyalty to me.” the slaves surrounding him quietly leave as he talks,
with fearful looks on their faces. The chamber is
You bow respectfully and turn to leave, the familiar deserted, except for you, the Hutt, the droid, the four
images of the high-roller lounge before you. guards that have quietly entered behind you, and – of
course – the disruptor pistol.
Accessing Grobola’s Files
When finished, his protocol droid turns to you and
The party may not decide to risk it, but it is possible to
says, “His Greatness, Grobola the Hutt, wishes to
remain undetected by the by the Hutt and slice into his
express his anger at your absence and arrogant lack
computer system. In the high-roller lounge is a private
of communication. But your return will be welcomed
terminal to the Hutt’s mainframe that can access all his
if you have brought with you the promised prize.”
secret files. This could give the PCs all the details they
need, without having to resort to dealing with Grobola
The Hutt breathes heavily and stares at you…
directly.
33
It’s clear that Grobola has no clue of the party’s amnesiac The Truth
affliction, and anticipates them bringing to him the With the trust of Grobola the Hutt, the team can learn the
memory stick (the target of the heist, which the PCs about their recent past. If communicated by Grobola, the
obviously don’t have). They’ll have to convince Grobola of GM should use the details below to drive answers to
the truth of their situation in a social encounter. questions the PCs may ask of Grobola, as well as narratives
the pontificating Hutt provides.
The party’s story is hard to believe, but has several kernels
of truth (which they are unaware of) that will make the The following are the details the Hutt will share (and can
task of socially sparring with a Hutt much easier than be learned from his computer records):
normal (each difficulty is heavily downgraded) – as long Despite his disdain for them, Grobola was approached
as they stick to the truth. The PCs can attempt convince some time ago by a Black Sun Vigo – Rashud Baaks –
Grobola of the reality of their situation with a variety of who had an interesting proposal. Normally, the Hutt
opposed influence checks, as long as they can justify the wouldn’t trust a Black Sun Vigo, but he’d just employed
narrative. Individual difficulties for each influence check Grobola in very lucrative smuggling contract for some
are noted below (again, these difficulties are much lower experimental chemical weaponry delivered to one of
than normal). Black Sun’s remote research facilities.
The PCs must have 4 successful checks before 3 failed - This was the reason Grobola believed the PCs’ story.
checks (except Coercion) to succeed in the social - The chemical weapon was an experimental
encounter. neurotoxin gas that’s effects include complete
Any character can attempt a check, with the following retrograde amnesia in most sentient life forms.
difficulties (and potential consequences): - The secondary effect is death. The toxin is fatal in a
matter of weeks.
Skill Difficulty - Black Sun was looking to weaponize it, but wanted
Coercion to develop an antitoxin in their facility before
Charm deploying it in the field.
Deception - Grobola will gladly share the coordinates of the
Leadership Black Sun research facility with the PCs. (It’s on
Negotiation Dorajan, roughly a 3 day hyperspace journey away.)
After the success of the neurotoxin smuggling
and on a check can be used to add Boost ( ) operation, when Vigo Baaks approached Grobola with a
and Setback ( ) dice to subsequent checks, as normal. new proposal, he entertained it. It was daring, and very
and have special consequences, as noted below. lucrative. A gamble, but one the Hutt couldn’t resist.
If the PCs fail 3 checks before succeeding on 4 checks, - The Vigo planned to embezzle millions of credits
Grobola grows enraged and will command his guards to from his own syndicate, and offered the Hutt a
detain them. The social encounter will end with a PC partnership to make it happen.
failure (advance to “The Whole Truth” section, below). - Among its vast treasures, Korr Station housed a
If the PCs are successful with 4 checks before they cache of secret information in its vaults: a single
encounter 3 failures then they gain the trust of the data stick containing the private account numbers
Grobola, who will reveal full details to the party, just and access codes for hundreds of slush funds across
before they are interrupted by the Black Sun attack (in the galaxy – known only to the Head of Black Sun,
“The Whole Truth” section, below). himself. The Vigo wanted to steal it.
Understandably, this had to be done incognito, and Vigo
Baaks used Grobola to setup the heist and carefully put
Grobola immediately recognizes that the together a team (the PCs) for this task – though they
party is genuine in their claims, ending the did not tell them what was on the data stick they were
encounter with PC success. stealing.
Vigo Baaks provided the team with the full technical
Grobola grows enraged at a comment made details of Korr Station, and Grobola’s resources and
and the encounter ends with PC failure. financing were used for the execution of the mission.
Grobola decides to simply cut his loses… Each of the PCs were to be paid 100,000 credits, apiece.
When the party did not return after the (completely
If successful, the party will gain Grobola’s confidence, and unexpected) explosion of Korr Station and Grobola’s
he will tell the PCs of their history with him, and the own sources spotted the PCs’ arrival on Nar Shaddaa,
confluence of events that led them to this point. the Hutt assumed that Vigo Baaks had cut him out of
34
the deal and convinced the PCs to betray him, using the begins broadcasting a very familiar voice.
station explosion to fake their own deaths. So, he
placed a bounty on them. The sneering tones of Vigo Rashud Baaks fill the
night, “Grobola, sorry about the mess. It won’t
The bottom line is that the party’s amnesia has convinced matter for too much longer, though. You’re a loose
the mighty Hutt that Vigo Baaks did betray him – and the end, I’m afraid. And I’m not a fan of loose ends. Try
PCs as well. Grobola is convinced that Baaks used the not to waddle off…”
neurotoxin gas on them and absconded with the data
stick. The speaker breaks, and one of the ships departs,
while the Black Sun Commandos raise their blasters
There are also some details that the GM should be aware and begin tearing the place apart!
of, to influence the conversation with the PCs, but these
details will not be volunteered by Grobola – nor can they
be accessed in his computer system: Memory Flash – Besh B
In truth, Grobola and Baaks planned to kill the team Just as the blaster fire starts, the
upon their return – no loose ends. Grobola will not Vigo’s voice echoes in your mind.
initially reveal this to the PCs. Your temples throb and a brief
Grobola suspected Baaks had his own agents on the memory forces its way into focus.
team, so he arranged to have Forn brought in to spy for
him. Grobola will not initially reveal this to the PCs. “That’s a very bold accusation to make – and a very
dangerous one. You expect me to betray my Vigo?”
If the PCs ask about their identities, Grobola will defer
You know this man to a subordinate, but you’re
the question and remain cryptic – commenting that
counting on his ambition – and his greed. The high-
they were all smugglers and underworld scum. If the
rise office you’re in is quite beautiful, and you can
PCs press to at least learn their names, the GM should
immediately interrupt the scene with invasion of the see the skylines of Nar Shaddaa outside the
Black Sun forces. windows.
36
KLATOOINIAN GUARDS (2 MINIONS) BLACK SUN COMMANDO GUARD (RIVAL)
Brawn 3 Cunning 2 Presence 1 Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 1 Agility 2 Intellect 2 Willpower 2
Skills: (for group of 2; downgrade by 1 for each Skills: Cool 1 ( ), Discipline 1 ( ), Melee 1
dead minion): Cool ( ), Melee ( ), Ranged ( ), Perception 1 ( ), Ranged (Heavy) 2
(Light) ( ), Vigilance ( ) ( ), Resilience 1 ( ), Vigilance 1 ( )
Soak: 4 Defense: 0 Soak: 4 Defense: 1
Wound Threshold: 16 (Suffers 8 wounds on a Crit) Wound Threshold: 13
Strain Threshold: – (Suffers wounds instead) Strain Threshold: – (Suffers wounds instead)
Equipment: Force Pike (Melee [ ]; Damage: 6; Equipment: Blaster Carbine (Ranged [Heavy]
Critical 2; Range: Engaged; Pierce 2; Stun Setting), [ ]; Damage: 9; Critical: 3; Range: Medium;
Heavy Blaster Pistol (Ranged [Light] [ ]; Stun Setting), Vibroknife (Melee [ ]; Damage:
Damage: 7; Critical: 3; Range: Medium; Stun 3; Critical: 2; Range: Engaged; Pierce 2; Vicious 1),
Setting), Heavy Clothing (+1 Soak) Flexible Battle Armor (+1 Soak, +1 Defense)
37
In the unlikely event the PCs managed to kill Vigo Baaks narrative above. Grobola will still offer the same details
in the “Eyes of a Stranger” section, the GM will need to (and the use of his ship) to the PCs. In his mind, they’re
modify the encounter narratives and details. The Black still on a mission to avenge him, and saving themselves
Sun Commandos will have come for the PCs, having and exposing Vigo Baaks’ plans will do just that.
tracked them down at the casino. They are directed by
one of Rashud Baak’s subordinates (see Besh’s Memory Nothing But the Truth
Flash) who has received no “proof” from Besh and is Once the PCs are in possession of all the details, they are
seeking vengeance for the death of his Vigo. Regardless ready for the next Act of the adventure. It’s likely they
of these changes, Grobola will still grow enraged at the also have access to the heavily armed transport of Grobola
invasion and command his men to attack the intruders. the Hutt. It will be a simple matter to get to it (whether
The rest of the encounter can proceed normally. they learned of it from Grobola or from a when
accessing his terminal); any of the exits out of the High-
The Black Sun team’s primary goal will be to kill Grobola Roller Lounge will take the team to the casino interior
the Hutt, and they’ll focus their attention on him until the where they can access Private Docking Bay 22, where
task is complete. In his death throes, Grobola will reveal Grobola’s ship, the Cheeska Choba, is docked. The code
more details to the PCs and send them on a mission of cylinder (or the codes gained from the terminal) will grant
vengeance (and survival for themselves). If Grobola dies, entrance into the bay, and the Cheeska Choba. If the PCs
interrupt the encounter to relay the following narrative to stashed weapons elsewhere before entering the casino,
the party: the GM should allow them ample time to get them.
With a final wound, you witness His Greatness, the Grobola’s transport is probably not what the PCs expect.
powerful and mighty Grobola the Hutt collapse to the It’s a heavily armed and modified Firespray, converted into
floor with a powerful gasp. He stares at you and a nimble and dangerous security transport for the Hutt.
motions you closer in the midst of the firefight. In The prisoner compartments have been gutted and
wheezing breaths he speaks to you. replaced with a luxury cabin just large enough for Grobola
and a few retainers. The hyperdrive has also been
“Damn Black Sun… I… knew better… You’re dying, replaced with an upgraded model, and the weapons
you know. That toxin… you don’t have long. If they systems have had a complete overhaul. It’s a powerful
have a cure, it will be in their research facility…” ship, and well suited to storming a Black Sun facility.
Grobola gasps again, and gives a wet cough before
struggling to continue. (If the team gathered details from Grobola’s computer,
and avoided the encounter with the Hutt all together,
“Dorajan… get… to… Dorajan…” the coughing then they may need to locate another transport to
continues, along with a low and sharp laugh, “Baaks Dorajan. In this event, the GM should work with the
characters to purchase or steal a ship.)
and I… we planned to kill you all. Ha ha ha! Fate… is
strange. Now you will avenge me… by saving
When the team departs Nar Shaddaa, read the following
yourselves…” He extends his slimy hand, which drops
to set the scene:
to the floor, revealing a code cylinder that rolls out of
it – and looks like it belongs to a starship.
Punching in the astrogation coordinates, it’s a 3 day
“Bay… 22…” the corpulent Hutt spits his last words, journey to the Dorajan system. If what you’ve learned
then grows silent and still. His Greatness is no more. is correct, it might be only place to recover your lives,
and ensure that you continue to live them. The swell
of Nal Hutta looms in the distance, as you leave the
The GM may also need to add more details to this Smuggler’s Moon far behind. You’re not sure what’s
narrative (those revealed in the social encounter) if the awaiting you – but you’re sure of one thing: what
PCs failed the social encounter or missed specific details remains of your future is somewhere on Dorajan.
from the Computer Terminal. In his death throes, Grobola
will reveal all.
In Act 3, the team will invade another Black Sun facility;
After this revelation, the PCs only real task is to get out of this time to finally learn the secrets of their identities, and
the lounge alive. Grobola’s Klatooinian Gaurds (if still confront the man responsible for betraying them. Ending
standing) will continue to spar with the Black Sun this Act should give the PCs a feeling of purpose and
Commandos. Should the Black Sun team be defeated direction for the first time in the adventure. They’ve
before killing the Hutt, the GM should modify the taking their destinies into their own hands…
38
Act 3 – The Reclamation
Memory Flash Check house on Nar Shaddaa. But during the heist (which
destroyed the entire station), the PCs were exposed to an
Prior to the start of this Act, the GM should roll a Memory
experimental neurotoxin gas developed by Black Sun,
Flash check on the chart below, by secretly rolling
which not only wiped their memories, but is slowly killing
percentile dice. If a PC’s Memory Flash triggers, it should
them. Grobola believed that Vigo Baaks was responsible,
be revealed to them immediately at the noted point in
as he had hired the Hutt to smuggle the neurotoxin to a
this Act (no Strain or check required). The GM should
secret Black Sun research facility some time ago.
ensure they are aware of each character’s Memory Flash
point in this Act.
They heroes have now traveled to that research facility, in
the Dorajan system, where the neurotoxin was supposedly
Memory Flash Chart weaponized, and where they can hopefully find an
PERCENTILE VALUE CHARACTER antitoxin. This is the only way to regain their memories
1-15 “Aurek” A and to keep the neurotoxin from killing them.
16-30 “Besh” B
31-45 “Cresh” C This final Act is designed to be a whirlwind of constant
46-60 “Dorn” D action and danger, quick decision making, and final
61-75 “Esk” E reveals. Near the end, the PCs will each discover where
76-90 “Forn” F
their true loyalties lie, and will have to decide how to
reconcile that as they confront the Black Sun Vigo
Forcing a Memory Flash responsible for betraying them all.
Even if a PC’s Memory Flash didn’t automatically trigger
this Act, the GM should notify the player when their The beginning of Act 3 is the only real chance the PCs will
character has a Memory Flash point. This gives the PC the have to rest and recover from their adventures in Act 2.
option of gaining that brief memory through their own They’ll have plenty of time to think and plan on the 3-day
resources and strengths. trip from Nar Shaddaa to Dorajan, which occurs between
the end of the last Act and the start of this one.
If a PC wishes to attempt to regain a Memory Flash, they
immediately suffer 2 Strain to attempt to do so. The The GM should allow all PCs to fully recover Strain on
character must then succeed on a Hard ( ) their journey, as well as explore any Memory Flash
Discipline or Resilience check to gain the Memory Flash. revelations they had (and wish to share with the others).
(The amnesia is due to an engineered neurotoxin making They’re likely traveling aboard Grobola the Hutt’s personal
its way through their brains – so they can call upon their transport, the Cheeska Choba, which is cramped, but does
mental or physical fortitude to temporarily bypass the have enough space for the PCs to rest and relax.
effects.) If the character fails this check, they don’t gain
the Memory Flash, and the Strain is still suffered. A Though too small for a true medical bay, a fully stocked
character can only attempt this check once during the Medical Kit is on board (for any PCs attempting Medicine
Act, and only for this Act’s Memory Flash. checks during the voyage); additionally, the Cheeska
Choba has a small cache of 10 Stimpacks and 6 extra
reloads for weapons. Any checks made to repair items or
Runnin’ With the Devil heal injuries should be made at the start of this Act
At the end of the last Act, the party of amnesiac heroes (having taken place during the 3-day hyperspace journey).
has learned that they were hired by pair of treacherous
business partners (Grobola the Hutt and Black Sun Vigo It’s possible the party’s actions in the last Act led them to
Rashud Baaks) to steal a data stick from a Black Sun space travel to Dorajan in a different ship. If so, the GM will
station, which contained account access data for millions need to consider what consumables and resources might
of credits of wealth – allowing them to embezzle from the be available to them on their journey, and will need to
powerful syndicate. consider modifying the threat of the following encounter,
“Rock of Ages”, which was designed for a ship with the
To keep their machinations secret from Black Sun as a Cheeska Choba’s weaponry and durability. This can be
whole, Grobola financed the heist and hired the PCs to do accomplished by reducing the number of Black Sun patrol
the job, which the team spent a week planning in a safe craft or asteroid cannon emplacements.
39
Rock of Ages Sun operatives or there on Black Sun business. However,
this is a Daunting effort; this is a highly restricted and
Arriving in the Dorajan system, the party will have a brief
secret facility. Anyone who knows about it also knows
chance to scan the area before contending with Black Sun
enough to broadcast the correct cypher. Still, it can be
security patrols and automated defense systems in orbit.
accomplished through a variety of opposed influence
When the party is ready to begin, read the following to
checks. Coercion might be used to threaten the patrol
set the scene:
with “the authority of Black Sun”, as could Leadership.
Charm or Deception could sweet-talk or deceive the
As your ship drops out of light speed in Lannik Space, patrol. Negotiation is the least plausible, for obvious
you find yourself maneuvering towards the planet of reasons.
Dorajan. Your head is throbbing in pain. It started
intensifying yesterday, and is only getting worse. You However, the PCs do have some intimate knowledge of
don’t have much time… the goings on in this facility (based off of what Grobola
told them). If any of the PCs attempt to enhance their
According to the nav database, Dorajan a jungle narrative with knowledge of the neurotoxin gas (or similar
world teeming with flora and fauna, but is statements made from their gained intelligence), the GM
uninhabited. If a Black Sun facility is down there, should award a Boost Die ( ) to their check.
that’s a pretty good reason for the Lanniks not to
have colonized it. Coercion
Charm
The green world is swirling with wispy clouds, and Deception
ringed by a wide asteroid belt that is most likely the Leadership
remnants of a long-destroyed moon. Long-range Negotiation
scans indicate some kind of power source down on
the planet’s surface, but you’ll have to move past the If successful, the patrol will allow the PCs’ ship to land,
asteroid ring for a better scan. broadcasting stand-down codes to the automated gun
emplacements.
Suddenly, the sensors pick up more localized power
signatures in the asteroid belt, and the ship’s com
blinks to life with a static-filled message: Memory Flash – Besh B
Listening to the hostile banter from
“Unidentified vessel, this is a restricted system. You the pilots, a strange sensation comes
will turn back now, or be destroyed. This is your only over you. You nearly fall to your
warning.” knees in pain… but remember…
A pair of mercenary goons threaten each other with
Ahead, you register several fighters in the belt, and as very little intelligence, then begin fist fighting two
you drift closer, you notice that those localized power tables over. You smile at the spectacle and wink at
readings seem to be coming from some of the Cresh, “Just like our relationship, Eleena.” She smirks,
asteroids, just as you spy a nearby rock re-orient itself then smiles, and you stare at her, feeling instantly at
with thrusters and sprout a quad laser turret that peace. You’re at a cantina – one of her favorites –
points in your direction. on Ordo Prime.
There are 3 Black Sun Patrol Fighters nestled in the “Don’t change the subject, Jesh,” she says, “I’m going
asteroid belt, and they’re tough opponents. But the real with you, and that’s final. I don’t care what the Hutt
threats are the scores of automated gun emplacements says about it.”
housed in the asteroids. Without a stand-down signal
from the fighters or from the planet below, they’ll shoot “But honey,” you sigh, “I’m doing this FOR you! This
any ship not broadcasting a Black Sun IFF cypher. The is the big one, more credits than we’ve ever seen.
team may be able to fake their way past the patrol, but if Enough to get OUT of this life – for good. Enough to
not, they’ll have to contend with a nasty orbital firefight make a real future, a real family…”
and shooting gauntlet before landing safely.
“Exactly,” she reaches up and softly strokes your
Situation Normal… How are You? arm, “and that’s why I won’t let you go alone. My
The PCs might wisely attempt to convince the patrol that future – is our future. Our family.”
they have every right to be there; pretending to be Black
40
Memory Flash – Esk E defeat them – or commit themselves to simply running
Watching the Black Sun Patrol the gauntlet and breaking through to the planet surface.
Fighters maneuver in the distance, The following are the details of the encounter scene:
something stirs in your mind. Your The PCs’ ship begins the encounter just inside of the
nose begins to bleed, but you recall… asteroid belt, at Extreme range from the other end of
the belt. Their starting speed is 1.
The fireball of the exploding ship is massive. You The 3 Black Sun Patrol Fighters begin the encounter
stare at it with cold eyes, feeling such remorse. nestled in the asteroids for cover, at Medium range
Such… guilt. A pair of Black Sun patrol craft fly from each other, and from the PCs’ ship. Their starting
alongside your freighter and hail you. speeds are 1.
- They are very skilled pilots, and will actively try to
“That’s the last of those morons. Don’t cops know dogfight, using Evasive Maneuvers, Stay on Target,
not to mess with Black Sun?” You didn’t remember and Gain the Advantage, whenever appropriate.
the cocky little pilot’s name, but he’d been hitting on - They’ll actively use the asteroid turrets as cover,
you since you left Tatooine. “What’s up with you, keeping within Close range of them whenever
company gal? You didn’t even take a shot!” possible.
There are literally scores of Asteroid Turret
“I’m NOT a company gal,” you reply icily, “my friends Emplacements in the belt, but they’re spaced fairly well
call me Mara. You… call me Captain.” apart, at Medium range from each other.
- Depending on the route the PCs take through the
“Pssssh,” he breathes over the com, “Not a company belt, they could be exposed to any number of
gal, smuggling spice for the Sun? Man. What they turrets, but a straight shot through the belt will
got on you, girlie?” force them to encounter a minimum of 4.
- The asteroid turrets possess maneuvering thrusters
Without a word, you switch off the com, and stare for positioning and station-keeping, but they have
into space. no engines; they cannot “move” from their locations.
- They’ll fire at any target not broadcasting the IFF
cypher as soon as it gets within range, and will
But if the party succeeds with multiple or a , the always spend their Maneuvers to Aim.
patrol will let them by, but with great suspicion, notifying The automated turrets can be spoofed, and any PC
the landing platform of the PC’s impending arrival, and within sensor range can attempt a Hard ( )
advising them to get to safety. This will give the technical Computers check as an Action to attempt to corrupt the
crew in the “Welcome to the Jungle” encounter, below, a targeting systems of a single turret. If successful, the
head-start in their race to the facility, and reducing the turret will be unable to attack until the start of that
number of rounds the PCs have to catch up to them by 2. PC’s next turn.
The asteroid belt presents a major hazard during the
Multiple or a on a successful check means that the encounter, and any movement through the belt (a pilot
patrol believed the PCs so wholeheartedly, they’ll notify Maneuver to move the ship, from either PCs or NPCs)
the landing platform with advanced confirmation of the will require a Piloting (Space) check as a part of the
PC’s status, leading to the technical crew readying Maneuver to navigate through successfully.
themselves for inspection. This will give them a delayed
reaction to the PCs in the “Welcome to the Jungle”
encounter, slowing their departure, and increasing the A lucky shot blasts apart an asteroid,
number of rounds the PCs have to catch them by 2. creating an opening to let the pilot forgo
his next check to navigate through the belt.
If the party fails, they’ll not be allowed to land, and will An enemy is forced too close to an asteroid,
have to fight their way to the surface. upgrading their next navigation check.
41
Flying through the Asteroid Belt ASTEROID TURRET EMPLACEMENT (MINION)
When the pilots of each ship make their Piloting
checks to navigate through the belt, their difficulty Silhouette: 3 Speed: 0 Handling: -4
will be based on the size of the ship, and their current Defense: 0 Armor: 2
speed: Hull Trauma Threshold: 5 (Suffers 5 Trauma on a
The base difficulty is equal to the current speed of Crit)
the ship or half its silhouette (rounded up), System Strain Threshold: – (Suffers Hull Trauma
whichever is greater. instead)
The higher number determines how many Difficulty Skills: Cool ( ), Gunnery ( ), Vigilance ( )
Dice ( ), the lower number then determines how
many of those are upgraded to Challenge Dice ( ). Weapons: Quad Laser Cannons (Fire Arc All)
For example: if the PCs are flying the Cheeska (Gunnery [ ]; Damage: 5; Critical: 3; Range:
Choba at max speed (4), with its silhouette of 4, the Close; Linked 3)
difficulty would be . A speed of 3 would
result in , and a speed of 2 would be .
A ship’s Handling modifier applies to all Piloting
checks, as normal. Welcome to the Jungle
Failure means the ship drops its current speed by 1, After the PCs have made it through the orbital defense
and does not move. The Maneuver remains spent. gauntlet and entered the upper atmosphere of Dorajan,
read the following to the party to set the scene:
on a failed check can be spent by the GM to
inflict 1 System Strain. on a failed check
means a minor collision, which inflicts 1 Hull Racing out of the asteroids and into the high upper
Trauma. atmosphere of Dorajan, you can finally get a clear
If a failed check also results in a , then the ship sensor scan. The surface of the planet is carpeted in
has a moderate collision and suffers 1 Hull Trauma, thick jungle with life readings everywhere. But the
in addition to an immediate Critical Hit. only sign of civilization seems to be a distinctive
power source, clearly coming from a large structural
complex on a raised platform several hundred meters
The PCs do not need to destroy every threat to get past above the jungle canopy.
this encounter – they may very well focus on simply
racing through the belt and entering atmosphere as Scans show the structure is protected by a massive
quickly as possible. The patrol fighters will give chase, and energy shield, but it’s currently disabled. The facility
try to block the PCs, if they can. If the PCs make it doesn’t appear to have any external docking bays or
through the belt, the GM can skip to the “Welcome to the landing platforms attached to it. The only entrance
Jungle” section, below, though the patrol fighters may seems to be a tram line that runs about half a
follow. This could delay the PCs as they evade them kilometer away to a constructed landing platform,
(reducing the rounds in the PCs have to catch up to the which looks like it’s the only safe landing point in the
technical crew), or add new threats to the encounter as vicinity.
the Black Sun pilots arrive in time to jump on the PCs’
tram. You’re grateful that the shield is down – if the sensors
are right, once that thing’s up, it’s impregnable.
BLACK SUN PATROL FIGHTER
Silhouette: 3 Speed: 4 Handling: +1 It’s the dead of night on this side of Dorajan, and the PCs’
Defense: 1 Armor: 3 best option is to set down on the landing platform. The
rest of Dorajan’s surface is so thick with jungle trees that
Hull Trauma Threshold: 9 it’s the only safe landing point within a reasonable
System Strain Threshold: 8 distance of the facility.
Skills: Cool 1 ( ), Gunnery 1 ( ), Piloting If the party wants to find another landing site, the GM
(Space) 2 ( ), Vigilance 1 ( ) may allow this with a Hard ( ) Computers or
Weapons: Light Laser Cannons (Fire Arc Forward) Survival check with a Setback Die for the nighttime
(Gunnery [ ]; Damage: 5; Critical: 3; Range: conditions. But the GM should impress that any such site
Close; Linked 1) would be a few kilometers from the facility (which is on a
42
raised platform, several hundred meters above the jungle assaulted by intense humidity, a pungent mossy odor,
canopy). This would require the party hiking through an and the nighttime sounds of the alien creatures in the
alien jungle – at night. And until they reach the facility, nearby trees. In the far distance, you can see the
there’s no way of knowing if there’s a way to get up there raised facility, glowing like a beacon in the night.
from the jungle floor; whereas they know there is a way
from the landing platform. While the GM should never Your attention then turns toward a cry of alarm, and
say “no” to alternatives, the party should be guided to the you see an armored Black Sun Commando shuffle a
landing platform as the best option. group of technicians onto one of two trams at the far
end of the platform. “Hurry!” you hear him shout
Memory Flash – Dorn D towards the front of the tram, “We’ve got to get the
Staring down at the thick jungle shield up before the intruders can get inside!”
canopies, something stirs in your
heart, and a shattering pain pierces With a whirring of engines, the tram starts up and
your skull as you remember… takes off down the electrified track. Cursing under
your breath, you race to the other tram and begin the
Home. Kashyyyk. “It’s… gone,” you say to yourself, startup sequence. Ahead of you, the other tram is
and stare at the service medal in your hand, already almost out of sight. You have to catch it
continuing the words in your mind. “You could have before it gets inside!
been there. You SHOULD have been there. You
should have gone back. You should have fought.
Even if it meant death. Are you afraid of death? A Memory Flash – Cresh C
coward? Salparr, the coward…” Slamming back the Racing with the others to board the
last of your drink, you realize the bottle is empty. tram, you stumble as a pain erupts in
your head. You take a moment to
You count the few credits remaining from your last catch your breath… and remember…
criminal enterprise. “Pathetic,” you think. Standing
up, you leave the bar and walk out, staring at the You’re breathing heavily, soaking wet, and laughing.
night sky, and quietly putting your medal away. Elated at having just caught the tram, you and Besh
“Or…” you think, slowly… deliberately… plop onto a seat. His hand in yours, you’ve never
been so happy. Staring at his matted, wet hair and
“You find a way to be a hero again…” Pulling out familiar features, you swallow quickly, and realize
your datapad, you paw through your contacts. A that this is the time.
face – Aurek’s face. “Silas,” you whisper. “Perhaps, if
I’m right about him… I can find my redemption.” “I have something for you, Jesh,” you find your heart
beating faster than in any firefight.
After the PC’s ship touches down, they’ll immediately alert “Eleena,” he replies with a sarcastic wink, “I know I’m
the platform technical crew, who will quickly board 1 of 2 irresistible, but at least wait until we’re back in our
trams to the facility, racing to get there and raise the room…”
shield before the PCs can arrive after them. The party will
have to board the second tram to engage the escaping “I’m serious,” you say, and he stares into your eyes,
personnel, chasing them down before they get inside the and understands. Your hands begin to shake.
facility. But their high-speed flight through the canopies
will draw the attention of some native wildlife on “Hey, hey,” he slowly replies and smiles, “It’s okay.”
Dorajan, who think they’ve found an easy meal.
Nodding, you smile back, and pull a pair of lockets
Arrival at the Landing Platform from your pocket…
When the PCs make the decision to land at the
constructed platform, read the following to set the scene:
What follows is a highly mobile chase scene and
encounter, where the PCs will need to catch up to the
Touching down on the landing platform, it’s the dead escaping tram and possibly board it, and they’ve only got
of night, but bright floodlights illuminate the area a short time to do so. But a group of Black Sun
and draw innumerable insects from the thick Commandos onboard will do their very best to stop them,
surrounding jungle. Stepping off your ship, you are and a few groups of native Dorajan Vampire Bats will be
assaulted by intense humidity, a pungent mossy odor,
43
attracted to the tram lights and swoop in to attack the The escaping tram will reach the research facility after 7
characters for an easy meal. rounds. If the PCs have not overtaken the tram (or
boarded it) by then, the shield will be raised and they’ll
The Tram Chase be locked out of the facility.
This encounter begins with the PCs having already At the start of the encounter, both trams are running at
boarded their tram in an attempt to catch up to the full speed, and the forward pilot car of the PCs’ tram is
escaping Black Sun goons before they can get to the at Long range from the aft pilot car of the escaping
research facility and lock it down. With only a few rounds tram.
to catch up to the enemy tram and either slow it down or - As the encounter starts, the GM should allow the
board it, the party will be harried by the Black Sun goons PCs to place themselves anywhere in the interior of
onboard, as well as native wildlife drawn to the area; their tram.
Dorajan Vampire Bats. The following are the details of the - 1 PC will need to be in the forward pilot car, piloting
encounter scene: the tram.
Both the PCs’ tram and the escaping tram are identical At the start of each round, the pilots may elect to
in layout and design, composed of 6 cars (2 of which participate in a Simple (–) competitive Piloting
are small pilot cards at each end). From forward to aft, (Planetary) check, with 2 Setback Dice for the Handling
the tram has: a forward pilot car, a subject transport of the tram. (Each pilot that does so forgoes their
car, a passenger car, 2 cargo cars (1 empty), and a rear Maneuver on their turn that round.) The winner of the
pilot car. check may increase or decrease the distance between
- Each individual tram car’s length is Short range, the trams by 1 range band. If only 1 pilot chooses to
from door to door. participate, he automatically wins the check.
- The entire tram’s length is Long range, from end to
end.
Competitive Checks
- Each car is connected by a closed door, and has Tram pilots participating in a competitive check both
exterior doors that can be opened while the tram is make Piloting (Planetary) check against a Simple (–)
running. The only open exterior door at the start of
difficulty, with for the tram’s -2 handling.
the encounter is the one opened by the Black Sun
The winner of the check is the one who succeeded
Commando in the empty cargo car on the escaping
tram, so he can fire at the PCs. and generated the most .
- The exterior doors of the tram cars also have In the event of a tie, the one with the most is
windows, which can be broken by any successful the winner; followed by the one with the most .
attack that deals at least 1 Wound to them. If no character succeeds on the check, no one wins
- All cars except the subject transport car have (and the trams do not change relative position).
hatches that allow access to the roof of the tram.
The only open roof hatch at the start of the 3 Black Sun Commando Rivals (marked BSC on the map)
encounter is the one opened by the Black Sun are aboard the escaping tram. 1 is in the forward pilot
Commando in the passenger car on the escaping car (piloting), the other two are in the full cargo car
tram. He’s popping out of the top so he can fire at and passenger car, hanging out of the open door and
the PCs. roof hatch (respectively).
- The PCs’ tram track is on the port side of the - The piloting commando will only leave his post when
escaping tram, and when both trams are adjacent, all the PCs have abandoned their tram, or when both
their cars are Short distance from each other. of his comrades have fallen.
- The other two will fire at the PCs the first chance
Jumping and Climbing they get, and focus on ranged combat from cover.
If cars of 2 trams are adjacent to one another, A group of 3 technicians (hurried into the tram by the
characters may attempt to jump the Short range commandos before the encounter began) are huddled in
between them. This requires an Average ( ) the escaping tram’s passenger car. They are unarmed
Athletics check, with added if the character does and non-combative. If confronted, they’ll simply cower
spend a Maneuver getting a running start. and beg to be left alive. (After the encounter is over,
Climbing up or down through one of the roof they could serve as an excellent source of information.)
hatches on a tram car is a Simple (–) task that only In the 3rd round of initiative, the commotion of the
requires a Maneuver. trams and their bright lights will bring two groups of 3
Minion Dorajan Vampire Bats into the encounter. As
44
big as mynocks, these blood seekers are hungry, and A lucky shot damages a power conduit,
they’ll eagerly attack any character they can reach. reducing the distance between the 2 trams
- The first minion swarm of bats will arrive on the roof by 1 range band.
of the escaping tram’s forward pilot car; the second An enemy commando is hurled out of an
will arrive on the roof of its aft pilot car. open door or off the roof of the tram.
- Each bat swarm will attack the nearest character it
can reach on the roof; entering the tram interior, if
A poor shot hits hydraulic controls, and 2 of
it can, when no targets are available from the
the cars begin to decouple! The next round,
outside.
they separate by 1 range band.
- Closed exterior car doors and roof hatches will block
One of the bat swarms shrieks to call
the bat swarms for a short time, though they’ll
another swarm, which will enter initiative
attack the windows to shatter them, if no other
at the start of the next round.
option is available to them.
- If a Dorajan Vampire Bat Swarm is reduced to a
single minion, it will retreat from the encounter on
its next turn.
BLACK SUN COMMANDO (RIVAL)
- When the bats appear on the 3rd round of initiative,
read the following to the party to narrate their Brawn 3 Cunning 2 Presence 2
arrival: Agility 2 Intellect 2 Willpower 2
Skills: Cool 1 ( ), Discipline 1 ( ), Melee 1
Suddenly, you hear an earsplitting shriek in the night! ( ), Perception 1 ( ), Piloting (Planetary)
On the dull sound of leathery wings, a group of grisly
1 ( ), Ranged (Light) 2 ( ), Resilience 1
native creatures race towards the tram. With the
( ), Vigilance 1 ( )
distinctive forms of bats, you’re surprised by their
sheer size (they’re bigger than mynocks), and can see Soak: 4 Defense: 1
thick iridescent black fur covering their torsos, wide Wound Threshold: 13
ears as big a datapads, and abnormally large eyes Strain Threshold: – (Suffers wounds instead)
glowing yellow in the night.
Equipment: Heavy Blaster Pistol (Ranged [Light]
As they fly closer, you see drool streaming from their [ ]; Damage: 7; Critical: 3; Range: Medium;
mouths, which are working dagger-sized fangs that Stun Setting), Vibroknife (Melee [ ]; Damage:
gnash and gnaw in hunger. The things screech again 3; Critical: 2; Range: Engaged; Pierce 2; Vicious 1),
and swoop toward the tram roof… Flexible Battle Armor (+1 Soak, +1 Defense)
Both trams have a terminal in the passenger car DORAJAN VAMPIRE BAT SWARM (3 MINIONS)
(marked T on the map), which can be accessed with an
upgraded Easy ( ) Computers check. Success will Brawn 1 Cunning 1 Presence 1
allow the character to open, close, or lock one of the Agility 3 Intellect 1 Willpower 1
doors or hatches on that tram. (Each or extra on Skills: (for group of 3; downgrade by 1 for each
a successful check will allow manipulation of one dead minion): Brawl ( ), Cool ( ),
additional door or hatch.)
Coordination ( ), Vigilance ( )
Both trams have pilot consoles (marked P on the map)
in their forward and aft pilot cars. Flight: this creature can fly or hover at any altitude
- The forward pilot console can be used to perform in a standard atmosphere
Pilot-only Maneuvers, such as accelerate or
Soak: 1 Defense: 0
decelerate, and to make a competitive check.
Wound Threshold: 12 (Suffers 4 wounds on a Crit)
- While a tram is in forward motion, the aft pilot
console is powered down, but can be activated with Strain Threshold: – (Suffers wounds instead)
an upgraded Hard ( ) Mechanics check. Once Blood Drain: when a is rolled on a successful
active, it can be used just like the forward pilot Brawl attack where the target suffers Wounds, the
console. This could potentially mean competing target also suffers an equal number of Strain
pilot commands on the same tram. This is where
initiative really matters – as the trams are limited to Equipment: Fanged Mouths (Brawl [ ]; Damage:
a single Pilot-only Maneuver each round. 4; Critical 5; Range: Engaged; Blood Drain)
45
Map of Escaping Tram Interior and Rooftop First and foremost, this encounter is a chase scene. If the
(Assembled with Maps of MasteryTM “Railway PCs cannot overtake the escaping tram (or take it over)
Station Tiles” Terrain Card Sets©) after 7 rounds, their foes will reach the research facility
first and raise its defense shield, which blocks the PCs
from entering. As the rounds tick by, the GM should
describe the facility getting closer and closer, clueing the
players in to how much time they have left. (Should the
PCs be unable to overtake the escaping tram and are shut
out of the facility, they’ll have to find another creative
way inside; perhaps by exploring the jungle floor for an
alternate entrance.)
You softly reply, “I’m not sure yet, but I think it’s the
human, Silas – our ‘fearless leader’. Maybe that
Wookiee, Salparr. They’ve been acting… strangely.”
46
Memory Flash – Aurek A spent the majority of that time doing secret research at
Staring at the blood on your this facility.
fingertips, your vision narrows and The facility is extremely advanced, and focuses on
you grit your teeth in intense pain as varied highly experimental research projects in chemical
you remember… and biological weaponry.
If asked about the neurotoxin gas, the researchers will
You’re out of sight in a nearby alley; you’ve made admit that they’re aware of it, but didn’t work on that
sure no one can see you as you stare at the project directly. It’s possible that the neurotoxin team
devastation in the cantina. Some local scum are did develop an antitoxin, and if so, it would likely be
sweeping up the shattered glass and hauling out stored in hazard containment with the toxin, itself.
bodies. It was a professional hit – they tore the If asked about the staffing of the facility, they’ll reveal
entire place apart. that someone big in the syndicate ordered an
evacuation of all non-essential personnel half a day
Your chest tightens as they haul out three human ago. They were the last to leave, and were waiting on a
corpses and dump them unceremoniously. You lower transport when the PCs arrived.
your head as you glimpse their faces, and you grab If asked about the layout of the facility, the researchers
the holo-projector from your pocket, gripping it will gladly share a verbal overview of the layout.
tightly. “No one will know what these men have
sacrificed,” you think. The party is free to do with the technical crew what they
like, but the researchers will resolutely refuse to go into
“Anonymous stars on the memorial wall at Sector the facility with them. They are extremely traumatized
Ranger HQ. Nameless heroes for justice, for the after their ordeal. If the PCs don’t restrain them, they’ll
law,” your mouth is dry, and you feel yourself coming take a tram back to the landing platform at the earliest
to a decision. “I’ll make them pay for what they’ve opportunity.
done.” Salparr knows, you think. And you need his
help, now. Maybe the Rangers could use a Wookiee
in the ranks. There’s a first time for everything, and
the ranks are thinning….
Livin’ on a Prayer
The party’s adventure has finally come full circle. They’re
close to discovering the cure for their condition, but will
The party can now to head to the upper level of the have to contend with the other dangers inside the facility,
research facility, but may wish to interrogate the huddled not the least of which is the treacherous Black Sun Vigo,
technicians in the passenger car of the tram (if they Rashud Baaks.
arrived in that tram, and if any of the technicians are still
alive). These men are all human scientists, and quite In the unlikely event the PCs managed to kill Vigo Baaks
unprepared for violence or threats. Information can be in Act 2, the GM will need to modify the rest of the
gained from a variety of influence checks; Coercion being adventure to accommodate that. Instead of Baaks being
the easiest, and Deception and Negotiation the hardest the threat – it’s now “the new Vigo”, one of Rashud
(the technicians just watched the PCs attack their guards; Baak’s former subordinates (see Besh’s Memory Flash in
and credits have little value to them in their current state Act 2), who is taking Black Sun’s vengeance on the PCs.
of shock). Even with these changes, the rest of the Act should
proceed normally, but with slightly different narrative
Coercion outcomes, as appropriate.
Charm
Deception Inside the research facility, the neurotoxin poisoning will
Leadership really begin to take hold. The heroes will need to traverse
Negotiation the compound to find the antitoxin, which will require
moving through a small army of hostile droids and
With a successful check, the technicians will answer any dangerous test subjects throughout the facility.
questions the party has to the best of their abilities. Meanwhile, the Vigo is holed up in the main computer
Answers to some of the more common questions are room, observing their progress and making their lives
noted below: difficult at every turn.
The technicians are simple research scientists, with
expertise in biology, genetics, and biochemistry. They’ve When the party is ready to enter the facility, read the
been under Black Sun’s employ for a year, and have following to set the scene:
47
Cradling your head, you stagger into the lift that will Neurotoxin Checks
take you up to the research facility. Trying to shake it As the party enters the facility, the neurotoxin is close to
off, you feel the pain getting worse. As the lift begins killing them, and their minds are truly beginning to
to rise and carry you up into the facility, you spy one unravel. Until they receive a dose of the antitoxin, each
of the trams far beneath you power up and begin PC will need to make an upgraded Average ( )
racing back to the landing platform. Resilience or Discipline check whenever they first enter a
“KEY AREA”. The effects of the check are noted in the
That can’t be good. “Neurotoxin Checks” sidebar.
There’s little to do about it, though, as the lift KEY AREA – Main Computer Room
platform brings you into the facility, putting you Most likely the last place the PCs will enter, the Main
flush with the floor near some kind of bunkroom. The Computer Room (marked MAIN COMP ROOM on the
place is eerily quiet, and you see no one. map) operates with a fantastic holographic interface that
lets the researchers simulate complex scientific and
Various corridors and doorways lead off of this room, engineering models, as well as provide direct control of
and you don’t see a map or terminal anywhere nearly every area of the facility.
nearby. Looks like some exploration is in order.
Vigo Rashud Baaks and a pair of 2-droid units are secure
inside, remotely viewing the interior of the facility, and
This final part of this Act is structured openly. The PCs releasing its subjects to attack the PCs. Vigo Baaks has
will have several smaller encounters in the facility; and also powered up contingency security measures (originally
depending on their route of travel or tactics, they could built in the event of subject “escape” within the facility),
unwittingly unleash multiple encounter threats at once which have activated force shields outside of each of the
(perhaps even turning them against each other). The map Main Computer Room’s 4 doors. When the PCs approach
below highlights the entire facility, noting where specific one of these doors for the first time, read the following
threats and key rooms are located throughout. There’s no aloud:
right or wrong way to traverse the facility, and the
sections below lay out the details and threats in each “key
There’s clearly a door that leads to a central area of
area”. Some areas may even be avoided entirely.
the research facility, but both the door and its control
pad are blocked by a humming force shield – which
The PCs begin in the area labeled PC on the map, at
clearly can’t be opened from the outside.
Medium range from both the Razorcat Pits and the
Observation Lounge.
The only time you’ve seen shields like this is on “safe
rooms”, where the inhabitants really don’t want
Neurotoxin Checks anyone getting inside…
When making a Neurotoxin Check, the character can
decide whether to use Resilience or Discipline, with
various effects, depending on the results: Vigo Baaks will not leave the Main Computer Room unless
the PCs have dosed themselves with the antitoxin (with
: The character adds to any check he makes
their memories intact once again, they’re a major threat
during the encounter.
to him if they escape, so he’ll be forced to deal with
: The character suffers Strain equal to the
them), or if the PCs have managed to unlock the Main
number of . If the check generates or Computer Room from one of the exterior terminals.
more, the character can instead be staggered for When Vigo Baaks is ready to confront the PCs, advance to
his first turn (unable to take any actions). “The Final Countdown” section.
: The character is in such pain, all checks he
makes have their difficulty upgraded by 1 until the KEY AREA – Observation Lounge
end of the encounter. One of two places the PCs will likely head after arrival, the
or multiple : The character avoids any ill Observation Lounge (marked OBSERV LOUNGE on the
effects, except those triggered by . map) contains two nasty surprises floating in stasis tanks:
: Gain on your next check in the encounter. genetically modified Gamorreans that Vigo Baaks will
Spend multiple to grant to other character’s release to terrorize the PCs. They’ve been biochemically
next checks. altered and turned into mindless killing machines (even
: Cancels all penalties from Neurotoxin Checks more so than normal) that will attack any target other
for the rest of the adventure than themselves in a near-blind rage, attempting to tear
48
them to bits. When the party first enters this area, read
the following to set the scene:
MUTATED GAMORREAN (RIVAL)
This area looks like some kind of observation deck. Brawn 5 Cunning 1 Presence 1
Sets of stairs up to a mezzanine level expose huge Agility 2 Intellect 1 Willpower 1
windows that give a beautiful view of the Dorajan Skills: Brawl 2 ( ), Perception 1 ( ),
horizon. But the beauty of the scene is marred by a
Resilience 1 ( ), Vigilance 1 ( )
pair of massive tanks installed into the floor. They’re
constructed like Bacta Tanks, but much heavier duty Adversary 1: Upgrade any incoming attack by 1
and filled with oily greenish slurry. Soak: 5 Defense: 0
Wound Threshold: 21
Moving closer, you can see that the tanks appear to Strain Threshold: – (Suffers wounds instead)
hold creatures that you recognize to be Gamorreans,
but not like any that you’ve ever seen before. Equipment: Bone-Plated Fists (Brawl
[ ]; Damage: 6; Critical: 2; Range:
They float naked in some kind of suspension fluid, the Engaged; Pierce 1; Vicious 1)
breath masks tethered to their faces not quite hiding
the horridly extended tusks that pierce their upper
lips. Skin that is more gray than green is covered in One of the Mutated Gamorreans is knocked
ugly splotches and stretched too tight over thick into the other, angering it. They will attack
cords of muscle. Their hands have been horribly each other until the end of the round.
mutated; angular boney plates extruding from the
knuckles. One of the power regulators is accidentally
hit and explodes, immediately knocking all
As you approach, they begin to twitch, and you see characters engaged with it prone.
their bloodshot eyes open with startling speed!
KEY AREA – Razorcat Pits
Vigo Baaks, watching the PCs progress through the The other place the PCs will likely move to after arrival,
facility, will remotely awaken the two Mutated the Razorcat Pits (marked PITS on the map) are the
Gamorreans. They’ll awaken and burst from their facility’s “kennels” for a group of native Dorajan Razorcats
chambers, attacking the party. The following are the used as test subjects. When the party first opens one of
details of the encounter scene: the three doors to this area, read the following to set the
The encounter will begin with both Mutated scene:
Gamorreans (marked G on the map) bursting out of
their stasis tubes. They are at Short range from each The dusty door opens to a dark and small corridor
other, and from the various stairways out of the lounge that branches off in unusual twisting turns and
and up to the mezzanine level. angles. A musty smell assaults you immediately; like
The mezzanine level is short range from the ground, and an animal den. The floors are covered in a mixture of
beneath it are a pair of power regulators, which could dirt and dried vegetable matter; and you look down
be sabotaged as an Action with a Hard ( ) to spy a set of animal prints… large ones.
Mechanics check to explode at the end of the round!
- Anyone engaged with the power regulator will Though they are very dangerous ambush predators, the
suffer Wounds (that ignore Soak) equal to the on Dorajan Razorcats kept in the facility have been altered
a successful check. can be spent to deal Strain. with a neural implant designed to remotely control the
The Mutated Gamorreans will not retreat or surrender, animals’ general behavior. Specifically: forcing aggression
and cannot be easily reasoned with. They’re animalistic or docility. This is how the staff can keep the animals in a
and nearly mindless – and will fight until they are free-roaming kennel. Upon examining the prints, a
unconscious or killed. successful Average ( ) Survival check will reveal that
They will also attack any Black Sun droids or released they belong to a very large and stealthy feline creature.
Razorcats they encounter. They’re not intelligent
enough to discern any threat from the Shard Crystals, Vigo Baaks will quickly turn the animals aggressive when
however, and will simply flee their enclosure room if the PCs approach their enclosure. The following are the
drawn inside. details of the encounter scene:
49
The Razorcat Pits have 3 entrances (West, South, and KEY AREA – Aquatic Lab
East). Due to the maze-like nature of the interior Near the Razorcat Pits is an Aquatic Lab (marked POOL on
tunnels, the West and East entrances are at Long range the map) where the facility staff has performed numerous
from each other, and Medium range from the South biological experiments. It’s currently empty of any test
entrance. subjects (though the PCs don’t know that), but does have
Three Dorajan Razorcats (marked C on the map) are 4 two-droid Minion units stationed in the area to harry
hidden in the pits, forced into an aggressive state. the PCs. Read the following to set the scene:
- They’ll immediately use the darkness and cover to
hide; to strike from a hidden position. Entering this area, you immediately smell water;
When within line of sight of a hidden Razorcat, a stagnant water. Ahead, you spy a bridge that extends
character must succeed on an opposed ( ) over some kind of pool filled with bubbling,
Perception check to notice it. (After it attacks, it will impenetrably dark fluid. In rooms on either side of
have to return to cover or darkness and re-hide as an the bride are holo-terminals that look fairly complex.
Action.)
The area is in near total darkness, imposing on any But stationed near each terminal are 2 groups of
combat or Perception checks made. familiar-looking droids with the Black Sun logo on
Though in an artificial state of aggression, the Razorcats their chassis. Spying you, one of them points and
aren’t beyond self-preservation. If within 3 Wounds of shouts in a tinny voice, “The intruders! Blast ‘em!”
its Wound Threshold, a Razorcat will retreat into the
darkest corner of its den, and not emerge unless “Roger, roger,” the others reply, and level carbines in
confronted. your direction.
If brought into conflict, the Razorcats will attack the
Mutated Gamorreans or Black Sun Droids as readily as The droids are not a huge threat, but there are a fair
the PCs. number of them. Vigo Baaks stationed them here to
guard the holo-terminals (marked T on the map) to keep
DORAJAN RAZORCAT (RIVAL) the PCs from accessing the Main Computer Room where
he is holed up.
Brawn 3 Cunning 3 Presence 1
Agility 4 Intellect 1 Willpower 1 The aquatic pool is actually empty; the droids are the only
Skills: Brawl 1 ( ), Cool 2 ( ), threat in this area. Older models, they’re not terribly
Coordination 2 ( ), Stealth 2 ( ), bright, but will use standard battlefield tactics. The
following are the details of the encounter scene:
Survival 1 ( ), Vigilance 1 ( )
Two units of Black Sun Battle Droid minions (marked D
Night Vision: this creature never suffers due to on the map) are within Short range of their assigned
low light or darkness terminals (marked T on the map), and Long range from
the other two units at the other terminal.
Soak: 3 Defense: 0
They’ll seek cover if possible, but will foolishly move to
Wound Threshold: 11
get within range of the PCs – even if that puts them in
Strain Threshold: – (Suffers wounds instead)
the open or on the bridge.
Quick Strike 2: this creature adds to combat If one of the units is drawn into the Neurotoxin Storage
checks against targets that have not acted yet in an room or the Razorcat Pits, the other squad will only
encounter pursue the PCs if they are in their line of sight, or if
their droid comrades call for them (perhaps as a
Equipment: Claws and Teeth (Brawl [ ];
result)
Damage: 4; Critical 2; Range: Engaged; Vicious 2)
As battle droids, they’ll fight until they are destroyed.
Due to their orders, they won’t initially attack any
The PC damages a Razorcat’s implant, encountered Mutated Gamorreans or Dorajan Razorcats
returning it to its animal instincts; it will if they encounter them. But they will defend
flee if at half its Wound Threshold. themselves if attacked by these test subjects.
Droids drawn into the Shards’ area of aggression will
One of the Razorcats sees an opportunity register the electromagnetic field that is damaging
and flees back into the darkness, re-hiding them, but won’t have the knowledge to associate that
as an Incidental. with the Shards; they’ll flee the area after 1 round.
50
planet Orax. Discovered by Black Sun many years ago,
several dozen were abducted from Orax and brought here
BLACK SUN BATTLE DROIDS (2 MINIONS)
for research and experimentation. Black Sun has tried
Brawn 1 Cunning 1 Presence 1 (and failed) to communicate with them; and settled for
Agility 3 Intellect 1 Willpower 1 trying to find a way to weaponize their abilities.
Skills: (for group of 2; downgrade by 1 for each After years away from their main collective and exposed
dead minion): Cool ( ), Ranged (Heavy) ( ), to twisted forms of torture via electromagnetic fields and
Vigilance ( ) electrical dampening equipment, the poor creatures are
Soak: 3 Defense: 0 quite unhinged, and view organic life as corrupt and evil –
Wound Threshold: 8 (Suffers 4 wounds on a Crit) and mechanical “life” (droids) even more so. Black Sun’s
Strain Threshold: – (Suffers wounds instead) experiments have also led them to possess extremely
powerful electromagnetic emissions, which they can use
Equipment: Blaster Carbine (Ranged [Heavy] to broadcast their insane thoughts into other sentient
[ ]; Damage: 9; Critical: 3; Range: Medium; minds, or directly damage droid systems. Read the
Stun Setting), Plasteel Armor Chassis (+2 Soak) following to set the scene:
One of the droids is hurled into the pool, This space is filled with an unexpectedly beautiful
with its mix of caustic chemicals, sight. “Growing” out of sediment and soil clearly
immediately disabling it. transported into the floor of this room are several
rows of large crystalline formations. Roughly a meter
One of the PCs is forced into the open, tall, they luminesce in various colors and you see
perhaps on the bridge. This round, they’ll sparks of static electricity dance between them.
become the droids’ sole target.
You hear a low hum in your ears, and you suddenly
find your thoughts confused and jumbled – and it’s
The holo-terminals (marked T on the map) connect not the neurotoxin… it’s something else.
directly to the main computer, and can be used to bypass
commands issued in the Main Computer Room by Vigo Suddenly, blaring into your mind is a cacophony of
Baaks. Success on an opposed ( ) Computers check thoughts and images. You see lab technicians,
will allow one of the actions, below. Each or strange machines, and feel immense fear, pain, and
additional on a successful check will allow one anger. And that anger is directed towards you…
additional action:
Power down the force grids locking down the Main
Computer Room. The Crystalline Life Form Lab (which is Medium range in
Open, close, or lock one door in the facility. length) presents a consistent threat to anyone who enters
Adjust the Razorcats’ implants, sending them to a docile it. Normally kept in check by electrical dampening fields,
state. Vigo Baaks has deactivated them, freeing the Shards to
assault any who come close to them.
Re-activate the electrical dampening fields in the
Crystalline Life Form Lab, preventing the Shards from A successful Hard ( ) Knowledge (Outer Rim) or
affecting any characters. (Xenology) check can determine the nature of these
creatures, and what they are.
Download the research data for any of the experimental
projects in the facility, including the neurotoxin gas. Each round a living character spends inside the room,
This will let the PCs know exactly where the antitoxin is the Shards will make a mental attack against them. At
located, what it looks like, and how to use it (see the the start of the round, each character must roll an
“KEY AREA – Hazard Storage” section, below). opposed Discipline check ( ) to stave off the
Remotely open any or all of the refrigeration pillars Shards’ mental attack.
housing the neurotoxin and antitoxin canisters (see the - If the check fails, each results in the character
“KEY AREA – Hazard Storage” section, below). suffering 1 Strain (Soak is bypassed).
- and can be spent normally to add Boost ( )
KEY AREA – Crystalline Life Form Lab or Setback ( ) dice to subsequent checks.
One of the more unusual areas in the facility is a chamber Each round a droid spends inside the room will result in
housing a group of relocated Shards (marked CRYSTAL on a much stronger attack. At the start of the round, each
the map); sentient crystalline life forms native to the droid must roll an upgraded opposed Discipline check
51
( ) or have their circuits damaged by the Shard’s canisters are colored yellow (this might be all the clues
energy attacks. the PCs need.) A successful Average ( ) Knowledge
- If the check fails, each results in the droid (Education) check will reveal that the codes are medical
suffering 2 Strain (Soak is bypassed). designations for poison and antidote. Additionally,
- and can be spent normally to add Boost ( ) successfully slicing into any of the nearby holo-terminals
or Setback ( ) dice to subsequent checks. (see the “KEY AREA – Aquatic Lab” section) will reveal to
As a full-round (or 2 Actions), characters with blasters the PCs which canisters are which.
or a good melee weapon can destroy every shard in the
room (no rolls required). But the consequences of Should the PCs access the storage pillars, the noise will
ending the lives of these poor tortured creatures are immediately alert the nearby droids, who will engage the
something the PCs may not be comfortable with. party (unless they’d already been dealt with). If this
Clever PCs might even draw the droids in the Aquatic occurs, the following are the details of the encounter
Lab into this room, to suffer the Shards’ wrath. scene:
Simply leaving the area of the room will remove a See the “KEY AREA – Aquatic Lab” section for details on
character from the effects of the Shard’s assault. the droids and their positioning.
The nearest sets of droids are at short range from the
Hazard Containment room. The Hazard Containment
The Shards realize the character is not a room, itself, is Medium range in size.
threat. He no longer needs to make checks
Each of the pillars holds 24 dispersal canisters of both
against the Shard’s assault.
the neurotoxin and the antitoxin.
Each pillar is securely locked, and will required a Hard
Confused by a strange mind, the Shards are
( ) Computers or Average ( ) Mechanics check
angered. Every subsequent check against
to open. The pillars can also be opened remotely with
the Shards has an upgraded difficulty.
successful slicing of the nearby holo-terminals (see the
“KEY AREA – Aquatic Lab” section). Once a pillar has
KEY AREA – Hazard Containment been opened:
The ultimate goal for the PCs should be to reach the - It takes a maneuver to detach one of the dispersal
Hazard Containment room, where both the neurotoxin canisters from its housing.
and its antitoxin are stored (marked NEURO on the map). - Each dispersal canisters is treated as a grenade for
Accessing the room will require traversing the Observation combat checks and range, but deals no damage. Its
Lounge and Crystalline Life Form Lab, or navigating the only effect is full dispersal of the gas inside, out to
Razorcat Pits. The room is also dangerously close to 2 Medium range from the point of impact.
squads of Battle Droids. When the party enters the room, - Any sentient, organic life-form in the area of the
read the following to set the scene: dispersal immediately suffers the effects of the gas.
Those exposed to the neurotoxin immediately black out
This large room is much colder than the surrounding for a few seconds, then “awaken” to complete
chambers, and there appears to be 6 floor-to-ceiling retrograde amnesia. The neurotoxin has bonded to
refrigeration pillars arranged in a large circular their neural cells, and is fatal in roughly a week
pattern near the center of the room. Each of them is (without the antitoxin).
composed of shifting cover plates designed to keep in Those exposed to the antitoxin suffer no ill effects, and
the cold, but you can see through the plating seams are immune to the toxin for 72 hours (until their
that these pillars open up to reveal circular rows of metabolism removes the antitoxin from their system).
small canisters. But if a character under the effects of the neurotoxin is
exposed to the antitoxin, the result is a near
instantaneous reversal of the neurotoxin effects.
Each refrigeration pillar houses several rows of neurotoxin
and antitoxin “dispersal canisters”, each cleverly designed
When the PCs finally dose themselves with the antitoxin,
with a small charge on the casing that will cause the
any ongoing penalties from neurotoxin checks they’ve
canister to explode like a grenade when thrown,
made are immediately removed (any incurred Strain is not
immediately spreading the gas out to Medium range from
removed, however), and their memories are immediately
the point of impact, and incinerating the canister itself.
restored. Refer to the “Round and Round” section, below,
when this occurs.
The canisters are marked with indecipherable codes (one
set for the neurotoxin, the other for the antitoxin); but
the neurotoxin canisters are colored green, the antitoxin
52
After regaining their memories, Black Sun Vigo Rashud Computer Room and attempt to deal with the PCs,
Baaks will no longer allow them to live – they’re far too himself. Refer to “The Final Countdown” section, when
dangerous to him. Once the party is no longer battling his this occurs.
pawns, he’ll release the security lockout to the Main
53
Restored Memories “Is it you?” he says, “Or you?” The Rodian aims his
The cards on the following pages are intended to be rifle at Silas and Salparr again.
handed to each PC, giving them a short recap of their
lives, histories, relationship, secret agendas, and the recent “Wait!” Mara suddenly shouts, “It’s me. I’m the one
events that led up to the Korr Station mission. After the you want.” Zannik’s antennae twitch, but the rifle
GM hands those out, he can read the following to provide doesn’t move. Tears form in the pilot’s eyes, as her
a collective memory of the final moments in the vault, pistol slowly raises to Jesh’s prone form, lying on the
before the PCs were thrust into amnesia: vault floor.
“I’ve got it!” Jesh shouts, and pulls a thin data stick Jesh stares at her with utter confusion and starts to
from the opened safe box. “Congratulations, folks – say something; but not before Eleena turns on Mara
we’re all rich,” he smiles and holsters his blaster. with utter rage.
Salparr grunts and keeps his eyes on the datapad he “WHAT?!” she snarls, pulling her pistols with lightning
has plugged into the door controls, then turns to speed and pointing them at Mara. “You… I can’t
Silas, and says under his breath, “I’m keeping the believe it. You were lying to us? To ME???”
sweep algorithms from registering the open door, but
we don’t have much time…” “It’s not like that,” Mara responds, “I had a job to do.
I didn’t want it, but it wasn’t my choice! I never
“All right,” Silas softly says back, then addresses the thought… you and I…“ Her pistol begins to tremble.
team, “Mission accomplished. Let’s get to the exit
point.” “I trusted you,” Eleena responds, clicking her safeties
off, her eyes growing hard.
“Whoa, whoa, whoa,” Eleena replies, “Not without
some more spoils.” The Twi’lek turns, and she, Jesh, “I’m sorry,” Mara whispers, “I still… I didn’t think…”
and Mara begin tearing open other safe boxes,
dumping the contents on the floor. “Save it!” Eleena snaps back, and suddenly, you all
hear a soft chuckle from a familiar voice coming from
“We don’t have the time!” Salparr growls again, and outside the vault door.
Silas nods firmly.
Startled, you turn to see a small canister fly into the
“Why not?” Zannik suddenly speaks up, backing vault and crack the instant it hits the floor. A massive
towards the rear wall, “We would, if you hadn’t rigged cloud of greenish gas expands in a heartbeat; filling
this place to blow. This IS a burglary job… RIGHT? So the room and making your head grow thick. You
why aren’t you both trying to grab what you can?” can’t move… you can’t… think… you can’t…
The Rodian slowly raises his rifle to the Wookiee and remember…
the Human, and the others stop and stare at the
scene with worry. Jesh and Eleena drop handfuls of The last thing you do remember seeing is a well-
credits and jewelry, and Mara slowly draws her pistol, dressed Duros entering the vault and removing a
still clutching a necklace in her other hand. breath mask, as he reaches down and pulls the data
stick from Jesh’s clenched hand.
“Point that thing somewhere else, before I break it,”
Salparr growls at Zannik. Silas is still clutching his Smiling, Vigo Rashud Baaks turns without another
pistol, but hasn’t raised it to the Rodian. word and quickly steps away. You watch him leave
and your vision fades to darkness…
“Shut up!” the Rodian spits back, “I know one of you
is working for Black Sun. We’re going to find out
With the narrative above, and the individual memories the
who – right now…”
PCs have recovered (as noted in the cards, below), they
should now have the full picture. Vigo Rashud Baaks
“Calm down, okay? Let’s talk this out…” Jesh
played them all. With the acumen of a true Black Sun
approaches Zannik, both hands raised in a placating
Vigo, he had contingencies in place, and plans within
gesture – but he’s sweating. With a hard blow, the
plans. Now that our heroes have their memories back,
Rodain swipes his rifle butt across the human’s chin,
they represent a real an unexpected threat to him – one
sending him sprawling to the floor!
he will have to deal with directly.
54
Your real name is Silas Mar. You and your younger sister
A (“Aurek”) were orphaned at a very young age, and through
adolescence you cared for her by working jobs for minor
criminal organizations as a spy and a runner in the outer
Silas Mar rim; learning the tenets of survival in the galaxy’s
underworld.
Unfortunately, while traveling between systems, a pirate attack killed your sister (and the rest of the ship’s passengers)
and marooned you on an uninhabited jungle world for 3 years before you were rescued. After your rescue, the memory of
your sister (whose holo you constantly carry with you) gave you a drive to fight criminals of the Rim, like the pirates who
attacked you. You joined the Sector Rangers, and your previous connections and skills tapped you for undercover
operations – where you’ve been for the past 7 years, funneling information back to the Rangers.
When Grobola the Hutt began putting together a team to infiltrate Black Sun’s Korr Station, you immediately signed on
to lead the mission team, as you had already been tasked with finding a way inside Black Sun. But before being able to
inform your superiors on Nar Shaddaa (senior Sector Rangers, dear friends, and mentors all), they were discovered by Black
Sun, who executed them in cold blood. Reeling from the loss, you made the decision to take revenge on the syndicate by
“altering” the heist plan to destroy Korr Station, completely – only then taking your evidence back to the Rangers.
To your knowledge, no one in Black Sun or in Grobola’s organization suspects your undercover nature; but you were
shocked when your old Wookiee criminal tech contact, Salparr (whom you’d recruited for this mission), got you alone and
confronted you, accusing you of being a cop or a rebel. You were even more shocked when he begged to join your cause,
explaining how deeply he needed to regain his honor. You’re unsure of his intentions, or if you can trust him. Revealing
your undercover status to anyone is strictly forbidden. For now, you’ve neither confirmed nor denied his suspicions – but
when the job was done, you’d planned to bring him into fold. A Wookiee as a Sector Ranger. First time for everything.
As for the others in your mission team, you’d fully intended to turn them in when the mission was over. But after working
with some of them, you were having your doubts. Maybe revenge on Black Sun is enough…
55
Your real name is Eleena Bas. Born and raised into slavery
C (“Cresh”) on Ryloth, when you turned 14, your “owners” started to
want more from you than simple manual labor. You
responded by stealing a blaster, murdering them while
Eleena Bas they slept, escaping Ryloth, and venturing off into the
outer rim.
Over the next few years, you joined up with several mercenary companies, working very hard to hone your combative
abilities, determined to never be in a position of submission to anyone, ever again. Within a few years, you were well
known as a solid and deadly merc who always got the job done. This image, coupled with your self-reliant attitude, made
things like love and attachment very difficult, but you chose to live with that.
Things changed when one of your one-time contacts on a job (a con artist named Jesh Doran) managed to fall madly in
love with you. Despite your rebukes, he persisted for over a year and you eventually relented, discovering you loved him
just as much. You committed yourself to him completely, even giving him a Sorla Charm last year, which he gladly
accepted. It was the happiest day of your life. Despite your commitment to each other, you’ve both discovered that
criminal lives make it difficult to maintain a future together; and Jesh has been obsessed with finding a way for you both
to leave the Rim behind and start a family. He recently got wind of a lucrative infiltration contract being put together by
Grobola the Hutt – which could set you both up for life. You had your doubts, but agreed to let Jesh sign on, as long as
you could join him. As you’ve come to realize, your greatest fear is losing Jesh, and you’d die to protect him.
But, as preparations for the Korr Station job progressed, you discovered communications Jesh kept hidden from you,
detailing his secret arrangement with an agent of Black Sun to “inform” on their wayward Vigo in exchange for a large
reward. Furious that he hid this from you, you also knew why – you’d never have let him do it. But you realized the die
was cast, and Jesh couldn’t back out at this point if he wanted to. But he doesn’t realize what Black Sun really is, and you
do. You know that they’re already most likely planning to betray him, somehow. And you’ll be there to make sure it
doesn’t happen. You haven’t told him that you know the truth…
56
Your real name is Mara Vaalor. You are a proud native
E (“Esk”) Correllian who took on work in the Outer Rim at a young
age, and have since garnered a well-earned reputation as
an ace pilot and high-risk smuggler who specializes in
Mara Vaalor covert transport missions and beating impossible odds. At
your age, you’re one of the best – and you know it.
Things went sour for you about 3 years ago, however. You racked up extensive debt to Black Sun, after unwittingly
smuggling through their territories. You were facing several bounties on your head and were searching for some way to
pay them off when the syndicate tracked you down and made you an offer. They were angry that you smuggled past
their agents – but quite impressed that you succeeded. They offered you a chance to “work off your debt” by becoming
an agent for Black Sun. Not thrilled with the prospect, you saw that you had little choice and agreed. For the past 2
years, you’ve worked a Black Sun smuggler and spy, and been privy to the horrors of the syndicate. You’ve been forced to
do many things you’re not proud of, but knew that walking away wasn’t an option.
You found hope when you were approached by a Black Sun Vigo named Rashud Baaks, who gave you the opportunity to
be free of Black Sun forever. All you had to do was sign on to be the pilot for an infiltration contract put together by
Grobola the Hutt. But more importantly, during the job, you were to assassinate one of the other team members; a
human named Jesh Doran, whom the Vigo had learned was an informant. If successful, your debts would be paid in full,
and you would be released from Black Sun’s enterprises. Despite your distaste for the task, you agreed.
But things have proven even more difficult for you. In preparation for the Korr Station job, you found yourself making
fast friends with Jesh, and his partner, Eleena. You immediately shared an unexpected camaraderie and bond, and you
found a true kindred spirit in Eleena – looking to her as a sister. The pair don’t seem to suspect your secret task, and even
as the mission launched, you were torn between your determination to be free of Black Sun and honoring the trust of
your new friends. You don’t know if you could live with yourself for hurting Eleena; but if you walk away from the Vigo’s
deal, your days are no doubt numbered.
57
The Final Countdown The Main Computer itself operates with a massive
holographic interface that lets researchers simulate
Once the PCs’ memories are restored, they’ll now be faced
complex models, and can fill nearly the entire space with
with confronting Vigo Baaks. He’ll remove the lockdown
holographic projections. The Vigo has rigged it to begin a
surrounding the Main Computer Room and invite the
dizzying dance of concealment to confuse the PCs.
party to join him.
When the team enters the Main Computer Room through
The GM should be careful not to rush too quickly into this
one of the now open doors, read the following to set the
stage of the Act, however. The PCs have just learned some
scene:
shocking revelations about themselves and may now need
to work through those things; reconciling antagonistic
relationships and actions with the reality of working The Main Computer room is a massive space, covered
together and gaining trust since the loss of their in stark white tiles and plating. Several artfully
memories. The GM should let the party have a few designed walkways lead out over a huge concave
minutes to come to terms with each other. depression in the floor. At the center of the
walkways is a terminal that projects the largest
But if these interactions begin to drag (or threaten holographic displays and images you’ve ever seen;
immediate violence), the GM can then interrupt the scene literally filling the room with slowly rotating images
with Vigo Baaks and his call to the party. This might make of a star system. The images end at a series of
for a more harrowing final encounter – as the PCs may isolated alcoves next to each door into the room.
refuse to assist each other, or even target each other!
At the center of the walkways is Vigo Rashud Baaks,
When the group is ready to proceed, read the following to smiling at you, a nasty looking subrepeating blaster in
the PCs to set the scene (this may be ignored or modified his hand. In the distance, you spy droids in two of
if the team managed to slice their way into the Main the alcoves; 2-droid units of Black Sun Security
Computer Room before restoring their memories): Droids – similar to the ones you’ve encountered
previously.
A com system suddenly crackles to life in the facility,
Regarding you with curiosity, the Vigo nods as you
and the voice of Vigo Rashud Baaks fills the air. You
enter.
smirk with anger and the realization that’s he’s here…
inside the facility.
Vigo Baaks has no intention of “talking things out” with
“Well done!” he sneers, “I honestly never expected the PCs. He’s out of options. He’s exhausted his
this. You were all supposed to die on that station – resources, and despite his powerful position, he runs the
or have your brains boil themselves in the days after. risk of exposing himself to the syndicate if the draws any
But now that you remember everything, we have an more from the well. He must kill the PCs, and he must do
issue. Perhaps it’s best that we talk this out. I’m in it himself.
the main computer room – if you’d be so kind as to
join me.” When the PCs enter the Main Computer room, the Vigo
will entertain light-hearted banter at a distance, focusing
on agitating the PCs. But the moment one of them makes
At this point, the shared enmity for the Vigo should an aggressive move, he’ll activate his rigged holo-
prompt the PCs to action and a “final confrontation” with projection and direct his droids to attack. He’ll want to
the man who’s been pulling their strings. He’s waiting for provoke the party to rush him, so he can activate his trap,
them… and will work to infuriate them through insults, jibes and
outright taunts. As soon as he feels confident they may
Confronting the Vigo have let their guard down, he’ll strike.
Rashud Baaks is inside the Main Computer Room (marked
MAIN COMP ROOM on the map in the “Livin’ on a Prayer” Combatting the Vigo
section, above), and two units of 2-droid minion groups When combat breaks out, it may not be a lengthy one.
with him for protection. The Main Computer Room not Aside from the Minion Droids, Vigo Baaks is the only real
only plays host to a highly advanced super-computer used threat – though he’s a tough opponent. His 2 ranks in
for research, but functions as the nerve center for the Adversary and unusual weaponry make him a tough foe in
entire research facility. It’s from here that the Vigo was any encounter, but the active environmental effects of
able to remotely unleash the facility’s threats on the PCs. the holographic display give him a major advantage and a
58
prime spot to hunker down and attack from safety. But Vigo Baaks will flee the area if he gains 8 or more
unbeknownst to the Vigo, his indiscretions have already Wounds, and as soon as he gets to a door, it will be the
garnered the attention of his superior – who has sent his end of him (see the “Your Services are no Longer
own assassin to “deal” with Vigo Baaks, creating a Required” section, below). He will be killed by the Black
shocking end to this encounter. Sun assassin sent to deal with him.
The droids will battle to the death, but will go inactive
When combat does break out, the following are the once the Vigo begins to flee (see the “Your Services are
details of the encounter scene: no Longer Required” section, below). They’ve been
There are 4 entrances to the Main Computer room, each remotely shut down by the Black Sun Agent.
leading to an alcove that ends with the drop into a After the Vigo’s death, the PCs may elect to battle the
concave depression that fills the center of the room. Black Sun assassin – but this is highly inadvisable. She
The East and West alcoves each house a 2-droid minion has no qualms with the party, and is much more
unit (marked D on the map). dangerous than any other threat they’ve faced. Still, if
The only way to go from alcove to alcove is via the the party persists, the assassin’s stat block is provided in
walkways that stretch over the depression; these the “Your Services are no Longer Required” section.
walkways come together in a small raised platform in
the very center of the room, which houses the main A lucky shot hits the central terminal,
computer terminal and holo-projector interface. This is disabling the holo-projection.
also where Vigo Rashud Baaks begins the encounter
A hapless enemy is hurled into the central
(marked R on the map). depression.
The room’s length is Long range, from door to door. The
distance between the central terminal and each door is
The PC takes a tumble and falls into the
Medium. central depression.
Characters that fall into the depression will suffer fall In the confusion of the holo-projection, the
damage from a Short range – and may be able to climb PC accidentally targets an ally.
out.
As an Incidental, Vigo Baaks will activate his prepared
holo-projection as soon as he can. While active, it Falling
creates a dizzying, swirling pattern of light that fills Any character who falls into the central depression
most of the room. is considered to have fallen Short range .
- Any character inside the depression, or on the The character automatically suffers 10 Wounds
walkways or central platform automatically receive (reduced by Soak, as normal) and 10 Strain (not
concealment, adding a Setback die (b) to any reduced by Soak).
combat check that targets them. The character can attempt to reduce the damage
- When the Vigo first activates the holo-projection,
taken by the fall with a successful Average ( )
read the following:
Athletics check.
On a successful check, each reduces the Wounds
Suddenly, the benign floating holo-projection of suffered by 1, while each reduces the Strain
some far-away star system distorts and stretches, suffered by 1.
expanding to fill the room with a pattern of swirling A on a successful check results in any Wounds
colors and images that is near blinding. You can and Strain being reduced by half.
barely see anything – and you hear the Vigo laughing
with satisfaction…
Climbing
Characters who’ve fallen into the central depression
Accessing the central terminal will require a PC making
may attempt to climb out. The concave floor
their way to the central platform and succeeding on an
makes this possible – but it is very slick.
opposed ( ) Computers check. Success will shut
With a successful Average ( ) Athletics check
down the holo-emitters, ending the concealment effect.
with a Setback die due to the slick flooring, the
Additionally, each or additional will allow one
character can spend 2 Maneuvers to climb up to
additional action as noted in the “KEY AREA – Aquatic
one of the alcoves.
Lab” section (if any additional actions are necessary or
warranted). On a successful check, or more or a can
let the character accomplish this as a single
Maneuver.
59
him. As soon as Vigo Baaks flees and reaches one of the
BLACK SUN BATTLE DROIDS (2 MINIONS)
doors to the Main Computer Room, read the following to
Brawn 1 Cunning 1 Presence 1 the party:
Agility 3 Intellect 1 Willpower 1
Skills: (for group of 2; downgrade by 1 for each Snarling, the wounded Duros races away from you,
dead minion): Cool ( ), Ranged (Heavy) ( ), reaching one of the outer doors to the Main
Computer Room, turning and raising his weapon in
Vigilance ( )
your direction as he reaches behind him and thumbs
Soak: 3 Defense: 0 the control pad.
Wound Threshold: 8 (Suffers 4 wounds on a Crit)
Strain Threshold: – (Suffers wounds instead) The door opens with a soft hiss, and you spot a figure
Equipment: Blaster Carbine (Ranged [Heavy] behind the Vigo. A manicured, feminine hand quietly
[ ]; Damage: 9; Critical: 3; Range: Medium; reaches up and grasps him strongly by the back of his
Stun Setting), Plasteel Armor Chassis (+2 Soak) neck. You watch in horror as he is lifted bodily into
the air, not understanding what’s happening. He
flails and tries to bring his weapon to bear as the
VIGO RASHUD BAAKS (NEMESIS) figure puts another hand in the Duros’ jacket pocket,
and removes a tiny data stick.
Brawn 2 Cunning 3 Presence 3
Agility 3 Intellect 3 Willpower 3 With a loud CRACK, you hear the Vigo’s neck snap,
and watch as his limp body is tossed into the concave
Skills: Coerce 2 ( ), Cool 2 ( ),
pit of the room like a child’s toy. Standing in his
Deception 2 ( ), Negotiation 2 ( ),
place, now fully visible, is a tall, very attractive human
Perception 1 ( ), Skulduggery 1 ( ),
female with blonde hair.
Vigilance 1 ( ), Knowledge (Underworld) 3
( ), Brawl 2 ( ), Ranged (Light) 2 Wearing a midnight blue thinsuit and carrying no
( ) visible weapons, she stares with cold, hard eyes and
softly calls to the dead Vigo, “Your services are no
Adversary 2: Upgrade incoming attacks by 2
longer required...”
Soak: 4 Defense: 0
Wound Threshold: 14
Turning her attention to you, she calmly pockets the
Strain Threshold: 14
data stick and says, “Your crimes against Black Sun
Equipment: Subrepeating Blaster (Ranged [Light] are great. But your assistance has been noted. Your
[ ]; Damage: 7; Critical: 3; Range: Medium; ledgers have been balanced. This facility and its
Autofire ONLY), Holdout Blaster (Ranged [Light] work never existed.”
[ ]; Damage: 5; Critical: 4; Range: Short;
Stun Setting), Enhanced Armored Thinsuit (+2 Soak) She says that with an odd finality, and you see the
lighting begin to flicker as the central terminal shuts
down. Airflow from the vents stops. Far below the
Vigo Baak’s Weaponry floor, you hear what sounds like a reactor alarm…
Vigo Rashud Baaks has a custom weapon, a
subrepeating blaster, with special considerations:
This weapon is autofire only, meaning it cannot The Black Sun Agent (the human replica droid assassin,
operate in single fire mode. As such, all combat Guri) has no interest in taking on the PCs. They are non-
checks made with this weapon automatically entities to her. Despite their direct involvement in the
increase their difficulty by 1 ( ). destruction of Korr Station, their activities led to the
If a is rolled, the weapon runs out of ammo. discovery of Vigo Baaks’ treachery – and for that they are
being rewarded with their lives. She will ignore any
questions, and simply turn to leave the facility. (She will
Your Services are no Longer Required not tolerate fools, however, and will respond to any
Vigo Rashud Baaks is about to learn the price of betrayal. attacks the PCs make towards her with lethal force.)
As much as the PCs are most likely hungering to take him
out – his indiscretions and attempts at embezzlement She’s also rigged the facility reactor to explode, though
have been noted by the fabled head of Black Sun, who has she won’t tell that to the PCs. The GM should make it
sent his own personal agent and bodyguard to deal with apparent, however, that the reactor is going critical. A
60
loud humming should begin emanating through the The tram cars squeal with pressure as you push the
facility, and warning claxons may even go off (if the PCs engines to their limits, racing down the track. Ahead
really aren’t getting the hint). They’ll have mere minutes of you, the bright sun of Dorajan is rising, and the
to get out and on a tram before the whole place becomes sounds of the night jungle are fading away. You turn
a fireball. to look behind you and see a bright flash seconds
before you hear a massive eruption.
If the PCs do decide to attack Guri, she will oblige, while
still giving herself enough time to escape the doomed The research facility blossoms into a white fireball so
facility. Her stat block is below: large that it reaches the upper atmosphere. The
shockwave causes your tram to shake and shudder,
BLACK SUN ASSASSIN (GURI) but you’re thankfully well past the devastation. Half
a mile of jungle is vaporized instantly, and aside from
Brawn 6 Cunning 4 Presence 4 the tram and landing platform, there are no traces
Agility 5 Intellect 4 Willpower 4 left.
Skills: Athletics 2 ( ), Coerce 2
Catching your breath, you pause to consider your
( ), Cool 2 ( ), Coordination 2
luck. The strange comrades with you all eye each
( ), Deception 3 ( ), Gunnery
other, some with hope or happiness, others with
3 ( ), Melee 3 ( ),
confusion or unease.
Negotiation 1 ( ), Perception 2
( ), Skulduggery 3 ( ), Vigilance You are alive. And – if the strange woman was to be
2 ( ), Knowledge (Underworld) 4 believed – free. But just what that means… is still a
( ), Brawl 4 ( ), Ranged mystery.
(Light) 3 ( ), Ranged (Heavy)
( )
The Aftermath & Plot Hooks
Adversary 2: Upgrade incoming attacks by 2 This is the end of this adventure – but possibly not the
Soak: 8 Defense: 1 last for the PCs. If they’ve learned to trust each other and
Wound Threshold: 25 bury their differences, they could have a bright future
Strain Threshold: 18 together. But each has complications and unanswered
questions that can be explored in future adventures.
Equipment: Fists (Brawl [ ];
Damage: 8; Critical: 3; Range: Engaged; Disorient 3;
Knockdown; Pierce 1; Vicious 2), Prototype Armored Aurek (Silas Mar): While still technically a Sector
Thinsuit (+1 Armor, +2 Soak) Ranger, his superiors in the area have all been killed.
He’s gained some vengeance – but is that enough for
him? Will he turn in his new comrades? Will he trust
The party will need to make it out of the facility and get Salparr and give him a chance to regain his honor? Or…
to a tram as soon as possible. One should be at the will he leave the Sector Rangers behind? Has his blind
facility, where they first arrived (Guri has already taken devotion to The Law been tempered?
the other one, and killed the researchers on her way in – if Besh and Cresh (Jesh Doran and Eleena Bas): Not
the PCs left them alive). tethered to his deal with Black Sun any longer, Jesh is
faced with no risk – but no promised reward. Jesh and
It will be up the PCs as to whether they choose to leave Eleena’s plans to be free of the criminal life seem to
with additional samples of the neurotoxin or antitoxin (or have fallen through. What will they do now? What of
any other curiosities from the research facility). Guri’s their relationship with Mara? Can they look past her
message to them was fairly clear: “This facility and its deception and accept her as a friend and ally?
work never existed.” So Black Sun might take issue with Dorn (Salparr): With this “mission” over, Salparr still
anything from the facility making its way into the galaxy. looks to Silas for a chance at redemption. If Silas is
But the GM should allow the players to do as they please. unable to give him that – what will he do? Returning
Defying the most powerful criminal syndicate in the to the criminal life is something he will have a hard
galaxy – twice in one week – is a record to be proud of time living with. Will he perhaps seek out the fledgling
(and a great plot hook for future adventures!) “Rebellion”?
Esk (Mara Vaalor): Mara is finally free of Black Sun
As they race away from the doomed facility, the GM can forever. What will she do to ensure she’s never in their
read the following to describe the devastation: clutches again (assuming some of the party absconded
61
with research from the facility)? What of her friendship
with Jesh and Eleena? Can they forgive her? And
regardless of the answer – where she go now?
Forn (Zannik): Zannik is possibly in a world of trouble.
Have his actions alienated most of the party members?
What about his commitment to Grobola the Hutt? With
the Hutt dead, what now? How will his Clan react to
the Hutt’s death? Will Zannik be blamed?
If the PCs are still at odds, the GM could even ramp up the
tension and force them to work together yet again.
Perhaps Guri’s comment of “balanced ledgers” was
correct, but she still considered the PCs too big of a risk
and left them to die in another way – such as destroying
their ship, or absconding with it. They very well could
arrive to an empty landing platform, stranded on a jungle
planet. Can they work together to explore and find a way
off world?
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Forgotten
Player Characters – Descriptions and Personalities
For the Players
A (“Aurek”) B (“Besh”)
Aurek is an average-sized human, Besh is very attractive, for a human,
but with strong features and an and carries himself with a confident
extremely fit, wiry physique. He swagger. His demeanor, punctuated
carries numerous visible scars on his by a roguish smile, is instantly
body and moves in a very cool likeable and despite having no
manner that speaks to a constant knowledge of his life, he seems to
control of his situation. He doesn’t appear to be an instinctually try to communicate whenever possible.
individual who is easily fazed or stressed out, and speaks Talking freely and openly, with an educated and
with a tone of calm reassurance. Despite having no intelligent vocabulary, Besh will unconsciously crack jokes,
knowledge of his life, he seems to gravitate toward a shout words of needed encouragement to allies, or
position of authority, instinctively giving commands and lambast foes – even in a pitched firefight. Well hidden
orders during combat, gripping his weaponry with an under his shirt, he wears a Sorla Charm – which he knows
instinctual ease. The worn holo-image projector in his to be a Twi’lek “lovers locket”, half of a matched pair worn
front pocket displays the face of a young human girl, by 2 partners in committed love with each other on
maybe 6 or 7 years of age. Though he has no idea who Ryloth. Just touching it seems to steel his confidence, but
this is, his chest tightens when he views the image, and a he has an unexplained desire to keep it hidden.
deep feeling of remorse comes over him – even though he
can’t explain why.
D (“Dorn”)
C (“Cresh”) Short, for a Wookiee, Dorn is still
Wearing well fitted body armor, heavily muscled and has a Wookiee’s
Cresh is an attractive Twi’lek female, gruff demeanor. Clearly some kind
but seems to unconsciously guard of technician, he is outfitted with a
her beauty and put forth a very myriad of technical gear for
gruff and military demeanor. Her mechanical repair, slicing, busting
weapons are perfectly fitted to her locks, and bypassing security
grip, and she automatically reaches for modification systems. Though he has no memory of his life, he is
switches and controls when she holds them. Despite instinctually cool under fire – with the learned control of
having no knowledge of her life, she instinctively responds a soldier, but his blaster pistol is tucked in a holster that
quickly and violently to danger. Cresh finds herself appears to have not been used in a good while. However,
consistently drawing her weapons first, and analyzing he has a pair brass knuckles attached to custom fingerless
choke-points and exit strategies when entering a room. gloves that leave his hands free while ensuring he is
She’s already sized up the best way to kill each member of constantly armed – and they appear well worn and
the team – and is quite disconcerted by that. Beneath her dented. In an intricately crafted small leather pouch of
armor, she wears half of a Sorla Charm (the Twi’lek “lovers Wookiee make, he also carries a service medal from the
locket”), and instantly regards it as her most precious Clone Wars, which identifies service in the elite Rargarr
possession. Were Cresh and Besh to compare their Wookiee Battalion. It is well polished. Dorn also carries a
charms, they’d quickly realize they are the same pair of a nearly empty rucksack; its only contents are a box of
matched set. detonator fuses (which he knows are used for explosive
charges). But the box is empty...
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E (“Esk”) F (“Forn”)
Esk wears no makeup or adornments, A fairly average looking Rodian, Forn
and carries an attitude that she’d be doesn’t feel “average”. He tends to
repulsed by such things. Her carry himself with a sense of
clothing is protective, comfortable, importance and authority, despite
and highly functional. She moves his quiet demeanor. He finds
with a mild bow-legged walk himself loathe to speak, and
common to spacers and those who’ve spent years in low- instinctively remains mostly silent, gravitating to dark
grav environments, and her movements are precise and corners and covered positions – even during a casual
very fast. Despite having no memory of her life, she conversation. Even without the memory of his former life,
immediately feels more comfortable behind the controls he finds himself checking his weapon every few minutes,
of ship, and when entering a cockpit for the first time, constantly re-assuring himself of power charge and clean
instinctively reaches for ignition switches and safety barrel sights. When interacting with anyone, he
controls in a practiced method of routine startup that immediately sizes up weak-points in their posture, stance,
comes only to a very experienced pilot. The most and defenses. Aside from his well-maintained armor and
extravagant thing she appears to own are pair of very weaponry, Forn’s only possession is a shot glass etched
expensive pilot’s gloves, clearly custom-fitted and made of with a logo for Grobola’s Casino, which he’s not familiar
rich Naboo leather. Hastily scrawled inside the wrist of with.
the right glove is some kind of code or password…
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Forgotten
Player Characters – Backgrounds
FOR THE GM’S EYES ONLY!
A (“Aurek”) B (“Besh”)
“Aurek’s” real name is Silas Mar. He “Besh’s” real name is Jesh Doran, and
and his younger sister were his natural charm and good looks led
orphaned at a very young age, and him to a life of confidence scams at
through adolescence he cared for a young age. A practiced “face” for
them both by working jobs for minor criminal undertakings, he led his life
criminal organizations as a spy and a fast, loose, and without plans. That
runner in the outer rim –learning the tenets of survival in changed when he met a hard, but beautiful Twi’lek named
the galaxy’s underworld. Unfortunately, while traveling Eleena Bas, and for the first time in his life, fell in love.
between systems, a pirate attack killed his sister (and the Working hard to woo her, the pair soon became
rest of the ship’s passengers) and marooned him on an committed to each other, and Jesh has become obsessed
uninhabited jungle world for 3 years before he was with finding a way for them to leave the criminal life
rescued. With a new determination to fight the criminals behind. But that takes credits - a lot of credits. Jesh got
of the Rim, he joined the Sector Rangers, where his wind of an infiltration contract being offered by Grobola
connections and skills tapped him for undercover the Hutt, which needed a “face-man” and paid extremely
operations. For the past 7 years, he’s worked as a deep- well. But it wasn’t enough – not for a real future. So,
cover operative, leading criminal task-forces and after learning the details, he approached Black Sun, and
becoming a “known face” to the underworld, while offered to be an informant on the job in exchange for a
funneling information back to the Rangers. When healthy reward. Black Sun agreed. But his plan hit a snag
Grobola the Hutt began putting together a team to when Eleena refused to let him go on the dangerous
infiltrate Black Sun’s “Korr Station”, he immediately mission alone. Considering her skill at arms, Jesh didn’t
signed on to lead the mission team, but was unable to put up too much of a fight – but knew that Eleena would
inform his superiors beforehand. No one in Black Sun or take serious issue with the danger of him working as a
in Grobola’s organization suspects his undercover nature – “double” for Black Sun. As of yet, he has not told her, and
though some of his team have their suspicions… plans to keep her involvement out of his report.
C (“Cresh”) D (“Dorn”)
“Cresh’s” real name is Eleena Bas. “Dorn’s” real name is Salparr. A
Born and raised into slavery on Wookiee who is old enough to
Ryloth, she escaped as a teenager by remember the Republic and the
murdering her “owners” and Clone Wars, he is a veteran of many
venturing into the outer rim. campaigns against the separatists.
Joining up with several mercenary Serving as battalion quartermaster,
companies, she honed her combative abilities, determined he was on a mission to the outer rim for supplies when
to never be in a position of submission to anyone again. Order 66 happened. Watching from afar as his people
Despite this attitude making things like love and were enslaved and his home world decimated, Salparr lost
attachment very difficult, one of her one-time contacts all hope and quietly (shamefully) disappeared into the
on the Rim (a con artist named Jesh Doran) managed to underworld of the Rim. He’s gained a reputation in the
fall madly in love with her – and after a year of courtship, last decade as an excellent mercenary and criminal tech,
she found that she felt the same way. The pair are now and one of his old contacts, Silar Mar, sought him out for
deeply in love, but discovering that criminal lives make it a dangerous contract to infiltrate a Black Sun station.
difficult to maintain a future together. Jesh got wind of a Salparr has long suspected, and hoped, that Silas is more
lucrative infiltration contract being put together by than a criminal – and jumped at the chance to work with
Grobola the Hutt – which could set the pair up for life. him and gain his confidence. Secretly, Salparr wants to
Eleena had her doubts, but agreed to let Jesh sign on, as reclaim his honor, and working for The Law (or maybe the
long as she could join him. Her greatest fear is losing fledgling Rebellion) would do just that. He’s hoping Silas
Jesh, and she would die to protect him. will lead him to a path of redemption.
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E (“Esk”) F (“Forn”)
“Esk’s” real name is Mara Vaalor, a “Forn’s” real name is Zannik, and he’s
Correllian with a well-earned worked as an assassin and bounty
reputation as an ace pilot and high- hunter for the Kenu Clan all of his
risk smuggler on the outer rim. life. Allied with the Hutts since the
Several years ago, she racked up Clone Wars, the Kenu Clan owes
extensive debt to Black Sun, and was tremendous obligations to Grobola
facing several bounties before the organization tracked the Hutt – and when Grobola requested an assassin on
her down and made her an offer: become an agent for retainer for a special job, Zannik was sent with clear
them and work off her debt. For the past 2 years, she’s instructions to do anything the Hutt requested, and keep
been a Black Sun smuggler and spy, and has done many his connection to the Hutt a secret. Grobola informed the
things she’s not proud of. Recently, she was approached Rodian that he was putting together a high-risk
by a Black Sun Vigo named Rashud Baaks, who gave her infiltration mission, and that Zannik would be on the
the opportunity to be free of Black Sun forever. All she team. But his real mission was to be the Hutt’s eyes and
had to do was sign on to be the pilot for an infiltration ears, to guard against deception and betrayal by Grobola’s
contract put together by Grobola the Hutt. But more “business partner” in the deal – who had likely also
importantly, during the job, she was to assassinate one of infiltrated the team with his own agents. Despite his
the team members; a human named Jesh Doran. If efforts during the mission preparation, Zannik was unable
successful, her debts would be paid in full, and she would to pinpoint a leak in the team, but suspects Silas or
be released from Black Sun’s enterprises. This has proven Salparr – due to their unusual behaviors. Zannik doesn’t
even more difficult for Mara, as preparation for the job do subtlety well, and rather than risk his secondary
has seen her make fast friends with Jesh, and his partner, mission being discovered by his comrades, has remained
Eleena. Even as the mission launched, she was torn silent and aloof with them. In truth, Grobola planned on
between her determination to be free of Black Sun and killing the rodian after the mission was completed, to tie
honoring the trust of her new friends. up any loose ends – but Zannik doesn’t suspect this.
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