TEXT: 1
  THE FALL OF CLOUD CITY
  A new Star Wars adventure game scenario
  For use with the Rebellion Era Sourcebook
  B Y  J D  W I K E R
  I L L U S T R A T E D  B Y  A D A M  H U G H E S
  long time ago, in a galaxy far, far away,
  a small group of brave heroes battled
  against the tyranny of an evil Empire.
  This group was known as the Rebel Alliance,
  and their goal was to restore freedom and
  justice to the entire galaxy. Sometimes they
  needed help.
  A Dark Time for the Rebellion…
  In this adventure, the heroes experience the
  Imperial takeover of Cloud City from right in
  the middle of it all.To escape the clutches of
  the Empire, they must be brave and
  resourceful.
  The Fall of Cloud City is designed to be
  used along with the Bespin section of the
  Rebellion Era Sourcebook by Bill Slavicsek,
  Steve Miller,and Owen K.C. Stephens.You
  don’t have to have that book to play,but the
  background in it will prove helpful in run-
  ning this scenario.
  As the scenario opens, the heroes are
  tourists visiting the frontierlike Outer Rim
  Territories.They have come to Cloud City,on
  the gas giant planet Bespin, to tour the
  mining facilities and perhaps to take in
  some of the local color.This adventure takes
  place toward the end of the movie The
  Empire Strikes Back,just after Imperial
  troops have come to Cloud City — but
  before anyone knows they’re there.
  That should be enough to get started.
  May the Force be with you.
  Introduction
  To play this adventure, you will need a copy
  of the Star Wars: Invasion of Theed Adven-
  ture Game. You don’t have to have played
  the adventures in Invasion of Theed — you
  just need the rulebook, dice, maps, and the
  punch-out tokens to represent the heroes
  and villains in this adventure. (You should
  set aside the Naboo Citizen, R2 Droid,Thug,
  and Merc tokens, as well as the Door,Wall,
  and hero tokens, or you can also use action
  figures if you prefer.) In addition, it will be
  helpful to refer to the Bespin section in
  Chapter 3 of the Rebellion Era Sourcebook
  for source material to use with this adven-
  ture. Finally, you should download the
  maps and new Stormtrooper tokens pro-
  vided for this adventure.
  Before you begin play, choose who will
  be the Gamemaster — the person who
  presents the adventure to the players.The
  material in this adventure is for the
  Gamemaster only. It explains all the details
  about the opponents the heroes will face
  and the secrets they must discover.
  The other players all choose characters.
  You can use the characters from the Star
  Wars: Invasion of Theed Adventure Game
  with a few changes. Since this is a Rebel-
  lion Era adventure, no one can start play
  as a Jedi. This means that Rann I-Kanu and
  Sia-Lan Wezz are off limits for this adven-
  ture. Additionally, the character back-
  grounds need some modification. Just
  assume that the characters all met prior
  to the start of the scenario and have
  A
  Additional Credits
  » Editing :
  Jesse Decker
  » Web Production
  Sue Weinlein Cook
  » Web Development:
  Thom Beckman
  » Cartography:
  Todd Gamble
  » Art Direction:
  Sean Glenn
  » Graphic Design:
  Kyle Hunter
  » Lucas Licensing:
  Leland Chee
  » Creative Director:
  Chris Perkins
  The Fall of Cloud City
  W E B  E X C L U S I V E !
  
  THE FALL OF CLOUD CITY   2
  decided to come to Cloud City together.
  With a little imagination, you can make
  the adventure game characters fit into the
  adventure pretty easily.
  If a question comes up that isn’t covered
  in the rules or the adventure text, just make
  your own decision about it and continue.
  The trick is to have fun; don’t get bogged
  down in the rules. Keep the adventure mov-
  ing, be fair, and enjoy yourselves.
  Gamemaster’s Secret 
  Information
  Read this whole adventure to yourself
  before presenting it to the players.When
  you’re ready to start play, begin with the
  “Players’ Introduction,” below. Don’t read
  anything out loud to the players except the
  boxed text in the various encounter descrip-
  tions. Everything else in this adventure is
  just for you to know.
  Less than a week ago,Imperial forces
  under the imposing Darth Vader — the
  Emperor’s personal enforcer — arrived qui-
  etly on Cloud City in order to set a trap for
  some of the Rebel Alliance’s greatest heroes.
  With the reluctant aid of Cloud City’s Baron
  Administrator,Lando Calrissian,Vader and a
  company of Imperial stormtroopers have
  managed to quietly capture three important
  Rebels. Now Vader is using his three captives
  to lure a fourth hero — the famous Luke Sky-
  walker — into a trap.
  In this adventure, the heroes observe an
  old man being abducted by vicious thugs.
  But if the heroes overpower the thugs, they
  can learn an important secret — one that
  may mean the difference between victory
  and defeat for the Rebel Alliance.They just
  need to get off Bespin before the Imperial
  troops trap them in Cloud City.
  It isn’t vital for the heroes to defeat every
  opponent they encounter.The important
  thing is for the heroes to reach the safety of
  the smuggler’s transport waiting for them
  at the end of Encounter 2.
  Players’ Introduction
  When you’ve read the adventure to yourself
  and are ready to start playing, read this
  boxed introduction out loud to the players.
  It lets them know what is happening
  around their characters and gives them
  enough information to decide what they
  want their heroes to do next.
  Set-Up
  Map 1 on the next page shows the starting
  positions for all the tokens. Place the Wall
  tokens on the map to indicate the railing
  around the edge of the platform — every-
  where else is a sheer drop. Place the Door
  token where indicated, and mention to the
  players that this is the only exit from the
  landing platform.
  Use a Naboo Citizen from the Star Wars:
  Invasion of Theed punch-out tokens to rep-
  resent the old man and a Merc to represent
  the miner with the blaster pistol. Use two of
  the Thug tokens to represent his henchmen.
  The R2 Droid goes right behind this group.
  Then put the remaining Naboo Citizen
  tokens on the map in the indicated places
  to represent the other passengers waiting
  for the shuttle.
  When you have set up the map, allow the
  players to put the tokens representing their
  heroes on the map in the area indicated
  “Start Here.”This is where they were stand-
  ing when the thugs appeared.
  Encounter 1:
  Foul Play on Platform 14
  The old man is Doctor Shemza, a distin-
  guished scientist wanted by the Empire for
  his research.The Emperor intends to turn
  the old man’s knowledge against the Rebel-
  lion. Doctor Shemza has been in hiding for
  many months, and has finally made
  arrangements with his Rebel contact to ren-
  dezvous with the Rebel fleet.
  The Merc is the leader of this small group
  of thugs, and they have been paid a great
  deal of money to abduct this old man and
  bring him to Jabba the Hutt, on Tatooine.
  They don’t know why Jabba wants the old
  man, or even who he is.
  The astromech droid is “Shorty,”and
  Shorty’s owner is Doctor Shemza’s Rebel
  contact.The thugs used a trick to lure
  Shorty’s owner away from their transport
  ship just before Doctor Shemza arrived,
  then grabbed the old man and brought him
  here. Shorty has been chasing them, trying
  to rescue Doctor Shemza.
  The heroes can try any number of tactics
  against the thugs.The thugs attack immedi-
  ately if any of the heroes brandishes a
  weapon,but otherwise they are willing to
  listen to the heroes — giving them a chance
  to use Bluff,Diplomacy,Intimidate,or Affect
  Mind.The game statistics of Doctor Shemza,
  Shorty,the Merc,and the thugs appear below.
  Dr. Shemza
  Level: 2; Initiative 8;Vitality Points: 0;Wound
  Points: 6; Speed 4 spaces; Defense 10;
  Attack: 1d20–1 (unarmed); Damage 1d3–1
  (unarmed); Saves: Fortitude 1d20+1, Reflex
  1d20+0;Will 1d20+2; General Skills: Com-
  puter Use (1d20+5),Treat Injury (1d20+5).
  Shorty: Astromech Droid
  Level:N/A;Initiative:10;Vitality Points:0;
  Your tour of the world of Bespin is just
  about over.You are starting to run short
  of money, and besides, Cloud City has
  been uncharacteristically tense for the
  last few days. It seems as though some
  great change is coming, but nobody
  knows what it is.You’re fairly certain,
  though, that you don’t want to stick
  around to find out the details.
  You’ve been waiting for a shuttle to
  take you up to an orbiting passenger
  liner, but the shuttle is running late.You
  and your friends are standing on a land-
  ing platform, scanning the skies for any
  sign of the shuttle, but though you’ve
  seen plenty of ships, the shuttle hasn’t
  shown. Most of the other passengers
  have decided to wait indoors, but a few,
  like you, are out on the platform itself,
  enjoying the fresh air and the spectacu-
  lar view of Cloud City.
  As you wait,a small group emerges
  from the passenger lobby,coming out
  onto the landing platform where you are.
  Three of them are young Human males
  — gas miners,probably — but the fourth
  is an older man. He looks a bit like a doc-
  tor,or perhaps a university professor. He
  also seems very unhappy to be there.
  Suddenly, a small astromech droid bar-
  rels out of the waiting room and slams
  into the miners, whistling loudly. As the
  whole group staggers under the impact,
  the old man shouts,“Help me! I’m being
  abducted!”
  The miner holding the old man’s arm
  shows you his blaster, which is pointed at
  the old man’s side.“Just mind your own
  business,”he says,“and nobody has to
  get hurt.”
  What do you do?
  
  3
  THE FALL OF CLOUD CITY
  
  THE FALL OF CLOUD CITY   4
  Wound Points:8;Speed:3 spaces;Defense:
  11;Attack:1d20 (arc welder);Damage:1d6
  (arc welder);Saves:Fortitude 1d20+2,Reflex
  1d20+0,Will 1d20+1;General Skills:Computer
  Use (1d20+2),Disable Device (1d20+4),Listen
  (1d20+2),Repair (1d20+4),Search 1d20+2).
  Merc (1)
  Level: 1; Initiative: 10;Vitality Points: 10;
  Wound Points: 10; Speed: 5 spaces; Defense:
  14; Attack: 1d20+2 (blaster); Damage: 3d6
  (blaster); Saves: Fortitude 1d20+1, Reflex
  1d20+2,Will 1d20+0; General Skills: Com-
  puter Use (1d20+4), Intimidate (1d20+4),
  Search (1d20+4), Spot (1d20+4).
  Thugs (2)
  Level: 1; Initiative: 10;Vitality Points: 0;
  Wound Points: 10; Speed: 5 spaces; Defense:
  13; Attack 1d20+1 (baton); Damage: 1d6+1
  (baton); Saves: Fortitude 1d20 +0, Reflex
  1d20+1,Will 1d20+0; General Skills: Listen
  (1d20+4), Search (1d20+4).
  Running the Fight
  If things go sour — or if the heroes jump
  right into combat — the thugs attack.The
  heroes should all have higher initiative rat-
  ings than the thugs, so they can act first.
  There is no cover available, but fortunately,
  only the Merc is armed with a blaster.
  Hero Attacks: Heroes using ranged
  weapons can attack from a distance, but
  they must have at least once clear space
  between themselves and all opponents to
  do so. A hero with a melee weapon must
  move next to his opponent to attack.
  If a hero’s attack roll result is equal to or
  better than his opponent’s Defense, the
  attack hits.The player then rolls the damage
  dice for the weapon the character is using,
  and you subtract the result from the thug’s
  wound points. If the hero was attacking the
  Merc, the damage comes off the Merc’s
  Vitality Point total first.When the Merc runs
  out of Vitality Points,any damage he suffers
  goes directly to his wounds.When either the
  Merc or one of the thugs run out of Wound
  Points,he falls unconscious.
  Thug Attacks: Because only the Merc has
  a blaster, the thugs must close to attack
  with their batons.The Merc, meanwhile,
  uses Doctor Shemza as cover, firing at any
  hero who appears to be approaching him. If
  any hero gets into the space next to him,
  though, he can’t attack with the blaster —
  except to use it like a baton. Any successful
  hit the Merc scores while using his blaster
  this way inflicts only 1d6 points of damage.
  Outcome: The thugs run off if one of
  them or their boss, the Merc, is knocked
  unconscious. If captured, the thugs and the
  Merc know only that a Chevin claiming to
  work for Jabba the Hutt offered them 1,500
  credits to abduct the old man.They were
  supposed to bring him to the orbiting pas-
  senger liner to collect their money.
  If the heroes rescued Doctor Shemza, he
  introduces himself and tells them that he
  needs to get back to Landing Platform 21 as
  quickly as possible. If the heroes have been
  hurt, he uses his Treat Injury skill to help
  out, but insists that they leave immediately
  afterward. If they have been particularly
  heroic in helping him, Doctor Shemza tells
  them that he has something vital to the
  Rebel Alliance, and needs to get to the ship
  at Platform 21.
  If the thugs win the battle, and all of the
  heroes are knocked unconscious, the thugs
  realize that they have drawn too much
  attention, and since the shuttle isn’t here,
  they need to find another way to get the
  old man to the passenger liner.They go
  back to Landing Platform 21, where they
  first abducted him, planning to steal the
  transport they saw waiting there. Shorty
  remains behind to show the heroes where
  they need to go to rescue the old man. (The
  shuttle, by the way, never arrives — it was
  stopped by an Imperial Star Destroyer on its
  way down to the planet.)
  Rest
  After this encounter,the heroes have a chance
  to catch their breath before going on to
  Encounter 2.Let the players know that they
  have recovered all lost Vitality Points — but
  notWound Points — before continuing on.
  Encounter 2:
  Escape from Cloud City
  The heroes have been on Bespin just a little
  too long. As they try to help Doctor Shemza,
  events elsewhere on Cloud City finally
  become too much for Cloud City’s Baron
  Administrator, Lando Calrissian, and he
  decides to help the Rebellion. Unfortu-
  nately, this is also the signal for the Imperial
  troops secreted about Cloud City to come
  out of hiding — and some of them try to
  stop the heroes from leaving.
  Players’Introduction
  If the heroes decide to go to Landing Plat-
  form 21,read the following boxed text aloud:
  Set-Up
  Place the following tokens on the map, as
  shown on Map 2 on the next page:Wall
  tokens, indicating the corridor’s confines,
  and two Door tokens — one to represent
  the door to Landing Platform 21, and one to
  represent the door the stormtroopers came
  out of. Put three tokens down in the indi-
  cated places to represent the stormtroop-
  ers. (Download and print out the new
  stormtrooper token provided with this
  adventure or substitute Battle Droid tokens
  instead.) Let the heroes decide where they
  are within their setup area, and if Doctor
  Shemza is with them, let the players decide
  where he is in the same area. If Shorty is
  with the heroes, put him halfway between
  the two doors (he’s slower than the heroes).
  The Fight
  The game statistics for the stormtroopers
  are presented here. Because stormtroopers
  are fearless and fanatically loyal to the
  Emperor, the Diplomacy and Intimidate
  skills have no effect on them — though
  Bluff and Affect Mind can still work.
  You move through the eerily deserted
  corridors of the Cloud City spaceport con-
  trol,encountering no one.When you
  finally arrive at the door marked “Landing
  Platform 21,”though, the door is shut,and
  the security panel indicates it is locked.
  Just as you come to this conclusion,
  though, loudspeakers in the corridor sud-
  denly spark to life, and a voice says:
  “Attention … this is Lando Calrissian.The
  Empire has taken control of the city. I
  advise everyone to leave before more
  Imperial troops arrive.”
  Before you can give much thought to
  what this means, though, a door a little
  farther back up the corridor opens up,
  and a group of three Imperial
  stormtroopers piles out! The first one
  raises his blaster rifle at you and says:
  “Freeze! You’re not going anywhere.”
  What do you do?
  
  5
  THE FALL OF CLOUD CITY
  
  THE FALL OF CLOUD CITY   55
  Imperial Stormtroopers (3)
  Level:3;Initiative:10;Vitality Points:0;
  Wound Points:10;Speed:5 spaces;Defense:
  16;Attack:1d20+3 (blaster rifle);Damage:3d8
  (blaster rifle);Saves:Fortitude 1d20+3,Reflex
  1d20+1,Will 1d20+1;General Skills:Climb
  (1d20+3),Intimidate (1d20+4),Spot (1d20+2).
  Running the Fight
  Resolve everyone’s actions in initiative order
  — including Shorty and Doctor Shemza. For
  most actions, though,Doctor Shemza will
  hide behind the heroes,while Shorty tries to
  open the door to the landing platform
  (assuming one of the heroes isn’t doing so).
  Hero Attacks: Again,heroes using ranged
  weapons can attack from a distance,but
  they must have at least one clear space
  between themselves and all opponents to
  do so.A hero armed with a melee weapon
  must move next to an opponent to attack.
  If a hero’s attack roll result is equal to or
  higher than 16 (a stormtrooper’s Defense),
  the attack hits and the player gets to deal
  damage.When all of a stormtrooper’s
  Wounds are gone, the trooper falls uncon-
  scious. Flip over the token representing him
  to show that he’s out of the fight.
  Stormtrooper Attacks: Since the
  stormtroopers are attacking with ranged
  weapons (their blaster rifles),they try to
  keep an open space between themselves
  and any hero at all times.They do not bother
  using available cover,preferring instead to
  simply march down the corridor toward the
  heroes.Whenever a stormtrooper attacks a
  hero,make an attack roll (1d20+3).If the
  result is equal to or better than the target
  hero’s Defense,the droid hits and deals 3d8
  points of damage.The stormtroopers fire
  preferentially at anyone firing at them,but
  switch their targets to non-fighting charac-
  ters (such as Doctor Shemza) once they run
  out of fighting targets.
  Thug Attacks? If the Merc from
  Encounter 1 managed to escape the heroes
  and bring Doctor Shemza here, he releases
  Doctor Shemza and fights alongside the
  heroes (but the stormtroopers focus their
  attacks on him first).The same goes for any
  thugs that may have tagged along.
  Outcome: The stormtroopers keep
  attacking until the heroes have gotten
  away, or are all unconscious.The heroes
  don’t have to defeat the stormtroopers —
  they just have to hold them off long
  enough to get through the door (and close
  it behind them). If the heroes manage to
  lose the stormtroopers, they can board the
  waiting ship and depart. But if the
  stormtroopers prevent the heroes from
  leaving, their next adventure will be escap-
  ing the Imperial detention cells!
  Opening the Door
  A player whose hero wants to unlock the
  door to the landing platform must make a
  Disable Device check. A check result of 20 or
  higher means the hero unlocks the door,
  which opens immediately.With another
  Disable Device check, the hero can then
  shut the door at any point afterward. A
  check result of 15 or higher means the hero
  shuts the door again, locking it.While the
  door is open, heroes can use the wall for
  cover, gaining a +4 bonus to their Defense.
  The End!
  Once the heroes escape the stormtroopers,
  they can board the transport, where Doctor
  Shemza’s Alliance contact is waiting to fly
  them to safety. But if the heroes were over-
  come by the stormtroopers, they wake up
  in detention cells in Cloud City.
  Experience: If the heroes escape with
  Doctor Shemza, the group receives a total of
  2,000 experience. Divide this amount by the
  number of heroes involved,giving each
  character an equal share. If the heroes were
  captured, they gain no XP for this adventure.
  Rest: After this encounter, the heroes get
  a well-deserved rest. Let the players know
  that they have recovered all lost Vitality
  and Wound Points.
  Further Adventures
  Escaping Cloud City is only the beginning
  for these heroes! You can create additional
  adventures as they join the Rebel Alliance,
  or use the Random Adventure Tables in the
  Star Wars: Invasion of Theed rulebook. Some
  interesting adventure ideas might include
  finding out what Doctor Shemza’s impor-
  tant secret is, or investigating the evacu-
  ated Rebel base on the ice world of Hoth. In
  addition, the Rebellion Era Sourcebook fea-
  tures more than 50 pages of new adven-
  ture ideas to keep you busy, and Star Wars
  Gamer offers new scenarios in each issue!
  About the Author
  JD Wiker joined Wizards of the Coast role-
  playing games division from the Customer
  Service team.Since 1998 he has worked on
  the ALTERNITY® STAR*DRIVE® and DARK•MATTER®
  settings,Diablo II for DUNGEONS & DRAGONS®,
  and various Star Wars RPG products,includ-
  ing the Dark Side Sourcebook.He is invisible
  to those people with high intellects.
  Copyright and Legal Notice
  Based on the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker,
  utilizing mechanics developed for the new DUNGEONS & DRAGONS® game by Jonathan
  Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  U.S., CANADA
  EUROPEAN HEADQUARTERS
  ASIA, PACIFIC, & LATIN AMERICA
  Wizards of the Coast, Belgium
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  P.O. Box 707
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  Renton,WA 98057-0707
  Belgium
  Questions? 1-800-324-6496
  +32-70-23-32-77
  ©2001 Lucasfilm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
  Dungeons & Dragons, Alternity, Star*Drive, Dark•Matter, and the Wizards of the Coast logo are registered trademarks
  owned by  Wizards of the Coast, Inc. The d20 System logo is a trademark owned by Wizards of the Coast. Inc.
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  www.wizards.com/starwars
  www.starwars.com
  THE FALL OF CLOUD CITY   6
  
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