TEXT:  
   
   
   
  
  The Bendu’s Shadow 
  Module One of a two-part adventure 
  Written by Peter “Maveritchell” Thompson for the Edge of the Empire RPG 
  This module is designed to begin with the players traveling through space in a transport-type vessel, e.g. 
  the end of the beginner campaign Escape from Mos Shuuta. You may choose to have the players already 
  en route to somewhere, or you may allow the players to plot a course somewhere and simply be pulled 
  into the campaign. This module is divided into three parts – two short introductory parts and a longer 
  third part. This module is also designed to hook into another module at the end of this one, although 
  this can be played as a stand-alone adventure. 
  Formatting notes: 
   
  In this module, information is keyed as follows: 
   
  GM Notes will use a background highlight like this. 
   
  Information to be read to the players will be highlighted in grey, like this. 
   
  Skill Checks that can be made in an area will usually fall under that heading, but every possible 
  check will always be bolded followed by a difficulty (e.g. 
  ) 
   
  Potential outcomes or player decision points will be bolded in red. The GM should look for 
  these when trying to respond to player choices. 
   
  External information on Wookieepedia with in-universe explanations will be hyperlinked. This 
  can be used by the GM to see pictures of the linked items, get physical descriptions, etc. 
   
  Maps are provided in the accompanying .png files. These maps are designed specifically for this 
  campaign, so your players may take direct visual cues from what they see on the images. If you 
  feel so inclined, distribute these as handouts/charts to the players. 
   
  Map Notes will highlight which of the included maps a particular section takes place on. 
  Story summary: 
  In Act 1, the players will find themselves pulled out of hyperspace into the middle of a battle between a 
  Rebel frigate and an Imperial frigate. The Rebels will request help, and regardless of the players’ 
  response, the Rebels will eventually win the battle. Post-battle, the players will be given the opportunity 
  to hijack an Imperial vessel on behalf of the Rebel Alliance. 
  Assuming the players accept, in Act 2, the players will be transported to the vessel-to-be-captured and 
  try to sneak disguised as TIE Fighter pilots. While docking, the players will be confronted by a separate 
  group of Rebels, unaware of the players’ mission. The players will need to find a way to get on board in 
  the face of this obstacle. 
  In Act 3, once the players are onboard, they will search the ship and discover that it is largely devoid of 
  human life. Additionally, the hyperdrive is disabled. They will discover the captain of the vessel who, just 
  
  after expositing to the players about a rogue droid causing havoc, gets shot by the same rogue droid. 
  The droid then flees. The players will need to hunt down the rogue droid, who has been the source of 
  the ship’s problems (including the disabled hyperdrive, which prevents the players from accomplishing 
  their mission). As the players do this, they will meet and aid the vessel’s chief engineer. After 
  successfully getting what they need from the rogue droid, the players will restore the ship’s functions 
  and jump into hyperspace to complete their mission. 
  In the Epilogue (unlabeled), the players will meet up with the Rebels to turn the ship over, only to be 
  ambushed by a Star Destroyer. This leads in to Module Two of this adventure, Stalitz Escape. 
  Act 1: Traveling through Hyperspace ain’t like dusting crops, boy! 
  Map Notes: Use a generic space map for the first two acts. 
  This section will have the players participate in a battle between the Empire and the Rebels that the 
  Rebel Alliance will end up winning (either through reinforcements or through player aid). Players may 
  participate in clearing the fighter complements of either side and/or lead attacks against either capital 
  ship, potentially destroying either one. The Interdictor must ultimately be destroyed, since it is the item 
  preventing the players’ escape. If players help the Empire, they can still receive the quest from the 
  Rebels post-battle, although the Rebels’ demeanor will be hostile towards them. 
  While en route, you feel your ship give a sudden jolt and you hear the hyperdrive whine. You’re not sure 
  what’s just happened, but you know it can’t be good. You’d better check the navicomp fast – you’ve got 
  a bad feeling about this. 
  As soon as someone gets into the cockpit (or if they're already there): 
   You notice that the starlines are no longer streaking by – you’ve dropped into realspace. This shouldn’t 
  happen! There are no planets nearby. Then, as you turn your head, you see a grey, wedge-shaped ship 
  in the distance in combat with a battle-scarred frigate. This can’t be good. What do you do? 
  Each player must make a Discipline (
  ) check against Fear – the wedge-shaped ship can only be 
  one of the Empire’s feared capital ships. If the player has successfully ID’d the vessel as an Interdictor 
  cruiser (as below), add a 
   to the check of anyone who knows what the ship is.  
  Note: The Interdictor cruiser uses the same stats as the Nebulon-B, found on p.268 in the EotE core 
  book. 
   
  Skill Checks: 
  Knowledge(Education) (
  ) check will ID ships 
   
  Ships are Nebulon-B Escort Frigate and Immobilizer 418 (Interdictor) cruiser, along 
  with assorted TIE Fighters and Y-Wings. The assuredly Imperial Interdictor is twice 
  the size of likely Rebel Nebulon-B 
  
  o Advantages: Each carries a similar complement of fighters and both are 
  similar in terms of firepower. This could be a stalemate. Interdictor is using 
  gravity-well projectors, which create mass shadows, preventing ships from 
  entering hyperspace. Extreme advantage may yield information that this 
  looks to be a medical variant of the standard escort frigate. 
  Mechanics (
  ) check on the hyperdrive 
   
  Any success should reveal that the hyperdrive, while not in perfect condition, 
  appears to be fully functional 
  Computers (
  ) check on any shipboard computer 
   
  Any success should indicate that hyperdrive is functional 
  o Advantages: Computer ID's vessels as above 
  Notes: Players decide what to do. Encourage contributing in some way to the end of the battle, since 
  the Interdictor either needs to be destroyed or turn off its gravity well projectors for them to reenter 
  hyperspace. Players may try to escape at sublight - discourage this with a wing of TIEs chasing them 
  down. Players should ideally choose either to aid the Rebels (who will eventually win this battle) or the 
  Imperials (who will lose). 
  After players make a decision: 
  You hear a broadcast over your ship’s comm system: 
  "Attention, new vessel. This is the Alliance frigate Adegan Sunrise. We are a medical frigate 
  carrying victims from the Imperial attack on the Talasea colonies. We've managed to open a 
  hole in the Interdictor's defenses with our bombers, but they're being torn up by those TIEs. 
  Please help!" 
  Players may try to contact the Imperial vessel, but the Imperial captain should be dismissive, or, at best, 
  arrogant towards the group. The captain may allow their help, but he would not welcome it. As with 
  many Imperials, this captain looks down on the fringe element the player party represents. 
  Players should enter combat either with TIEs or with Y-Wings, either way, the battlefield should be 
  treated as hazardous (occasionally make pilot dodge with pilot check) due to the quantity of starfighters 
  fighting in close proximity. 
  If the players respond by offering to help the Rebels: 
  The Rebels should potentially point them in the direction of some of the below actions, provided the 
  players ask how they can help. 
  Players should be facing groups of TIEs chasing Y-Wings with at least one of their chosen enemy (TIE if 
  assisting Rebels, Y-Wing if assisting Imperials). Each enemy destroyed (if it was in one of the TIE/Y-Wing 
  
  pairs) should provide (at least) one 
   against the next craft the player attacks, to represent the aid of 
  the craft the player just assisted. 
   
  Skill Checks: 
  Leadership (
  *# of party members affected by Fear) – any players unaffected by Fear may 
  make this check to rally their afraid teammates 
   
  Number of 
   tells you how many recover from fear (e.g. two successes will remove 
  the ongoing Fear 
   from two players). 
  Computers (
  ) to analyze the Rebels’ flight patterns (i.e. their bombing/strafing runs) to 
  determine where the hole in the Interdictor’s defenses might be. 
   
  This should allow the players to attempt a strafing run on the Interdictor with 
  reduced difficulty or with added 
   die . 
  If the players destroy a TIE Fighter attacking one of the Y-Wings: 
  The Y-Wing pilot should ask for help on a bombing run against the Interdictor. If the player is willing to 
  provide cover, allow the Y-Wing to make an (torpedo) attack on the Interdictor. A successful attack 
  should start the destruction of the Interdictor. 
  If the players attack the either capital ship directly: 
  It should start firing on them and one or two of its fighters should break off (or get launched) and attack 
  the player. 
  If the players’ actions result in a capital ship starting to be destroyed: 
  The capital ship should have at least one round of attacking the player before it goes kaboom. 
  If the Interdictor is destroyed before the TIEs are destroyed: 
  The players should assist the Rebels in cleanup of the TIE fighters. If there are a lot of TIEs, consider 
  having the TIE pilots surrender after one or two more die.  
  If all the TIEs are destroyed but the Interdictor is not: 
  The Rebels pass on targeting information to the player (same as the Charm/Negotiate check above) and 
  have them lead the Y-Wings in an attack run on the Interdictor. One successful hit by the player should 
  result in several Y-Wings making simultaneous hits, destroying the Interdictor. 
  If the Nebulon-B is about to be destroyed/is destroyed, all the Y-Wings are destroyed, or the player 
  ship is nearing destruction/is disabled: 
  A second Nebulon-B frigate (this time, identifiable as a non-medical variant) should drop out of 
  hyperspace nearly on top of the Interdictor. It should finish off the Interdictor quickly. 
  
  Notes: During this battle, use any opportunity generated by lots of threat/despair to inflict critical hits. 
  By the end of the battle, the players' hyperdrive should be damaged and inoperable. If the player hasn't 
  managed to take this damage, use the explosion of the Interdictor to inflict massive (maybe fiat) 
  damage/critical to the players' vessel. You may also consider simply allowing the enemy forces to wear 
  the entirety of the players’ hull trauma threshold. 
  Alternatively, if you feel your players would be receptive to it, consider allowing them to be presented 
  with the job offer post-battle before they make it on-board the Rebel craft. If you are hesitant to make 
  the players’ ship take a critical or a lot of damage, you may simply have the Rebels call them over their 
  comms and ask them to come on board – they have a quest for them. 
  At the end of the battle: 
  The players may be in a working but damaged vessel and there should be at least one Rebel frigate 
  remaining at the scene. If the players sided with the Rebels, they should be friendly and offer to tractor 
  the players' ship in for repairs. If the players sided with the Imperials, the Rebels should either shoot to 
  disable their engines or simply tractor them in to be captured. 
  Once onboard the Rebel frigate, an opportunity (quest hook) should be presented to the players, either 
  as an offer (aided Rebels) or an imperative (aided Imperials). (Note: If the players aided the Imperials, 
  this should be presented more as a requirement of their capture, and the credit offer should start 
  lower.) 
  As you feel your ship sink into place on the Rebel frigate’s deck, you stretch your legs and walk down the 
  gangplank to meet the waiting Rebel contingent. 
  "Well, you lot certainly seem like a capable, if somewhat [sniffs] ...disheveled bunch. And it 
  doesn't really look like you're going anywhere for a while. We may be able to use that... but 
  wait, where are my manners. I'm Major Dernigan, Executive Officer on the Adegan Sunrise (or 
  Alderaan's Hope, if the medical frigate was destroyed).” 
   [Give players opportunity to introduce themselves if they want.] 
  "Well, here's the pitch: The Alliance has a rare opportunity to, uh, 'liberate' an Imperial blockade 
  runner and repurpose it for ourselves. The nearby [insert system here that might have been 
  near where the players were traveling, if desired] system has an Imperial CR90 corvette - the 
  Bendu’s Shadow - that passes through on a regular patrol route. It's manned primarily by a droid 
  crew, and we've managed to sneak a droid of our own into their droid pool. We'd like you to... 
  Another Rebel soldier hands Major Dernigan a datapad. After a short perusal, he looks back up and says, 
  "Hmm. Well, this is now a limited-time opportunity. We could really use a group with your set of 
  skills to capture this ship for us. We'd be willing to offer a bounty of 10000 credits for its 
  capture, and if you manage to bring our droid back to us, we'll throw in an extra 2000. Oh, and 
  
  because you helped us out earlier, we'll repair your ship, free of charge. By the time you get 
  back from this mission, you'll think she just came off the line. What do you say?" 
   
  Skill Checks: 
  Negotiate (
  ) for a better price 
  Charm (
  ) for a better price 
  Coerce (
  , 
   if they sided with the Imperials) for a better price 
   
  Give the players 1000 extra for success and 250 more for each advantage. 
  o Failure: Refusal, and threat gives them a “Well, we could just lower the 
  price. How do you feel about that?” (Maybe even lower the reward.) 
  Perception (
  ) to ask about what the soldier handed Major Dernigan on the datapad 
   
  On success: 
  "Oh, uh, well, we just learned that the regular reports we receive from our spy droid 
  have been late for the past three days. We still know where their next couple of 
  stops are going to be, but if we don't hear from the droid soon, we could lose our 
  chance to commandeer the corvette. That's why it's critical that we wrap this up 
  and get you on your way." 
  o Advantage (
   or more): 
   
  "Look, if you'll move this along, we'll add another 2000 credits. We can't 
  miss this opportunity." 
  If the players ask about the droid crew: 
  Tell the players the ship has on board an equal number of old IG-97 and RA-7 droids serving as security 
  and staff, respectively. The IG-97 droids are likely accompanied by G-2RD droids, also security droids. If 
  pressed for information, you can also reveal that the droid the Rebels have sent on board is an RA-7. 
  If the players refuse the mission: 
  Smack them a little for refusing a quest hook, and then remind them that they can't travel anywhere 
  else with their ship in the state it's in. If they suggest trying to make repairs themselves, note that the 
  Rebel frigate doesn't have supplies with them and they're not about to take a bunch of outlaws to their 
  hidden bases. 
  The players accept the mission: 
  "Fan-tastic. Here's the plan. Bendu’s Shadow is a specially modified 'pocket carrier' version of 
  the CR90 Corellian Corvette. You're going to sneak aboard as TIE Fighter pilots. As you know, TIE 
  
  Fighters don't have hyperdrive, so when they find you stranded in open space - from a recent 
  battle, you'll tell them - they'll be obliged to take you on board.  
  "We've captured a number of standard TIE Fighters and outfitted them with the life-support 
  suits you'll need to fly them. We'll drop you off in the area of Bendu’s Shadow's next stop, but 
  you could be sitting in those cockpits for a while." 
  "Once you get on board, you'll need to do whatever it takes to take control of the ship. Since it's 
  mostly crewed by droids, it shouldn't be too hard to trick them or scrap them. Once you’ve 
  gained control, you’ll need to adjust the corvette’s transponder to broadcast Alliance codes – 
  that’s how we’ll know it’s you. After that, head into hyperspace and we'll meet you at the next 
  stop on the Corvette's patrol path.  
  I suggest you pack up only what you really need for this mission. If you lock the rest up in the 
  hold on your ship, we’ll leave it alone until you return – it’s the least we can do. Let me know 
  when you're ready to go." 
  Note: Because of its droid crew, the Bendu’s Shadow is reduced in autonomy and slaved to a predefined 
  set of hyperspace jumps. This can be revealed to the players as a component of a check, if desired. 
  When the players are ready to go: 
  As you go about your business of loading your individual TIEs, you feel the Adegan Sunrise [Alderaan's 
  Hope] slip into hyperspace. Major Dernigan's voice comes over the hangar loudspeaker: 
  "Get ready - the jump is a short one. Make sure those flight suits are on tight - as soon as you're 
  all in, we'll depressurize the hangar bay, and your only life support is in those suits. Just like the 
  Emperor to put oxygen at a premium." 
  With everyone's flight suit on and cockpits sealed, you hear the rushing of air as it evacuates the large 
  hangar. No sooner than that's begun, you feel the familiar lurch of the frigate reverting to realspace.  
  "We've got to go now," Dernigan chimes in, "Best of luck, and, for whatever it's worth, may the 
  Force be with you." 
  Act 2: We have met the enemy, and they are… 
  This section is largely a “flavor” portion of the story that will allow the players to have an opportunity to 
  get a handle on piloting individual craft (instead of all being quartered on a single freighter). The 
  encounter with the Z-95s is not intended to be a significant combat encounter – they will likely flee if the 
  players show any real aggression. 
  You hear the distinctive growl of the twin ion engines as you lift off and exit the Nebulon-B's hangar bay. 
  As you gain your bearings, you see the ship pull farther and farther away, until eventually it blips into 
  hyperspace. Now the waiting begins. 
  
  The players should be forced to make one of the below checks, although you will likely only prompt 
  them with the standard check (a Cool check): 
  Skill Checks: 
  Resilience (
  ) to signify waiting for an extended period of time in the cramped cockpit 
  Mechanics (
  ) check to reorganize the cockpit's systems to provide more room 
  Cool (
  ) check to meditate/keep calm in the small area 
   
  Pass – recover one strain, failure, incur one strain 
  Once players have made their check, they should see: 
  After hours of waiting, a dot shows up on the sensor and a familiar hammerhead shape drops out of 
  hyperspace. A prerecorded hail comes in over the comm: 
  "This is Captain Dargot of the Imperial vessel Bendu’s Shadow. Submit your identification and 
  await instruction." 
  The players should send some message to the corvette.  
  Skill Checks: 
  Deceit (
  ) check to lie about your mission 
   
  "Audience approved. TIE pilots, prepare to dock. We'll bring you in." 
  o Advantage: Remind the player that this is a prerecorded message, and is 
  likely being filtered through a communications station somewhere - this 
  isn't a direct communication from the captain. 
  o Failure: "Unknown vessels, do not attempt to leave. You will be brought 
  aboard and searched. Disengage your engines." 
  Any other response should use the “failure” response from the Deceit check above. 
  Either way, as the players prepare to enter the corvette's hangar bay, four Z-95 Headhunters should 
  drop out of hyperspace. Two of the fighters start attacking the corvette, and two break off to attack the 
  player group.  
  Note: The Z-95s have normal Z-95 stats, with the exception of the fact that they have hyperdrives. 
  Skill Checks: 
  Computer (
  ) check on the targeting/TIE computer 
   
  Inform the player that these Z-95s are broadcasting Rebel Alliance IFF (Identify 
  Friend/Foe) codes 
  
  Computer (
  ) check on to broadcast on a closed channel 
   
  Allow closed channel broadcast in Negotiation check below 
  Negotiation (
  ) check to ask the Z-95s to stand down 
   
  If players identify themselves as working with the Rebel Alliance subtract (
  ) 
  from the check 
   
  If players broadcast over a closed channel, convert (
  ) to (
  ) 
   
  On success, Z-95s disengage and enter hyperspace 
  Combined Gunnery/Coerce (
  ) check to get the Z-95s to stop attacking 
   
  On success, Z-95s disengage and enter hyperspace 
  If one or two Z-95s are destroyed: 
  The remaining Z-95s should flee the system. 
  If all Z-95s are destroyed or gone: 
  The Bendu’s Shadow’s hangar opens like the maw of a Firaxa. “Cleared for docking. Proceed to hangar 
  bay,” you hear over your comms. 
  Players may dock. 
  If player's ship gets disabled: 
  It should be towed into the hangar with a tractor beam.  
  If all players' ships are destroyed/disabled: 
  Corvette should finish off the fighters and tractor in the pilots/ships floating in space into the hangar. 
  Once the players have made their way into the hangar: 
  As all the TIEs set down, you hear the large hangar doors close with a "thunk" behind you. The sound 
  echoes through the tall hangar, which has taken up two floors in the bow of the Corellian Corvette. The 
  hangar floor itself is nearly the full width of the widest part of the ship, and it's a good thing, too - your 
  TIEs only just made it in, even with the help of the Corvette's tractor beams. There's a large metal gantry 
  running above your heads [Note: Deck 2 on the map] and an airlock door in front of you leading to the 
  bottom deck of the ship. 
   
   
  
  Act 3: The Bendu’s Shadow 
  Map Notes: For each of the following sections, use the (unlabeled) map that is paired with the deck 
  number (i.e. Deck 1 will use “corvette_floor1_docked[_grid].png”). 
  Notes: This part will be very free-form. There are four decks for the players to explore, and they can 
  theoretically explore them in any order, although ideally they will take them 1-2-3-4. Act 3 should break 
  down into three narrative sections – Searching the ship, Discovering and Defeating the droid, and 
  Escaping.  
   
  Deck 1: 
  Players should notice that the work stations in all rooms are deserted (you may or may not draw 
  attention to this). Several RA-7/IG-97/G-2RD droids patrol the hallways, but do not otherwise react to 
  the players if they still have some Imperial clothing (e.g. their flightsuits) on. If seen without Imperial 
  markers of some kind, the IG-97 droids should inquire somewhat threateningly as to their purpose 
  onboard. A (
  ) Deceit or (
  ) Computers should allow them to explain away their presence 
  (Deceit) or make the droid forget it needed to ask them (Computers). If the Computers option is chosen, 
  
   
  this only works for the droid(s) that had the check made against them. Future security droids may 
  prompt the same question. 
  Note: The ladders near (10) and (3) can be used to travel up to Deck 2 at the same relative location. All 
  floors have lift tubes (12) that travel as elevators would 
  Note: RA-7 droids use the Protocol Droid (Rival) stats from p.412 in the EotE core book 
  IG-97 Battle Droid (Rival)  
  These droids are designed to be assassin droids, but are not quite as capable at the task as their nominal 
  predecessors, the IG-88 and IG-100 series. Consequently, they are tasked more often as battle droids. 
  They bear many of the physical hallmarks of the ubiquitous Trade Federation B-1 battle droids. 
  2 
  2 
  1 
  2 
  1 
  1 
  Brawn 
  Agility 
  Intellect 
  Cunning 
  Willpower 
  Presence 
   
  Soak 
  5 
  W. Threshold 
  14 
  S. Threshold 
  - 
  M/R Defense 
  0/0 
   
  Skills: Ranged (Light) 2, Melee 2, Vigilance 2 
  Talents: None 
  Abilities: Droid (doesn’t need to sleep, breathe, eat, etc.) 
  Equipment: Built-in heavy blaster pistol [Ranged (Light), Damage 7, Critical 3, Range: Medium, Stun 
  Setting], Wrist blades [Melee, Damage 4, Critical 4, Range: Engaged] 
  G-2RD Guard Droid (Minion) 
  These small, floating droids are traditionally designed as anti-riot defense droids. On-board the Bendu’s 
  Shadow, these exist as supplementary to the main security force, also capable of performing minor 
  maintenance tasks. 
  1 
  2 
  2 
  1 
  1 
  1 
  Brawn 
  Agility 
  Intellect 
  Cunning 
  Willpower 
  Presence 
   
  Soak 
  4 
  W. Threshold 
  4 
  S. Threshold 
  - 
  M/R Defense 
  0/0 
   
  Skills (group only): Ranged (Light), Computers 
  Talents: None 
  Abilities: Droid (doesn’t need to sleep, breathe, eat, etc.), Droid Resilience (Any attempt to apply a 
  restraining bolt to the droid is treated as an opposed Computers check. 
  Equipment: Built-in blaster pistol [Ranged (Light), Damage 6, Critical 3, Range: Medium, Stun Setting] 
  
  Passing (
  ) Perception checks in any of these rooms may be used to clue the players in as to what 
  they can perform. Primarily, the players will rely on Mechanics and Computers. If the players don’t take 
  cues from the maps themselves, be sure to describe the primary features of the rooms as they are 
  depicted on the maps (e.g. “as you enter engineering, you can see two computer terminals and a large 
  computer screen displaying engine data.”). 
  Hangar: 
  Skill Checks: 
  With the right tools (i.e. rope, grappling hook, if such things exist) the player can make an 
  Athletics (
  ) check to ascend to or descend from the gantry on the second level 
   
  Move the player to the level they were traveling to 
  If you're mean, you can make the players make a Resilience check (
  ) if they do something 
  dumb, like take off their flight suits before heading through the airlock. You could also just fiat 
  that the hangar pressurizes and fills with air immediately after the hangar door closes. 
  Knowledge (Education, Core Worlds) (
  ) check about the ship itself 
   
  Learn that the corvette has four floors, and advantages should reveal specific 
  locations of major systems (e.g. crew quarters on Deck 2, bridge on Deck 3) 
  Engineering : 
  Skill Checks: 
  Computers (
  ) or Mechanics (
  ) at the computer area 
   
  Discover the hyperdrive is disabled 
  o Advantage: Reveal that a security passkey is needed to unlock the 
  hyperdrive, along with the chief engineer’s voiceprint 
  o Advantage: Remind the players that the hyperdrive must have recently been 
  disabled, as it jumped into the system just minutes ago 
  Sensors: 
  Skill Checks: 
  Computers (
  ) at the terminals 
   
  Confirm that enemies attacking (Z-95s) were Rebel Z-95s attempting a hit-and-fade 
  attack, a common strategy used to wear down Imperial resources, and one which 
  the Bendu’s Shadow has seen several of 
  o Advantage: Reveal that the most recent attack was three days earlier 
  
  Droid Maintenance: 
  Skill Checks: 
  Computers (
  ) at the terminal 
   
  Reveal that several droids have seen maintenance recently 
   
  If the players asked for extra information about the Rebels’ spy droid at the 
  beginning of the quest, they should learn that the Rebel RA-7 was one of the first 
  droids to receive maintenance 
  o Advantage: Reveal that this is a much more frequent update schedule than 
  normal 
  o Advantage++: Reveal that the droid technician found something that 
  shouldn’t have been there in one of the RA-7 droids (again, identified as the 
  Rebel droid, if the players asked about it earlier) 
  Droid Storage: 
  Skill Checks: 
  Mechanics (
  ) on the droids 
   
  Reveals that all of the astromech droids (5) in this storage are broken or disabled 
  Mechanics (
  ) to fix the droids, if the droids have been ID’d as broken 
   
  This difficulty is reduced by (
  ) if the droid is taken to the Droid Maintenance (to 
  represent the extra astromech parts in there) 
   
  An additional 
   die may be added if the players have picked up tools from the 
  Workshop (or Workshop storage) on Deck 1 or Deck 3 
   
  Fixing the droid will bring an astromech droid online; it can be used as an assistant in 
  later tasks if the player keeps him around 
  o Advantage++: Identify that the droids have been tampered with, perhaps set to 
  short-circuit 
   
  Failure: Cause the droid to explode or short-circuit, perhaps dealing damage to the 
  players. There are only five droids to try to fix. 
  Skulduggery (
  ) on the boxes/crates/storage 
   
  Open the crate and find a Restraining Bolt 
  Workshop: 
  Players may find a set of tools that enable them to operate on some ship’s components (basically, a Tool 
  Kit designed to provide an additional 
   die on this ship specifically when the situation notes). 
  Optionally, the above as a (
  ) Perception or Mechanics check. 
  
  Ship Security: 
  Players see blaster racks on the walls, each containing four blaster rifles. These are effectively limitless in 
  availability.  
  Skill Checks: 
  Computers (
  ) at the terminals to view ship security cameras 
   
  Reveal the entire floor to the player 
  o Advantage: Each additional advantage should reveal another floor (with the 
  exception of the escape pods on deck 4, which have no security cameras) 
   
  Failures with Threat: Incite a scuffle with IG-97 security droids 
  Computers (
  ) to try to access security logs 
   
  Reveal that the logs are very heavily encrypted 
   
  Failures with Threat: Incite a scuffle with IG-97 security droids 
  Computers (
  ) to decrypt security logs (if logs accessed, as above) 
   
  Reveal a log from the security chief: “[static] …haywire. Ever since that last Rebel hit on 
  us… [static] …droids behaving oddly. I can’t believe… [static] …evacuation. Suppose 
  we’ll… [static] …escape pods.” 
   
  Any more significant log data has either been erased or corrupted. 
   
  Failures with Threat: Incite a scuffle with IG-97 security droids 
   
   
   
  
   
  Deck 2: 
  Deck 2 is similar to Deck 1 in that it is patrolled regularly by IG-97, G-2RD, and RA-7 droids. Deck 2 is the 
  crew quarters deck aboard most CR90 corvettes, although this one has had modifications to turn extra 
  crew quarters (rendered unnecessary by the amount of droids onboard) into extra amenities (lounge, 
  brig, security, galley).  
  A (
  ) Perception check, when near the brig, will alert the players to a banging/yelling sound coming 
  from within. If passed, the players should hear a voice shouting “Help me! Let me out of here!” 
  Advantage should allow the players to recognize the voice as matching the voice from the recording of 
  the ship’s captain they heard earlier. If questioned as to its identity, the voice should answer “Who do I 
  sound like, you fools? This is Captain Dargot! Now get me out of here!” Repeated inquiries should be 
  met with the questions rebuffed and the imperative (“Get me out of here!”) repeated. 
  Engineering: 
  Same as Deck 1. 
   
  
  Sensors : 
  Same as Deck 1. 
  Main engine access: 
  If the players enter here before the rogue droid encounter starts, treat this as Engineering. If the players 
  enter here after the droid encounter has started, bulkheads should close and a pre-recorded 
  announcement should play: 
   
  “Automatic response to organic presence: Elimination protocol initiated.” 
  You see a barely visible but noticeable noxious gas enter the room. You begin to feel a little weak.  
  Note that diluted, but still toxic, cyanogen gas begins to enter the room. The gas remains in the areas 
  with the grated floor (Main engine access) until the traps are disabled, regardless of whether the players 
  escape. This trap can still trigger even after the players have defeated the rogue droid. 
  Droids will be unaffected, as will anyone who is wearing breath mask-type equipment. Other characters 
  will need to make a (
  ) Resilience check (or optionally, a (
  ) Discipline check) or take a 
  Setback on all actions while inside.  
  Skill Checks: 
  Skulduggery (
  ) check to disable the traps, if the trap has been sprung 
   
  All effects of noxious gas  (any setback dice given as a result) removed 
  Computers (
  ) or Mechanics (
  ) to open the bulkhead doors 
  Note: Players must use one of the computers in the main engine access to restart the hyperdrive once 
  they have the security passkey. 
  Crew/Officers’ quarters: 
  Skill Checks: 
  Skulduggery (
  ) check on any of the footlockers in the officers’/crewmen’s rooms (your 
  choice) 
   
  Give the players the droid technician’s log: 
   
  “Entry 97-C: Oh, this irony is delicious. The Rebel attack earlier today damaged this RA-7 
  droid, but what should I find when I open it up to repair it? Specialized espionage 
  circuitry! Had those scofflaws managed to be a little more judicious in their strikes, we 
  might have never discovered this. Well, I’ll show them. Just a few tweaks here… [sounds 
  
  of tinkering] …and there… [more sounds] …and we’ll put this right back into service 
  working for us as a double agent!” 
  “Entry 98-A: I’ve made a terrible mistake. I thought I disabled the RA-7’s Rebel directives 
  when I added its new Imperial commands in. I’m pretty sure what I did instead was give 
  the droid a fatal logic error in two conflicting sets of instructions. Now it’s just hunting 
  anything organic it can find. Why? I don’t know, but I’m not about to get close enough 
  to try and find out.  The captain’s given the general order to get to the escape pods and 
  abandon ship in one hour. I guess this is the last entry I’ll get to make on this ‘pad.” 
   
  Brig: 
  Skill Checks: 
   
  Skulduggery (
  ) or Athletics (
  ) to open the door(s) 
   
  There are three doors, and a failure on the Skulduggery check with threat (or just a 
  failure) should make the locking mechanism break. If all locking mechanisms break, 
  players must pass the Athletics check to break down the door, which two players may 
  pool their dice to pass. Failure on the athletics check should result in strain. 
  If the doors are successfully unlocked: 
  A harried man in the jet-black Imperial naval uniform turns to you, and you can see the 
  “captain” rank insignia on his chest: 
  “Harumph. And who are you? You don’t look to be part of my regular crew. They should 
  have all followed my orders to evacuate.” 
  If the players fail a (
  ) Deceit check, the captain says: 
  “Hah, nice try. This isn’t the first time I’ve dealt with your scum. Spacers, pirates – trash, 
  the lot of you. Regardless, [continue below as though passed the check]… 
  If the players pass a successful (
  ) Deceit check, the captain goes on: 
   
  “I suppose it’s well enough that you’re here. About three days ago one of our RA-7 
  droids was damaged in an attack. When repairing him, the droid technician noticed that he had 
  some unusual circuitry installed – well, even more unusual than normal for an RA-7. He believed 
  with some degree of certainty that it was a droid equipped to spy on the workings of this ship. In 
  a display equal parts initiative and incompetence, he decided to rewire it back into a double 
  agent. Of course, something went wrong, and now the droid…” 
  A blaster bolt whizzes past the party’s heads and into Captain Dargot’s chest. He slumps to the 
  ground. As the group turns around, they see a silver RA-7 droid pointing a blaster at the spot 
  formerly occupied by the captain. 
  
  “All Imperial targets eliminated.” 
  He cocks his head and turns towards the players. 
  “Recalibrating. Organics not part of crew manifest. Ship reports TIE Fighters docked not 
  long ago. Conclusion: New organics Imperial in nature.  Objective updated.” 
  No sooner than the droid says this, it dashes off into the hallways of the eerily-lifeless corvette.  
  And then the droid should flee from the scene. The rogue Rebel RA-7 spy droid should vanish 
  until the players are able to find him, which can be accomplished through these activities: 
  Skill Checks: 
  Perception (
  ) on one of the patrolling RA-7s 
   
  The players identify the droid as the rogue droid trying to blend in – should probably 
  only allow this once per floor 
  Computers (
  ) in the Sensor core (any deck) to reconfigure the sensors to search inside 
  the ship 
   
  This should show where the droid is in the ship, which may not necessarily be near the 
  players 
   
  Destroying three RA-7 droids: (which are otherwise noncombatant)  
  Causes the rogue droid to reveal himself; this can be either him revealing himself in person or 
  over the intercom. Attacking the RA-7s will also cause nearby IG-97s to attack. 
  If the player repaired an astromech earlier: 
  The astromech should beep and volunteer to identify the droid (it has an easier time recognizing 
  the subtle differences between the rogue RA-7 and the other protocol droids on board). Roll a 
  percentage die whenever this astromech encounters an RA-7 droid. If the percentage die is 
  greater than 70%, the astromech will identify the RA-7 as the rogue droid. 
  Once the droid has revealed himself: 
  Players should be aware of his presence whenever he’s on a floor that the players are on. The 
  droid should flee from players if they approach him from only one direction. He should travel 
  like players would, using lift tubes and ladders. He can travel to any floor.  When the players 
  approach him from opposite directions, he should try to “hide” in the nearest room. Upon 
  entering this room, the droid is backed into a corner and will fight the players. 
   
  
   
  Rogue Spy Droid (Nemesis) 
  This espionage unit takes the form of an RA-7 protocol droid, but is instead equipped for a large variety 
  of spy-related tasks, including self-defense when necessary. 
  4 
  3 
  3 
  3 
  1 
  1 
  Brawn 
  Agility 
  Intellect 
  Cunning 
  Willpower 
  Presence 
   
  Soak 
  6 
  W. Threshold 
  18 
  S. Threshold 
  10 
  M/R Defense 
  0/1 
   
  Skills: Coercion 2, Computers 3, Deceit 4, Mechanics 3, Melee 3, Ranged (Heavy) 4, Ranged (Light) 4, 
  Stealth 3, Vigilance 2 
  Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once), Barrage 2 (add 2 
  to the damage of all Gunnery or Ranged attacks at medium/long range), Point Blank 2 (add 2 damage to 
  all Ranged attacks made at short or engaged range), Melee Proficiency 2 (add 2 damage to all Melee 
  attacks) 
  Abilities: Droid (doesn’t need to sleep, breathe, eat, etc.) 
  Equipment: Light Repeating Blaster [Ranged (Heavy), Damage 11, Critical 3, Range: Long), Built-in 
  blaster pistol [Ranged (Light), Damage 5, Critical 3, Range: Medium, Stun Setting], Retractable wrist 
  vibroblade (Melee, Damage 6, Critical 4, Range: Engaged) 
   
  Upon the rogue droid’s defeat: 
  You hear a tinny sound from the droid’s failing vocabulator as it speaks one last ringing 
  command: 
  “Engage contingency protocol: Parasite program activated. 
  And with a final electrical sputter, the rogue droid collapses. 
  Defeating the rogue RA-7: 
  This will allow the players to make a (
  ) Computers check to gain the passkey to re-enable the 
  hyperdrive. If this is untenable, you can cause a hidden compartment on the droid to pop open 
  and spit out a datapad with the proper information. If the players forget this part now, the chief 
  engineer will remind them of the need for the passkey later (as well as the fact that the rogue 
  droid has/had the passkey). This passkey can be used in the Main Engine Access (Deck 2) to re-
  enable the hyperdrive. 
  
  This also makes the IG-97 and G-2RD security droids hostile to the player. These droids will now 
  patrol the hallways, and the players can avoid being seen with (
  ) Stealth checks. If the 
  players duck into a room, they should receive a 
   to their check. IG-97s should only patrol the 
  hallways. If the players engage in battle with the droids, they should slowly “swarm” all the 
  security droids from that deck to the players’ location.  
   
   
  Deck 3: 
  As with Decks 1 and 2, various droids should be patrolling the hallways. At least one security droid 
  should be permanently stationed outside of the bridge (not patrolling). 
  Engineering: 
  Same as Deck 1. 
  Sensors : 
  Same as Deck 1. 
   
  
  Bridge: 
  The players must be on the bridge to do any piloting/weapons checks with the vessel. Until the 
  hyperdrive has been brought online, nothing of import happens on the bridge. 
  Medbay: 
  The medbay contains two Bacta Tanks as well as medical chairs that will function as a Medkit (these 
  cannot be removed from the room).  
   
  Using the Bacta Tanks on Harroch (instead of normal Bacta Tank rules) will reduce the 
  difficulty of the Medicine check by (
  ). 
  Workshop/Workshop storage: 
  Players may find a set of tools that enable them to operate on some ship’s components (basically, a Tool 
  Kit designed to provide an additional 
   die on this ship specifically when the situation notes). 
  Optionally, the above as a (
  ) Perception or Mechanics check. 
  Sensors/comms control: 
  Skill Checks: 
  A combined Skulduggery and Computers (
  ) check to set the IFF transponder to 
  broadcast a Rebel IFF 
   
  Forgetting to do this should result in the Adegan Sunrise firing on the players at the end 
  of the scenario (they should really only take a potshot until the failure to communicate 
  that they’re on the same side is resolved) 
   
  A Failure on this check should result in a strain (in addition to any strain incurred by 
  threat). This check can be repeated if failed. 
   
  
   
   
  Deck 4: 
  This floor should be relatively empty. You may find one or two RA-7 droids wandering the floor, but 
  there should be no IG-97 or G-2RD security droids. The players should see a few corpses of crewman 
  strewn out by the escape pods, blaster marks on their chests. 
  Escape pods: 
  Most of the escape pods should be filled with the remaining corpses of the Bendu’s Shadow crew. On 
  searching one (your choice) of the escape pods: 
  As you peer through the slumped-over corpses of the unfortunate crew of the Bendu’s Shadow, you find 
  a man clutching his chest and wheezing: 
  “[moan]… Who’s there? If it’s that sithspawn of a droid, just shoot me now and get it over with.” 
  He peers up at the you; 
  “Wait, who’s this? Wait… you know what, I don’t really care. I’m Lieutenant Harroch, chief 
  engineer on this vessel. [cough] …medbay, please. Get me to the medbay.” 
  If the players haven’t found the Medbay yet, Harroch should inform them that it’s on Deck 3. Any more 
  questions should be met with Harroch drifting in and out of consciousness.  
  
   
  Chief Engineer Harroch (Rival)  
  Harroch is a stocky, well-built human, clad in the black uniform of an Imperial officer. He looks highly 
  disheveled, no doubt from his recent brush with death, and his skin has a sickly pallor to it. 
  2 
  3 
  3 
  2 
  2 
  2 
  Brawn 
  Agility 
  Intellect 
  Cunning 
  Willpower 
  Presence 
   
  Soak 
  2 
  W. Threshold 
  12 
  S. Threshold 
  - 
  M/R Defense 
  0/0 
   
  Skills: Mechanics 1, Computers 1, Astrogation 1, Leadership 1 
  Talents: None 
  Abilities: None 
  Equipment: Blaster pistol [Ranged (Light), Damage 6, Critical 3, Range: Medium, Stun Setting], Tool kit 
   
  Skill Checks: 
   
  Medicine (
  ) to heal Harroch 
   
  If he’s attacked en route to the medbay (or any time before he’s healed), upgrade two 
  of the difficulty dice from 
   to 
   of the medical check to heal him. 
  Once Harroch is healed [this may be now taking place in the medbay]: 
  If the players ask any questions: 
  Harroch says: 
  “Wait, where’s the captain? For all I know, that droid’s your fault. You bring me the 
  captain and I’ll help you out.” 
  If the players notify Harroch of the captain’s death: 
  He replies with: 
  “I guess it’s just you and me, then. The captain was the last one of us to try to get to the 
  escape pods, but it didn’t matter anyway. The droid locked out the launching 
  mechanism and then slaughtered us all up here. The captain must have locked himself in 
  the brig, which is secure enough that the droid couldn’t get in… well, at least until you 
  unlocked it for him.” 
  He shakes his head mournfully, 
  
  “What are you doing here, anyway?” 
  Players can attempt a (
  ) Deceit check (with a 
   die, to represent the engineer’s attitude 
  towards you for saving him) or simply tell him the truth. Passing the check, he responds with: 
  “Well, we need to get to the end of our patrol route. Three jumps ahead and we’ll be at 
  the staging point for this sector, and we can get help from other ships there.” 
  Failing the check (or telling the truth about your mission): 
  “Yeah, I pretty much had you figured for Rebels, or at best, scavengers.  Frankly, I don’t 
  care where you get me to, as long as it’s not here.” 
  Either way, he should continue with: 
  “To get out of here, we’ll need the hyperdrive back online. That rogue RA-7 has a 
  passkey he’s used to disable the hyperdrive, and you’ll need to get that from him. Once 
  you’ve gotten that, you can unlock the system, but you’ll still need my authorization to 
  restart the sequence. Then, once all that’s done, we’ll need to fire up the systems we 
  need to make the jump. That’s getting ahead of myself, though, I suppose. Let me know 
  when you’ve unlocked the hyperdrive.” 
  If questioned about the state they found him in: 
  “I was in the engine access when that blasted droid set off some mixture of cyanogen 
  gas that he managed to get his hands on. How he found it, I don’t know – I guess I’m 
  lucky enough that he didn’t have enough for a full-strength dispersal. I must have 
  passed out, because when I woke up, I found myself dragged to the top deck with the 
  bodies of the rest of the crew.” 
  If the players have brought the hyperdrive back online: 
  “Great, now we’ve got to start up the rest of the systems we need to make the jump to 
  hyperspace. You’ll want to get your best pilot and astrogator up to the bridge to ready 
  us for the jump. Any one of you who fancies himself a mechanic? I could use your help 
  in Engineering on Deck 2 to monitor the engines. Finally, we’ll need someone decent 
  with computers in shield control on Deck 3 to monitor the shields.” 
  Note: At this point, the party should split into three groups. One to head to the bridge (deck 3), 
  one to head to shield control (deck 3), and one to head to engineering on deck 2.  
  As soon as the players have made it to each location: 
  Over the ship’s intercom, you hear Harroch’s voice: 
  “All right, are we all in place. Everyone ready? Here’s what we need to do:” 
  
  Before he can finish the sentence, however, you head the clunk-clunk-clunk of mechanical 
  footsteps outside – IG-97 droids have heard the announcement and are rushing to each 
  location! 
  There should be at least one droid at each location, but if players move to meet up with each 
  other (instead of each taking on their individual encounter), the droids should follow them. At 
  this point, the only security (IG-97) droids remaining should be the ones at each player’s location 
  – if there are extra, move them off the board in the shuffle. 
  Once the players have successfully resolved the battle: 
  Harroch wipes a few beads of sweat from his brow and keys the ship’s intercom: 
  “Emperor’s black bones! I thought we were rid of those droids.” 
  He pauses at a computer terminal. 
  “…well, I’ve just checked. Those were the last. Now, where were we?” 
  If the players don’t automatically do so, Harroch should remind them that they need to be in their 
  respective locations for the hyperspace jump start-up sequence. Once the players have all made it to 
  their locations, they need to make the following checks: 
  On the bridge (Deck 3): 
  Pilot(Space) (
  ) to make sure control of ship’s systems is being restored to the main 
  console 
  Astrogation (
  ) to verify that the navicomputer is coming back online with the 
  hyperdrive 
   
  This may be given two 
   die if player is accompanied by a rebuilt astromech, or 
  player may allow the astromech to make the check (
  ) 
  In Shield control (Deck 3): 
  Computers (
  ) to monitor shield readings as the shields prep for a jump to 
  lightspeed 
  In Engineering (Deck 2): 
   
  Mechanics (
  ) 
   
  Harroch is helping with this check, and adds his pool (
  ) to the roll. 
   
   
  
  If one of the groups fails a check: 
  There are no penalties for failure other than those incurred by threat, but to move forward, 
  everyone must pass the roll at the same time.  
  Note: The above challenge is for a minimum of four players. If there are fewer players or if your 
  players’ skillsets are insufficient, I’d suggest removing whichever check feels less applicable until 
  you get it down to a number of simultaneous checks that is no greater than your number of 
  players. 
  Upon passing the check: 
  As you finally bring the ship’s systems online, the Bendu’s Shadow lurches forward and familiar star lines 
  blur into the blue tunnel of hyperspace.  
  If the players may want to pause to heal/etc., offer this as a pause, otherwise the trip is incidental in 
  game time.  
  As you drop out of hyperspace, you look out the main viewport and see the frigate Adegan Sunrise 
  waiting for you, as promised.  
  If the players haven’t set the corvette’s transponder to broadcast a Rebel signal: 
  The Adegan Sunrise should fire on the players. Roll for damage and give the players an opportunity to 
  communicate with the Sunrise. Make sure that the Rebels chide the players for forgetting or failing to 
  set the correct IFF codes, and then proceed as below. 
  If the players have set the transponder to broadcast the Rebel IFF: 
  You hear a familiar voice come in over the comms channel; 
  “Well done, Bendu’s Shadow. Pull on up alongside us and we’ll get a crew of techs over there to 
  reset the Shadow’s hyperdrive so that it’s useable.” 
  Note:  Because the corvette is slaved to an Imperial patrol route, it’s worthless until Rebel technicians 
  have had a chance to wipe that part of its computer. Remember this if your players feel like trotting off 
  with their freshly-stolen corvette. 
  “And as for your ship, you’ll be pleased to know that it’s once again in tip-top shape, and I 
  believe you’ve got a healthy payment waiting in some crates in your cargo hold. Nice work!” 
  Note: At this point, you can resolve the story as you would a standalone campaign. Give a little more 
  congratulatory denouement via Major Dernigan and provide the players with their reward. However, if 
  you wish to continue on to the Stalitz Flight campaign (which is designed to follow this one directly), 
  continue below for the cliffhanger. 
  
  As you steer the ship towards the Adegan Sunrise, you hear the proximity sensors squawk a warning, 
  and as you look out the viewscreen, a chill comes over you. Blotting out the starlight is a steel-grey 
  wedge – larger, far larger, than the Interdictor you dealt with before. The data readout in front of you 
  confirms what the pit in your stomach already suspected – this is an Imperial-class Star Destroyer, the 
  deadly backbone of the Empire’s fleet. You’ve got a bad feeling about this… 
   
  Credits and Special Thanks: 
  Aazlain - EotE Symbol font 
  C. Steven Ross - Module feedback 
  Scott D., Ian F., Brandon A., Aaron B., and DMC-Man - Beta playthrough 
  Jesus Christ - Saving grace, and one in whose image I am created and so create 
   
  Disclaimer 
  This work is not made, distributed, or supported by LucasFilm Ltd., LLC, The Walt Disney Company, or 
  Fantasy Flight Games. Star Wars elements (TM) and (C) LucasFilm Ltd. LLC. Edge of the Empire system 
  and associated marks (TM) and (C) Fantasy Flight Games. This work is not intended for sale. 
   
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Edge of the Empire/EotE - Adv - The Bendu's Shadow.pdf