TEXT: By JD Wiker
  The Kitonak Connection
  A Free Star Wars
  Mini-Adventure For Any Era
  
  KITONAK CONNECTION
  002
  DESIGN
  JD WIKER
  EDITING
  RAY AND VALERIE VALLESE
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  JULIA MARTIN 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  MICHELLE VUCKOVICH
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  “The Kitonak Connection” is a Star Wars Roleplaying
  Game mini-adventure for four player characters of 6th level,
  though it can be adjusted for characters of any level. It is
  designed for use in the Rebellion Era, but it can easily be
  adapted to the Rise of the Empire period or The New Jedi
  Order Era. “The Kitonak Connection” follows the events of
  “Positive ID” (another mini-adventure available on the Star
  Wars Roleplaying Game website at www.wizards.com/swrpg
  and puts the heroes on the trail of a Hutt gangster on the
  lawless Smuggler’s Moon of Nar Shaddaa. The heroes have
  to use wits and detective work—and a fair amount of intim-
  idation and ﬁrepower—to follow the clues back to the Hutt
  who orchestrated the whole affair.
  If you plan to play a character in this adventure, don’t
  read any further. The information below is meant for the
  Gamemaster’s eyes only.
  To play this adventure, you need a copy of the Star Wars
  Roleplaying Game revised core rulebook.
  Adventure Synopsis
  The heroes need to strike a deal with Torga the Hutt. But
  Torga has been the subject of death threats, and his agent,
  Nak Simm, was recently murdered by a Clawdite assassin.
  Torga knows that his rival, Moska, is behind all of this, but
  he needs proof.
  Before Torga agrees to deal with the heroes, he wants
  them to gather proof that Moska has been behind a plot to
  discredit Torga. He puts the heroes on the trail of Nak
  Simm’s killer, the Clawdite known as Nomo Sliken. If the
  heroes can ﬁnd out who paid Sliken, they can ﬁnd out who
  was behind Nak Simm’s murder—and, by extension, who is
  behind the plot against Torga.
  The trail leads to a Kitonak crime broker named Moap,
  who tells the heroes that the instructions and payment for
  Nomo Sliken came from Doronnar, Moska’s Kubaz lieu-
  tenant. After leaving Moap’s ofﬁce, the heroes are attacked
  by assassins using tracker droids—under orders from
  Doronnar.
  Torga invites the heroes to present their evidence at a
  banquet for Jolla, another Hutt with whom Torga wishes to
  do business. But Jolla is unimpressed. He leaves, stating
  that perhaps he’d be wiser to deal with someone more
  professional, like Moska. Torga is furious and refuses to
  honor his bargain with the heroes.
  But then the heroes learn that Doronnar couldn’t have
  given orders to attack them—and the only other person who
  knew where they were was Moap. But Moap is gone, and in
  his ofﬁce is evidence painting a fairly clear picture of a plot
  against both Torga and Moska. The true mastermind behind
  the Hutts’ troubles is the only one who would gain from
  their falling out: Jolla.
  This presents an interesting question for the heroes: What
  do they do with this information?
  Adjusting for Era
  Given a little tweaking, “The Kitonak Connection” will work
  in any Star Wars era. The most difﬁcult would be The New
  Jedi Order Era, since the Yuuzhan Vong terraform Nar
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  KITONAK CONNECTION
  Shaddaa within the ﬁrst year of the invasion. Otherwise, the
  GM shouldn’t have to make any signiﬁcant changes.
  Getting the 
  Characters Involved
  If the heroes played through “Positive ID,” they’re already
  acquainted with Torga the Hutt and his lieutenant, Thraka
  Duroth. Thraka, having most likely survived the showdown
  at the Corusca Gem Casino, insists that the heroes come
  with him to report to Torga on what happened.
  If the GM is playing this mini-adventure as a one-shot,
  without using “Positive ID,” the setup is basically the
  same: The heroes need something that only Torga can
  provide; the GM can decide precisely what that is. Their
  reason for going to Torga the Hutt should be urgent
  enough that they can’t afford to wait for the situation
  with Moska to sort itself out, and speciﬁc enough that no
  one else can help them.
  Scene 1: 
  An Audience With Torga
  The adventure begins as the heroes meet with Torga the
  Hutt in his penthouse suite on Nar Shaddaa. Torga, the
  heroes soon ﬁnd, is in an exceedingly bad mood. He’s just
  lost his trusted advisor, Nak Simm, to an assassin (and if the
  heroes played in the “Positive ID” scenario, Torga holds
  them at least partially responsible, since Nak was on his way
  to meet them when he was killed).
  If the heroes haven’t played the “Positive ID” scenario,
  Thraka Duroth ﬁlls them in: Torga’s prospective alliance
  with Jolla the Hutt is in danger because of several death
  threats and various acts of sabotage (including the loss of a
  cargo freighter carrying a small fortune in spice). Torga has
  every reason to suspect his old business partner and current
  rival, Moska, who stands to lose a lot of money if Torga
  allies with the stronger, more experienced Hutt.
  Striking a Bargain
  Torga wants the heroes to investigate the murder of Nak
  Simm, and if possible, prove that it was arranged on behalf
  of Moska the Hutt. “Manufacture the evidence if you have
  to!” Torga roars. “I know Moska is responsible! I just need
  to prove it to Jolla!”
  Until the heroes have the evidence, Torga refuses to deal
  with them. And they have a time limit: Jolla is visiting from
  Nal Hutta and leaves in two days. This is all Torga intends
  to offer, but if the heroes want to negotiate for a discount
  on future purchases, this is a good time to raise the issue. If
  the heroes present conclusive evidence of Moska’s complic-
  ity in the plot against Torga, Torga is willing to give them
  as much as 20% off a single purchase (or a 15% bonus on
  anything he buys from them). But at least half of what they
  present has to have a basis in truth, and if the heroes have
  it in time for Torga’s meeting with Jolla the next evening,
  Torga will double the percentage.
  Torga suggests that the heroes begin looking for evidence
  with whoever hired Nomo Sliken. “It would not have been
  Moska himself—that’s too obvious,” Torga says. “Start with
  the broker, and follow the money.”
  Scene 2: 
  The Information Pipeline
  The heroes can make a DC 15 Knowledge (streetwise) check
  to know that crime brokers deal through electronic funds
  transfers when large sums of money are involved—and that
  killing a Hutt’s lieutenant would have been a high-price job.
  If the heroes can ﬁnd Sliken’s account, they can check his
  records and ﬁnd out who paid him. Obviously, though, slic-
  ing banking records on Nar Shaddaa is no picnic. Finding
  Sliken’s account is a DC 25 Computer Use check, and
  accessing it is another DC 30 Computer Use check. If both
  checks are successful, the heroes can learn that the last
  deposit in Sliken’s account came from someone named
  Moap. This method requires one hour per check.
  They can also get Moap’s name via Gather Information,
  though that takes a bit longer. Finding the answer to the
  question “Who hired Nomo Sliken?” (and where to ﬁnd him)
  is a DC 30 Gather Information check. This method requires
  six hours per check.
  If the heroes come up with another way to track down
  Moap, the GM may have to make up some DCs and check
  times on the ﬂy. But note that Moap actually doesn’t mind
  being found; it’s part of Jolla’s plan that the heroes ﬁnd
  evidence linking Moska to the plot against Torga.
  Scene 3: Moap the Arranger
  Moap does business in various bars around Nar Shaddaa,
  and ﬁnding him by going from place to place would take
  more time than the heroes have. But a DC 15 Computer Use
  check or a DC 10 Gather Information check reveals that
  Moap has an ofﬁce in a seedier part of Nar Shaddaa.
  Initially, Moap is tight-lipped—playing dumb, then cagey.
  He responds best to bribes (starting at 5,000 credits, but
  dropping by 500 for each 5 points by which the heroes’
  Diplomacy check beats his). Moap answers to threats, as
  well, though the heroes can make a DC 15 Knowledge (alien
  species) check to remember that Kitonaks fear very little—so
  a Kitonak giving in to threats is acting out of character.
  Moap reveals that he was contracted to hire Nomo Sliken
  by a Kubaz named Doronnar. With more bribery (starting at
  2,500 credits) or threats, Moap tells the heroes that Doronnar
  is one of Moska’s lieutenants—meaning the assassination was
  ordered by Moska. For a further 2,500 credits, Moap agrees to
  provide the heroes with an electronic copy of the transaction.
  If the heroes really impress Moap with their bribes or threats,
  he’ll throw in records of several acts of sabotage against
  Torga’s operations, all paid for by Doronnar.
  Ambush
  As the heroes are departing, Moap warns them that Moska
  almost certainly knows that they’re on his trail, and the
  Hutt may try to have them eliminated. Sure enough, as the
  heroes are leaving Moap’s neighborhood, four paid assassins
  attack them. The assassins try to strike when the heroes are
  crossing an L-shaped walkway between two buildings. They
  003
  
  block either end of the bridge and send four DZ Series
  tracker droids to shoot at the heroes. The bridge is 6 meters
  wide and 60 meters long, with a 200-meter drop on either
  side (except at the corner of the L, where the drop is only
  20 meters down to a support pylon). Use low-level merce-
  naries from Chapter 14 of the Star Wars Roleplaying Game
  revised core rulebook for the assassins; the stats for the
  droids are provided at the end of this mini-adventure.
  If the heroes can take one of the assassins alive, they can
  add more evidence to their presentation. Any of the assas-
  sins can reveal that they were personally hired by Moska to
  watch Moap’s ofﬁce. (It was actually Jolla who hired them;
  he merely told them he was Moska.) They met “Moska” in a
  back room of the Corusca Gem Casino.
  When the assassins saw the heroes, they contacted
  Doronnar on their comlinks, and he instructed them to kill
  the interlopers. (The call actually went to Jolla’s protocol
  droid, imitating a Kubaz; Doronnar is currently en route
  back from Tatooine and unreachable while in hyperspace.)
  Scene 4: Dinner Conversation
  Obviously, confronting Moska—even if the heroes could get
  close enough—isn’t likely to get a confession out of him.
  But the heroes should have at least one solid piece of
  evidence (Moap’s transaction record) tying Moska to the
  assassination of Nak Simm. If they’ve been especially
  successful, they should have a pretty solid case against
  Moska, and they could be just in time to present it to Jolla
  at Torga’s banquet.
  If the heroes have the information Torga needs, they’re
  immediately ushered into the Hutts’ presence, though Jolla
  insists that Thraka Duroth take their weapons away ﬁrst (since
  he has no reason to trust them as much as Torga does, and he
  doesn’t want them armed if they’ve found out too much).
  Jolla listens solemnly to whatever the heroes have to tell
  him, and he even seems a little surprised, particularly (Jolla’s
  Bluff check opposed by the heroes’ Sense Motive check) at
  any evidence the heroes have manufactured (since he knows
  he didn’t manufacture it). After viewing Moap’s records,
  Jolla remarks, “I’ve met this Kitonak. He must have charged
  you through the nose for all this.”
  When the presentation is over, Torga turns to Jolla and
  says, “This should prove that these ‘accidents’ are acts of
  sabotage, and the threats just a rival’s attempts to discredit
  me. And this information proves that Moska is behind both.”
  Jolla is quite for a long moment, and then bursts out
  laughing. “So what?” he asks Torga. “So you have proof.
  What are you doing about it? Nothing. No, worse: You
  tattle on your rival! You’re pathetic. Perhaps I should offer a
  partnership to Moska, instead. At least he understands that
  the way to eliminate a rival is through action, not words.”
  Jolla then departs, leaving a ﬂabbergasted and furious Torga
  to shout at the heroes. “The deal is off!” he thunders. “Thraka!
  Get them out of my sight!” As Thraka and several armed body-
  guards herd the heroes out of the room, Torga bellows “And
  don’t come back until you’ve accomplished something useful!”
  Outside, Thraka returns the heroes’ weapons and warns
  them that they should stay away for a few days until Torga
  calms down. He says that if they want to get in Torga’s
  good graces again, they could eliminate Doronnar, Moska’s
  lieutenant. Thraka says that, according to his spies,
  Doronnar has just returned from a trip to Tatooine; his
  shuttle landed about an hour ago, and the Kubaz is visiting
  his mistress before reporting to Moska.
  If the heroes don’t catch on that something’s amiss, make
  secret DC 15 Knowledge (technology) or Astrogate checks for
  them. On a successful check, remind them that a comlink
  couldn’t have transmitted through hyperspace to contact
  Doronnar—not without a hypertransceiver relay. And unless
  Doronnar’s ship has a hypertransceiver itself (and Thraka can
  conﬁrm it does not), Doronnar couldn’t have received the
  transmission anyway, not until he arrived on Nar Shaddaa.
  Scene 5: 
  Gathering More Evidence
  If the heroes have deduced that Moska didn’t hire the assas-
  sins who attacked them, someone else must have, and
  Moap is a likely suspect. But back at Moap’s ofﬁce, the
  Kitonak is nowhere to be found. (He’s off meeting with
  Jolla.) The heroes can search his ofﬁce for clues, or they can
  slice his computer to ﬁnd out if the records he provided
  them were genuine.
  The heroes can ﬁnd the following with Search checks:
  1. An encrypted comlink set to the same frequency as the
  ones used by the assassins the heroes encountered
  after leaving Moap’s ofﬁce. (DC 25)
  2. A ﬂimsiplast printout of shipping schedules (corre-
  sponding to Torga’s spice shipments). (DC 20)
  3. A second ﬂimsiplast printout of shipping schedules
  (corresponding to Moska’s weapons shipments, which the
  heroes can verify with either Torga or Moska). (DC 20)
  4. A datapad of Moap’s schedule, including a recent note
  about a meeting at the Corusca Gem casino yesterday
  morning. (If the heroes check with the casino, they
  can discover that neither Torga nor Moska were at the
  Corusca Gem at the time, but Jolla was.) (DC 30)
  The heroes can employ Computer Use checks to learn the
  following from Moap’s computer terminal. (Each check
  takes 10 minutes.)
  1. Moap was taking payments from both Torga and
  Moska, hiring thugs and saboteurs to attack key work-
  ers and disable droids and freighters. (DC 25)
  2. The deposits in Moap’s account from Torga and
  Moska are sometimes only minutes apart—a tremen-
  dous coincidence, especially for a slow-talking
  Kitonak. (DC 25)
  3. Moap made a really large deposit yesterday, late in the
  day. The amount of this deposit exactly totals what
  Moap paid out to his thugs and saboteurs, plus a
  standard commission. (DC 30)
  KITONAK CONNECTION
  004
  Did Nomo Sliken survive the “Positive ID” mini-adventure? If so,
  the heroes can get a rematch. Moap has hired the Clawdite assas-
  sin to pose as him in case the heroes come back to his ofﬁce while
  the Kitonak is meeting with Jolla.
  CLAWDITE FIGHT
  
  Scene 6: Putting It Together
  Should the heroes choose to wait around for Moap, he’s
  not coming back until after Jolla has returned to Nal
  Hutta, but neither bribery nor threats work on the
  Kitonak now. He’s rich enough from Jolla’s payments not
  to need any amount the heroes can scrape together, and,
  as a Kitonak, he’s not terribly afraid of any torture they
  can devise.
  The heroes should have enough information to piece it all
  together for themselves, though:
  1. Moap’s records say he was taking payments from
  Torga and Moska—but neither Hutt has paid the crime
  broker for anything.
  2. Moap has met with Jolla at least once in the last two
  days, and shortly after one meeting made a large
  deposit that coincidentally totaled up to what Moap
  supposedly got from Torga and Moska.
  3. Moap knows the shipping schedules for both Hutts.
  4. Moap—not Moska—sent the assassins who tried unsuc-
  cessfully to kill the heroes, in the process conveniently
  providing more evidence that Moska was behind the
  plot against Torga.
  5. Jolla said that he had met Moap before.
  6. Jolla implied that he was negotiating with Moska as
  well as Torga. (Moska could conﬁrm this, if the heroes
  can gain an audience with him.)
  7. If Torga and Moska feud, the Hutt who stands to gain
  is Jolla; the loser is no longer a threat, and he can
  drive a harder bargain with the weakened winner.
  Scene 7: Denouement
  None of this information is conclusive, of course, but
  it would be good enough to convince Torga and
  Moska that their real enemy is actually Jolla. Do the
  heroes tell the Hutts that? Or is their silence worth
  more to Jolla?
  Each Hutt reacts differently, depending on which one (or
  which combination) the heroes go to.
  Torga
  Torga is still angry with the heroes and assumes they’re
  lying. They need to convince him to verify with Moska that
  the other Hutt had been negotiating with Jolla as well. If
  they pull this off, Torga happily gives the heroes the agreed-
  upon percentage he previously offered.
  Moska
  Moska doesn’t want to talk to the heroes, assuming they’re
  assassins from Torga. But if they gain an audience and tell
  their tale, Moska keeps the heroes in his ofﬁces, under
  guard, until he conﬁrms their story with Torga. Then Moska
  pays them 10,000 credits and dismisses them.
  Torga and Moska
  Assuming the heroes can arrange a peace talk with the
  two rival Hutts, they can lay out their information to
  both at once, and the two rivals quickly conclude that
  they’ve been duped. Torga gives the heroes their
  percentage, and Moska pitches in by covering half the
  cost for Torga.
  Jolla
  The heroes have to hurry to catch Jolla before he returns
  to Nal Hutta; he won’t see them in his palace. If the
  heroes didn’t come equipped with a reason not to dispose
  of them (like copies of the information going to Torga
  and Moska), Jolla has his bodyguards (six low-level
  mercenaries and three DZ droids) attack them. But if the
  heroes covered themselves, Jolla pays them 25,000 credits
  worth of hush money—and warns them that if they try to
  sell the information to Torga or Moska afterward, he’ll
  put bounties on them.
  Jolla and either Hutt
  Jolla makes the best of the situation, declaring that he had
  already decided to sponsor the Hutt he’s with at the time.
  Together, Jolla and this Hutt can ﬁnancially devastate the
  other. Whichever Hutt he’s with pays the heroes as
  described above.
  All three Hutts
  This version turns into a free-for-all. Shortly after the
  shouting starts, Jolla quietly signals for his bodyguards to
  come in and open ﬁre—as do Torga and Moska. If Torga
  survives, he gives the heroes the agreed-upon percentage. If
  Moska survives, he deposits 5,000 credits in an account for
  them. If Jolla survives, he immediately puts bounties on all
  their heads. (If the heroes don’t stick around, the GM should
  rule that Jolla doesn’t survive the combined wrath of the
  two younger Hutts—unless, of course, the GM wants boun-
  ties on the heroes’ heads . . .)
  Supporting Cast
  For most of the characters that the heroes meet, the GM
  can use various archetypes from Chapter 14 of the Star
  Wars Roleplaying Game; on Nar Shaddaa, the outlaw,
  smuggler, thug, and trader archetypes would be good
  choices. For the various Hutts’ bodyguards, use mercenaries.
  For the hired assassins who attack the heroes, use thugs.
  Thraka Duroth’s stats appear in the mini-adventure
  “Positive ID.”
  Torga, Hutt Crime Lord
  Torga isn’t very high up in the hierarchy of the Hutt
  kajidics, but he’s wise enough to know that his day will
  come, if he can be patient and careful. Part of his plan is to
  forge an alliance with his uncle, Jolla the Hutt, to combine
  their spice-smuggling operations. Unfortunately, his erst-
  while partner, Moska, has taken exception to being cut out
  of the deal and seeks to ruin Torga’s chances with Jolla.
  What he doesn’t realize is that Jolla is playing Torga against
  Moska, in an effort to keep the two younger Hutts from
  joining forces against him.
  Torga: Male Hutt, Noble 5/Scoundrel 3/Crime Lord 2;
  Init –2 (–2 Dex); Def 14 (+7 class, –2 Dex, –1 size); Spd 2m;
  VP/WP 67/17; Atk +7/+2 melee (1d4+2, unarmed) or +5/+0
  ranged (3d6, mastercrafted blaster pistol); SQ +6 species
  bonus on Will saves against mind-affecting Force powers,
  can’t be knocked prone, bonus class skill (Bluff), favor (+2),
  inspire conﬁdence, noble resource access, coordinate (+1),
  illicit barter, lucky (1/day), precise attack (+1), contacts,
  KITONAK CONNECTION
  005
  
  crime lord resource access; SV Fort +5, Ref +6, Will +9; 
  SZ L; FP 3; DSP 13; Rep +4; Str 14, Dex 7, Con 17, Int 14,
  Wis 13, Cha 14. Challenge Code E.
  Equipment: Mastercrafted blaster pistol (+2), repulsor
  sled, encrypted comlink, penthouse apartment on Nar
  Shaddaa, bodyguards, slaves, droids, private space transport,
  large amounts of criminally acquired wealth.
  Skills: Appraise +13, Bluff +17, Diplomacy +17, Gamble
  +7, Gather Information +14, Intimidate +11, Knowledge
  (business) +13, Knowledge (Nal Hutta) +12, Knowledge
  (streetwise) +15, Profession (criminal) +11, Read/Write Basic,
  Read/Write Huttese, Sense Motive +11, Speak Basic, Speak
  Huttese, Speak Rybese, Speak Shyriiwook.
  Feats: Infamy, Persuasive, Skill Emphasis (Diplomacy),
  Skill Emphasis (Intimidate), Trustworthy, Weapon Group
  Proﬁciencies (blaster pistols, simple weapons).
  Jolla, Hutt Crime Lord
  Torga’s uncle Jolla is the mastermind behind the plot to
  make Torga look incompetent—though the real goal is to
  keep Torga and his old friend Moska at each other’s throats,
  and away from Jolla’s. Jolla is a devious old Hutt and has
  recognized that, working together, Torga and Moska could
  wear him down within a decade or two. So Jolla contracted
  Moap the crime broker to hire thugs and saboteurs to attack
  both younger Hutts, and make it look as though each was
  trying to eliminate the other. Meanwhile, Jolla pretends to
  be secretly supportive of both Hutts, but “concerned” about
  their recent troubles—giving Torga and Moska even more of
  a reason to destroy one another.
  Jolla: Male Hutt, Noble 5/Scoundrel 3/Crime Lord 5; Init
  –2 (–2 Dex); Def 14 (+7 class, –2 Dex, –1 size); Spd 2m;
  VP/WP 87/16; Atk +8/+3 melee (1d4+2, unarmed) or +7/+2
  ranged (3d6, mastercrafted blaster pistol); SQ +6 species
  bonus on Will saves against mind-affecting Force powers,
  can’t be knocked prone, bonus class skill (Gather
  Information), favor (+2), inspire conﬁdence, noble resource
  access, coordinate (+1), illicit barter, lucky (1/day), precise
  attack (+1), contacts, resource access, inspire fear (–2),
  minions; SV Fort +5, Ref +7, Will +11; SZ L; FP 4; DSP 16;
  Rep +7; Str 15, Dex 6, Con 16, Int 17, Wis 14, Cha 15.
  Challenge Code F.
  Equipment: Mastercrafted blaster pistol (+2), repulsor
  sled, encrypted comlink, small palace on Nal Hutta, pent-
  house apartment on Nar Shaddaa, bodyguards, slaves,
  droids, private space transport, large amounts of criminally
  acquired wealth.
  Skills: Appraise +19, Bluff +18, Computer Use +9,
  Diplomacy +20, Gamble +10, Gather Information +20,
  Intimidate +9, Knowledge (business) +14, Knowledge
  (Nal Hutta) +16, Knowledge (streetwise) +19, Listen +6,
  Profession (criminal) +16, Read/Write Basic, Read/Write
  Huttese, Sense Motive +14, Speak Basic, Speak Huttese,
  Speak Quarrenese, Speak Ryl, Speak Shyriiwook, 
  Spot +6.
  Feats: Infamy, Persuasive, Skill Emphasis (Bluff), Skill
  Emphasis (Diplomacy), Skill Emphasis (Profession: criminal),
  Trustworthy, Weapon Group Proﬁciencies (blaster pistols,
  simple weapons).
  Moap, Kitonak Crime Broker
  Moap maintains a small, shabby ofﬁce on the lower end of
  Nar Shaddaa’s mid-levels, but he mostly operates in dark,
  secluded bars, where he can meet his clients and operatives
  in privacy and anonymity. A shrewd negotiator, Moap feigns
  disorganization and indecisiveness, but he has a quick mind
  (especially for a Kitonak) and nerves of durasteel. Like all
  Kitonaks, he does most everything very, very slowly; Moap
  usually takes a long time to respond to anything said to him.
  Moap: Male Kitonak, Diplomat 7; Init –1 (–1 Dex); Def 11
  (+2 class, –1 Dex); Spd 6m; VP/WP —/16; Atk +3 melee
  (1d4, knife) or +3 ranged (3d6, mastercrafted blaster pistol);
  SQ +4 species bonus on checks against Bluff, Diplomacy,
  and Intimidate; SV Fort +7, Ref +1, Will +7; SZ M; FP 2;
  DSP 7; Rep +2; Str 11, Dex 9, Con 16, Int 14, Wis 14, 
  Cha 12. Challenge Code C.
  Equipment: Mastercrafted blaster pistol, encrypted
  comlink, multiple credit chips (26,000 credits) and code
  cylinders, multiple datapads, computer.
  Skills: Bluff +17, Computer Use +12, Diplomacy +17,
  Gather Information +13, Intimidate +7, Knowledge (street-
  wise) +12, Read/Write Basic, Read/Write Huttese,
  Read/Write Kitonese, Sense Motive +15, Speak Basic, Speak
  Huttese, Speak Kitonese.
  Feats: Great Fortitude, Persuasive, Skill Emphasis (Sense
  Motive), Trustworthy, Weapon Group Proﬁciency (blaster
  pistols).
  Arakyd Industries DZ Series 
  Tracker Droids
  The tracker droids that attack the heroes on the way back
  from Moap’s ofﬁce are Arakyd Industries DZ Series tracker
  droids, purchased by Moap on Jolla’s behalf. The DZ Series
  droids here are almost identical to those found in the Arms
  & Equipment Guide, but as with most droids bought and
  sold on Nar Shaddaa, they speak Huttese rather than Basic.
  While attacking, the droids utter simple phrases like
  “Surrender and you will not be harmed,” though they attack
  anyone, armed or not. Somewhat easily confused, the DZs
  might accidentally attack their assassin companions, at the
  GM’s discretion.
  DZ Series: Hovering tracker droid, Scout 5; Init +1
  (Dex); Defense 16 (+4 classes, +1 Dex, +1 size); Spd 10m;
  VP/WP 26/10; Atk +4 melee (2d6 or DC 10 stun, elec-
  troshock probe) or +5 ranged (3d6, blaster pistol); SQ
  Trailblazing, heart +1, skill mastery (Spot), extreme effort,
  uncanny dodge; SV Fort +3, Ref +4, Will +6; SZ S;
  Face/Reach 2 m by 2 m/2 m; Rep +1; Str 10, Dex 12, 
  Con 10, Int 10, Wis 16, Cha 8. Challenge Code C.
  Equipment: Blaster pistol, comlink, electroshock probe,
  locked access, repulsorlift unit, sensors (infrared vision, tele-
  scopic vision, 360-degree vision), vocabulator).
  Skills: Computer Use 8 ranks (+8), Hide 8 ranks 9 (+13),
  Listen 8 ranks (+11), Read/Write Huttese, Search 8 ranks (+8),
  Speak Huttese, Spot 8 ranks (+11), Survival 8 ranks (+14).
  Unspent Skill Points: 0.
  Feats: Ambidexterity, Point Blank Shot, Skill Emphasis
  (Survival), Track, Weapon Group Proﬁciencies (blaster
  pistols, blaster riﬂes, simple weapons).
  KITONAK CONNECTION
  006
  
  Awarding Experience
  Because “The Kitonak Connection” can be adapted to parties
  of any level, the GM must adjudicate just how challenging it
  was and, therefore, how much experience it’s worth. A party
  of 6th-level heroes should ﬁnd this adventure challenging,
  though, so awarding somewhere between a total of 1,800
  and 2,000 experience should sufﬁce.
  Further Adventures
  Should the heroes remain on Nar Shaddaa, they might have
  a Hutt or two who owes them a favor, but they probably
  also have at least one Hutt who holds a grudge. Further
  adventures might involve bounty hunters looking for the
  heroes or even outright attacks on the group.
  Moap, though, is a neutral ﬁgure in all such dealings, and
  he could become a valuable aid, if not an ally. The Kitonak
  can ﬁnd work for the heroes or warn them (for a price)
  about threats to their well-being.
  About the Author
  JD Wiker is an Indianapolis native who has been profession-
  ally designing games since 1995. He started by designing
  material for the Ars Magica roleplaying game and Vampire:
  Dark Ages. He joined the roleplaying game team at Wizards
  of the Coast in 1998 to write for the ﬂedgling ALTERNITY
  line, including the DARK*MATTER campaign setting. In late
  1999, JD began work on Wizards’ Star Wars Roleplaying
  Game, and he became the primary Star Wars RPG designer
  until he left the company in 2002. A few short weeks later,
  JD began making plans with Rich Redman, Stan!, and Marc
  Schmalz to create The Game Mechanics, a game design
  studio creating d20 products compatible with the DUNGEONS
  & DRAGONS and d20 MODERN roleplaying games. Check out
  their site on the web at www.thegamemechanics.com.
  KITONAK CONNECTION
  007
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 06) - The Kitonak Connection.pdf