TEXT: By JD Wiker 
  Rebel Jedi
  A Free Star Wars Miniadventure
  
  REBEL JEDI
  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
  LELAND Y. CHEE
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  “Rebel Jedi” is a Star Wars Roleplaying Game miniadven-
  ture for four player characters of 15th level, set about 12
  years after the Battle of Yavin. The heroes should be at least
  sympathetic to the New Republic, but they don’t need to be
  actual Rebels. The adventure assumes that the heroes would
  be willing to help Jedi Master Luke Skywalker track down
  and apprehend a rogue Jedi, without payment. If the heroes
  are a bit more mercenary than that, you might have to
  adjust the speciﬁcs. The party should include at least one
  Force-user, though that character needn’t be a Jedi.
  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 and the Galactic
  Campaign Guide. A copy of Starships of the Galaxy, The
  Dark Side Sourcebook, and the Power of the Jedi
  Sourcebook might come in handy as well, but they are not
  vital.
  Adventure Synopsis
  The heroes are contacted by Jedi Master Luke Skywalker to
  help him locate a Jedi student who has disappeared—and
  may possibly have gone over to the dark side.
  Lieutenant Dal Konur had served with distinction in the
  Rebel Alliance as a SpecForce trooper. Highly trained and
  extremely motivated, he was indomitable in combat and a
  master of inﬁltration. When his nascent Force abilities
  began to surface, he took the advice of New Republic
  Councilor Borsk Fey’lya and sought training at the Jedi
  Academy. But old ways died hard, and Lieutenant Konur
  couldn’t grasp why the Jedi didn’t use a weapon as potent
  as the Force to end the conﬂict with the Empire once and
  for all. Disgusted, he took matters into his own hands,
  stowing away aboard the Academy’s supply ship and head-
  ing out into parts unknown.
  Luke wants the heroes to go look for Dal and bring him
  back to Yavin 4 before the student can do something he’ll
  later regret. But it won’t be easy: Dal Konur is a dangerous
  adversary, and Luke wants him brought back unhurt.
  Making matters worse, it’s almost certain that Dal is head-
  ing into Imperial space, so not only must the heroes ﬁnd a
  single highly trained inﬁltrator, but if they don’t ﬁnd him
  fast, they may have to look for him in hostile territory.
  The trail leads the heroes on a chase throughout the
  fringes of New Republic space, perilously close to
  Imperial territories. Never staying in any place for very
  long, Dal visits a cantina on Ord Mantell, then a ware-
  house on Wayland, and ﬁnally the shipyards at Bilbringi.
  Here Dal buys a small freighter and prepares to leave for
  Imperial space.
  The heroes catch up to Dal in a hangar bay, where his
  new ship is warming up for departure. Dal comes out to
  meet them and says that unless they’ve come to help him,
  he’s going to have to ensure that they don’t interfere. Dal
  has rigged up a few surprises in the hangar bay, and he uses
  them to separate and attack the heroes, hoping to escape in
  the confusion.
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  This d20 System™ game utilizes mechanics developed for the new 
  DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, 
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  003
  Adjusting for Level and Era
  The level and era of “Rebel Jedi” can be adjusted as you see
  ﬁt. The events could just as easily take place during the
  Clone Wars, with battle droids and super battle droids
  taking the place of stormtroopers, or during the Yuuzhan
  Vong invasion, with the heroes striving against Peace
  Brigade agitators in Vong-friendly territory. Perhaps the
  only era that doesn’t really work at all is during the Galactic
  Civil War itself, before Luke Skywalker has begun training
  students (and there are no other Jedi Masters available to
  do so).
  If the heroes average higher than 15th level (or if there
  are more than four of them), you should give Dal additional
  levels of soldier or elite trooper to make sure he’s a suitable
  challenge.
  Getting the 
  Characters Involved
  If the heroes aren’t sympathetic to the New Republic and
  don’t really care about a wayward Jedi student, this adven-
  ture isn’t for them. But if they’re liable to respond to a call
  for assistance from Master Skywalker or the New Republic,
  they can easily be contacted by Luke (or anyone else in the
  New Republic hierarchy with whom they might previously
  have dealt) and asked to visit Yavin 4 as soon as possible.
  If the heroes are the mercenary type, or if, for some
  reason, they don’t get along well with Skywalker, they
  should receive a transmission from New Republic Chief of
  State Leia Organa Solo, promising them a suitable reward
  (say, 15,000 credits each) to assist the Jedi Academy. And if
  they’re really being greedy, she promises them 3,000 credits
  each just to go hear what Luke has to say.
  The Heroes’ Ship
  Quite likely, a group of 15th-level heroes already have their
  own ship. The adventure might not work as well if the
  heroes have a capital ship at their disposal (depending on
  the model) or a particularly large space transport.
  If the heroes don’t have their own ship, Luke can arrange
  with the New Republic to loan them a small freighter: a
  YT-1300, if the GM doesn’t have another ship in mind. For
  that matter, if their ship is particularly noticeable, Luke
  encourages them to use something less likely to gather
  attention.
  Scene 1: Interview 
  with the Jedi Master
  The heroes can set down (either in their ship or in a shuttle)
  on Yavin 4 on a broad, ﬂat area in front of the ancient
  Great Temple—the very place from which, a dozen years
  before, the Rebel Alliance launched its tiny contingent of
  starﬁghters to attack and ultimately destroy the original
  Death Star. The makeshift landing pad is clear of other
  craft, and the landing itself goes smoothly. But as soon as
  the heroes emerge from their ship, they see Luke Skywalker
  waiting for them.
  Luke leads the group into the Great Temple, where a young,
  dark-haired Human male (Kyp Durron, one of Luke’s most
  promising students) is just ﬁnishing laying out refresh-
  ments—simple fare, little better than military rations with
  some fresh fruit thrown in. After everyone’s had a chance to
  refresh themselves, Luke explains why he needs their help.
  More Information
  If the heroes accept, Luke says that he can’t offer much in
  the way of help. “I can give you a few supplies—and some
  stun grenades, in case you get close enough to use them—
  but I can’t go with you. Dal would detect my presence in
  the Force as soon as I got close, and with his abilities, he
  could disappear before I ever saw him. But he doesn’t know
  you, so you might have a better chance of catching him by
  surprise.”
  If the heroes have more questions, the GM can use the
  following information to supply answers:
  Where was he last seen? Dal was last seen here at
  the school, but Peckhum, the freighter pilot who brings
  supplies to the Academy, found himself in an Ord Mantell
  cantina, with no recollection of having landed there. Luke
  believes that Dal stowed away aboard Peckhum’s ship, then
  used a Jedi mind trick to get the old pilot to take him
  “One of my students may have become seduced by the
  dark side. Dal Konur was a lieutenant in the Rebel
  Alliance’s special forces until about two months ago,
  when we discovered that he had Force potential. He
  came here for training, and he had a natural gift for
  clouding weak minds—which is why, I suspect, he was
  so good at inﬁltration in SpecForce.
  “But Dal came here with an agenda. He’s still very
  much a soldier, and he wants to see the end of the war
  with the Empire. Unfortunately, Dal doesn’t want to
  wait for our two governments to arrange a lasting
  peace. He told me that a surgical strike by Jedi Knights
  at the ruling council of Moffs would leave the Empire
  without leaders, allowing the New Republic to move in
  and neutralize the entire Imperial ﬂeet.
  “Unfortunately, I couldn’t support any plan involving
  the assassination of sentient beings, so I advised Dal to
  reconsider. Apparently, he did—just not in the way I’d
  hoped. I found notes in Dal’s room that suggested he
  might have been exploring the ruins of some of Yavin
  4’s old Sith temples. If so, he may have come into
  contact with—or perhaps been seduced by—a dark side
  spirit. We’ve had a bit of trouble with one here before.
  If so, if he’s on his way to use the dark side to defeat
  the Empire, he may unwittingly unleash an even
  greater evil.
  “I need you to stop him. But gently, please. He’s a
  student, and a friend, and he doesn’t deserve to be
  killed or maimed just for trying to end a war the only
  way he knows how. Will you go after Dal Konur and
  bring him back before he does something we’ll all
  regret?”
  “Greetings,” says the young Jedi Master. “I’m Luke
  Skywalker, for those of you who don’t know me. I
  thank you for coming so quickly. Please come with me
  to the dining hall, where we can talk.”
  REBEL JEDI
  003
  
  where he wanted to go. That spaceport is as good a place as
  any to start looking.
  How skilled is Dal Konur as a Jedi? Dal had
  picked up a few tricks by himself over the years, but here at
  the Academy, he mostly practiced the basics. He had a gift
  for the Jedi mind trick, however.
  Does Dal have a lightsaber? He hadn’t been at the
  school long enough to learn how to build his own, but he’s
  clever and resourceful, so Luke wouldn’t put it past Dal to
  know where he could get one.
  Getting Under Way
  If the heroes don’t have their own nonlethal weapons, Luke
  Skywalker offers them two stun batons and a case of a
  dozen stun grenades (from supplies left after the Rebels
  departed). “When you ﬁnd Dal, don’t hesitate to use these.
  He’s a professional soldier, and he won’t give you an oppor-
  tunity to subdue him. I don’t want you to hurt him, but
  he’s not likely to feel the same way about you.”
  Assuming the heroes don’t need anything that the
  Academy can provide (which isn’t all that much, really),
  Luke sees them off.
  Scene 2: Ord Mantell
  Ord Mantell is a good day-and-a-half’s journey through
  hyperspace from Yavin 4. It is technically part of the New
  Republic, but being so close to Imperial space, it gets a fair
  share of nonmilitary Imperial trafﬁc—as well as a large
  number of smugglers. The orbital space station known as
  the Jubilee Wheel is a popular attraction for spacers, but the
  heroes’ destination is the Mud Puddle cantina on Ord
  Mantell’s surface.
  The Mud Puddle
  Aptly named, the Mud Puddle, a former speeder garage
  converted to a cantina, sits beside a small, murky pond, part
  of which blocks the entrance. If you want to walk in, your
  feet are going to get wet. The clientele are almost entirely
  locals, and they gaze in undisguised suspicion at any
  stranger who walks through the door. GMs can use the
  cantina map on page 53 of the Galactic Campaign Guide
  as a reference.
  Dal Konur came here because one of the regulars, a man
  named Arthen Brutt (at one time a smuggler, until his ship
  broke down) claimed to have made a few trips into the
  ruins of Mount Tantiss, on Wayland, before the New
  Republic moved in and shut the place down. Brutt carried
  away a good-sized haul of Old Republic artifacts, but he
  was never able to get them off Wayland—where they still
  rest, stored away in a warehouse. With a little Jedi persua-
  sion, Dal got the location of the warehouse out of the
  smuggler and departed for Wayland.
  The heroes can use Gather Information (DC 15 and 100
  credits) or some other means of persuasion to learn that a
  man ﬁtting Dal Konur’s description showed up here about a
  week ago with Old Peckhum, and then had a long conversa-
  tion with Arthen Brutt. No one overhead the
  conversation—the stranger made it clear that he didn’t want
  anybody else around—but Brutt later said that the stranger
  had seemed interested in ﬁnancing repairs to Brutt’s ship,
  for a share of the proﬁts.
  Brutt (a mid-level smuggler; see Chapter 14: Allies and
  Opponents, in the revised core rulebook) is happy to talk
  about his conversation with the stranger, provided the
  heroes buy him a few drinks. He repeats the information
  above, and says that the man had seemed sincerely inter-
  ested in getting Brutt back on his feet. The man had left,
  saying he would return in a few weeks. “But I must have
  been pretty drunk,” Brutt says, “because I can’t remember
  his name to save my life.”
  The smuggler can offer no other information; his recol-
  lection of the conversation is rather hazy. However, if the
  heroes ask about what was in the warehouse, Brutt says that
  it was “some relics from the last days of the Old Republic:
  sculptures, some paintings, old datapads, a few old blasters,
  and some droid parts.”
  Local Trouble
  As the heroes are ﬁnishing up their talk with Brutt, several
  locals come in, and though they’re jovial enough at ﬁrst,
  their mood turns sour when they see the heroes. “You,” says
  the lead local, pointing at Brutt. “Out.” Brutt complies
  (assuming the heroes let him), and the local, a big man with
  a tattoo of a Mantellian savrip on his chest, turns his atten-
  tion to the heroes. “I reckon these are the ones, boys,” he
  says to his companions. “Remember: We don’t have to kill
  them—we just have to make sure they don’t leave Ord
  Mantell any time soon.” With that, the locals produce an
  assortment of melee weapons and a few battered, late-
  model blaster pistols.
  If the heroes don’t initiate combat, the locals do (or try
  to). Carry out the combat, treating the locals as mid-level
  thugs, and their leader as a mid-level outlaw (see Chapter
  14: Allies and Opponents, in the revised core rulebook). He
  REBEL JEDI
  004
  If any of the heroes are Force-Sensitive, Skywalker remarks on
  this fact. “I hadn’t heard that you had Jedi training,” he says.
  “Perhaps, when things are a little less chaotic, we can share what
  we’ve both learned. I may be the teacher here, but I’m also a
  student.” If the hero is agreeable, Luke even suggests that they
  spar—with lightsabers set on low power, of course—to give each
  other a good challenge. “Some of my students here—Keiran
  Halcyon and Kam Solusar in particular—are gifted lightsaber
  duelists, but neither has all that much experience as yet.”
  Should a hero accept Luke’s offer, the sparring takes place on
  the landing pad, and if the hero wins, Luke takes it in good grace.
  He comments on the hero’s ﬁghting style, no matter who wins,
  and asks about the hero’s experiences with the Force. If the hero
  seems amenable, Luke asks if he or she would be interested in
  teaching, at least part time, at the Academy. “I can’t always be
  here, and it’s unfair to always rely on Kam and Tionne to ﬁll in. It
  wouldn’t be a full-time commitment—unless that’s what you
  want—but I’d appreciate any help you could give.” If the hero
  spends at least a few weeks at some point training at the
  Academy, he or she can consider Luke a contact. (See Favors and
  Contacts in Chapter 12: Gamemastering, in the Star Wars
  Roleplaying Game revised core rulebook.)
  JEDI CHARACTERS AND THE ACADEMY
  
  and one of the other thugs carry the blaster pistols; every-
  one else has either a club or a knife. They aren’t really a
  match for the heroes, but that’s not the point. Their leader
  is under the effect of one of Dal Konur’s Jedi mind tricks,
  led to believe that anyone who came around to question
  Arthen Brutt was a New Republic ofﬁcial looking to put a
  stop to savrip hunting (which has been marginally illegal for
  the past few decades, though the Empire barely enforced
  that particular law). Since these locals make their living
  hunting savrips, they naturally want to ensure that no New
  Republic bureaucrats threaten their livelihoods.
  Once the ﬁght is over—if the heroes didn’t use some other
  method to avoid a tussle—the heroes can pick up all of this
  information from the bartender. “It’s all they’ve been talking
  about since that stranger was here. It doesn’t make any
  sense to me, that the New Republic would choose that
  particular law to start enforcing on this backwater planet,
  but those guys sure thought it sounded reasonable. I guess
  I should report this, but you seem like nice people, so I’ll
  wait until after you’ve had a chance to clear out.”
  What the bartender isn’t telling them is that he, too, had
  a conversation with the stranger, with clear instructions to
  place a personal ad in a Bilbringi news service should other
  strangers come in and tangle with the local savrip-hunters—
  especially if any of the strangers seemed like they might be
  Jedi. Dal Konur has used what little Jedi training he has to
  make sure not only that anyone who pursues him is slowed
  down, but also that he hears about it.
  Scene 3: On to Wayland
  With the lead that Dal Konur was asking questions about a
  warehouse on Wayland, the heroes should be prepared to
  make Wayland their next stop. They can bribe or mind-trick
  the warehouse’s location out of Brutt (he’s not hard to ﬁnd,
  once the local thugs have been dealt with), or they can use
  Computer Use (DC 20) to check records on Wayland and
  ﬁnd out which warehouses Brutt had rented.
  Dal did, in fact, come to this warehouse, using stealth
  and a mind trick or two to get past the guard long enough
  to search the boxes and crates inside. Eventually, he found
  what he wanted: several crates of Old Republic-era
  weapons—and the lightsaber of a long-dead Jedi Knight.
  What he couldn’t carry, he transferred to another warehouse
  in the same complex, and then came back during normal
  business hours to remove the stuff, as legal as could be.
  The Warehouse
  The warehouse in question is just one in a row of feature-
  less, newly constructed warehouses in New Nystao, the
  unofﬁcial “capitol” of Wayland since the destruction of
  nearby Mount Tantiss. Still little more than a prefabricated
  village, New Nystao is populated by Humans, local Psadans
  and Myneyrsh, and a sizeable contingent of Noghri
  displaced from their homeworld of Honoghr. But as the
  main starport on the planet, New Nystao is growing quickly.
  The heroes can ﬁnd the warehouse with a great deal of
  ease, but getting in past Flissar, the Noghri caretaker,
  requires some work. Flissar (treat him as a mid-level
  Republic Peace Ofﬁcer; see Chapter 14 of the revised core
  rulebook) not only takes his job very seriously, but also
  knows each and every one of his customers by smell, and
  none of the heroes are Arthen Brutt. “If you are not the
  owner, you do not gain access. Rules.” He refuses to be
  bribed, though a good Bluff might get by him. If all else
  fails, there’s always Affect Mind.
  Flissar is particularly anxious about this particular ware-
  house because he thinks someone tried to break into it
  about ﬁve days ago. The Noghri never saw anyone, but he
  had the distinct feeling that someone was inside the ware-
  house compound. His keys even disappeared for a time.
  Flissar was on his way to call the New Nystao police when
  he found his keys lying on the ground near his guard
  station. The whole matter was very confusing, and he’s
  determined not to let anything like it happen again.
  Even if the heroes gain access to the warehouse in ques-
  tion, it’s a dead end. Certainly, it’s ﬁlled with art and
  treasures from a dozen Empire-plundered cultures, and they
  ﬁnd pretty clear indications that several crates have been
  removed, but there’s no information inside regarding where
  Dal Konur might have gone next. For that, they’ll need to
  look at the rental records for the past week. A cursory check
  (DC 20 Computer Use) reveals that a Human named Streen
  rented the warehouse next to Arthen Brutt’s the day before
  the incident Flissar described, and then closed the account
  the next day. Everything that was in that warehouse was
  picked up by a shipping service (Hyperspeed Express).
  Hyperspeed Express
  Perhaps unsurprisingly, the clerk at Hyperspeed Express is
  also a Noghri (a mid-level administrator; see Chapter 14 of
  the revised core rulebook), and she’s similarly reluctant to
  share information. Unless the heroes can produce a New
  Republic court order, countersigned by the local magistrate,
  instructing her to cooperate, the Noghri (Smekt by name)
  has no intention of breaking company policy. “For all I
  know, you are Imperial Intelligence,” Smekt tells the heroes.
  “No good.”
  The heroes can use tactics on Smekt similar to those used
  on Flissar, or they can make arrangements to get the court
  order she’s requesting (which takes a lightning-fast three
  days). Once she’s willing to give up the information, she
  says that “Streen” was a young Human male with a military
  smell about him. He paid with a cashier’s check drawn on a
  local account, and had all of his freight shipped to a
  Hyperspeed Express drop ofﬁce at the Bilbringi orbital ship-
  yards. “I actually have another package here that I’m
  supposed to ship to him.”
  If the heroes convince her to show them the package,
  they might be surprised to ﬁnd that it’s an empty envelope.
  Once again, Dal has used a Jedi mind trick to arrange for an
  update on his hunters’ progress. Unless the heroes take the
  entire envelope away from her, Smekt dutifully reseals it and
  sends it on to the Bilbringi drop ofﬁce.
  Scene 4: Finally, Bilbringi
  The Bilbringi system, in the Inner Rim Territories, has been
  under New Republic control only since the Battle of
  Bilbringi, which occurred a few years ago. In that battle, the
  forces of Grand Admiral Thrawn were ﬁnally vanquished.
  But while the Bilbringi shipyards were used as a depot by
  REBEL JEDI
  005
  
  the Empire, commercial ships (both the legal and the illegal
  kind) have always been allowed there.
  The very fact that many of the ships that visit Bilbringi
  were originally registered under the Empire is why Dal Konur
  is here. Dal wants to buy a small, one-man freighter that can
  slip into Imperial space relatively unchallenged. Unfortunately
  for him, such ships aren’t as common at Bilbringi as they
  once were, and so he wasn’t able to procure an appropriate
  craft until about the same time the heroes arrived. Now it’s a
  question of whether they can locate his new ship before he
  has it prepped for his trip into Imperial space.
  The HE Drop Office
  The Hyperspeed Express ofﬁce at the Bilbringi shipyards is
  located off the shipyards’ main habitation area, in a semi-
  industrial ofﬁce “park” area. The ofﬁce is run by an
  extremely helpful Rodian female named Zindra. She tells the
  heroes that she really isn’t supposed to give them informa-
  tion from the company computer, but her boss isn’t in right
  now, and the heroes seem like they really need it.
  Unfortunately, the records in her computer aren’t all that
  informative: The recipient of the cargo sent a Sullustan
  dockworker with a hover cart to pick everything up. Since
  there are hundreds of independent dockworkers making a
  living by running errands for the ship crews that come
  through the shipyards, ﬁnding out exactly which of them it
  was could take days.
  At this point, the heroes can try a few different tactics to
  ﬁnd Dal Konur:
  Gather Information (Dal Konur)
  Describing Dal Konur to various people around the docks
  allows the heroes to make a Gather Information check (DC
  15, 100 credits), but it’s no use; no one can remember
  seeing anyone who looked like that. Even the dock ofﬁcials
  can’t recall someone ﬁtting that description. (Dal has been
  using Hide and Affect Mind to get to and from his hangar.)
  Gather Information (Dockworker)
  Making Gather Information checks (DC 25, 500 credits) to
  track down the dockworker rapidly turns out to be a dead
  end. The dockworker was Rian Vitt, but he can’t remember
  to which dock he delivered the crates, or who paid him for
  the job. He jokes that ordinarily, he’d say this because he
  was looking for a bribe, but this time, he honestly can’t
  recall. (Dal used Affect Mind on Rian Vitt to keep him from
  remembering which hangar bay Dal was in.)
  Gather Information (Memory Loss)
  Because Dal Konur has relied heavily on Affect Mind to
  make people forget that they’ve seen him, it might occur to
  the heroes to ask around about anyone who’s displaying
  symptoms of memory loss. This check (DC 25, 500 credits)
  turns up a Human freighter captain named Jest Lar-Quain.
  Captain Lar-Quain recently sold his Firespray-31 to some-
  one, but he can’t remember who, and though he swears he
  was paid, he has no idea where the money is. Lar-Quain’s
  usefulness lies in the fact that he remembers his ship, and
  though the purchaser moved it to a new hangar bay, there
  are only so many Firespray-31s in dock at the moment, and
  a Computer Use check (DC 25) on the station’s records
  reveals that the one matching Lar-Quain’s description is in
  Hangar Bay 631-D.
  Scene 5: Hangar Bay 631-D
  Dal Konur has been busy getting his new ship ready for his
  trip into Imperial space, but not so busy that he hasn’t had
  time to prepare the hangar bay for intruders. Using the
  hangar bay map from page 61 of the Galactic Campaign
  Guide (note the nonstandard scale), Dal’s Firespray-31 is
  resting on the landing grid closest to the personnel entrance
  (Grid 1). The other two grids have no ships; the middle grid
  (Grid 2) is stacked high with crates and barrels, and Grid 3 is
  retracted down into the deck (see below).
  Among Dal Konur’s other preparations are the following:
  Landing Grid 2
  Dal has deliberately created a great deal of cover on Grid 2;
  should someone come after him while he’s still in the
  hangar bay, they’re liable to take advantage of all the boxes
  and barrels (which provide up to full cover, the way they’re
  arranged). The barrels, however, are loaded with liquid fuel
  (see page 61 of the Galactic Campaign Guide). And four of
  the crates, arranged at equal distances around the landing
  grid, contain Clone War surplus droidekas (see Chapter 15:
  Droids, in the revised core rulebook), rigged to deploy as
  soon as their crates are opened. And just in case the crates
  don’t accidentally break open during any ﬁghting, Dal has a
  thermal detonator attached to one of the barrels, rigged to
  explode by remote control. (Dal can remotely activate the
  detonator as a move action.)
  To make matters worse, Dal has bypassed the controls for
  both grids. As a move action, he can press a button on the
  remote he carries, causing Grid 2 to rapidly plunge 50
  meters down, and Grid 3 to simultaneously rise back up to
  the level of the deck.
  Characters at the bottom of the 50-meter shaft can try to
  climb out using the ladder rungs built into one wall of the
  shaft (Climb, DC 5), or they can look for a lift to bring them
  back up. The nearest lift is 200 meters down the largest of
  three maintenance tunnels, and it brings the character up in
  the next hangar—a 500-meter walk back to entrance to
  hangar bay 631-D.
  Landing Grid 3
  Dal has lowered this landing grid 50 meters down to the
  level of the maintenance tunnels, and arranged four E-Web
  blasters on it, each controlled by an automated sentry
  system (bypassing the need for the usual crew). Set on
  autoﬁre mode, each E-Web has ﬁve attacks per round, at
  +5/+5/+5/+0/–5. In most cases, this means that they’ll only
  hit on a natural 20. (On a natural 1, an automated E-Web
  accidentally attacks another E-Web, destroying it.)
  Between the four of them, the E-Web blasters cover
  nearly all of the hangar bay. Each is hooked into the hangar
  bay’s security cameras, and the system is programmed so
  that they attack anyone (except Dal Konur) who uses a
  weapon. Dal’s plan is to let the heroes attack him, prompt-
  ing the E-Webs to attack them, while he runs to his ship.
  Obviously, though, this doesn’t take place until Dal activates
  the remote, bringing the blasters up to the level of the deck.
  REBEL JEDI
  006
  
  Overhead Control Center
  From the overhead control center, the hangar bay controller
  can raise and lower the landing grids, lock or unlock the
  doors, raise and lower the turbolifts, operate the docking
  gantries, and activate or deactivate the magnetic ﬁeld lead-
  ing into space. (Deactivating it would create a vacuum in
  the hangar bay.)
  Not wanting to be at the mercy of the controller, Dal has
  used Affect Mind to convince each shift’s controller to
  reroute control of the hangar bay’s functions to a remote,
  which Dal now carries. Restoring control to the control
  center requires ﬁrst a Disable Device check (DC 25),
  followed by a Computer Use check (DC 35). Each check
  requires a full round.
  Turbolifts
  Dal has placed stun grenades with proximity fuses in two of
  the three turbolifts. Should anyone enter either of the
  trapped turbolifts (including Dal himself), the stun grenade
  detonates.
  Firespray-31
  The centerpiece of Dal Konur’s plan is the cockpit of the
  Firespray-31, where he has one of the off-duty hangar
  bay controllers, a Human male named Tomer, prepping
  the ship. Should anyone come near the ship, Tomer
  emerges and claims to be Dal Konur. “I should have
  known my plan wouldn’t work,” he tells them. “Please
  arrest me. I’ll go quietly.”
  Scene 6: Confronting 
  Dal Konur
  Dal doesn’t actually think that anyone will mistake
  Tomer for him, since the two men look nothing alike
  (though he’s pleasantly surprised if the trick does work).
  Instead, the idea is to use Tomer to lure the heroes onto
  Grid 2 and delay them long enough for Dal, working in
  the parts shop, to notice what’s happening (on a hangar
  bay monitor he’s set up) and activate the grid lifts. Once
  he’s successfully split the party, Dal emerges from the
  parts shop.
  Assuming any of the heroes are still on the deck level of
  the hangar bay, read the following text aloud:
  If the heroes actually decide to go with Dal Konur
  (and it’s not just a ruse to put him off guard), he takes
  them aboard his ship and departs the Bilbringi shipyards.
  The story will conclude in the next free online miniad-
  venture, “Nightsaber,” which will be posted to the Star
  Wars Roleplaying Game website next month.
  But if the heroes try in any way to stop Dal, read the
  following aloud (and feel free to trim it down to the last
  paragraph if the heroes attack without ﬁrst talking to Dal):
  Dal Konur: Male Human, Soldier 8/Elite Trooper 9/Jedi
  Guardian 1; Init +6 (+2 Dex, +4 Improved Initiative);
  Defense 23 (+2 Dex, +11 class); Spd 10 m; VP/WP 160/17;
  Atk +21/+16/+11/+6 melee (3d4+3, crit 18–20, unarmed
  strike) or+21/+16/+11/+6 melee (2d8+3, crit 19–20,
  lightsaber) or +21/+16/+11/+6 melee (1d4+5, knife) or
  +21/+16/+11/+6 ranged (3d8+5, heavy blaster pistol); SQ
  Uncanny dodge (retains Dex bonus, can’t be ﬂanked),
  weapon specialization (blaster pistol), deadly strike, deﬂect
  (defense +1); SV Fort +17, Ref +10, Will +7; SZ M; FP 6;
  DSP 2; Rep +7; Str 16, Dex 15, Con 17, Int 12, Wis 14, Cha
  12. Challenge Code G.
  Equipment: Heavy blaster pistol (mastercrafted +3
  damage), lightsaber, knife (mastercrafted +2 damage), 4
  stun grenades, hangar bay remote control, Firespray-31.
  Skills: Climb +15, Computer Use +12, Demolitions +12,
  Hide +14, Jump +15, Knowledge (tactics) +12, Listen +14,
  Move Silently +14, Pilot +6, Read/Write Basic, Repair +12,
  Speak Basic, Speak Bothese, Spot +14, Survival +7, Treat
  Injury +10.
  Force Skills: Affect Mind +5, Force Stealth +3.
  Feats: Advanced Martial Arts, Armor Proﬁciency (light,
  medium, heavy), Dodge, Force-Sensitive, Heroic Surge,
  Improved Initiative, Improved Martial Arts, Martial Arts,
  Mobility, Point Blank Shot, Precise Shot, Shot on the Run,
  Spring Attack, Weapon Focus (blaster pistol),Weapon Group
  Proﬁciency (blaster pistols, blaster riﬂes, heavy weapons,
  simple weapons, vibro weapons).
  Force Feats: Alter, Control.
  Fighting Dal Konur
  Dal Konur’s forte is inﬁltration, but he’s also an accom-
  plished soldier—and he’s certainly no fool. Though his
  combat skills are formidable, he knows that he can’t hope
  to best a trained Jedi Knight in a lightsaber duel. His plan,
  instead, is to just keep his opponents away from his ship
  while the E-Web blasters on Grid 3 slowly eliminate them,
  one by one. If he hasn’t activated the grid lifts yet, he does
  so as his ﬁrst action.
  “I should have known. You’ve got Luke’s ‘black-and-
  white’ view of life. You think that the Force should
  never be used aggressively. Well, that might be true in
  peacetime, but not in wartime. You do what you have
  to do, if it will stop more unnecessary bloodshed. But I
  guess the truth is lost on you.
  “So be it.” Dal’s hand jerks downward, and with a
  distinctive snap-hiss, he’s suddenly holding a
  lightsaber, with a blade so dark blue that it appears
  almost black. “Let’s get this over with.”
  “We’re on the same side,” says the hardened-looking
  ﬁgure that emerges from the hangar bay’s parts shop.
  “Come with me to Bastion. Help me end this war! We
  can slip into Imperial space, capture the entire Moff
  Council, and secure an Imperial surrender in one week.
  One week! Nobody else has to die! No one has to go
  over to the dark side! Luke can’t see that, but surely
  you can! Join me! We can end this destructive conﬂict
  and bring order to the whole galaxy!”
  REBEL JEDI
  007
  
  Dal Konur’s Tactics
  Dal’s overall goal is to get to his ship and ﬂy away. Anytime
  he has a choice between moving toward the ship and
  moving toward an opponent, he moves toward the ship. If
  he is ever in a position where he can get aboard the ship
  and close the main hatch before an opponent can follow
  him in, he does so. One round later, he begins powering up
  the ship’s engines (which takes 3 rounds, or 2 rounds if he
  makes a DC 10 Pilot check).
  Although Dal doesn’t want to kill or seriously injure any
  of the heroes, he believes strongly in his goal and in the
  “fair warning” rule. If he gives an opponent a chance to
  avoid serious injury, and the opponent doesn’t relent, Dal
  has no compunctions about causing even fatal wounds.
  Depending on his opponents, though, Dal uses different
  tactics:
  Versus Brawlers: The ﬁrst time Dal gets within 10
  meters of the turbolifts and has a full round worth of
  actions ahead of him, he races to the only one that isn’t
  booby-trapped with a stun grenade, slaps the “Close
  Door” button, and starts riding it up to the catwalk level.
  His goal isn’t actually to get to the catwalks, though;
  what he really wants is for someone else to follow him by
  jumping into one of the other turbolifts—and getting a
  face full of stun grenade. Once he reaches the catwalk
  level, he uses his remote to stop any turbolift that’s in
  motion, trapping any passengers between levels and
  effectively taking them out of the ﬁght. Otherwise, he
  does all he can to avoid getting into a brawler’s threat-
  ened areas (where he can be grappled).
  Versus Shooters: Dal hasn’t really learned much more
  than the basics of deﬂecting blaster shots with a lightsaber,
  and he hasn’t had a chance to practice since he left the Jedi
  Academy. So his preferred tactic against ranged combatants
  is to get behind cover and try to maneuver so that he can
  stay under cover while he heads for the Firespray-31. If an
  opportunity presents itself, though, Dal switches his blaster
  to stun and tries to stun his opponent.
  Versus Jedi: Dal has already taken the precaution of
  securing his lightsaber to his wrist with a length of
  wire-cored synthecord (DR 10, 5 wound points, break
  DC 26) to prevent Force-users from using Move Object
  to pull the lightsaber out of his hand. He’s done the
  same thing with the remote control, though he happily
  drops that in favor of his blaster pistol once the ﬁght
  gets started. (It takes a move action to ready the remote
  control again.)
  If Dal has more than 10 meters between himself and a
  character with a lightsaber, he uses his blaster pistol to
  attack the lightsaber, hoping to destroy it (and thus rid the
  character of his or her best weapon). If he has less than 10
  meters, but isn’t actually in combat, he tries the same
  basic tactic, but while ﬁghting defensively (taking a –4
  penalty on attacks, but gaining a +2 dodge bonus). If Dal
  is ever in an opponent’s threatened areas, he uses total
  defense, gaining a +4 dodge bonus to his Defense, and
  moves away.
  The Battle’s Outcome
  If Dal Konur is able to keep the heroes at bay long enough
  to get inside his starship and leave the hangar bay, he’s
  gone. He has too much of a head start, and though they
  know he’s headed to Bastion, they don’t know by what
  route. If the heroes wish to try to follow him, they can do
  so in the free online miniadventure “Nightsaber,” which will
  be posted to this website next month.
  If the heroes prevent him from taking his ship out of the
  hangar bay, Dal tries to escape into the shipyards’ labyrinth
  of maintenance tunnels (by jumping down the Grid 2 shaft,
  if necessary). He moves to the nearest one-man freighter he
  can ﬁnd and steals it—again, heading for Bastion.
  If the heroes defeat Dal Konur and he’s still conscious, he
  demands that he be put in New Republic custody. Since
  Luke Skywalker’s Jedi Academy doesn’t have any right to
  make arrests, there’s little the heroes legally can do to
  prevent it. Luke, if consulted, would prefer that the heroes
  remain with Dal until Luke can come and talk to his former
  student, but all Luke can do, ultimately, is let Dal go. Dal
  still has to face New Republic justice for a number of small
  crimes (stealing a ship being the most serious), but, with the
  Jedi mind trick at his disposal, Dal is conﬁdent he can get
  around that fairly easily.
  Wrapping Up
  Luke Skywalker is very pleased with the heroes if they have
  captured Dal Konur without seriously injuring him, and he
  apologizes for any difﬁculties they might have had in the
  process.
  Award experience for the encounters on Ord Mantell,
  Wayland, and the ﬁrst part of Bilbringi’s shipyards as
  though they were simple encounter goals (1,500 experience
  each). Award experience for the encounter with Dal Konur
  as though it were a challenging encounter (4,500 experi-
  ence) if at least three heroes were able to face him at the
  same time, or an extreme encounter (6,000 experience) if
  Dal succeeded in arranging the situation so that he only
  had to face one of them.
  About the Author
  JD Wiker worked in Wizards of the Coast’s RPG R&D depart-
  ment on the Alternity line, including the Dark*Matter
  campaign setting, before joining the ﬂedgling Star Wars
  Roleplaying Game design team. Some of JD’s Star Wars
  titles include the core rulebook, The Dark Side Sourcebook,
  The New Jedi Order Sourcebook, and the Power of the Jedi
  Sourcebook. JD is currently freelancing while also working as
  president of The Game Mechanics, a d20 design studio.
  REBEL JEDI
  008
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 15) - Rebel Jedi.pdf