TEXT: By Jason Fry
  Triplet Threat
  A Free Star Wars
  Miniadventure For Any Era
  
  TRIPLET THREAT
  002
  DESIGN
  JASON FRY
  EDITING
  RAY AND VALERIE VALLESE
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  JULIA MARTIN 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  JANE I. KELLY
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  “Triplet Threat” is a Star Wars Roleplaying Game mini-
  adventure for four heroes of 9th level. The adventure is set
  during the Rebellion Era, but can be modiﬁed to work in
  any time period.
  The scenario can be modiﬁed for heroes of higher level by
  increasing the number of underlings in the combats and by
  giving the named characters extra vitality points. In addi-
  tion, raise the DCs of any skill checks by 1 point for each
  level the average character level in the party exceeds 10th.
  The scenario can be modiﬁed for heroes of lower level by
  reducing the number of underlings in the combats, lowering
  the Osajis’ vitality points and reducing all skill check DCs.
  Background
  The Osaji Syndicate has done business on the Perlemian
  Trade Route for generations and is little different from
  hundreds of other such family-run operations, making cred-
  its from legal cut-rate shipping operations and illegal
  activities such as smuggling and gun-running. While the
  family isn’t well known, Osajis have made the HoloNet of
  late: Clan patriarch Osaji Shimka was assassinated on a
  buying trip to Axum three years ago.
  With Shimka’s death, control of the syndicate passed to
  his three eldest children, who are fraternal triplets. The most
  visible is Osaji Varane, who has set himself up as a major
  importer-exporter on Tirahnn, where he oversees most legit-
  imate Osaji affairs. Illegal Osaji endeavors are supposedly
  directed by Osaji Uhares, said to be an engineer by training.
  It’s said the new family boss is Osaji Hux, a recluse who
  prefers to communicate through Uhares.
  A shadowy ﬁgure hires the characters to perform a
  straightforward task: Kill the triplets. Uhares is in hiding
  after a shady deal went bad, but Varane should know his
  whereabouts—and Uhares, in turn, should be able to lead
  the characters to Hux. Two things will complicate the char-
  acters’ mission, however. A unit of stormtroopers is seeking
  to bring the triplets in for questioning. And just who hired
  the characters, anyway?
  Getting the Heroes Involved
  Serving as contract killers isn’t a job for the squeaky clean
  of galactic society. If the characters are rogues used to life
  in the shadows, such employment may be natural for them.
  Or perhaps some misadventure on the Perlemian has left
  them with a need for quick credits outweighing any anxi-
  eties about where those credits come from.
  More upright citizens could be on assignment from an
  intelligence agency, or on a clandestine military mission.
  While the Osajis aren’t Hutt-level crime lords, they’re
  certainly guilty of any number of illegalities up and down
  the Perlemian—reason enough for some government entity
  to target them. The Alliance also might be gunning for the
  Osajis: Fear of detection was always a concern for Rebel
  cells, and some were aggressive in moving against any who
  threatened to sell out their secrets. Or perhaps the charac-
  ters have some personal score to settle with the Osajis.
  In any event, the characters ﬁnd themselves conducting a
  clandestine rendezvous in a shadowport cantina in the
  U.S., CANADA
  EUROPEAN HEADQUARTERS
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  Wizards of the Coast, Belgium
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  Questions? 1-800-324-6496
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  www.wizards.com/starwars www.starwars.com
  This d20 System™ game utilizes mechanics developed for the new 
  DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, and Peter Adkison.
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  003
  Colonies, with the thrum of departing starships loud
  enough to drown out any number of dirty deals and
  double-crosses going down over the mugs of Lomin ale.
  Prologue: Meeting on Shulstine V
  Don’t read the italicized text below out loud to the players
  word for word. Instead, use it as a reference. During the
  cantina meeting, the heroes need to learn the information
  given by their mysterious employer, but they should be
  allowed to interact with the scene as well.
  Across the table, in the dim light of what may be
  Shulstine V’s sleaziest cantina, a hand hidden by a long,
  cracked leather glove emerges from the voluminous cloak
  shrouding the man who’s hired you. The hand holds a
  holoprojector: a twist to the base and three small columns
  of blue-tinged light ﬂicker into existence, the ﬁgures
  within them rotating slowly.
  “The Osaji triplets,” the man says. Actually, the speaker
  might not be a man—a vocoder distorts the voice into an
  electronic buzz. But even through that buzz, you’re certain
  you recognize hatred.
  The ﬁngers dance over the holoprojector’s controls and
  one column of light expands as the others dissipate into
  nothingness. The man rendered by the hologram is tall and
  thin, his head bald and pale above a black military jump-
  suit.
  “Osaji Varane,” the voice buzzes. “Your ﬁrst target. An
  Imperial sniper in his youth, or so they say. Today he
  fancies himself a merchant prince on Tirahnn. Usually
  never leaves The Heights, but my agents say he’ll be at
  street level. Apparently, he doesn’t trust his employees to
  keep the credit chips honest at the Great Tirahnn Fair. I
  expect you to make that a fatal mistake.”
  Another ﬂick of the leather-clad ﬁngers, and Varane is
  replaced by a hulk of a man in a simple white shift, his
  dark hair tied back in a ponytail. One of his hands is a
  cylinder of metal ringed with a halo of spinning tools.
  “Osaji Uhares,” the voice says. “Droid researcher. He’s
  dropped out of sight, but Varane will know where he is.
  Make sure he tells you before he dies.”
  A third twist of the ﬁngers and Uhares disappears, only
  to be replaced by a blank outline of a man.
  “Osaji Hux,” the voice mutters. “No one knows what he
  looks like, or where he is, but they say he’s the boss since
  the old man wound up looking down a DL-44. Hux and
  Varane don’t get along, they say, and communicate only
  through Uhares. Find Uhares and you’ll ﬁnd Hux. When
  you ﬁnd Hux, kill him.”
  A last snap of the wrist and the holoprojector goes
  dark. The hand slaps it and a credit chip down on the
  table between you before vanishing back into the cloak.
  “Each of the brothers wears a pendant with a green
  stone around his neck—a hideous family affectation. Bring
  the three pendants here in a month’s time and you’ll be
  paid. Sixty thousand credits—10,000 up front on that
  chip, and the rest on delivery.
  “Cross me, and there’s no rock in the galaxy I won’t
  turn over to ﬁnd you.”
  Scene 1: Osaji Varane
  Tirahnn is a trade world on the Perlemian where dealmaking
  is an ancient art. Osaji Varane is one of the planet’s elite,
  and he normally conducts his business from Tirahnn’s
  vertiginous spires. But the Great Tirahnn Fair—and his
  reﬂexive distrust of his own employees—leads Varane down
  to the rough-and-tumble precincts of street level.
  The characters really have two missions on Tirahnn: kill
  Varane and ﬁnd out the location of Uhares. If the characters
  act precipitously, they may succeed at the ﬁrst only to fail
  at the second.
  TRIPLET THREAT
  003
  Planet Type: Terrestrial
  Climate: Warm
  Terrain: Plains, forests, mountains
  Atmosphere: Breathable
  Gravity: Standard
  Diameter: 22,100 km
  Length of Day: 28 standard hours
  Length of Year: 272 standard days
  Sentient Species: Human, many alien species
  Languages: Basic
  Population: 9 billion
  Species Mix: 60% Human, 40% other
  Government: Mercantile oligarchy
  Major Exports: Luxury items, agricultural goods
  Major Imports: Many
  System/Star: Tirahnn
  Planets
  Type
  Moons
  Marjune
  Barren
  0
  Tirahnn
  Terrestrial
  9
  Kirian
  Terrestrial
  3
  Ijol
  Gas giant
  24
  Kes
  Frozen rock
  0
  Tirahnn is the sector capital of the Zeemacht Cluster, a knot of stars
  that is home to a number of ancient spacefaring species. Tirahnn’s
  bazaars have been famous for millennia, and the summer-long
  Great Tirahnn Fair draws crowds from throughout the galaxy. (Both
  “summer” and “fair” are relative terms on Tirahnn, where the
  weather is mild year-round and even the smallest village is built
  around a bazaar.)
  The precincts of the planet’s largest city, also known as Tirahnn,
  stretch for hundreds of miles in all directions and are divided into a
  multitude of levels. Street level is a lively place of endless bazaars
  separated by warrens given over to craftsbeings’ shops and neigh-
  borhoods. The higher you go in Tirahnn’s emerald skies, the richer
  the residents get: The merchant princes who rule the planet work
  in skyscrapers rising kilometers above the ground and, after work,
  descend only slightly to their palatial home towers in the Heights.
  Some of Tirahnn’s elite boast that their feet haven’t touched the
  ground in decades.
  Despite having been inhabited for eons, large swaths of Tirahnn
  remain countryside, with forests and farmers’ ﬁelds alternating
  with small settlements.
  TIRAHNN
  
  Varane can be found from early morning until late evening
  within a crowded casbah of stalls run by Osaji-backed
  merchants. Seemingly everything—greelwood, pirisi sepul-
  cher stones, mardinu hides, succulent gufta roots, and
  more—is for sale in the casbah, and Varane likes to wander
  the stalls quizzing merchants about their wares and
  performing spot checks on their books. He is attended by
  ﬁve bodyguards (treat each as Thug 2), but they’re more
  used to fending off supplicants than assailants and aren’t
  particularly wary.
  The characters can spend hours tailing Varane and
  observing him at relative close quarters. The Osaji merchants
  will certainly notice them if they’re around for more than a
  day or so, but the natives are busy and will accept any half-
  decent cover story. Even cursory observations (DC 10 Spot
  check) will reveal that Varane is never more than a few
  meters from a thin Duro taking notes on a datapad. This is
  Harn, his personal secretary and keeper of his secrets—
  including where Uhares is hiding.
  Eyes in the Sky
  Law enforcement on Tirahnn is somewhat casual: It’s
  impossible to prevent petty crimes in a bazaar the size of
  some countries, and no rich Tirahnnite goes far without
  armed retainers. The credit-strapped district prefects rely on
  airborne spy eyes to track suspects, but the drones are old
  and frequently malfunction—something any Tirahnnite
  knows. A DC 25 Computer Use check from any public termi-
  nal will allow the characters to tap into the spy-eye net, and
  a DC 30 Computer Use check will let them take control of
  an individual unit.
  “Stand Thou Aside, Grubbers!”
  Tirahnn is a popular stop for rich offworlders seeking
  bargains and the thrill of rubbing elbows at street level. Tan
  Dicium is one of them, except that this jaded princeling
  from Sifuchi can think of few things more horrifying than
  rubbing elbows with anybody. Dicium is attended by four
  Yuzzem who bark a single warning at anyone in their
  master’s path before shouldering the unwary aside.
  Objections bring forth axes, which Dicium loves to see
  employed. The characters may run into Dicium and his
  muscle at the worst possible time.
  Tan Dicium: Male Human Noble 4; Init 0; Defense 13 (+3
  class); Spd 10 m; VP/WP 17/10; Atk +3 melee (1d4, knife)
  or +3 ranged (3d4, hold-out blaster); SQ Coordinate +1,
  favor +2, inspire conﬁdence, resource access; SV Fort +1,
  Ref +2, Will +3; SZ M; FP 0; DSP 3; Rep +5; Str 10, Dex 10,
  Con 10, Int 13, Wis 9, Cha 13. Challenge Code C.
  Equipment: Hold-out blaster, knife, comlink, encrypted
  datapad (DC 30), credit chip (17,250 credits), space yacht
  (Ryntail).
  Skills: Appraise +8, Diplomacy +8, Entertain (ode) +8,
  Gamble +8, Knowledge (Core Worlds) +8, Ride +7, Sense
  Motive +6.
  Feats: Fame, Trick, Weapon Group Proﬁciency (blaster
  pistols, simple weapons).
  4 Yuzzem Guards: Male Yuzzem Soldier 3; Init +4;
  Defense 12 (+4 class, -1 Dex, -1 size); Spd 10 m; VP/WP
  27/17; Atk +6 melee (2d10+3, vibro-ax or 1d8+3, claw/bite)
  or +2 ranged (3d8, heavy blaster); SQ Fearless, scent; SV
  Fort +6, Ref +0, Will +0, +4 against fear; SZ L; Face/Reach
  2 m by 2 m/4 m; FP 0; DSP 0; Rep +1; Str 16, Dex 9, Con
  17, Int 11, Wis 8, Cha 8. Challenge Code C.
  Equipment: Heavy blaster, vibro-ax.
  Skills: Intimidate +9, Knowledge (Ragna III) +6, Repair
  +6, Read/Write Yuzz, Speak Basic, Speak Yuzz, Treat
  Injury +5.
  Feats: Armor Proﬁciency (Light), Cleave, Improved
  Initiative, Point Blank Shot, Power Attack, Weapon Group
  Proﬁciency (blaster pistols, blaster riﬂes, heavy weapons,
  simple weapons, vibro weapons).
  Stormtroopers? Here?
  One sight at street level will startle everyone: A sextet of
  white-armored stormtroopers and a black-clad Imperial
  lieutenant moving briskly and conﬁdently through the
  crowd, pulling shoppers and merchants aside for hurried
  interrogations. The Empire’s hand usually rests lightly on
  Tirahnn, with Imperials making occasional visits to what-
  ever merchant prince bears the honorary title of governor.
  At this point in the adventure, the stormtroopers should be
  used for dramatic effect, perhaps showing up just as the
  characters make their getaway. The heroes will run into
  them again.
  Bagging Varane
  Most anything except serious military hardware is for sale
  in Tirahnn’s precincts: Allow the characters access to most
  anything they want in crafting a plan to hit Varane. While
  even a frontal assault may work on Varane’s ill-prepared
  guards, the key is to capture Harn alive and spirit him
  away. Ten rounds after an assault begins on Varane and his
  party, 12 more Osaji toughs (treat each as Thug 2) rush to
  the scene.
  Harn is a competent employee, but not particularly brave:
  If he fears bodily harm, he quickly surrenders the codes to
  his encrypted datapad. (Otherwise, a DC 30 Computer Use
  check is needed.) It may not take much: Harn knows that
  Uhares is holed up on Centares, having paid the ﬁxer Merl
  to ﬁnd him a hidey-hole. If the characters kill his boss, Harn
  sees little reason to risk his life keeping secrets.
  Osaji Varane: Male Human Noble 3/Scoundrel 4; Init +1;
  Defense 15 (+6 class, +1 Dex, -2 multiclass); Spd 10 m;
  VP/WP 24/11; Atk +5 melee (1d4, knife) or +6/+1 ranged
  (3d6, blaster pistol); SQ Favor +4, illicit barter, inspire conﬁ-
  dence, lucky 1/day, precise attack, resource access; SV Fort
  +2, Ref +7, Will +5; SZ M; FP 0; DSP 0; Rep +6; Str 11, Dex
  12, Con 11, Int 15, Wis 12, Cha 15. Challenge Code D.
  Equipment: Blaster pistol, knife, comlink, credit chip
  (7,110 credits).
  Skills: Appraise +11, Bluff +15, Computer Use +8,
  Diplomacy +14, Gather Information +15, Knowledge
  (Tirahnn) +11, Profession (Trader) +12, Sense Motive +8,
  Speak Duro, Speak Herglic, Speak Huttese, Speak Twi’lek,
  Spot +11.
  Feats: Inﬂuence, Skill Emphasis (Bluff), Skill Emphasis
  (Sense Motive), Trustworthy, Weapon Group Proﬁciency
  (blaster pistols, simple weapons).
  TRIPLET THREAT
  004
  
  Scene 2: Osaji Uhares
  The characters’ next stop is Centares, in the Maldrood sector on
  the outer edge of the Mid Rim. Centares’ largest city and
  biggest spaceport is Muracie; Merl’s cantina is a dive in Old
  Town, an ancient, largely lawless welter of narrow streets and
  stone buildings that hunkers in the shadow of the docking bays.
  Meeting at Merl’s
  Merl is a bearded Human who favors garish robes and
  matching skullcaps; he can generally be found behind the
  bar, serving drinks and making shadowy deals. (If desired,
  use the cantina ﬂoor plan in the Galactic Campaign Guide.)
  Merl’s enforcers, Uri and Glocken, are quick to draw blasters
  if anyone threatens their boss.
  Despite such protection, Merl hasn’t lived as long as he has
  by taking unnecessary risks. The cantina owner makes a good
  business arranging hiding places for the desperate, delivering
  rations to them, and keeping his mouth shut. But if anyone
  shows up making pointed inquiries, it’s not his fault—and the
  Osajis’ instructions about who may or may not come calling
  for Uhares were decidedly vague. A good enough perform-
  ance (DC 20 Bluff check) will convince him that one of the
  characters is an Osaji emissary. Lower the DC to 15 if the
  character has Harn’s datapad, with its entries about Merl and
  expenditures approved for “the Centares unit.”
  Should subtlety fail the characters, there’s always the
  physical route. If the characters have the presence of mind to
  ask and Merl fears for his life, he reveals that messages from
  Uhares are sent to Tirahnn and to a planetoid in the
  Colundra sector. Note that if Merl believes the characters are
  Osaji emissaries, such questions alert him that he’s been had.
  He knows nothing of the feud between Varane and Hux.
  Merl: Male Human Diplomat 6; Init 0; Defense 12 (+2
  class); Spd 10 m; VP/WP 0/11; Atk +3 melee (1d4, knife) or
  +3 ranged (3d6, blaster pistol); SV Fort +2, Ref +2, Will +6;
  SZ M; FP 0; DSP 0; Rep +2; Str 10, Dex 10, Con 11, Int 14,
  Wis 13, Cha 11. Challenge Code B.
  Equipment: Blaster pistol, knife, comlink, credit chip (550
  credits). Mobquet Overracer speeder bike.
  Skills: Bluff +9, Computer Use +5, Diplomacy +14,
  Gather Information +13, Knowledge (Centares) +9, Sense
  Motive +10, Speak Duro, Speak Gotal, Speak Twi’lek.
  Feats: Skill Emphasis (Diplomacy), Skill Emphasis (Gather
  Information), Trustworthy, Weapon Group Proﬁciency
  (blaster pistols).
  Uri: Male Gotal Thug 5; Init +5; Defense 13 (+2 class, +1
  Dex); Spd 10 m; VP/WP 0/13; Atk +4 melee (2d6+1, vibrob-
  lade) or +4 ranged (3d8, heavy blaster pistol); SQ Energy
  reading, low-light vision, uncanny dodge; SV Fort +5, Ref
  +2, Will +1; SZ M; FP 0; DSP 0; Rep +1; Str 12, Dex 13,
  Con 13, Int 11, Wis 10, Cha 12. Challenge Code B.
  Equipment: Heavy blaster pistol, vibroblade, comlink,
  credit chip (350 credits).
  Skills: Climb +2, Intimidate +10, Knowledge (Centares)
  +2, Profession (Bodyguard) +5, Read/Write Gotal, Speak
  Gotal, Speak Sakiyan.
  Feats: Improved Initiative, Weapon Group Proﬁciency
  (blaster pistols, simple weapons, vibro weapons).
  Glocken: Male Sakiyan Scoundrel 7; Init +3; Defense 18
  (+5 class, +3 Dex); Spd 10 m; VP/WP 29/10; Atk +6 melee
  (1d6+1, baton) or +8 ranged (3d8, heavy blaster pistol), +9
  ranged within 10 m (3d8+1, heavy blaster pistol); SQ
  Darkvision, illicit barter, lightning reﬂexes, lucky 2/day,
  precise attack +1; SV Fort +2, Ref +10, Will +2; SZ M; FP 0;
  DSP 2; Rep +2; Str 12, Dex 16, Con 10, Int 11, Wis 10, Cha
  11. Challenge Code D.
  Equipment: Heavy blaster pistol, baton, comlink, data-
  pad, credit chip (2,310 credits), all-temperature clock,
  electrobinoculars.
  TRIPLET THREAT
  005
  Planet Type: Terrestrial
  Climate: Temperate
  Terrain: Plains, mountains, urban
  Atmosphere: Breathable
  Gravity: Standard
  Diameter: 17,900 km
  Length of Day: 22 standard hours
  Length of Year: 402 standard days
  Sentient Species: Human
  Languages: Basic
  Population: 1 billion
  Species Mix: 85% Human, 15% other
  Government: Imperial Governor
  Major Exports: Industrial goods
  Major Imports: Luxury items, foodstuffs
  System/Star: Centares
  Planets
  Type
  Moons
  Filo
  Gas giant
  1
  Ussuis
  Toxic ocean
  2
  Liotch
  Asteroid belt
  —
  Centares
  Terrestrial
  0
  Qasqi
  Gas giant
  11
  Nizon
  Barren
  2
  Ithoon
  Barren
  3
  Far Qasqi
  Gas giant
  8
  In the last days of the Old Republic, Centares billed itself as “the
  jewel of the Mid Rim” and was a common destination for traders
  and tourists alike. But that was before the Empire remade it into a
  factory world, tapping its plentiful lava beds and strip-mining its
  verdant prairies. A decade of exploitation left Centares polluted and
  disheveled; with its resources ﬁnally exhausted, the Empire moved
  on and left behind a dingy trade world, distinguished from dozens
  of others on the Perlemian only by a once-proud history.
  Centares has struggled to rebound, and now calls itself the last
  civilized stop before the wild and woolly Outer Rim. The planet still
  has teeming cities and busy spaceports, none more so than
  Muracie, but it’s been a generation since tourists came to the
  world. Perhaps no spot is sadder than Rubyﬂame Lake, once
  famous for shallow, crystalline waters warmed by subterranean
  lava beds and tinged red by suspended silica. Those waters retain
  their color, but are now clouded by foul-smelling pollutants strong
  enough to dissolve ﬂesh in minutes, and the lake’s elegant guest
  towers are abandoned.
  CENTARES
  
  Skills: Balance +11, Bluff +10, Escape Artist +11, Gather
  Information +10, Hide +11, Intimidate +7, Listen +8, Move
  Silently +15, Read/Write Sakiyan, Search +7, Speak Sakiyan,
  Spot +7, Tumble +9.
  Feats: Far Shot, Point Blank Shot, Skill Emphasis
  (Intimidate), Stealthy, Track, Weapon Group Proﬁciency
  (blaster pistols, simple weapons).
  Tower Showdown
  Uhares is hiding in one of the half-ruined guest towers that
  ring Rubyﬂame Lake, a short ride west of Muracie in a
  rented speeder. The towers rise from the bottom of the lake;
  zig-zag walkways of ancient timber connect them to the
  shoreline.
  Uhares has enjoyed his time in hiding, tinkering with
  droids and using Merl’s couriers to relay messages between
  Varane and Hux, whose mutual antipathy he views as child-
  ish. He has rigged motion sensors at several points along
  the walkway, and it will be impossible to surprise Uhares
  unless the characters have a particularly ingenious plan for
  approaching the tower.
  Uhares collects old droids and has repaired two models
  from the Clone Wars as defenders. His major line of defense
  is a refurbished droideka (see chapter 15 of the Star Wars
  Roleplaying Game revised core rulebook), which emerges
  from the tower and confronts the characters at the halfway
  mark of the walkway. Uhares has installed a communicator
  on the droid’s chassis and interrogates the heroes himself.
  Unless bluffed into believing they’ve been sent by Uhares or
  Hux (DC 30 check), he orders the destroyer to open ﬁre. The
  destroyer pursues the heroes as far as the shoreline, switch-
  ing between wheel and tripod mode as events warrant.
  One way to take the droideka out of the ﬁght is to knock
  it off the walkway while it’s in wheel mode. The GM should
  reward ingenuity. Perhaps the characters misalign or remove
  a timber or stage a well-timed bantha rush. Contrary to
  legend, Rubyﬂame Lake’s acidic waters can’t dissolve metal,
  but they are corrosive enough to scramble a droideka’s sensi-
  tive instruments, eliminating it as a foe. Flesh is another
  matter: A character who contacts Rubyﬂame’s waters (such
  as by failing a Reﬂex save if within 3 meters of a splashed
  droideka) takes 1d10 points of acid damage, and one who
  falls into the lake suffers 2d10 points of wound damage per
  round of immersion and 1d6 points of damage for 1d4
  rounds after climbing back out (DC 15 check to do so).
  The droideka can’t climb stairs, but Uhares has a squad of
  12 Baktoid B1 battle droids (see chapter 15 of the Star
  Wars Roleplaying Game revised core rulebook) as a backup.
  They exit the tower and join the ﬁght if any character gets
  past the droideka. Uhares himself sleeps on a simple cot in
  his workshop on the top ﬂoor. He plunges into combat with
  a fury, using his cybernetic hand’s weapons and tools, and
  ﬁghts to the death.
  His workshop contains a variety of mechanical parts
  and a transmitter that, if shut off or destroyed (DR 2, 5
  wound points, DC 14 Strength check), deactivates any
  remaining droids.
  Hiding under the cot is Fijil, a terriﬁed urchin who just
  delivered a week’s worth of dried Kommerken steaks and
  powdered ootoowergs to Uhares and received a message for
  Hux. Fijil can’t read the message, which is written in a
  private Osaji code (and is mundane if decrypted), but he
  does know Uhares’s messages go either to Tirahnn or some
  place called Muskree.
  Osaji Uhares: Male Human Tech Specialist 5/Noble
  8/Crimelord 1; Init 0; Defense 16 (+10 class, -4 multiclass);
  Spd 10 m; VP/WP 53/10; Atk +11/+6 melee (1d8+1, cutting
  torch) or +10/+5 ranged (3d8, built-in heavy blaster); SQ
  Contact, coordinate +2, favor +5, inspire conﬁdence,
  research, resource access; SV Fort +3, Ref +7, Will +11; SZ
  M; FP 0; DSP 3; Rep +10; Str 12, Dex 10, Con 10, Int 17,
  Wis 12, Cha 14. Challenge Code F.
  Equipment: Cybernetic hand with custom double-tool
  mount (available tools include cutting torch, various instru-
  ments and clamps) and weapon mount (heavy blaster),
  comlink, encrypted datapad (DC 30), credit chip (21,250
  credits), space transport (Droid Caller), swoop bike.
  Skills: Astrogate +12, Bluff +13, Computer Use +12,
  Craft (Droids) +22, Diplomacy +15, Disable Device +12,
  Gather Information +12, Intimidate +10, Knowledge
  (Droids) +15, Profession (Droid Mechanic) +9, Repair +18
  (+22 with cybernetic hand), Sense Motive +10.
  Feats: Gearhead, Infamy, Inﬂuence, Kit Bashing, Skill
  Emphasis (Repair), Trustworthy, Weapon Group Proﬁciency
  (blaster pistols, simple weapons).
  Who Are Those Guys?
  Don’t let the characters leave Centares without another
  glimpse of the stormtrooper unit. Perhaps the characters
  must avoid them in Old Town, or perhaps the troops rush
  the docking bay just as the characters get clearance to
  depart. The characters should get away without a ﬁght, but
  begin to worry how long they can avoid the troopers; think
  of the implacable yet remote posse from Butch Cassidy and
  the Sundance Kid.
  Scene 3: Osaji Hux
  It’s highly unlikely that the characters have ever heard of
  Muskree, but that’s what naviputers are for: The planet is a
  barren red dustball an hour off the Perlemian, beyond the
  Tion Cluster. Muskree’s entry in the Spacers’ Information
  Manual warns that it has no starport services—just an auto-
  mated beacon—and only a single settlement.
  The characters approach the beacon over Muskree’s
  endless, rust-colored ﬂatlands, eyeing the pitiful little grid
  of buildings below. A half-disassembled freighter sits 100
  meters from the edge of town. As the heroes ﬂy overhead, a
  few tiny ﬁgures struggle to pull a tarp over the ship.
  By the time the characters set down and make their way into
  town, the freighter has been covered and Hardscrabble appears
  deserted. A chilly wind is beginning to pick up, blowing dust
  devils and forlorn tangles of scrub across the main street.
  The italicized text below represents the ideal way for this
  scene to unfold. Use it as a reference as you guide the
  heroes through the scene.
  A cloaked ﬁgure strides into the street 10 meters away
  and turns to face you. The ﬁgure reaches up with cracked
  leather gloves and adjusts something within the shadows
  of its cowl.
  TRIPLET THREAT
  006
  
  “We meet again,” buzzes the sound of a vocoder. “Good
  to think of the galaxy with two fewer Osajis, isn’t it? Still,
  there are at least three things most people don’t know
  about the family. One thing you’ve probably ﬁgured out—
  for siblings, they sure get along poorly.”
  The ﬁgure reaches up into the cowl and casts the
  vocoder away in the street.
  “The second thing,” says a high-pitched voice, “is they
  love getting others to do their dirty work.”
  The ﬁgure shrugs off the cloak, and a wiry woman with
  red hair stands before you, twin blasters on her hips, a
  pendant winking green against the hollow of her throat.
  All at once, the rooftops bristle with a dozen thugs of
  various species, blaster pistols trained on you.
  “The third thing,” Osaji Hux says over the whine of the
  rising wind, “is we like to wash our dirty laundry away
  from prying eyes.”
  As you look down the barrels of all those guns, there’s a
  sonic boom. A dot resolves itself into an Imperial landing
  craft that streaks low over the town, causing everyone to
  duck involuntarily, before it settles on its landing gear, 
  just out of riﬂe range. The craft’s ramp descends and a
  deadly-looking steel-blue groundspeeder emerges—an
  Imperial troop carrier.
  A ﬁerce gust whips Hux’s hair sideways as she watches
  the troop carrier.
  “And they said I’d be bored here,” she says with a grin.
  The Battle of Hardscrabble
  Before anyone can ﬁre, the wind ﬂings a curtain of red dust
  across Hardscrabble’s main street—the perfect chance for the
  characters to ﬂee the ambush. (Ask each player separately
  what his or her character does, and keep track of their
  resulting positions.) The last thing they hear before the
  storm drowns everything out is the troop carrier’s engines
  throttling up.
  The vehicle is a Sienar Reconnaissance Troop Transporter
  (full stats appear in the sidebar below). It carries six
  stormtroopers, who stand on side racks, plus a pilot and
  Lieutenant Arhul Crace, the team’s commanding ofﬁcer,
  who ride inside a two-person cab. The transporter arrives in
  3 rounds and opens ﬁre on anyone foolish enough to still
  be in the street, after which the six stormtroopers and
  Lieutenant Crace disembark. Two rounds later, the dust
  storm slams into Hardscrabble with full force and doesn’t let
  up for 90 minutes.
  Unless the characters have planned carefully or are
  very lucky, they ﬁnd themselves caught in a chaotic,
  four-sided battle conducted in terrible visibility. The
  metal content of Muskree’s dust renders comlinks and
  sensors useless, including any enhancements to normal
  sight.
  • Hux and her 12 thugs (use the statistics for low-level
  thugs from chapter 14 of the Star Wars Roleplaying
  Game revised core rulebook, with an occasional mid-
  or high-level thug thrown in) ﬁnd themselves locked
  out of Hardscrabble’s buildings and hunt the characters
  and troopers.
  • Sixteen townspeople take advantage of the storm to
  ambush Hux and her minions.
  • The six stormtroopers try to stay in formation
  behind Lieutenant Crace, only to discover that they
  can’t see or communicate with one another. (Five of
  the Imperials use the statistics for low-level
  stormtroopers from chapter 14 of the Star Wars
  Roleplaying Game revised core rulebook, their
  sergeant uses the mid-level stats, and Crace has
  unique stats, below.)
  • The player characters are caught in the middle.
  Because of the howling dust, consider all combatants
  disguised during the battle. All combatants encountering
  someone they haven’t been in close contact with must
  oppose a DC 15 Disguise check with a Spot check to judge
  if they’ve encountered friend or foe. If a combatant fails by
  5 points or fewer, the combatant is unsure of whom he or
  she has encountered; missing by more than 5 points results
  in an incorrect identiﬁcation. The following bonuses and
  penalties apply to these Spot checks:
  TRIPLET THREAT
  007
  Planet Type: Terrestrial
  Climate: Arid
  Terrain: Dry plains
  Atmosphere: Breathable
  Gravity: Standard
  Diameter: 6,200 km
  Length of Day: 24 standard hours
  Length of Year: 382 standard days
  Sentient Species: Human
  Languages: Basic
  Population: 400
  Species Mix: 100% Human
  Government: None (Town council)
  Major Exports: None
  Major Imports: None
  System/Star: Simus Minor
  Planet Type
  Moons
  Simus Minor 1
  Barren
  0
  Simus Minor 2
  ??
  0
  Muskree Terrestrial
  0
  Simus Minor Belt
  Asteroid belt
  —
  It’s a big galaxy, and stories like Muskree’s are all too common.
  Fifty years ago, a droid team found mineral deposits in the Simus
  system that suggested hidden riches. Contract miners and their
  families ﬁled for a transfer, the minerals proved hardly worth
  digging up, the mining concern went broke, and the stranded fami-
  lies were left to eke out a living.
  Today, Muskree has a few hundred souls who scratch crops out
  of its sickly red soil or graze skinny nerfs. All except a few deranged
  prospectors live within a few kilometers of the motley town of
  Hardscrabble.
  MUSKREE
  
  Characters Hux’s Thugs Townspeople Imperials
  Characters
  +5
  –6
  –6
  +2
  Hux’s Thugs
  –2
  +3
  –1
  +2
  Townspeople
  +1
  +6
  +10
  +7
  Imperials
  +1
  +6
  +10
  +7
  In addition, use the rules for concealment from page 163
  of the Star Wars Roleplaying Game revised core rulebook,
  with concealment ranging between one-half, three-quarters,
  nine-tenths and full (roll d4) round by round. One excep-
  tion: Any combatant within 1 meter of the eastern side of a
  building operates as if targets are only one-quarter
  concealed.
  Any combatant wearing goggles gets a +2 bonus on Spot
  checks during the battle and reduces his or her targets’
  degree of concealment by 1. All of the townspeople are
  wearing goggles, but neither Hux nor her thugs are.
  (Because their sensors are scrambled by the storm, the
  stormtroopers aren’t considered to be wearing goggles and
  don’t gain equipment bonuses to Listen or Spot checks.)
  Make the battleﬁeld as complex as you like. Hardscrabble
  can provide a host of obstacles (such as water troughs used
  by nerfs; recharger stations for speeder bikes; wells; and
  stacks of barrels, containers and discarded equipment) and
  locations for ambushes (including the grain silo, the water
  tower, the cemetery, the nerf corral, and the town’s several
  equipment sheds).
  Furthermore, plot the battle carefully and use your imagi-
  nation in considering the various sides’ tactics and how they
  may go awry.
  The Townspeople
  The townspeople have the biggest advantage, plotting hit-
  and-run attacks and ambushes in a town they know
  intimately. They won’t knowingly ﬁre on the Imperials;
  whether they ﬁre on the characters or not depends on what
  happens in initial encounters.
  The Stormtroopers
  The stormtroopers try to fall back to the center of the main
  street and the cover of their carrier. (The pilot—a mid-level
  stormtrooper with no armor and Pilot skills instead of
  Intimidate skills—remains inside trying to raise the troops on
  his comlink.) The troopers have difﬁculty telling the other
  three factions apart and may wind up ﬁring on all comers.
  Osaji Hux and Thugs
  Hux and her thugs know that all involved want them dead;
  she hunts her enemies with ferocious glee, but her minions
  panic.
  The Player Characters
  What the characters do is up to them. If they were separated
  when the storm hit, they shouldn’t be allowed to act in
  concert unless they can regroup or have abilities unaffected
  by the dust.
  Osaji Hux: Female Human Soldier 6/Elite Trooper 7; Init
  +6; Defense 19 (+9 class, +2 Dex, -2 multiclass); Spd 10 m;
  VP/WP 77/12; Atk +14/+9/+4 melee (2d6+1, vibroblade) or
  +16/+11/+6 ranged, +17/+12/+7 within 10 m (3d8, heavy
  blaster pistol [3d8+3 within 10 m]); SQ Can’t be ﬂanked,
  uncanny dodge; SV Fort +11, Ref +8, Will +6; SZ M; FP 0;
  DSP 2; Rep +3; Str 12, Dex 14, Con 12, Int 14, Wis 10, Cha
  16. Challenge Code F.
  Equipment: 2 DL-44 blaster pistols, vibroblade, comlink,
  datapad, credit chip (15,600 credits), space transport
  (Perlemian Wanderer).
  Skills: Astrogate +6, Bluff +7, Diplomacy +10, Forgery
  +6, Gather Information +10, Intimidate +19, Jump +9, Move
  Silently +10, Pilot +8, Repair +6, Sense Motive +10, Spot +7.
  Feats: Armor Proﬁciency (heavy), Armor Proﬁciency
  (light), Armor Proﬁciency (medium), Blasterslinger, Dodge,
  Improved Initiative, Low Proﬁle, Mobility, Point Blank Shot,
  Precise Shot, Quick Draw, Shot on the Run, Trick, Weapon
  Focus (blaster pistols), Weapon Group Proﬁciency (blaster
  pistols, blaster riﬂes, heavy weapons, simple weapons, vibro
  weapons), Weapon Specialization (blaster pistols).
  Lieutenant Arhul Crace: Male Human Soldier 4/Noble
  3/Ofﬁcer 4; Init +1; Defense 16 (+9 class, +1 Dex, -4 multi-
  class); Spd 10 m; VP/WP 57/12; Atk +10/+5 melee (1d6+1,
  baton) or +10/+5 ranged, +11/+6 within 10 m (3d8, blaster
  riﬂe [3d8+1 within 10 m]); SQ Favor +2, inspire conﬁdence,
  leadership, requisition supplies, resource access; SV Fort +7,
  Ref +6, Will +6; SZ M; FP 0; DSP 0; Rep +4; Str 13, Dex 13,
  Con 10, Int 15, Wis 11, Cha 15. Challenge Code E.
  Equipment: Blaster riﬂe, baton, frag grenade, code cylin-
  der, comlink, datapad, electrobinoculars, credit chip (7,500
  credits), stormtrooper armor, space transport.
  Skills: Astrogate +7, Bluff +14, Demolitions +8,
  Diplomacy +16, Gather Information +12, Intimidate +18,
  Pilot +9, Profession (Stormtrooper) +7, Repair +7, Sense
  Motive +14, Treat Injury +4.
  Feats: Armor Proﬁciency (light), Armor Proﬁciency
  (medium), Armor Proﬁciency (powered), Blind-Fight,
  Imperial Command Training, Persuasive, Point Blank Shot,
  Starship Operation (Space Transport), Toughness, Weapon
  Group Proﬁciency (blaster pistols, blaster riﬂes, heavy
  weapons, simple weapons, vibro weapons).
  TRIPLET THREAT
  008
  Class: Speeder [ground]
  Crew: 2 (Skilled +3)
  Size: Huge (6.4 m long)
  Initiative: +1 (–2 size, +3 crew)
  Passengers: 6
  Maneuver: +1 (–2 size, +3 crew)
  Cargo Capacity: 30 kg
  Defense: 12* (–2 Size, +4 armor)
  Speed: 60 m
  Shield Points: 0
  Max. Velocity: 150 km/h
  Hull Points: 30 (DR 5)
  Cost: Not available for sale
  * Provides full cover to crew and one-half cover to passengers.
  Weapon: Twin light blaster cannon (ﬁre-linked); Fire Arc: Any;
  Attack Bonus: +2 (-2 size, +2 crew, +2 ﬁre control); Damage:
  2d10; Range Increment: 100 m.
  These groundspeeders are used primarily for patrols on occupied
  worlds, though some elite units favor them for search-and-destroy
  missions. A pilot and gunner (or commanding ofﬁcer) ride in the
  two-person cab, while six stormtroopers ride on the sides of the vehi-
  cle in exposed “traveling racks” that spring open for deployment.
  SIENAR RECONNAISSANCE TROOP TRANSPORTER
  
  Typical Townsperson: Human Expert 2; Init +0; Defense
  10; Spd 10 m; VP/WP 0/10; Atk +1 melee (1d6, club) or +1
  ranged (3d6, sporting blaster riﬂe); SQ None; SV Fort +0,
  Ref +0, Will +3; SZ M; FP 0; DSP 0; Rep +0; Str 11, Dex 10,
  Con 11, Int 10, Wis 10, Cha 10. Challenge Code A.
  Equipment: Sporting blaster riﬂe, club, goggles.
  Skills: Handle Animal +5, Knowledge (Muskree) +5,
  Profession (Farmer/Rancher) +5, Repair +5, Survival +5,
  Treat Injury +5.
  Feats: Weapon Group Proﬁciency (blaster riﬂes), Weapon
  Group Proﬁciency (simple weapons).
  Wrapping Up
  What happens when the dust clears? That depends on who’s
  still alive and what identiﬁcations, if any, were made during
  the ﬁghting—with the distinct possibility that the chaos
  made ﬁguring out who shot whom impossible.
  Crace’s team was sent to bring the Osajis in for question-
  ing. Unless one of the Imperials can attest to being shot at
  by a character (and even then, allowances may be made),
  the surviving heroes are free to go. True, they’ve been
  double-crossed, won’t get paid, and have destabilized a
  family with criminal connections. But at least they’re still
  alive. Considering how things stood before the storm hit,
  they should consider themselves lucky.
  About the Author
  Jason Fry is a writer and editor for a newspaper Web site.
  He is the “Bookshelf” columnist for Star Wars Insider and
  one of the authors of Coruscant and the Core Worlds and
  Geonosis and the Outer Rim Worlds. His favorite obsessive-
  compulsive pursuit is making sense of Star Wars geography.
  He lives in Brooklyn, N.Y.
  TRIPLET THREAT
  009
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Adv (lvl 09) - Triplet Threat.pdf