TEXT:  
   
   
  The Gem of Alderaan 
  Episode VIII of Star Wars: Dawn of Defiance 
  GARY M. SARLI 
  
   
   
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Gem of Alderaan is the eighth adventure in the Dawn of Defiance 
  campaign, which will take heroes from 1st level all the way through 
  20th level in a continuous storyline designed to give players and 
  Gamemasters a complete Star Wars Roleplaying Game Saga Edition 
  experience. This adventure begins the third act of the campaign, which 
  consists of three adventures: The Gem of Alderaan, Sword of the Empire, 
  and Jaws of the Sarlacc. 
   
  About six months have passed since the last adventure. Over the 
  course of this adventure, the heroes will infiltrate a high society gala, 
  play high-stakes games of sabacc, and fight alongside Imperial 
  stormtroopers to defend against hijackers bent on capturing a train full 
  of dignitaries. The heroes should start The Gem of Alderaan at 15th level 
  and reach 17th level by the conclusion. With some modifications, this 
  adventure can also be used as a stand-alone scenario or as part of your 
  existing campaign. 
   
   
   
   
   
   
   
   
   
   
   
   
  What is Dawn of 
  Defiance? 
  Dawn of Defiance is the name given to a series of 10 linked adventures 
  that Gamemasters can use to create an entire campaign for their players. 
  Set in the months after the events of Revenge of the Sith, the 
  adventures in the Dawn of Defiance campaign are designed to provide 
  players and GMs with the iconic Star Wars Roleplaying Game experience, 
  set against the backdrop of the tyranny of the Galactic Empire. The 
  Dawn of Defiance campaign takes the heroes all the way from 1st level 
  up to 20th level and features an ongoing storyline that progresses over 
  the course of the campaign. Each adventure can also be played 
  individually and should provide the heroes with ample challenges to gain 
  two levels per adventure. Gamemasters should feel free to use the Dawn 
  of Defiance adventures either as an entire campaign or as fillers for their 
  own home campaigns. 
   
  If you are a Gamemaster wishing to run the campaign, read the 
  GM’s Primer, which summarizes the overall plot of the campaign and the 
  events of each adventure. The GM’s Primer is available at the Star Wars 
  Roleplaying Game Web site (www.wizards.com/starwars). The site also 
  features other articles related to the Dawn of Defiance campaign, 
  including the official campaign standards and an FAQ. 
   
  Warning! If you will be playing in a Dawn of 
  Defiance campaign or in a campaign using its 
  adventures, read no further. 
  Bill Slavicsek 
  Director of RPG R&D 
  Christopher Perkins 
  Design Manager 
  Leland Chee, Frank Parisi 
  Lucas Licensing Editors 
  Elizabeth McLaren 
  Art on p. 4 
  Gary M. Sarli 
  Cartography 
  Chad Laske 
  Production 
  Ray Vallese, Gary M. Sarli 
  Typesetting 
  Ray Vallese 
  Editing 
  Gary M. Sarli 
  Design 
   
  Some rules mechanics are based on the Star Wars Roleplaying Game Saga Edition by Christopher 
  Perkins, Owen K.C. Stephens, and Rodney Thompson; the original DUNGEONS & DRAGONS® 
  rules created by E. Gary Gygax and Dave Arneson; and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This Wizards of the Coast game product contains no Open Game Content. No portion of this work 
  may be reproduced in any form without written permission. To learn more about the Open Gaming 
  License and the d20 System License, please visit www.wizards.com/d20. 
   
  U.S., CANADA, ASIA,  
  PACIFIC, & LATIN AMERICA  
  WIZARDS OF THE COAST, INC.  
  P.O. BOX 707  
  RENTON, WA 98057-0707  
  QUESTIONS? 1-800-324-6496  
  GREAT BRITAIN  
  HASBRO UK LTD  
  CASWELL WAY  
  NEWPORT, GWENT NP9 0YH  
  GREAT BRITAIN  
  PLEASE KEEP THIS ADDRESS 
  FOR YOUR RECORDS  
  EUROPE 
  WIZARDS OF THE COAST, BELGIUM 
  ‘T HOFVELD 6D 
  1702 GROOT-BIJGAARDEN 
  BELGIUM 
  +32 2 467 3360 
   
   
  ©2009 LUCASFILM LTD. & ® OR ™ WHERE INDICATED. ALL RIGHTS RESERVED. 
  USED UNDER AUTHORIZATION. 
   
  DUNGEONS & DRAGONS, D20 SYSTEM, Wizards of the Coast, and their respective logos are 
  trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, 
  organizations, places, or events is purely coincidental. Printed in the U.S.A. 
  
   
   
  3 
  STAR WARS: DAWN OF DEFIANCE 
   
  Episode VIII 
   
  THE GEM OF ALDERAAN 
   
  After months of searching, the heroes finally learn that Jedi Master Denia 
  is being held captive on a fortress world in the Deep Core. It will be impossible 
  to reach her in time without codes to allow safe passage. 
   
  A celebrity heiress has such codes, and the heroes must seek her aid 
  while hiding in plain sight from the forces of the Empire . . . 
  Campaign Update 
  Six months pass from the end of A Reckoning of Wraiths to the beginning 
  of the final story arc of the Dawn of Defiance campaign. During this time, 
  Bail Organa keeps the heroes safe from scrutiny while they continue to 
  search for Master Denia. Following the destruction of the Resurgence, both 
  Master Denia and Inquisitor Draco vanished without a trace and have not 
  been seen or heard from since. 
   
  Bail Organa walks a fine line in the Imperial Senate. Admiral Varth—
  whose true allegiance was revealed at the end of the last adventure—
  knows that Organa has been engaging in seditious actions, but he cannot 
  bring the Senator to trial without revealing the existence of the Sarlacc 
  Project, which he is loath to do. 
   
  Meanwhile, the heroes are now considered enemies of the Empire. 
  They have death marks on their heads, and only Senator Organa’s 
  protection keeps them from being captured or killed by bounty hunters and 
  Imperial agents. The need to keep a low profile complicates their task of 
  finding Denia and the prototype Super Star Destroyer. 
   
  If desired, you can use this gap to run your own adventures as the 
  heroes follow leads and avoid the authorities, helping the PCs achieve 15th 
  level before starting The Gem of Alderaan. The heroes might learn about 
  their death marks the hard way after encountering determined bounty 
  hunters. They might fight their way out of trouble, alter their wanted 
  postings to include faulty information (such as “Last seen on Bespin”), or 
  get their postings moved down the priority list (perhaps by faking the 
  appearance of an even more notorious criminal). They might accomplish 
  this by slicing into computer systems, planting rumors, or gaining the 
  assistance of a crime lord or corrupt law enforcement officer. 
  Summary 
  After months of searching, Bail Organa finally learns that the Empire has 
  taken Jedi Master Denia to the planet Prakith in the Deep Core, a fortress 
  world that serves as the base of operations for the Inquisitorius. It is 
  virtually impossible to travel to Praxis without Imperial security clearance, 
  and the background check necessary to obtain clearance would reveal that 
  the heroes have death marks on their heads. 
   
  However, Senator Organa has discovered that Lady Alya Aldrete—an 
  Alderaanian heiress known for her decadent behavior—has access to 
  security clearances, using them so smugglers in her employ can ferry 
  forbidden goods to and from the heavily secured Deep Core worlds. To have 
  a chance to speak with her, the heroes must attend the maiden voyage of 
  the Gem of Alderaan, a luxury repulsortrain that is a part of her family’s 
  collection of resorts, casinos, and passenger liners. 
   
  When the PCs arrive at the launch station, stormtroopers line the 
  perimeter as Imperial officers mill about with the Alderaanian nobles. The 
  maiden voyage will last several hours, during which time the heroes must 
  make a good impression through a series of social encounters: playing 
  sabacc in the casino, rubbing shoulders with nobles at a fancy dinner, 
  holding intelligent conversation in the lounge, and even engaging in 
  recreation in the onboard nightclub. 
   
  Eventually, the heroes gain the notice of Lady Aldrete’s personal 
  assistant, a Twi’lek named Notru’denn, who summons them to her private 
  traincar. He reveals that his employer’s appearance as a self-centered 
  noble is just a cover for her clandestine activities. In truth, Lady Aldrete 
  uses her Deep Core smugglers as spies, creating an information network 
  that spans the galaxy. If the heroes convince Notru’denn of their sincerity, 
  he offers to arrange an audience with Lady Aldrete as soon as she returns. 
   
  Moments later, the repulsortrain lurches and alarms sound. 
  Trandoshan mercenaries hijack the train, hold the passengers hostage in 
  the control car, and will release them only if Senator Organa surrenders. 
  (They saw Organa on the guest list and think that the Senator is on board.) 
  The heroes fight the first group of mercenaries in a dark nightclub, using 
  their wits to overcome their relative lack of weapons. Pushing into the 
  casino car, they find an Imperial dignitary and his stormtroopers fighting 
  more mercenaries and a heavily armed war droid. Working with their 
  unlikely allies, the heroes storm the dining car (filled with hostages) to 
  rescue the last large cluster of guests onboard. 
   
  When the heroes move forward through the observation car, they are 
  attacked by the mercenaries’ starfighters, which seem intent on destroying 
  the car. The heroes uncouple the trailing cars to protect the civilians on 
  board, then fight the starfighters, outgunned by their powerful weapons. 
   
  When the heroes finally reach the control car, they find the 
  Trandoshan mercenary commander using Lady Aldrete as a human shield. 
  He drags her up to the roof, where the final showdown takes place as the 
  out-of-control repulsortrain speeds hundreds of meters above a snow-
  covered mountain range. After the heroes defeat the Trandoshan and 
  rescue Lady Aldrete, Captain Sirona Okeefe’s transport swoops down to 
  scoop them up as the train careens into the mountains below. They blast 
  their way past the mercenary transport and return to Senator Organa to 
  negotiate with Lady Aldrete, moving one step closer to saving Master 
  Denia and stopping the Sarlacc Project. 
  Opening Crawl 
  If you wish to have an opening crawl before the adventure, consider 
  using the boxed text below. 
   
  
   
   
  4 
  Part 1: Deadline 
   
  Six months pass before Bail Organa learns of Jedi Master Denia’s 
  whereabouts, so the heroes have plenty of time to rest and recuperate 
  after their last adventure. They should have opportunities to repair, 
  upgrade, or replace their equipment during this time, but their status as 
  wanted criminals will make it impossible to purchase restricted items 
  through legitimate channels. 
   
  Once the heroes are ready and any side adventures are completed, 
  Bail Organa summons them to his private retreat. When they arrive, read 
  or paraphrase the following: 
   
  At this point, give the heroes a chance to ask a few questions. Use the 
  following as guidelines for Senator Organa’s responses: 
   
  • How much time do we have? 
   
  “My sources intercepted a transmission from Draco’s superiors. 
  From what they could decode, it appears that the Inquisitorius is 
  growing impatient with Master Denia’s resistance to interrogation. 
  Draco is almost certainly escalating to more brutal techniques, and 
  it is only a matter of time before he breaks her—or kills her in the 
  attempt. She is strong, but she probably has days, not weeks.” 
   
  • Why are the codes so important? 
   
  “Due to its astrography, the Deep Core has a very limited number 
  of viable hyperspace routes in and out, and a ship’s captain can’t 
  even download the necessary astrogational charts without proper 
  clearance. Since the routes are so limited in number, the Empire 
  can easily patrol them.” 
   
  • Can we try to plot a new hyperspace route that the Empire doesn’t 
  know about? 
   
  “Plotting new hyperspace routes is a very dangerous and long 
  process, taking weeks or months even under the best of 
  circumstances. In the Deep Core, with so many stars clustered so 
  closely together, the process would be even slower, and the 
  chances of a catastrophic failure are much, much higher.” 
  • Could we hire a transport that already has these codes? 
   
  “Possibly, but seats fill up quickly, so it would take weeks or 
  months to get there this way. Even if we chartered a private 
  transport, it would take some time to find one willing to risk 
  carrying high-profile fugitives into or out of the Deep Core. “ 
   
  • Is there anyone who could give us the codes? 
  “Yes. I have found one good lead . . .” (Continue with the boxed 
  text below.) 
   
  After any questions have been answered, continue by reading or 
  paraphrasing the following: 
   
   
   
   
   
   
   
  Senator Organa calls you into his office and waits for the door to 
  close. “It has taken some time, but I believe I have found Master 
  Denia’s whereabouts.” 
   
  He activates a holoprojector, creating the hovering image of a 
  planet. “This is Prakith, a fortress world in the Deep Core. The 
  Inquisitorius uses it as a base of operations, and my sources indicate 
  that Inquisitor Draco brought Master Denia here after the 
  destruction of the Resurgence. If the past is any indication, Draco 
  will try to break her—it is only a matter of time.” 
   
  The image zooms out, showing Prakith as one world in a tight 
  cluster of countless stars. “The Deep Core is almost impossible to 
  travel without recent astrogational data, and only ships with proper 
  clearance can download it. Worse, the Empire heavily patrols these 
  spacelanes, and only ships with the proper clearance codes are 
  allowed to pass. 
   
  “Unfortunately, getting this clearance requires an extensive 
  background check by Imperial Intelligence. In your case—well, let’s 
  just say a death mark would catch their attention. But even with no 
  marks on your record, it could take months. And that is time that 
  Master Denia just doesn’t have.” 
  “Fortunately, I believe I have found someone who already has this 
  Deep Core clearance.” The holoprojector brings up the image of a 
  stunning young woman wearing a luxurious but revealing gown. 
  “This is Lady Alya Aldrete, heiress to the Aldrete family empire of 
  luxury hotels, casinos, passenger liners, and other playgrounds for 
  the idle rich. Alya herself uses her family name and fortune to 
  pursue a life of decadence and excess, making herself into a 
  celebrity and icon while the gossip media watches her every move. 
  This is a problem for us because I need you to meet her. 
   
  (continued on next page) 
  
   
   
  5 
   
  Give the heroes a final opportunity to ask follow-up questions, using the 
  following guidelines to determine Senator Organa’s response. 
   
  • Why us? Why not you or some other agent? 
   “A senator being seen meeting privately with a ‘celebutante’ would 
  make for scandalous headlines, drawing unwanted attention. New 
  faces generating a lot of buzz among high-profile guests should be 
  more than enough to get her attention.” 
   
  • What should we do to set up our false identities? 
   
  “Whatever aliases you pick for yourselves, my office can create 
  basic matching identification that shows you to be senior aides in 
  my senate office, living in an on-site dormitory. This will pass 
  casual inspection but not a check of electronic records. It would be 
  best if you could fabricate a bit of history and plant records that 
  make you seem legitimate.” 
   
   
  • How do we learn about the guests? 
   
  “The launch of the Gem of Alderaan is a major event, so you can 
  find press releases and news items about those in attendance. 
  Start by searching local computer networks and news feeds. Since 
  the event is happening just over a day from now, many guests have 
  already arrived, so you might be able to pick up names by asking 
  around, particularly in the lounges of upscale hotels in Aldera.” 
   
  • What will security be like? 
   
  “Expect security to be very tight. Other than very simple, common 
  devices—comlinks, credit chips, datapads, recorders, and the like—
  don’t expect to be able to bring any significant tools or equipment. 
  It will be very difficult to smuggle all but the smallest and simplest 
  of weapons on board.” 
   
   
  Once the heroes are ready, Senator Organa sends them on their way 
  with the invitations, their new identification cards, and 10,000 credits 
  for new clothes, bribes, tips, or other expenses. He strongly recommends 
  that the heroes save as much as possible for the launch itself, spending 
  and tipping generously to reinforce their image. (If possible, the heroes 
  should also bring their own money to supplement this amount.) 
   
  The heroes now have about 24 hours before the launch, which they 
  can spend in any way they wish. Two tasks that will make their job much 
  easier are finding out details about the guest list—particularly high-
  profile guests—and preparing a solid, inspection-worthy background for 
  their assumed identities. 
   
  The heroes can address these tasks in whatever order they prefer, 
  and they can even be undertaken simultaneously. Resolve actions on an 
  hour-by-hour basis, starting at 6:00 P.M. The time required for each skill 
  is listed in its description below. 
  The Guest List 
  Although the guest list for this invitation-only gala isn’t a secret, it isn’t 
  publicized, either. Finding the necessary details requires a little legwork. 
   
  Primary Challenge: Six different channels can provide information 
  about the guest list, but no one approach supplies the entire list. Out of 
  the six, the heroes must successfully complete four to get the entire 
  guest list. They do not have to be done in order, and the heroes can split 
  up and attempt multiple channels simultaneously if they wish. 
   
  Inform the heroes of these six choices, using as much or as little 
  detail as you prefer. Allow them to improvise alternatives if they can 
  provide a reasonable explanation for how it might apply. 
   
  Gather Information (DC 15, 1d6 hours, 50 credits): The hero can ask 
  around, finding taxi drivers, club patrons, and hotel visitors who have 
  spotted notable out-of-town guests that have been seen in the area. 
   
  Use Computer (DC 15, 1 hour): A search of computer networks can 
  uncover press conferences, articles, and other pieces that identify 
  individuals attending the gala. 
   
  Persuasion (DC 15, 1d6 hours, 500 credits): A brief search turns up a 
  nighttime desk clerk who is short on cash, and the hero can bribe him to 
  provide a list of attendees staying at his hotel. 
   
  Deception (DC 15, 1 hour): Pretending to be a hurried or confused 
  attendee unable to locate a group of friends, the hero can fast-talk a 
  concierge into revealing other passengers. 
   
  Perception (DC 20, 1d6 hours): The hero can stake out the hotel 
  district with a pair of electrobinoculars to try to identify notables and 
  their entourages. 
   
  Stealth (DC 20, 1 hour): Only possible between 12:00 A.M. and 6:00 
  A.M. The hero can sneak into restricted areas of the repulsortrain station 
  to find unsecured passenger information. 
  (continued from previous page) 
   
  “I have reason to believe that, among her other contacts, she 
  has a cadre of personal smugglers who ferry illegal spice, stolen 
  artwork, and other illicit luxuries. Every indication is that she has 
  access to several clearance codes that would provide authorization 
  for travel in the Deep Core. If Master Denia is to have any hope of 
  rescue, we need to talk Lady Aldrete into helping us. 
   
  “Her love of media attention will make this very difficult. We 
  can’t have you being recorded speaking with her, or you’ll attract 
  scrutiny—and it wouldn’t take an investigative reporter long to 
  discover your status as wanted criminals. 
   
  “But we do have a unique opportunity to get close to her 
  without being surrounded by holorecorders. The Gem of Alderaan, a 
  luxury repulsortrain owned by her family, is going to be launched on 
  its maiden voyage tomorrow night. Alya is holding an invitation-
  only launch party, which will give you a chance to speak with her 
  without attracting undue attention. As a senator, my office is 
  routinely sent invitations to such events as a matter of courtesy. I’m 
  giving you the invitations so you can appear on my behalf, disguised 
  as advisors and aides for my senate office. 
   
  “The gala is certain to have a significant Imperial presence. You 
  will have to go in with little more than the clothes on your backs, 
  and you will not have much time to build a respectable cover story 
  to ensure that security does not hassle you. 
   
  “Once on board, you can expect Lady Aldrete to be surrounded 
  by a gaggle of hangers-on at any given moment. Our topic 
  absolutely cannot be brought up in front of witnesses, and she’s 
  unlikely to grant an audience to total strangers. Instead, you must 
  somehow attract her interest so she will extend an invitation to you, 
  and the best way to do that is by befriending or impressing as many 
  high-profile guests as possible. Get them talking about you, and 
  eventually she will seek you out. 
   
  “Let me put it another way: You have 24 hours to prepare your 
  background and learn about the guests well enough to blend in with 
  nobles, politicians, celebrities, and Imperials in close quarters on a 
  luxury repulsortrain, all the while making a good impression and 
  attracting the attention of a flighty celebrity heiress so that you can 
  ask her, in private, to provide proper codes for illegally infiltrating 
  the Deep Core. Any questions?” 
  
   
   
  6 
   
  If the heroes do not succeed in getting the entire list, they can still 
  learn some useful information: 
   
  1 success: The heroes learn the total number of attendees (107) and 
  the identity of one major guest. Choose the guest randomly from the 
  “Who’s Who” sidebar on page 7. 
   
  2 successes: As above, but with the identity of two major guests. 
   
  3 successes: As above, but with the identity of three major guests. 
   
  Auxiliary Challenge: If the heroes know the identity of one or more 
  major guests, they can attempt to learn specific details about a 
  particular guest’s interests, likes, and dislikes. (This makes later social 
  interaction somewhat easier.) There are three different ways to learn this 
  information for each guest: 
   
  Basic Search (1d6 hours): Searching public data sources is the 
  simplest approach. This requires a successful DC 15 Gather Information 
  check and a successful DC 15 Use Computer check. 
   
  Greed and Lies (1d6 hours): Appealing to the least common 
  denominator—or telling someone what they want to hear—can influence 
  those close to the guests to talk about what they know. This approach 
  requires a successful DC 15 Deception check and a successful DC 15 
  Persuasion check. 
   
  Surveillance (1d6 hours): Tail your target to profile his or her actions 
  and interests, using your skills to blend in with the crowd and avoid 
  detection. This approach requires a successful DC 15 Perception check 
  and a successful DC 15 Stealth check. 
   
  If any skill check fails by 5 or more, that guest’s security detail 
  becomes aware that someone is paying too much attention to their 
  charge. The resulting lockdown makes it impossible to make any further 
  attempts to learn about that guest. 
   
  Special: Some skills can substitute for those outlined above or 
  provide completely different alternatives to gain the needed information. 
   
  Use the Force: The mind trick power allows the hero to substitute a 
  Use the Force check for any Deception or Persuasion check. The farseeing 
  power allows the hero to substitute a Use the Force check for any 
  Gather Information or Perception check. Treat this section as a single 
  encounter for the purposes of using a Force power multiple times. 
   
  Use Computer: If a character wants to undertake some serious 
  slicing, he or she can attempt to gain administrator access to the Aldrete 
  corporate computer system. The system has Will Defense 20 and a 
  starting attitude of hostile (–10 penalty to Use Computer checks). If the 
  hero fails any Use Computer check by 5 or more, he draws the attention 
  of an administrator. All further Use Computer checks during this 
  encounter must beat the appropriate DC or the administrator’s opposed 
  Use Computer check result (+20 skill modifier), whichever is higher. 
   
  If the hero improves the computer’s attitude to helpful, he can 
  search for a complete guest list, including a basic dossier on each 
  passenger. This is a search for secret information, requiring 8 hours and 
  a DC 30 Use Computer check, but add a +5 equipment bonus due to the 
  hero’s current access level. 
   
  If successful, the hero downloads the complete guest list (see 
  Primary Challenge) and enough information to count as one success for 
  each major guest (see Auxiliary Challenge). For example, if attempting 
  the Basic Search option, the hero would need either a successful Gather 
  Information check or a successful Use Computer check, not both. 
   
  Development: Once the heroes have exhausted all leads, run out of 
  time, or given up, move on to the next part of the adventure. Learning 
  details about a major guest gives the heroes a +2 bonus to all Deception, 
  Persuasion, and Perception checks involving that guest in Part 2: Getting 
  to Know You. 
   
  Ad Hoc XP Award: If the heroes gain access to the entire guest list, 
  grant them experience points as if they had defeated a CL 13 opponent. 
  For each major guest about whom they learn specific details, grant them 
  experience points as if they had defeated another CL 11 opponent. 
   
   
  Making a Name for 
  Yourself 
  In addition to learning about the guests at the launch gala, the heroes 
  need to build a plausible cover that allows them to fit in. While the IDs 
  and invitations provided by Senator Organa are a good start, no records 
  exist to match the new identities. 
   
  Primary Challenge: To create, edit, or delete publicly available 
  government records, the heroes must gain authorized access to a 
  government database so that they can insert their information into 
  official records. The computer system in question—operated by a local 
  public safety office—has Intelligence 14 (+2 equipment bonus to friendly 
  and helpful users), Will Defense 17, and a starting attitude of unfriendly. 
  Time Management 
   
  Part of the challenge of this portion of the adventure is 
  preparing for a major operation on extremely short notice. Of 
  course, time management can become a terrible chore if handled 
  improperly, so use the following guidelines to make sure the 
  players enjoy the challenge. 
   
  Montage! First and foremost, have fun. This part of the 
  adventure should be lighthearted and mostly abstract—the only 
  thing that is really concrete is the ticking clock. Portray these 
  otherwise dull events as if they were a movie montage, complete 
  with upbeat music. Suggested selections from Star Wars
  soundtracks include “Cantina Band” and “Cantina Band #2” 
  (from A New Hope) and “Jedi Rocks” (from Return of the Jedi: 
  Special Edition). If you can find it, “Lapti Nek” (from the original 
  Return of the Jedi soundtrack) is just about perfect. 
   
  Humor! Ham it up and encourage the players to do the 
  same. Have fun with the fish-out-of-water element. Imagine 
  Chewbacca wearing a bowtie, his fur curled and styled like the 
  lion in The Wizard of Oz; Darth Maul wearing a monocle, 
  mustache, and tuxedo; or Yoda wearing shades and a jet-black 
  wig pulled back in a ponytail. 
   
  Props! Create a page of an appointment book or day planner 
  for the heroes, giving them something tangible to watch the 
  hours tick down. Take a sheet of notebook paper and label the 
  left margin with times—6:00 P.M., 7:00 P.M., 8:00 P.M., and so on 
  until 6:00 P.M. the next day—then label the top margin with the 
  names of the heroes, creating a separate column for each 
  character. As a hero declares actions, determine the time 
  required and mark off the right number of hours. Repeat the 
  process with all heroes who haven’t declared an action yet for 
  any given hour. This visual will help the players see the time 
  remaining, avoiding clumsy errors such as forgetting to sleep. 
   
  Hints! This is especially important if you hit the 12-hour 
  mark (6:00 A.M.) and the heroes are overlooking a major detail, 
  such as sleeping. Have Senator Organa or another trusted GM 
  character (such as Sirona Okeefe) call to check in, and use them 
  to drop a hint about whatever the heroes are missing. 
  
   
   
  7 
  Who’s Who
   
  When researching the guest list, the heroes can learn about 
  several major guests who are attending the maiden voyage of 
  the Gem of Alderaan. 
   
  Major Guests 
  The heroes learn the name, occupation, and physical description 
  of any major guest they have identified. Other details 
  (personality, interests, and pursuits) become available if the 
  heroes successfully research an individual guest. 
   
  Morrax Nabin: Imperial governor. Old Human male, graying 
  hair, brown eyes, mustache. Thoughtful, shy, and brilliant, he 
  enjoys playing simultaneous games of holochess with different 
  colleagues (including, at times, the Emperor), relaying moves 
  through short messages over a period of weeks or months. He is 
  always accompanied by an elite stormtrooper bodyguard detail. 
   
  Lynaa: Fashion designer. Middle-aged Twi’lek female, blue 
  skin, brown eyes. Gregarious, flamboyant, and eccentric, she 
  regularly does charity work for wildlife conservation groups. She 
  is never without her purebred voorpak, Taezii, a tiny fluffy animal 
  that fits in the pockets of Lynaa’s robes. 
   
  Dien Suub: SoroSuub executive. Old Sullustan male, brown 
  eyes, tan skin, plump build. Friendly, pragmatic, and driven, he 
  reads the entire front section of the Brentaal Trade News every 
  morning over breakfast. 
   
  Zalar Rishek: Scion of the House of Rishek. Adult Human 
  male, blond hair, gray eyes. Arrogant, spoiled, and overbearing, 
  he races customized airspeeders, swoops, and star yachts when 
  he’s not busy chasing romantic prospects. 
   
  Cednah Faenel: Alderaanian noblewoman. Venerable Human 
  female, silver hair, hazel eyes. Quiet, gracious, and generous, her 
  lifetime love of dance led her to donate millions to renovate the 
  Grand Theater in Belleau-a-Lir. Her family’s lands include the 
  Faenel Vineyard, home to an exquisite Alderaanian brandy. 
   
  Ardia Terrsyn: Actress. Adult Human female, long braided 
  black hair, dark skin, green eyes. Inquisitive, insightful, and savvy, 
  she acquired a taste for sabacc after studying it for a role in a 
  holodrama about a Hutt crime family. 
   
  Minor Guests 
  There are over one hundred guests on board, far too many to list 
  and describe. Use the following names and descriptions to fill in 
  other characters as needed during the adventure. Khyyynett
  (middle-age male Wookiee, musician), Prof. Wachs Tauph (old 
  male Bothan, university chancellor), Dyni Endarsin (young adult 
  female Zeltron, artist), Dr. Hakaen Bousch (old male Mon 
  Calamari, physician), Dr. Stae-Fahnti Koelbayr (middle-age male 
  Human, commentator), Tavid Ahkoeri (old male Human, 
  gambler), Capt. Z’paul Diin (old male Duros, explorer), Brial Sullor
  (adult female Human, novelist), Anjeru Valett (middle-age male 
  Human, attorney), Ruf-Asti-Viarffli (old male Cerean, president 
  of Dohnia free colony), Mahg-Raet Duumont (old female Herglic, 
  financier), and Fia Nazhena (adult female Cathar, heiress). 
   
  To be treated as an authorized user and gain the ability to alter 
  public records, the heroes must improve the computer’s attitude to 
  friendly. As with any attempt to improve access to a computer system, a 
  failure by 5 or more worsens the computer’s attitude by one step and 
  draws the attention of a low-level administrator (opposes all skill checks 
  with Use Computer +10). 
   
  The heroes can make this task simpler if they choose a good target 
  for their efforts, using either or both of the skills below. Each check can 
  be attempted only once. 
   
  Gather Information (DC 20, 1d6 hours, 50 credits for HoloNet 
  access): A determined search of isolated computer networks finds a 
  more advanced but publicly accessible system. It has Intelligence 16 (+3 
  equipment bonus), Will Defense 18, and a starting attitude of indifferent 
  rather than unfriendly. 
   
  Knowledge (technology) (DC 20): Familiarity with similar security 
  systems can provide insight on the verification protocols, potentially 
  providing a back door to easy access. If the check is successful, the 
  computer’s attitude is automatically improved by one step. 
   
  Primary Challenge: Once the heroes gain access, they must provide 
  records for their new identities, either by fabricating them or by linking 
  each hero’s identity with another person’s name and history. 
   
  Identity Theft: A hero can find a good candidate for a “borrowed” 
  identity by making a DC 20 Gather Information check (1d6 hours, 50 
  credits). 
   
  Identity Fabrication: A hero can create a complete identity—
  including tax records, employment history, educational background, and 
  so forth—by making a DC 20 Knowledge (bureaucracy) check (4 hours) to 
  correctly complete all necessary records. 
   
  Primary Challenge: Once the proper records have been created or 
  appropriated for the heroes’ identities, each hero must prepare a 
  disguise—dress, mannerisms, and perhaps stage makeup and prosthetics. 
  If done properly, each disguise fits the hero’s fabricated or borrowed 
  background and “sells” the persona. 
   
  Creating a disguise requires 10 minutes and a DC 20 Deception 
  check. If the heroes have the time for trial and error, they can retry as 
  many times as they wish. They can also take 20 on these skill checks 
  (requiring 3 hours, 20 minutes). Up to two characters can assist on a 
  single attempt, but each hero must make the Deception check for his or 
  her own disguise. Unless the hero already has an appropriately wealthy 
  wardrobe (unlikely for anyone other than a noble or officer), crafting the 
  disguise costs 1,000 credits for each hero. 
   
  Development: Even without completing these steps, the basic 
  identification and invitations provided by Senator Organa are sufficient 
  to get any given hero on board the Gem of Alderaan. However, having 
  incomplete backgrounds or “thin” identities can cause some difficulties 
  during the social encounters in Part 2: Getting to Know You. 
   
  Ad Hoc XP Award: For each hero who acquires a complete identity, 
  including appropriate records and a matching disguise, the heroes gain 
  experience as if they had defeated a CL 17 opponent. 
  Other 
  Preparations 
  In addition to the more important tasks outlined in the following 
  sections, the heroes must take care of several mundane preparations 
  before appearing at the launch gala for the Gem of Alderaan. 
  
   
   
  8 
  Sleep 
  Because of the high pace of the work, treat the heroes as if they are 
  undertaking a forced march if they work for more than eight hours. For 
  every additional hour worked without getting eight hours of sleep, a 
  character must make a DC 10 Endurance check (+2 per hour after the 
  first). If this check fails, the character moves –1 persistent step on the 
  condition track, and this persistent condition can be removed only by 
  sleeping uninterrupted for eight hours. 
  Shopping 
  If the heroes need to purchase ordinary, unrestricted equipment costing 
  less than 5,000 credits, one character must spend one hour doing so. 
  Anything more expensive requires 1d6 hours. 
   
  If the heroes need to purchase licensed equipment such as weapons, 
  they must have the appropriate licenses on hand (either legitimate or 
  fabricated) because there is not enough time to acquire the licenses 
  through normal channels. Forging a license requires 1 hour, and the DC 
  of the Deception check is determined by the legality of the item to be 
  purchased. (See Table 8–2: Restricted Objects, page 119 of the Saga 
  Edition core rulebook.) 
  Contraband 
  The heroes might wish to spend time figuring a way to smuggle 
  equipment or weapons onto the Gem of Alderaan. If a character asks 
  about security or carrying restricted items on board, have her make a 
  Knowledge (bureaucracy) or Knowledge (technology) check. 
   
  DC 
  Result 
  10 
  Other than communications devices, computers/storage devices, 
  and recording units, very few items are authorized to be carried on 
  board by non-Imperial personnel. It is a relatively short trip, so 
  guests are not expected to bring overnight luggage. 
  15 
  Security at the event will probably include passing through a 
  sophisticated weapons scanner as well as a check of the 
  passenger’s identification and invitation. If a passenger’s 
  identification is not supported by electronic records, that 
  passenger will attract greater scrutiny. 
  20 
  Contraband can be smuggled past security, either by planting it on 
  authorized personnel who bypass the scanners or by disguising it 
  as part of a legitimate device. (Ordinary concealment is useless 
  against a weapons scanner.) In either case, the smuggled item 
  must be very small, meaning that larger items must be carefully 
  disassembled into smaller parts. 
   
   
  If a hero wants to attempt to smuggle contraband on board, use the 
  following guidelines to adjudicate the attempt. 
   
  Object Size: The difficulty of smuggling an item on board is largely 
  determined by its size. Weapon size is two steps greater than object size; 
  for example, a Small blaster pistol is a Diminutive object. (A deactivated 
  lightsaber is one additional step smaller.) Armor is the same size as its 
  wearer. The size of other items is determined by weight: Fine, up to 0.9 
  kg; Diminutive, 1.0 to 1.9 kg; Tiny, 2.0 to 4.9 kg; Small, 5.0 to 49 kg; 
  Medium, 50 to 499 kg. 
   
  Disassembling Items: An item of up to Medium size can be 
  disassembled into concealable, Fine-sized components. Doing so requires 
  one hour, a tool kit, and a Mechanics check (DC 15, plus 5 for each size 
  above Diminutive). 
   
  On a failure, you can try again, but failing the Mechanics check by 5 
  or more results in the item being damaged and unusable until repaired. 
  Reassembly requires another hour, a tool kit, and a check against the 
  same DC, with the same consequences for a failed check. 
   
  Lightsabers, due to their unique construction, are handled somewhat 
  differently. Anyone capable of building a lightsaber (see the sidebar on 
  page 40 of the Saga Edition core rulebook) can substitute a Use the 
  Force check for any Mechanics check listed above, and such a character 
  does not need a tool kit to disassemble or reassemble the lightsaber. 
   
  Disguising Items: Any item to be smuggled through security must be 
  disguised as part of one or more innocuous devices, such as comlinks or 
  datapads. The total weight of all such devices must be at least twice as 
  much as the weight of the hidden items. If the disguised item is 
  Diminutive or greater size, it must first be disassembled into Fine-sized 
  components (see above). 
   
  Disguising the item is a difficult deception, requiring one hour and a 
  Deception check at a –5 penalty. If the disguised item’s original size is 
  greater than Fine, you take an additional –5 penalty on this check for 
  every additional step in size. (The pieces aren’t larger, but having to hide 
  multiple pieces requires greater skill to avoid arousing suspicion.) The 
  result of the skill check sets the Perception DC of anyone attempting to 
  detect the disguised item. 
   
  Planting Items: Items can be planted on (and lifted from) Imperial 
  personnel to avoid the usual security screening by using the Pick Pocket 
  application of the Stealth skill. This requires a Stealth check opposed by 
  the target’s Perception check, and the target gains a +5 bonus. If 
  successful, you plant or lift the item without being detected. If you fail, 
  you are unable to plant or lift the item, but you can try again. However, 
  if you fail by 5 or more, the target catches you in the act. 
   
  Only items of Fine size can be planted or lifted. Larger items can be 
  disassembled (see above), but doing so creates multiple components that 
  must be planted or lifted individually. A disassembled item has a number 
  of components equal to twice its weight in kilograms (round down). 
  Moving On 
  When the heroes finish their preparations, or when they run out of time, 
  move on to Part 2: Getting to Know You. 
   
   
  
   
   
  9 
  Life of the Party 
   
  Virtually everything in Part 2: Getting to Know You is a social 
  encounter of one sort or another, so some special rules are in 
  play to represent this sort of prolonged social interaction. 
   
  Group Attitude: Just as an individual GM character’s 
  attitude affects his interactions with the heroes, group attitude 
  represents a hero’s reputation with a formal or informal group, 
  affecting interactions with all GM characters involved. The 
  modifiers are similar to (and stack with) those used when 
  attempting to influence a GM character with the Persuasion 
  skill, but they apply to all Deception, Gather Information, 
  Perception, and Persuasion checks involving a GM character 
  within the group. 
   
  Attitude 
  Skill Check Modifier 
  Hostile 
  –10 
  Unfriendly 
  –5 
  Indifferent 
  –2 
  Friendly 
  +0 
  Helpful 
  +2 
   
   
  These modifiers are not relevant except in the case of 
  prolonged, open interaction, such as that on the Gem of 
  Alderaan. Group attitude can be changed only when specified 
  conditions are met, usually as a result of a social encounter. 
   
  Group attitude is separate from an individual GM character’s 
  attitude toward the heroes. For example, an individual might be 
  friendly toward the heroes, but if the group has an attitude of 
  unfriendly (–5 penalty), that GM character is difficult to 
  influence simply because he or she doesn’t want to be seen with 
  the heroes. 
   
  GM characters have a starting attitude of indifferent unless 
  otherwise indicated. 
   
  Major Guests: Some guests have more influence than others. 
  When those guests think highly of you, doors of opportunity 
  open quickly. If you are blacklisted, however, you can find 
  yourself shunned by virtually everyone. 
   
  Before improving group attitude to helpful, the heroes must 
  improve the attitude of at least one major guest to helpful, and 
  the number of helpful major guests must be greater than the 
  number of major guests with an attitude of unfriendly or worse. 
   
  Similarly, group attitude cannot worsen to hostile unless at 
  least one major guest has an attitude of hostile, and the number 
  of hostile major guests is greater than the number of major 
  guests with an attitude of friendly or better. 
   
  Specific Details: If the heroes have learned specific details 
  about all major guests present in a given encounter (see The 
  Guest List, page 5), they gain a +2 bonus to all Deception, 
  Gather Information, Perception, and Persuasion checks during 
  that encounter. 
  Part 2: Getting to Know You 
   
  The launch gala for the Gem of Alderaan has arrived, and the heroes find 
  themselves walking the red carpet with celebrities, politicians, 
  philanthropists, famed artists, and brilliant scholars. 
   
  When the heroes arrive, read or paraphrase the following: 
   
   
  The heroes are in line, approaching the security checkpoint. If a PC 
  wants to engage a fellow guest in conversation, use one of the minor 
  guests from the Who’s Who sidebar on page 7. Give the heroes a chance 
  to try out their new identities, but in a matter of minutes, they will have 
  to break off the conversation to deal with security. 
  Reception 
  Before making it into the reception itself, the heroes must contend with 
  security. If all heroes have complete identities (as described in Making a 
  Name for Yourself, page 6) and they aren’t attempting to smuggle 
  contraband, the security checkpoint is uneventful. If this is not the case, 
  there might be some complications. 
  Security Screening 
  The security checkpoint is run by one supervisor (Will 18, Perception 
  +10; treat as an Imperial Officer, page 280 of the Saga Edition core 
  rulebook) and four security screeners (Will 10, Perception +6; treat as 
  Rebel Troopers, page 280 of the Saga Edition core rulebook). Two 
  screeners operate a stationary weapons scanner (+2 circumstance bonus 
  to Perception checks, ignore all cover and concealment in scanning 
  area), making it impossible to conceal items using the Stealth skill. 
   
  If the heroes have complete identities, they receive routine attention 
  from the screeners. The two weapons screeners take 10 on their skill 
  checks, meaning that items can be smuggled past the checkpoint with a 
  DC 18 Deception check or planted on a screener for later retrieval with a 
  DC 21 Stealth check (see Contraband, page 8). If such an attempt fails, 
  all heroes are subject to an intensive screening (see below). 
   
  If any hero does not have a complete identity, the supervisor takes 
  an interest in that hero’s screening. In this case, a disguised item can 
  pass screening with a DC 22 Deception check or be planted with a DC 25 
  Stealth check. If such an attempt fails, all heroes are subject to an 
  intensive screening (see below). 
   
  Intensive Screening: Any indication of a major security breach (such 
  as a screener detecting a weapon) will result in intensive screening of all 
  heroes. Each screener takes 20 on his Perception check, so getting a 
  disguised item past security requires a DC 28 Deception check. Planting 
  an item is very difficult due to the close attention, but the screeners 
  can’t take 20 on a passive check, and staying close enough for a lengthy 
  The launch gala takes place in what looks like a luxurious banquet 
  hall. You see chandeliers hand-carved by artisans on Naboo, floors 
  and columns carved from exquisite Chandrilan sun marble, and an 
  atrium leading to a priceless Mon Calamari water sculpture, held 
  aloft by miniature repulsor fields and flowing like an waterfall that 
  feeds itself, subtly evolving and shifting in its perpetual motion. 
   
  But this isn’t a resort, a hotel, or a banquet hall. It’s a 
  repuslortrain station—one unlike any in the galaxy—and the elite 
  from dozens of worlds have gathered to see the maiden voyage of 
  the Gem of Alderaan. 
  
   
   
  10 
  frisking provides ample opportunity for a drop. Doing so requires a DC 31 
  Stealth check. 
   
  Development: Because of their personal invitations and IDs linking 
  them to the office of Senator Organa, the heroes are virtually 
  guaranteed to be allowed on board after the screeners confiscate any 
  contraband they find. The real challenge is to avoid making a scene in 
  front of the other guests. 
  First Impressions 
  Once they join the gala, the heroes need to make a good first impression 
  by being witty, charming, and pleasant. Failing that, they must at least 
  avoid a faux pas by staying quiet without appearing standoffish. 
   
  Primary Challenge: The most important objective in this scene is to 
  make a good first impression with the guests as a whole. The starting 
  group attitude of the guests is indifferent, or unfriendly if the heroes 
  were subject to intensive screening. (See the Life of the Party sidebar on 
  page 9.) 
   
  Over the course of the reception, each hero must attempt two social 
  interactions with other guests. In addition, the group as a whole must 
  attempt two additional interactions, which can be undertaken by any of 
  the heroes. The different interactions available are described as an 
  auxiliary challenge, below. 
   
  The result of the reception is determined by the number of social 
  interactions that have an unpleasant outcome (for example, saying 
  something embarrassing, accidentally insulting someone, or perhaps 
  trying too hard). 
   
  If the heroes have 0 to 2 unpleasant interactions, the reception is a 
  smashing success. The heroes make a positive and lasting impression on 
  the entire group, improving group attitude by one step (from indifferent 
  to friendly, for example). 
   
  If the heroes have 3 to 5 unpleasant interactions, the reactions are 
  mixed and, on balance, largely neutral. Group attitude does not improve 
  or worsen as a result. 
   
  If the heroes have 6 or more unpleasant interactions, the reception 
  is a disaster. The other guests come to the conclusion that the heroes 
  are unrefined, uncouth, and ill-mannered, and they are subject to icy 
  stares and derisive laughter from all in attendance. Group attitude 
  worsens by one step (from indifferent to unfriendly, for example). 
   
  Auxiliary Challenge: A hero can attempt any of these social 
  interactions by making the listed skill check: 
   
  Witty Banter (DC 15 Persuasion check): The hero engages one or 
  more guests in conversation on any number of topics. A failure results in 
  the hero making an off-putting or ill-mannered remark. 
   
  Attentive Listener (DC 15 Perception check): Careful observation and 
  active listening help the hero pick up on important details and appear 
  sympathetic and understanding. A failure results in the hero losing focus 
  and completely misunderstanding the speaker’s point. 
   
  Innuendo (DC 15 Gather Information check): The hero engages in a 
  more subtle type of conversation, one in which what is left unsaid is 
  most important. A failure means that the hero misinterpreted another 
  guest’s meaning or accidentally implied something embarrassing. 
   
  Blend In (DC 20 Stealth check): The hero tries to blend in to the 
  crowd to avoid drawing attention. A failure means that other guests 
  notice the hero’s shyness, perhaps mistaking it for aloofness. 
   
  Bragging Rights (DC 15 Deception check, +2 per check after the 
  first): The hero spins an impressive tale that is light on facts. However, 
  exaggerations can stand out if they are used too often. 
   
  In addition to the interactions described above, a hero can attempt 
  one or more of the following skills in conjunction with a social 
  interaction. 
  Noncombat Encounters
   
  Here are a few suggestions for handling this section of the 
  adventure and its focus on social, nonviolent encounters. 
   
  Assigning Skill Checks: Instead of telling the players their 
  options right away, let them describe what they want to do in 
  real-world terms. Use their descriptions to decide which option 
  is closest to their intent, calling for the appropriate skill checks. 
   
  If your players have trouble coming up with an approach to 
  these sorts of encounters, particularly at the beginning, be ready 
  to list each option along with its associated skill check, but don’t 
  tell the players the specific DCs right away. As the adventure 
  progresses, though, you should find the players adapting to these 
  encounters, perhaps even suggesting the use of skills that aren’t 
  listed. 
   
  Alternative Skills: Each noncombat encounter lists several 
  skills that can be used to gain the desired outcome, but this list 
  is not necessarily exhaustive or exclusive. If a player suggests 
  another relevant skill that might be useful in the situation and 
  provides a reasonable explanation of how to apply it, give that 
  player the benefit of the doubt and let him make the attempt. 
   
  Most improvised skill checks should have a DC equal to the 
  highest listed for any other skill on that encounter, adding +2 to 
  the DC for each previous attempt. If the player describes the 
  skill’s use particularly well or poorly, apply other modifiers as you 
  see fit. 
   
  If the skill check succeeds, the hero gains a +2 bonus to the 
  next skill check made for that encounter. If the skill check fails, 
  that skill cannot be used for the remainder of the encounter by 
  any of the heroes. 
   
  Adjudicating:
  A player should describe his intended 
  approach in as much detail as possible, giving you an idea how 
  well the actions fit the needs of the encounter. If a player 
  provides a particularly clever idea or comes up with something 
  especially appropriate to say to a GM character, don’t hesitate to 
  give that player a small bonus (usually +2) on his skill check. 
  More importantly, announce that you are doing so, to encourage 
  the players to do more of the same. 
   
  On the other hand, if a player suggests something 
  particularly inappropriate, you are fully justified in imposing a 
  small penalty (again, usually –2) to the skill check. Don’t use this 
  option too often, however, because you don’t want the players to 
  feel like they’re being punished for not approaching things the 
  way you would. You’re usually better off encouraging good ideas 
  than punishing bad ones. (Besides, even if the player has a bad 
  idea, the character might know better—which is what skill 
  modifiers represent.) 
   
  Finally, don’t force players to go too far out of their comfort 
  zones to earn these bonuses. Some players prefer to narrate their 
  actions (“I’ll talk to the Senator about the Outer Rim trade bill”) 
  while others like to get into character and act things out 
  (“Senator, have you formed an opinion on this Outer Rim trade 
  bill?”). Both approaches are perfectly acceptable for the purposes 
  of the adventure, so unless your game has already-established 
  rules for in-character vs. out-of-character speech, give the 
  players room to handle these social encounters in the manner 
  they find most comfortable. 
  
   
   
  11 
   
  Another Round (DC 15 Endurance check, +2 per check after the 
  first): The hero gravitates toward the drinks at the open bar, interacting 
  with guests who have loosened up a bit. On a success, the hero adds a 
  +2 bonus to the next social interaction. On a failure, the hero has too 
  much to drink. The hero gains no bonus and moves –2 persistent steps 
  down the condition track (automatically ends after this encounter). 
   
  Trivia (DC 15 Knowledge [galactic lore] check): The hero puts years 
  of HoloNet watching to good use, recalling relevant and interesting facts 
  and anecdotes during conversation. On a success, the hero adds a +2 
  bonus to the next attempt at witty banter (Persuasion check). On a 
  failure, the trivia comes across as an awkward attempt to change the 
  subject, imposing a –2 penalty to the next Persuasion check for witty 
  banter. 
   
  Informed Opinion (DC 20 Knowledge [any but galactic lore]): The 
  hero applies expert knowledge to a discussion, either elevating the 
  discourse or, in the case of bragging, making it more believable. On a 
  success, the hero gains a +2 bonus to the next attempt at witty banter 
  (Perception check) or bragging rights (Deception check). On a failure, the 
  hero says something that is obviously wrong, making others doubt his 
  expertise. In this case, none of the heroes can attempt to provide an 
  informed opinion with that specific Knowledge skill for the remainder of 
  the encounter. 
   
  What I Meant to Say . . . (DC 20 Deception check): Immediately after 
  failing a social interaction, the hero can attempt to recover with some 
  fast talking. On a success, the last failure is nullified; on a failure, this 
  counts as an additional failed social interaction. 
   
  Development: The result of this reception sets the tone for the 
  remainder of the social encounters on the Gem of Alderaan. If the heroes 
  made a good impression, they will find it substantially easier to gain the 
  attention and approval of major guests (and, by extension, Lady Aldrete). 
   
  Ad Hoc XP Award: If the heroes successfully improve the attitude of 
  the guests by one step, the heroes gain experience as if they had each 
  defeated a CL 13 opponent. 
  All Aboard 
  As the reception draws to a close, Lady Aldrete appears to welcome the 
  guests and invite everyone on board the Gem of Alderaan. Read or 
  paraphrase the following: 
   
   
  Once on board, give the heroes a little time to explore. The 
  repulsortrain is much shorter than it would be during regular service 
  because this is an invitation-only maiden voyage, only a few hours long. 
  From front to back, the Gem of Alderaan includes: 
  • 
  A control car, where the crew control the operation of the 
  repulsortrain. For safety reasons, this area is sealed off from 
  passengers. 
  • 
  A lounge car, featuring all-around windows that provide a 
  breathtaking panoramic view. The lounge is broken down into 
  semiprivate areas for small gatherings, and available 
  amenities include an extensive library, a fine selection of 
  spirits, and even atmospheric bubbles for guests to adjust the 
  environment to match their comforts (and to keep t’bac and 
  spice odors away from others). 
  • 
  A dining car, seating dozens in a split-level dining area that 
  includes smaller, two-person tables for couples, four- to six-
  person tables for small groups, and a single large banquet 
  table for large gatherings. Underneath the upper level are the 
  kitchens, fully automated with state-of-the-art luxury 
  autochefs and taking up far less room than such a stunning 
  gourmet kitchen would normally require. The top level also 
  includes a bar and another Mon Calamari water sculpture, 
  this fountain somewhat smaller and less ornate than the one 
  at the reception.  
  • 
  A casino car that includes four sabacc tables, three Savareen 
  whist dealers, two jubilee wheel tables, and two large banks 
  of credit game machines on the trailing balcony. In addition, 
  the casino has a stage for various entertainment, two bars 
  (one on each level), and a heavily armored, secure cashier’s 
  area dominating one side of the car.  
  • 
  A car dedicated to Lady Aldrete’s personal nightclub, 
  Decadence. It is kept dark except for pulsing strobe lights and 
  dim table lamps, and the dance floor noticeably vibrates from 
  the pounding, relentless beat of high-tempo music. The lower 
  level has a bar, several booths, the dance floor, a main stage, 
  and two smaller dance stages with a floor-to-ceiling 
  bronzium pole. The upper level has small tables, booths, a bar, 
  a single sabacc table, and a small manager’s suite that 
  overlooks the dance floor. Unlike the other cars, this one has 
  a bouncer at the entrance who turns away anyone not 
  deemed important (or attractive) enough to come inside. (See 
  Entanglements, page 14.) 
  Traveling in Style 
  Give the heroes some time to explore the train as a whole before 
  starting the different social encounters outlined below. They can be 
  undertaken in any order. The players can announce what sorts of things 
  they want to look for, or you can reveal each encounter when the heroes 
  are in a position to observe them. 
   
  These encounters are meant to be approached one at a time by the 
  entire group. However, the heroes can split up, each handling a different 
  encounter that is particularly suited to their individual strengths. This is 
  not advised, but in this case it is best to run each encounter 
  simultaneously, with each player taking a turn for each attempted 
  action. If separate encounters are handled sequentially, several players 
  will be left out for long stretches at a time. If one hero finishes one 
  After a short introduction by the emcee, Lady Aldrete walks out on 
  stage wearing a revealing, low-cut dress that you wouldn’t expect to 
  see on a noblewoman. She makes her way to the lectern, leaning 
  against it with one hand while holding a snifter of Alderaanian 
  brandy in the other. 
   
  “Okay, everyone,” she says, slightly slurring her words, “I know a 
  lot of you. And a lot of you are here because you know my grandpa. 
  And a few are here for the free drinks.” She giggles loudly, 
  prompting some forced laughter from the assembled guests. 
   
  “Either way, thanks for coming to our launch, and you’ll be the 
  first to see all the great stuff Grandpa put in. And there are bars in 
  every repulsorcar and a nightclub on the back of the train—those 
  were my ideas! And I got bouncers and everything to keep the worst 
  riffraff outta my club—and to keep the best riffraff in!” 
   
  She winks, raises her glass, and takes a drink of brandy before 
  wandering away from the lectern, drawing applause from the 
  fawning masses. While the guests file onto the massive 
  repulsortrain, Lady Aldrete is hurried on board by her staff, 
  bypassing everyone else in line. 
  
   
   
  12 
  encounter before the others, that hero can join another encounter 
  already in progress unless otherwise specified. 
   
  Critical Challenge: To gain the notice of Lady Aldrete, the heroes 
  must fulfill the following criteria at the end of all encounters in 
  Traveling in Style: 
  • 
  Group attitude of the guests must be helpful. 
  • 
  At least one major guest must be helpful. 
  • 
  The number of major guests who are helpful or friendly must 
  be greater than the number of major guests who are 
  indifferent or unfriendly. 
  • 
  No major guests can be hostile. 
   
   
  Development: When the heroes have drawn sufficient positive 
  attention from the other guests, you can move on to Private Invitation 
  (page 15), but you should continue these social encounters at least until 
  the heroes have advanced to 16th level. Unless the players are growing 
  antsy from the lack of combat encounters, there is no reason that you 
  can’t have the heroes participate in all of the social encounters below. 
  A Friendly Game of 
  Sabacc 
  In the casino, a lively game of sabacc has started between several 
  attendees, including three major guests. Each round of gambling—
  representing a series of several hands of sabacc—requires a stake of 
  2,000 credits (but see below), and the outcome is determined by 
  opposed Wisdom checks made by all players. Heroes who have the 
  Gambler talent (page 46, Saga Edition core rulebook) add +2 to this roll 
  per instance of the talent. 
   
  Depending on how they play, the losers of each round might have to 
  give some or all of their stakes to the winner, as shown in this summary 
  of the basic gambling rules (page 47, Saga Edition core rulebook): 
  • 
  Lose by 0 to 4 points: Break even, keep entire stake. 
  • 
  Lose by 5 to 9 points: Give half of stake to winner. 
  • 
  Lose by 10 points or more: Give entire stake to winner. 
   
   
  A hero with less than 2,000 credits can still play, taking a –2 penalty 
  to the Wisdom check (it is easy to be pushed out by high bets) and 
  giving the entire stake to the winner on any loss. 
   
  In addition, a hero might do several things during the game to 
  affect the outcome. These are outlined below. 
   
  Bluffing: Make a Deception check; if it equals or exceeds the Will 
  Defense of all GM characters, you get a +2 bonus to your next Wisdom 
  check. If the check is unsuccessful, you take a –2 penalty to your next 
  Wisdom check. In addition, you give away a “tell” that makes it easier 
  for other players to realize when you’re bluffing; as a result, for each 
  previous failure, you take a –5 penalty to future Deception checks. 
   
  Body Language: You can try to pick up on the unconscious body 
  language of your opponents, “tells” that indicate the strength of their 
  hand. Make a Perception check; if it equals or exceeds the Will Defense 
  of all GM characters, you get a +2 bonus to your next Wisdom check. If 
  the check is unsuccessful, you take a –2 penalty to your next Wisdom 
  check. 
   
  Chatterbox: You can attempt to distract your opponents by 
  engaging in casual conversation. Make a Persuasion check; if it equals or 
  exceeds the Will Defense of all GM characters, you get a +2 bonus to 
  your next Wisdom check. Because it’s hard to keep the conversation 
  light and engaging for very long, you take a –5 penalty to your 
  Persuasion check for each previous attempt. If the check is unsuccessful, 
  no heroes can use this option for the rest of the encounter. 
   
  Cheating: Make a Deception check in place of your Wisdom check to 
  determine your success during the game. However, each GM character 
  makes a Perception check to notice your actions; if the Perception check 
  beats your Deception check result, you are ejected from the game, 
  forfeiting your entire stake. In addition, the group attitude of the guests 
  drops by one level (for example, from indifferent to unfriendly). 
   
  Alternatively, you can attempt to cheat using sleight of hand 
  (Stealth). This is resolved as above, but you take a –5 penalty to your 
  skill check. 
   
  Collusion: On any given round, a player can attempt to aid an ally 
  instead of trying to win. Make a DC 10 Wisdom check; if successful, you 
  grant a +2 bonus to a single ally’s next Wisdom check. When 
  determining the outcome of that round of play, treat your Wisdom check 
  as 10 or your actual result, whichever is less. 
   
  Steady Hands: Make a DC 15 Endurance check. On a success, your 
  steady hands and nerves allow you to retain a high level of focus during 
  the round, granting a +2 bonus to your next Wisdom check. Add +5 to 
  the DC for each previous attempt. If you fail, fatigue sets in, and you 
  can’t use this option for the rest of the encounter. 
   
  Wild Cards: Make a DC 15 Knowledge (galactic lore) check. On a 
  success, you call for an obscure variant of sabacc when it’s your turn to 
  deal, something that most players haven’t played. You gain a +2 bonus 
  to your next Wisdom check. Add +5 to the DC for each previous attempt. 
  If you fail, you have exhausted your knowledge of sabacc variants and 
  can’t use this option for the rest of the encounter. 
   
  Players: The opponents during this encounter are described below, 
  along with their gamble modifier (Wisdom modifier plus any bonuses 
  from the Gambler talent), Will Defense, Perception modifier, bankroll, 
  and effective Challenge Level. If an opponent loses his or her entire 
  bankroll, the players gain experience for defeating an opponent of that 
  Challenge Level. 
  • 
  Ardia Terrsyn, actress (major guest)—gamble +3, Will Defense 
  19, Perception +9, 5,000 credits, CL 16. 
  • 
  Dien Suub, SoroSuub executive (major guest)—gamble +2, 
  Will Defense 20, Perception +10, 6,000 credits, CL 15. 
  • 
  Zalar Rishek, scion of the House of Rishek (major guest)—
  gamble +1, Will Defense 15, Perception +13, 4,000 credits, CL 
  14. 
  • 
  Tavid Ahkoeri—gamble +1, Will Defense 14, Perception +9, 
  3,000 credits, CL —. 
  • 
  Anjeru Valett—gamble +0, Will Defense 15, Perception +5, 
  2,000 credits, CL —. 
  • 
  Dyni Endarsin—gamble +0, Will Defense 15, Perception +5, 
  2,000 credits, CL —. 
   
   
  Primary Challenge: If the heroes defeat all the minor guests (Tavid 
  Ahkoeri, Anjeru Valett, and Dyni Endarsin), they impress the other 
  attendees, improving the group attitude of the guests by one step. 
   
  If the heroes defeat a major guest, they can either improve the 
  attitude of that major guest by one step or improve the group attitude 
  of the guests by one step. 
   
  Regardless of how well the heroes perform during this encounter, 
  the group attitude of the guests cannot have a net improvement of more 
  than one step. For example, if the heroes were caught cheating (one step 
  worse) but they beat three major guests (each worth one step of 
  improvement), the net effect is one step of improvement. 
   
  Development: The effects are cumulative with those of other social 
  encounters, and the heroes can keep any credits won during the game. 
  The heroes are not expected to defeat all opponents in this encounter, 
  nor is it necessary. 
  
   
   
  13 
   
  Ad Hoc XP Award: The heroes receive experience for each opponent 
  they defeat, as described under “Players,” above. If the heroes defeat all 
  three minor guests, they gain experience as if they had defeated a CL 14 
  opponent. 
  Armchairs and 
  Holochess 
  A warm and cozy spot in the lounge is an ideal place for a stimulating 
  intellectual discussion with the galaxy’s elite. Morrax Nabin, Imperial 
  governor (major guest), sits by the holochess board, hoping someone will 
  join him for a casual game. Until then, he is enjoying some Alderaanian 
  brandy with Dien Suub, SoroSuub executive (major guest); Cednah 
  Faenel, Alderaanian noblewoman (major guest); and several others—
  Professor Wachs Tauph, Dr. Stae-Fahnti Koelbayr, and Mahg-Raet 
  Duumont—as they discuss financial markets, history, politics, and any 
  other topic that arises. 
   
  Primary Challenge: All heroes present must participate in the 
  conversation, or at least try to blend in. Participation is optional for a 
  hero playing holochess (see below). During each round of discussion, 
  each hero picks a conversational topic from the list below. 
   
  Medicine: Make a DC 15 Knowledge (life sciences) or DC 20 Treat 
  Injury check. If successful, you recount recent developments in biotech, 
  cybernetics, surgical techniques, pharmaceuticals, or epidemiology. 
   
  Politics: Make a DC 15 Knowledge (social sciences) or DC 15 
  Knowledge (bureaucracy) check. If successful, you make several relevant 
  points on recent political debates and controversies. 
   
  Technology: Make a DC 15 Knowledge (technology) or DC 20 
  Mechanics check. If successful, you discuss the implications of recent 
  breakthroughs in engineering, manufacturing, and architecture. 
   
  Trade: Make a DC 20 Pilot or DC 20 Use Computer check. If 
  successful, you use knowledge of hyperlanes and astrogational 
  challenges to make several insightful comments about issues in 
  interstellar trade. 
   
  Ummm . . . What He Said: Make a DC 20 Deception or DC 20 Stealth 
  check. If successful, you avoid drawing attention to your breathtaking 
  lack of knowledge about academia, skillfully redirecting questions 
  toward another in the conversation. 
   
  The objective is for the heroes to contribute something meaningful 
  to the conversation as many times as possible out of 8 rounds of 
  conversation. If the heroes make three or more embarrassing, 
  uneducated, or amateurish remarks (signified by a failed skill check) in 
  total, they prompt chuckles and condescending remarks from the other 
  guests (“Well, I suppose someone has to attend those universities on the 
  Outer Rim”), effectively ending this challenge. 
   
  Primary Challenge: Only one hero can play against Governor Nabin 
  in a game of holochess. The objective is to be successful at least four 
  times with various strategies, outlined below, resulting in the hero 
  checkmating the governor. However, if the hero hasn’t done so after six 
  attempts, the governor’s superior experience in the game allows him to 
  defeat the hero by attrition after a protracted struggle. 
   
  Lightning Round: Make a DC 25 Initiative check. On a success, you 
  plan out several contingencies while waiting for Nabin’s move. You take 
  your turn after only a second’s pause, leaving the governor flat-footed 
  (and a little intimidated) because of your quick response; add a +2 bonus 
  to the skill check to execute a strategy this round. On a failure, however, 
  your haste leads you to make a terrible oversight, making this round’s 
  strategy automatically unsuccessful. 
   
  Relentless Assault: Make a DC 25 Knowledge (tactics) check. On a 
  success, you execute a classic set-piece attack, keeping your opponent 
  on the retreat as he is knocked back on his heels. 
   
  Misdirect and Reveal: Make a DC 20 Deception check. On a success, 
  you draw your opponent’s attention to an intricate feint, but your moves 
  open up a completely unexpected avenue of attack. 
   
  Spoiler: Make a DC 20 Perception check. Instead of seizing the 
  offensive, you try to anticipate Nabin’s next move, playing solely to spoil 
  his attacks and frustrate him into making a mistake that leaves him 
  exposed elsewhere. 
   
  If the hero is also participating in the conversation (see above), 
  resolve the outcome of one strategy during each round of discussion. 
   
  Development: Successful participation in the conversation improves 
  either group attitude, Dien Suub’s attitude, or Cednah Faenel’s attitude 
  by one step. If the heroes do so without a single failure, all three 
  improve by one step. 
   
  Defeating Governor Nabin improves either guest attitude or the 
  governor’s attitude by one step. A perfect game (no failures) improves 
  both by one step. 
   
  Group attitude cannot improve by more than one step during a 
  single encounter. 
   
  Ad Hoc XP Award: If the heroes have at least four successes in the 
  conversation, they earn experience as if they had defeated a CL 11 
  opponent. Double this award if they manage six or more successes. If 
  Governor Nabin is defeated in the game of holochess, the heroes earn 
  experience as if they had defeated a CL 16 opponent. 
  Fine Tastes 
  A multicourse dinner is served that evening in the dining car, and the 
  heroes—as representatives of Senator Organa—are asked to sit at the 
  banquet table. The meal is exquisite: 
  • 
  It starts with a cocktail hour with Coruscant blush wine, 
  Corellian spiced ale, and Duros ale (or Reythan berry juice and 
  Barnaban mistwater for those who prefer something 
  nonalcoholic), with stuffed Plavonian starfish and raw 
  rockfish twists for hors d’oeuvres. 
  • 
  For soup, there is a choice between hillindor fowl and Ukian 
  torbull tail, with Neonan red cheese and Alderaanian 
  flatbread on the side. 
  • 
  The salad is cut from fresh greens from Ithor, with a 
  Coruscant red wine vinaigrette. 
  • 
  For a palate cleanser, Ithorian starfruit blended in a light 
  creme liqueur. 
  • 
  For the main course, there is a choice of roast Alderaanian 
  gorak served in malla petals or broiled Nerf tenderloin, with a 
  side of Ghoba rice pilaf and Verdian vine beans. It is served 
  with a glass of Corellian merlot. 
  • 
  Finally, for dessert, there is a choice of a Forrolow berry 
  parfait, Corellian air cake, or Barnaban mist-pudding. 
   
   
  Each course is delivered by four red-uniformed BD-3000 droids— 
  luxury droids with a statuesque and sleek feminine sculpt, seen as a 
  status symbol among the richest of the social elite. 
   
  Most guests visit the dining car at some point, but meal service is 
  staggered to accommodate all aboard. When the heroes dine, some 
  other guests at the main table include Morrax Nabin, Imperial governor 
  (major guest); Lynaa, famed fashion designer (major guest); Cednah 
  Faenel, Alderaanian noblewoman (major guest); Capt. Z’paul Diin, Dr. 
  Hakaen Bousch, and Ruf-Asti-Viarffli. 
   
  Primary Challenge: The challenge for the heroes is to make civilized 
  conversation while enjoying the finest foods from across the galaxy—and 
  without looking like they just fell off a spice freighter from Tatooine. To 
  make a good impression, the heroes need to participate meaningfully in 
  the conversation as many times as possible, up to a maximum of six. 
  
   
   
  14 
  Three unsuccessful attempts to participate—whether unsophisticated 
  (“Yummy!”) or uninformed (“Of course nerf come from Bespin!”)—result 
  in the heroes’ opinions not being taken seriously for the remainder of 
  the meal, effectively ending the challenge. 
   
  The heroes can attempt any of the following approaches: 
   
  Light Conversation: Make a DC 10 Persuasion check. On a success, 
  you engage your dining partners in casual conversation unrelated to the 
  meal but charming nonetheless. Empty banter grows tiresome, however, 
  so add +5 to the DC for each previous attempt by any of the heroes. 
   
  Oenology: Make a DC 20 Knowledge (galactic lore) check. On a 
  success, you make insightful observations about the wine, remarking on 
  its vintage and character. You gain a +2 bonus to your check if you have 
  any talents from the Lineage talent tree (page 44, Saga Edition core 
  rulebook). A failure makes this option unavailable to you for the rest of 
  the encounter. 
   
  The Nose Knows: Make a DC 20 Perception check. On a success, your 
  palate identifies subtleties and nuance in an item that others might 
  miss. You gain a +2 bonus to your next Deception, Knowledge (galactic 
  lore), Knowledge (life sciences), Knowledge (social sciences), or Survival 
  check. On a failure, you have saturated your senses for the moment, 
  making this approach unavailable for the rest of the encounter. 
   
  Secret Ingredients: Make a DC 15 Knowledge (life sciences) or DC 20 
  Survival check. On a success, your experience with foods—improvised or 
  otherwise—on countless worlds allows you to identify and comment on 
  some of the herbs, spices, and other ingredients in a given dish. 
   
  Exotic Dishes: Make a DC 15 Knowledge (social sciences) check. On 
  a success, you recall something about the planet and culture of origin 
  for a particular dish, perhaps commenting on the chef’s reinterpretation 
  of the traditional version. 
   
  No, Seriously, I’m a Chef: Make a DC 15 Deception check. On a 
  success, you make up some detail about a dish that sounds plausible, at 
  least for the duration of the meal. Repeated fabrications eventually push 
  the boundaries of believability, so add +5 to the DC for each previous 
  attempt by any of the heroes. On a failure, the other guests become 
  incredulous at your “facts,” making this option unavailable to any hero 
  for the rest of the encounter. 
   
  FoodNet Addict: Make a DC 20 Use Computer check. On a success, 
  all that time spent browsing the HoloNet pays off, and you recall reading 
  or watching something about a given dish. A failure makes this option 
  unavailable to you for the rest of the encounter. 
   
  Taking a Peek: If you have the farseeing power, make a DC 20 Use 
  the Force check. On a success, you glimpse some detail about a dish’s 
  origin, perhaps a brief vision about how it was prepared. On a failure, 
  you cannot use farseeing in this manner for the rest of the encounter. 
   
  Development: If the heroes make fewer than three blunders during 
  their conversation over dinner, improve the group attitude of the guests 
  and the individual attitude of all major guests by one step. If the heroes 
  failed to do so but still had at least one success for each hero before 
  accumulating three failures, the heroes can improve either group 
  attitude or the attitude of a single major guest by one step. 
   
  Ad Hoc XP Award: If the heroes make four or more insightful 
  comments, they earn experience points as if they had defeated a CL 13 
  opponent. Double the experience award if they have six successes. 
  Entanglements 
  Club Decadence: Nothing could better embody the excess, debauchery, 
  and hedonism that gave Lady Aldrete her fame. Cloaked in darkness and 
  illuminated only by multicolored strobe lights, holoprojectors, and table 
  lamps, the entire car pulses with a pounding beat. The younger guests 
  (and the young at heart) come here to dance, carouse, and flirt—not 
  necessarily in that order. Some notable guests present when the heroes 
  arrive include Ardia Terrsyn, actress (major guest); Lynaa, famed fashion 
  designer (major guest); Zalar Rishek, scion of the House of Rishek (major 
  guest); Khyyynett, Brial Sullor, and Fia Nazhena. 
   
  The bouncer at the door refuses entry to the heroes (“You’re not on 
  the list”) unless the guests have a group attitude of friendly or better, or 
  at least one major guest has an attitude of friendly or better. However, 
  the bouncer can be bribed (200 credits) with a DC 20 Persuasion check. 
  Offering ten times this amount grants a +5 bonus to the skill check. 
   
  Primary Challenge: The heroes need to make a memorable 
  impression on these guests, being eye-catching, entertaining, and 
  captivating even as they try not to look like they’re trying too hard. The 
  heroes want to accumulate as many successes as possible, to a 
  maximum of six. A little humiliation goes a long way, though: If the 
  heroes accumulate a total of three failed activities over the encounter, 
  their efforts begin to draw ridicule and scorn, effectively ending the 
  challenge. (Heroes who want to participate in the auxiliary challenge, 
  below, cannot participate in the primary challenge.) 
   
  Several activities can be used to attract admiration and envy: 
   
  Served! Make a DC 10 Acrobatics check. If successful, your dance 
  moves impress the crowd, outshining the competition. On a failure, you 
  are outperformed by a rival, effectively closing off this approach. 
  Because you need to show off new moves, add +5 to the DC for each 
  previous attempt. Heroes can use the aid another action to cooperate on 
  this check if all involved are trained in Acrobatics. 
   
  Pickup Artist: Make a DC 15 Persuasion check. If successful, you 
  attract the attention of a romantic prospect, making you the center of 
  attention. On a failure, you are shot down in a particularly visible way, 
  preventing further attempts. It’s difficult to attract multiple prospects in 
  rapid succession, so add 5 to the DC for each previous attempt. 
   
  Club Mix: You hit the audio booth and take a turn at mixing some 
  tunes. Make a DC 20 Use Computer check or DC 20 Perception check. If 
  successful, you mix a creative mash-up of different songs, drawing 
  rousing approval from the crowd. On a failure, your attempt is halting, 
  uneven, and embarrassing, preventing any future attempts. 
   
  Break It Up! A scuffle breaks out near you between Zalar Rishek 
  (major guest) and Khyyynett, with their respective entourages looking 
  on. Make a DC 20 Initiative check. If successful, you pull the two apart 
  before any serious harm is done. If you fail, the scuffle escalates into a 
  brawl before you can intervene. Heroes can use the aid another action to 
  cooperate on this check if all involved are trained in Initiative. 
   
  In addition, there are a few options that can be used to make the 
  above activities a little easier: 
   
  Stay Hydrated: Make a DC 15 Treat Injury check. If successful, you 
  grant a +2 bonus to the next Acrobatics check made by you or another 
  hero (your choice). On a failure, you administer too much water at once, 
  inducing nausea and moving the subject –1 persistent step down the 
  condition track until the end of the encounter. 
   
  Pace Yourself: Make a DC 15 Endurance check. If successful, you 
  gain a +2 bonus to your next Acrobatics check. On a failure, you try to 
  last through one song too many, exhausting yourself and moving –1 
  persistent step down the condition track until the end of the encounter. 
   
  Stage Dive: Make a DC 15 Jump check. If successful, you gain a +2 
  bonus to your next Acrobatics check. On a failure, you try to leap from a 
  little too high, slightly injuring yourself and moving –1 persistent step 
  down the condition track until the end of the encounter. 
   
  Sweet Nothings: Make a DC 15 Deception check. If successful, you 
  practice the delicate art of saying something poetic and romantic, 
  granting a +2 bonus to your next Persuasion check (pickup artist). On a 
  failure, you say something you really shouldn’t have, imposing a –5 
  penalty to your next Persuasion check. 
  
   
   
  15 
  Lady Aldrete’s office, featuring a desk, couch, and a small end table, 
  seems remarkably plain for someone of her station. Her office has 
  one other door, and a large window—actually a one-way mirror 
  overlooking the dance floor—dominates the wall behind the desk. 
   
  Notru’denn invites you to have a seat on the couch. Once the 
  office door closes, he leans against the desk and folds his arms. 
  “Before we go any further, I’d like to know who you really are and 
  why you’ve gone to such lengths to get Lady Aldrete’s attention.” 
   
  Auxiliary Challenge: Though lumguzzling is mostly associated with 
  Corellian spacers’ dives, the drinking contest has gained popularity (and 
  notoriety) on the club scene and among idle rich who are “slumming.” 
   
  In this challenge, one or more heroes go head to head with a rowdy 
  bunch of drinkers, among them Lynaa (who, despite being twice the age 
  of most in attendance, is quite gifted at the game). Whoever remains 
  standing is the winner. If the heroes last through 4 rounds without 
  falling unconscious, they outlast the competition. On each round of 
  drinking, make a DC 20 Endurance check. 
  • 
  On a success, you suffer no ill effects from the pitcher of lum. 
  • 
  If you fail by 1 to 9 points, you’re still standing, but you move 
  –1 persistent step down the condition track. 
  • 
  If you fail by 10 or more points, you fall unconscious and fail 
  the challenge. 
   
   
  If multiple heroes participate and last 4 rounds, all receive full credit 
  for beating the opposition, but the players can continue the contest for 
  additional rounds for the sake of bragging rights. 
   
  Though lum is a strong alcoholic beverage, its chemical structure 
  breaks down exponentially faster as its concentration increases in an 
  individual’s bloodstream, making it impossible to overdose on the drink. 
  Because of this, the persistent condition caused by lumguzzling is 
  automatically removed if the hero rests for 10 minutes after the end of 
  the encounter. 
   
  Development: If the heroes complete the primary challenge, they 
  improve either group attitude or Ardia Terrsyn’s attitude by one step. If 
  they broke up a fight, they also improve Zalar Rishek’s attitude by one 
  step. If at least one hero completes the auxiliary challenge, he or she 
  improves either group attitude or Lynaa’s attitude by one step. Group 
  attitude cannot improve by more than one step in a single encounter. 
   
  Ad Hoc XP Award: If the heroes have at least four successes in 
  drawing attention, award experience as if they had defeated a CL 12 
  opponent. Double the experience if they earn six or more successes. 
   
  For each hero who successfully participates in the primary challenge 
  or who wins the lumguzzling contest, award experience as if they had 
  defeated a CL 12 opponent. 
  Private Invitation 
  Once the heroes satisfy the criteria for completing Traveling in Style, 
  they are approached by Notru’denn, an old male Twi’lek who works as 
  Lady Aldrete’s personal assistant. He says that Lady Aldrete is interested 
  in meeting the heroes, and he invites them to her office on the top floor 
  of the nightclub. Once there, read or paraphrase the following: 
   
  Give the heroes a chance to explain the situation, but Notru’denn 
  already knows that they are wanted by the Empire and working for 
  Senator Organa. If they don’t come clean, read the following: 
   
  Notru’denn continues questioning the heroes until he is convinced 
  that he has most of the facts. If the heroes claim to need anything other 
  than the Deep Core clearance codes, Notru’denn shoots down the claim 
  by pointing out a much easier way of getting it. Use the following 
  phrases as a guideline for his responses:  
  • 
  “Oh, you could find that in one afternoon on Nar Shaddaa.” 
  • 
  “Wouldn’t the Bothan SpyNet be able to provide that 
  information with a lot less fuss?” 
  • 
  “I’m sure an Imperial Senator—even one who seems not to 
  like the Empire—could pull strings to make that happen 
  without asking for our help.” 
   
   
  If the heroes mention the Deep Core clearance codes, Notru’denn 
  realizes that they are serious. His whole tone changes, becoming less 
  bemused and more concerned. Read or paraphrase the following: 
   
  Notru’denn offers the heroes a drink while they wait. Allow some 
  casual conversation, but if the PCs press for more details, he suggests 
  that they wait for Lady Aldrete so that she can speak for herself. 
   
  Critical Challenge: Notru’denn must learn why the heroes want the 
  Deep Core clearance codes, so his questions keep returning to that point 
  until the truth comes out. Once it does, he and Lady Aldrete are willing 
  to work with the heroes, at least long enough to hear further details. 
   
  Development: Moments after the conclusion of this scene, Part 3: 
  The Uninvited begins, and the heroes find themselves trying to save the 
  passengers and Lady Aldrete from a band of ruthless mercenaries. 
   
  “Let me rephrase that. My sources indicate that your identification 
  and records did not exist yesterday morning. I had our slicers 
  compare our personnel ‘backup’ of the database to be sure. It took 
  me a bit to make the connection, but we know that Senator Organa 
  is hiding fugitives from the Empire, and despite cosmetic differences 
  in appearance, you match their descriptions quite well. 
   
  “So,” he smiles, “let’s return to my earlier question. Why do you 
  want to meet Lady Aldrete so badly? What do you need from her?” 
  “You’ve leveled with me, so I’ll do the same. Lady Aldrete is not who 
  she seems to be. All this,” he gestures, indicating the nightclub, the 
  repulsortrain, and even her life in general, “is just an act. 
   
  “Lady Aldrete controls an information network that stretches 
  from Alderaan to Empress Teta. Her smugglers double as observers 
  and spies, particularly in the Deep Core. Even the Bothan SpyNet 
  can’t match her infiltration of that region. One effect of the 
  Emperor’s pro-Human policies is that it’s much easier to notice 
  when Bothan spies show up. 
   
  “Lady Aldrete maintains the image of a spoiled heiress because 
  it keeps the Empire away. The gossip media constantly reports on 
  where she’s clubbing, who she’s dating, and where she’s vacationing, 
  so why assign an Imperial Intelligence agent to do the same? 
   
  “Now, since it seems we have a common enemy in the Empire, 
  I’m sure Lady Aldrete will be open to providing what you need.” He 
  keys a button on the desk, opening a comm channel. “Milady, 
  everything checks out. Join us in your office when you’re able.” 
   
  “Very good, I’ll be there shortly,” she replies, with a businesslike 
  tone to her voice that seems out of place. 
  
   
   
  16 
  Part 3: The Uninvited 
   
  After their heroes have had some time for some casual conversation with 
  Notru’denn and any necessary recuperation, read or paraphrase the 
  following: 
   
  Use the following skill checks to determine what the heroes know 
  about their situation: 
   
  DC 
  Knowledge (technology) or Mechanics 
  15 
  The couplers that join each repulsorcar to the next include a 
  bundle of communications and data connections. If all external 
  feeds are out, these probably have been cut manually. 
  20 
  Repulsortrains normally have emergency brakes that activate 
  automatically if the connection to another car is lost. Since the 
  Gem of Alderaan isn’t slowing, the boarders must be overriding 
  the safety mechanism from the control car. 
  25 
  The high-energy ionization from train’s repulsor rail connection 
  makes normal communication very difficult, so repulsortrains 
  normally feed all incoming and outgoing calls through a 
  subspace radio. With internal communications cut and the 
  control car in the hands of the boarders, it might be impossible 
  to call for help. 
   
   
  Notru’denn doesn’t have much equipment available for the heroes, 
  but he gives them two sporting blaster pistols hidden in the desk. 
  Boarded! 
  A moment later, Trandoshan mercenaries burst through the main 
  entrance to the club. See “Alone in the Dark” (page 19) for information 
  on running the encounter. 
   
  Primary Challenge: The heroes must overcome the Trandoshan 
  mercenaries to escape from the Decadence nightclub and move into the 
  next repulsorcar. 
   
  Development: This is the heroes’ best opportunity to acquire 
  weapons and equipment for use in the remainder of the adventure. In 
  addition to the weapons and gear carried by the mercenaries, the heroes 
  can find a fire extinguisher, a medical kit, and other assorted tools in 
  each of the two bars. 
   
  Notru’denn insists on staying behind to try to jury-rig some means 
  of communication. If one of the heroes feels qualified for the job, the 
  Twi’lek points out that while he is handy with technology, he’s a lot less 
  capable with a blaster. 
   
  If a hero still wants to help, let her make a DC 20 Knowledge 
  (technology) check. On a success, the hero remembers that the 
  repulsortrain is suspended from a highly charged unirail, and any 
  physical collision with it will cause the release of a large ionic burst. The 
  burst would be visible on sensors, attracting the attention of the 
  authorities. (This is what Notru’denn eventually thinks of, using a fire 
  extinguisher to rig an improvised projectile launcher.) 
  All In 
  Having escaped from the nightclub, the heroes encounter a heavily 
  armed group of mercenaries and a war droid attempting to break into 
  the fortified cashier’s area in the casino car. See “Unlikely Allies” (page 
  22) for information on running the encounter. 
   
  Primary Challenge: The heroes must move through the casino to 
  enter the dining car, which is almost impossible unless they incapacitate 
  the mercenaries and war droid in the casino. 
   
  Auxiliary Challenge: To gain the continuing assistance of Governor 
  Nabin’s stormtrooper detail, the heroes must ensure that they and the 
  governor survive the battle. After the casino car is secured, the 
  stormtroopers suggest to the governor that they must help the heroes 
  retake the repulsortrain. (The stormtroopers believe that the heroes are 
  agents of the Empire, since they are listed on the staff of a member of 
  the Imperial Senate.) 
   
  Governor Nabin, however, is shaken by the attack, and his initial 
  reaction is to insist that his bodyguards stay by his side. The heroes can 
  attempt to talk him into letting the stormtroopers fight the mercenaries, 
  but it requires carefully phrased arguments. 
   
  If the heroes can make at least four convincing points, the governor 
  is unwilling to part with the stormtroopers themselves, but he orders 
  them to provide the heroes with most of their gear: 4 blaster rifles, 4 
  stun grenades, and 4 utility belts (each including 1 medpac). The 
  stormtroopers keep their sidearms (heavy blaster pistols), although if 
  asked, they are willing to give a hero a pistol instead of a rifle. 
   
  If the heroes can make at least six convincing points, the governor 
  instead releases the stormtroopers to the temporary command of the 
  heroes. They follow any orders given by the heroes that don’t obviously 
  conflict with their duty to the Empire (such as intentionally harming the 
  governor or other guests). 
   
  However, time is short, and the governor wants to retreat as soon as 
  possible. If the heroes have not convinced him after making eight 
  attempts, he is unwilling to discuss the matter further, and he and his 
  stormtroopers retreat to the Decadence nightclub. 
   
  The heroes might use any of the following skills to convince the 
  governor: 
  The repulsortrain suddenly shakes, and a distant rumbling can be 
  heard over the din of the music in the club. A moment of silence, 
  then another deep rumbling, this one much closer. Something is 
  terribly wrong. 
   
  Notru’denn turns to the terminal built into the desk. “We’ve 
  been boarded, multiple points of entry. There’s a transport flying 
  ahead of the control car, it looks—” 
   
  He is interrupted by a voice over the intercom. The speaker 
  hisses with a deep Trandoshan accent: “Organa! We know you’re 
  aboard—surrender and the rest of the passengers can go free.” 
   
  The voice cuts off suddenly, replaced by static. Notru’denn 
  checks one control panel, then another, then another. “All internal 
  communications and data connections are dead. And if our boarder 
  thinks Senator Organa is on board, he’ll probably be very, very angry 
  when he can’t find him.” 
  “Here, take these. I saw multiple entry points before the sensors cut 
  out, so they’ll be here any moment. Go see what you can do to help. 
  If that thug can’t find Senator Organa, he might start hurting other 
  passengers, or he might take Lady Aldrete hostage instead. 
   
  “I’ll stay here and see if I can rig something to send a distress 
  signal. Go, hurry!” 
  
   
   
  17 
   
  Deception (DC 20): The heroes can claim that with the 
  stormtroopers’ help, the task will be easy, so the governor will have his 
  bodyguards back in just a few minutes. This argument is difficult to 
  make because if the task sounds too easy, the governor asks why the 
  heroes need help to begin with. This argument can be attempted only 
  once. 
   
  Knowledge (Tactics) (DC 15): The best way to get through to the 
  governor is by describing a sound stratagem or plan that provides 
  excellent chances of success but that cannot succeed without the help 
  of the stormtroopers. A failed check means the heroes describe an 
  implausible plan that further convinces the governor that the 
  stormtroopers should stay by his side. 
   
  Perception (DC 20): By watching the governor’s body language and 
  his reactions to different arguments, a hero can try to read something 
  specific about his fears and craft an argument that sets them to rest. A 
  success grants the hero +2 to the next Deception, Knowledge (tactics), 
  or Persuasion check. A failure means the hero completely misreads the 
  governor’s concerns, instead imposing a –2 penalty to that hero’s next 
  skill check and making this skill unavailable for the rest of the 
  negotiations with the governor. 
   
  Persuasion (DC 15): This is the most straightforward approach, 
  emphasizing the advantages and downplaying the disadvantages of 
  letting the stormtroopers leave his side. However, a poorly stated 
  argument hardens the governor’s position, and any attempt to intimidate 
  or frighten him automatically fails. 
   
  Treat Injury (DC 15): Quick use of a medical kit to treat his minor 
  injuries—and to administer a mild sedative—makes the governor feel a 
  lot less anxious. If the heroes perform the task sloppily, though, the pain 
  reminds him of why he doesn’t want to be separated from his 
  bodyguards. This skill can be attempted only once. 
   
  Use the Force (DC 20): The use of mind trick can make almost any 
  argument seem more plausible. A failure, however, shakes the governor’s 
  confidence by allowing him to hear the overly simple suggestion (“You 
  have nothing to fear”). Treat this challenge as a standalone encounter 
  for the purpose of using mind trick multiple times. 
   
  Ad Hoc XP Award: If the heroes prevent the civilians in the cashier’s 
  area from being harmed (most likely by disabling the war droid before it 
  demolishes the walls), they gain experience as if they had defeated a CL 
  16 opponent. 
   
  If the heroes convince the governor to provide his stormtroopers’ 
  equipment, they gain experience as if they had defeated a CL 12 
  opponent. Double this experience award if the governor releases the 
  stormtroopers to the heroes’ command. 
   
  Development: Because the heroes are allegedly representatives of an 
  Imperial senator, the stormtroopers make every effort to protect and aid 
  the heroes unless the governor specifically orders them to do otherwise. 
  If the stormtroopers survive this encounter, they continue to aid the 
  heroes in subsequent encounters. 
   
  The war droid has two E-web repeating blasters built into weapon 
  mounts on its shoulders. If the war droid is disabled rather than 
  destroyed (that is, if the attack that reduces it to 0 hit points deals less 
  damage than the droid’s damage threshold), the E-webs remain intact 
  and potentially usable. Each can be recovered (along with a small 
  auxiliary power generator built into the war droid) with a DC 25 
  Mechanics check and one minute of work. Because the E-webs must be 
  used with an improvised weapon mount, they cannot be braced to 
  reduce the penalty from autofire. It requires two full-round actions to 
  prepare an improvised firing position for an E-web. 
  Breakout 
  By the time the heroes reach the next car, the mercenaries have heard 
  the sounds of battle, and they know that trouble is coming. See “In the 
  Line of Fire” (page 27) for information on running the encounter. 
   
  Primary Challenge: The heroes must overcome the mercenaries and 
  get through the dining car. 
   
  Primary Challenge: The heroes want to minimize the number of 
  passenger casualties in the dining car. The mercenaries won’t go out of 
  their way to harm hostages, but they will use the passengers for cover. 
   
  Ad Hoc XP Award: If all passengers in the dining car survive, award 
  the heroes experience as if they had defeated a CL 12 opponent. 
   
  Development: Lady Aldrete is not among the hostages. If any 
  passengers survive, they tell the heroes that she was taken toward the 
  front of the train by the mercenary commander. 
   
  Shortly after the end of the encounter, Notru’denn arrives and tells 
  the heroes that he believes he got a distress call through to a friendly 
  starship. He’s not sure how long it might take for the ship to intercept 
  the repulsortrain. 
   
  As long as any passengers survive, one of them is Dr. Hakaen 
  Bousch. He has four FastFlesh medpacs (page 54, Threats of the Galaxy) 
  and a surgery kit, and he can provide first aid or critical care to the 
  heroes. He has Treat Injury +18 (including the +5 equipment bonus from 
  the FastFlesh medpacs), and he takes 10 on his skill check. This heals 
  character level + 13 hit points with first aid or character level + 8 hit 
  points with critical care (see the Old Wounds sidebar). Up to two 
  characters can use the aid another action to assist him (each healing an 
  additional 2 hit points with a DC 10 Treat Injury check), but any assisting 
  characters must be trained in Treat Injury if performing critical care. 
   
  In theory, Dr. Bousch could perform surgery as well, but the next 
  encounter begins only a few minutes later. 
   
  Old Wounds 
   
  The following is a new use of the Treat Injury skill, which will 
  come in handy after so many consecutive combat encounters 
  without an opportunity for significant rest. 
   
  Critical Care (Trained Only; requires a medpac and surgery
  kit): You can attempt to use multiple medpacs on a creature in a 
  24-hour period. This requires one minute, and it expends the 
  contents of one medpac. If you succeed on a DC 20 Treat Injury 
  check, the creature regains a number of hit points equal to its 
  character level, plus 1 hit point for every point by which your 
  check result exceeds the DC. You take a –5 penalty to your Treat 
  Injury check for every previous attempt at critical care in the last 
  24 hours, even if that attempt was unsuccessful. 
   
  If you fail on the Treat Injury check, the creature overdoses 
  on the medicines in the medpac, causing it to take damage equal 
  to its damage threshold. If this would reduce the creature to 0 
  hit points, it dies unless it can spend a Force Point to save itself.
   
  You can attempt to perform critical care on yourself, but you 
  take a –5 penalty on your Treat Injury check. 
  
   
   
  18 
  The sound is coming from a pair of starfighters flying very close by, 
  no more than a few dozen meters away. 
  You recognize the engine noise—CloakShape fighters. They were old 
  even at the start of the Clone Wars, and they definitely are not used 
  by any local security forces on Alderaan. 
  A moment later, you hear the thunder of laser cannons firing. The 
  repulsortrain lurches violently as the overhead lights flicker out, and 
  from the next car, you hear the sounds of shattering glass, twisting 
  metal, and a continuous, deafening roar. 
  Death from Above 
  Before the heroes move beyond the dining car, read or paraphrase the 
  following: 
   
  If the heroes make a DC 15 Perception check, read or paraphrase the 
  following: 
   
   
   
   
   
   
  If the Perception check was successful, allow the heroes to make a 
  follow-up DC 20 Knowledge (technology) check or DC 20 Pilot check. If 
  they succeed, read or paraphrase the following: 
   
   
   
   
   
   
   
  Regardless of whether the heroes identified the source of the noise, 
  the fighters continue to attack. Read or paraphrase the following: 
   
   
   
   
   
   
   
   
  A quick glance toward the next repulsorcar (the lounge car) shows 
  the extent of the damage: The car has been all but destroyed, its roof 
  and windows completely blown away. At the far end of the car, staying 
  low and against the wall to avoid the winds, a heavily armored team of 
  mercenaries waits, weapons aimed at the door of the dining car. 
   
  If any stormtroopers or passengers are present, they tell the heroes 
  that the damage to the lounge car puts the trailing repulsorcars in 
  jeopardy. If the lounge car were to break apart, the debris, high winds, 
  and sudden loss of power probably would cause the rear half of the train 
  to derail and plunge to the ground over 100 meters below. To prevent 
  that from happening, the heroes must manually uncouple the dining car 
  from the lounge car, triggering each repulsorcar’s internal emergency 
  brakes. (If no stormtroopers or passengers are present, call for a DC 15 
  Knowledge [technology] check or Mechanics check to see if the heroes 
  can reach this conclusion independently.) 
   
  If the stormtroopers are still alive, they cannot leave the governor 
  behind, so they must remain on the trailing repulsorcars to protect the 
  civilians there in case any mercenaries are hiding in the rear half of the 
  train. The stormtroopers provide whatever aid they can (such as shooting 
  at the mercenaries at the far end of the lounge car) until the heroes 
  uncouple the dining car. 
   
  After the heroes have at least a moment to take advantage of the 
  healing offered by Dr. Hakaen Bousch, they can move on. See 
  “Gemcutting” (page 31) for information on running the encounter. 
   
  Critical Challenge: The heroes must release the couplers to avoid a 
  catastrophic failure, potentially killing all passengers in the trailing 
  repulsorcars. If they fail to do so safely, triggering an ionic discharge 
  from the unirail, the rear cars still separate, but everyone on board those 
  cars suffers serious injuries in the process. 
   
  Primary Challenge: After uncoupling, the heroes must deal with the 
  CloakShape fighters, which now have line of sight to them. To move on, 
  they must also defeat or avoid the mercenaries guarding the exit. 
   
  Development: Eventually, the heroes move into the control car. If 
  the CloakShape fighters survive, they will appear again after the heroes 
  are picked up by the Banshee. 
  Desperate Rescue 
  Once the heroes reach the control car, they face the mercenary 
  commander who masterminded the attack and must prevent him from 
  escaping with Lady Aldrete as his hostage. See “End of the Line” (page 
  35) for information on running the encounter. 
   
  Critical Challenge: The heroes and Lady Aldrete must escape from 
  the Gem of Alderaan before it crashes (10 rounds after its fuel line is 
  disrupted). The most likely means of escape is on board the Banshee, 
  Sirona Okeefe’s ship. 
   
  Primary Challenge: The heroes should defeat the mercenary 
  commander and all remaining enemy starships, or at least force them to 
  retreat. If the heroes are unable to do so, their opponents fight the 
  Banshee for 5 rounds and then disengage automatically to escape from 
  approaching Alderaanian security forces. 
   
  Development: Sirona Okeefe flies the Banshee back to Senator 
  Organa’s private retreat, giving the heroes ample time to talk to Lady 
  Aldrete about their predicament. 
   
  Ad Hoc XP Award: If the heroes rescue Lady Aldrete and she has at 
  least 20 hit points remaining, they receive experience as if they had 
  defeated a CL 13 opponent. If she has fewer hit points but is still 
  conscious, they instead get half this much experience. 
  Concluding the 
  Adventure 
  Incredibly grateful for the heroes’ bravery, Lady Aldrete happily agrees to 
  help them in any way she can. Her “attention-seeking heiress” persona 
  falls away to reveal her true self: intelligent, serious, and determined. 
   
  After discussing the situation in detail, she hands over the Deep 
  Core security clearance, along with instructions on how to download the 
  latest astrogational data for the journey to Prakith. Lady Aldrete also 
  offers to provide the heroes with a set of false transponder codes for 
  their ship and a pirated HoloNet transceiver that can send encrypted 
  messages over the Empire’s instantaneous communication network. 
  (Both of these can be delivered and installed by the next day.) 
   
  Finally, Lady Aldrete has additional information about Inquisitor 
  Draco and Master Denia. According to her spies, Draco’s personal 
  starship—a modified Sienar armored star courier, similar to Darth Maul’s 
  Sith Infiltrator—landed on Prakith at the newly built Citadel Inquisitorius 
  months ago and has remained there ever since. If the intercepted 
  messages can be trusted, Draco has Master Denia captive in the citadel. 
   
  Lady Aldrete has no new information about the prototype Super Star 
  Destroyer or Admiral Varth, but there is no indication that anyone else 
  has taken over the Sarlacc Project. It is almost certain that Varth is still 
  working closely with Inquisitor Draco. 
   
  With that, Lady Aldrete leaves the heroes, but she promises to stay 
  in touch on the HoloNet transceiver to provide information as it 
  becomes available. The story continues in Dawn of Defiance Episode IX: 
  Sword of the Empire, the next adventure in the campaign. 
   
  Ad Hoc XP Award: For completing their mission and securing the aid 
  of Lady Aldrete, award the heroes experience as if they had defeated a 
  CL 16 opponent. 
  You hear a loud whining overhead—the scream of ship engines.
  
   
   
  19 
  Surveying the room, you notice that each bar has an emergency kit 
  against the wall, including a fire extinguisher, medical kit, and other 
  assorted tools. 
  You can see the audio booth operator is hiding behind his console. 
  He is looking up at Lady Aldrete’s office, and he makes eye contact 
  with you. 
  This Trandoshan is lightly armored and wearing a helmet. He carries 
  his blaster carbine at the ready, and a sidearm hangs from his utility 
  belt. 
  Alone in the Dark 
  Challenge Level 16 
   
   
  Setup 
  The heroes begin in Lady Aldrete’s office, and the Trandoshan 
  mercenaries and berserkers begin in the intercar area (marked “Boarding 
  Party”). At least two dozen guests are in the club, cowering under tables 
  or behind bars. 
  Read-Aloud Text 
  DC 20 Perception Check: 
   
   
   
   
   
  DC 25 Perception Check: 
   
   
   
   
   
   
   
  The operator can understand simple signals, such as turning the 
  strobe lights on or off, turning the music up or down, or raising the 
  house lights (normal illumination). Sending a signal requires line of sight 
  and a swift action. 
  Trandoshan Mercenary 
   
   
   
   
   
   
  Trandoshan Mercenary (2) 
  CL 12* 
  Medium Trandoshan nonheroic 6/soldier 8 
  Dark Side 4 
  Init +14; Senses darkvision, low-light vision; Perception +9 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 24 (flat-footed 22), Fort 21, Will 18; +1 natural, +2 armor, 
  Dodge 
  hp 87; Threshold 21 
  ———————————————————————————— 
  Speed 6 squares; Running Attack 
  Melee vibroblade +14 (2d6+6) 
  Ranged blaster carbine +15 (3d8+6) or 
   
  blaster carbine +10 (5d8+6) with Burst Fire or 
   
  blaster carbine +10 (3d8+6) with autofire 
  Base Atk +12; Grp +14 
  Atk Options autofire, Burst Fire, Charging Fire, Point Blank Shot, Precise 
  Shot 
  ———————————————————————————— 
  Abilities Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 9 
  Special Qualities limb regeneration 
  Talents Armored Defense, Cover Fire, Improved Armored Defense, 
  Weapon Specialization (rifles) 
  Feats Armor Proficiency (light), Burst Fire, Charging Fire, Dodge, Point 
  Blank Shot, Precise Shot, Running Attack, Toughness, Weapon Focus 
  (rifles), Weapon Proficiency (advanced melee weapons, heavy 
  weapons, pistols, rifles, simple) 
  Skills Initiative +14 
  Possessions combat jumpsuit with helmet package, blaster carbine, 
  heavy blaster pistol, vibroblade, utility belt with medpac 
  * Includes +2 CL due to the heroes’ lack of weapons. 
  Trandoshan Mercenary Tactics 
  The mercenaries don’t want to get caught in the open or in melee, so 
  they use Running Attack to dart from cover to cover. If they need to 
  advance a great distance, they use Charging Fire to close with a target. 
  They prefer to use Burst Fire, but if they miss twice in a row, they switch 
  to single shots. They avoid autofire unless they are reduced to 30 hit 
  points or fewer; they don’t want to risk hurting any potentially valuable 
  hostages. 
  The doors connecting to the casino car fly open to reveal four 
  Trandoshans, probably mercenaries. Two wield carbines, and the 
  other two have a pair of wicked vibroblades. Even silhouetted 
  against the open doorway, they are difficult to see because of the 
  flashing strobe lights in the club. 
  
   
   
  20 
  Features of the Area
   
  The Decadence nightclub has several unique obstacles. 
   
  Light and Sound: The pulsing strobe lights and pounding music 
  are so distracting that they grant concealment to everyone in the 
  club, even against low-light vision and darkvision. 
   
  If the house lights are turned on all at once, the sudden 
  change temporarily blinds everyone in the club. This blindness 
  ends at the start of the character’s turn. 
   
  Audio Booth: Panels in the booth control all light and sound 
  in the club. Adjusting the light or sound requires a switch action. 
  The booth itself is slightly elevated above the dance floor, 
  granting cover against any targets on the bottom floor. 
   
  Stairs: These count as difficult terrain. The upper level is 3 
  meters above the dance floor. 
   
  Stage: Moving onto or off of the stage requires 1 extra 
  square of movement. 
   
  Tables, Chairs, and Booths: These count as low objects, 
  granting cover to anyone within or behind them. Chairs are 
  Small objects, tables are Medium objects, and booths are Large 
  objects. 
   
  Bar: This counts as a low object, granting cover to anyone 
  within or behind the bar. Additionally, the bar is stocked with an 
  emergency kit (described under Read-Aloud Text) and a wide 
  variety of alcoholic beverages, including some strong enough to 
  be flammable. You can fashion a makeshift firebomb (2d6 fire, 
  1-square burst) with a DC 15 Mechanics check and a full-round 
  action, but each bar has enough for only three such firebombs. 
  This wild-eyed Trandoshan carries little more than the two wicked 
  vibroblades he wields. 
  Trandoshan Berserker 
   
   
   
   
  Trandoshan Berserker (2) 
  CL 12* 
  Medium Trandoshan soldier 7/elite trooper 3 
  Force 2; Dark Side 10 
  Init +13; Senses darkvision; Perception +11 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 21** (flat-footed 17**), Fort 25, Will 20; +1 natural 
  hp 112; DR 1; Threshold 25 
  ———————————————————————————— 
  Speed 6 squares 
  Melee vibroblade +17** (2d6+17, devastating 5) or 
  Melee vibroblade +15** (2d6+17, devastating 5) and 
   
  vibroblade +15** (2d6+17) or 
  Ranged by weapon +13 
  Base Atk +10; Grp +14 
  Atk Options Flurry, Power Attack Stunning Strike 
  Special Actions delay damage 
  ———————————————————————————— 
  Abilities Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 10 
  Special Qualities limb regeneration 
  Talents Devastating Attack (advanced melee weapons), Greater Weapon 
  Focus (advanced melee weapons), Greater Weapon Specialization 
  (advanced melee weapons), Melee Smash, Stunning Strike, Weapon 
  Specialization (advanced melee weapons) 
  Feats Armor Proficiency (light, medium), Dual Weapon Mastery I, Dual 
  Weapon Mastery II, Flurry, Martial Arts I, Power Attack, Toughness, 
  Weapon Focus (advanced melee weapons), Weapon Proficiency 
  (advanced melee weapons, pistols, rifles, simple weapons) 
  Skills Initiative +13, Perception +11 
  Possessions 2 vibroblades, utility belt 
  * Includes +2 CL due to the heroes’ lack of weapons. 
  ** Includes adjustments from use of the Flurry feat (Knights of the Old 
  Republic Campaign Guide, page 33) and 5 points in Power Attack. 
  ———————————————————————————— 
  Flurry—A Trandoshan berserker can make a flurry of attacks with his 
  vibroblades. He takes a–5 penalty to his Reflex Defense, but he gains 
  a +2 bonus to his melee attack rolls. The bonus to attack rolls and the 
  penalty to Reflex Defense apply until the start of his next turn. (These 
  adjustments are included above.) 
  Trandoshan Berserker Tactics 
  The berserkers follow one simple rule: Charge the nearest enemy, then 
  stay in melee and make as many attacks as possible. The berserkers fight 
  to the death. 
  Conclusion 
  The heroes can gather up any weapons and equipment they want from 
  the bodies of the mercenaries, and they might take a moment to check 
  the bars and audio booth for other usable gear. After that, they should 
  hurry toward the casino car. 
   
   
   
   
  
   
   
  21 
  Alone in the Dark Encounter Map 
   
   
   
   
   
   
  
   
   
  22 
  You hear thundering heavy weapons fire coming from the far side of 
  the car, but you can’t see the source. To your right, you see a lone 
  Trandoshan attempting to break open a credit game machine. 
  The heavy weapons fire is coming from a repeating blaster of some 
  sort, probably an E-web or its equivalent. 
  There are actually two E-webs firing simultaneously, but they sound 
  like they are very close together. 
  A large holoprojector is suspended directly over the war droid. A 
  well-placed attack could sever the support cables, pinning the droid 
  beneath. 
  Unlikely Allies 
  Challenge Level 17 
   
   
  Setup 
  When the heroes first open the doors to this car, they have line of sight 
  only to the Trandoshan Raider (labeled R on the encounter map). Do not 
  place the war droid (WD), Trandoshan captain (C), or boarding party (BP) 
  until the heroes have line of sight to them. 
  Read-Aloud Text 
   
   
   
   
   
   
  DC 15 Perception Check: 
   
   
   
   
  DC 20 Perception Check: 
   
   
   
   
   
  When the heroes have line of sight to the rest of the casino, add the 
  following: 
   
  DC 20 Perception Check: 
   
   
   
   
   
  Trandoshan Raider 
  Trandoshan Raider 
  CL 13 
  Medium Trandoshan scoundrel 7/gunslinger 6 
  Force 2; Dark Side 6 
  Init +19; Senses darkvision; Perception +13  
  Languages Basic, Binary, Dosh 
  ———————————————————————————— 
  Defenses Ref 31 (flat-footed 28), Fort 25, Will 27; +1 natural 
  hp 105; Threshold 25 
  ———————————————————————————— 
  Speed 6 squares 
  Melee unarmed +12 (1d4+7) 
  Ranged heavy blaster pistol +15 (4d8+9/×3) with Rapid Shot or 
  Ranged heavy blaster pistol +12/+12 (4d8+9/×3) with Rapid Shot and 
  Double Attack or 
  Ranged thermal detonator +14 (8d6+6, 4-square burst) 
  Base Atk +11; Grp +14 
  Atk Options Dastardly Strike, Deceptive Shot, Point Blank Shot, Precise 
  Shot, Sneak Attack +3d6, Sniper 
  Special Actions Quick Draw 
  ———————————————————————————— 
  Abilities Str 13, Dex 16, Con 14, Int 13, Wis 14, Cha 8 
  Special Qualities limb regeneration 
  Talents Dastardly Strike, Deceptive Shot, Multiattack Proficiency (pistols), 
  Sneak Attack (3), Trigger Work 
  Feats Double Attack, Point Blank Shot, Precise Shot, Quick Draw, Rapid 
  Shot, Skill Focus (Initiative), Sniper, Toughness, Triple Crit (heavy 
  blaster pistol), Weapon Focus (pistols), Weapon Focus (pistols, simple 
  weapons) 
  Skills Deception +10, Initiative +19, Mechanics +12, Perception +13, Use 
  Computer +12 
  Possessions heavy blaster pistol, backpack (contains 4 thermal 
  detonators, datapad, security kit, and tool kit), utility belt with 
  medpac 
  Trandoshan Raider Tactics 
  The raider is automatically surprised when the heroes arrive due to his 
  position and the deafening sound of repeating blaster fire. On his first 
  turn, he draws his pistol (swift action), stands up (move action), and 
  shoots at the closest target, always using Rapid Shot. After that, he 
  moves to the nearest cover and continues attacking. He prefers Double 
  Attack, but if he misses at least half his attacks on the first two rounds, 
  he switches to using Deceptive Shot (which, if successful, triggers the 
  effects of Dastardly Strike and Sneak Attack +3d6). Supremely confident 
  of his own skills, he fights to the death. 
  A massive war droid is assaulting the armored cashier’s box on the 
  left side of the car, and its heavy weapons seem to be slowly 
  breaking through. Someone inside is firing back, but they are 
  certainly doomed unless the droid is stopped. On the far side of the 
  car, a Trandoshan carrying a rifle stands at the top of the stairs, 
  barking orders. 
  This Trandoshan, wearing a holstered pistol, is completely occupied 
  with dismantling a credit game machine to get to the bounty of 
  credit chips inside. He is kneeling next to an open backpack, and you 
  can see tools and at least two thermal detonators inside. 
  
   
   
  23 
  This Trandoshan, wearing what seems to be a mercenary officer’s 
  uniform, carries a heavy blaster rifle with a mounted vibrobayonet.
  This massive war droid is layered in heavy armor, and it mounts an 
  E-web repeating blaster and an ion rifle on each shoulder.
  Trandoshan Captain 
   
   
   
   
  Trandoshan Officer 
  CL 13 
  Medium noble 7/officer 6 
  Force 3; Dark Side 4 
  Init +11; Senses darkvision; Perception +12  
  Languages Basic, Binary, Dosh, Neimoidian, Shyriiwook 
  ———————————————————————————— 
  Defenses Ref 26 (flat-footed 26), Fort 25, Will 28; natural +1, command 
  cover +3 
  hp 105; Threshold 25 
  ———————————————————————————— 
  Speed 6 squares 
  Melee vibrobayonet +12 (2d6+8) or 
  Ranged heavy blaster rifle +11 (3d10+6) or 
   
  heavy blaster rifle +12 (4d10+6) with Careful Shot and Deadeye or 
   
  heavy blaster rifle +9 (4d10+6) with Rapid Shot 
  Base Atk +11; Grp +12 
  Atk Options Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Rapid 
  Shot 
  Special Actions Assault Tactics, Bolster Ally, Born Leader, Deployment 
  Tactics, Inspire Confidence, Ignite Fervor, One for the Team, share 
  talent (Bolster Ally, Inspire Confidence, Inspire Fervor) 
  ———————————————————————————— 
  Abilities Str 13, Dex 10, Con 14, Int 13, Wis 12, Cha 16 
  Special Qualities limb regeneration 
  Talents Assault Tactics, Bolster Ally, Born Leader, Deployment Tactics, 
  Inspire Confidence, Ignite Fervor, One for the Team 
  Feats Careful Shot, Deadeye, Linguist, Point Blank Shot, Precise Shot, 
  Rapid Shot, Skill Focus (Knowledge [tactics]), Toughness, Weapon 
  Proficiency (advanced melee weapons, pistols, rifles, simple weapons) 
  Skills Deception +14, Initiative +11, Knowledge (tactics) +17, Perception 
  +12, Persuasion +14, Treat Injury +12, Use Computer +12 
  Possessions heavy blaster rifle with vibrobayonet, utility belt, encrypted 
  comlink 
  Trandoshan Officer Tactics 
  The officer continues focusing on the cashier’s area until he detects the 
  heroes. Due to the distance and the deafening sound from the war 
  droid’s repeating blasters, he does not notice the heroes until they are in 
  line of sight for 2 rounds, they move adjacent to the jubilee wheel 
  tables, or they attack either the war droid or the officer. 
   
  Once this occurs, he uses Born Leader (swift action) and then aims 
  at whichever hero seems most heavily armed. On his next turn, he makes 
  an attack, using Ignite Fervor to grant a bonus to the boarding party if 
  he hits, and then aiming again. If he is reduced to 50 or fewer hit points, 
  he moves to get adjacent to the nearest ally so that he can take 
  advantage of command cover +3, using One for the Team to protect 
  himself from further damage as long as possible. 
   
  He prefers to make aimed attacks (using Careful Shot and Deadeye), 
  but when forced to move he uses Rapid Shot. 
  War Droid 
   
   
   
   
  SD-6 “Hulk” Infantry Droid 
  CL 15 
  Large droid (4th-degree) soldier 7/elite trooper 7 
  Force 2 
  Init +11; Senses Perception +7 
  Languages Basic (understand only), Binary 
  ———————————————————————————— 
  Defenses Ref 29 (flat-footed 28), Fort 36, Will 24; armor +4 
  hp 118; DR 3; Threshold 46 
  Immune droid traits 
  ———————————————————————————— 
  Speed 8 squares (walking) 
  Melee claw +12 (1d8+15) and 
   
  claw +12 (1d8+15) or 
  Ranged E-web repeating blaster +12 (5d12+9/×3, devastating 5) with 
  Burst Fire or 
  Ranged E-web repeating blaster +8 (5d12+9/×3, devastating 5) with 
  Burst Fire and 
   
  E-web repeating blaster +8 (5d12+9/×3, devastating 5) with Burst 
  Fire or 
  Ranged E-web repeating blaster +8 (3d12+9/×3, devastating 5) with 
  autofire and 
   
  E-web repeating blaster +8 (3d12+9/×3, devastating 5) with autofire or 
  Ranged ion rifle +12 (5d8+7) with Burst Fire or 
  Ranged ion rifle +2 (5d8+7) with Burst Fire and 
   
  ion rifle +2 (5d8+7) with Burst Fire or 
  Ranged ion rifle +2 (3d8+7) with autofire and 
   
  ion rifle +2 (3d8+7) with autofire 
  Base Atk +14; Grp +27 
  Atk Options Burst Fire, Point Blank Shot, Precise Shot 
  Special Actions delay damage 
  ———————————————————————————— 
  Abilities Str 26, Dex 8, Con —, Int 8, Wis 10, Cha 8 
  Talents Armored Defense, Controlled Burst, Devastating Attack (heavy 
  weapons), Improved Armored Defense, Multiattack Proficiency (3 × 
  heavy weapons), Weapon Specialization (heavy weapons) 
  Feats Armor Proficiency (light, medium), Burst Fire, Improved Damage 
  Threshold, Martial Arts I, Point Blank Shot, Precise Shot, Triple Crit 
  (heavy weapons), Weapon Focus (heavy weapons), Weapon 
  Proficiency (heavy weapons, pistols, rifles, simple weapons) 
  Skills Initiative +11 
  Systems walking locomotion, basic processor, 2 claw appendages, 4 tool 
  mounts (2 stabilized weapon mounts), integrated comlink, locked access 
  Possessions 2 E-web repeating blasters, 2 ion rifles, duranium plating 
  (+8 armor) 
  War Droid Tactics 
  The war droid follows its orders with single-minded tenacity. It lacks a 
  heuristic processor, so it is unable to reason independently. It continues 
  to attack the walls of the cashier’s area until it breaks through on round 
  5, creating a 2-square-wide breach. On round 6, it begins attacking 
  everyone inside. After destroying the elite stormtrooper detail, it kills all 
  civilians inside unless the Trandoshan officer orders it to stop. 
   
  The Trandoshan captain orders the war droid to start attacking the 
  heroes instead if it is reduced to fewer than 50 hit points. 
  
   
   
  24 
  A small team of four lightly armored Trandoshans carrying blaster 
  carbines stays close together. 
  This detail of four highly trained stormtroopers stays in formation, 
  each covering a different direction against attack. 
  Squads 
   
  Squads are collections of lower-CL characters that work together
  as a single character on the battlefield, much like swarms of
  creatures (see page 130 of Threats of the Galaxy). A squad 
  represents a small number of characters (usually three or four) of
  the same type that come together into a single unit. They occupy
  the same space and have only one turn's worth of actions. The
  squad is an abstract concept that allows the Gamemaster to
  populate an encounter with low-level troopers and still maintain
  the speed and ease of combat they need. 
   
  For complete rules for squads and other large units, see
  Chapter 7 of the Clone Wars Campaign Guide. 
  Trandoshan Boarding 
  Party 
   
   
   
   
  Trandoshan Boarding Party 
  CL 12 
  Large Trandoshan squad nonheroic 6/soldier 8 
  Dark Side 4 
  Init +14; Senses darkvision, low-light vision; Perception +9 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 23 (flat-footed 21), Fort 21, Will 18; +1 natural, +2 armor, 
  Dodge 
  hp 174; Threshold 31 
  Vulnerable area attacks (+2 damage dice) 
  ———————————————————————————— 
  Speed 6 squares; Running Attack 
  Melee vibroblade +18 (2d6+6, affects all adjacent squares) 
  Ranged blaster carbine +19 (3d8+6, 1-square splash) or 
  Ranged blaster carbine +14 (5d8+6, 1-square splash) with Burst Fire or 
  Ranged blaster carbine +14 (3d8+6, 2×2 area plus 1-square splash) with 
  autofire 
  Base Atk +12; Grp +19 
  Atk Options autofire, Burst Fire, Charging Fire, Point Blank Shot, Precise 
  Shot 
  ———————————————————————————— 
  Abilities Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 9 
  Special Qualities limb regeneration 
  Talents Armored Defense, Cover Fire, Improved Armored Defense, 
  Weapon Specialization (rifles) 
  Feats Armor Proficiency (light), Burst Fire, Charging Fire, Dodge, Point 
  Blank Shot, Precise Shot, Running Attack, Toughness, Weapon Focus 
  (rifles), Weapon Proficiency (advanced melee weapons, heavy 
  weapons, pistols, rifles, simple) 
  Skills Initiative +14 
  Possessions combat jumpsuit with helmet package, blaster carbine, 
  heavy blaster pistol, vibroblade, utility belt with medpac 
  ———————————————————————————— 
  Squad Traits—The melee attack of a squad is an area attack that affects 
  all squares within reach. The ranged attacks of a squad are considered 
  to have a 1-square splash. (Allies can be excluded from these area 
  attacks.) Area attacks deal an extra 2 dice of damage against a squad. 
  A squad cannot be grabbed or grappled. 
  Boarding Party Tactics 
  The boarding party begins the encounter out of line of sight, guarding 
  the door out of the cashier’s area to prevent anyone from escaping. After 
  the Trandoshan captain sees the heroes, he orders the boarding party to 
  move into line of sight and open fire. 
  Elite Stormtrooper 
  Detail 
   
   
   
   
  Elite Stormtrooper Detail 
  CL 8 
  Large Human squad nonheroic 9/soldier 1/elite trooper 2 
  Dark Side 2 
  Init +12; Senses low-light vision; Perception +13  
  Languages Basic 
  ———————————————————————————— 
  Defenses Ref 19 (flat-footed 17), Fort 19, Will 13; +6 armor 
  hp 82; DR 1; Threshold 24 
  ———————————————————————————— 
  Speed 6 squares 
  Melee unarmed +15 (1d6+3, targets all adjacent squares) 
  Ranged blaster rifle +15 (3d8+1, 1-square splash) or  
  Ranged blaster rifle +13 (5d8+1, 1-square splash) with Burst Fire or 
  Ranged blaster rifle +13 (3d8+1, 2×2 area plus 1-square splash) with 
  autofire 
  Ranged frag grenade +14 (4d6+1, 2-square burst plus 1-square splash) 
  Base Atk +9; Grp +16 
  Atk Options autofire (blaster rifle), Burst Fire, Point Blank Shot 
  Special Actions delay damage, harm’s way 
  ———————————————————————————— 
  Abilities Str 15, Dex 12, Con 10, Int 12, Wis 10, Cha 8 
  Talents Controlled Burst, Harm’s Way 
  Feats Armor Proficiency (light), Burst Fire, Martial Arts I, Point Blank 
  Shot, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, 
  pistols, rifles, simple weapons) 
  Skills Endurance +11, Initiative +12, Perception +13 
  Possessions stormtrooper armor (+6 armor, +2 equipment), blaster rifle, 
  frag grenade, utility belt with medpac 
  ———————————————————————————— 
  Squad Traits—The melee attack of a squad is an area attack that affects 
  all squares within reach. The ranged attacks of a squad are considered 
  to have a 1-square splash. (Allies can be excluded from these area 
  attacks.) Area attacks deal an extra 2 dice of damage against a squad. 
  A squad cannot be grabbed or grappled. 
  Elite Stormtrooper Detail Tactics 
  The stormtroopers (marked “ST”) make every effort to protect the 
  Imperial governor (marked “G”), the heroes, and themselves, in that 
  order. From the small windows in the cashier’s area, they focus their 
  attacks on the war droid, using Burst Fire to try to deal as much damage 
  as possible. When the boarding party comes into line of sight, they 
  switch targets (they are much more effective against another squad). 
   
  The stormtroopers try to stay adjacent to the governor, using Harm’s 
  Way to protect him from attacks. If they are separated from the 
  governor, they use the same tactic to try to protect the heroes. 
   
  
   
   
  25 
  Features of the Area
   
  The entire casino is decked in garish colors and flashing lights,
  intended to keep customers distracted and excited. 
   
  Cashier Area: The cashier’s area has metal walls (DR 10, 150
  hit points per square, threshold 35, Break DC 40). The small
  windows provide improved cover to anyone standing inside and
  attacking a target on the outside. 
   
  Its single door has the same statistics, and it features an 
  ultrahigh security lock (DR 20, 150 hit points, threshold 35,
  Break DC 40). 
   
  Stage Holoprojector: Directly in front of the cashier’s area,
  an enormous multi-image holoprojector is suspended from the
  ceiling of the repulsorcar, meant for use with performances on
  the stage against the other wall. If the cables suspending the
  holoprojector are severed (Reflex 25, DR 5, 5 hit points), the
  machinery will collapse to the floor. This causes an area attack
  (1d20+10) against all targets in the 4-square-by-2-square area 
  in front of the cashier’s area, dealing 12d6 damage on a hit and
  half damage on a miss. 
   
  Additionally, any character in the area of attack must
  succeed on a DC 20 Strength check or DC 15 Acrobatics check as
  a full-round action to free himself. Until doing so, the character
  loses his Dexterity bonus to Reflex Defense and can take only
  free actions and swift actions. 
   
  Tables and Chairs: These count as low objects, granting
  cover to anyone within or behind their square. Chairs are Small
  objects, sabacc and Savareen whist tables are Medium objects,
  and jubilee wheel tables are Large objects. 
   
  Credit Game Machines: These are Medium objects, built of
  sturdy metal (DR 10, 50 hit points, threshold 30, Break DC 35)
  and secured by a high-security lock (DR 10, 120 hit points,
  threshold 30, Break DC 35). Each contains 2d10 ×100 credits. 
  Bar: This counts as a low object, granting cover to anyone 
  within or behind the bar. Additionally, the bar is stocked with an 
  emergency kit (including a fire extinguisher, a medical kit, and 
  other assorted tools) and a wide variety of alcoholic beverages, 
  including some strong enough to be flammable. You can fashion 
  a makeshift firebomb (2d6 fire, 1-square burst) with a DC 15
  Mechanics check and a full-round action, but each bar has 
  enough for only three such firebombs. 
   
  Windows: The windows are made of duraplex 10 centimeters 
  thick (10 hit points). If destroyed, the car is exposed to the 
  incredibly strong winds from outside the repulsortrain. Make an 
  area attack (1d20+15) against the Fortitude Defense of all 
  targets in a 6-square cone (origin on the leading edge of the 
  window and adjacent to the wall). On a hit, the target takes 4d6 
  damage and is knocked prone. On a miss, the target takes half 
  damage and is not knocked prone. 
   
  After the initial burst, any character moving or standing 
  within this area must make a DC 15 Strength check. (If prone, 
  the character can substitute a DC 15 Climb check.) If successful, 
  the character can act normally. On a failure, the character falls 
  prone and is pushed away from the leading edge of the window, 
  moving 1 square plus an additional square for every 5 points by 
  which the character failed the Strength check. If this results in 
  hitting a larger object, the character takes 1d6 damage. Large 
  characters gain a +5 bonus on this Strength check. 
   
  Any character in the area of effect takes a –5 penalty on 
  ranged attacks (–10 penalty for thrown weapons); a thrown 
  weapon cannot be used to attack an upwind target. 
   
  Stairs: These count as difficult terrain. The upper level is 3 
  meters above the casino floor. 
  Conclusion 
  Once the mercenaries are eliminated, the heroes might have found a 
  new ally in the stormtrooper detail. See “All In” (page 16) to determine if 
  the stormtroopers join the heroes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  26 
  Unlikely Allies Encounter Map 
   
   
   
   
   
   
   
  
   
   
  27 
  A peek through the window shows that the mercenaries are fortified 
  and ready to fight. You see another unit of mercenaries guarding the 
  far left wall, and there is a single heavily armed Trandoshan behind 
  a table on the opposite side. Perhaps twenty hostages sit on the 
  ground in the lower dining area, directly between the mercenaries. 
  If the windows were destroyed, the high winds would injure anyone 
  near the opening. The mercenaries could be affected, but the 
  hostages, being in a lower, shielded dining area, would be protected. 
  Heavily armed and heavily armored, this scarred Trandoshan totes a 
  heavy blaster rifle with dozens of notches in its stock.
  In the Line of Fire 
  Challenge Level 17 
   
   
  Setup 
  The mercenaries are not surprised, and they are ready to attack as soon 
  as the heroes open the door. Two highly trained veterans—an elite 
  mercenary (A) and a dark side marauder (B)—stand nearby to block 
  movement on the upper level. In the rear, the unit’s sergeant (S) stays 
  behind cover on one side while another boarding party (BP) guards the 
  other. In the lower dining area, about two dozen hostages sit on the 
  floor. 
   
  When first looking through the window on the train car door, the 
  heroes cannot see the two veterans (A and B), so do not place them until 
  the door opens. 
  Read-Aloud Text 
   
   
   
   
   
   
   
   
  DC 20 Perception Check or DC 15 Knowledge (tactics) Check: 
   
   
   
   
   
   
   
  When the heroes open the door, reveal the veterans (A and B) and 
  read the following: 
   
   
  Trandoshan Sergeant 
   
   
   
   
  Trandoshan Sergeant 
  CL 12 
  Medium Trandoshan soldier 7/elite trooper 5 
  Force 3; Dark Side 8 
  Init +13; Senses darkvision, low-light vision, Perception +9 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 32 (flat-footed 30), Fort 33, Will 23; +5 armor, +1 natural 
  hp 143; DR 2; Threshold 38 
  ———————————————————————————— 
  Speed 4 squares 
  Melee unarmed +15 (1d6+9) 
  Ranged heavy blaster rifle +15 (3d10+8) or 
   
  heavy blaster rifle +13 (3d10+8) with autofire or 
   
  heavy blaster rifle +13 (5d10+8) with Burst Fire or  
   
  heavy blaster rifle +12/+12 (3d10+8) with Double Attack or 
   
  heavy blaster rifle +10/+10 (3d10+8) with Double Attack and autofire 
  or 
   
  heavy blaster rifle +10/+10 (5d10+8) with Double Attack and Burst 
  Fire 
  Base Atk +12; Grp +15 
  Atk Options autofire, Burst Fire, Devastating Attack (heavy weapons), 
  Point Blank Shot 
  Special Actions delay damage, Tough as Nails 
  ———————————————————————————— 
  Abilities Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 10 
  Special Qualities limb regeneration 
  Talents Armored Defense, Controlled Burst, Cover Fire, Devastating 
  Attack (heavy weapons), Harm’s Way, Improved Armored Defense, 
  Multiattack Proficiency (rifles), Weapon Specialization (rifles) 
  Feats Armor Proficiency (light, medium, heavy), Burst Fire, Double Attack, 
  Improved Damage Threshold, Martial Arts I, Point Blank Shot, 
  Toughness, Weapon Focus (rifles), Weapon Proficiency (heavy 
  weapons, pistols, rifles, simple weapons) 
  Skills Endurance +14, Initiative +13, Knowledge (tactics) +11 
  Possessions heavy battle armor with helmet package (+10 armor), heavy 
  blaster rifle, heavy blaster pistol, utility belt with medpac 
  Trandoshan Sergeant Tactics 
  On the sergeant’s first turn, he uses Double Attack, with autofire if two 
  or more heroes are adjacent to one another, or Burst Fire otherwise. 
  After the first round, he moves adjacent to the boarding party and uses a 
  swift action to use Harm’s Way to protect the squad. In addition, they 
  will now benefit from Cover Fire whenever the sergeant attacks. If the 
  boarding party is destroyed, he will jump down into the lower dining 
  area, using the hostages as cover. 
  You couldn’t see them before, but there are two more mercenaries—
  one with a carbine, one with a vibro-ax—guarding the flanks. As the 
  door opens, you see them move to attack. 
  
   
   
  28 
  This mercenary is more heavily armored than most you’ve seen, but 
  he still carries the standard-issue carbine. 
  Though he looks much like the vibroblade-wielding berserkers you 
  encountered earlier, there is a palpable air of malevolence about this 
  mercenary, and his eyes burn a fiery yellow. 
  Trandoshan Elite 
  Mercenary 
   
   
   
   
  Trandoshan Elite Mercenary 
  CL 12 
  Medium Trandoshan nonheroic 3/soldier 5/elite trooper 6 
  Force 1; Dark Side 8 
  Init +14; Senses darkvision; Perception +7 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 31 (flat-footed 28), Fort 29, Will 21; +1 natural, +4 armor 
  hp 116; DR 3; Threshold 29 
  ———————————————————————————— 
  Speed 4 squares; Running Attack 
  Melee unarmed +15 (1d6+7) 
  Ranged blaster carbine +15 (3d8+7) with autofire or 
   
  blaster carbine +15 (5d8+7) with Burst Fire 
  Base Atk +13; Grp +15 
  Atk Options autofire, brace, Burst Fire, Point Blank Shot 
  Special Actions delay damage 
  ———————————————————————————— 
  Abilities Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 9 
  Special Qualities limb regeneration 
  Talents Armored Defense, Greater Weapon Focus (rifles), Greater Weapon 
  Specialization (rifles), Improved Armored Defense, Controlled Burst, 
  Weapon Specialization (rifles) 
  Feats Armor Proficiency (light, medium), Burst Fire, Martial Arts I, Point 
  Blank Shot, Running Attack, Toughness, Weapon Focus (rifles), 
  Weapon Proficiency (heavy weapons, pistols, rifles, simple) 
  Skills Initiative +14 
  Possessions battle armor, blaster carbine, heavy blaster pistol, knife, 
  utility belt with medpac 
  Trandoshan Elite Mercenary Tactics 
  When the heroes first open the door, the elite mercenary uses autofire if 
  two or more heroes are adjacent to one another, or Burst Fire if not. He 
  tries to keep his distance from the heroes, eventually dropping into the 
  lower dining area to use the stairs for total cover, with Running Attack 
  allowing him to pop out, attack, and duck behind cover again in a single 
  turn. 
  Trandoshan Marauder 
   
   
   
   
   
   
  Trandoshan Marauder 
  CL 12 
  Medium Trandoshan soldier 7/elite trooper 5 
  Force 3; Dark Side 12 
  Init +14; Senses darkvision; Perception +12 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 23* (flat-footed 19*), Fort 27, Will 22; +1 natural 
  hp 131; DR 2; Threshold 27 
  ———————————————————————————— 
  Speed 6 squares 
  Melee vibro-ax +18* (2d10+24, devastating 5) or 
   
  vibro-ax +22* (2d10+30, devastating 5) with Powerful Charge 
  Ranged by weapon +15 
  Base Atk +12; Grp +16 
  Atk Options Flurry, Power Attack, Powerful Charge, Stunning Strike 
  Special Actions delay damage 
  Force Powers Known (Use the Force +11): dark rage, negate energy 
  ———————————————————————————— 
  Abilities Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 10 
  Special Qualities limb regeneration 
  Talents Devastating Attack (advanced melee weapons), Greater Weapon 
  Focus (advanced melee weapons), Greater Weapon Specialization 
  (advanced melee weapons), Melee Smash, Stunning Strike, Weapon 
  Specialization (advanced melee weapons) 
  Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training, 
  Flurry, Martial Arts I, Power Attack, Powerful Charge, Toughness, 
  Weapon Focus (advanced melee weapons), Weapon Proficiency 
  (advanced melee weapons, pistols, rifles, simple weapons) 
  Skills Initiative +14, Use the Force +11 
  Possessions vibro-ax, vibroblade, vibrodagger, lightsaber, utility belt with 
  medpac 
  * Includes adjustments from use of the Flurry feat (Knights of the Old 
  Republic Campaign Guide, page 33) and 6 points in Power Attack. 
  ———————————————————————————— 
  Flurry—The Trandoshan marauder can make a flurry of attacks with his 
  vibroblades. He takes a–5 penalty to his Reflex Defense, but he gains 
  a +2 bonus to his melee attack rolls. The bonus to attack rolls and the 
  penalty to Reflex Defense apply until the start of his next turn. (These 
  adjustments are included above.) 
  Trandoshan Marauder Tactics 
  When the heroes first open the door, the marauder holds his turn until 
  the other mercenaries have had a chance to use autofire against any 
  heroes packed in close quarters. He then uses a swift action to activate 
  dark rage, spending a Force Point so that its benefits will last until the 
  end of the encounter. If possible, he uses Powerful Charge against the 
  nearest enemy; if not, he moves into melee and attacks. He is willing to 
  take attacks of opportunity in order to make a charge attack, and he will 
  try to do so every round if possible. 
  
   
   
  29 
  Features of the Area
   
  The kitchen is decorated with exquisite marble floors, and several 
  dining tables line the windows on the upper level. 
   
  Lower Dining Area: The lower dining area is 3 meters below 
  the upper level. Due to its position, it is shielded from the effects 
  of broken windows (see below). 
   
  Hostages: The hostages are in the lower dining area in the 
  indicated space. Hostages are treated as low objects for purposes 
  of movement and attacks. If a target is missed by an attack that 
  would have hit if not for the cover bonus provided by the 
  hostages, that attack instead strikes a hostage. 
   
  Hostages have Reflex Defense 10, 2 hit points, and threshold 
  10. Any hostage knocked unconscious or killed ceases to provide 
  cover, but that square becomes difficult terrain. 
   
  Kitchen: Located under the upper level walkway, the kitchen 
  is fully automated. Its fire suppression system activates if any 
  fire is detected in the lower dining area (or if the smoke 
  detectors are hit with an energy attack, Reflex Defense 20), 
  creating a cloud that provides total concealment and spreads 1 
  square in every direction for 10 rounds. The cloud dissipates 
  immediately if a window is broken. 
   
  Tables and Chairs: These count as low objects, granting 
  cover to anyone within or behind them. Chairs are Small objects, 
  most tables are Medium objects, and the banquet table is a 
  Large object. 
   
  Fountain: The fountain counts as difficult terrain. If a broken 
  window is upwind, the fountain's water sprays 6 squares 
  downwind, creating a cloud of total concealment for 5 rounds. 
  All squares in the spray become difficult terrain. 
   
  Bar: This counts as a low object, granting cover to anyone 
  within or behind the bar. Additionally, the bar is stocked with an 
  emergency kit (including a fire extinguisher, a medical kit, and 
  assorted tools) and a wide variety of alcoholic beverages, 
  including some strong enough to be flammable. You can fashion 
  a makeshift firebomb (2d6 fire, 1-square burst) with a DC 15 
  Mechanics check and a full-round action, but the bar has 
  enough for only three such firebombs. 
   
  Windows:
  The windows are made of duraplex, 10 
  centimeters thick (10 hit points). If destroyed, the car is exposed 
  to the incredibly strong winds from outside the repulsortrain. 
  Make an area attack (1d20+15) against the Fortitude Defense of 
  all targets in a 6-square cone (origin on the leading edge of the 
  window and adjacent to the wall). On a hit, the target takes 4d6 
  damage and is knocked prone. On a miss, the target takes half 
  damage and is not knocked prone. 
   
  After the initial burst, any character moving or standing 
  within this area must make a DC 15 Strength check. (If prone, 
  the character can substitute a DC 15 Climb check.) If successful, 
  the character can act normally. On a failure, the character falls 
  prone and is pushed away from the leading edge of the window, 
  moving 1 square plus an additional square for every 5 points by 
  which the character failed the Strength check. If this results in 
  hitting a larger object, the character takes 1d6 damage. Large 
  characters gain a +5 bonus on this Strength check. 
   
  Any character in the area of effect takes a –5 penalty to 
  ranged attacks (–10 penalty for thrown weapons); a thrown 
  weapon cannot be used to attack an upwind target. 
   
  Stairs: These count as difficult terrain. The upper level is 3 
  meters above the lower dining area. 
  Trandoshan Boarding 
  Party 
   
  Trandoshan Boarding Party 
  CL 12 
  Large Trandoshan squad nonheroic 6/soldier 8 
  Dark Side 4 
  Init +14; Senses darkvision, low-light vision; Perception +9 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 23 (flat-footed 21), Fort 21, Will 18; +1 natural, +2 armor, 
  Dodge 
  hp 174; Threshold 31 
  Vulnerable area attacks (+2 damage dice) 
  ———————————————————————————— 
  Speed 6 squares; Running Attack 
  Melee vibroblade +18 (2d6+6, affects all adjacent squares) 
  Ranged blaster carbine +19 (3d8+6, 1-square splash) or 
   
  blaster carbine +14 (5d8+6, 1-square splash) with Burst Fire or 
   
  blaster carbine +14 (3d8+6, 2×2 area plus 1-square splash) with 
  autofire 
  Base Atk +12; Grp +19 
  Atk Options autofire, Burst Fire, Charging Fire, Point Blank Shot, Precise 
  Shot 
  ———————————————————————————— 
  Abilities Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 9 
  Special Qualities limb regeneration 
  Talents Armored Defense, Cover Fire, Improved Armored Defense, 
  Weapon Specialization (rifles) 
  Feats Armor Proficiency (light), Burst Fire, Charging Fire, Dodge, Point 
  Blank Shot, Precise Shot, Running Attack, Toughness, Weapon Focus 
  (rifles), Weapon Proficiency (advanced melee weapons, heavy 
  weapons, pistols, rifles, simple) 
  Skills Initiative +14 
  Possessions combat jumpsuit with helmet package, blaster carbine, 
  heavy blaster pistol, vibroblade, utility belt with medpac 
  ———————————————————————————— 
  Squad Traits—The melee attack of a squad is an area attack that affects 
  all squares within reach. The ranged attacks of a squad are considered 
  to have a 1-square splash. (Allies can be excluded from these area 
  attacks.) Area attacks deal an extra 2 dice of damage against a squad. 
  A squad cannot be grabbed or grappled. 
  Trandoshan Boarding Party Tactics 
  The boarding party stays near tables whenever possible to gain cover, 
  and they otherwise concentrate their fire on the most heavily armed 
  heroes. They keep their distance from the heroes if at all possible. 
  Conclusion 
  If the hostages survive, one of them—Dr. Hakaen Bousch—can attempt to 
  treat the heroes’ injuries before they move on to the next car. See page 
  17 for details. 
   
   
  
   
   
  30 
  In the Line of Fire Encounter Map 
   
   
   
   
   
   
   
   
   
  
   
   
  31 
  The lounge car is devastated—its carpeting, seating, walls, and 
  windows have been completely blown away. Fires rage on the left 
  and right side of the car, and the twisted metal flooring is ripped 
  open in places. A heavily armored mercenary team waits against the 
  far wall, kneeling and sheltered from the high winds. 
  Some of the holes in the metal flooring have exposed power 
  conduits. 
  The power conduits, if live, are potentially very dangerous, perhaps 
  even explosive. 
  The devastated lounge car is connected to the dining car at six 
  coupling points. Each groans and twists, moments away from failing 
  and releasing a massive ionic discharge from the unirail overhead. 
  This team of heavily armored Trandoshan mercenaries has weapons 
  drawn and ready.
  Gemcutting 
  Challenge Level 18 
   
   
  Setup 
  The heroes begin at the rear entrance, and there is an elite mercenary 
  team at the far end of the car (marked EM). The red squares indicate 
  conduit hazards (see below)—do not mark these on the map until they 
  detonate or the players detect them. 
   
  Once the heroes uncouple the dining car, they must deal with two 
  CloakShape fighters, but the ships are too distant to appear on the map. 
  Read-Aloud Text 
   
   
   
   
   
   
   
   
  DC 25 Perception check: 
   
   
   
   
   
  If the Perception check is successful, call for a DC 20 Mechanics check 
  or a DC 15 Knowledge (technology) check: 
   
   
   
   
  Releasing the Couplers 
   
   
   
   
   
  Hazard 
  CL 12 
  One of the challenges of this encounter is to safely uncouple the trailing 
  cars from the severely damaged lounge car, protecting the civilians 
  onboard from the potential of a catastrophic failure. Uncoupling the 
  training cars from the lounge car requires a little finesse or a lot of brute 
  strength, but failing to do so correctly can cause a massive ion discharge 
  from the repulsor rail. The car is coupled at six separate attachment 
  points, and the heroes can make only a single attempt on each coupler. 
  There are several different ways to approach each one, and each attempt 
  requires a full-round action: 
   
  Acrobatics (DC 20): Contort your body to squeeze underneath a 
  twisted floor plate, tripping the emergency release on a coupler 
  concealed within. Coupler #1 only. 
   
  Climb (DC 20): Brave the high winds to reach a coupler’s emergency 
  release on the outside of the repulsorcar. Coupler #2 only. 
   
  Knowledge (technology) (DC 15): Using your knowledge of similar 
  devices, examine an unlabeled coupler to determine which release lever 
  is the correct one. Coupler #3 only.  
   
  Mechanics (DC 15): Cut through fused joints to release the locking 
  mechanisms. Requires tool kit; couplers #4 and #5 only. 
   
  Strength (DC 10): Use brute force and smart leverage to pry apart 
  the twisted metal. Characters can use the aid another action on this 
  check, granting a +2 bonus with a successful DC 10 Strength check. This 
  option can be used on any coupler. 
   
  Use the Force (DC 20): Use move object or Force grip to pry the 
  broken pieces apart. Characters can use the aid another action on this 
  check, granting a +2 bonus with a successful DC 10 Strength check. This 
  option can be used on any coupler. 
   
  Couplers #4, #5, and #6 can be separated from the intercar area, 
  but couplers #1, #2, and #3 can be released only from inside the lounge 
  car (exposing the heroes to fire from the elite mercenary team). 
   
  If the heroes make no attempt at all for 1 full round, the repulsorcar 
  groans under the stress as more support members buckle and break; one 
  coupler, determined randomly, automatically fails. 
   
  Once a total of four are safely uncoupled, the trailing repulsorcars 
  separate without incident and the passengers are safe. If all six are 
  attempted without achieving four successes, the uncoupling releases a 
  massive ionic discharge. Make an attack roll (1d20+15) against all 
  characters and objects within 4 squares of the rear of the repulsorcar, 
  ignoring cover. On a hit, the target takes 1d10×2 ion damage for every 
  coupler that was not released correctly, up to 6d10×2 ion damage. On a 
  miss, the target takes half damage. 
   
  The passengers in the trailing cars survive a faulty separation, but 
  many are injured by the turbulence and the secondary effects of the 
  ionic discharge. 
  Trandoshan Elite 
  Mercenary Team 
   
   
   
   
  Trandoshan Elite Mercenary Team 
  CL 14 
  Large Trandoshan squad nonheroic 3/soldier 5/elite trooper 6 
  Force 1; Dark Side 8 
  Init +14; Senses darkvision; Perception +7 
  Languages Basic, Dosh 
  ———————————————————————————— 
  Defenses Ref 30 (flat-footed 27), Fort 29, Will 21; +1 natural, +4 armor 
  hp 232; DR 3; Threshold 39 
  ———————————————————————————— 
  Speed 4 squares; Running Attack 
  Melee unarmed +19 (1d6+7, affects all adjacent squares) 
  Ranged blaster carbine +19 (3d8+7, 2×2 squares plus 1-square splash) 
  with autofire or 
   
  blaster carbine +19 (5d8+7, 1-square splash) with Burst Fire 
  Base Atk +13; Grp +15 
  
   
   
  32 
  A loose floor panel shifts and exposes a live power conduit. It 
  ruptures and explodes in a massive fireball. 
  This archaic starfighter has broad, wide wings and a bulbous canopy.
  Atk Options autofire, brace, Burst Fire, Point Blank Shot 
  Special Actions delay damage 
  ———————————————————————————— 
  Abilities Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 9 
  Special Qualities limb regeneration 
  Talents Armored Defense, Greater Weapon Focus (rifles), Greater Weapon 
  Specialization (rifles), Improved Armored Defense, Controlled Burst, 
  Weapon Specialization (rifles) 
  Feats Armor Proficiency (light, medium), Burst Fire, Martial Arts I, Point 
  Blank Shot, Running Attack, Toughness, Weapon Focus (rifles), 
  Weapon Proficiency (heavy weapons, pistols, rifles, simple) 
  Skills Initiative +14 
  Possessions battle armor, blaster carbine, heavy blaster pistol, knife, 
  utility belt with medpac 
  ———————————————————————————— 
  Squad Traits—The melee attack of a squad is an area attack that affects 
  all squares within reach. The ranged attacks of a squad are considered 
  to have a 1-square splash. (Allies can be excluded from these area 
  attacks.) Area attacks deal an extra 2 dice of damage against a squad. 
  A squad cannot be grabbed or grappled. 
  Trandoshan Elite Mercenary Team Tactics 
  Unless they have a good reason to move, the Trandoshans almost 
  certainly stay in their starting location, kneeling to avoid being knocked 
  over by the high winds. They fire on the first hero they see, preferring to 
  attack groups of two or more adjacent heroes to get the most out of 
  their splash damage. They use Burst Fire initially, but if they miss on at 
  least two out of their first three attacks, they switch to single shots. 
  They have strict orders to keep the heroes from entering the control car, 
  and they fight to the death. 
  Conduit Hazards 
   
   
   
   
  Hazard 
  CL 12 
  Several power conduits have overloaded, ready to rupture and spew 
  ionized plasma if disturbed. If a character enters one of the red-bordered 
  squares on the map, make an attack roll (1d20+15) against the Reflex 
  Defense of every character and object within 2 squares. If the attack 
  succeeds, that target takes 5d6 damage and catches fire (see Fire in the 
  Features of the Area sidebar). If the attack misses, that target takes half 
  damage and does not catch fire. This is considered an area attack. 
   
  Conduit hazards can potentially cause other conduits to explode, 
  setting off a chain reaction. See “Detonating,” below. 
   
  Detection: As a full-round action, a character can attempt to detect 
  a conduit hazard with a DC 15 Knowledge (technology) check, a DC 15 
  Mechanics check, or a DC 15 Perception check. A successful check 
  detects the closest hidden conduit hazard in line of sight. 
   
  If not actively searching, a character can detect a conduit hazard as 
  a reaction immediately before entering a hazard square by making a 
  successful DC 20 Perception check. 
   
  Disarming: A conduit can be safely disarmed as a full-round action 
  by making a DC 20 Mechanics check. This can be attempted multiple 
  times, but a failure by 5 or more causes the conduit hazard to detonate. 
   
  Detonating: Conduit hazards can be intentionally detonated by 
  dealing sufficient damage to them. They have Reflex Defense 15, 10 hit 
  points, and damage reduction 10. If destroyed, they detonate as 
  described above. 
  CloakShape Fighters 
   
   
   
  CloakShape Fighters, Modified (2) 
  CL 12 
  Gargantuan starfighter 
  Init +10; Senses Perception +12 
  ———————————————————————————— 
  Defenses Ref 15 (flat-footed 12), Fort 27; armor +7, Vehicular Combat 
  hp 140; DR 10; Threshold 47 
  ———————————————————————————— 
  Speed fly 16 squares (max. velocity 950 km/h), fly 4 squares (starship 
  scale) 
  Ranged laser cannons +14 (see below) or 
  Ranged medium concussion missiles +14 (see below) 
  Fighting Space 4×4 or 1 square (starship scale); Cover total 
  Base Atk +10; Grp +42 
  Atk Options autofire (laser cannons), fire-link (medium concussion 
  missiles) 
  ———————————————————————————— 
  Abilities Str 44, Dex 17, Con —, Int 14 
  Skills Initiative +10, Mechanics +13, Perception +12, Pilot +10, Use 
  Computer +13 
  ———————————————————————————— 
  Crew 1 plus astromech droid (ace); Passengers none 
  Cargo 40 kg; Consumables 1 day; Carried Craft none 
  Payload 16 medium concussion missiles 
  Hyperdrive ×3, 10-jump memory (astromech droid) 
  Availability Restricted; Cost 84,300 (including maneuvering jets and 
  hyperdrive sled 
   
  Laser cannons (pilot) 
  Atk +14 (+9 autofire), Dmg 4d10×2 
  —————————————————————————— 
  Medium concussion missiles (pilot) 
  Atk +14, Dmg 7d10×2 (8d10×2 fire-linked), 4-square splash 
   
  CloakShape Fighter Tactics 
  Due to the speed of the repulsortrain, the CloakShape fighters can attack 
  only by making an attack run, giving them the following statistics: 
  Defenses Reflex 13 (flat-footed 10), Atk +16 (+11 autofire). They attack 
  from about 12 squares away, behind and slightly above the repulsorcar, 
  and dangerously close to the unirail. (See Features of the Area sidebar.) 
   
  The fighters prefer to attack with their lasers in autofire mode, but 
  they are unable to make a strafe attack because of the repulsortrain’s 
  speed. As with any area attack, a target with cover takes no damage if 
  an autofire attack does not hit its Reflex Defense. If all targets have 
  cover from the fighters, the ships instead use concussion missiles, 
  attacking a point 2 to 3 squares beyond their intended targets; this 
  avoids the cover entirely and subjects the targets to the missiles’ 4-
  square splash. (The fighters will not do this if the splash would hit the 
  mercenaries on the far side of the car.) 
  Capturing a CloakShape 
  Particularly creative (or foolhardy) heroes might try to capture one of 
  the fighters. A character can jump onto the canopy of a CloakShape 
  fighter with a DC 50 Jump check (virtually impossible without the use of 
  the Force power surge). Removing the canopy using the emergency 
  release handle requires a standard action. On the pilot’s turn, he will 
  
   
   
  33 
  Features of the Area
   
  The severe damage to this repulsorcar has created extremely
  dangerous conditions, described below. 
   
  Fire: A character that enters a fire square immediately
  catches fire. Make an attack roll (1d20+5) against the target’s
  Fortitude Defense. If the attack succeeds, the target takes 1d6
  fire damage; if the attack misses, the target takes half damage.
  Continue on that character’s turn each round until the flames
  are put out (a full-round action). 
   
  Fire squares block line of sight but not line of effect. 
   
  Smoke: If a character enters or begins its turn in a smoke
  square, make an attack roll (1d20+5) against the target’s
  Fortitude Defense. If the attack succeeds, the target takes 1d6
  damage and moves –1 step down the condition track. If the
  attack fails, the target takes half damage and does not move
  down the condition track. 
   
  Smoke is an atmospheric hazard that grants concealment to
  characters within it. 
   
  Broken Floor: The floor is so warped and damaged that all
  squares count as difficult terrain. Floor squares with visibly
  missing plating can also be traversed, but many such squares are
  also conduit hazards. 
   
  Debris: Any square with visibly missing floor plating has
  large pieces of debris within, ranging from Tiny to Medium size.
  These can potentially be thrown or hurled with move object (but 
  see “Strong Winds,” below). 
   
  Raised Walkway: The raised walkway is 1.3 meters tall
  (approximately chest height on an average adult Human). It
  provides cover against attacks originating from the opposite side,
  and a character can crouch behind it (moving at half speed) to
  gain improved cover or total cover. Moving onto or off of the
  walkway costs 1 square of movement. 
   
  The raised walkway is smoother than the floor, so its squares
  count as difficult terrain only when at least half of a square is
  missing entirely (such as in front of the rear doors). 
  Stairs: The stairs are badly burned but still intact. Stairs 
  count as difficult terrain. 
   
  Strong Winds: Any character moving or standing in this area 
  must make a DC 15 Strength check. (If prone, the character can 
  substitute a DC 15 Climb check.) If successful, the character can 
  act normally. On a failure, the character falls prone and is 
  pushed toward the rear of the train, moving 1 square plus an 
  additional square for every 5 points by which the character 
  failed the Strength check. If this results in hitting a larger object, 
  the character takes 1d6 damage. Large characters gain a +5 
  bonus on this Strength check. 
   
  Any character in this area takes a –5 penalty to ranged 
  attacks (–10 penalty for thrown weapons). A thrown object that 
  strikes a downwind target deals an additional 4d6 damage due 
  to the force of the wind; a thrown weapon cannot be used to 
  attack an upwind target. 
   
  Charged Unirail: The repulsortrain is suspended from a 
  highly charged unirail, which hangs about 9 meters above the 
  floor of the repulsorcar. The rail is all but impervious to energy 
  weapons, but objects colliding with the unirail can cause the 
  release of an ionic discharge. Triggering this with a thrown 
  object requires a hit against Reflex Defense 5, dealing 1d10×2 
  ion damage in a 4-square burst. For every 3 points by which the 
  roll beats the Reflex Defense, increase the ion damage by one 
  die, up to a maximum of 6d10×2. 
   
  When a burst is triggered, make an attack roll (1d20+15) 
  against all characters and objects in the burst area. On a hit, the 
  target takes full damage; on a miss, the target takes half 
  damage. 
   
  The CloakShape fighters can be caught in such a discharge, 
  but they are far enough away that it would count as medium 
  range (–5 range penalty) in addition to the –10 penalty for the 
  strong winds (see above). 
  attempt to shake the hero off the fighter instead of making an attack; 
  make a Pilot check opposed by the hero’s Acrobatics or Climb check. If 
  the pilot wins the opposed check, the hero falls about 100 meters to the 
  ground below. 
   
  The Trandoshan pilot has Defenses Reflex 16 (including a +5 cover 
  bonus from the cockpit), hp 49, Threshold 10, and Ranged blaster pistol 
  +10 (3d6). If moved at least –2 steps on the condition track or reduced 
  to 15 or fewer hit points, the pilot will eject on his next turn if able. 
  Once the pilot is defeated (by ejection or otherwise), the hero can take 
  control of the fighter before it crashes. If this occurs, the other fighter 
  will completely ignore the heroes on the repulsortrain to focus on the 
  captured fighter. 
  Conclusion 
  The encounter ends when the heroes make it through the doors at the 
  front of the car, leading to the repulsortrain’s control car, or when all 
  opponents are eliminated. If the CloakShape fighters are left intact, they 
  will return to harass the heroes on the rooftop of the control car (see the 
  “End of the Line” encounter). 
   
   
   
   
  
   
   
  34 
  Gemcutting Encounter Map 
   
   
   
   
   
   
  
   
   
  35 
  The control car is filled with loud machinery, groaning and hissing in 
  protest. You are on a catwalk that encircles the car's interior, 
  suspended above the lower engine compartment. More machinery 
  and large tanks dominate the middle of the room, from the floor up 
  to the ceiling. Steam erupts intermittently from machinery below, 
  and caution lights flash from almost every machine you can see. 
  The primary fuel lines appear to have been tampered with, probably 
  to create a trap. If the fuel lines are cut, the engines won’t last long 
  on the amount held in the reservoir tank. The repulsortrain will 
  derail if the engines lose power suddenly, causing it to plunge to the 
  ground over a hundred meters below. 
  End of the Line 
  Challenge Level 18 
   
   
  Setup 
  The Trandoshan mercenary commander (M) is near the cockpit of the 
  control car, and in one arm he holds a bound and helpless Lady Aldrete. 
  The heroes do not have line of sight to him at the beginning of the 
  encounter, so do not place him until he is visible. 
  Read-Aloud Text 
   
   
   
   
   
   
   
   
  DC 15 Mechanics check, DC 20 Pilot check, or DC 15 Knowledge 
  (technology) check: 
  If the previous check was successful, call for a DC 20 Perception check: 
   
   
   
   
   
   
   
  Trandoshan Mercenary 
  Commander 
  Trandoshan Mercenary Commander 
  CL 16* 
  Medium Trandoshan scout 7/bounty hunter 8 
  Destiny 1; Force 6; Dark Side 9 
  Init +15; Senses darkvision, Keen Shot; Perception +14 (can reroll) 
  Languages Basic, Dosh, Huttese 
  ———————————————————————————— 
  Defenses Ref 36 (flat-footed 30), Fort 30, Will 26; natural +1 
  hp 155; Threshold 30 
  ———————————————————————————— 
  Speed 6 squares 
  Melee unarmed +15 (1d10+9) or 
  Ranged blaster rifle +17 (3d8+7) or 
   
  blaster rifle +19 (4d8+7) while aiming or 
  Ranged stun grenade +16 (4d6+7 stun, 2-square burst) 
  Base Atk +13; Grp +16 
  Atk Options Dastardly Strike, Hunter’s Mark, Keen Shot 
  Special Actions familiar foe +4, Hidden Movement, hostage, Hunter’s 
  Target +8, Total Concealment 
  ———————————————————————————— 
  Abilities Str 14, Dex 16, Con 16, Int 12, Wis 14, Cha 8 
  Special Qualities limb regeneration 
  Talents Acute Senses, Dastardly Strike, Hidden Movement, Hunter’s Mark, 
  Hunter’s Target, Improved Stealth, Keen Shot, Total Concealment 
  Feats Careful Shot, Deadeye, Martial Arts I, Martial Arts II, Martial Arts 
  III, Point Blank Shot, Precise Shot, Shake It Off, Sniper, Toughness, 
  Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple 
  weapons) 
  Skills Endurance +15, Initiative +15, Mechanics +13, Perception +14 
  (can reroll), Stealth +15 (can reroll), Survival +14 
  Possessions blaster rifle (double trigger**, folded stock), utility belt with 
  medpac, bandolier (2 stun grenades, 2 power packs), encrypted 
  comlink  
  ———————————————————————————— 
  Hostage—Lady Aldrete is bound, helpless, and unable to speak, and the 
  commander can use her as a shield. As a move action, he can hold her 
  in front of him in a way that grants cover (+5 cover bonus to Reflex 
  Defense) against attackers he is aware of. Any attack that misses the 
  commander by an amount less than or equal to the cover bonus 
  instead strikes Lady Aldrete. (A character who aims or has the Sniper 
  feat ignores this cover.) Using a hostage as a shield is clumsy and 
  leaves only one free hand, imposing a –5 penalty to all Strength- and 
  Dexterity-based checks. As a free action, the commander can drop her 
  into any adjacent square (but not over the guardrail, such on the 
  catwalk). 
  * Includes adjustment for terrain advantage and availability of a hostage. 
  ** Increases bonus from Careful Shot from +1 to +2 (included above). 
   
  Trandoshan Mercenary Commander Tactics 
  The mercenary commander uses Stealth extensively, moving as necessary 
  to keep cover between him and the heroes. However, he does not 
  venture more than 6 squares from the top hatch, and he will not come 
  within 4 squares of the fuel line until after it detonates. 
   
  Round 1: On the first round, he holds his action until a hero is in 
  line of sight. He then makes an aimed attack against that hero, using 
  Hunter’s Mark, Careful Shot, and Deadeye. (If the hero’s Perception check 
  doesn’t equal his Stealth check, Dastardly Strike applies as well.) 
   
  Round 2: If the heroes haven’t already done so, he shoots the fuel 
  line to trigger a detonation and then uses Stealth to move unseen to a 
  new sniping position; otherwise, he aims and shoots again. 
   
  Round 3: If no hero is adjacent, he aims and attacks again (holding 
  his action if no heroes are visible). Otherwise, he attacks an adjacent 
  hero and uses the withdraw action, moving toward his starting position. 
   
  Round 4: He returns to his starting position and picks up Lady 
  Aldrete, using her as a shield (until a hero manages to pull her away). 
  These engines are running far beyond their safe limits. Emergency 
  shutdown controls appear to have been disabled. The large 
  machinery in the center of the room is the fuel injection system, and 
  the tanks around it hold fuel in a smaller reservoir during the mixing 
  process. The primary fuel lines are suspended over the left and right 
  sides of the catwalk. 
  This Trandoshan carries a blaster rifle, poised and ready to shoot. 
  Lady Aldrete is bound and gagged at his feet. 
  
   
   
  36 
  A transport flies just ahead of and above the control car, anchored 
  to the repulsortrain by a heavy tow cable. It flies cautiously, trying 
  to avoid the charged unirail. 
  A familiar Baudo-class star yacht zooms into view—it’s Sirona 
  Okeefe’s ship, the Banshee!
   
  Round 5 and 6: He climbs a ladder to the roof using one hand, still 
  carrying Lady Aldrete as a shield. 
   
  Round 7: He moves to the extraction area with a Climb check, still 
  using Lady Aldrete as a shield. 
   
  Round 8: He attaches Lady Aldrete to the tow cable (full-round 
  action), no longer using her as a shield. 
   
  Round 9: He attaches himself to the tow cable (move action) and 
  detaches the tow cable from the control car (move action). 
   
  Round 10: He aims and shoots at the nearest hero on the roof, 
  before the boarding ramp closes. 
   
  Round 11 or 12: The engines lose power, dragging down any 
  transports still connected to the doomed repulsortrain. 
   
  The mercenary commander knows that time is running out, so if he 
  is not in the extraction area by round 8, he drops Lady Aldrete and does 
  nothing but move there, attach himself, and release the tow cable from 
  its anchor. 
  Fuel Lines 
  Hazard 
  CL 13 
  The mercenary commander has rigged the fuel line to detonate if any 
  character moves into a catwalk square beneath it. If the line detonates, 
  make an area attack roll (1d20+13) against the Reflex Defense of all 
  characters in a 4-square burst (measured from the closest point in the 
  fuel line to a given character). On a hit, the target takes 8d6 damage, or 
  half damage on a miss. Characters adjacent to the doors or on the lower 
  level have cover against this attack (+5 cover bonus to Reflex Defense, 
  no damage on miss). 
   
  The fuel line can also be detonated with a well-placed attack (Reflex 
  Defense 20, DR 5, 10 hit points), which the mercenary commander does 
  if none of the characters have triggered a detonation by his second turn. 
   
  Disarming: A character can disarm this hazard from the lower 
  engine compartment by making a DC 20 Mechanics check as a full-
  round action. If successful, fuel is shunted out of the main line, 
  preventing an explosion. On a failure by 1 to 4 points, the character can 
  try again. On a failure by 5 or more, the fuel line detonates immediately. 
   
  Whether the fuel line is disarmed or detonated, the engines run out 
  of fuel 10 rounds later. The shunted fuel line cannot be reactivated while 
  the engines are in operation, and all control systems have been disabled. 
  Citadel Cruiser 
   
   
   
   
   
  Citadel Cruiser (modified) 
  CL 12 
  Colossal* space transport 
  Init +3; Senses Perception +12 
  ———————————————————————————— 
  Defenses Ref 15 (flat-footed 14), Fort 26; armor +14, Vehicular Combat 
  hp 156; DR 15; SR 40; Threshold 76 
  ———————————————————————————— 
  Speed fly 12 squares (max. velocity 830 km/h), fly 3 squares (starship 
  scale) 
  Ranged quad laser cannons +11 (see below) and 
   
  2 double ion cannons +11 (see below) and 
   
  medium concussion missiles +13 (see below) or 
  Ranged quad laser cannons +11 (see below) and 
   
  2 double ion cannons +11 (see below) and 
   
  tractor beam +13 (see below) 
  Fighting Space 12×12 or 1 square (starship scale); Cover total 
  Base Atk +0; Grp +36 
  Atk Options autofire (laser cannons) 
  ———————————————————————————— 
  Abilities Str 42, Dex 12, Con —, Int 12 
  Skills Initiative +3, Mechanics +12, Perception +12, Pilot +3, Use 
  Computer +12 
  ———————————————————————————— 
  Crew 3 (ace); Passengers 24 
  Cargo 25 tons; Consumables 6 months; Carried Craft 2 starfighters 
  Payload 12 medium concussion missiles 
  Hyperdrive ×2, navicomputer 
  Availability Licensed; Cost 346,000 
  * This ship is treated as a Gargantuan starfighter for the purposes of 
  being targeted by capital ship weapons, dogfighting, and using 
  starship maneuvers. 
   
  Quad laser cannons (gunner) 
  Atk +11 (+6 autofire), Dmg 6d10×2 
  ——————————————————————————— 
  Double Ion cannons (gunner) 
  Atk +11, Dmg 6d10×2 ion 
  ——————————————————————————— 
  Medium concussion missiles (pilot) 
  Atk +13, Dmg 8d10×2, 4-square splash 
  ——————————————————————————— 
  Tractor beam (pilot) 
  Atk +13, Dmg — (grapple +36) 
   
  Citadel Cruiser Tactics 
  Until the mercenary commander is on board, the citadel cruiser won’t 
  risk firing its larger weapons at heroes on the roof of the control car. 
  While anchored to the car, the cruiser loses its Dexterity bonus to Reflex 
  Defense, and its pilot cannot use Vehicular Combat to avoid damage. 
   
  When the control car’s engines fail (10 rounds after the fuel line 
  ruptures), the citadel cruiser can’t fly with the extra weight if it is still 
  anchored to the repulsortrain, and it crashes into the mountains below 2 
  rounds later. If the Banshee is also anchored to the control car, the two 
  transports can barely handle the weight and remain in flight. 
   
  If both transports are freed from the repulsortrain, the citadel 
  cruiser attempts to shoot down the Banshee for 5 rounds, then 
  disengage to avoid interception by Alderaanian security forces. 
   
  The Banshee 
   
   
   
  The Banshee 
  CL 6 
  Colossal* space transport 
  Init –3; Senses Perception +5 
  ———————————————————————————— 
  Defense Ref 13 (flat-footed 11), Fort 22; +11 armor 
  hp 60; DR 15; SR 15; Threshold 72 
  ———————————————————————————— 
  A thick hose overhead suddenly bursts, spraying fuel into the air 
  before being ignited by a spark. A massive explosion erupts. 
  
   
   
  37 
   
  Lady Aldrete is helpless as she falls onto the roof of the control car. 
  The fierce winds immediately begin dragging her toward the edge. 
  You can tell that you probably have only one chance to catch her. 
  Features of the Area
   
  Catwalk: The catwalk is suspended 3 meters above the lower 
  engine compartment. It has a guard rail, but it is not a barrier to 
  any intentional attempt to jump off the catwalk. 
   
  Ladders: Ladders can be used with a DC 5 Climb check. Since 
  they are 3 meters high (2 squares), a character with speed 6 
  requires two move actions to ascend or descend (or one move 
  action if he takes a –5 penalty to use accelerated climbing). 
   
  Lower Engine Compartment: Due to the crowded area filled 
  with engines, tanks, and power conduits, treat the entire lower 
  compartment as low objects. 
   
  Unirail Pylons: These provide cover to any character behind 
  them, and they are sturdy enough to serve as anchor points for 
  the transports’ tow cables. A pylon has Reflex 10, DR 10, 150 hit 
  points, and threshold 50. 
   
  The unirail can be used to cause an ionic discharge (see 
  “Gemcutting,” page 31), but since the enemy transport is in front 
  of the repulsortrain, it is virtually impossible to hurl an object 
  upwind to cause that effect. 
   
  Extraction Area: Both tow cables are attached here, and 
  they can be manually released from this end or released from the 
  boarding ramp on their respective transports. 
   
  If the heroes wish to prevent the citadel cruiser from 
  detaching, they can attack the crew member on the boarding 
  ramp (Reflex 20, hit points 30, threshold 15). 
   
  Strong Winds: Any character moving or standing on the 
  rooftop must make a DC 15 Strength check. (If prone, the 
  character can substitute a DC 15 Climb check.) If successful, the 
  character can act normally. On a failure, the character falls 
  prone and is pushed toward the rear of the train, moving 1 
  square plus an additional square for every 5 points by which the 
  character failed the Strength check. If this results in hitting a 
  larger object, the character takes 1d6 damage. Large characters 
  gain a +5 bonus on this Strength check. 
   
  Any character on the roof of the control car takes a –5 
  penalty to ranged attacks (–10 penalty for thrown weapons). A 
  thrown object that strikes a downwind target deals an additional 
  4d6 damage due to the force of the wind; a thrown weapon 
  cannot be used to attack an upwind target. 
  Speed fly 12 squares (max. velocity 1,200 km/h), fly 5 squares (starship 
  scale) 
  Ranged double light laser cannons +2 and 
   
  2 quad laser cannons +2 
  Fighting Space 12×12 or 1 square (starship scale); Cover total 
  Base Atk +4; Grp +32 
  ———————————————————————————— 
  Abilities Str 34, Dex 14, Con —, Int 14 
  Skills Initiative –3, Mechanics +5, Perception +5, Pilot –3, Use Computer +5 
  ———————————————————————————— 
  Crew 2 (unique); Passengers 8 
  Cargo 35 tons; Consumables 1 month; Carried Craft none 
  Hyperdrive ×2 (backup ×7), navicomputer 
  Availability Licensed; Cost 400,000 (250,000 used) 
  * This ship is treated as a Gargantuan starfighter for the purposes of 
  being targeted by capital ship weapons, dogfighting, and using 
  starship maneuvers. 
   
  Double light laser cannons (pilot or copilot) 
  Atk +2, Dmg 3d10×2 
  ——————————————————————————— 
  Quad laser cannons (gunner) 
  Atk +2, Dmg 4d10×2 
   
  Banshee Tactics 
  The Banshee appears on round 8, attaching a second tow cable to the 
  extraction area. Sirona Okeefe appears as the boarding ramp descends, 
  ready to use a grappling spike launcher to cast secondary lines to heroes 
  in need. She does not detach from the Gem of Alderaan until all 
  surviving heroes are on board. The Banshee will crash 2 rounds after the 
  engines fail if it is attached to the repulsortrain by itself. 
   
  Once everyone is on board, Okeefe heads to the cockpit (or to a quad 
  laser turret, if another character has already taken over piloting duties) 
  and tries to escape from the mercenaries’ citadel cruiser unless 
  instructed otherwise. 
  Conclusion 
  Lady Aldrete (nonheroic 9/noble 5) is helpless and unable to defend 
  herself. She has Force 1, Defenses Reflex 10 (while helpless), hp 40, 
  Threshold 15. If she is subject to damage that would kill her, she spends 
  her single Force Point to fall unconscious instead. 
   
  A character can attempt to pull Lady Aldrete out of the mercenary 
  commander's hands using the disarm action unarmed. This provokes an 
  attack of opportunity from the commander unless the character has the 
  Martial Arts I, Pin, or Trip feats. 
   
  If Lady Aldrete is dropped on the roof, read the following: 
   
   
   
   
   
   
  A hero can save Lady Aldrete from falling by using the grab action or 
  move object. A hero can try to catch her by using the cable and 
  grappling hook on his utility belt; make a ranged attack against Reflex 
  Defense 10, taking range penalties as a thrown weapon with an 
  additional –10 penalty due to the high wind and improvised nature of 
  the attempt. If any of these attempts succeed, Lady Aldrete is no longer 
  in danger of falling over the side (unless she is dropped again). If no 
  character reaches her, she falls over the side in the following round on 
  the same initiative count that she was dropped. 
   
  Escape the Gem of Alderaan: The repulsortrain is doomed, and the 
  only way to escape is on the Banshee. Sirona Okeefe stands on the 
  boarding ramp while her droid, RX-13 (“Crash”), maneuvers to position 
  the ramp adjacent over the extraction area (the yellow-bordered area on 
  the map). The boarding ramp counts as difficult terrain, requiring 2 
  squares of movement to get on board. 
   
  If any heroes are more than 3 squares away, Okeefe uses a grappling 
  spike launcher to cast a line to an adjacent square. Using a line allows a 
  character to move at full speed toward the Banshee without penalty. 
  Okeefe casts the first line to the most distant hero, and in each 
  subsequent round, she adds another line to the next most distant hero 
  until all have access to a grappling line. 
   
   
   
   
   
   
   
  
   
   
  38 
  End of the Line Encounter Map 1: 
  Repulsor Train Control Car 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  39 
  End of the Line Encounter Map 2: 
  Control Car Rooftop 
   
   
   
   
  
  RPGA is a trademark of Wizards of the Coast, Inc. © 2007 
  Wizards of the Coast, Inc. 
  a
  b
  c
  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
  Date of Play: 
   
   
   
  Start Time:  
   
  S E S S i o N  T r A C k i N g
  (This number was given to the senior gM when the event was sanctioned.)
   Month 
  Day 
  Year
   Hour 
  Minute
  A legal rPgA table has no less than four players, and no more than six players.
  give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
  /
  :
  Player                                                   
                               rPgA 
   
  Name                                                   
                               Number  
   
  1
  2
  3
  4
  5
  6
  DM Name: _____________________
  D u N g E o N M A S T E r
  rPgA Number: May be less than a 10-digit number.
   The gem of Alderaan (Dawn of Defiance, Part 8)
  DM Name: _____________________
      g A M E M A S T E r
  RPGA is a trademark of Wizards of the Coast, Inc. © 2007 
  Wizards of the Coast, Inc. 
  a
  b
  c
  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
  Date of Play: 
   
   
   
  Start Time:  
   
  S E S S i o N  T r A C k i N g
  (This number was given to the senior gM when the event was sanctioned).
   Month 
  Day 
  Year
   Hour 
  Minute
  A legal rPgA table has no less than four players, and no more than six players.
  give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
  /
  :
  Player                                                 
                              rPgA 
  Name                                                 
                              Number 
  1
  2
  3
  4
  5
  6
  DM Name: _____________________
  D u N g E o N M A S T E r
  rPgA Number: May be less than a 10-digit number.
  DM Name: _____________________
      g A M E M A S T E r
  (For administrative use only.)
  (For administrative use only.)
    The gem of Alderaan (Dawn of Defiance, Part 8)
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/Saga/SWD20 (Saga) - Campaign - Dawn of Defiance - Episode 08 - The Gem of Alderaan.pdf