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MORE THAN YOU BARGAINED FOR A dangerous situation for experienced Star
Wars role-players set in the underworld of the Setnin Sector. By Jonathan Hicks INTRODUCTION This
adventure outline can be set pretty much anytime but ideally it has been two
years since Episode IV - A New
Hope. As ‘free
traders’ in the Setnin Sector, the player characters (PC’s) are required to
show their less honest side by trying to smuggle a passenger from the city of
Kayshee on the planet Clayboss. Using cunning, guile and every con trick they
know, the players must make sure their contract is complete. Of course,
there are forces in the city that will do everything they can to stop them.
Just why is this person so important? IF YOU INTEND TO BE A PLAYER IN THIS ADVENTURE, STOP READING NOW.
READING THIS ADVENTURE BEFORE PLAY WILL RUIN THE ENJOYMENT FOR PLAYERS AND
GAMEMASTER ALIKE. NOTES FOR THE GAMESMASTER First of
all, the Gamesmaster (GM) must be aware that the author of this adventure has
opted to use the First Edition rules for statistics. The stats presented are
easy enough to convert to later editions and only require a little work to
make them fit particular campaigns. The PC’s can
be any mix of types, but their affiliation will, of course, decide the reason
as to why they are trying to help the contractee
from making it off-planet. The ultimate reason will be money, but there are
alternative persuasions if the players are more honest and good-hearted. The threat
to the players is very real. The statistics for the non-player characters
(NPC’s) the players will meet denote them as professionals, so make sure the
PC’s are skilled enough to meet their match. If worse comes to the worst,
then simply lower the NPC statistics. Force-users
in the party are catered for as their powers will be useful but, as you can
see, will not severely disrupt the flow of the game (as some powerful
force-users can). The map below is of Kayshee City. It only shows general layout and descriptions of the city are in the main narrative. The map is more for visualisation and reference.
COLOUR and LETTER KEY: BLACK -
Volcanic ash GREEN -
Rough forest WHITE -
Buildings GREY -
Kayshee Mountains RED -
Heavily used speederlanes BLUE -
Moderately used speederlanes A - Commerce
and trading halls B -
Residential C -
Residential D - Landing
bays (100 creds a day) E - Office
buildings F -
Hospitals and citizen services G - Main
power plant H - City
council offices and policing quarter I - Private
landing bays MAIN NON-PLAYER CHARACTERS The being
who wishes transport off Clayboss to the Chancai Trade Centre on Zelon (see
the `Guide to Chancai Trade
Centre’ in the Setnin
Sector Guide) is an old human female who wishes to keep her name a
secret. She scans the bars and low down holes for people to get her off world
at a price (she’s willing to pay 15,000 credits) and this is how she
approaches the PC’s. For the GM’s
info, her name is Iriss Ordru. She’s the older daughter of the late head of
the Clayboss ruling family and she has important information on a holochip
that contains the following information 1. That her
brother murdered her father. The chip is a security recording of her brother
shooting him in his bed. 2. That her
brother has dealings with the Empire and is about to allow them full control
of Clayboss. She wants to
get the information off Clayboss. Even if the characters tell her they work
for the Alliance she won’t indulge the information. She doesn’t trust anyone. Iriss Ordru ALL STATS
AND SKILLS 2D EXCEPT FOR: Dodge 4d, All Knowledge Skills 4d,
Hide/Sneak 4d, Security 3d+2 / Equipment: Holdout blaster (3d), holochip
(which she keeps secret), 16,000 credits (stolen), medpac. Quote:
"There’s nothing to explain. Just get me the hell out of here!" The main
character in pursuit of Iriss is Commander Jutten. He desperately wants her
alive so that he can get his hands on the holochip she has- anyone with her
is a viable target. He’s a tall gaunt man with jet-black hair that appears to
be oiled to keep it in place. He’s your archetypal villain. He’s nasty to his
subordinates, has an acute tick in the left side of his face and snarls at
everything. Commander Jutten DEX : 3D+1
Blaster 6d, Dodge 4d, KNO : 3D
Languages 4d MEC : 2D+2
Repulsorlift Op. 3d PER : 3D
Command 5d, Search 5d STR : 3D+1
Brawling 4d, Stamina 4d TEC : 2D+2
Security 3d Equipment:
Blaster pistol (4d), comlink, twenty-four Stormtroopers and an armoured repulsorcraft. Quote:
"She will be mine. Oh, yes. She will be mine." (Followed by a long
evil cackle and a couple of twitches). There is
also another being after her - an alien who Iriss stole the credits from to
make her getaway. He’s Vedi At, a Duros, blue skinned and tall, quite
muscular but not the brightest of beings. He’s one of the main men of a
crimelord called Dressel who operates from outside the system. He was given
the money to come to Clayboss and start a new operation here on behalf of
Dressel. Having it stolen wasn’t exactly a good idea. He must get the money
back or Dressel will do unspeakable things to him. Vedi At DEX : 3D
Blaster 6d+2, Dodge 4d, Grenade 4d KNO : 4D
Streetwise 4d+1 MEC : 2D
Starship piloting 3d PER : 3D
Bargain 4d, Con 3d+2, Hide Sneak 4d STR : 3D+2 TEC : 2D+1
Demolitions 3d Equipment:
Heavy blaster pistol (5d), 2 stun grenades (6d stun), throwing knife (STR +1) Quote:
"Surely we can talk about this?" He has four
henchmen with him who will follow his every order unless it means serious
harm to themselves. They are two humans, a Rodian
and a Quarren. Vedi At’s Henchmen All Stats 2D
except DEX 3D (Blaster 5d), STR 3D (Brawling 4d). Iriss Ordru
is also being chased by someone she really doesn’t want to find her - her
brother, Julwei. He is a hugely influential man who will use all methods at
his disposal to get her. He virtually owns the law and will use them to
locate her. She is, after all, a member of the ruling family of Clayboss. She
had duties and appearances to perform to the people of the planet. And she
knows he murdered their father. He will work in unison with Jutten. Julwei Ordru All stats 2D
except Bureaucracy 4d, Cultures 4d, Beast Riding 3d, Bargain 3d, Command 3d. Equipment:
Holdout blaster (3d), 5000 credits. Quote:
"I do this for the good of all citizens of Clayboss." Julwei’s personal guard - As Stormtrooper
Statistics but with no armour. The
Lawmen of Kayshee - All stats 2D except DEX 3D (Blaster 4d), STR 2D+2 Both of the
above armed with Blaster rifle (5d) and 1 grenade (5d) Last, but by
far not least, is another person after Iriss for one reason and one reason
only - she has heard of the danger she is in and wants any reward going. The
woman, Ferr Nolda, is a human female, quite attractive, who worked as Iriss’
private valet. She stumbled upon what her employer found out and decided to
use it to her own advantage. She has hired two mercenaries, Bulb and Bilb, to
track down Iriss, give her a good hiding and bring her back alive. Ferr Nolda All stats 2D
except Hide/Sneak 5d Equipment:
Recording rod Quote:
"Years of service to her... I deserve something." Bulb and Bilb Two Weequay
brothers, not very bright but loyal to each other. The stats below cover both
of them. DEX : 3D
Blaster 5d, Dodge 4d KNO : 2D
Streetwise 3d MEC : 3D+1 PER : 3D
Bargain 3d+2, Search 5d STR : 3D+2
Brawling 4d TEC : 3D Equipment:
Blaster pistol (4d), smoke grenade, vibroblade (STR
+1d) Quote:
(Together) "We are brothers to the end!" THE SEQUENCE OF EVENTS Considering
that there are so many people after Iriss it would be too ‘convenient’ to lay
out a chain of situations that cover every character and therefore make the
game to appear contrived. Therefore the events have been isolated to certain
areas of Kayshee City, these areas corresponding with the particular search
pattern of one of the groups looking for her. All the GM has to do is guide
the players into these areas and the encounter will begin. Therefore,
the scenario below hasn’t been split up into episodes but into locations -
each location is covered by it’s own entry,
describing who is in that location and their method of apprehending Iriss.
All the players have to do is get out or defeat their adversary. THE ADVENTURE PART ONE - THE MEETING The JumpDown
tavern to the north of zone A on the map is not exactly what most people
would call a ‘nice place to drink’ but it does have several attractions -
it’s not frequented by many people so it makes a suitable location to have a
quiet drink, it plays good music from the Core Worlds and there are a wide
variety of beverages to choose from. This is
where the adventure begins. Depending on the player’s motivation will depend
on why they’re there. If they’re
smugglers or traders then they’ll be there finding work. Iriss will approach
them and offer them credits for transport. She will start at 10,000 credits
but will settle on 15,000. If they work
for the Rebellion or New Republic then they’ll have been given orders to meet
with a contact here. The details of that contact and why she’s so important
to Command is kept a secret. All they are told is that it is ‘an important
person who dresses like a low-class citizen but is obviously not’. If they are
there for any other reason, good luck to you. Players who try to shy away
from the adventure, are not willing to take the risk because they ‘don’t get
involved’ and ignore any chance of action and hammy Star Wars role-playing are
playing the wrong game. The GM will have to find a way to get the players
involved if they don’t take the bait. Maybe some of the people who want Iriss
have observed her talking to the PC’s, assumed she works with them and
consequently give chase to the PC’s themselves. Iriss
approaches the players. Although she wears clothes of a lower-class citizen,
she has the hands and several pieces of jewellery that betray her appearance.
"Please
help me," she asks. "I’m looking for transport off-planet and I
hear you have a ship." With this
line, the problems begin. She is adamant the law and any authority figures
are avoided. She cannot be captured or stopped. PART TWO - THE ESCAPE As the
players progress through the adventure they will be ‘ushered’ in the
direction of different zones. In some cases the players will be able to
by-pass or escape from these zones quickly. The following entries are not
laid out in any particular order but they will have ideas on how to get the
players to another zone or two before the adventure’s end. To fully
appreciate the end of this adventure it’s best if the NPC’s aren’t killed or
maimed during their appearances in the different Zones. This is so the huge
firefight at the end takes place. The PC’s can wound or drive off their
adversaries but the GM should try a little dice fudging to make sure the
baddies escape for the final showdown. ZONE ‘A’ Commerce and Trading Halls The main aim
of the characters is to get the woman to their ship, berthed as it is in the
southernmost section of Zone ‘D’, the landing bays. As they leave the bar
they are ushered to a line of Robo-hacks. "I have arranged
transport," says Iriss, "just tell the ‘droid where you want to
go." Depending on
the number of players will depend on the size of the speeder but just use a
standard landspeeder statistics for the vehicles abilities. The seat numbers
will correspond with the amount of players and any applicable NPC’s with the
group (including Iriss). As the vehicle
starts it’s run towards the landing bays it heads towards an interchange on
the red landspeeder route. It suddenly veers right at the interchange instead
of heading on to where the character’s starship is berthed. Make a Moderate Perception roll for each character
in secret. Anyone succeeding will notice the sudden change in course. The speeder
is heading in the direction of Zone ‘G’, the location of the city’s main
power plant. It is a fully automated station and is never frequented by the
citizens of Kayshee. Perfect for an ambush. Every Zone
the characters pass through give them another Perception roll to see if they
notice the course change. Anyone who passes notices that they are headed towards the mountains, not away. If asked,
the ‘droid pilot will say that he has received new instructions to take them
to the power plant. The players may start to worry. If they
wish, the players may attempt Droid
Program/Repair rolls to attempt to put the droid back on track. This
is a Difficult roll as the
Robo-hacks are designed to resist tampering. If they succeed in the roll then
the ‘droid will turn but then suddenly shut down as an automated signal stops
the vehicle. Shooting the
‘droid is also an option. Unfortunately, this will destroy their only chance
of interfacing with the speeder’s guidance system. It will arrive at it’s
location with no chance of being stopped. The speeder
travels at a very high speed. Jumping from the vehicle is almost fatal. Whatever
happens, the players end up in Zone ‘G’. ZONE ‘B’ Residential This
particular area contains some of the wealthier denizens of Kayshee City. Wide
open spaces of parks filled with luscious plants, small bright flying
creatures fluttering around, well-dressed citizens of dozens of species walk
and talk formally and politely. Such a nice
place. It’s a shame the PC’s have to turn up. It is in
this zone Bulb and Bilb will make an attempt on the characters. They will
quickly and quietly shadow the players until they are in a more secluded area
of the zone, say an accessway to a building or a
more overgrown part of the park. Only
characters actively searching for shadows (visually or with the Force) will
be allowed to potentially spot the two Weequay. They do stand out in a crowd
but are quite good at keeping a low profile if they have to. If they are
spotted they will disregard any attempts at subtlety and open fire at the
PC’s and Iriss with stun weapons. The crowds of well-to-do beings will run
for cover, screaming for the law to intervene. The law will appear within 12
rounds of the first shot being fired and use riot guns to control the fight. If the
Weequay succeed in drawing the characters to a secluded spot they will
attempt to knock them out with stun weapons. There are
three possible outcomes - 1. The Weequay
are overpowered. The PC’s escape to another zone. 2. The
Weequay overpower the PC’s and take Iriss. They will flee with her in a
speeder to Zone ‘I’. 3. The law
turns up. If this happens, the Weequay will retreat immediately. It is
advisable the PC’s do the same. If the
Weequay are captured by the PC’s they will explain to them (with very little
need for intimidation) that they were hired by Ferr Nolda to capture Iriss
and bring her back alive. Iriss will explain that Ferr was her personal
assistant and obviously wants her for the reward money. Iriss will not say
why she is so important. If the PC’s
are captured by the law, then the game is over. Iriss is secured and the PC’s
jailed. Perhaps the GM would like to change this adventure slightly so that a
jailbreak and planetary escape can be played out, instead. ZONE ‘C’ Residential This is the
area where the lower classes live. Although not as run-down and derelict as
many citizen quarters in other cities, Zone ‘C’ still has the appearance of
lack of care. The streets are clean and the mood of the
beings walking them are sober to say the least. It’s in this
sector that Commander Jutten will make an attempt for Iriss. He will not
personally be there, but one of his officers will see them as they pass in a
repulsor transport. The officer
and eight of the twenty-four Stormtroopers stationed in Kayshee will go into
action immediately. They will shout that the PC’s and Iriss are Imperial
traitors and call for their arrest. Setting weapons to stun, they’ll give
chase. If the PC’s
are on foot it will be a simple running battle. If they are in a speeder
(rented or otherwise) the repulsor transport will give chase. The repulsor
transport has the same stats as a Landspeeder except it’s
BODY is 2d+2 and it carries ten passengers. After this
encounter, the PC’s and Iriss will have their faces plastered all over
Imperial and law enforcement bulletin boards, making their job all the more
difficult. Every few minutes of game time, or every time the action seems to
slow up a little, roll 1d6. If a 6 is rolled then someone has seen them and
will raise the alarm or try to take them in. Roll another 1d6 to see who sees
them. 1: Citizen
(will call the law) 2: Citizen
(as 1) 3: Lawkeeper
(use ‘Lawmen of Kayshee’ stats) 4: Bounty
hunter 5: Citizen
(as 1) 6: Citizen
(have-a-go-hero type. Choose a species and have them try to apprehend the
characters) ZONE ‘D’ Landing Bays The landing
area is a simple grid-type layout with a single landing pit in each square
created by the grid. The pits have an exit on each corner leading into a
network of corridors and passageways wide enough for transport speeders. When
a starship lands in the pit, the roof automatically closes like a closing
flower. The starship owner then has to pay to have the doors opened so that
they can take off. The fee is 100 creds a day and can be paid at a ‘droid autoteller each landing pit has. Ideally,
this is the place the PC’s come to last, to get to their ship and escape. If, at any
time during the adventure, the identity of any one of the starships command
crew is discovered by any of the pursuing NPC’s, the pit the vessel is
berthed in will be locked down and no amount of trying to convince the ‘droid
teller will get the doors open. A difficult Droid program/repair roll will be required to override the
‘droids instructions and get the door open. Whether the
PC’s are trapped or not, every person still alive will turn up at the bay to
get them and Iriss. Characters captured by the law will have escaped and
followed clues and citizen’s directions to get there. They will
all go for Iriss as well as each other. A huge firefight ensues between the
different pursuers, decimating the whole landing bay. In the carnage, the
PC’s should make their escape. One of Julwei’s men manages to shoot one of the Stormtroopers by
mistake. The Stormtroopers, already trying to decimate the others and
thinking Julwei’s men allies, will start firing on
them. Everyone else will be trying to fry each other, anyway. The leaders
of each group will have their henchmen fight in front of them before moving
in themselves when the fighters start to thin out. For an extra
fantastic climactic scene, and if the opportunity presents itself, the main
NPC’s and the PC’s should face off in the landing bay, maybe at the bottom of
the ship’s ramp as the final escape is about to happen. Guns could be pointed
at each other as each character gives a reason as to why they were hunting
Iriss. Then a close-quarters fight kicks off,
blasters discharged at point-blank range and punches thrown. This could be a
real good scene. After the
PC’s have de-activated the ‘droid teller, clambered
into their ship and escaped, go to the last entry ‘Away At Last’. ZONE ‘E’ Office Buildings Many of
Kayshee city’s top beings work here. There are a multitude of offices and
headquarters of conglomerates and corporations from all over the immediate
galaxy, with many of the buildings being owned by entire companies. Flashy
speeders and ground cruisers speed along the streets, small personal airspeeders land atop the higher buildings and
individuals from dozens of companies stand on the slidewalks
and allow themselves to be carried to work. This is
where Julwei Ordru will make his move. Being the respectable businessman he
is he has eyes and ears everywhere, and as soon as the PC’s wander into this
Zone he will know and despatch his lawkeepers and
enough personal guards to match the number of PC’s in the group. The
firefight will be quick and to the point. The henchman will move in pairs,
one with a stun weapon to get Iriss, one with a blaster set to kill to get
the PC’s. They will not use explosives (after all, Iriss is Julwei’s
sister and he doesn’t want to see her harmed that much). After this
encounter, the PC’s and Iriss will have their faces plastered all over
Imperial and law enforcement bulletin boards, making their job all the more
difficult. Every few minutes of game time, or every time the action seems to
slow up a little, roll 1d6. If a 6 is rolled then someone has seen them and
will raise the alarm or try to take them in. Roll another 1d6 to see who sees
them. 1: Citizen
(will call the law) 2: Citizen
(as 1) 3: Lawkeeper
(use ‘Lawmen of Kayshee’ stats) 4: Bounty
hunter 5: Citizen
(as 1) 6: Citizen
(have-a-go-hero type. Choose a species and have them try to apprehend the
characters) ZONE ‘F’ Hospitals and Citizen Services The
buildings here are glass-fronted and appear very sterile - after all, it is
the location of the medical services and the very stuffy Council Services.
Very dejected beings wander this place, going from building to building as
they are redirected to different departments to solve very simple problems.
Many med-speeders fly in and out of here, too, dropping off and picking up
the sick and injured. It’s in this
zone that Vedi At will make his attempt at nailing Iriss. He and his
henchmen will have stolen a med-speeder, large enough to incorporate them
all. As the PC’s travel through the zone the pilot of the med-speeder will
try and pull up in front of them, and then the rear doors will burst open and
Vedi and his men will spill out onto the street, firing weapons set to stun
at the PC’s and Iriss. Run this battle as another encounter, and have Vedi
get away so that he can be there at the final battle, injured or otherwise. ZONE ‘G’ Main Power Plant This is
where the adventure starts. As you can see from the map there are plenty of
routes to go by to get to the landing bays so it’s up to the players to get
started. Each zone
out of here has it’s own encounter. It’s up to the
GM to steer them into those zones where trouble is. If the players need a
rest then throw them in the direction of one of the unlettered zones for some
peace. Nothing of
major importance happens here. ZONE ‘H’ City Council offices and Policing Quarter If the
players have already had a run-in with either the Lawkeepers or Imperial
Stormtroopers then this is the last place they’ll want to be. The PC’s and
Iriss will have their faces plastered all over Imperial and law enforcement
bulletin boards, making their job all the more difficult. Every minute of game time roll 1d6. If a
1 or a 6 is rolled then someone has seen them and will raise the alarm or try
to take them in. Roll another 1d6 to see who sees them. 1: Citizen
(will call the law) 2: Lawkeeper
(as below) 3: Lawkeeper
(use ‘Lawmen of Kayshee’ stats) 4: Bounty
hunter 5: Citizen
(as 1) 6: Citizen
(have-a-go-hero type. Choose a species and have them try to apprehend the
characters) ZONE ‘I’ Private Landing Bays If the
players decide to head in this direction they’ll be in trouble. As the map
indicates, there are only two ways out of this zone and as they attempt to
leave they will see that each route is blockaded by Lawkeepers. They may have
no choice but to try and get out of the city (which is a bad choice - see
‘Out of the City’ below) and make their way around the volcanic remnants to
the landing bays. The only
other way through is either to force their way through the roadblock or try
and steal a ship. The vessels are private ships and are therefore very
expensive, and very difficult to break into. On average, the player should
make a Very Difficult security
roll to get in. Getting away
is a problem, also. See ‘Away At Last’. OUT OF THE CITY PC’s opting
to get out of the city and walk around the outskirts are in for a shock.
Although the trek is possible it is also fraught with danger for the
following reasons. The volcanic
ash on the outside of the city acts like quicksand in some areas. Every round
of travel there is a 1 in 6 chance of a random character stepping on one of
these pits. It takes a Moderate Strength
roll to get the character out from any one of the accompanying characters. There are
predators that live under the ash and feed of other creatures that walk along
it. These are three-meter long creatures that resemble prawns but without the
huge antennae or the multitude of legs. They had PER, STR and DEX of 2D and
attack with a gaping maw (dmg 3D). Again, there is a 1 in 6 chance every
round of 1d6 of these things turning up. There are
also flying creatures here who will harass the
characters which resemble four-winged hummingbirds. They swoop and dive on
them and will try to snatch equipment. They have PER, STR and DEX of 1D and
will try to take any equipment hanging from the character’s belts. AWAY AT LAST If the
player’s finally get onto their ship and take off then the adventure is
nearly over. If any of the bad guys, or their henchman, are left standing
then you might want to run a last-gasp space battle as they try to get away.
Definitely do one if the players have stolen a ship - they took the easy way
out and deserve to pay. If the players are pretty badly beaten up then don’t
bother - they obviously had a hell of a time getting this far and don’t need
to be knocked about anymore. Maybe you could have the threat of pursuit but
have them get away just as the lasers start flying. Generally,
there should be no more than four ships in pursuit, with maybe a couple of
TIE fighters along for the fight. The pursuing ship should be no more
powerful than a stock light freighter, but that’s up to the GM (depending on
how nasty you feel). When (or if)
the players escape with Iriss she will disclose the secrets to them as way of
explanation. Depending on the players' affiliation will depend on where they
go from here. Each player
should be awarded six to nine skill points for this adventure. |