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WAVES OF CONFLICT

UNIFYING FORCE ADVENTURE TWO


for the

STAR WARS� Roleplaying Game

Written and Developed By:


Gabriel Johnson

Cartography:
Nate Christen

Additional Development By:


Talonne Hauk, Nate Christen

Layout By:
Derek “Nafai” Jones

With Special Thanks To:


West End Games and Wizards of the Coast

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Waves of Conflict
“Waves of Conflict” is the second adventure written for the Unifying Force campaign. You
need not have read, or played, the previous adventure, as each is designed to stand alone.
It is recommended that you download any and all current Decimus Sector campaign sets,
as it should give you a better understanding of the campaign as a whole. This adventure is
designed for 4-6 2nd level characters, but through out we will try to give you tips on how to
alter this for differing party make-ups.

This adventure takes place on or above the planet of Peryn, in the Decimus Sector. The
intention is that the party be working for the Republic, though they need not be officially
affiliated. Depending on whether the party is made up of New Republic Officials, or
independent businessmen will determine how the GM will begin this adventure. Either
way this adventure will take the party to the watery world of Peryn, and in to the murky and
dangerous politics of the Clone War.
3
A Note on Color Codes
Throughout the adventure, you will notice that some text is colored red, while other text
is colored blue. This represents game mechanics for the d20 System (in red), or for the D6
System (in blue). Be sure and pay attention to these colors to get the right game mechanics
for your chosen system.

The real story of what is food source for the Republic secret, and the
happening on Peryn: military. They also knew that by ruining the
kelp this would make a major impact on the
Peryn is a major foodstuffs supplier for economy as well. So a biochemist came up
Decimus Sector. The tasty and nutritious kelp with a diabolical little prion (and infectious
is sought after on many worlds and basses protein), which he named Exlumen 12, which
where aquatic species live. It is also currently would infiltrate the kelp nucleus and create a
a major nutrient base for Republic military little gene segment. Ex12 is not that difficult
rations. Kelp is by far the largest cash crop to detect, it is just that the water quality
on Peryn, as well as an important staple for its detectors are not calibrated to it so it appears as
citizens. a harmless protein and spreads quite quickly.
Once Ex12 is in great enough numbers it takes
This abundance of food attracted three over the job of providing plant structure. To
powerful players: The Horizon crime the calibration of all contamination detectors
syndicate, the Republic, and finally the Ex12 kelp is perfectly normal, the real damage
Confederacy. Horizon originally came to happens when it is ingested. The protein is
Peryn to simply use it as a smuggling outpost, harmless to the plant, however it is extremely
but soon discovered that there were more dangerous to many sentient species, especially
lucrative seas to surf here than expected. humans.
The Republic arrived in force only in recent
months. They have built an outpost that is Knowing that the Republic was largely using
being kept tightly under wraps. It is being clones to man their army, the Confederacy
kept so quiet that if the characters ask the managed to collect enough DNA samples to
Republic about it they will likely get an answer target Ex12 to the clones in particular. The
of “Iʼve never heard anything.” Only the limited DNA variations that occur as a result
highest cleared members of the Republic know of cloning made this relatively simple. The
anything about it and theyʼre not talking. result was a prion that creates a dangerous
encephalopathy in most sentients, and a deadly
One group that did hear about it is madness in a clone.
Confederacy, but again they will not talk about
it. What they did decide to do was severely The Confederacy did not originally have a
cripple Perynʼs kelp supply, as it is a major presence on the Peryn so they hired Boss
Diddell to plant the boxes that would release
Ex12 in to the sea. Diddell knew that not
Chapter 1
only could he make money from the deal, but
he could stockpile healthy kelp and sell it at The adventure begins in media res with the
a huge premium once the stock was ruined. party battling for their lives over the planet
Now, however, the Confederacy is on the of Peryn against a blockade of Confederate
planet in force, and getting ready for its final fighters and warships. How the party got here
crippling move… will depend on their affiliations, but the result
is the same. They were hired or ordered to go
Notable NPCs – to Peryn and pick up a load of foodstuffs from
this agricultural planet. They were supposed
Marshal D.T. Quessek: Male Nautolan; D.T. to sneak past the blockade, but it went sour and
Quessek is the Marshal that is the commander now the party is horrible out gunned and out
of Peryn Costal Defense Forces. He is a classed. If the party does not have a freighter
decent fellow, if a bit gruff. Short and stout of their own, the Republic will supply a loaner
for a Nautolan, he wears a metal eye patch (See Appendix A: Stats chapter 1)
over his left eye, which he lost in a spearcaster
If the party is independent of the Republic the
accident. Quessek is completely exasperated
with planet and Republic bureaucracy, GM should read this opening script. 4
especially in regards to chronic under funding
of his department. A more recent irritant is the As the red blaster bolt coursed past your
top secret Republic project that heʼs assigned hull, just barely missing you thanks to your
a top priority to guard, yet hasnʼt been seen (or your pilotʼs) skill, your mind searched
fit to be informed about the particulars of the back to find the moment of your mistake.
project. He feels that the Republic considers It certainly could have been the errant EM
his planet to be insignificant, and the people burst that leaked from you engine, or that
bumpkins. He will have a chip on his shoulder satellite you almost hit as you tried to sneak
towards Republic representatives. in to high orbit. What ever the reason, the
blockade you were trying to sneak past
Luta Selgugg, female Quarren: Peryn Primus was now fully alerted to your presence. As
(Governor) - living embodiment of the Peter the gunners attempted to keep the Droid
Principle; that one rises to their level of Starfighters and Techno Union battleships
incompetence. She was a once promising from blasting you to a million pieces, you
politician of modest ability, became over think that the real mistake was taking this
ambitious and has found herself in office in a job in the first place.
completely overwhelming position. Luta has When the Republic Navy Captain had
been relying more and more on advice from convinced you to smuggle these foodstuffs
her old friend, Chancellor Palpatine, including off of Peryn, he had assured your team
installing a new top secret base on Peryn. She that this planet was well out of the way of
herself has no idea of its mission, but has been the major fighting of what was now being
assured that itʼs vital to the Republic. The PCs called the Clone Wars. That was fine with
are unlikely to meet her, but others may speak you, because the last thing you wanted was
of her, often complaining. to get snared in this political mess. The
fewer ties the better had been the way your
Boss Diddell, male Nautolan: Peryn Horizon independent team had always worked, and
Syndicate Head - utterly ruthless crime lord. thus far it had served you well. To be honest
Makes living importing & exporting illicit though you probably should have been
contraband and spice. For stats see Appendix clued in when the price to deliver the cargo
A: Stats Chapter 4. was way above market, but you just figured
there must be some “not so legal” elements
Captain Tiata: Confederacy commander of to the cargo. Also when they said that you
the blockade and actions on Peryn. Tiata is a would need to sneak past a “small separatist
Neimoidian with a long line of service in the blockade” on your way off the planet you
Trade Federation. He was the one to bring this should have said no, but the job paid you
idea before the Viceroy so if it fails he will half up-front and you really need the credits.
loose quite a bit of face. Besides how hard could it be?
If the party is made up of loyalists to the below), and as many Droid fighters (page 228-
Republic, or officials of some kind, then the 229 of the RCR) as you need. For all other
script should read like this. stats see Appendix A: Stats Chapter 1.

As the red blaster bolt coursed past your Although the fate of the battle is sealed, it
hull, just barely missing you thanks to your should be played out for a few rounds to get
(or your pilotʼs) skill, your mind searched the players in to the Star Wars mood. However
back to find the moment of your mistake. eventually they will flee to the planet and
It certainly could have been the errant EM on the way down will take damage that will
burst that leaked from you engine, or that destroy enough control of the ship that the
satellite you almost hit as you tried to sneak characters are forced to crash land it.
in to high orbit. What ever the reason, the
blockade you were trying to sneak past The two options for the crash landing are either
was now fully alerted to your presence. As a large lake or hard ground, and if the PCs are
the gunners attempted to keep the Droid wise they will take the water option. The crash
Starfighters, and Techno Union battleships should be significant enough that the ship has
from blasting you to a million pieces, you sustained too much damage to leave the planet,
but not totally scrapped. Have the pilot make a
think that the real mistake was waking up
yesterday morning in the first place. Pilot/space transports check, and subtract that 5
When the Republic Navy Captain had result from 35. The remainder is the DC for
assigned you to transport foodstuffs off of the Fortitude save/target Difficulty for a STR
Peryn, he had assured your team that this check for all characters that have strapped in.
planet was well out of the way of the major Any characters that fail this roll take 2d4/2D
fighting of what was now being called the damage. Characters that have not strapped in
Clone War. That was fine with you, because need to make a Reflex save/DEX check of the
your last few missions had frankly been too same difficulty as the Fortitude save or else
hot for your taste. You are all for putting take 3d8/4D damage.
down the Confederate violence, but the
fighting was getting very dangerous. To be Chapter 2
honest though, you probably should have
been clued in when the Captain made sure Read this aloud to your players:
that your death directives were up to date,
but you just figured that they were being You get up with a groan. “How long was
efficient. When the Captain said that you I out?” you think to yourself. “Seconds?
would need to sneak past a “small separatist Minutes? It couldnʼt have been long,
blockade” on your way off the planet you because thereʼs not much blood on the
should have said asked for more support, controls.” You stagger out of the cockpit,
but the mission was a nice step up in your when you realize that the floorʼs heaving
career. Besides, how hard could it be? isnʼt from your injury. Youʼre not on solid
ground.
Traveling aft to engineering, you get hit
These are just two possible scripts, and for with a spray of water. You turn on the flood
your individual parties you may need to alter lamps and see many micro-fissures in the
them somewhat. deck walls, allowing minute jets of water to
Once the scripts are read to the players the burst in.
combat should begin. Keep in mind that the “Not good,” you think, as you grab the
goal of this first scene is to get the players to hull sealant. Quickly spraying the micro-
the surface and give them a reason to help fissures with the sealant, you step back
the Peryn defense. Because this is the goal it and inspect your work. “This is going
is strongly recommended that the characters to cost a fortune to repair,” you moan.
crash-land on the planet. As the GM you can, Turning back to the cockpit, you hear the
of course, choose to get the players in to the screech of armor plating grinding against
story in your own way, but make sure you read itself. And then you hear the slow burble,
the whole adventure before altering the events. burble, burble of water filling up the cargo
hold. And your ship feels like its listing…
The blockade is made up largely of three types
of ships, 2 Droid Control ships (page 234 of “Really not good”, you think.
the RCR), several Techno Union ships (see
Hopefully, your players will be feeling dread peaks through as the top hatch is slowly
for their and the shipʼs safety. If they donʼt, forced open.
punch up your description of the ship sections
with scenes of arcing electricity, violent heaves
of the sea, water and native sea life splashing Two Nautolan (use Nautolan Horizon Guard
around their heels. for stats), will be forcing the top hatch open.
They will be surprised to see the heroes, and
A proximity alarm will sound at this point. will initiate combat by firing a couple of
A DC10 Computer Use/Easy Sensors check random shots in at the heroes. They should be
will show two vehicles on course for the easy to run off (a couple blaster hits will send
players ship. If the players are curious, them running), but they will leave behind a
they should go above via the top hatch. present; a frag grenade. A lucky adventurer
Communications are out, so there is no chance might be able to avoid taking much damage
of hailing either vessel. A DC 12 Repair/ from it. It will, however, cause even more
Moderate Communications check will bring damage to the ship.
communications back up, but it will take ten
minutes to complete the job. Upon the closing of the battle, the military
skimmer will pull alongside the playerʼs ship.
If the players go through the top hatch, this is Rescue workers and mechanics and technicians 6
what they see. will immediately get to work, securing the ship
in a repulsor field and lifting it from the water.
Two skimmers on separate vectors are Their leader, a short gruff-looking Nautolan,
approaching your ship. The first skimmer will stride purposefully towards the players.
appears smaller, and lightly armed. It has
a huge magneto-harpoon attached to it, “How do you do? We would have been
presumably for towing. The second appears here sooner, but we have a mess with
to be a skimmer of military grade. Although planetary coverage. Apparently, itʼs more
not overtly armed, it does have a menacing important to have soldiers baby-sitting pet
appearance. Republic projects than it is to have them
perform regular patrols. At least, thatʼs what
the leaders around here seem to think.” He
A DC 13 Spot/Moderate Perception check extends his hand, and shakes hands with
on the second skimmer will reveal the Peryn anyone who returns the gesture. “But thatʼs
military logo emblazoned on the side. (The not your worry. Your worry appears to be the
check will get easier rapidly. If the first check state of your ship. I am Marshal Quessek.
misses, the logo will be in sight next round.) I head the Coastal Defense Force. Those
goons you ran into are working for a local
The first skimmer will be in combat range creep named Boss Diddell. Heʼs a slim-o
for its blasters in one round. (Approximately who tries to make a profit off of anything
200 meters) They will be surprised to see and everything under the horizon. Donʼt
anyone on the top hull of the ship, but will worry about them, though. What brings you
be undeterred from their purpose, which is to to Peryn?”
salvage the playersʼ ship. Ranged combat will
ensue. Each round, the skimmer will close on
the ship by 60 meters. The players only need to At this point Quessek will light up a foul-
hold out for three rounds, after which the Peryn smelling kelp cigarro. If anyone makes note of
defense group will enter the fray, effectively this, Quessek will proudly extol its virtues and
ending the battle, as the first group will run off. give one to whoever asks. While the players
are explaining themselves, a Defense aide will
If the players stay inside the ship instead of walk over and hand Quessek a datapad.
going up top, this is what they hear;
If the heroes are independent, Quessek will say
this:
A large clang reverberates through your
shipʼs deck plates. You hear a humming and
a whining sound. Frantic scratching is heard “I know how tough it can be to be an
around the top hatch area. A ray of sunlight independent trader, especially in these times.
Thatʼs why itʼs my pleasure to make you (True)
--Chancellor Palpatine is said to be very
an offer; we will oversee the repairs on your interested in the project on Peryn. (True)
vessel, free of charge and at the top of the --Count Dooku is supposed to come out to
priority list, in exchange for your group Decimus Sector personally to oversee the
doing some investigative work for us in blockade. (False)
the Skimshaw Bay. Otherwise, youʼll have Make up other, irrelevant rumors as you see
to scrape together around 70,000 credits, fit.
and head to the bottom of the priority list,
meaning youʼll get off planet in 9 months to
a year. What do you think? We have a deal?” Chapter 3: Skimshaw Bay
This chapter is meant to give the characters
Quessek will explain that his department some hints at what is going on at the kelp beds,
has priority on the shipyards for the time and to lead them to Boss Diddellʼs stronghold.
being, and theyʼre busy producing new The main purpose is to gather information,
Defense fighters (Loosely based on the N- so for this reason it should be a place for
1 Naboo design) since Eraydiaʼs Republic non-combat oriented characters to shine.
Peace Defender manufacturing plants were Use information-gathering` checks at your
discretion, and make full use of social skills.
7
commandeered by the Republic for the
production of a new top-secret starfighter.
The area that needs to be investigated is a
If the heroes represent the Republic, Quessek huge bay, which serves as one of the kelp
says, skeptically: plantations, and the surrounding buildings. To
assist in this investigation Quessek will offer to
send one of his deputies along with the party.
“Hmm. Well, we have work to do. Weʼll The PCʼs need not take him up on this offer,
get about to repairing your vessel. You but Jee Loo will be able to “open doors” that
need to report to Skimshaw Bay for an might be closed to strangers. Jee Loo has no
investigative assignment. The Republic has ulterior motives and is along to help the party
authorized me to command you to help with in anyway. For this reason all interaction
our investigation. Hop to it, and be more difficulties are assumed with the deputy in
careful with the skimmer than you were mind, if the PCs refuse increase all interaction
with your ship. Letʼs head on over to the difficulties by +4, unless otherwise noted. See
requisition depot to outfit you.” Appendix A: Stats

Either the Marshal or Jee Loo, if he comes


It should be noted that the majority of Defense along will tell the PCs what they know.
personnel donʼt carry blasters, they carry small
spear guns. If asked, they will reply that the “In recent weeks we have had a number
spearcasters are more effective underwater. A of odd occurances. Now odd things happen
DC 10 Diplomacy/Easy Persuasion check will around here from time to time, but the
allow the players to requisition some for their blockade had made us more suspicious.
needs. The players will each be outfitted with Bodies have been showing up on the shore
a wetsuit, aquata breather, and a spearcaster (if of htye bay, and not just drunk kids either,
asked). For the party use they will be outfitted bodies of Coastal Defenders. I could tell
with a skimmer (use stats for cargo skiff. you more, but it is probably best if you
investigate the area yourselves. Snoop
At the requisition depot, the players might around, and see what you can find.”
overhear some of the following rumors;
(success may be based on a Listen check)

--There have been several unexplained deaths If asked further, whomever gives the
at the Skimshaw Bay kelp beds. (True) information will simply say that little more is
--The secret Republic project is a bio- known and there are other concerns that are
engineered weapon. (False) taking proper investigators away from the job.
--Boss Diddellʼs goons have been spotted
recently in the vicinity of the Skimshaw Bay.
The second floor is the Defenderʼs quarters.
This is one large room consisting of beds, a
kitchen, living space, and a private refresher.

The third floor is the monitoring station. This


is a large room that has 360deg transparisteel
walls. Along each wall is a bank of computers
that controls everything from sensors and
communications, to the heavy repeaters
mounted on the roof. Additionally there are
drop windows in the walls to allow Defenders
to fire weapons out.

The two Defense Posts nearest the mouth of


the bay are largely similar, and not too rich in
information. The Quarrens manning them will
Coastal Defense Posts: open up to he characters when they see they
All along the coastline and up the major are with a Planetary Defense deputy, but still
waterways are coastal defense posts. These require a little bit of finesse to get information 8
structures are meant to defend the water ways out of. The characters may also question those
and crops from any threat that comes at them defenders that patrol the beaches. To get the
from above water. Each is normally manned information the PCs need a DC 12 Diplomacy
with 8 Coastal Defenders and a scanner tech. or Bluff/Moderate Persuasion or Bluff is 12 if
They are manned at all hours with rotating the deputy is present. Information that might
shifts of 4 men. The scanner tech (for stats be gathered could be
see Appendix A: Stats chapter 4-Mon Cal
Technicians) gets to sleep through the night but • One of the Quarrens, at one of the stations
is on-call at any time. (which ever the characters get to first…it
doesnʼt really matter), actually found one of
The buildings themselves are round towers the dead bodies. The body was one of the
made of starship grade armor. They are three Coastal Defenders assigned to beach duty to
levels high, connected by a lift, each level watch for suspicious things on the beach. He
consisting of one room. was found in the morning, and his wounds
were pretty fresh. On that night the Defenders
Name: Coastal Defense Post in question never saw anyone snooping around.
Type: Military • There is a rumor that some of the Defenders
Size: 10m by 10m by 10m are on the take. Boss Diddell has his shipping
Location: See Map facility up the Skimshaw river from the bay
Habitants / Capacity: 10-rotating shifts and there is a rumor that some Defenders
Rooms: 3 are paid to look the other way when he does
Facilities: Sleeping, Eating, Personal Needs, his smuggling. This is true, but none of the
Storage, Monitoring Station Defenders out near the mouth of the bay are
Wall type & strength: Blast Door Grade Steel, on the take, and their reactions range from
DR:15 WP:720 disbelief, to disgust.
Power source: Land line to community power, • The beach Defenders confirm that there
back up generator have been shadowy characters lurking near
Security Systems: DC 18 electronic locks the beaches at night. Though none have been
Personnel Rating: see Stats caught, a few have been seen and all were
Quarrens and all were wearing Armored
Defensive Emplacements: None Wetsuits.
Offensive Emplacements: 4 Heavy Repeaters
Shield Points: None At the two Defender posts nearest the mouth of
the river corruption is rampant. The Quarrens
The first floor has two entrances: One is a here will be nervous when the characters first
normal blast door, the other is a larger door for arrive with Jee Loo, but will calm down pretty
entering and leaving in a vehicle. This level is quickly. The Deputy can provide information
mainly a garage and storage room for gear. that these are charged with confirming the
manifest and cargo of any ship or harvester
that goes up river. What he does not know, This may not seem crucial now, but when the
or cannot prove, is that Boss Diddell has been characters discover that there is some sort of
harvesting Kelp and underreporting it so as protein being released in to the sea, it will
to more easily smuggle it off world. All the seem strange that there is no indication of it.
Defenders know, though, is that they get paid
to not pay too close attention to Diddellʼs If the characters come back to the station after
shipments to his shipping facility. These they discover the underwater emitters, and try
corrupt Defenders will deny seeing any one to have the lab analyze the substance, they will
lurking around, or express disbelief at the discover that is protein, and it appears natural
importance of any bodies. The will be brash in origin. They will have no idea why it is not
and cocky, and slightly on the overconfident being picked up by the water monitors, and
side, compared to the other Defenders near the will require more tests to determine itʼs effect
mouth of the bay. on the eco-system. The characters should be
strongly dissuaded from waiting around for
Not all these Defenders are on the take, the results, as this will affect the course of
but most are, and the ones that arenʼt are the action. Tell them it may be days…then
intimidated in to silence. The Tech (for stats perhaps some machine breaks down…one
see Appendix A: Stats chapter 4-Mon Cal thing after another.
Technicians), on the other hand, is not on 9
the take and this is probably the best source Harvester Landing and Offloading
of information. He can be intimidated in to This is a huge landing platform large enough to
giving this up (DC 16/Moderate) or can be hold 2 of the giant AgHarvesters. More often
convinced he will not get in trouble (DC 12 than not the AgHarvesters are off in the sea,
Diplomacy or Bluff/Moderate Persuasion or as the bayʼs small select crop is not too time
Bluff) This information can be acquired at consuming to harvest. The Landing also has
either or both Defender Posts. many huge tanks to store the kelp until it can
be picked up and taken to one of the shipping
• There is frequently a shady looking or processing facilities.
Nautolian that comes around to visit the
Defenders. Here, again, not much information can be
• The Defenders have much nicer vehicles and gained. The pilots of the AgHarvesters
personal effects than the Tech sees from other have not noticed any strange people poking
posts. around. They will say they do not like the
• A week ago the tech was getting some air fact that Boss Diddell has his own private fleet
when he saw a Quarren get out of the water of AgHarvesters that do not land here. The
with a pack. The pack clinked like it contained private AgHarvesters go directly up river after
glass. He then pulled out a box that looked a brief inspection stop at the mouth of the river.
like a remote control pressed some buttons, They will grumble about union rights and
and slipped in to the shadows. The Tech has privatizing the kelp harvesting industry, and
not come forth with this is because he is afraid they suspect that Boss Diddell is paying off the
of Diddellʼs men and the corrupt Defenders. inspectors (see Coastal Defense Posts).
He can show the PCs where, but he will insist
on waiting until nightfall so he can portect his The AgHarvesters themselves are huge, slow,
identity from the Defenders (see Sabotage). armored, and guarded by security boats, so are
not an easy target for saboteurs.
The Water Monitoring Station:
This is one of several along the coast, with Sabotage
others out to sea that monitor the water quality This section may be skipped entirely. If the
and temperature. All data that refers to characters hear enough and decide to sneak
harvesting and to sea life is stored here, as well in to Boss Diddellʼs shipping facility, then
as climatic data. It is manned by a civilian this section is not necessary. All information
crew of mixed species (for stats see Appendix acquired here can be acquired in the facility.
A: Stats chapter 4-Mon Cal Technicians) that However if the characters are having trouble
funnels in and out in eight-hour shifts. being nudged towards Boss Diddellʼs facility
then this should be used to get them there. If
The only really crucial information that can the PCs agree to meet the Tech at night he will
be acquired here is that the water quality, lead them here. Additionally if the characters
temperature, and animal life is entirely normal.
seem to be itching for action this section can check, will spill all of the above information.
be used.
If the characters are chasing the saboteur in
The characters should be convinced to to the water (see Appendix B: Underwater
investigate the beach at night. Any beach on encounters) he will activate his Aquatic Battle
the map can be used, simply whatever beach Droid to assist him. If he is not in the water,
the characters decide to start with. Jee Loo can then the Aquatic Battle Droid will activate
come with them if they want, but he will insist itself and attack the snoopers.
either way that the characters go prepared.
He will remind the characters that the figures Once the Droid is dealt with the characters are
that have been seen have been in Armored free to investigate. A DC 18/Difficult Search
Wetsuits, and might flee in to the water. He check about 100 meter out to sea (they can
will provide weapons and gear appropriate if it take 20) will reveal a metal box about 20cm on
has not already been requisitioned by the PCs, a side with a small port in one side. This is the
though he will not wear the wetsuit. For Stats little bugger that is releasing the protein in to
of all equipment see Appendix A: Stats. the water. It has global positioning coordinates
stamped in to the metal that correspond with
After dark a Quarren wearing an armored the boxʼs location. Similar boxes, with their
wetsuit will emerge from the water. A Spot/ locations stamped on them, can be found in the 10
Search check will determine when he is bay and throughout this part of the coast.
spotted:
• 10-The saboteur is spotted once he is out of Another thing that can be found is the samples
the water and on the beach, that the Saboteur is taking of the kelp. These
• 11-15-He is spotted as he is walking out of samples will appear normal undermost
the, inspections. Only if the samples are tested for
• 16+ he is spotted as he pops his head out of the protein will there be an abnormality, but
the water. none of the local labs will do this quickly (see
Regardless where he is spotted he will first Water Monitoring Station).
make an attempt to escape. If he is engaged in
the water or as he is walking out of the surf he If, for some reason, the characters still are not
will simple dive back into the water. If he is keyed in to Boss Diddellʼs involvement, then
engaged on the beach he will try and run away. plant some kind of evidence on the body of the
saboteur. The next chapter takes place there so
If he is not engaged directly he will simply it is critical that they get there.
walk to a small hide on the rock, remove his
wet suit, stow it in his pack, and walk stealthily
back to Boss Diddellʼs facility. Chapter 4:
Boss Diddell’s Shipping facility:
The characters can try and talk to him but Boss Diddell, as his background states, is the
he will not be bribed and the Bluff check to Horizon Crime Syndicateʼs boss on Peryn. The
get information from him is tough (DC 20/ facility is set up as a thinly veiled smuggling
Difficult regardless of whether Jee Loo is with operation under the guise of kelp exporter.
the characters). The only information he has is He does ship some legitimate kelp from here,
that he has been setting boxes under water that but most of his income is from smuggling.
releases some sort of chemical, or something, Anything from kelp to weapons, to spice; as
that is supposed to ruin the kelp supply. He long as it can make Diddell credits he will
works alone but has an Aquatic Battle Droid smuggle it. The facility is set up on the shore
for protection that stays hidden under water of the Skimshaw river so that offloading can
until needed. be done easily. It also has the added effect of
making it next to impossible for any traffic to
If he is and cannot escape, and the characters happen upriver without Diddell knowing about
do not want to talk, he will fight. (Note: all it. It is about a kilometer from Skimshaw Bay,
skills are figured with the -1 armor check with the river at this point just wide enough to
penalty for underwater use. Adjust as allow one of the large kelp harvesters at a time.
necessary)

At some point, before he is killed, he will give Here is a script you can use for the description
up, and with a DC 12/Moderate Intimidate of the facility:
The facility, from the outside, is an As we all know players have a knack for
eyesore; its gray steel walls, contrast disturbing the best laid GM plans, so with
unattractively with the idyllic valley it lies that in mind the following will be a general
in. The Facility is a two-story structure on description of the locations in the facility, as
the shore of the Skimshaw River. The first well as staff and security. Allow the characters
floor is lays on he rivers edge like a beached to plan how they want to get in: Do they want
whale rotting in the sun. The second level, to sneak in at night, disguise themselves and
though much smaller than the first, is just as go in by day, or even an all out infiltration?
unattractive. Dotting the landscape around Deputy Jee Loo will give the characters any
the building are temporary holding tanks for planning help and equipment help that is
kelp, and landing pads large enough for a legal and within reason. He can also provide
medium freighter. the locations of 2 of the 3 entrances to the
facility. Marshal Quessek himself is tied up
Allow the characters a DC 10 Spot (+ range + with an investigation (which turns out to be
any low light modifiers) /Easy Search (+ range a diversionary attack – see chapter 5), and
+ any low light modifiers) check or three to cannot help in person, but he will pull strings
show the buildingʼs armaments. The building within reason. Local authorities have plenty of
has heavy repeaters mounted at various points suspicions that Diddell is a Horizon boss, but 11
on the main structures. Horizon security, they have no proof, so no legal searches will
disguised as a private commercial security be possible. However Jee Loo is suspicious
firm, patrols the area fairly regularly, but enough that he will go along with any covert
security is fairly relaxed as Diddell feels that actions that the players decide on.
he is pretty safe. However he will be easily
worried if anything out of the ordinary happens There are 3 entrances, 2 known and 1 secret.
in or around the building. Any alarm will All exterior doors require a DC 15 Computer
double the security fairly rapidly. Use/Moderate Securities check and are silently
alarmed. A DC 18 Disable Device/Difficult
Computer Program and Repair is required to 2: Main Guard Stations
shut down the alarm system. Boss Diddell is These are the main guard stations that do most
confident in his locks and security personnel of the security monitoring for the facility.
so he has not installed cameras, however if you Each is manned day and night by three guards
are trying to scale this up for a higher-level and a guard captain each, with three regular
party add some internal and external cameras. guards rotating in from walkabout duty. They
are instructed to not let anyone in that does not
Lower Level: Hidden entrance have a security badge, and is not on the guest
This entrance is the least guarded but the list. Jee Loo will know this basic knowledge
most secret. On a lower level in the there is of the security routine.
a small room that has a 2m grate in the floor.
This is a smugglers entrance/exit in the event GM Note: The security badges from the
of an emergency. The grate opens up to an outside guards will not work to allow the
underground river that feeds the Skimshaw. characters in, as they are different. If the
Characters may find out about this if they do player inquire about acquiring a security
some snooping about the facility with some badge, either on the black market let
disreputable types, or perhaps geologists, or them know that it will require a DC 16
even folks at the water monitoring station. Knowledge (streetwise)/Difficult streetwise 12
Give them a series of Bluff checks (DC 12- rolls to find the dealer and cost 2000 credits
18/Moderate-Difficult) and Gather Information a piece. Should the PCʼs attack the dealer
Checks (DC 13-19)/Streetwise checks he will give up the IDʼs pretty easy, but tell
(moderate-easy) for them to find this out. It Boss Diddell about the PCʼs buying them.
should be very difficult to find this information This will make using them quite a bit more
out, and the players need to be very creative, as challenging.
once it is known this entrance is very easy to
use. The security badges will allow them to open
the doors to outside as well as many other
In order to get in all they need to do is swim doors in the facility. Unless otherwise noted
up the river, and up the underground stream. they will open all the doors
A DC 10(DC 20 if they do not know about it)
spot check will reveal where the underground
stream branches off the river. Then a quick Once inside the characters are free to roam
swim up the underground stream and the grate around, and the GM is free to give them
is right above the water. The grate is locked trouble. If the characters are having an easy
from the other side so the characters will need time of it, throw a lot of guards at them (see
to bust it open (DR 5, WP 5, Break DC 14/Str Appendix A: Stats Chapter 4). There are
3D), but there are no security personnel or generally only the guards stated for each
alarms attached to this grate. location + 6 wandering around in groups of
two. The PCs will either have to be sneaky,
Once inside the little room there is a turbolift or deadly, depending on their approach.
that only stops here and on the second floor. In general the guards are for the most part
See Second floor area 6 for specifics. Nautolan, but the GM may vary this. Keep in
mind that this chapter should be challenging,
First floor but that subsequent chapters will be very
1: Main Entrance combat oriented, so hopefully the players do
The main entrance is at the front of the not end this chapter hurting too badly.
building, and it is the most heavily guarded.
A heavy set of double doors opens to a small 3: Main Lobby
room, with security sensors on either side This room is an opulent counterpoint to the
that can detect powered weapons, explosives, ugly exterior of the building. Itʼs paneled
and droids. Beyond the sensors are to guard walls are decorated with nautical scenes and
stations that face out to the hall through slitted trophy fish. Across from the main entrance is
transparisteel walls. Ahead is another set of a single security door marked “Forman”, and
double doors, these ones blast doors, which down the hall to the right is another blast door.
will not open as long as the outside doors are In the center of the lobby is a round desk that
open. has two guards and a guard captain in it. If the
PCʼs managed to get by the front door guards facility the Foreman is away. The office is a
without arousing suspicion then these guards standard affair with a desk, some cheap art
will not take much notice of them, unless they and a Nautolan swimsuit calendar on the wall,
do something wrong. three chairs, and a computer. The desk is
covered in invoices and product tracking sheets
If they do manage to get through the main in various states of completion. Search or
lobby they will see yet another blast door on Computer Use/Computer Program and Repair
the North wall and a turbolift. checks will reveal a variety of things (A search
roll must be made for each clue)
4: Turbolift • DC 12/Moderate will reveal proof that Jee
The Turbolift will operate at only a touch from Loo can use to prove that Boss Diddell is
anyone and requires no security pass to use, smuggling large crates of “droid parts” through
unless the facility is locked down due to a his facilities and that the crates have been
security breach. In which case only a code will delivered in the atmosphere to Diddellʼs men
open it, not the security badge. by a Techno-Union freighter.
• DC 14/Difficult will reveal that Diddell is
5: Computer Center storing something away called “Ex12 Free”
kelp that is supposed to remain secret from
Though the facility is simple to monitor, the
routing of kelp though the pipes, and the customs. 13
control of kelp tank conditions, is controlled
in the Computer Center. The Computer This room is a regular stop for the rounding
Center itself is walled in on three sides by guards at night, so every 10 minutes a pair will
transparisteel walls, with a transparisteel open the door and make sure the room is clear.
door. The walls are covered in terminals and
monitors that control the environment of the 8: Cargo Handling and Storage
tanks and the interior of the facility. The other known entrance (besides the Front)
is in this building is facing the river and is
Outside the transparisteel walls is a hallway the cargo off-loading bay. It is guarded by 6
that services the two north corners of the security personnel during the day and there are
building. In the center of each corner section usually about a dozen laborers working at any
is the environmental maintenance system. given time, but the doors largely remain open.
Terminals to access and operate the system are At night the security detail is 3 in side the
in the Computer Center. dock, but the doors to the outside are closed
and locked.
6: River Guard Patio.
The purpose of this patio is to monitor the These areas are pretty self explanatory, but
river for traffic and to provide heavy repeating there are a few interesting morsels to be found
blaster cover for any offloading vehicles. The here. This is where most of the cargo that is
Patio is surrounded by blastdoor grade steel brought upstream, kelp and other more dubious
1m high on three sides and this wall is topped items, is off-loaded and routed. The kelp is
with a swivel mounted heavy repeater. The separated in to two stocks: Export kelp, and
Patio is manned by three guards and one guard storage kelp. Export kelp is piped in to an
captain. underground automated cleaning processor
and is then stored in large external and
Technically this patio has a door that leads underground tanks. Storage kelp is the kelp
to the inside of the facility, but the door that that is Ex12 free and is being hoarded by Boss
leads to this patio may only be opened from Diddell for the profits he will reap later on.
the guard station or using the panel beside the Storage kelp is piped to a separate underground
inside of the door. The guards on the patio are automated cleaning processor, and is then
external only security, and therefore are not dried and stored in very compact crates on the
cleared to enter the building, so do not need second floor.
to open the door from the outside. If the PCs
attempt to use this door to enter the facility As noted in the section on entrances this area
they will find no mechanism for opening it. will be populated differently depending on
what time of day the characters arrive. Utility
droids of various types flit around making sure
7: Foreman’s Office the large crane and suction hoses are working
No matter what time the characters are at the to rout the kelp to its proper place. There are
computer terminals, and it is possible to pull to show the activities in the clean room. You
up a map of the facility on these (Computer can read this to the PCs:
use DC 12/Moderate Computer Prog/Repair),
though it is, of course, not labeled. Another Beyond the thick transparisteel wall is a
check (DC 15/High Moderate) that the kelp is small room that is entirely white. Little
stored in two different areas (as noted above). droids flit about with sample tubes and
The routing diagram shows that something syringes. On a table near the wall is a box
called “Export Kelp” is routed through most of that is being topped off with a thick blue
the pipes, while something called “Ex12 free gelatin, and sealed by a droid. Once it is
Kelp” is routed through separate systems and finished with the box, another droid picks
stored on the second floor. the box up and stacks it with two others.
Then the process begins again with a new
To get to the second floor there is a large box.
freight elevator off the main room. It is coded
so, unless the characters conned the code out
of a guard, it will require a Disable Device DC If the characters have seen the metal boxes
12/ Low Moderate Computer Programming/ then they know it for the same ones that the
Repair check (D20 characters may not take 10)
to operate. If the party is higher level make the
saboteurs plant in the sea. There is no way to
get in to the clean room from here, short of
14
check higher difficulty and make failure result breaking the transparisteel wall (treat as a blast
in a possible alarm sounding. door). The mechanism for opening the wall
is in the control room, and there in no access
9: Kelp Genetic Monitoring from here.
The door that marks the entrance to this area
identifies that it is environmentally sealed. It In between these rooms is a door that opens
will require a DC 16 disable device check/ to the touch into a room that is the lab control
Difficult Computer Programming/Repair to center. It is populated by one guard (more if
break in (the security badges do not work on the facility is on alert) and 6 technicians. The
this door). Inside to the characterʼs right is room contains terminals at desks and a large
a laboratory that is devoted to following the erasable board that shows progress of the
progress of the infection on the planet. The Ex12 kelp saturation. It lists a series of dates
room is wall to wall saltwater tanks with and next to them is a percentage. Todayʼs
kelp growing in them. There are 2 techs and date shows 70% written in large letters and
a guard in this part of the tank room, but no underlined. The following information can
terminals as all information is sorted in the lab be had here: It is up to the characters whether
control room. Each shipment that is brought they want to get it out of the Techs, or hack it
in is sampled and tested for Ex12 saturation. from the terminals. The difficulty for getting
Once the saturation reaches 70% it is fully it out of the Terminals is DC 16 Computer use/
toxic. The Techs in this area are not armed Difficult Computer Prog./Repair.
and will not put up much of a fight, but will
be difficult to drag information out of. They
fear Horizon reprisal more than anything so If the PCʼs come to this area before going
any attempts to drag information out of them to area 4 on the second floor read this:
by any means gives the techs +5 will save/ Ex12 is a protein of some sort that Boss
+2D Willpower to resist (even resisting force Diddell has been impregnating the kelp with
suggestions to reveal information). using special boxes placed strategically in
the sea. The data suggests that once 70%
saturation is achieved the system is self
GM Sidebar: If the characters successfully sustaining, and there for will keep producing
question one of the Techs (the guards have adequate levels of Ex12 produced by the
no information) they will reveal that they kelp themselves. Neither the computer nor
are testing for Ex12 in the kelp. They do not the techs know what Ex12 is but techs think
know what it is, besides a protein, or what it it is a for the war to keep Republic soldiers
is used for. in top physical shape. Now that they have
reached 70% saturation they can begin
exporting the Ex12 rich kelp off of Peryn.
The small room at the end of the hall is sealed
off, with only a transparisteel viewing window
If the PCʼs come to this area after going to Comm. Center. The room is lushly furnished
with couches, a holovid projector and a
area 4 on the second floor read this: dinning table made of the same wood as the
Exlumen 12 is a protein of some sort that floors. There is currently no one in the lounge.
Boss Diddell has been impregnating the kelp
with using special boxes placed strategically The really critical bit of information here is
in the sea. The data suggests that once that from as far away as area 1 those in the
70% saturation is achieved the system is Comm. Center can see the PCʼs center. You
self sustaining, and there for will keep may give the characters a DC 16 Wisdom/
producing adequate levels of Ex12 produced Moderate Perception check to detect the nature
by the kelp themselves. The Exlumen 12 of the wall, or just describe the room and let
protein has saturated the crop enough that them figure it out for themselves.
any human that consumes the kelp will get
horribly sick and might die; any clone that
eats the kelp will die for sure. All those 4: Comm. Center
rations that they buy to sustain them will This is Boss Diddellʼs private Comm. Center
kill them faster than any blaster. Now that where all of his sensitive communications from
they have reached 70% saturation they have this facility are sent and received. As the PCs
walk in you can read this:
begun exporting the Ex12 rich kelp off of
Peryn.
15
The room is alive with lights and sounds.
Lining the walls, with only small prohole
windows, are banks of machines. Two
Second floor: large ones are obviously high-end holo
1: Upper Hallway sending/receiving units, and are connected
Read the following to the PCs as they enter by thick cables along the floor to two metal
this area. circle platforms. To any, but the most
untrained eye, it is clear that this one disk is
This upper hallway is as richly decorated a holo-projection recorder and the other is a
as the lower level lobby. This area is holo-receiver. There are various terminals
obviously meant for VIPʼs to seen and be attached to these machines.
impressed with. The floor here is a richly
stained an heavily laquered wood, with Unfortunately the room is also alive with
exotic whorls and streaks of blue and green. guards.

There is really nothing of interest in this area, All of the guards are Guard Captains, but the
but you never really know what PCʼs find amount of guard captains is up to the GM. If
interesting. the players have had an easy time of it, or
just got in via the secret entrance, perhaps 4-
2: Kitchen 5 guard captains. If the players have had a
This area is also not of much importance. If rough time of it then perhaps 1 or two have
the GM wants to he can have a couple or three been called away to other duties. No matter
Guard Captains here eating at one of the 4 how many are here, if the characters came in
tables, to give the characters some trouble, through the lounge then they will have been
but aside from that it is just a kitchen. During seen through the one-way wall and will be
the day this area is used by the guard captains expected.
to eat their meals, and is used to prepare
meals for visiting VIPs that Boss Diddell is Once the opposition has been cleared
entertaining. No VIPs are in the building at the then the character can search the room. A
moment so the kitchen is clean and absent of DC18 Computer Use/Difficult Computer
bustle. Programming/Repair check will allow the
characters to get in to the personal holo
3: VIP Lounge archives of Boss Diddellʼs communications
The room is boxed in by two entire walls of here are the facility. Boss Diddell is very
Transparisteel with complimenting doors. The paranoid that the Confederates will try and
North wall is entirely transparent , but the go back on their word, so he has recorded
opposite wall is tinted with a reflective coating everything for his uses. However the PCʼs can
so that no one can see from the lounge to the tell, if they made their check, that he also has
recently erased a number of holo files. The Diddell: To be sure, but not until we
last entry is intact though, It is a conversation achieve a thurough result. All we need is a
between Boss Diddell and a Neimoidian made weekʼs lead time and clonetroopers in the
8 hours (or 2 days if the character have not Republic military will fall.
been to area 9 on the first floor) previous, and Tiata: A week you will have. We will start
it plays like this. the last phase of the operation hours after
you reach 70%. That should give us the lead
If the characters are coming to this room we need.
after collecting clues from the area 9 on the Diddell:…and my final payment?
first floor read this: Tiata: We will transmit it now.
Boss Diddell: Captain Tiata I have excellent
news, the day is finally here.
Tiata: Have we reached 70% Diddell? 5: Security Storage
Diddell: Yes we have, and the first shipments This area is full of “Ex12 free kelp” packed
have already shipped out. in sealed crates. All the crates are climate
Tiata: (Tiata laughs and rubs his hands controlled and are connected to a central
together) This is a great day for the environmental system. If the crates are opened
Confederacy. Those Republic scum will
cumble once their precious clone army is out
an alert will sound (“Warning: Environmental
standards have been compromised”) and
16
of the picture. Are we entirely sure of the guards and techs will come to investigate.
results? An easy Spot (DC 8)/Easy Perception check
Diddell: Entirely, Captain. The Exlumen will show the alarm units on the crates, and
12 protein has saturated the crop enough a Disable Device (DC 12)/Moderate security
that any human that consumes the kelp will check will allow the crates to be opened
get horribly sick and might die; any clone without the alert sounding.
that eats the kelp will die for sure. All those
rations that they buy to sustain them will kill
them faster than any blaster. 6: Back Door
Tiata: And will they be able to detect it? This is simply a turbolift. If the PCʼs come
Diddell: To be sure, but not until hundreds in to the facility this way then there will be
of thousands of clones are killed. All we two guard captains outside the door. If the
need is a weekʼs lead time and clonetroopers characters came to this area from the Comm.
in the Republic military will fall. Center just assume that the guards that were
Tiata: A week you will have. We will start here were some of the ones neutralized to
the last phase of the operation in hours, that secure the Comm. Center. This door has no
should give us the lead we need. special coded lock and will open when the
Diddell:…and my final payment? lift arrives. The lift is not monitored by the
Tiata: We will transmit it now. security station on the first floor.

Chapter 5: Out of the


If the characters are coming to this room Horizon Base, Under Fire
before collecting clues from the area 9 on By the end of Chapter 4 the heroes should be
the first floor read this: aware of the plot between Boss Diddell and
Boss Diddell: Captain Tiata we will soon Captain Tiata to poison the kelp that is being
reach our goal processed for use by the Republicʼs clone
Tiata: Have we reached 70% Diddell? army. This may cause them to attempt to
Diddell: Not yet, but soon, and the first contact the nearest Republic outpost to report
shipments will ship out directly after that. the matter before the poisoned kelp is actually
Tiata: (Tiata laughs and rubs his hands consumed; if they do so, however, they
together) This will be a great day for the find that they cannot establish contact. (For
Confederacy. Those Republic scum will dramatic effect, have the hero at the comm
crumble once their precious clone army is Station lose the signal right before being able
out of the picture. Are we entirely sure of to broadcast the message.” A DC 15 Computer
the results? Use/Moderate Communications check can
Diddell: Entirely, Captain. confirm that the signal from the local Holonet
Tiata: And will they be able to detect it? relay station has not only been lost but also
damaged, and a DC 12 Knowledge (Decimus Two teams of battle droids have been assigned
Sector) or (World Lore)/Moderate Planetary to this task, and once engaged will open
Systems check or assistance from any local fire. This battle can play out in a number of
verifies that that relay station is the only ways. Keep in mind that it is only intended
means of transmitting a message off planet. If, to increase the sense of urgency leading into
however, the party does not show intention of Chapter 6; the big fight should wait until
sending the signal, and thus leading them to then. The heroes may simply stand and fight
the Holonet transmitter, then simple have them until all of the droids have been dispatched,
stumble in to the battle. and then continue their business. (If they do
so too quickly, and could stand a little extra
Before that matter can be addressed, challenge, feel free to bring in the other quartet
however, there is the more pressing matter of droids as reinforcements.) Just when they
of a Confederacy strike team sent to harass seem to have things under control, grant
the heroes to distract them while the other the heroes DC 10 Listen/Easy Perception
strike team completes its takeover of the relay checks; those who succeed hear the sound of
station. As the heroes emerge, either from the approaching repulsorlift engines, courtesy
area of Diddellʼs facility or the comm station of a pair of battle droids mounted on STAPs.
(depending one partyʼs actions) this encounter Assuming that at least one hero succeeds,
will occur. Note however that this encounter allow the party one round to react before the 17
flows directly in to the encounter in chapter newcomers arrive. If for some reason every
6, so if the party is planning on going to a character should fail, then the first inkling the
comm station allow them to do this before this heroes have of the new arrivals is a nearby
encounter. Also, if this encounter is happening explosion.
directly after leaving Diddellʼs facility you
may need to alter the following text depending Alternately, since they are probably looking
on your partyʼs method of escape. Grant each for transport anyways, the heroes may opt
character a DC 10 Spot/Easy Perception check; to procure a speeder from the baseʼs cargo
those who fail are surprised for the first round handling and storage area (Area 8). The only
of combat. speeder available is a standard cargo skiff.
Note that, if they already happen to have a
speeder at the base, the battle droids will have
As you enter an area, of lush coastal damaged it first. It is a DC 12 Repair/Moderate
wetlands, you see off at a distance of Repulsorlift Repair check to hotwire a speeder.
perhaps 300 meters, several small isolated In this case, if the heroes come rocketing out
battles happening between STAPs and Peryn of the cargo dock in a speeder, the battle droids
defense forces. However before you can are no doubt in for an unpleasant surprise.
do anything about it you are alerted by the The heroes are not out of danger yet, however,
distinct sound droid movement, and these for the STAP-mounted battle droids are still
ones are close. From out of cover of some around to cause problems. Play out the battle
trees comes two units of 4 battle droids. In as a running chase and light fight, probably
a mechanical voice one says “Stop, I am headed in the direction of the relay station.
authorized to use force to take you in to
custody”. As the battle winds down the players get little
chance to relax. As soon as they are outy of
trouble read the following:

GM note: It is conceivable that the party As the last droid falls to the ground a
may give up, though not likely. If this signal breaks through your comm speaker
happens, and Jee Loo is with them, he with a high degree of urgency. The voice,
will not give up. He will see his fellow you recognize, is that of Marshal Quessek.
defenders fighting, and fight by himself.
However if the party is for some reason “Break off! I repeat break off! The battle is
captured, they will be disarmed and coralled as diversion, the Confederates have disabled
with other prisoners, until Quessek comes in the Holonet relays. Rally at the Skimshaw
with a strike force and resues them, If this Bay relay. All forces to the Skimshaw Bay
happens skip to chapter 6. relay!”
If the characters try to engage the Marshal figured it out as well at this point. Quessekʼs
directly he will tell them that he will brief them reaction will be something like this:
as so as they get to the rallying point.
“Poodoo! We have to get that station up
Battle Droids (Teams of 2 or 4): See Appendix and running now. Last night we had a huge
shipment break through the blockade and
STAPs: See Appendix make it to hyperspace. I told them it was all
too easy, but they were just so hapy to get
Airspeeders: See Appendix the fraggin stuff out that they ignored me.
If that shipment gets distributed the mass
murder will be of epic proportions.”
Chapter 6: “A
“All the other relays have been disabled then
Communications destroyed from the inside by some sort of
Disruption Can Mean Only bomb. This one has only been disabled, I
assume that the bomb will come soon if we
One Thing…” donʼt do something quick. I can provide
When the players get to the rallying point the
Marshal is just deploying what troops he has
point defense out here. The bombs are
probaly timed so we need to move fast. I
18
to point defense positions. When he sees the need you to get in to the relay, disable the
characters he will motion them to him. If the bomb, and get the relay working. Once it is
characters have not reported what they found working we can call for help with the attack
out at the Horizon facility he will ask them and the poisoned kelp. Good luck, and may
for breif report. Once he knows what has the force be with you.”
been going on with the kelp he will put it all
together and realize the reason to knock out At this point it is conceivable, though unlikely,
the holonet relays. The players should have that the characters may decide not to help
Marshal Quessek, but this would be unwise. that this was set up as a delaying tactic by
Make it clear to the characters that this would the confederacy so that the bomb has time to
be looked at as an act of treason against the go off. There for any encounters should be a
republic, and they would likely be held as nuisance more than a deadly challenge. If the
partially responsible for the many deaths. party instead decides on stealth, it will take
three DC 10 Hide/Moderate Hide/Sneak rolls
However most players will be game to be to get past the droids.
heroic and take this task on. The last chapter
should be run at a fairly quick pace. Keep the The airlock itself is sealed outside with a
action fast and tense. Tell the characters that massive pressurized door. Use typical blast-
you are keeping track of the rounds/time, and door stats for the entrance. This is sealed when
that if they do not get down fast enough the the heroes arrive, and the codes have been
realy will blow. Refer to the appropriate map changed so it requires a DC 15 Disable Device/
for specific details regarding this encounter. Moderate Security check to open.

Holonet Relay Station Rising through the center of the room at the
The heroesʼ destination is the relay station base of the station is the transmission tower.
located about a hundred meters off of the Spiral staircases around the outside wall
mainland, just over half a kilometer from connect all of the levels. In the center of the 19
the Horizon base. It is a four-story duracrete tower is a large antenna casing that rises to the
structure, one level of which is built into a top of the tower.
natural reef. Normally four soldiers and two
technicians are stationed here at any given 3. Anti-Vehicle Blasters
time, with shifts lasting twelve hours. Since the outbreak of the Clone Wars, these
emplacements have been added as an extra
The relay station is located in the middle of defensive measure. Each is a dome-enclosed
a sprawling coral reef, one that makes any turret, with the blaster mounted on the outside.
underwater approach rather complicated. The emplacements have a range of fire
(Refer to the Reef Map for details.) including any position on its half of the station.
A standard Quarren Coastal Security operative
Note that the entire above-reef area is sealed mans each one, however Boss Diddell has not
air- and water-tight; due to the storms that bought these. Access to these can be made
routinely pass through the area. The only only from the top level of the tower. These
access to the station is through the airlock emplacements are not manned at the moment.
at the base of the reef. For this reason the
characters will be given, or provided with new, Anti-Vehicle Emplacements:
wet suits and spearcasters, and as much ammo Treat these weapons as E-Web heavy repeating
as is reasonable (GM discretion). blasters; refer to page 155 of Star Wars: The
Roleplaying Game, Second Edition for D6
1. The Reef stats, or to page 132 of the RCRB for D20
This area can range from two meters to barely stats.
a decimeter above sea level, depending on the
tide; it is for the most part a mess of jagged 4. Main Floor
coral. For this reason, any character crossing Like the other levels of the station, this area
the reef at a speed above a normal move/half- has meter-thick duracrete walls and a ceiling of
speed move must succeed at a DC 10 Balance/ similar thickness, four meters off the floor. (For
Easy Running check or suffer 1d4/1D+2 purposes of cutting through with a lightsaber,
damage. it takes a single wielder three rounds to carve
out a Human-sized hole.) However this action
2. Airlock is highly discouraged as it will allow water
Getting to the airlock requires the characters to flood the building, thus ruining it, once the
to swim down through the sea. This area tide rises. Any attempt at this rout will be met
is patrolled by 4 Aquatic battle droids will result in Jee Loo, if he is with the party,
(Appendix A: Stats), but they may not be all physically getting the way to stop the act.
in the same place at the same time. The GM He will not engage in a fight with the party,
should determine how many to send at the but will waste precious time. The stairways
characters at this point. Keep in mind though are made of prefabricated titanium cage, and
20
provide one-half cover to any target on the 2. The idea must be realistic
stairs. 3. The conclusion of the plan should be
difficult and tense, assign difficulties
5. Lounge accordingly.
Occupying nearly all of the second level, this 4. Monitor the time left and the time needed
area contains a small lounge, ʻfresher and to complete the task.
kitchenette (complete with autochef) for the Otherwise anything that the players do to
staff on duty. When the heroes arrive, all six disable the bomb is acceptable, so the GM
normal crew members are tied up here. They should entertain ideas as long as it does not
are guarded by two standard battle droids. slow down game play.
Half cover can be granted from the stairs or
various other lounge items.
7. Roof
6. Tech Stations In addition to the dish for the Holonet
The top level of the station contains the relay, this area also features an access hatch
controls for the Holonet relay; when the heroes that is not nearly as tough as a blast door;
arrive, the scent of fire and fused circuitry use the hatch stats from the Horizon base,
is immediately noticeable. The battle droids
triggered a number of low-grade explosives
above. The roof area is covered over with a
transparisteel dome that has 30 hp/Strength
21
here, doing a considerable amount of damage. 5D. This entrance is heavily guarded by 4
Although a complete repair job would require STAPs, and should be a serious challenge for
more time and materials than the heroes can the characters. In other words it should take
afford, a jury-rig fix is possible with a DC 12 nearly or as much time as the other entrance,
Repair/Difficult Computer Programming & and should maintain the same level of tension.
Repair check.
Running the Battle
However before the repair job can take Once the bomb is clear and the relay is
place the PCs need to defuse the bomb that repaired it is time for the climax. The computer
is attached to the terminal that needs to be is automatically programmed to call for
repaired. As to how much time is remaining reinforcements, so if the players forget it is not
on the bomb the GM should use their own a problem. The heroes are in a tough spot here;
judgment. If the characters were really speedy they are outnumbered and—temporarily—cut
in getting to the top level, and/or used some off from any reinforcements. While simply
really creative methods to move things along, charging into a stand-up fight could prove
give them 108-144 seconds (18-24 rounds). If quite dangerous, the heroes should be able to
they were average in their time use give them succeed if they use smart tactics. There are
72-96 seconds (12-16 rounds). However if two normal and two super battle droids here
they were really pokey and not keeping pace when the heroes arrive. The battle should have
with the tension of the scene you may want to a “last stand” kind of feel to it; donʼt hesitate
give them only 36-48 seconds (6-8 rounds). to add more bad guys, just so long as the
heroes do not become overwhelmed. Droid
The straight forward way to disable the reinforcements arrive by skiff; should the
bomb is by a DC 18 Disable Device/Difficult heroes take control of one or more of the anti-
Demolitions check. This will be extremly hard vehicle lasers, you may need to send a lot more
for low level characters to achieve, and the reinforcements.
use of a force point at this moment would be
considered a heroic use. The PCs may make Use your best judgment to determine when the
multiple attempts, however each attempt will heroes have almost had enough; then, as one
take 6 rounds. of them takes out one of the last bad guys, a
pair of Republic gunships descend from the
GM Note: What is laid out here is only sky with engines and blasters thundering to
one, and the most obvious, method for release two squads of clone troopers. At this
dealing with the bomb. Your players may point the battle is effectively over. If your PCs
come up with other solutions that they want want to play it out go ahead, but it should be a
to try. If they do keep these things in mind: slaughter.
1. The idea is for the holonet relay to work
after they are done
Chapter 7: Heroic praise here on official decree they will receive a small
bonus to their normal salary (+100%), and a
and ending credits. firm pat on the back. If the party is made up of
Once the battle winds down Marshal Quessek more “independent” types they will receive full
will send a skiff for the PCs and bring to the repairs on their ship in addition to the shipping
temporary base camp. As the clone army fee (determined by the GM) they were
cleans things up he will congratulate the PCs promised for the original job, and a firm pat on
and let them know that the force smiled upon the back. Additionally they have access to the
them this day. He will explain that a Republic reapair facilities which will make any upgrades
ship happened to be close when the SOS call to ships at a 20% discount. If the party does
went out, and it was able to get here in a flash. not own the ship, they will be allowed to buy
Once the Republic ships arrived the blockade it (standard used stock-light freighter price)
broke up and fled. with a loan from the Republic in thanks for the
service.
Any further investigation of the Boss Diddell
and his facility will yield some small fish, This adventure is designed to take the
criminally speaking, but Diddell and his characters from 2nd level most of the way to
lieutenants have fled the planet. However all third. No more than 1100 experience should
the evidence that the Republic needs is still in be given to any one character. The base should 22
the facility. be 800 for completing the mission (i.e. getting
the warning off to the Republic), with bonuses
Rewards from 25-75 for individual moments of good
If the characters are Republic officials and are roleplaying.

THIS SIDE d20 THIS SIDE D6


Appendix A: d20 Stats Appendix A: D6 Stats
Chapter 1: Name: Coastal Defense Post
Type: Military
Size: 10m by 10m by 10m
Hauk Worm Location: See Map
Craft: Corellian Engineering Corporation’s Habitants / Capacity: 10-rotating shifts
YT-1300; Class: Space transport; Cost: Rooms: 3
129.00 kCr; Size: Small (26.7m length); Facilities: Sleeping, Eating, Personal
Initiative: +1 (+1 size); Crew: 1 (Unique); Needs, Storage, Monitoring Station
Passengers: 6; Cargo Capacity: 100 Wall type & strength: Blast Door Grade
Metric tons; Consumables: 2 Months; Steel STR 8D
Hyperdrive: x2 (backup x12); Maximum Power source: Land line to community
Speed: Attack (Average, 8 squares/ power, back up generator
action); Maneuvers: +1 (+1 size); Security Systems: Difficult electronic
Defense: 21 (+1 size, +10 armor); Hull locks
Points: 120 (DR 10); Shield Points: 50 (DR Personnel Rating: see Stats
10).
Weapon: Laser Cannon (2 turrets, one Defensive Emplacements: None
top one bottom); Fire Arc: Any; Attack Offensive Emplacements: 4 Heavy
Bonus: +7 (+1 size, +6 fire control); Repeaters
Damage: 5d10x2; Range Modifiers: PB/S Shield Points: None
+0, M/L N/A.
Horizon Sabatour
Species: Quarren
Techno Union Starship Dexterity: 3D
Craft: Haor Chall Armed Transport; Class: Blaster 3D+2, Blaster: spearcaster 5D,
Capital Ship; Cost: Not Available for Sale Dodge 3D+2, Melee 3D+2
(estimated construction cost 2.63 mCr); Knowledge:2D
Size: Huge (265m length); Initiative: +2 Mechanical: 2D+1
(+4 crew, -2 size); Crew: 165 (Skilled +4); Repulsor Op 3D
Passengers: 600 (droid troops); Cargo Perception: 1D+2
Capacity: 130 Metric tons; Consumables: Con 2D+2, Hide 2D+1, Sneak 2D+1, Search
4 Months; Hyperdrive: x1.5 (backup x12); 2D+2,
Maximum Speed: Cruising (Average, 4 Strength: 3D
squares/action); Atmospheric Speed: 950 Swim 5D
km/h (15 squares/action); Maneuvers: +2 Technical: 2D
(-2 size, +4 crew); Defense: 18 (-2 size, Computer Program/Repair 3D+1,
+10 armor); Hull Points: 360 (DR 20); Demolitions 3D+1,
Shield Points: 200 (DR 20). Equipment: Blaster [Pistol], Peryn
Weapon: Heavy Turbolaser Battery Armored Wetsuit (STR+2, Dex -0/-2),
(4); Fire Arc: Front; Attack Bonus: +6 (-2 Spearcaster
size, +4 crew, +4 battery fire); Damage: Note: Stats do not reflect modifiers when
9d10x5; Range Modifiers: PB -6, S -4, M - wearing armor
2, L +0.
Weapon: Point Defense Laser Cannon
(6); Fire Arc: 3 Back/Left, 3 Back/Right; Techno Union Starship
Attack Bonus: +4 (+4 crew); Damage: Craft: Techno Union Starship
5d10x2; Range Modifiers: PB +0, S -2, M/L Type: Armed Transport
N/A. Scale: Capital 23
Weapon: Tractor Beam Projector Length: 265 Meters
(1); Fire Arc: Any; Attack Bonus: +10 (-2 Skill: capital ship piloting: Techno Union
size, +4 crew, +8 fire control); Damage: Starship
Special; Range Modifiers: PB -6, S -4, M/L Crew: 165
N/A. Crew Skill: Astrogation 3D, capital ship
gunnery 3D+2, capital ship piloting 3D,
capital ship shields 3D, capital ship repair
Chapter 2: 3D, sensors 3D+1
Passengers: 600 droid troops
Cargo Capacity: 130 metric tons
Chapter 3: Consumables: 4 months
Cost: Not Available for Sale (estimated
Deputy Jee Loo: Adult Male Gungan, cost 2.63 million credits)
Expert 1/Scout 2; Init +2 (+2 Dex); Def Hyperdrive Multiplier: x1.5
12 (+2 Dex, +0 Class); Spd 10m; VP/WP Hyperdrive Backup: x12
14/12; Atk +2 melee (1d3+1, punch), +3 Nav Computer: Yes
or -1/-1 ranged (3d8, crit 19-20, Blaster Space: 4
[Heavy Pistol, S-2 Ascension Gun]), +3 Atmosphere: 330; 950
ranged (3d8, crit 19-20, Spearcaster); Maneuverability: 1D
SQ Expert class skill (Computer Use, Hull: 3D+2
Demolitions, Disable Device, Gather Shields: 2D
Information, Knowledge, Pilot, Profession, Sensors
Treat Injury), Hold breath, Low-light Passive: 20/1D
vision, Trailblazing; SV Fort +3, Ref +5, Scan: 60/2D
Will +4; SZ M; FP: 0; Rep: +0; Str 13 (+1), Search: 80/3D
Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis Focus: 4/3D+2
10 (+0), Cha 12 (+1). Weapons:
Equipment: Blaster [Heavy Pistol, S-2 16 Turbolaser Cannons
Ascension Gun], Comlink, DataPad (+2 Fire Arc: Forward
computer bonus on Intelligence checks Crew: 2
relating to Computer Use checks involving Skill: Capital Ship Gunnery
downloading. With related datacards Fire Control: 2D+1
+2 bonus to Knowledge checks.), Space Range: 3-15/35/75
Macrobinoculars, Medpac x3, Security kit Atmosphere Range: 6-30/70/150km
(+2 equipment bonus on Repair checks for Damage: 9D
security systems.), Spearpedo Gun 6 Point Defense Laser Cannons
Skills: Computer Use +5 (+1 Int, +4 Fire Arc: Sides
ranks), Demolitions +5 (+1 Int, +4 ranks), Scale: Starfighter
Disable Device +7 (+1 Int, +4 ranks, +2 Crew: 2
misc), Gather Information +8 (+1 Cha, Skill: Starship Gunnery
+4 ranks, +3 misc), Hide +4 (+2 Dex, Fire Control: 2D
+2 ranks), Jump +3 (+1 Str, +2 ranks), Space Range: 1-3/7/10
Knowledge (Streetwise) +6 (+1 Int, +5 Atmosphere Range: 100-300/700/1
ranks), Listen +7 (+3 ranks, +4 misc), Pilot km
+4 (+2 Dex, +2 ranks), Profession (law Damage: 4D
officer) +3 (+3 ranks), Read/Write Basic, Tractor Beam Projector
Read/Write Gungan, Search +3 (+1 Int, +2 Fire Arc: 1 Turret
ranks), Speak Basic, Speak Gungan, Spot Crew: 3
+2 (+2 misc), Swim +6 (+1 Str, +1 ranks, Skill: Capital Ship Gunnery
+4 misc) Fire Control: 2D+2
Feats: Alertness, Exotic Weapon Space Range: 1-5/15/30
Proficiency (spearcaster), Skill Emphasis Atmosphere Range: 2-10/30/60km
(Gather Information), Track, Weapons Damage: 4D
Group Proficiency (blaster pistols, blaster
rifles) Spoils Of War (Captain Tiata’s flag ship)
Craft: Modified Hoersch-Kessel Drive, Inc.
Quarren Coastal Defender: Adult Male LH-3210 Cargo Freighter
Quarren, Thug 2/Soldier 1; Init +1 (+1 Type: Converted cargo freighter (Type 1: 24
Dex); Def 12 (+1 Dex, +1 Class); Spd Battleship; Type 2: Droid Control Ship;
10m; VP/WP -/17; Atk +0 or -4/-4 ranged stats identical except for droid control
(3d8, Blaster [Heavy Pistol]), +4 melee sensors on Type 2)
(1d4+1, crit 20, punch), +4 ranged (3d8, Scale: Capital
crit 19-20, Spearcaster); SQ +1 bonus Length: 3,170 meters
on attack and damage rolls with ranged Skill: CS piloting: LH-3210 freighter
weapons, for targets with 10m., Breathe Crew: 150 (droids), 25 (Neimoidian
Underwater, Low-light vision; SV Fort +7, command staff)
Ref +1, Will +0; SZ M; FP: 0; Rep: +0; Str Crew Skill: Astrogation 3D+2, CS gunnery
12 (+1), Dex 12 (+1), Con 14 (+2), Int 10 4D+1, CS piloting 4D, CS shields 3D+1,
(+0), Wis 10 (+0), Cha 8 (-1). sensors 3D+2
Equipment: Blast vest and Helmet Passengers: 139,000 (battle droids)
(Damage Reduction: 2), Blaster [Heavy Cargo Capacity: 5 million metric tons
Pistol], Spearcaster extra spear clip, Consumables: 500 days
Medkit Cost: Not available for sale
Skills: Balance +0 (+1 Dex, -1 misc), Maneuverability: 0D
Climb +2 (+1 Str, +1 misc), Escape Artist Space: 2
+0 (+1 Dex, -1 misc), Hide +0 (+1 Dex, -1 Hyperdrive Multiplier: x2
misc), Intimidate +2 (-1 Cha, +3 ranks), Hyperdrive Backup: x10
Jump +0 (+1 Str, -1 misc), Move Silently Nav Computer: Yes
+0 (+1 Dex, -1 misc), Pilot +4 (+1 Dex, Hull: 6D
+3 ranks), Read/Write Basic, Read/ Shields: 3D
Write Quarrenese, Speak Basic, Speak Sensors:
Quarrenese, Spot +2 (+2 ranks), Swim +9 Passive: 40/1D
(+1 Str, +3 ranks, +5 misc), Treat Injury +1 Scan: 80/2D+1
(+1 ranks) Search: 200/3D+2
Feats: Armor Proficiency (light), Focus: 8/5D
Athletic, Exotic Weapon Proficiency Droid Control (Type 2 only): 16 signal
(spearcaster), Martial Arts, Point Blank receivers, two transmission antennae;
Shot, Toughness range: 16,500 km
Weapons:
Peryn Armored Wetsuit 28 Quad Laser Batteries (retractable)
Armor Type: Light armor Fire Arc: 14 front, 7 left, 7 right, 14
Proficiency Group: Light rear
Cost: 1,000 Crew: 6
Damage Reduction: 3 Skill: CS gunnery
Maximum Dex Bonus:+6 Fire Control: 2D
Armor Check Penalty: -1 Space Range: 3-15/35/75
Speed: 10m/6m Atmosphere Range: 6-30/70/150km
Weight: 2kg Damage: 6D
Availability: Specialized/Licensed 4 Tractor Beams (two each mounted on
Era: ROE two forward arms)
Fire Arc: Turret
Though many of the inhabitants on Peryn Crew: 3
are water dwellers, there are residents Skill: Capital Ship Gunnery
that aren’t. It was for these that the Fire Control: 4D
Armored Wetsuit was created. While Space Range: 1-5/15/30
mainly issued to planetary defense and Atmosphere Range: 2-10/30/60km
private security, they are available on the Damage: 4D
open market, but the buyer must license Carried Craft:
themselves with Planetary Defense. The 50 Landing Ships
Armored Wetsuit is so cunningly made, 550 MTTs (Multi-Troop Transports)
with an auto-sensing ballast shifter, that 6250 AATs (Armored Assault Transports)
when worn in the water the wearer does 1500 Troop Carriers
not even notice it is on. 1500 Droid Starfighters

The suit has very small propulsion units Droid Starfighters


that help the wearer along somewhat, Craft: Xi Char Variable Geometry Self- 25
and self adjusting fins to help with Propelled Battle Droid, Mk. I
stability. Though it’s main function is Type: Droid starfighter
that of some small amount of protection Scale: Starfighter
against ocean predators, the Armored Length: 3.5 meters
Wetsuit also protects against Spearcasters Skill: SF piloting: droid starfighter
in extreme need. Crew: None
Crew Skill: SF piloting 4D, SS gunnery
Note: Armor check penalty increases to -3 3D+2, sensors 3D
when worn out of water. Passengers: None
Cargo Capacity: None
Consumables: None
Spearcaster Cost: 19,000 (new), 5,000 (used)
Maneuverability: 2D+2
Weapon Type: Spear Gun Space: 9
Proficiency Group: Exotic (spearcaster) Atmosphere: 400; 1150 kmh
Cost: 1,000 Hyperdrive Multiplier: None
Damage: 3d8 Nav Computer: No
Critical: 19-20 Hull: 4D
Range Increment: 10m Shields: 1D
Weight: 4kg Sensors:
Fort DC: NA Passive: 5/0D
Type: Piercing, Ammo 15 Scan: 15/1D
Multifire/Autofire: NA Search: 25/2D
Size: medium Focus: 1/3D
Hardness: 4 Weapons:
Break DC: 15 2 Twin Blaster Cannons
Availability: Specialized/Licensed Fire Arc: Front
Era: ROE Skill: SS gunnery
Fire Control: 0D
Spearcaster Pistol Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/
Weapon Type: Spear Pistol 2.5km
Proficiency Group: Exotic (spearcaster) Damage: 5D
Cost: 1,000 2 Energy Torpedo Launchers
Damage: 3d6 Fire Arc: Front
Critical: 20 Skill: SS gunnery
Range Increment: 8m Fire Control: 3D
Weight: 2kg Space Range: 1-3/7/15
Fort DC: NA Atmosphere Range: 100-300/700/
Type: Piercing, Ammo 10 1500m
Multifire/Autofire: NA Ammo: 4 torpedoes each
Size: Small Damage: 9D
Hardness: 4
Break DC: 13 Deputy Jee Loo
Availability: Specialized/Licensed Species: Gungan
Era: ROE Dexterity: 3D+1
Blaster 4D, Blaster: spearcaster 5D,
Created on Peryn, because blasters are so Dodge 3D+2, Melee 3D+2
ineffective under water, the Spearcaster Knowledge: 2D+1
fires a 30 cm long (20 cm in the case of Streetwise 4D+2
the pistol) high-carbon spear with a small Mechanical: 3D
charge built in to the tip. The charge Repulsor Op 3D+2
is small enough to not cause massive Perception: 2D+1
concussion in the water, but large enough Investigation 3D+2, Hide 3D, Search 3D+2,
to make the Spearcaster as feared in the Search: tracking 4D+1
water as the Blaster is on land. Strength: 3D
Swim 4D+1, Climbing/Jumping 3D+2,
Note: May be used with Weapon Technical: 2D+2 26
Proficiency (slug throwers) or similar Computer Program/Repair 4D,
blaster proficiency (rifles or pistols) with Demolitions 4D, Security 4D
only a -2 to attack if used underwater. Equipment: Heavy Blaster Pistol,
Because the Spearcaster must use a clip Comlink, DataPad, Macrobinoculars,
for ammo it can only be fired once per Medpac x3, Security kit, Spearcaster
turn, regardless of character ability Pistol

Horizon Quarren Saboteur: Adult Male Coastal Defenders


Quarren, Thug 2/Scoundrel 2; Init +1 (+1 Species: Quarren
Dex); Def 11 (+1 Dex, +0 Class); Spd 0m Dexterity: 2D+2
(Armor); VP/WP 13/14; Atk +4 melee Blaster 3D+1, Blaster: spearcaster 4D,
(1d3+1, punch), +4 or +0/+0 ranged Brawling Parry 3D, Dodge 3D, Grenade
(3d6, Blaster [Pistol]), +4 ranged (3d8, 3D+1
crit 19-20, Spearcaster); SQ +1 bonus Knowledge: 1D+1
on attack and damage rolls with ranged Technology 2D
weapons, for targets with 10m., Breathe Mechanical: 1D+2
Underwater, Illicit barter, Low-light Repulsor Op 2D+1, Heavy Weapons 2D+1
vision, Lucky (1/day); SV Fort +5, Ref +4, Perception: 1D+2
Will +0; SZ M; FP: 0; Rep: +0; Str 12 (+1), Command 2D+2, Search 2D+1
Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis Strength: 3D+1
10 (+0), Cha 8 (-1). Swim 4D+1
Equipment: Blaster [Pistol], Peryn Technical: 1D
Armored Wetsuit (Damage Reduction: 3), Medicine 2D+1, Security 2D
Spearcaster Equipment: Blast vest and Helmet
Skills: Balance +0 (+1 Dex, -1 misc), (STR+1), Heavy Blaster Pistol, Spearcaster
Bluff +2 (-1 Cha, +3 ranks), Climb +0 extra spear clip, Medkit
(+1 Str, -1 misc), Computer Use +4 (+4
ranks), Demolitions +4 (+4 ranks), Escape Model: Peryn Armored Wetsuit
Artist +0 (+1 Dex, -1 misc), Hide +2 (+1 Armor Type: Light Aquatic armor
Dex, +2 ranks, -1 misc), Jump +0 (+1 Str, Cost: 1,000
-1 misc), Move Silently +2 (+1 Dex, +2 Availability: Specialized/Licensed
ranks, -1 misc), Read/Write Basic, Read/ Game Notes: Provides +2pips Physical/
Write Quarrenese, Speak Basic, Speak Energy protection. When worn in the
Quarrenese, Spot +3 (+3 ranks), Swim +8 water there are no modificatiers to DEX,
(+1 Str, +3 ranks, +4 misc) however out of water suit gives a -2pips
Unspent Skill Points: 3 to DEX.
Feats: Armor Proficiency (light), Exotic
Weapon Proficiency (spearcaster), Point Spearcaster
Blank Shot, Weapons Group Proficiency Type: Magnetically Enhanced Spear Gun
(blaster pistols, blaster rifles, simple Scale: Character
weapons, vibro weapons) Skill: Blaster Rifle:spearcaster
Ammo: 10
Cost: 1,500
Chapter 4: Availability: Specialized/Licensed
Body: 1D
Fire Rate: 1
Boss Diddell: Adult Male Nautolan, Noble Range: 5-50/75/100
2/Scoundrel 4/Crimelord 2; Init +1 (+1 Damage: 5D
Dex); Def 17 (+1 Dex, +6 Class); Spd 10m, Era: ROE
swim 10m; VP/WP 46/12; Atk +1 melee
(2d4+1, Vibrodagger [Mastercraft +1]), +5 Spearcaster Pistol
melee (1d3, punch), +6 ranged (3d4+2, Type: Magnetically Enhanced Spear Pistol
Merr-Sonn Model Q4 Hold-out Blaster); Scale: Character
SQ Contacts (x1), Favor +1, Illicit Skill: Blaster Pistol:spearcaster
barter, Inspire Confidence, Low-light Ammo: 7
vision, Lucky (1/day), Precise Attack +1, Cost: 1,000
Resource Access; SV Fort +2, Ref +9, Will Availability: Specialized/Licensed
+11; SZ M; FP: 0; Rep: +7; Str 10 (+0),
Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis Body: 1D 27
Fire Rate: 1
18 (+4), Cha 12 (+1). Range: 5-30/60/90
Equipment: Code Cylinder, Comlink Damage: 4D
[Encrypted], Datacard w/ Program x3, Era: ROE
DataPad [Personal], Holorecorder, Merr-
Sonn Model Q4 Hold-out Blaster x2,
Personal Energy Shield, Vibrodagger Boss Diddell
[Mastercraft +1] x2 Species: Nautolan
Skills: Appraise +5 (+1 Int, +4 ranks), Dexterity: 2D+2
Bluff +11 (+1 Cha, +8 ranks, +2 misc), Blaster 4D+2, Blaster: spearcaster 4D+2,
Computer Use +7 (+1 Int, +6 ranks), Dodge 4D+1,
Diplomacy +9 (+1 Cha, +8 ranks), Disguise Knowledge: 3D+2
+3 (+1 Cha, +2 ranks), Forgery +3 (+1 Business 5D, Value 5D, Intimidation 5D,
Int, +2 ranks), Gamble +5 (+4 Wis, +1 Willpower 6D+2
ranks), Gather Information +12 (+1 Cha, Mechanical: 2D+2
+8 ranks, +3 misc), Hide +3 (+1 Dex, +2 Repulsor Op 3D+2
ranks), Intimidate +5 (+1 Cha, +2 ranks, Perception: 3D+1
+2 misc), Knowledge (Business) +5 (+1 Int, Con 6D, Con: Disguise 6D+2, Forgery
+4 ranks), Listen +8 (+4 Wis, +2 ranks, +2 4D, Gambling 3D+2, Investigation 6D+2,
misc), Pilot +4 (+1 Dex, +3 ranks), Read/ Persuasion 6D, Hide 4D, Search 6D+1
Write Basic, Read/Write Nautila, Search Strength: 2D
+3 (+1 Int, +2 ranks), Sense Motive +13 Swim 3D+1
(+4 Wis, +9 ranks), Speak Basic, Speak Technical: 2D+2
Nautila, Spot +10 (+4 Wis, +4 ranks, +2 Computer Program/Repair 4D, Security
misc), Swim +5 (+1 ranks, +4 misc) 3D+1
Feats: Alertness, Infamy, Persuasive, Equipment: Code Cylinder, Comlink
Skill Emphasis (Gather Information), [Encrypted], Datacard w/ Program x3,
Weapons Group Proficiency (blaster DataPad [Personal], Holorecorder, Merr-
pistols, simple weapons) Sonn Model Q4 Hold-out Blaster x2,
Personal Energy Shield, Vibrodagger x2
Nautolan Horizon Guard: Adult Male
Nautolan, Thug 4; Init +2 (+2 Dex); Def 13
(+2 Dex, +1 Class); Spd 10m, swim 10m;
Horizon Gaurds
VP/WP -/15; Atk +4 melee (1d4, crit 20, Species: Nautolan
punch), +6 or +2/+2 ranged (3d8, Blaster Dexterity: 3D+1
[Heavy Pistol]), +6 ranged (3d8, crit 19- Blaster 4D, Blaster: spearcaster 4D+2,
20, Spearcaster); SQ Low-light vision; SV Brawling Parry 3D+2, Dodge 3D+2, Heavy
Fort +5, Ref +3, Will +2; SZ M; FP: 0; Rep: Weapons 4D
+1; Str 11 (+0), Dex 14 (+2), Con 12 (+1), Knowledge: 1D+1
Int 10 (+0), Wis 12 (+1), Cha 10 (+0). Technology 2D
Equipment: Blast vest and Helmet Mechanical: 1D+2
(Damage Reduction: 2), Blaster [Heavy Repulsor Op 3D+1,
Pistol], Spearcaster, Perception: 1D+2
Skills: Balance +1 (+2 Dex, -1 misc), Command 2D+2, Search 2D+1
Climb -1 (-1 misc), Escape Artist +1 (+2 Strength: 2D+2
Dex, -1 misc), Hide +1 (+2 Dex, -1 misc), Swim 4D
Intimidate +2 (+2 ranks), Jump -1 (-1 Technical: 1D
misc), Listen +3 (+1 Wis, +2 ranks), Move Medicine 2D+1, Security 2D
Silently +1 (+2 Dex, -1 misc), Pilot +3 (+2 Equipment: Blast vest and Helmet (STR+1
Dex, +1 ranks), Read/Write Basic, Read/ pip), Heavy Blaster Pistol, Spearcaster
Write Nautila, Speak Basic, Speak Nautila, extra spear clip, Medkit
Spot +3 (+1 Wis, +2 ranks), Swim +5 (+2 Note: The guards all have collar comlinks
ranks, +3 misc) which they can turn on with a free
Feats: Armor Proficiency (light), Exotic action. They may look like “rent-a-cops”,
Weapon Proficiency (spearcaster gun), but they are pretty ruthless. They will
Martial Arts, Toughness, Weapons Group shoot without much provocation, but will
Proficiency (blaster pistols) try and capture any wounded victim. If
they are dropped to 1 WP without dying 28
Note: The guards all have collar comlinks they will try and run away.
which they can turn on with a free
action. They may look like “rent-a-cops”,
but they are pretty ruthless. They will Horizon Gaurd Captain
shoot without much provocation, but will Species: Nautolan
try and capture any wounded victim. If Dexterity: 3D+1
they are dropped to 1 WP without dying Blaster 4D+2, Blaster: spearcaster 5D+1,
they will try and run away. Brawling Parry 3D+2, Dodge 4D+1, Heavy
Weapons 4D
Nautolan Horizon Guard Captain: Adult Knowledge: 1D+1
Male Nautolan, Thug 2/Soldier 2; Init +2 Technology 3D
(+2 Dex); Def 13 (+2 Dex, +1 Class); Spd Mechanical: 1D+2
10m, swim 10m; VP/WP 17/15; Atk +6 Repulsor Op 4D,
or +0/+0/+0 ranged (3d8, Blaster [Heavy Perception: 2D
Pistol]), +4 melee (1d4, crit 20, punch), Command 3D+1, Search 3D+2
+6 ranged (3d8, crit 19-20, Spearcaster); Strength: 2D+2
SQ +1 bonus on attack and damage rolls Swim 4D, Brawling 3D+2
with ranged weapons, for targets with Technical: 1D
10m., Low-light vision; SV Fort +7, Ref Medicine 3D, Security 3D
+2, Will +1; SZ M; FP: 0; Rep: +1; Str 11 Equipment: Blast vest and Helmet (STR+1
(+0), Dex 14 (+2), Con 12 (+1), Int 10 pip), Heavy Blaster Pistol, Spearcaster
(+0), Wis 12 (+1), Cha 10 (+0). extra spear clip, Medkit
Equipment: Blast vest and Helmet Note: Guard Captains will sound alarm at
(Damage Reduction: 2), Heavy Blaster the first sign of trouble, and will allow his
Pistol, Spearcaster. men to cover him until he is sure backup
Skills: Balance +1 (+2 Dex, -1 misc), is on the way. If he is dropped to 1WP he
Climb +1 (+1 misc), Computer Use +1 (+1 will try and give up.
ranks), Demolitions +2 (+2 ranks), Escape
Artist +1 (+2 Dex, -1 misc), Hide +1 (+2
Dex, -1 misc), Intimidate +2 (+2 ranks), Technician
Jump -1 (-1 misc), Listen +3 (+1 Wis, +2 Species: Mon Calimari
ranks), Move Silently +1 (+2 Dex, -1 misc), Dexterity: 1D+1
Pilot +5 (+2 Dex, +3 ranks), Read/Write Knowledge: 3D+1
Basic, Read/Write Nautila, Speak Basic, Technology 5D+1, *
Speak Nautila, Spot +4 (+1 Wis, +3 ranks), Mechanical: 3D+1
Swim +7 (+2 ranks, +5 misc) Repulsor Op 3D+2,
Feats: Armor Proficiency (light), Perception: 2D+2
Weapon Proficiency (blaster pistol) , Investigation 4D, Search 3D+2
Exotic Weapon Proficiency (spearcaster), Strength: 1D+2
Martial Arts, Point Blank Shot, Rapid Shot, Swim 2D+2
Toughnes Technical: 4D
Computer Program/Repair 5D, Security
Note: Guard Captains will sound alarm at 5D, Droid Program/Repair 6D,*
the first sign of trouble, and will allow his Equipment: Blast vest and Helmet (STR+1
men to cover him until he is sure backup pip), Heavy Blaster Pistol, Spearcaster
is on the way. If he is dropped to 1WP he extra spear clip, Medkit
will try and give up. Note: *Techs have various skill that
pertain to their particualar area of work.
Mon Cal Technician: Adult Male Mon GM may give them any Technical or
Calamari, Expert 3; Init +1 (+1 Dex); Def Knowledge skill +5 pips that she deems
12 (+1 Dex, +1 Class); Spd 10m; VP/WP nessisary
-/10; Atk +1 melee (1d3-1, punch), +3
ranged (by weapon); SQ Amphibious,
Expert class skill (Computer Use, Craft,
Disable Device, Gather Information,
Knowledge, Pilot, Profession, Repair),
Low-light vision; SV Fort +1, Ref +2, Will
+4; SZ M; FP: 0; Rep: +0; Str 8 (-1), Dex 29
12 (+1), Con 10 (+0), Int 16 (+3), Wis 12
(+1), Cha 10 (+0). Appendix B: Underwater
Equipment: Datacard w/ Program Encounters
x3, DataPad (+2 computer bonus on
Intelligence checks relating to Computer If the characters decide to investigate
Use checks involving downloading. With underwater, or chase the saboteur under water,
related datacards +2 bonus to Knowledge then use the following underwater rules:
checks.), Tool kit (+2 on appropriate Craft
checks.) • Lightsabers boil the ocean and this creates
Skills: Computer Use +12 (+3 Int, +6 pockets of varying density in the water.
ranks, +3 misc), Craft +13* (+3 Int, +6 Simple holding a lit lightsaber requires a DC
ranks, +4 misc), Disable Device +9 (+3 Int, 15 strength check or it is pulled out of the
+4 ranks, +2 misc), Gather Information hand. Using one in combat underwater incurs
+5 (+5 ranks), Knowledge +12* (+3 Int, +6 a -6 penalty to all attack rolls, and lightsaber
ranks, +3 misc), Knowledge +9* (+3 Int, defense is not possible.
+6 ranks), Pilot +4 (+1 Dex, +3 ranks), • Explosives effect all characters within 4
Profession +7* (+1 Wis, +6 ranks), Read/ range increments. However only those within
Write Basic, Read/Write Calamarian, one range increment take actual damage,
Repair +11 (+3 Int, +6 ranks, +2 misc), the rest take stun damage as if it was a stun
Search +5 (+3 Int, +2 misc), Sense Motive grenade (DC 12).
+3 (+1 Wis, +2 misc), Speak Basic, Speak • All blaster damage is halved, rounded down.
Calamarian, Spot +4 (+1 Wis, +3 ranks), • Repulsors on the bottom of the ocean stir up
Swim +3 (-1 Str, +4 misc) silt, creating a cloud, much like the effects of a
Feats: Cautious, Sharp-eyed, Skill smoke grenade.
Emphasis (Computer Use, Knowledge [*])
*Note: The skills Knowledge, Craft,
Profession, and the Skill Emphasis
(knowledge) depend on the area of work
that the Tech is in. The GM should adjust
them as appropriate

Chapter 5:

Chapter 6:

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