MORE THAN YOU BARGAINED FOR

A dangerous situation for experienced Star Wars role-players set in the underworld of the Setnin Sector.

By Jonathan Hicks

INTRODUCTION

This adventure outline can be set pretty much anytime but ideally it has been two years since Episode IV - A New Hope.

As ‘free traders’ in the Setnin Sector, the player characters (PC’s) are required to show their less honest side by trying to smuggle a passenger from the city of Kayshee on the planet Clayboss. Using cunning, guile and every con trick they know, the players must make sure their contract is complete.

Of course, there are forces in the city that will do everything they can to stop them. Just why is this person so important?

IF YOU INTEND TO BE A PLAYER IN THIS ADVENTURE, STOP READING NOW. READING THIS ADVENTURE BEFORE PLAY WILL RUIN THE ENJOYMENT FOR PLAYERS AND GAMEMASTER ALIKE.

NOTES FOR THE GAMESMASTER

First of all, the Gamesmaster (GM) must be aware that the author of this adventure has opted to use the First Edition rules for statistics. The stats presented are easy enough to convert to later editions and only require a little work to make them fit particular campaigns.

The PC’s can be any mix of types, but their affiliation will, of course, decide the reason as to why they are trying to help the contractee from making it off-planet. The ultimate reason will be money, but there are alternative persuasions if the players are more honest and good-hearted.

The threat to the players is very real. The statistics for the non-player characters (NPC’s) the players will meet denote them as professionals, so make sure the PC’s are skilled enough to meet their match. If worse comes to the worst, then simply lower the NPC statistics.

Force-users in the party are catered for as their powers will be useful but, as you can see, will not severely disrupt the flow of the game (as some powerful force-users can).

The map below is of Kayshee City. It only shows general layout and descriptions of the city are in the main narrative. The map is more for visualisation and reference.

 

COLOUR and LETTER KEY:

BLACK - Volcanic ash

GREEN - Rough forest

WHITE - Buildings

GREY - Kayshee Mountains

RED - Heavily used speederlanes

BLUE - Moderately used speederlanes

A - Commerce and trading halls

B - Residential

C - Residential

D - Landing bays (100 creds a day)

E - Office buildings

F - Hospitals and citizen services

G - Main power plant

H - City council offices and policing quarter

I - Private landing bays

MAIN NON-PLAYER CHARACTERS

The being who wishes transport off Clayboss to the Chancai Trade Centre on Zelon (see the `Guide to Chancai Trade Centre’ in the Setnin Sector Guide) is an old human female who wishes to keep her name a secret. She scans the bars and low down holes for people to get her off world at a price (she’s willing to pay 15,000 credits) and this is how she approaches the PC’s.

For the GM’s info, her name is Iriss Ordru. She’s the older daughter of the late head of the Clayboss ruling family and she has important information on a holochip that contains the following information

1. That her brother murdered her father. The chip is a security recording of her brother shooting him in his bed.

2. That her brother has dealings with the Empire and is about to allow them full control of Clayboss.

She wants to get the information off Clayboss. Even if the characters tell her they work for the Alliance she won’t indulge the information. She doesn’t trust anyone.

Iriss Ordru

ALL STATS AND SKILLS 2D EXCEPT FOR: Dodge 4d, All Knowledge Skills 4d, Hide/Sneak 4d, Security 3d+2 / Equipment: Holdout blaster (3d), holochip (which she keeps secret), 16,000 credits (stolen), medpac.

Quote: "There’s nothing to explain. Just get me the hell out of here!"

The main character in pursuit of Iriss is Commander Jutten. He desperately wants her alive so that he can get his hands on the holochip she has- anyone with her is a viable target. He’s a tall gaunt man with jet-black hair that appears to be oiled to keep it in place. He’s your archetypal villain. He’s nasty to his subordinates, has an acute tick in the left side of his face and snarls at everything.

Commander Jutten

DEX : 3D+1 Blaster 6d, Dodge 4d,

KNO : 3D Languages 4d

MEC : 2D+2 Repulsorlift Op. 3d

PER : 3D Command 5d, Search 5d

STR : 3D+1 Brawling 4d, Stamina 4d

TEC : 2D+2 Security 3d

Equipment: Blaster pistol (4d), comlink, twenty-four Stormtroopers and an armoured repulsorcraft.

Quote: "She will be mine. Oh, yes. She will be mine." (Followed by a long evil cackle and a couple of twitches).

There is also another being after her - an alien who Iriss stole the credits from to make her getaway. He’s Vedi At, a Duros, blue skinned and tall, quite muscular but not the brightest of beings. He’s one of the main men of a crimelord called Dressel who operates from outside the system. He was given the money to come to Clayboss and start a new operation here on behalf of Dressel. Having it stolen wasn’t exactly a good idea. He must get the money back or Dressel will do unspeakable things to him.

Vedi At

DEX : 3D Blaster 6d+2, Dodge 4d, Grenade 4d

KNO : 4D Streetwise 4d+1

MEC : 2D Starship piloting 3d

PER : 3D Bargain 4d, Con 3d+2, Hide Sneak 4d

STR : 3D+2

TEC : 2D+1 Demolitions 3d

Equipment: Heavy blaster pistol (5d), 2 stun grenades (6d stun), throwing knife (STR +1)

Quote: "Surely we can talk about this?"

He has four henchmen with him who will follow his every order unless it means serious harm to themselves. They are two humans, a Rodian and a Quarren.

Vedi At’s Henchmen

All Stats 2D except DEX 3D (Blaster 5d), STR 3D (Brawling 4d).

Iriss Ordru is also being chased by someone she really doesn’t want to find her - her brother, Julwei. He is a hugely influential man who will use all methods at his disposal to get her. He virtually owns the law and will use them to locate her. She is, after all, a member of the ruling family of Clayboss. She had duties and appearances to perform to the people of the planet. And she knows he murdered their father. He will work in unison with Jutten.

Julwei Ordru

All stats 2D except Bureaucracy 4d, Cultures 4d, Beast Riding 3d, Bargain 3d, Command 3d.

Equipment: Holdout blaster (3d), 5000 credits.

Quote: "I do this for the good of all citizens of Clayboss."

Julwei’s personal guard - As Stormtrooper Statistics but with no armour.

The Lawmen of Kayshee - All stats 2D except DEX 3D (Blaster 4d), STR 2D+2

Both of the above armed with Blaster rifle (5d) and 1 grenade (5d)

Last, but by far not least, is another person after Iriss for one reason and one reason only - she has heard of the danger she is in and wants any reward going. The woman, Ferr Nolda, is a human female, quite attractive, who worked as Iriss’ private valet. She stumbled upon what her employer found out and decided to use it to her own advantage. She has hired two mercenaries, Bulb and Bilb, to track down Iriss, give her a good hiding and bring her back alive.

Ferr Nolda

All stats 2D except Hide/Sneak 5d

Equipment: Recording rod

Quote: "Years of service to her... I deserve something."

Bulb and Bilb

Two Weequay brothers, not very bright but loyal to each other. The stats below cover both of them.

DEX : 3D Blaster 5d, Dodge 4d

KNO : 2D Streetwise 3d

MEC : 3D+1

PER : 3D Bargain 3d+2, Search 5d

STR : 3D+2 Brawling 4d

TEC : 3D

Equipment: Blaster pistol (4d), smoke grenade, vibroblade (STR +1d)

Quote: (Together) "We are brothers to the end!"

THE SEQUENCE OF EVENTS

Considering that there are so many people after Iriss it would be too ‘convenient’ to lay out a chain of situations that cover every character and therefore make the game to appear contrived. Therefore the events have been isolated to certain areas of Kayshee City, these areas corresponding with the particular search pattern of one of the groups looking for her. All the GM has to do is guide the players into these areas and the encounter will begin.

Therefore, the scenario below hasn’t been split up into episodes but into locations - each location is covered by it’s own entry, describing who is in that location and their method of apprehending Iriss. All the players have to do is get out or defeat their adversary.

 

 

 

THE ADVENTURE

 

 

PART ONE - THE MEETING

The JumpDown tavern to the north of zone A on the map is not exactly what most people would call a ‘nice place to drink’ but it does have several attractions - it’s not frequented by many people so it makes a suitable location to have a quiet drink, it plays good music from the Core Worlds and there are a wide variety of beverages to choose from.

This is where the adventure begins. Depending on the player’s motivation will depend on why they’re there.

If they’re smugglers or traders then they’ll be there finding work. Iriss will approach them and offer them credits for transport. She will start at 10,000 credits but will settle on 15,000.

If they work for the Rebellion or New Republic then they’ll have been given orders to meet with a contact here. The details of that contact and why she’s so important to Command is kept a secret. All they are told is that it is ‘an important person who dresses like a low-class citizen but is obviously not’.

If they are there for any other reason, good luck to you. Players who try to shy away from the adventure, are not willing to take the risk because they ‘don’t get involved’ and ignore any chance of action and hammy Star Wars role-playing are playing the wrong game. The GM will have to find a way to get the players involved if they don’t take the bait. Maybe some of the people who want Iriss have observed her talking to the PC’s, assumed she works with them and consequently give chase to the PC’s themselves.

Iriss approaches the players. Although she wears clothes of a lower-class citizen, she has the hands and several pieces of jewellery that betray her appearance.

"Please help me," she asks. "I’m looking for transport off-planet and I hear you have a ship."

With this line, the problems begin. She is adamant the law and any authority figures are avoided. She cannot be captured or stopped.

PART TWO - THE ESCAPE

As the players progress through the adventure they will be ‘ushered’ in the direction of different zones. In some cases the players will be able to by-pass or escape from these zones quickly. The following entries are not laid out in any particular order but they will have ideas on how to get the players to another zone or two before the adventure’s end.

To fully appreciate the end of this adventure it’s best if the NPC’s aren’t killed or maimed during their appearances in the different Zones. This is so the huge firefight at the end takes place. The PC’s can wound or drive off their adversaries but the GM should try a little dice fudging to make sure the baddies escape for the final showdown.

 

ZONE ‘A’

Commerce and Trading Halls

The main aim of the characters is to get the woman to their ship, berthed as it is in the southernmost section of Zone ‘D’, the landing bays. As they leave the bar they are ushered to a line of Robo-hacks. "I have arranged transport," says Iriss, "just tell the ‘droid where you want to go."

Depending on the number of players will depend on the size of the speeder but just use a standard landspeeder statistics for the vehicles abilities. The seat numbers will correspond with the amount of players and any applicable NPC’s with the group (including Iriss).

As the vehicle starts it’s run towards the landing bays it heads towards an interchange on the red landspeeder route. It suddenly veers right at the interchange instead of heading on to where the character’s starship is berthed. Make a Moderate Perception roll for each character in secret. Anyone succeeding will notice the sudden change in course.

The speeder is heading in the direction of Zone ‘G’, the location of the city’s main power plant. It is a fully automated station and is never frequented by the citizens of Kayshee. Perfect for an ambush.

Every Zone the characters pass through give them another Perception roll to see if they notice the course change. Anyone who passes notices that they are headed towards the mountains, not away.

If asked, the ‘droid pilot will say that he has received new instructions to take them to the power plant. The players may start to worry.

If they wish, the players may attempt Droid Program/Repair rolls to attempt to put the droid back on track. This is a Difficult roll as the Robo-hacks are designed to resist tampering. If they succeed in the roll then the ‘droid will turn but then suddenly shut down as an automated signal stops the vehicle.

Shooting the ‘droid is also an option. Unfortunately, this will destroy their only chance of interfacing with the speeder’s guidance system. It will arrive at it’s location with no chance of being stopped.

The speeder travels at a very high speed. Jumping from the vehicle is almost fatal.

Whatever happens, the players end up in Zone ‘G’.

 

ZONE ‘B’

Residential

This particular area contains some of the wealthier denizens of Kayshee City. Wide open spaces of parks filled with luscious plants, small bright flying creatures fluttering around, well-dressed citizens of dozens of species walk and talk formally and politely.

Such a nice place. It’s a shame the PC’s have to turn up.

It is in this zone Bulb and Bilb will make an attempt on the characters. They will quickly and quietly shadow the players until they are in a more secluded area of the zone, say an accessway to a building or a more overgrown part of the park.

Only characters actively searching for shadows (visually or with the Force) will be allowed to potentially spot the two Weequay. They do stand out in a crowd but are quite good at keeping a low profile if they have to.

If they are spotted they will disregard any attempts at subtlety and open fire at the PC’s and Iriss with stun weapons. The crowds of well-to-do beings will run for cover, screaming for the law to intervene. The law will appear within 12 rounds of the first shot being fired and use riot guns to control the fight.

If the Weequay succeed in drawing the characters to a secluded spot they will attempt to knock them out with stun weapons.

There are three possible outcomes -

1. The Weequay are overpowered. The PC’s escape to another zone.

2. The Weequay overpower the PC’s and take Iriss. They will flee with her in a speeder to Zone ‘I’.

3. The law turns up. If this happens, the Weequay will retreat immediately. It is advisable the PC’s do the same.

If the Weequay are captured by the PC’s they will explain to them (with very little need for intimidation) that they were hired by Ferr Nolda to capture Iriss and bring her back alive. Iriss will explain that Ferr was her personal assistant and obviously wants her for the reward money. Iriss will not say why she is so important.

If the PC’s are captured by the law, then the game is over. Iriss is secured and the PC’s jailed. Perhaps the GM would like to change this adventure slightly so that a jailbreak and planetary escape can be played out, instead.

 

ZONE ‘C’

Residential

This is the area where the lower classes live. Although not as run-down and derelict as many citizen quarters in other cities, Zone ‘C’ still has the appearance of lack of care. The streets are clean and the mood of the beings walking them are sober to say the least.

It’s in this sector that Commander Jutten will make an attempt for Iriss. He will not personally be there, but one of his officers will see them as they pass in a repulsor transport.

The officer and eight of the twenty-four Stormtroopers stationed in Kayshee will go into action immediately. They will shout that the PC’s and Iriss are Imperial traitors and call for their arrest. Setting weapons to stun, they’ll give chase.

If the PC’s are on foot it will be a simple running battle. If they are in a speeder (rented or otherwise) the repulsor transport will give chase. The repulsor transport has the same stats as a Landspeeder except it’s BODY is 2d+2 and it carries ten passengers.

After this encounter, the PC’s and Iriss will have their faces plastered all over Imperial and law enforcement bulletin boards, making their job all the more difficult. Every few minutes of game time, or every time the action seems to slow up a little, roll 1d6. If a 6 is rolled then someone has seen them and will raise the alarm or try to take them in. Roll another 1d6 to see who sees them.

1: Citizen (will call the law)

2: Citizen (as 1)

3: Lawkeeper (use ‘Lawmen of Kayshee’ stats)

4: Bounty hunter

5: Citizen (as 1)

6: Citizen (have-a-go-hero type. Choose a species and have them try to apprehend the characters)

ZONE ‘D’

Landing Bays

The landing area is a simple grid-type layout with a single landing pit in each square created by the grid. The pits have an exit on each corner leading into a network of corridors and passageways wide enough for transport speeders. When a starship lands in the pit, the roof automatically closes like a closing flower. The starship owner then has to pay to have the doors opened so that they can take off. The fee is 100 creds a day and can be paid at a ‘droid autoteller each landing pit has.

Ideally, this is the place the PC’s come to last, to get to their ship and escape.

If, at any time during the adventure, the identity of any one of the starships command crew is discovered by any of the pursuing NPC’s, the pit the vessel is berthed in will be locked down and no amount of trying to convince the ‘droid teller will get the doors open. A difficult Droid program/repair roll will be required to override the ‘droids instructions and get the door open.

Whether the PC’s are trapped or not, every person still alive will turn up at the bay to get them and Iriss. Characters captured by the law will have escaped and followed clues and citizen’s directions to get there.

They will all go for Iriss as well as each other. A huge firefight ensues between the different pursuers, decimating the whole landing bay. In the carnage, the PC’s should make their escape.

One of Julwei’s men manages to shoot one of the Stormtroopers by mistake. The Stormtroopers, already trying to decimate the others and thinking Julwei’s men allies, will start firing on them. Everyone else will be trying to fry each other, anyway.

The leaders of each group will have their henchmen fight in front of them before moving in themselves when the fighters start to thin out.

For an extra fantastic climactic scene, and if the opportunity presents itself, the main NPC’s and the PC’s should face off in the landing bay, maybe at the bottom of the ship’s ramp as the final escape is about to happen. Guns could be pointed at each other as each character gives a reason as to why they were hunting Iriss. Then a close-quarters fight kicks off, blasters discharged at point-blank range and punches thrown. This could be a real good scene.

After the PC’s have de-activated the ‘droid teller, clambered into their ship and escaped, go to the last entry ‘Away At Last’.

 

ZONE ‘E’

Office Buildings

Many of Kayshee city’s top beings work here. There are a multitude of offices and headquarters of conglomerates and corporations from all over the immediate galaxy, with many of the buildings being owned by entire companies. Flashy speeders and ground cruisers speed along the streets, small personal airspeeders land atop the higher buildings and individuals from dozens of companies stand on the slidewalks and allow themselves to be carried to work.

This is where Julwei Ordru will make his move. Being the respectable businessman he is he has eyes and ears everywhere, and as soon as the PC’s wander into this Zone he will know and despatch his lawkeepers and enough personal guards to match the number of PC’s in the group.

The firefight will be quick and to the point. The henchman will move in pairs, one with a stun weapon to get Iriss, one with a blaster set to kill to get the PC’s. They will not use explosives (after all, Iriss is Julwei’s sister and he doesn’t want to see her harmed that much).

After this encounter, the PC’s and Iriss will have their faces plastered all over Imperial and law enforcement bulletin boards, making their job all the more difficult. Every few minutes of game time, or every time the action seems to slow up a little, roll 1d6. If a 6 is rolled then someone has seen them and will raise the alarm or try to take them in. Roll another 1d6 to see who sees them.

1: Citizen (will call the law)

2: Citizen (as 1)

3: Lawkeeper (use ‘Lawmen of Kayshee’ stats)

4: Bounty hunter

5: Citizen (as 1)

6: Citizen (have-a-go-hero type. Choose a species and have them try to apprehend the characters)

 

ZONE ‘F’

Hospitals and Citizen Services

The buildings here are glass-fronted and appear very sterile - after all, it is the location of the medical services and the very stuffy Council Services. Very dejected beings wander this place, going from building to building as they are redirected to different departments to solve very simple problems. Many med-speeders fly in and out of here, too, dropping off and picking up the sick and injured.

It’s in this zone that Vedi At will make his attempt at nailing Iriss.

He and his henchmen will have stolen a med-speeder, large enough to incorporate them all. As the PC’s travel through the zone the pilot of the med-speeder will try and pull up in front of them, and then the rear doors will burst open and Vedi and his men will spill out onto the street, firing weapons set to stun at the PC’s and Iriss. Run this battle as another encounter, and have Vedi get away so that he can be there at the final battle, injured or otherwise.

 

ZONE ‘G’

Main Power Plant

This is where the adventure starts. As you can see from the map there are plenty of routes to go by to get to the landing bays so it’s up to the players to get started.

Each zone out of here has it’s own encounter. It’s up to the GM to steer them into those zones where trouble is. If the players need a rest then throw them in the direction of one of the unlettered zones for some peace.

Nothing of major importance happens here.

 

ZONE ‘H’

City Council offices and Policing Quarter

If the players have already had a run-in with either the Lawkeepers or Imperial Stormtroopers then this is the last place they’ll want to be. The PC’s and Iriss will have their faces plastered all over Imperial and law enforcement bulletin boards, making their job all the more difficult. Every minute of game time roll 1d6. If a 1 or a 6 is rolled then someone has seen them and will raise the alarm or try to take them in. Roll another 1d6 to see who sees them.

1: Citizen (will call the law)

2: Lawkeeper (as below)

3: Lawkeeper (use ‘Lawmen of Kayshee’ stats)

4: Bounty hunter

5: Citizen (as 1)

6: Citizen (have-a-go-hero type. Choose a species and have them try to apprehend the characters)

 

ZONE ‘I’

Private Landing Bays

If the players decide to head in this direction they’ll be in trouble. As the map indicates, there are only two ways out of this zone and as they attempt to leave they will see that each route is blockaded by Lawkeepers. They may have no choice but to try and get out of the city (which is a bad choice - see ‘Out of the City’ below) and make their way around the volcanic remnants to the landing bays.

The only other way through is either to force their way through the roadblock or try and steal a ship. The vessels are private ships and are therefore very expensive, and very difficult to break into. On average, the player should make a Very Difficult security roll to get in.

Getting away is a problem, also. See ‘Away At Last’.

 

OUT OF THE CITY

PC’s opting to get out of the city and walk around the outskirts are in for a shock. Although the trek is possible it is also fraught with danger for the following reasons.

The volcanic ash on the outside of the city acts like quicksand in some areas. Every round of travel there is a 1 in 6 chance of a random character stepping on one of these pits. It takes a Moderate Strength roll to get the character out from any one of the accompanying characters.

There are predators that live under the ash and feed of other creatures that walk along it. These are three-meter long creatures that resemble prawns but without the huge antennae or the multitude of legs. They had PER, STR and DEX of 2D and attack with a gaping maw (Dmg 3D). Again, there is a 1 in 6 chance every round of 1d6 of these things turning up.

There are also flying creatures here who will harass the characters which resemble four-winged hummingbirds. They swoop and dive on them and will try to snatch equipment. They have PER, STR and DEX of 1D and will try to take any equipment hanging from the character’s belts.

 

AWAY AT LAST

If the player’s finally get onto their ship and take off then the adventure is nearly over. If any of the badguys, or their henchman, are left standing then you might want to run a last-gasp space battle as they try to get away. Definitely do one if the players have stolen a ship - they took the easy way out and deserve to pay. If the players are prety badly beaten up then don’t bother - they obviously had a hell of a time getting this far and don’t need to be knocked about anymore. Maybe you could have the threat of pursuit but have them get away just as the lasers start flying.

Generally, there should be no more than four ships in pursuit, with maybe a couple of TIE fighters along for the fight. The pursuing ship should be no more powerful than a stock light freighter, but that’s up to the GM (depending on how nasty you feel).

When (or if) the players escape with Iriss she will disclose the secrets to them as way of explanation. Depending on the players' affiliation will depend on where they go from here.

Each player should be awarded six to nine skill points for this adventure.

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