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1 Traitor's Gambit

The document provides an overview of the adventure "Traitor's Gambit" from the "Dawn of Defiance" roleplaying game. It summarizes the plot which involves agents of Senator Organa seeking help from the heroes to rescue Admiral Varth who is imprisoned on Felucia. The heroes travel to Felucia, find the admiral imprisoned in an Imperial facility, and escape pursuit by Imperial forces. They deliver Admiral Varth to Senator Organa where he provides intelligence on an Imperial project.

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100% found this document useful (1 vote)
517 views91 pages

1 Traitor's Gambit

The document provides an overview of the adventure "Traitor's Gambit" from the "Dawn of Defiance" roleplaying game. It summarizes the plot which involves agents of Senator Organa seeking help from the heroes to rescue Admiral Varth who is imprisoned on Felucia. The heroes travel to Felucia, find the admiral imprisoned in an Imperial facility, and escape pursuit by Imperial forces. They deliver Admiral Varth to Senator Organa where he provides intelligence on an Imperial project.

Uploaded by

Beto T
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Traitor’s gambit

Dawn of defiance Series


Adventure #01
Jeff Greening
Table of Contents
Adventure Overview: Page 3

Episode 1: First Contact Page 7

Episode 2: Felucia Page 33

Episode 3: The Prison Facility Page 53

Index Page 77

Credits
Converted from:
“Dawn of Defiance” by Wizards of the Coast
Conversion by Jeff Greening

Ver 1.0
STAR WARS: DAWN OF DEFIANCE

Episode I
THE TRAITOR’S GAMBIT

It is a dark time in the galaxy. The evil Galactic Empire has spread from the
Deep Core to the Outer Rim, and everywhere the Empire’s tyranny can be
felt. Fleeing from the oppression of the Emperor’s minions, agents of
Senator Bail Organa have run to a remote space station above Brentaal.
Known to be a vocal opponent of the Empire, Organa may be the last hope
of freedom in the galaxy. In the hopes of stopping these dissidents before
they can reach the Senator, the Empire has alerted its forces on Sel Zonn
Station, where the struggle for liberty rages on, and the first sparks of
rebellion have begun to burn. . . .

Traitor’s Gambit 02
Traitor’s Gambit
Adventure Overview
After a chance encounter on a space The heroes negotiate for a guide to take
station with a desperate agent of them to a nearby Imperial facility known
Senator Bail Organa of Alderaan, the to the locals as the “Vanishing Place.” In
heroes negotiate with a local crime truth, this is a prison for Imperial
lord and obtain valuable cargo dissidents and traitors where Admiral
intended for the Senator. Once they Varth is being held. The heroes prepare to
deliver the cargo, the heroes learn that set off for the prison when a cry goes up in
it is actually a man frozen in carbonite the village—a scout trooper has just
who carries secret information for the spotted the village and is headed back to
Senator. Based on this information, the alert the Empire! This leads into a chase
heroes are hired (as friends of Bail scene in which the heroes ride kybucks in
Organa, enemies of the Empire, or pursuit of the scout trooper. Once the
freelance entrepreneurs) to fly to the trooper has been stopped, the heroes
planet Felucia and discover the fate of convince the Felucians to lead them to the
a turncoat Imperial Admiral. If the Imperial base immediately so that they
Admiral still lives, they are to bring him can rescue the Admiral and stop bringing
back to Alderaan. danger to the hidden village.

The heroes arrive to find Felucia under The heroes and their guide set off for the
tight Imperial control. After a brief Imperial prison facility. It is heavily
skirmish with some Imperial starships guarded from the outside, but the Felucian
in orbit, their ship makes a hard guide knows a secret way in. Once inside
landing on Felucia to avoid detection. the base, the heroes find it more lightly
The ship is damaged, though Captain guarded (and more along the lines of what
Okeefe believes it can be repaired. they can handle). During the search for
Once they are prepared, the heroes Admiral Varth, the heroes come across a
venture out into Felucia’s jungles in communication from Imperial Naval
search of signs of civilization. After Command indicating that Inquisitor Draco
fighting their way through the local is en-route to Felucia to take custody of
flora and fauna, they discover a hidden the Admiral. The heroes fight their way
village of Felucians that have fled deep through the facility and eventually find
into the jungles to escape Imperial Admiral Varth in the detention block. They
oppression. free him and head back to the secret
entrance where their Felucian guide
. supposedly awaits their return.

03 Traitor’s Gambit
Unfortunately, the heroes find trouble
instead. Their guide lies dead, and
Imperials are gathering outside the
facility. About this time, Captain
Okeefe sends the heroes a message:
She has completed repairs to her ship
and can pick them up when they are
ready. On their way to the roof, the
heroes must deal with the cruel
Captain Vischera and his genetically
modified bodyguards. Once they reach
the roof, they board Okeefe’s ship and
blast off from Felucia.

The adventure concludes as the heroes


bring Admiral Varth to the rendezvous
point designated by Senator Organa.
There, the heroes are introduced to
the Nebulon-B frigate Resurgence,
which has been commissioned by
Organa to serve as a mobile hiding
place for the Admiral. Aboard the
Resurgence, Admiral Varth is debriefed
and provides the heroes and Senator
Organa with information related to a
top-secret Imperial project.

Traitor’s Gambit 04
Sel Zonn Station
Sel Zonn Station is one of over a dozen
XQ2 Space Platforms in orbit around
Brentaal. Manufactured by Bengel
Shipbuilders some years before the
beginning of the adventure, Sel Zonn
Station has not flourished since the
rise of the Empire. Though it still sees a
great deal of traffic from Brentaal and Typical XQ2 Space Platform
from travelers, the Empire has allowed
large sections of the station to languish
and fall apart. Thanks to the rise of
anti-alien sentiment, especially on the
Core Worlds, the more run-down
sections of Sel Zonn Station are now Aboard Sel Zonn Station, all doors and
inhabited by aliens. As such, a rift walls are made of metal. Slicing the
divides the station — wealthy, stations computer terminals requires an
privileged Human Imperial loyalists opposed [211] Computers check. The
occupy the nicer sections of the station’s information terminals, can be
station, while all others are relegated found at regular intervals throughout
to worn and sometimes dangerous public areas and in private rooms.
secondary sections. These terminals can provide basic
information on the layout and facilities of
The interior of the space station the station, but not much else. Each
conforms to the Imperial standard. terminal is connected to the central
Since Sel Zonn Station orbits a Core computer system, whose programmers
World, it is far better maintained than will actively oppose anyone that attempts
other structures of its age, and the to access its systems.
main areas see constant renovations
and repairs. However, a few steps off In addition to providing boarding and
of the beaten path quickly reveal that supply services, Sel Zonn Station is host to
the station is rotting from the inside a number of businesses that cater
out. A short walk away from the main specifically to travelers. All shopkeepers on
venues leads to decrepit sections of Sel Zonn Station sell at the prices listed in
the station, filled with broken lights, the Core Rulebook. Almost all shops are
tarnished metal walls, missing deck located on the Promenade, though a few
plates, and all manner of suspicious are off the beaten path. Some of the most
aliens that have been driven out of the popular establishments include:
nicer sections by the Empire.

05 Traitor’s Gambit
By Rodney Thompson
• Gundark’s Cantina: • Mechanical Allies:
Owned and operated by a gruff Human A droid repair and sales shop, this is one of
male named “Gundark” Saff, Gundark’s the few businesses run by a non-Human
Cantina is a place where people from that hasn’t been shut down by the Empire.
all walks of life can come to relax. Operated by an untrustworthy Twi’lek
Though Gundark himself shows some named San, Mechanical Allies sells all
anti-alien bias, he does not prevent manner of droid parts and reconditioned
non-Humans from patronizing his droids. Despite the fact that most of his
establishment. As such, it is a popular droids are faulty, San has remained in
meeting place for nearly anyone on the business thanks to his own savvy and his
station, and it features a large number ability to buy off the Empire from time to
of secluded booths for private time.
conversations.
The main commercial area of Sel Zonn
• The Credit Chip: Station is known as the Promenade. Filled
A local casino that attracts a wide with shops of all kinds, as well as large,
variety of patrons, the Credit Chip is open seating areas with fountains, plants,
operated by a quiet and brooding and other decorations, the Promenade is
Human named Cecil Vane. Vane where Brentaal’s nobles and other station
doesn’t like what the Empire has done visitors go to enjoy themselves. Security is
to the station, especially since they tight on the Promenade, and Imperial
don’t take it too well when he cheats stormtroopers are on hand at all times to
Imperial officers out of their money. keep the peace. Additionally, the Empire
The most popular games in the galaxy, tries to keep the area free of aliens, and as
including sabacc and pazaak, see a lot such they harass any non-Humans moving
of play here. about the Promenade. Although they
won’t go so far as to arrest anyone, they
• Delgas Medical Supplies: often try to start fights with aliens just to
A corporate medical practice and have an excuse to lock them up. For this
pharmaceutical supplier, Delgas reason, most non-Humans tend to stay
Medical Supplies provides care to clear of the Promenade, except on rare
those who can afford it. The chief occasions.
doctor in the practice is Byra Fenn, a
talented Human woman with secrets
to keep. Dr. Fenn has had extensive
dealings with one of the station’s
information brokers, a protocol droid
named Switch, and she owes him
several favors.
Traitor’s Gambit 06
Traitor’s Gambit
Episode 1: First Contact
If the heroes arrive at Sel Zonn Station The Promenade is filled with the
together aboard the same ship, read bustle of revelry and commerce.
the following boxed text aloud: Spilling out of the gambling halls are
the sounds of victory and the
moans of defeat, while the music of
local bands issues from the
Seemingly motionless among a sea of cantinas. Only a handful of citizens
starships and satellites above the mill about in the main areas of
twinkling world of Brentaal, Sel Zonn the Promenade, a few gazing out the
Station grows larger in your view massive windows at the planet
every second. A central pylon forms Brentaal hovering below. Business
the bulk of the station’s mass, and people hawk their wares to the
three landing platforms leading to passersby, and a few Imperial
docking bays extend from the central stormtroopers make their way down
section, equidistant from one another the main avenue of the Promenade
and jutting out into space. The dorsal on their usual patrol at a leisurely
side of the station features a disc- pace.
shaped secondary structure, on top
of which blinking lights indicate the
presence of a landing platform After the heroes have had a moment to
reserved for wealthy patrons. soak in the sights and sounds of the
. Promenade, give them each a chance to
make an Average [11] Perception check.
Those who succeed notice two men
When The Traitor’s Gambit opens, the loitering on the Promenade who do not
heroes are congregating (either appear to be part of the larger crowd. Each
together or by chance) in the seems to be scanning the crowd closely as
Promenade, where their destinies though looking for someone, though they
await them. It is a typical day on the pay no attention to the heroes.
Promenade, with a slightly sparser
crowd than usual. When the heroes If the check generates a / s they also
arrive, read the following text aloud: notice that, despite wearing normal
traveling clothes, each man is carrying a
hold-out blaster tucked into his jacket, and
both men are wearing identical garments.

If the check generates aa / ss they


also notice that both men seem to be
whispering to themselves, obviously
07 Traitor’s Gambit speaking into hidden comlinks.
Within moments, a slender woman A woman with short black hair and
wearing the greasy clothes of a the greasy uniform of a mechanic
mechanic stumbles down the comes stumbling onto the
Promenade. Though she is trying to Promenade, clutching her midsection
hide it, she has clearly been wounded as though injured. She struggles to
somehow, and she looks disheveled. make her way across the floor in your
Once the heroes have had a chance to direction, though clearly she is having
see the woman, the two men make difficulty walking.
their way toward her, and she turns
and runs toward the nearest hero (or “Please, help me,” she calls out to
toward the heroes who are closest to you. “There are credits in it for you,
one another). She pleads for just help me!” Mere seconds later,
assistance, offering credits to anyone two stormtroopers burst into the area
who will help her. The two men give from the south end of the
chase, and the first encounter begins. Promenade. They raise their blasters,
aiming them at the woman, and
After the heroes make their Perception shout through their helmet speakers,
checks to notice the two Imperial
informants (whether they succeed or “Step away from that woman. She is
fail), introduce Maya, the stumbling under arrest in the name of the
Alderaanian Security agent who Emperor!”
approaches the heroes and pleads for
assistance. Read the following aloud:

The open area of the Promenade features few places to hide during this encounter.
The heroes find themselves boxed into a small, enclosed area when combat begins.
Disperse the heroes throughout the Promenade, place the two stormtroopers near
the south entrance, and place the two Imperial agents at the north entrance. This is
designed as an easy starting encounter. Feel free to increase the numbers of
opponents as required, dependant on the players current ability.

When the encounter ends, the heroes should realize that reinforcements are likely on
the way. In fact, 10 rounds after combat ends, a squad ofDawn six stormtrooper recruits
of Defiance 06
arrives. If the heroes have departed before this time, they are not pursued.
Traitor’s Gambit
Maya, Alderaanian Agent
The woman begging the heroes for
help is Maya, an agent of
Alderaanian Security who has been
grievously wounded in a run-in with
the Empire on Sel Zonn Station. Her
stat card below shows her at full
health, however when she meets the
players she has already taken 10
wounds and has the “At the Brink”
Critical injury. Maya desperately
reaches out to the heroes for help .

Maya’s chief concern is survival. She


tries to find cover and hide, hoping
that the heroes will take care of the
Imperial agents that are after her.
She will assist when possible, but
her Critical Injury makes her good
for little besides encouragement and
motivation. Maya acts defensively
on every round, taking no attacks,
and always tries to hide behind
something to gain cover from
attackers.

09 Traitor’s Gambit
Imperial Stormtrooper Intelligence Agent

These stormtroopers are solely The Imperial informants have


concerned with capturing Maya, the bought into the Empire’s
Alderaanian Security agent. They are propaganda and are willing to risk
trigger happy, though, and are more their lives to help bring enemies of
than willing to shoot anyone who the state to justice. Unlike the
stands in their way. When the stormtroopers, they don’t realize
encounter begins, they attempt to that Maya is wanted alive and use
stun Maya but use lethal force lethal force against her. However,
against any other opponents. when the heroes intervene, the
informants ignore Maya and focus
solely on the heroes.

Traitor’s Gambit 10
Traitor’s Gambit

11 Traitor’s Gambit
Once the heroes subdue the Imperial Switch was responsible for receiving and
informers and defeat the storm- storing this cargo, which was shipped all
troopers, they must quickly get to the way from the Deep Core. Maya was
safety before reinforcements arrive. If supposed to contact Switch, recover the
the heroes did not manage to save cargo, and deliver it to Senator Bail Organa
Maya, a datapad she carries contains of Alderaan. She reveals that she is a
notes on “V14” and “Switch” as clues member of Alderaanian Security and part
to the location of some valuable cargo. of Organa’s personal security detail, and
If the players choose to investigate, a that she was waylaid by the Empire mere
successful Average [11] Streetwise hours after arriving on the station.
check reveals that V14 is a deep Apparently, the fact that she works for a
storage bay on the station. If the check vocal opponent of the Emperor has
generates aa/ss the players flagged her as a troublemaker, and the
discover that Switch is a well-known Empire wants her off the station one way
droid information broker that operates or the other.
from a secret location within the
station. The heroes should be able to If the heroes agree to help her further,
figure out that something important Maya assures them that Bail Organa will
(and possibly profitable) is going on, be happy to reward them for their efforts,
and they should be on the right track and she emphasizes that the work they are
to discover V14’s secrets. helping her with could save the lives of
many innocent beings. She doesn’t go into
If the heroes keep Maya from being more detail than that, but she assures the
killed in the fracas, she directs them to heroes that her mission advances the
safe quarters where they can talk. She cause of good. If the heroes can procure
is still grievously wounded and has a the cargo from Switch, she will provide
“At the Brink” critical injury that can be them with transport from Sel Zonn Station
removed only with surgery (a Hard to Alderaan. Unfortunately, due to the
[111] Medicine check) or a dip in a recent confrontation, the heroes will need
bacta tank. However, despite her to keep a low profile, and Maya herself
injuries, she tells the heroes enough to must remain safe in her quarters until fully
set them on the right path. They need healed.
to get to deep storage bay V14, where
a droid named Switch can provide If the heroes take her up on her offer,
them with the location of some very Maya entrusts them with directions to bay
valuable cargo. According to Maya, V14 and tells them to contact her when
they procure the cargo.

Traitor’s Gambit 12
Traitor’s Gambit
Deep Storage Bay V14
If the heroes want to learn more about If the check generates aa/ss, the
the deep storage bay V14, they can do players hear that since the quarantine was
so in a variety of ways. Any put into place, the station manager has
informational computer terminal on been taking bribes to keep it that way. The
the station can confirm that bay V14 is bribes are delivered to the manager on a
on a level that is off limits to non monthly basis by an unsavory-looking
Imperial personnel. If the heroes Twi’lek, and though the Empire doesn’t
attempt to access further information like it, the local security forces ensure that
on V14, it is considered general Imperials never get too close to the
information and can be obtained with quarantined areas.
a successful Average [11] Computers
check. It reveals that bay V14 is in a When the heroes finally arrive in the
section of the station that has been vicinity of deep storage bay V14, they find
quarantined for over a year and a half, that they have entered a very neglected
yet no maintenance requests have part of the station. Many of the lights have
been made for repairs to that section.
If the check generates aa/ss, the
terminal reveals that deep storage bay
V14 is located along one of the
station’s primary exhaust systems,
meaning that exhaust conduits should
be running right through the storage
bay.

An attempt to gather local news or


rumours would require an Average
[11] Streetwise check regarding
storage bay V14. Success reveals that
despite the fact that V14 is in a
quarantined zone, a large number of
aliens are often seen going into that
zone. Rumor has it that the aliens
operate some kind of criminal
organization out of that section of the
station, and that a contingent of
Gamorreans is always on guard near
the deep storage bay.

13 Traitor’s Gambit
burned out, and blaster marks and
carbon scoring mar the walls, ceiling,
and floor. The area reeks of ozone and
electrical fires, and pools of coolant The deep storage bay is as run-down
litter the hallways at regular intervals. as the hallways leading up to it, with
After winding their way through a entire metal plates missing from the
near-labyrinth of decrepit corridors, floor and a huge, open exhaust shaft
the heroes come upon bay V14, which near the back of the room. Large
is guarded by a pair of Gamorreans crates litter the area, creating the
wielding vibro-axes. appearance of a haphazard mess, and
the air has a distinct smell of sweat
If the heroes approach openly, the and fumes that makes the entire area
Gamorreans take no hostile actions unpleasant. Flickering lights provide
and seem concerned only with modest illumination, and a burst pipe
blocking the doors. If the heroes along the ceiling leaks blue fluid
approach stealthily, the Gamorreans down one wall.
are not likely to notice and seem more
interested in conversing in their Near the center of the room is an
grunting language than in watching for item that seems very out of place — a
outsiders. large, finely crafted desk made of
Japor ivory wood, which means that
If the heroes attempt to persuade the the desk is both priceless and rare.
guards to let them in to see Switch, Sitting peacefully behind the desk is a
they might find it easier than they protocol droid with shiny, ebony
suspect. The Gamorreans are coverings that seem to soak up light
indifferent toward the heroes, and offer only the slightest reflection.
provided that the heroes do not attack The droid’s eyes flicker slightly, as
them on sight. If the heroes make a though imitating a person blinking
successful Average [11] Charm rapidly.
check, the guards let them inside. A
bribe of at least 50 credits grants the
heroes a 3 on any Charm checks .
against the guards.

Once the heroes enter bay V14, read


the following text aloud:

Traitor’s Gambit 14
Traitor’s Gambit
Meeting Switch
At first glance, Switch, the protocol to convince a number of living beings that
droid information broker, appears to he should be their leader, but the fact that
be the only occupant of the storage the thugs follow Switch loyally is a
bay, but several of his thugs and testament to his persuasive skills and his
associates are also spread throughout acumen as a crime lord.
the room. Three bodyguards hide
behind crates scattered around the When the heroes arrive in bay V14, Switch
room, and the heroes can make greets them warmly and welcomes them
Opposed [11] Perception checks to his domain, regardless of how they
(opposed by the thug’s Stealth) to enter. Even if the heroes killed the
notice them. Additionally, Switch’s Gamorreans to get inside, Switch seems
most valued companion, a blue and unfazed. As a protocol droid, he has no
red astromech droid, with the concept of the fragility or the value of life,
designation R5-B8—beeps and burbles a fact that makes him both easy to get
quietly besides the protocol droid, along with and incredibly dangerous. After
seemingly lost in its own world. Lastly, introducing himself and R5-B8, Switch
Switch’s majordomo, a Twi’lek thug, offers the heroes a drink from his
stands quietly off to one side, not extensive collection of beverages; for a
actively hiding but also not clearly droid that does not consume, he has
visible until the heroes approach the exceptionally refined tastes. Once his
desk. guests have been made comfortable,
Switch explains that his services are
Switch is a curious protocol droid that available to anyone who can pay, and he
has clearly gone a long time since implores the heroes to tell him why they
his last memory wipe. A self-fashioned have come.
information broker and budding
crime lord, Switch has aspirations to The heroes will need to convince the droid
sophistication that are likely remnants to reveal the location of the cargo he is
of his protocol droid programming. keeping for Maya and to turn that cargo
With a male personality and a over to them. If they fail using social skills,
Coruscanti-Imperial accent, Switch the combat that follows will be sufficient
could fit in among Brentaal’s nobility if to ingratiate the players to Switch.
he were not a droid. When he speaks,
he does so cheerfully and lightly, as
though his power and prestige leaves
him without a care in the world. It is
unclear how a protocol droid managed

15 Traitor’s Gambit
Switch Switch’s Thugs
3rd Degree Protocol Droid Twilek Muscle

Traitor’s Gambit 16
Traitor’s Gambit

The heroes need to get their hands on At this point the players may have
whatever cargo Switch is holding for triggered an “Obligation” to Switch,
the Alderaanian Security officer, Maya. if the GM is using Obligation rules, in
Switch initially has an indifferent which case he could re-appear
toward the heroes, they are just requesting information in repayment
potential customers / marks to him. An of their debt later down the line.
opposed [211] Charm or Deception
check could make Switch more friendly Otherwise Switch could be a useful
(depending on the Players story). source of plot hooks in future
Switch then acknowledges that he is adventures, especially if the players
holding cargo for Maya but does not are interested in working for a crime
tell them where. If they manage to get lord (even indirectly).
Switch talking, however, their options
expand greatly.

If the players befriend Switch (possibly adventure, but feel free to include your
involving further opposed [211] own adventures and enemies later in the
Charm checks), he is willing to accept campaign). Once Switch is satisfied, he
payment to release the cargo to the reveals that the cargo is in the main
heroes. For the “eminently docking bay on Blue Deck, a section of the
reasonable” sum of 1,000 credits, they station heavily travelled by Imperial
can take the cargo wherever they wish. loyalists and one of the few places where
If the heroes don’t have that much Imperial ships dock. If the heroes fail to
money, or if they don’t want to spend convince Switch to give them the cargo,
that much, Switch is willing to accept they might have another chance to
less, provided that one or more of the succeed; see the “Arrival of Ganga Lor”
heroes agrees to supply him with encounter below.
information on a regular basis from
wherever their travels may take them. Whether or not Switch agrees to turn the
cargo over to the heroes, he does not
Each hero who agrees to this deal freely volunteer the nature of the valuable
reduces the required payment by 200 goods. However, a simple bribe of 50
credits. Of course, the heroes can credits is enough to get him to reveal the
agree with no intentions of sending secret. The cargo is, in fact, another agent
information to Switch in the future, but of Alderaanian Security who has been
doing so might have dire frozen in carbonite for transport from the
repercussions. (Any such conse- Deep Core world of Empress Teta. The
quences are beyond the scope of this agent had himself frozen so that he could
be transported as cargo rather than as a
17 Traitor’s Gambit passenger, reducing the chance that the
Empire would find and arrest him.
After learning that they will be In addition to the possibility of
obtaining a person frozen in carbonite, working for Switch, the heroes have
the heroes might press Switch for a chance to make the droid a
more information on why the agent permanent contact and ally in the
was smuggling himself from Empress Core Worlds. If the heroes manage
Teta. This information requires a bribe to befriend him, Switch is open to
of 200 credits, which the droid accepts the idea of providing information
only if the heroes have successfully the heroes need, wherever they may
befriended him . be.

If the bribe is paid, Switch reveals that However, convincing Switch that this
the Alderaanian Security agent was is a good idea is a bit more difficult.
spying on the Empire’s secret interests A down payment of 500 credits is
in the Deep Core. In the months since enough to convince the droid that a
the rise of the Empire, hundreds of deal is in his best interests. Other
warships have sealed off the few kinds of compensation work as well,
known trade routes into the Deep provided that any items offered have
Core, only allowing wealthy Imperial a market value of roughly 500
loyalists in or out of that region of credits.
space. Over the last few months, the
Empire has set up the Deep Core If any of the players have the
Security Zone, and Emperor Palpatine “Recruitment” Duty, the GM should
himself has overseen the transfer of reward the players accordingly if
large amounts of resources and nobles they succeed at recruiting Switch.
loyal to the Empire into the Deep Core.
The frozen security agent had been have access to a ship, Switch offers them a
scouting one of the dozens of worlds small fee to deliver the ale to Alderaan,
that the Empire had discovered during with the promise of 500 additional credits
its recent expansion into the Deep on delivery. The Corellian ale is stored in
Core. the same docking bay as the frozen
security officer, in a crate that can be
Once the heroes convince Switch to carried by a single person. If the heroes
turn over Maya’s cargo, they also have agree to deliver the crate, they can do so
the opportunity to make a bit of a without complications once they arrive on
profit. In addition to the cargo he is Alderaan. The credits will be sent to an
holding for Maya, Switch has a crate of account that Switch sets up on Alderaan,
bottles of Corellian ale that is bound from which the heroes can easily retrieve
for Alderaan. If, over the course of their payment.
their conversations with the protocol
droid, the heroes mention that they Traitor’s Gambit 18
Traitor’s Gambit
Arrival of Ganga Lor
Once the heroes have concluded their
business with Switch, an unexpected
visitor arrives. If the heroes left the
Gamorrean guards alive, they now die Ganga Lor is no fool, but he is a
squealing amid a hail of blaster bolts, coward. He immediately seeks cover
which can easily be heard from inside when the fight begins, letting his
bay V14. Bursting into the room is thugs take risks in his place. If the
Ganga Lor, a Chevin gangster, and a heroes seem to be targeting him
handful of his thugs. Read aloud the specifically, Ganga Lor fights
following: defensively, using his actions as
manoeuvres to take cover and
assume a defensive stance. If the
Blaster fire sounds from outside in heroes don’t seem to be paying any
the hall, and suddenly the blast doors attention to him, he uses the aim
leading into the storage bay slide manoeuvre, but still fights
open to reveal a number of armed defensively.
thugs outside. In the midst of the
rabble is a large Chevin, his trunk Lor’s thugs have no real strategy to
hanging low to the ground and his their actions; they are straight-up
mouth twisted in a snarl. “So you fighters who care little for complex
thought you could hide your deal with tactics. However, Switch’s own thugs
the offworlders from me, droid? I’m take pains not to hit Ganga Lor’s
tired of not getting my cut! Turn him goons — the Chevin secretly paid
into a scrap heap, boys! them to miss on purpose so that he
could take Switch down more easily.
If Ganga Lor sees that the fight is
going badly for him, he calls upon
Switch’s thugs to switch sides, which
they do. (This is a good opportunity
The heroes, Switch, and his thugs
to increase the difficulty of the
should be set up away from the
encounter later in the fight. On the
door, behind some of the crates
other hand, if the fight is going
near the middle and back of bay
poorly for the heroes, or if it might
V14. When the encounter begins,
go either way, don’t have Switch’s
Ganga Lor and his thugs enter
thugs change sides at all.)
through the same double doors the
heroes came through.

19 Traitor’s Gambit
Ganga Lor
Ganga Lor is a Chevin petty crime lord
who has been engaged in a rivalry with
Switch for years. Ganga Lor came to
the station around the same time as
Switch, and the two have never gotten When the encounter ends, Switch
along. thanks the heroes for their
assistance and tells them that Ganga
This massive Chevin looks old, even for Lor brought all of his cronies to the
his species. His trunk hangs low and fight. Thus, the heroes have little to
scars cross his face, giving him a fear in the way of reprisals from the
weathered look that matches his Chevin’s organization.
leathery skin. His clothes are little
more than rags, and a large blaster
pistol pokes out from beneath his vest
as though ready to be drawn on a
moment’s notice.

Traitor’s Gambit 20
Traitor’s Gambit

Switch is most grateful for the heroes’ If Switch does not survive the encounter,
assistance in the fight. If they had not the heroes can learn the location of
yet convinced the droid to turn over Maya’s cargo by slicing into the computer
Maya’s cargo, he agrees to do so now in his desk, requiring an Hard [111]
(otherwise, he agrees to work for the Computers Check. When the encounter
Alliance without a down-payment, see with Switch is concluded, the heroes can
recruiting Switch sidebar). Additionally, head to Blue Deck’s main docking bay and
if the heroes need medical attention, retrieve the cargo.
he promises to call in a favor with Dr.
Fenn of Delgas Medical Supplies to get
them treated free of charge.

21 Traitor’s Gambit
Blue Deck
Blue Deck is one of the nicest and As the turbolift doors slide open and
most dangerous sections of Sel Zonn you step out onto Blue Deck, it is like
Station. Reserved almost exclusively entering a wholly different space
for Imperial loyalists and off-duty station. The floors are polished and
personnel, Blue Deck is a combination possess a metallic sheen, and the
of luxury and fanatical devotion to the massive windows along one wall
Empire. Everything on Blue Deck is grant the most magnificent view of
pristine and well maintained, with Brentaal available on the station.
none of the technical problems seen Maintenance and service droids flit
elsewhere on the station. Propaganda about from one place to the next,
posters for Emperor Palpatine cover keeping everything clean and
the walls, and the insignia of the ordered.
Empire is found almost everywhere the
eye can see. Stormtroopers guard Moving about the halls of Blue Deck
every entrance and exit to Blue Deck, are large numbers of Humans, most
and while they examine everyone of them wealthy by all appearances.
closely, they make no move to stop They pay little attention to the few
anyone from coming or going—at aliens found in the area, except,
least, not often. perhaps, to sneer as they pass.

The anti-alien bias encountered on the


Promenade is even worse here. When the heroes reach Blue Deck, they
Shopkeepers steadfastly refuse to might head directly to the main docking
serve non-Humans, and cantina bay, which is fine but leaves them ignorant
bouncers prevent them even from of developments in the hangar bay. If the
entering the establishments. Very few heroes take the time to make an Average
aliens walk the halls of Blue Deck, and [11] Streetwise check to retrieve local
those that do are usually servants or news and rumors, they discover that the
slaves of nobles and Imperial agents. Empire has just sent an entire squad of
storm-troopers to the main docking bay to
When the heroes arrive on Blue Deck, check out some suspicious cargo. If the
read the following text aloud: heroes do not try, they can learn the same
information by making a successful Hard
[111] Perception check to overhear two
nobles talking about the situation.

Traitor’s Gambit 22
Traitor’s Gambit
Skig Benos
Imperial Informant

As the heroes make their way across After any successful Coercian check, Skig is
Blue Deck, they see a face that might willing to tell the heroes almost anything
be familiar. Any heroes who managed so that they will let him go. This includes
to notice the two Imperial informants lying to them—he makes Deception
on the Promenade before Maya checks [21] (roll behind the GM screen
approached them now also notice a against the target heroes Cool) every
similarly dressed man on Blue Deck. In round until caught in a lie—and Skig’s lies
fact, any hero who succeeds on a include that the Empire has discovered
Average [11] Perception check them, that the Empire has killed Maya,
realizes that this man was on the and that he’s just a merchant out for a
Promenade earlier but fled at the first walk on Blue Deck. A frightened Skig
sign of blaster fire. The man is Skig simply wants to get away, and he does
Banos, an Imperial informant and everything he can to escape without
world-class coward. With a mop of getting killed or raising an alarm.
greasy black hair and a physique that is Truthfully, Skig is equally scared of the
little more than skin hanging off bones, Empire and fears that they will betray him
Skig looks a bit on the pathetic side. at any time.
His beady eyes and oversized nose give
him a more sinister edge, causing him If Skig can be befriended (any successful
to resemble a wild womp rat eager to Charm check), he actually volunteers
escape captivity. useful information. He knows that the
Imperials were recently tipped off about
If the heroes confront Skig, he contraband in the main docking bay (by
immediately tries to escape. If the one of Ganga Lor’s toadies looking to
heroes manage to stop him without make a few quick credits, though Skig
making too much of a ruckus, they doesn’t know that) and have gone to
should be able to interrogate him and investigate. He saw at least three
get a bit more information about what stormtroopers and an officer head toward
is going on. Skig is too afraid of being the docking bay, though he thinks there
harmed by the heroes to raise an may be more in the bay. Additionally, Skig
alarm. The heroes now have the saw them moving a repulsor sled into the
choice of either befriending Skig, using main docking bay, meaning that they have
an Average [11] Charm check, or some heavier weapons at their disposal.
scaring him into talking, an Easy [1] With this information in hand, the heroes
Coercian check. should be a bit better prepared for the
fight ahead of them.

23 Traitor’s Gambit
Main Docking Bay
The main docking bay on Blue Deck is By the time the heroes arrive, the Empire
used by the Empire to ferry cargo and has discovered the Alderaanian Security
personnel from the station to the agent’s carbonite block, and a
surface of Brentaal and back. Switch stormtrooper is using the repulsor sled to
managed to get Maya’s cargo stored move it from one of the storage rooms
here by calling in some favours, into the main docking bay. When the
reasoning that the Empire would not heroes burst onto the scene, the Imperial
think anyone would be bold enough to officer immediately moves to take cover
hide contraband right under their behind the nearest crates. As soon as the
noses. officer has line of sight to all his allies, he
activates his Tactical Direction ability and
The main docking bay is a large, open calls for backup. The stormtrooper piloting
area with a control room and two side the repulsor sled releases the tow cable
storage rooms. When the players enter pulling the hovering block of carbonite,
the main docking bay, read the and the other troopers move to take down
following aloud: the heroes as quickly as possible.

The massive hangar smells of exhaust


fumes and spilled coolant and
When the encounter begins, all of
appears to have seen quite a bit of
the enemies except for the
activity recently. Crates stand stacked
stormtrooper on the repulsor sled
up throughout the hangar, waiting for
are in the main hangar. Two
whatever shuttle is to transport them
stormtroopers flank the middle door
down to the surface. Three doors lead
on the western side of the hangar,
off the left side of the room; the
waiting for the repulsor sled to
bottom two are close together, and
move out and drag the carbonite
the top door leads into a control
block with it. The repulsor sled is in
room with a transparent window
the upper storage room, towing the
overlooking the hangar itself.
carbonite block, and emerges on the
first round. The remaining two
stormtroopers stand by the crates
on the eastern side of the hangar
bay, with the sergeant standing a
few steps away giving orders.

Traitor’s Gambit 24
Traitor’s Gambit

25 Traitor’s Gambit
This encounter features a large, open hangar bay with a number of places to hide and seek
cover. Additionally, part of the encounter involves recovering an Alderaanian agent frozen in
carbonite. The carbonite block has its own repulsors and hovers at roughly waist height on a
Human. The block can be moved as a free action when someone else moves with it, though the
person moving the block must remain adjacent to it throughout its movement. The carbonite
block has a soak of 7, defence of 2 and 20 wounds. If the block takes wounds equal to its
capacity, the agent inside is killed.

Traitor’s Gambit 26
Traitor’s Gambit

Even if the heroes defeat the Imperial If the heroes did not save Maya, the GM
agents in this room, they probably has several options. The heroes might
have only a few rounds before have met Captain Okeefe previously on the
reinforcements arrive. A squad of six Promenade, or she might have been
stormtrooper recruits arrives 10 referred to them by Switch, who knew that
rounds after combat begins, so if the they would need transport off the station.
heroes have not escaped by that time, Failing that, the heroes might need to take
the fight escalates. Once the their cargo and find a place to hide on the
heroes call Maya, it takes 5 rounds for station until they can hire passage to
their escape ship to arrive. Unless Alderaan or stow away on a ship.
they finish off the stormtroopers Regardless, the heroes should take the
quickly (or call Maya before the fight is frozen agent to Alderaan as quickly as
over), there might be a few tense possible.
moments in which the heroes must
fight stormtroopers as they climb into
the Banshee.

Once the heroes obtain the agent


frozen in carbonite, it quickly becomes
time to get away from the Imperial
presence on Sel Zonn Station. If the
heroes managed to save Maya, she
awaits their call on the comlink and
sends one of her allies to pick them up.
A short 5 rounds after the heroes call
Maya for assistance, a large Baudo-
class Star Yacht named the Banshee
drifts into the main docking bay and
lowers its ramp. Over the loudspeaker,
the ship’s captain, a woman named
Sirona Okeefe, calls out to the heroes
that Maya sent her to fetch them.
When the heroes all board the ship,
Captain Okeefe blasts off from Sel
Zonn Station and makes a quick jump
to hyperspace, headed for Alderaan.

27 Traitor’s Gambit
Rendezvous on Alderaan Meeting with Bail Organa
Eventually, the heroes should make The encounter with Bail Organa should be
their way to Alderaan to rendezvous short and should set the heroes on the
with Bail Organa. Captain Okeefe can path that will carry them throughout the
take the characters to meet with the Dawn of Defiance campaign. The meeting
Senator, and she encourages them to should impress upon them the magnitude
relax and recuperate during the of their discovery. To be invited into the
journey to the peaceful planet of palace of an Imperial Senator and famous
Alderaan. Feel free to use this time to diplomat like Bail Organa is something that
allow the heroes to return to full most citizens can only dream about, and
health and take care of anything they the discussion that follows is all the more
need to do during the trip through remarkable for the simple fact that the
hyperspace. The journey to Alderaan Senator’s power can shape the lives of
goes off without a hitch, and as the billions. Be sure to emphasize the gravity
Banshee soars over the planet, the of the situation and how exceptional it is
heroes enjoy a great view of the for a Senator to request the aid of
beautiful landscape of the world. Any unknowns.
heroes near the cockpit overhear
Aldera’s spaceport control tower When the heroes have made themselves
clearing the ship to land at the Royal comfortable in the palace, read the
Palace’s landing pad. following text aloud:

When the heroes disembark, they are The doors to the Grand Hall open,
immediately greeted by several and in strides a middle-aged man
Alderaanian honor guards and one of who has a well-kept goatee and is
Bail Organa’s servants, who escorts wearing Senatorial robes. Easily
them into the palace and to the Grand recognizable as Bail Organa, he smiles
Hall—an ornately decorated chamber and nods to the servants before
where the royalty of Alderaan holds turning to you. “Welcome to
court. The heroes are given Alderaan,” he says. “I had hoped we
refreshments and asked to wait on might meet under more pleasant
Organa’s arrival. During this time, the circumstances, but unfortunately the
Senator’s servants unload the precious Empire makes almost everything
cargo from the Banshee and set about unpleasant. Still, I am glad to see that
releasing the Alderaanian Security the . . . difficulties at the spaceport
agent from the carbonite. The heroes above Brentaal didn’t impede you too
aren’t kept waiting long; Senator much.
Organa arrives soon.

Traitor’s Gambit 28
Traitor’s Gambit

After Organa delivers his proposition, the


heroes probably have a number of
questions. Here are some possible
answers to likely questions:
“I’ve asked you to join me today
because the agents of mine that you Who is this admiral?
rescued seem to think you can be “Admiral Gilder Varth is a veteran of the
trusted. Since you worked hard to Clone Wars and an honorable man. He
help them, I believe I can put my faith commanded one of the ships at the Battle
in you as well. I have a task that of Coruscant and was promoted for
needs to be completed, but bravery. His loyalty to the Empire seemed
unfortunately my status as a Senator unwavering, but once you’ve seen what he
prevents me from taking care of it has seen . . .”
myself, or even from sending
someone directly associated with the What kind of opposition will we face?
Royal Family. “The Imperial presence on Felucia is light.
The facility itself is a secret, so they do not
“The planet Felucia was ravaged advertise its presence with large numbers
during the Clone Wars, but once the of troops. Our knowledge of the facility’s
fighting was over, the Empire set up a existence is our greatest advantage.
permanent facility on the world. Additionally, you shouldn’t be going
Nothing large—just a small garrison anywhere near the planet’s major cities,
where they could keep prisoners out so you should be able to travel largely
of the way. Some months ago, I was undetected.”
contacted by an Imperial Admiral who
was disillusioned with the way the What is Felucia like?
Empire had twisted the once-great “Dense overgrowth, huge fungi, and
Republic, and he began feeding me massive creatures are the order of the day
sensitive information. A little over a on Felucia. It’s a wild, untamed planet, and
week ago, that communication you should be careful to avoid much of the
stopped. My agents tell me that the local wildlife.”
Admiral has been taken to Felucia,
where he is being held against his What’s in it for us?
will. I’d like you to learn what has “Each of you will receive 2,000 credits, and
become of him, and rescue him if you if things go well, I will guarantee more
can. work when you return. Additionally, if the
Admiral has as much information as I
believe he does, this could be an excellent
chance to strike a blow at the Galactic
Empire.”
29 Traitor’s Gambit
Captain Sirona Okeefe
If the heroes agree to discover the fate
of Admiral Varth, Senator Organa tells
them that he has arranged transport
aboard a vessel owned and operated
by one of his longtime friends. Sirona
Okeefe is a free trader and transport
pilot who frequently works for Organa
and his agents— most recently, Maya.
On retainer from the Senator, Captain
Okeefe is a beautiful middle-aged
woman who knows her way around
the galaxy.

For the first arc of the Dawn of


Defiance campaign, her modified
Baudoclass Star Yacht, the Banshee,
will serve as the heroes’ primary mode
of transportation. Captain Okeefe is
fiercely loyal to Senator Organa and
trusts the heroes only because he
does.

The captain is something of a black


sheep in her family (which hails from
Brentaal) and doesn’t care to speak
about her past. She does mention that
she has a niece who aspires to follow
in her footsteps. Otherwise, Okeefe
always keeps the conversation light
and flirty. Captain Okeefe is also very
fond of her droid copilot, an RX-13
pilot droid nicknamed “Crash,” who is
curmudgeonly and prefers to gripe
about nearly everything rather than go
about his duties. Still, the two make a
good pair—the Banshee runs smoothly
and has a number of special
modifications that make it more than a
match for Imperial patrols.

Traitor’s Gambit 30
Felucia
Astronavigiational Data:
Outer Rim Territories

Government:
Small Tribal Communities

Population:
Unknown Typical XQ2 Space Platform

Language:
Felucian, Basic

Terrain:
Colourful humid jungle
The hardships of settlement produced few
Major Cities: cities of note on Felucia, including Kway
Kway Teow, Har Gau and Niango Teow, Har Gau and Niango. Before the
Clone Wars, the Commerce Guild firmly
Major Exports: held these population centers. What little
Healing Plant Nysillin corporate independence there was
huddled in a few scattered townships
Trade Routes: founded by escaped workers and fugitive
Perlemian Trade Route union organizers.

Background: Felucia was a challenging world to


Once a major holding of the colonize. Many of the indigenous plants
Commerce Guild, Felucia was a world aggressively defend themselves. Sharp
teeming with fungal life-forms and barbs, shooting spores, and poisonous
immense primitive plants. Much of the defenses scuttled early attempts at
planet has a fetid, humid landscape agriculture. Still, the Gossam colonists
overgrown by forests of bizarre carved out a few footholds on the planet,
wilderness. Many of the life-forms on exploiting its porous crust and expansive
Felucia are partially or completely arterial network of underground and
translucent; they color the sunlight as surface water circulating around the
the beams penetrate their skin. planet. This allowed modern water
Beneath the hazy canopies of the processing to be concentrated in several
enormous pitcher plants and leafy key locations, efficiently scrubbing the
growths is a surreal color drenched waters and ridding it of harmful, naturally
landscape. occurring impurities.
Traitor’s Gambit 32
Traitor’s Gambit
Episode 2: On Felucia
Senator Organa gives the heroes as Imperial presence on Felucia is based
much time as they need to prepare for primarily around protecting the small
their journey and sees them off. The prison facility left on the world. The few
journey from Alderaan to Felucia is cities on Felucia have Imperial garrisons,
relatively uneventful and should give and the Gossam colonists remaining on
the heroes plenty of downtime before the world after the Clone Wars must deal
their mission begins. with Imperial persecution.

Felucia is an out-of-the-way jungle However, the heroes won’t be going


world where massive mushrooms anywhere near the cities. The prison
dominate the landscape. The native facility, which does not exist on any official
Felucians retreated into hiding many maps, is located deep in the Felucian
years ago when Gossam colonists jungle. If not for the Alderaanian Security
came to the world. Though the fierce agent frozen in carbonite, neither Bail
battles of the Clone Wars made their Organa nor the heroes would have any
way to the planet eventually, Felucia knowledge of the facility’s location. The
was left largely unscathed, and once Banshee has the coordinates in its nav
the Separatist forces were defeated, computer, and the course plotted by RX-13
the newly created Empire mostly should bring the ship out of hyperspace on
withdrew from the system. As Bail the side of the planet nearest to the prison
Organa explained to the heroes, the facility.

33 Traitor’s Gambit
Evasive Manoeuvres As the blue tunnel of hyperspace
fades away and the pinpoints of stars
As the Banshee emerges from fill the windows of the cockpit, you
hyperspace, Crash informs Captain get a brief glimpse of the planet
Okeefe that their trajectory was Felucia hanging just below your ship.
perfect and that they are approaching Almost instantly your eyes are drawn
in a vector that will take them to the to the dagger-shaped starship
Imperial prison facility. Almost looming ahead of you—an Imperial
instantaneously, the sensor board Star Destroyer.
lights up with contacts—Imperial
contacts. The massive, dagger-shaped “Hold on,” Captain Okeefe says,
visage of a Victory-class Star Destroyer “We’re in for a bumpy ride.”
looms above the planet, and within
seconds the flickering sensor board With that, the captain slams the
indicates that the capital ship has control stick forward, sending the
turned to intercept the Banshee. ship tumbling rapidly into the
Captain Okeefe orders everyone to atmosphere of the planet. As the
strap in so that she can make evasive Banshee passes through the thin
manoeuvres. When the heroes comply, cloud layer, you get a good look at the
read the following text aloud: fungal swamps and jungles of Felucia,
where towering mushrooms reach up
into the air like skyscrapers. It would
be beautiful if it weren’t rushing up at
you so quickly.

Eventually, Captain Okeefe pulls the


ship out of its dive, a move
accompanied by the sounds of metal
shearing from somewhere in the rear
of the ship. The transport lurches,
nearly throwing each of you to the
ground, and dips sickeningly down
toward the fungal canopy. Another
massive bump jostles the ship before
the captain brings the vessel to a
screeching halt, resting deep within
the mushroom jungles.

Traitor’s Gambit 34
Traitor’s Gambit
Searching for Civilization
When the dust settles, Captain Okeefe the directions to the prison facility, which
and Crash quickly move around the she can upload into any datapads carried
ship, assessing the damage and by the heroes. This should give them the
ensuring that no one is injured. After a location of the Imperial prison facility and
few minutes, the captain opens the the relative location of the Banshee so
hatch and steps outside into the they can make their way back.
jungle. The thick, humid air seeps into
the ship almost immediately, and soon When the heroes first step off of the
she returns with less than stellar news. Banshee, read the following text aloud:
While the Banshee has survived the
landing mostly intact, it won’t be Your first steps onto the soil of Felucia
taking off any time soon. make it clear that this planet is truly
alive. Massive mushrooms tower
Okeefe thinks she can make the overhead, their overhanging edges
repairs, and fortunately the ship is creating a canopy that blocks out
hidden by the Felucian jungle’s canopy. much of the planet’s sunlight. Every
However, she cannot give the heroes step on Felucian soil turns up insects
an estimate of when the work will be and other fungi just beneath the
done. She suggests (if the heroes don’t surface. The noise of the jungle is
do so themselves) that they make their loud and alien, full of the sounds of a
way through the jungle toward the hundred insects and animals moving
prison. The ship’s navigational systems through the mushroom swamps, all
brought the vessel down near the part of a living and vibrant ecosystem.
prison facility, so it shouldn’t take
them more than a day or so to trek
through the jungle and discover the Traveling through the jungle toward the
ultimate fate of Admiral Varth. Imperial prison requires frequent Survival
checks to stay on course and avoid
Although supplies are limited, Captain hazards. The journey requires at least 12
Okeefe offers to give the heroes hours’ worth of successful progress from
whatever food or water she has. There the Banshee to the facility. The heroes
are enough removable supplies on the must make an Hard [111] Survival
ship to provide water and nourishment check each hour of travel. Success
for a week’s journey, though the indicates that they make progress toward
heroes certainly shouldn’t be gone that their destination, whereas failure results in
long. The captain provides them with no progress. If the check generates ff
or tt, the group might encounter a
hazard. Sample hazards are described
below, but you should feel free to include
35 Traitor’s Gambit any other jungle hazards appropriate to
the planet.
Acid Pool: Razor Mushroom:
Acid pools are dangerous hazards on These fungi are extremely dangerous and,
Felucia because they resemble pools of like the exploding fungus blooms, activate
standing water. Each acid pool can be only when someone gets too close. If the
detected with a successful Average heroes encounter this hazard, one hero at
[11] Perception check. Any hero who random passes too close to a razor
fails this Perception check steps in a mushroom. The mushroom bursts
pool of acid, taking 2 wounds (ignoring outward with spines and razor-sharp
soak). The character will continue take tendrils, making a melee attack against
further sets of 2 wounds if they do not that hero with the following profile:
wash the acid off with water, or pass Melee [211], Damage 6, Peirce 4
an Average [11] Resilience Check. A
player with medical supplies can assist Sinkhole:
the victim, requiring an Average [11] Throughout the jungle are a
Medicine check. The damage number of sinkholes, created when the
continues to stack until the acid or roots of a massive fungus rot away but
washed off or the Resilience/Medicine leave detritus in the ground. Spotting a
check is passed. sinkhole requires an Average [11]
Perception check, and success means the
Exploding Fungus Bloom: sinkhole is avoided. Any hero who fails this
These blooms are filled with chemicals check falls into the sinkhole, which is 10
that become highly explosive and meters deep and leads to a pit with a
flammable when combined. When the thin layer of sludge at the bottom. Any
heroes encounter this hazard, one hero who falls in takes 5 wounds (ignoring
hero at random bumps into an soak) falling damage.
exploding fungus bloom. The bloom
explodes, making a ranged attack with
the following profile at short range:
Ranged [211], Damage 6, Blast 5

Traitor’s Gambit 36
Traitor’s Gambit
In the Wilds
Once the heroes have made at least 6 believe that the heroes are Imperial agents
hours’ worth of progress toward their come to snatch others from their village.
destination, they encounter a group of
natives—a Felucian scout party, just The Felucians are hiding on swampy
returning from patrol. Of late, the islands in the shallow pool, and they wait
Felucian villages have been plagued by until the heroes are in their midst before
Imperial agents capturing their scouts, attacking.
and as a result the Felucians are
extremely wary of outsiders. As the
heroes enter a clearing, four Felucian
scouts emerge from the underbrush to
attack, thinking them to be more
Imperial agents.

Read aloud the following:

The cacophony of noise created by


insects and other animals makes it
nearly impossible to hear the splash
of your footsteps through the
Felucian swamp. The open area you
walk into resembles a large, shallow
pool of water with narrow islands
rising out of the water, looking like
stepping stones that are slightly too
far apart to jump across. A faint mist
hangs over the swampy ground,
drifting over the still pool of water.

Four young Felucian scouts lie in wait


in this area, having heard the
heroes coming from some distance
away. The scouts don’t have any real
malicious intent for the heroes, but
they are young and impulsive and

37 Traitor’s Gambit
When all of the Felucian scouts are
out of the fight, or if more than half
of the heroes have been
incapacitated, a man’s voice echoes The Felucians move to melee range
through the swampy area. “Peace! almost immediately, hoping to use
Please, stop fighting!” Vazus their skullblades whenever possible.
Mandrake intervenes in the fight, If a distant hero targets one of the
begging the Felucians and the scouts, that scout will often retaliate
heroes to end the conflict. with his Force blast power, though
Mandrake knows that the fight is the Felucians usually save this for
just a misunderstanding, and he knocking down fleeing and injured
hopes to bring peace between the enemies.
Felucians and the heroes, who he
can see are not agents of the
Empire.
Traitor’s Gambit 38
Traitor’s Gambit
Felucian Sanctuary
After the heroes defeat the Felucians, • The former Separatist, an older man
they should quickly discover that they named Vazus Mandrake invites the heroes
are on the outskirts of some kind of into the village, explaining that their fight
village. Once the noises of battle die with the Felucian scouts was just a
down, the heroes can make out the misunderstanding.
sounds of panic just through the
jungle. As they follow these sounds, • The heroes notice signs that the
they find a makeshift village on the Felucians aren’t friendly to the Empire
other side of the undergrowth such as an effigy, dressed in stormtrooper
populated with more Felucians, as well armor, hanging outside the village.
as a few other surprises.
• You can impress upon the heroes the
A hidden village deep within the fact that the village might be a good place
Felucian jungle, this sanctuary is home to ensure that their directions are correct
to more than a dozen Felucian families. and learn about any other hazards leading
Additionally, a former Separatist up to the prison facility.
soldier, now a hermit on the fungal
world, resides in the village, hiding When the heroes enter the village, read
from the Empire. The sanctuary has the following text aloud:
remained a secret in the months since
the Empire took over, and it is a place
where the Separatist and the Felucians The village appears to have been
can live without fear of Imperial carved almost completely out of the
discovery. massive mushrooms that dominate
the Felucian landscape. Each one
The village provides a place for the looks old and petrified, making the
heroes to rest and recuperate a bit mushroom huts appear far more solid
from their trek through the jungle. than their still-living counterparts
Additionally, the sanctuary offers a elsewhere in the jungle. In the center
number of interesting roleplaying of the village, a number of native
opportunities for the heroes, allowing Felucians gather in a half circle,
them to interact with the locals and squatting by a cooking fire and
discover more about the conditions on turning to look at you as you enter.
the planet. If the heroes are reluctant Though the village area has been
to enter the village due to their recent cleared, small mushrooms and other
conflict with the Felucian scouts, feel plants still rise up from the ground, as
free to use the following to motivate though the jungle itself resisted any
them: attempts at civilization.

39 Traitor’s Gambit
While in the village, the heroes are
approached cautiously until they
convince the residents that they mean
no harm. Unless the heroes are visibly
pretending to be Imperial officials, the
villagers are more curious about them
than anything else.

If the heroes befriend the Felucians,


the natives are happy to take them in
and provide them with food and
shelter, at least for a short time. Most
of the villagers believe any non-
Imperial visitors to be victims of
Imperial oppression, as they are, and
the Felucians are always eager to assist
anyone who is not an agent of the
Empire.

The encounters described below can


occur any time that the heroes are in
the village. Feel free to use the
location as a place where the heroes
can recuperate and interact with the
locals. In Episode 3 of The Traitor’s
Gambit, the heroes will confront
captured Felucians that have been
tormented and twisted by the Empire.
Therefore, use this time to let the
heroes get to know the natives so that
they will be more sympathetic later.

Dawn of Defiance 06
Traitor’s Gambit
The Translator
Living among the native Felucians is a happily translates for the heroes.
former Separatist commander named Befriending him requires an opposed
Vazus Mandrake. A middle-aged Charm [111] check, however if they
Human male from Corulag with a mention that they are opposed to the
scarred face and stringy gray hair, Empire, the difficulty is reduced to simple
Mandrake was stranded on Felucia (-). Once befriended, he will not only
during the Clone Wars after his translate for them but also attempt to aid
mercenary unit was destroyed by clone on any checks the heroes make on the
troopers. Crawling off into the jungle Felucians (adding 3 3 to the pool).
while grievously wounded, Mandrake
managed to escape execution by the Mandrake is an important ally for the
clone troopers and nursed himself heroes. In addition to his ability to
back to health. When the war ended translate for them, he has some
and the Empire rose, Mandrake knowledge of the Imperial prison facility. If
decided to make his home among the the heroes mention the facility in
Felucians, where he has been living Mandrake’s presence, his face darkens and
ever since. He also tends a small group he becomes very serious. Mandrake has
of kybucks that he imported to the wanted to destroy the prison for some
world when his unit was stationed time now, though his new life among the
here. Although his unit fell, the Felucians has cooled his passions
kybucks survived, and Mandrake has somewhat and he is no longer so gung-ho
named them all after his former about doing the job himself. If he learns of
comrades. the heroes’ intentions to raid the facility,
he begs them to help him with his
If the heroes do not have a translator sabotage. Mandrake produces a large
droid, Vazus Mandrake approaches explosive charge and explains that if they
them and offers to serve as their go can set it in the facility’s communications
between with the villagers. Mandrake center, the blast should be powerful
is an expert in the Felucians’ guttural enough to destroy the prison and overload
tongue, and he can converse with Imperial communications on Felucia for
them fluently. He is immediately some time. That will also make it easier for
curious about the heroes and their the heroes to escape from Felucia. If the
intentions, and if they make it clear heroes agree, Mandrake gives them the
that they are not allies of the Empire, explosive charge and shows them how to
he treats them like old friends. Though set the timer.
bitter about his defeat at the hands of
the Empire, Mandrake is genial and

41 Traitor’s Gambit
Vazus Mandrake Kybucks

Traitor’s Gambit 42
Traitor’s Gambit
Scrutiny of the Chief
After the heroes have been in the After a brief examination of the heroes,
village for a short time, they are the chief turns to them as a group and
approached by an elderly Felucian begins to speak. Particularly, he wants to
shaman that Mandrake (or the heroes’ know who they are, why they have come
translator droid) describes as the chief. to Felucia, and what they intend to do
The chief is obviously extremely old, about the Empire. (The chief secretly
and the tendrils around his head hopes that they might help discourage the
appear to be shrunken and damaged. Empire from staying on Felucia, though he
The shaman has also seen his share of shows no signs of it.) This encounter is one
battles; his body is covered in scars, of the most important the heroes can have
and one arm looks withered and in the village, and much depends on how
blackened as though infected with they treat the chief and how they answer
some kind of shrivelling disease. his questions.

The chief comes to the heroes and The most beneficial outcome of the
scrutinizes them, looking them over meeting with the chief is that the heroes
without saying a word. If any heroes in gain the trust and help of the Felucian
the party are Force Sensitive, the chief village. Specifically, if the heroes succeed
pays particular attention to them, and in this challenge, the chief appoints a
such characters hear faint, guttural scout from the village to guide them to the
whispers as he passes by. On the other Imperial prison facility. Befriending him
hand, if any heroes have a morality requires one or more Opposed [111]
score less than 40, the chief appears to Charm or Deception checks, depending on
scowl at them, his gaze lingering just a the players story. If successful, he is willing
bit longer than on the others. to consider providing them with a guide.
The chief also speaks of the numerous
dangers in the jungle (many of which the
heroes might have encountered already)
and cautions them not to proceed lightly.
Although they have made it this far, there
are many hazards that they have not yet
faced, among them massive predators
such as the Felucian rancor.

43 Traitor’s Gambit
If the heroes indicate that they will do Place” and steer clear of it whenever
something more permanent about the possible. The chief explains that many
Imperial presence on Felucia (such as Felucians have disappeared in the area
planting Mandrake’s explosive charge), around the Vanishing Place, and when the
the chief agrees to provide them with Felucians sent a few shamans to
a scout who can lead them directly to investigate, they had to leave quickly
the facility. On the other hand, if the before they were overwhelmed with pain.
heroes keep their intentions closer to The chief believes that many of the
the vest (or if they refused Mandrake’s missing Felucians are being held in the
request), they can win the aid of the prison facility, and that the Empire is
chief in other ways. causing them great pain. The chief also
tells the heroes that the source of the pain
• If the heroes leave any of their seems most concentrated on the west side
supplies (such as those taken off the of the facility.
Banshee) for the villagers, the chief is
grateful and grants his aid.

• Similarly, if the heroes offer to help


the village in any other material way Force-sensitive heroes have an
(such as by arming the Felucians with opportunity to impress the chief and
advanced weapons or providing them gain some of his knowledge. If the
with medicine), the chief is grateful chief is friendly to the heroes, he
and provides his aid. can be convinced to give up a bit of
Force lore. Any character who
• If the heroes discover and heal the acknowledges his or her own Force
sick Felucian children (see the “Sick sensitivity to the chief also gains his
Children” encounter, below), the chief interest. The chief is eager to learn
automatically grants his aid. more about the ways of the Force,
especially from outsiders, and he is
One other thing the heroes can do willing to trade knowledge.
during this encounter is learn a bit
more about the Imperial prison facility. If any hero demonstrates an
If the chief is friendly to the heroes and aptitude for the Force that the chief
any hero asks about the prison, that himself does not have—perhaps in
hero can make an Average [11] the form of a Force power or a Force
Charm check to learn more about the talent with visible results—that hero
facility. If successful, the heroes learn receives some Force tutelage from
that the villagers call it the “Vanishing the chief. Specifically, the hero may
spend XP to learn the Unleash /
Protect power
Dawnas if learnt from
of Defiance 06 a
master.
Traitor’s Gambit
Felcuian Shaman Chief Sick Children
Several of the younger Felucians in the
village have fallen ill in recent days, many
of them deteriorating to the point of
paralysis. The Felucians have hidden these
children away in one of their mushroom
huts, and only a hero who makes a
successful Hard [111] Perception check
while walking through the village notices
their anguished cries. If the hero
investigates further, he or she discovers
four Felucian children who lie on cots, frail
and nearly immobile except when they cry
out in pain. In truth, the children have
contracted a virus engineered by Captain
Vischera in the Imperial prison facility (see
Episode 3 for more information on
Vischera and his experiments). The
children’s skin has faded to a sickly gray,
and their muscles have thinned to the
point that they are visibly too weak to
support their weight.

A hero trained in the Medicine skill can


treat the virus as if it was a critical injury.
The virus requires a Hard [111]
Medicine check to treat, and curing the
children requires 8 hours of tending. Feel
free to let the heroes take this time, since
there is no real time restraint during this
part of the adventure. Although the
heroes should feel the illusion of pressure
(reaching the prison facility before some ill
fate befalls Admiral Varth), they should not
be punished for an altruistic act.

45 Traitor’s Gambit
Imperial Scout Kybucks
Once the heroes have had a chance to
interact with the villagers and deal
with the encounters above, have them
make Average [11] Perception
checks. Any hero who succeeds notices
a low whine coming from the outskirts
of the village, as though a repulsor
were passing around its edges. Upon
further investigation, the heroes spot a
scout trooper on a speeder bike
zooming away from the village, headed
into the deep jungle. They catch only a
glimpse of him before he speeds out of
view, but it seems certain that the
scout trooper saw them.

If the heroes don’t realize it


immediately, Vazus Mandrake does:
The scout trooper will report the
hidden Felucian village, and the
presence of the heroes, to his
superiors, and soon after, storm-
troopers will descend upon them.
Fortunately, though, the mushrooms in
the area have chemicals in their stalks
that block long-range communications,
so there is little chance that the scout
trooper could report his findings
before reaching his base. Thus,
Mandrake begs the heroes to take his
kybucks and chase the scout trooper
down. He assures them that the
kybucks are tame (which is true) and
urges them to catch the Imperial scout
before it’s too late. If all of the heroes
fail the Perception check above, they
still notice the scout trooper, but each
hero takes a 33 penalty on his or her
Initiative check when the chase
sequence begins. Traitor’s Gambit 46
Traitor’s Gambit
The Chase!
Zone 1: The Village
The heroes mount their kybucks, and On the first round of the chase, the heroes
the chase begins! Have each hero roll streak out of the village and into an area
Initiative as normal; this will determine of sparse growth. Although Ride checks
not only the order in which they act, are not needed to control the kybucks,
but also their Initiative score in the have each hero make an Average [11]
encounter at the end of the chase Piloting Planetary check during the first
sequence. On the first round of the round regardless, to determine how well
chase sequence, the heroes can mount the kybuck takes to the player.
the kybucks as normal, making a
Piloting Planetary Ride check if they Any hero who succeeds on the check is
wish to attempt a fast mount. As accepted by his or her kybuck, and the
promised, the kybucks are tamed and beast dashes through the jungle with no ill
ready for riding. With a move effect for the rest of the chase.
manoeuver, a hero can spur his or her
kybuck out of the village and in • If a player passes above check with
pursuit of the scout trooper. aa, the rider forms a good relationship
with the mount, granting a 3 on all future
Kybucks move very, very quickly, and piloting checks for the chase.
as the beasts lurch forward, the heroes
realize that they’ll have no trouble • If the player fails the check, they struggle
keeping up with a speeder bike. Large to get comfortable in the saddle, granting
mushrooms and other huge fungi a 3 on piloting checks for the next round.
streak by faster than the eye can see, This is extended by one more round per
and the ground whips by at an t generated on the check.
incredible pace. The kybucks provide a
relatively smooth ride, and it is clear The scout trooper is almost completely
that the animals know the terrain far out of Zone 1 when the chase begins.
better than any of the heroes might. During the first round of combat, the scout
Each kybuck leaps, turns, twists, and trooper is out of line of sight from the
dodges between the massive growths heroes. The GM should roll Initiative for
of the fungal forest. Throughout the the scout trooper as normal, moving him
chase sequence, be sure to emphasize from zone to zone just as the heroes
the speed at which the heroes are move, though the scout begins the chase
moving. at the end of Zone 1 (extreme range from
the heroes). As such, even though a hero
might advance to the next zone before the
scout trooper does, the scout will always
be farther ahead of the heroes in the next
zone when the heroes’ turn comes up.
47 Traitor’s Gambit
On subsequent rounds, the heroes On each hero’s turn, have that character
might have a chance to draw closer to make an Average [11] Piloting Planetary
the scout trooper on his speeder bike. check.
In any round in which the heroes
manage to draw close enough to the • Any hero who succeeds the check
scout to stop his progress (with a manages to lead his or her kybuck out of
ranged attack, a Force power, or some the fungal swamp. If they also generate
other means), another scout trooper aa, they also close the gap between
zooms ahead from a hidden post, them and the Scout Trooper by one range
moving into the next zone and out of band. If the hero chooses a different path
line of sight immediately. This allows than the scout (see below), he remains
you to keep the chase going while within that range for Zone 4 as well.
letting the heroes gain experience
points for defeating any scout troopers • Any hero who fails the check can make
they manage to catch. an Average [11] Perception or Survival
check as an incidental to keep from getting
After the first round of the chase lost in the thick undergrowth. Failure
sequence, all of the heroes who move means the hero and his or her kybuck get
their mounts into the jungle lost in the fungal swamp and do not
automatically advance to Zone 2. advance to the next zone of the chase on
the next round. If the failed Piloting check
Zone 2: Fungal Swamp generated tt, they automatically get
The second zone of the chase is a lost this round.
massive fungal swamp. In this zone,
shallow pools of water litter the Each hero who advances through Zone 2
landscape, and the kybucks send up to the next zone of the chase must choose
huge splashes as their hoofed feet pass a path to follow. On each hero’s turn in
through the puddles. Large, multi- this zone, describe two paths: one that
colored fungi droop low over the appears to go through thick foliage, and
landscape, and huge birds swoop another that travels through the hollowed
down to scoop up prey. The fungal out trunk of a massive Felucian tree.
swamp is so thick that the heroes can Randomly determine which path the scout
hardly see in front of them; anything trooper takes with his speeder bike. Any
beyond Medium range is out of their heroes who choose the path through the
line of sight. The kybucks have no foliage proceed to Zone 3A below. Any
difficulty navigating the swampy heroes who choose the path through the
terrain, though the heroes should feel tree proceed to Zone 3B below. Both paths
as though the jungle is closing in on converge again in Zone 4.
them.
Traitor’s Gambit 48
Traitor’s Gambit

Zone 3A: Hazardous Terrain Zone 3B: Natural Tunnels


Any heroes who choose the path Heroes who choose the path through the
covered with thick overgrowth soon hollowed-out tree find themselves
find themselves in treacherous terrain. traveling through a series of hollow logs
This zone is filled with sinkholes and and underground tunnels. The heroes and
trenches, causing the kybucks to leap their mounts must lower their heads to
over the small gorges and chasms with prevent scraping the ceiling of these
bouncing grace. As the animals bound natural passageways. As the kybucks zip
through this zone, the heroes dip and through the underground tunnels, chunks
rise along with the terrain, making it of moss and other fungi droop down from
difficult to see very far ahead. above, while breaks in the ceiling let
On each hero’s turn, have that occasional rays of light shine down on the
character make Average [11] Piloting heroes. On each hero’s turn, have that
Planetary check. character make Average [11] Piloting
Planetary check.
• Any hero who succeeds the check
manages to help direct their kybuck to • Any hero who succeeds the check
the next zone without any difficulties. manages to help direct their kybuck to the
If they passed with aa, they receive next zone without any difficulties. If they
a 3 bonus to their piloting check in passed with aa, they close the gap
the next zone. between themselves and the Scout
Trooper by a range band.
• Any hero who fails the check must
take the last available PC initiative slot • Any hero who fails the check rides too
in the first round of the combat close to a grasping set of roots that hang
encounter that follows. If the check down into the tunnel like tentacles. That
also generated tt, they also receive hero must succeed on an Opposed [21]
3 on their combat checks for the first Brawl check to continue to the next zone.
round. Otherwise the hero and their kybuck
become stuck in the natural tunnels, being
Each hero who advances to the next delayed one round while they free
zone automatically advances to Zone themselves. If the failed piloting check
4. Any hero who managed to close also generated tt, the hero is knocked
with the scout trooper in the previous off their mount by a root, automatically
zone can make attacks or use Force delaying them for a round.
powers against the scout in this round
(but only if the scout followed this Any hero not snagged in the natural
path, of course) tunnels automatically advances to Zone 4.
Any hero who managed to close with the
scout trooper in the previous zone can
49 Traitor’s Gambit make attacks or use Force powers against
the scout in this round (but only if the
scout followed this path, of course)
Zone 4: Awakening the Beast Zone 5: Valley Outpost
When the heroes advance to Zone 4, After encountering the rancor, the heroes
they encounter a deadly specimen of leave the area of dense fungal growth and
Felucian fauna: a Rancor! Fortunately, move into a clearing with a small river
the creature is dying, and its death cutting through it. Though the river is
throes are all that it can bring to bear shallow, it is relatively wide, and the
against the riders. kybucks splash through the river as it turns
north toward a narrow valley. The scout
When the first heroes move into this trooper flies through this area just above
zone, the ground in front of them the river, the speeder bike’s repulsors
erupts. The rancor had buried itself splitting the water and kicking up a wake.
under the dirt and undergrowth, and Several large, bulbous mushrooms rise out
now it rises up and attempts to grab a of the riverbank, creating large obstacles
hero and a kybuck as a last meal. The for anyone moving through the zone.
rancor is sluggish, but as it rises to its On each hero’s turn, have that character
full height, pieces of debris and make an Average [11] Piloting Planetary
detritus fall off its body, creating a rain check.
of soil and plants that spatters any
heroes who race past. On each hero’s • Any hero who succeeds the check
turn, have that character make an advances to the combat encounter with
Average [11] Piloting Planetary no incidents and n special penalties or
check. bonuses. If the check generated aa,
the hero may have 3 on their first combat
• Any hero who succeeds the check check (this bonus stacks with all 3
manages to lead his or her kybuck past previously earned).
the dying rancor without being slashed
by its claws. If the check generated • Any hero who fails the check takes a –1
aa, the hero may have 3 on their penalty to all Defence scores in the first
first combat check. round of combat. If the failed check
generated tt, this penalty becomes -2
• Any hero who fails the check is defence for the first round of combat.
attacked by the rancor. However, the
attack is a glancing blow, dealing When the heroes advance through Zone 5,
8 wounds. Add another 2 damage per they move into the encounter area, where
f and 1 damage per t generated on combat takes place.
the above piloting check.

Even if a hero is attacked by the rancor,


all heroes who make it through the
zone advance to Zone 5, an Imperial
outpost. Traitor’s Gambit 50
Traitor’s Gambit
Jungle Watch Outpost
This area, found at the end of the The Station here is guarded by one or two
chase sequence through the jungles of squads of stormtroopers (depending on
Felucia, is actually a watch post for the heroes combat abilities). Two Scout
Imperial scouts and serves as a Troopers on speeder bikes patrol the area.
waystation for Imperial vehicles.
Several towering mushrooms litter the
area, placing the jungle watch outpost
in the middle of a massive forest of
fungi. The four stormtroopers are
stationed near the communications
computers, while the two scout
troopers are ranging out away from
the computers, scouting the area.

When the heroes complete the chase


sequence and arrive in the final
area (after Zone 5), read the following
text aloud:

Several huge mushrooms tower over


this area, nearly obscuring the
Imperial outpost that stands across a
narrow stream. The stream winds
through the middle of a forest
clearing, splitting around both sides
of a humongous mushroom whose
cap hangs like an awning over much
of the battlefield. The outpost
consists of little more than a few
small barricades and a tall computer
system with a rotating satellite dish at
its top.

51 Traitor’s Gambit
While the troopers engage the If the heroes defeat the
heroes, the scout troopers attempt stormtroopers and seize control of
to distract the heroes, zooming the communications facility, they
around the battlefield to make it have an opportunity to wreak some
more difficult for them to approach havoc with Imperial commun-
the outpost. Due to interference ications. A successful Hard [111]
caused by chemicals in many of the Computers check tunes the
local fungi, it takes 10 rounds to communications array to the same
establish communications with the frequency as the interference
nearest Imperial facility. generated by the Felucian plant life,
essentially broadcasting white noise
Thus, the scout troopers try to across the entire Imperial
distract the heroes for 10 rounds, communications spectrum. Doing so
hoping to buy time for one of the also scrambles the navigational
stormtroopers to call for arrays built into scout trooper
reinforcements. If the heroes fail to armor, which prevents reinforce-
defeat the Imperials in this time ments from arriving.
period, the call goes out, and six
more scout troopers on speeder Traitor’s Gambit 52
bikes arrive 2 minutes later.
Traitor’s Gambit
Episode 3: Prison Facility
Once the heroes have concluded their Stormtroopers stand guard at the facility’s
visit to the Felucian village (and blast doors, while the low hum of speeder
prevented the Imperials from reporting engines indicates that there might be
its location), they can make their way scout troopers on patrol nearby.
to the Imperial prison facility. Their Additionally, any hero who succeeds on a
Felucian scout leads them around Hard [111] Perception check hears
obstacles and potential threats and heavy thudding sounds in the distance,
takes them directly to the facility. Their along with the noises of plants being
guide doesn’t say much on the journey, crushed, indicating the presence of a
and unless the heroes have a walker of some kind.
translating droid, they wouldn’t
understand him anyway, and simply Fortunately for the heroes, their Felucian
leads them to their target with solemn scout is aware of a secret entrance. He
determination. leads them to the northwest corner of the
building, where a ventilation grate barely
When the heroes arrive, they discover hangs on its bolts. With the right
that the prison facility is a relatively application of force (a Hard [111]
squat, two-story building in Mechanics or Athletics check), it can be
characteristic Imperial style: gray walls pried free, giving the heroes a way into the
with a slight outward slant, no visible prison facility.
windows, and a plain visage that leaves
no room for accoutrements. The Within the facility, the heroes will find that
second story of the building is visibly everything follows the typical Imperial
smaller than the ground floor, and style, with standard metal walls and doors.
blinking lights line the top floor’s Additionally, the facility has a central
edges. A large set of blast doors computer system, that requires at least
denotes the ground floor entry to the two Daunting [1111] Computers
building, while a single gun turret checks to successfully hack. This difficulty
(which appears to be an E-Web blaster is lowered to Average [11] for anyone
built into the wall) juts out a few who has a code cylinder. All of the doors in
meters to the door’s left. Otherwise, the facility’s interior are unlocked by
there are no other visible entrances or default. However, the exterior blast doors
exits to the facility. are sealed from the inside. From the
outside, the doors can be opened only by
hacking the computer (using the terminal
and scomp link that provides access to the
computer).

53 Traitor’s Gambit
prison Facility Map
(First Floor)

Secret
Entrance

Traitor’s Gambit 54
Traitor’s Gambit
P1: Medical Bay
Originally a standard medical bay After months of experimentation, Vischera
intended to heal prisoners who were has managed to create two such monsters
injured during interrogations, the bay out of Felucian hosts, at the cost of many
has been transformed into a science lives. Additionally, a small number of
ab for the slightly demented Captain Felucians that were part of the
Vischera. The room is littered with evolutionary process still remain alive, and
experimental equipment designed to they are kept here for further observation.
alter the genetic material of the
captain’s test subjects—namely, the When the heroes arrive in this room, they
Felucians that the Empire has been must fight the mutated Felucians and the
snatching from the nearby villages. medical attendant. When the encounter
Three filled bacta tanks line the far begins, the Imperial medical researcher is
wall. Currently, the tanks are empty of standing at a computer console next to the
patients, but wear and scratches on large bacta tanks, as is the 2-1B medical
the inside of each tank show that droid. When the heroes enter, the
whatever had been floating within had researcher slaps a button and releases the
tried to claw its way out. two modified Felucians, who are strapped
to medical beds.
A former Imperial scientist and now
the head of the prison facility, Captain When the heroes arrive in this area, read
Vischera has been altering the genetic the following text aloud:
code of Felucians to create mutant
warriors. When the Confederacy This vast chamber seems at first to be
collapsed, many Separatist secrets fell a place of healing—at least, until you
into the hands of the Empire, among take a closer look. Large bacta tanks
them a few that Captain Vischera line one border of the room, and
found most intriguing. Particularly of other medical equipment is
interest were experiments performed distributed haphazardly throughout
by the Techno Union on the natives of the area. Operating tables, many with
the planet Nelvaan, transforming them clamps and other restraint devices,
into massive, violent warriors that seem to be scattered throughout the
could be bent to their creator’s will. room with no real pattern to their
arrangement, and the entire room
has the same sterile smell of a
medical bay.

55 Traitor’s Gambit
Imperial Medical Researcher
Employed by Captain Vischera to help
conduct medical experiments on the
Felucians, this researcher is little more
than an aide to the more dangerous
Imperial captain. Though he fights if
cornered, the researcher prefers to
think that he is safe in the facility, and
as such he never considers the
possibility that anyone would intrude
on his work.

Once combat breaks out, the medical


researcher tries to let the
genetically modified Felucians do his
dirty work for him. Additionally, he
commands the 2-1B medical droid to
engage in combat as well, hoping
to throw anything he can at the
heroes. If all else fails, he uses his
blaster pistol.

Traitor’s Gambit 56
Traitor’s Gambit

Genetically Modified Felucian


Captain Vischera’s early experiments
led to the creation of violent Felucians
with weapons built into their bodies.
By removing their right forearms and
causing the bones of their elbows and
upper arms to mutate, Vischera
created nasty blades out of their arm
bones, meaning that the modified
Felucians cannot be disarmed. The
genetic mutations also made these
Felucians stronger and more
aggressive. Moreover, the modified
Felucians have several chitinous scales
(taken from the body of a local breed
of rancor) grafted onto their flesh,
making them hybrid monstrosities that
are barely recognizable as their former
selves.

The genetically modified Felucians are


little more than brutes. Their minds
have been eroded by constant
experimentation, and they obey the
Imperial medical researcher’s
commands even if it results in their
deaths. The Felucians use their fused
blades to the exclusion of all other
tactics, charging in to attack the heroes
with reckless abandon.

57 Traitor’s Gambit
When the encounter concludes, the
heroes can take advantage of the
medical equipment in this room. The
Imperial research lab has working
bacta tanks (unless the heroes
destroyed them) and two lockers full
of medical supplies. Each locker
holds five medpacs, a medical kit,
and a few stimulants).
Dawn of Defiance 06
Traitor’s Gambit
P2: Gun Turret Controls
Unaware of the damaged ventilation When the heroes arrive in this area, read
hatch the heroes used to enter the the following text aloud:
facility, the Empire focuses most of its
defenses on frontal assaults. A A narrow band of tinted transpari-
modified E-Web blaster cannon has steel stretches from one side of the
been mounted into the wall of this outer wall to the other, giving you a
area, pointing outward, and an dimmed view of the Felucian jungle
Imperial gunner mans the turret at all outside. Built into the wall, facing
times. Additionally, a small number of outward, is a large E-Web blaster
other personnel remain on duty in the cannon, powered and ready to fire
area to assist with spotting enemies upon anyone approaching the front of
and, when necessary, defending the the base. The remainder of the room
turret from the inside. A turret gunner is filled with support equipment for
manning the E-Web always has the E-Web, including a large power
improved cover from targets outside generator and a large bank of
the prison facility, and all other targets computers, apparently to regulate
in the area have total cover and and monitor power.
concealment from the outside. The E-
Web can be removed from the wall as
a full-round action, though this also
decouples the blaster cannon from its The Imperial turret gunner is actually a
power source. standard Imperial gunner who has been
assigned to the specially mounted E-Web
If the heroes do not take care to be cannon. In addition to manning the turret,
quiet, or if a fight breaks out elsewhere the Imperial gunner carries a blast cannon
on the ground floor of the facility, the that he can use to deter intruders.
Imperial personnel in this area will
investigate the disturbance. However, In combat, the Imperial gunner always
most of the doors in the facility block tries to use his blast cannon to its greatest
sound relatively well, and as such any effect. If the heroes are clustered together,
combat that takes place behind closed the gunner tries to fire from range to catch
doors usually will not alert the multiple heroes in the weapon’s blast
Imperials in the defense turret. area.

59 Traitor’s Gambit
By the time the fight has concluded,
the heroes might have alerted
Imperials in other areas of the
prison facility to their presence.
Although the walls and doors reduce
the noise of blaster fire, this
encounter takes place in a wide
open area and gives the Imperials a
chance to move around. Once the
fight is over, the heroes could take
control of the E-Web blaster cannon
mounted to the south wall, though
toting it around (and powering it)
could be troublesome.

Traitor’s Gambit 60
Traitor’s Gambit
P3: Comm Centre
This communications center helps Imperial Comm Operator
route all of the Imperial commun- Each Imperial communications officer is a
ications on Felucia. Originally, the trained soldier first and foremost. Drawn
prison facility was a communications from the ranks of the Imperial Army, these
station before it was converted into a comm operators are capable of defending
holding area for political prisoners. As the prison facility as well as any other
such, a large portion of this room soldier. The operators are in charge of
features advanced communications ensuring that communications continue to
equipment. However, Felucia is a flow across Felucia and to the Star
backwater planet, so there is usually Destroyer in orbit, and all are entrusted
little going on to justify any kind of with a higher level of security clearance,
largescale activity, though the comm- allowing them to convey secret messages
unications center does coordinate with to their superiors.
the Victory-class Star Destroyer in
orbit. Trained by the Imperial Army, each comm
operator knows how to fight an intruding
When the heroes arrive in this area, enemy—perhaps better than Lt. Aden
read the following text aloud: does. They seek cover behind the
computer equipment in the room and
The bulk of this room is taken up by attempt to use their blaster pistols at a
computers and other commun- decent range to drive the heroes back. The
ications arrays. The far wall juts comm operators are good shots with their
outward slightly to make room for a blaster pistols, and they try to hunker
massive computer column, which down and use the aim maneuover to keep
obviously forms the base of the the heroes from taking advantage of cover
satellite dish attached to the top of as well.
the facility. Blinking lights and flashing
monitors indicate that the station is
obviously in constant communication
with someone, and displays show
sensor readouts from around the
station and elsewhere on Felucia.

61 Traitor’s Gambit
Lieutenant Aden
Lieutenant Aden is a young officer who
believes that he is on the rise in the
Empire. Unfortunately, he’s sadly
mistaken. His posting to the backwater
world of Felucia is meant to keep him
out of the way, just as the secret
facility is intended to keep prisoners
hidden. Lt. Aden has delusions of
grandeur, but he is a violent and ill-
tempered man who thinks he has
something to prove. A number of
commanders transferred him out of
their units after he decided to
demonstrate his loyalty to the Empire
by berating fellow officers for even the
smallest offense. Loud and angry, Lt.
Aden would like nothing more than to
kill some rebellious scum and earn a
promotion off of Felucia.

Lt. Aden’s zeal sometimes gets the best


of him, especially in combat. In the
first round, he activates Overwhelming
Fire talent, but in subsequent rounds,
he fights more aggressively than most
Imperial officers. Though he seeks
cover when possible, Lt. Aden takes a
shot at the heroes each round, even if
it exposes him to their attacks.

Traitor’s Gambit 62
Traitor’s Gambit

The three Imperial communications The walls of this room are lined with
operators sit at their computer computer consoles, each featuring
stations, two in the circular side of different communications arrays.
the room and one across from the Although the consoles provide no
door. When combat begins, special terrain effects, any comm
Lieutenant Aden is supervising the operator can use them to send a
two comm operators in the circular message to the command center
section of the room. that there are intruders in the
facility. Doing so requires a comm
operator to make a “Interact with
Environment” action on one of the
consoles. If such a message is sent,
at the conclusion of combat the
heroes can attempt to cancel the
alert by similarly using the
communications arrays and making
a successful Deception check
(against Captain Vischera’s Cool).
63 Traitor’s Gambit
//ROUTED . . . SECURITY ENCRYPTION
CONFIRMED
When the encounter concludes, the //FROM PRAKITH CITADEL COMM
heroes can recover Lt. Aden’s code CENTER VIA HOLONET NODE 6673-
cylinder, which allows them to use ALPHA
the turbolifts in the common area of //FROM NODE 6673-ALPHA VIA STAR
the ground floor, granting them DESTROYER ASSIDUOUS
access to the command center.
Priority 1 Message Follows:
If the heroes agreed to plant the
explosives given to them by Vazus Prepare former Admiral Gilder Varth
Mandrake, they may do so in this for transfer to the Citadel. Inquisitor
room. As long as all of the Imperials Draco will be arriving within a
have been defeated, the heroes are standard Felucian day/night cycle to
under no time pressure to set the take custody of the prisoner. You are
charges. instructed to have your medical
technicians ensure that Varth is fully
Any hero who accesses the rested and at his highest possible
computers in this room immediately strength. Interrogation chemicals
discovers that a high-priority xx
should be administered to Varth upon
message was just received from the notification that the Inquisitor has
Victory-class Star Destroyer in orbit. arrived on Felucia. Varth will be
The message reads as follows: transferred by shuttle to the
Assiduous before Inquisitor Draco
takes custody. Time from
Inquisitor Draco sent the message to administration of interrogation
make sure that everyone in the facility chemicals to transfer to the
believes that Admiral Varth is a traitor Inquisitor’s personal transport should
to the Empire. Only Draco and Varth fall within an acceptable window of
know the truth of the deception. 27 to 54 minutes.
//END TRANSMISSION

Traitor’s Gambit 64
Traitor’s Gambit
P4: Prison Block
Imperial Detention Block Guard
The small prison block where Admiral Charged with ensuring that none of the
Varth is being held is unlike most Empire’s political prisoners escape from
Imperial detention centers. Instead of the facility, these detention block guards
having individual holding cells, the are excellent close-quarters combatants
prison block features an open but and are deadly with blaster pistols. Each
secure area where the prisoners share guard is trained to pacify rioting prisoners,
a living space. However, the space is and though technically they are members
filthy and the prisoners are treated of the Imperial Army, they have also
poorly, and a former Imperial Admiral received rudimentary training in prisoner
is no exception. Unlike the other psychology from Imperial Intelligence.
locations in the facility, the prison
block is closely monitored. As soon as The guards always try to take the aim
the heroes enter the room, they find manoeuvre to ensure the best chance of
themselves under attack from the hitting a target. Given the small area of the
guards, who have orders to shoot first detention block, this should pose no
and ask questions later. problem. Additionally, the guards prefer to
let the warden droids engage intruders in
When the heroes arrive in this area, melee combat, while the guards fire over
read the following text aloud: the droids.

A narrow corridor flanked on each


side by smaller chambers leads to
massive double doors made of heavy
steel. Beyond the doors lies a large
holding area where several prisoners
linger anxiously. Each of the two
smaller rooms flanking the hall seem
built for defence, both against
intruders and against escaping
prisoners.

65 Traitor’s Gambit
Warden Droids
The warden droids are specialized
security droids designed to patrol
Imperial detention centers. Each
warden droid is programmed to
capture escaping prisoners, putting
down riots and rebellions with
nonlethal force. Though they are
powerful, warden droids are designed
to recapture prisoners alive, leaving
the task of doling out punishment to
flesh-and-blood prison guards.

The warden droids are experts in


nonlethal tactics and specialize in
melee combat. As such, they are best
used as front-line combatants. They
rush at any unauthorized beings who
enter the detention block, trying to
stun the intruders into submission.
Since the warden droids have no
ranged attacks, they constantly try to
manoeuvre themselves between the
heroes and the detention block guards,
providing the guards with cover while
the guards fire shots at the heroes.

Traitor’s Gambit 66
Traitor’s Gambit

Admiral Varth
Admiral Varth is a slightly overweight
man with close-cropped gray hair and
a bushy mustache. He has clearly seen
better days; his right eye is swollen and
bruised, and a trail of dried blood
stains the corner of his mouth.

If the heroes manage to free Varth, he


is grateful but confused as to the
identity of his rescuers. He expected to
be freed by Bail Organa’s staff, not by
hired freelancers. However, he is
willing to accept whatever stories the
heroes tell him as long as they promise
to get him out of the facility. Varth is
eager to take the ruse to the next
stage and pass on socalled vital secrets
that will lure Organa and his agents
into a trap.

Admiral Varth is fairly guarded about


the specifics of his imprisonment.
Unsure of who the heroes are, he
doesn’t want to reveal too much, but
he confirms that he is a former
Imperial Admiral who has been
funneling information to “interested
third parties” for some time now. He
says that he was captured a short
while ago and is being held at the
Felucian prison facility until the proper
Imperial authorities can arrive to
retrieve him.

67 Traitor’s Gambit
Prisoners
Admiral Varth agrees to help the Besides Admiral Varth, three other
heroes escape from the facility, but Imperial prisoners await their fates in the
he’s not terribly interested in helping detention block. The captives are more
them fight. He can give them advice, than happy to help the heroes overthrow
but he is reluctant to pick up a blaster, the guards, though they are unarmed and
even in his own defense. If pressed, he their abilities are quite limited.
lends his aid, but in combat he usually
provides the heroes with tactical
assistance rather than shooting at
anyone.

When the encounter has concluded,


the heroes can free Admiral Varth
from the holding area with little
difficulty. The other three prisoners
are also eager to leave. They would
prefer to make a break for it through
the front door and flee into the
Felucian jungle—a dangerous
prospect at best. However, the
prisoners will agree to help their
liberators if the heroes offer a solid
plan for escape and make at least
some guarantees as to their safety.

Traitor’s Gambit 68
Traitor’s Gambit

The cell door leading into the


holding area can be opened only by
using one of the computer consoles
above the northern barricade. If the
door is opened, the prisoners can
move out into the antechamber, or
the heroes (or Imperials) can move
inside to take advantage of the
larger combat area.
05 Dawn of Defiance
Can’t Get out that Way!
When the heroes have retrieved Turbolift Cluster
Admiral Varth (and possibly planted This cluster of four standard turbolifts
the explosives in the communications ferries troops and officers between the
center), they likely make their way two floors of the prison facility. Unlike the
back to the ventilation grate they used rest of the computers in the facility, the
to enter the facility. However, two computers that operate the turbolifts are
developments threaten their plans. hostile to anyone without a particular
First, they come upon a disturbing code cylinder—specifically, the one
sight—just outside the grate, a large possessed by Lieutenant Aden. If the
number of stormtroopers stand around heroes have retrieved Aden’s code
the crumpled body of their Felucian cylinder, they can insert it in a port inside
guide, and an AT-ST stomps around the the turbolift, making the control
exterior of the facility. computers helpful and gaining access to
the command center on the second floor.
Second, Captain Okeefe sends a
message over the heroes’ comlinks the
Banshee is operational again, and they
can leave the planet whenever they
are ready. If the heroes don’t
remember the second floor of the
facility (which they should have seen
from the outside), Admiral Varth
mentions that some of the Imperials
he dealt with mentioned the presence
of a command center on the second
floor. He suggests that they make their
way up there and attempt to reach the
roof. From there, they can call Captain
Okeefe for a pickup and avoid the
Imperial presence outside.

Traitor’s Gambit 70
Traitor’s Gambit
P5: Command Centre
Once the heroes reach the second When the heroes arrive in the command
floor, they find themselves face to face center, read the following text aloud:
with Captain Vischera, the mastermind
behind the cruel experiments being
performed on captured Felucians. Though a four-pod turbolift cluster
From the command center, Captain fills the center of the room, this large
Vischera monitors the interactions chamber—obviously a command
among many Imperial facilities on center—is alive with activity. Large
Felucia, including his own. banks of computers line the walls,
showing tactical displays of multiple
The low level of security in the prison Imperial facilities, including this one.
allows the heroes to move about The room seems to be designed to
without Vischera knowing exactly allow officers to monitor multiple
where they are, but by the time they situations at once, with displays and
reach the second floor, he almost holographic projections showing
assuredly knows of their presence. many locations simultaneously. Two
Unless the heroes managed to stop all large cargo platforms sit in one corner
of the Imperials in the facility from of the room, providing access to the
sounding an alarm (a difficult prospect, roof.
given the layout of the detention
block), Vischera is waiting for them to
arrive, attended by two bodyguards The encounter begins with Captain
mutated Felucians that have been Vischera and Kargrek, one of his mutated
molded into terrifying fighting Felucian bodyguards, standing near the
machines. holographic display table in the southwest
corner of the room. Hagark, the other
When the heroes reach the command bodyguard, stands near the eastern wall,
center, their primary goal should be while the four stormtroopers are spaced
getting to the roof. They can do so via evenly throughout the command center.
two large platforms that rise up At least two stormtroopers are watching
through hatches in the roof, allowing the turbolift cluster when the encounter
the Imperials to load and unload cargo. begins.
Each platform is controlled by a pad
embedded in the wall adjacent to it,
though the pads must be unlocked by
using one of the computer terminals in
the room.

71 Traitor’s Gambit
Captain Vischera
The cruel genius behind the horrible
experiments being conducted on the
Felucians, Captain Vischera is a
dangerous man. Slender and with
slightly spiky graying hair, Captain
Vischera has a brilliant mind tainted by
a sadistic streak that makes him
perfect for Imperial service. Vischera
has hollow cheeks and sunken eyes,
giving the impression that he is
malnourished and doesn’t get enough
sleep, and his Imperial uniform
(though conforming to all standards)
looks as though it is hanging off his
body. Vischera wants nothing more
than to continue his experiments, and
as such he will defend the facility to his
death.

When the encounter begins, Captain


Vischera immediately commands
Kargrek and Hagark to defend him,
then orders the stormtroopers to take
down the intruders. If either Kargrek or
Hagark drops below half its hit points,
Vischera uses his Supreme Inspiring
Rhetoric talent to get the injured
bodyguard back in the fight. Whenever
possible, Vischera uses his blaster
pistol.

Traitor’s Gambit 72
Traitor’s Gambit

Kargrek and Hagark


This towering monstrosity was once a
Felucian, but now it more closely
resembles a beast than a sentient
being. Its right arm has been replaced
by a bone blade fused into the elbow
joint, and its muscles ripple with
unnatural strength. Chitinous plates
have been grafted onto the creature’s
body, and each lumbering step it takes
causes the floor to rumble with its
weight.

Unaware of the true depth of their


mutation, these two Felucians have
been twisted to believe that they are
loyal servants of Captain Vischera.
Each of them has been horribly
altered, even further than the
Felucians in the medical research bay,
and both are larger and stronger than
all of their brethren. Additionally,
Kargrek and Hagark have received
combat training overseen by Captain
Vischera himself, and as such they are
far more dangerous than any other foe
in the prison facility.

Both of the modified Felucians have


incredible strength and know how to
use it. They attempt to neutralize any
threats with their melee attacks, and
their Feral Strength talent ensures that
many attacks with their fused blades
will cause significant injury. Kargrek
and Hagark will not stray far from the
officer so that they can take advantage
of his Supreme Inspiring Rhetoric.

73 Traitor’s Gambit
When the encounter has concluded,
the heroes can escape to the roof
using the cargo platforms. With
Captain Vischera defeated, the
Imperial prison facility no longer has
a leader, and the chances of
reinforcements arriving are minimal.

Traitor’s Gambit 74
Traitor’s Gambit
Conclusion
When the heroes finally make their Captain Okeefe lands the Banshee in one
way to the roof of the facility with of the Resurgence’s docking bays, and
Admiral Varth, Captain Okeefe brings once they disembark, they meet the
the Banshee swooping in to rescue captain of the frigate, Adrian Verana.
them. As laser fire spatters Captain Verana is a tall and slender man
ineffectually against the ship’s shields, with jet-black hair and a finely trimmed
the heroes can climb into the transport beard that hugs his square jaw. He is
via the extended landing ramp. If the dressed in the sterile uniform of an
heroes planted the explosives in the Alderaanian officer, and his dark eyes
communications center, the first round seem to weigh each hero carefully as he
of explosions begin tearing through the speaks to them. Captain Verana tells the
facility, growing louder and closer with heroes that they have been assigned
each passing second. Once everyone is quarters on the Resurgence, and that the
on board, Captain Okeefe blasts off, ship’s facilities (including the medical bay)
and within moments the ship is safely are available at any time. Moreover, the
away from the lush fungal world and agreed-upon credits have been transferred
into hyperspace. into their bank accounts, and they are free
to confirm the transaction on terminals in
Instead of returning to Alderaan, their quarters.
Captain Okeefe tells the heroes that
she has been instructed to rendezvous Admiral Varth is escorted away by several
with a starship in the remote and Alderaanian Security agents, who look at
uninhabited Zandrax System. She goes the former Imperial with a mix of
out of her way not to mention Bail suspicion and interest. Once Varth is gone,
Organa’s name, especially not in front Captain Verana tells the heroes that
of Admiral Varth, and explains that Senator Organa is thankful for their
their benefactor has set up a refuge for assistance and forever grateful that they
them. Upon exiting hyperspace, the went to such risks to aid him. If the heroes
heroes are greeted with the impressive are willing, Verana offers them permanent
vision of the Resurgence, a brand-new quarters aboard the Resurgence in
Nebulon-B frigate that will serve as a exchange for their assistance in the near
mobile safe house for the Admiral. future. Depending on the results of Varth’s
debriefing, Verana believes that the
Senator might have further need of
clandestine agents to act on his behalf. He
urges the heroes to keep as quiet as
possible about the Senator’s involvement.

75 Traitor’s Gambit
In the Next Adventure!
Even though Varth has been A Wretched Hive
communicating with Organa on a A Wretched Hive, the next adventure in
regular basis, now that they have taken the Dawn of Defiance campaign, will take
overt action against the Empire, they the heroes to the planet Cato Neimoidia,
do not wish to incriminate the Senator where they encounter a Hutt crime lord
in any way. and are drawn into his world of vice and
violence. Not only will the heroes need to
If the heroes mention the message ingratiate themselves with the vile
regarding Inquisitor Draco’s visit to gangster Darga the Hutt, but they will also
Felucia, Captain Verana becomes discover new secrets about Imperial
troubled and mutters that they might projects and meet a Jedi Master who will
have uncovered something far more play an integral role in the unfolding
involved than a simple Imperial traitor. campaign.
An Imperial Inquisitor should be a
significant concern for any Jedi or
Force-using characters as well—the
chief concern of the Inquisitorius is
hunting down, capturing, and killing
Force sensitive beings of all stripes.

Traitor’s Gambit 76
Print and cut out for reference during encounters
Index 1: Humans

Traitor’s Gambit
77
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78
Traitor’s Gambit
Index 2: Imperial Forces
Print and cut out for reference during encounters
Index 3: Station Criminals

Traitor’s Gambit
79
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80
Traitor’s Gambit
Index 4: Felucians
Index 5: Imperial Research Staff

Print and cut out for reference during encounters

81 Traitor’s Gambit
Index 5: Imperial Research Staff

Print and cut out for reference during encounters

Traitor’s Gambit 82
Index 5: Imperial Research Staff

Print and cut out for reference during encounters

83 Traitor’s Gambit
Traitor’s Gambit

Traitor’s Gambit 84
Traitor’s Gambit

85 Traitor’s Gambit
Traitor’s Gambit 86
87 Traitor’s Gambit
Traitor’s Gambit 88
prison Facility Map
(First Floor)

Secret
Entrance

89 Traitor’s Gambit
Traitor’s Gambit 90

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