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# WELCOME TO MOS SHUUTA This adventure takes place in Mos Shuuta. a small city on the desert world of Tatooine. Mos Shuuta is situated on the top of a tall, rocky bluff, with nothing but endless desert in every direction around it. As the story begins, the PCs are attempting to escape the servants of the ruler of Mos Shuuta, Teemo the Hutt. Each of the PCs is in trouble with Teemo the Hutt for one reason or another. The only way to get off the planet and escape Teemo the Hutt is to steal a ship and fly to safety. Fortunately, they'll get a chance to do exactly that, by stealing a ship called the Krayt Fang from a Trandoshan named Trex. Hopefully, the PCs won't attempt to climb down the rocky cliff or otherwise leave Mos Shuuta without stealing a ship. If they try, explain that the cliff is very sheer and the only entrance or exit that isn't the spaceport is very heavily guarded. ### THE MAP The adventure map is broken into several sections. The map includes the stony bluff of Mos Shuuta, the Mos Shuuta Cantina, the Command Center, and the Krayt Fang in its landing bay. The Mos Shuuta map is reproduced here for your convenience. Each location on the map is marked with a page number. If the player characters travel to that location, the GM can refer to that page number for a description of what the PCs may find there and how visiting that location may help them in their mission to escape from Tatooine. The PCs are expected to start in the cantina, then visit the junk shop, spaceport control, and landing bay Aurek. The other locations in Mos Shuuta are briefly described near the bottom of this adventure. \columnbreak ### THE ADVENTURE STRUCTURE The adventure is presented as a series of Encounters. The encounters are numbered and presented in the order that the PCs are expected to proceed. Because the individual rules concepts are introduced gradually, encounter by encounter, players are strongly encouraged to proceed in the order presented here. If the PCs attempt to skip an encounter, the GM can explain that they will be passing over vital rules, or can allow them to skip and pause the game while he or she reads the skipped encounter and shares the rules concepts contained within. In between encounters, the GM may have to improvise the transitions. These transitions can be as simple as "You all walk from the cantina to the junk shop," or as complex as small sub-encounters in their own right. They're also a great opportunity to mix in some of the color and variety of Star Wars. ### LEVEL This adventure is designed for Level 1 characters.
\pagebreakNum ## THE ADVENTURE BEGINS ESCAPE FROM MOS SHUUTA
#### It is a period of unrest and opportunity in the galaxy. The Galactic Empire struggles to maintain control in the midst of civil war. Meanwhile, scoundrels and smugglers, explorers and expatriates, and fringers of all types scramble for a living on the edges of galactic civilization It is a hard life, but these renegades have more freedom and opportunity than any citizen of the Core Worlds. On the desert world of TATOOINE, a few such renegades have run afoul of a local crime boss, TEEMO THE HUTT. Trapped in the tiny spaceport of Mos Shuuta, the renegades have no choice but to steal a starship and flee Teemo's forces. Fortunately, a suitable starship has recently docked at the landing bay: a freighter called the KRAYT FANG, captained by a Trandoshan slaver named Trex. As they flee through the suns-baked streets, the renegades duck into the local cantina to hide from their pursuers...
#### AFTER READING THE OPENING CRAWL... Each PC now suffers from two levels of exhaustion to represent their exhaustion from running through the desert heat of Tatooine. Instruct each PC to mark and track their exhaustion in the appropriate place on their character sheet. The PCs will have opportunities to recover from their exhaustion in the future. The adventure has now begun! ## ENCOUNTER ONE: ON THE RUN In this encounter, the PCs rush into the cantina moments ahead of Teemo the Hutt's Gamorrean goons. They have an opportunity to hide themselves before the goons arrive. As the PCs enter the cantina, read or paraphrase the following aloud:
#### You step down a short flight of stairs into the cantina's shadowy common room, the cool air a blessed relief from the scorching heat of Tatooine. The Devaronian bartender pauses in his chores to stare at you. his devilish features intimidating. On a stage against the far wall, a Twi'lek woman dances to recorded music. Private booths line the walls, and the cantina floor is scattered with tables and chairs. A few patrons turn in their seats to stare at you. The only other exits you see from the room are what looks to be a storage closet in one corner and a doorway behind the Twi'lek dancer. The arched roof above you is supported by thick, heavy struts. You only have a few moments to find a hiding place before Teemo's thugs arrive. What do you do?
\columnbreak Each PC has one chance to hide themselves before the goons come in the front door. Doing so is a skill check, ind each PC should make one skill check to determine whether or not the attempt to hide is successful. If a PC simply tries to hide in a booth, or under a table, or in the shadows of the cantina, then the skill check is a DC 10 Dexterity (Stealth) check. But there are other things the PCs may try. such as: * Convince the Twi'lek dancing girl to let the PC backstage with a DC 10 Charisma (Persuasion) or (Intimidation) check. * Stepping into the storage closet and jamming the lock with a DC 10 Dexterity (Sleight of Hand) check. * Climbing up into the support struts where the extra booze is stored with a DC 10 Strength (Athletics) check. * Getting behind the bar and pretending to be a bartender, DC 10 Charisma (Deception) check. * Sitting down at the bar as if nothing was wrong, because only a madman would do that. DC 10 Charisma (Performance) check. ___ Remember, the PCs have two levels of exhaustion, so these checks are made with disadvantage. #### AFTER EACH PC HAS ROLLED... If all of the PCs hide successfully, read the following aloud:
#### Moments after you hide yourselves, a small troupe of pig-like Gamorreans carrying heavy, bone-breaking clubs steps through the door - Teemo's enforcers! They blink their beady little eyes in the gloom, peering about. Then, seeing nothing of interest, they grunt and whine in their primitive language and turn to go. You know they'll keep looking for you until you take them out. With their backs turned, this is the perfect moment to strike!
If any of the PCs fail, read the following aloud:
#### Moments after you hide yourselves, a small troupe of pig-like Gamorreans carrying heavy bonebreaking clubs steps through the door - Teemo's enforcers! They blink their beady little eyes in the gloom, peering about - and then one lets loose a piercing shriek! You are spotted! Things are about to get violent.
Continue to Encounter 2. \pagebreakNum ## ENCOUNTER TWO: A GANG OF GAMORREANS In this encounter, a fight breaks out between the PCs and a group of Gamorreans (using the **Tusken Raider** stat block, without their Cycler Rifles) in the employ of Teemo the Hutt. If the PCs were all successful in their attempts to hide during Encounter 1, then the PCs have a surprise round over the Gamorreans. There are as many Gamorreans as there are PCs. The Gamorreans are clustered by the door, engaged with one another; they are at 15ft from the middle of the bar and 60ft from the far side of the room. The PCs should note where they are on the cantina map, based on their actions during Encounter 1. ___ Noncombatants, like the bartender, the dancing girl, and the other patrons, don't do anything important during the battle. They run for cover and generally keep out of the way; there's no need to track their activities. ___ If the PCs win:
#### The Gamorreans are defeated! The silence that follows is broken by slow, unamused applause. The Devaronian bartender approaches and laughs a brittle little laugh. "I guess you're folks who need to get off the planet in a hurry. The good news for you is that I happen to know that there's a freighter in Landing Bay Aurek right now. The bad news is that its captain. Trex. is an associate of the Hutt's and won't just let you on. The other bad news is that the reason I know it's still in the landing bay is that it has a broken hypermatter reactor igniter and won't be flying anywhere until it gets a new one installed. I bet Vorn over at the junk shop has one. Now get out of my cantina."
If the Gamorreans win:
#### A Gamorrean cudgel swings for your head, and then...blackness! You awaken sometime later with a groan to find the Devaronian bartender standing over you holding a now-empty stimpack. From the aches and bruises all over your body, you estimate that the Gamorreans kicked you in the ribs until they got bored, then wandered off. "Teemo must not want you dead, but it's still not healthy to stay in Mos Shuuta," says the bartender. "The good news for you is that I happen to know that there's a freighter in Landing Bay Aurek right now. The bad news is that its captain, Trex, is an associate of the Hutt's and won't just let you on. The other bad news is that the reason I know it's still in the landing bay is that it has a broken hypermatter reactor igniter and won't be flying anywhere until it gets a new one installed. I bet Vorn over at the junk shop has one. Now get out of my cantina."
\columnbreak #### WHATS NEXT? Regardless of who kicked whos ass, the PCs get the benefit of a short rest at the end of the encounter, either by having a few quick beers or getting knocked out and stimpacked by the bartender. Continue to encounter 3 ___ ## ENCOUNTER THREE: THE JUNK SHOP In this encounter, the PCs must deal with an irritable junk shop owner named Vorn to secure a needed starship component - the hypermatter reactor igniter (HMRI). They can't simply purchase the item, as Vorn has already promised it to someone else. The PCs will have to convince the shopkeeper to part with it somehow. PCs may use their various social skills to talk Vorn into letting them have the item, or can simply steal it by stealth or by force. When the PCs arrive at the junk shop, read or paraphrase the following aloud:
#### The junk shop is immediately obvious by the scrapyard adjoining the low pourstone building. As you step inside, you see a hunched old human male lurking behind a low counter covered with disassembled droid and machine parts. The man glances up at you. then turns to a garbage can-shaped R5 droid standing at his side. He kicks the droid and shrieks "You're supposed to tell me when I have customers, you bucket of bolts! Go outside and finish stripping that speeder bike wreck." The droid trundles off with a surly "boooop" and the man turns to you. "Welcome, customers! As you can see." he points at the racks and shelves and enormous buckets full of scrap metal and parts, "I have anything you could want...for the right price."
The characters may now talk to Vorn (**OFFICER, JUNIOR**), ask him questions, and generally try to convince him to part with his HMRI. Vorn is reluctant to sell the starship part because he's already agreed to sell it to Trex (the Trandoshan captain of the freighter the PCs are hoping to steal) for 500 credits. He won't be talked into parting with it for less than that. Some of the questions the PCs may ask, or strategies they may try, are noted below, along with Vorn's response. ___ #### CAN WE BUY A HYPERMATTER REACTORIGNITER FROM YOU?
#### "No. I only have one, and it's already promised to Captain Trex of the Krayt Fang"
#### CAN YOU TELL US MORE ABOUT CAPTAIN TREX OR THE KRAYT FANG?
#### "Trex is a Trandoshan bounty hunter who stops over in Mos Shuuta a few times a year. His ship, the Krayt Fang, is a beat-up old YT-1 300 light freighter. A fine ship, if you can keep her running."
\pagebreakNum #### CAN WE PAY YOU MORE THAN TREX IS OFFERING TO BUY THE PART FOR? ____ Vorn is happy to sell the part for more than Trex is offering, since he always wants to make more money. If the PCs choose this option, they'll have to choose one PC to make a DC 15 Charisma (Persuasion) check. If they succeed, they negotiate a good price, and Vorn asks only 600 credits. If they fail, Vorn gouges them on the price, and asks 750 credits. ___ #### WE REPRESENT TREX . HE SENT US TO BUY THE PART FROM YOU. ___ Lying to Vorn is certainly possible. If the PCs choose this option, they'll have to choose one PC to make a DC 15 Charisma (Deception) check. ___ #### WOULDN'T YOU RATHER SELL THE PART TO US THAN TO TREX, BECAUSE WE'RE SO LIKABLE AND HE'S A BAD MAN? Buttering up Vorn isn't very effective, but it's worth a try. If the PCs choose this option, they'll have to choose one PC to make a Charisma (Persuasion) check. However, because Vorn is generally ill-natured, the DC is 20 ____ #### SELL/GIVE US THE PART OR WE WILL HURT YOU! Intimidating Vorn can work, although he's more likely to agree to sell the piece than he is to just give it over. If the PCs choose this option, they'll have to choose one PC to make a DC 12 Charisma (Intimidation) check. If successful Vorn offers to sell the PCs the part for 550 credits. It is good deal, no? ___ #### HOW DO WE KNOW THE PART IS EVEN ANY GOOD? YOU'D BETTER SHOW IT TO US. This is clever, and Vorn will show them the part. This makes any attempt to steal it later much easier, since the PCs know what they're looking for and where it's kept. ___ #### YOU WERE PRETTY MEAN TO THAT DROID.
#### "That droid is a lazy good-for-nothing. It hates me almost as much as I hate It. But we're stuck with each other."
#### GETTING HELP FROM THE R-FIVE UNIT. The R5 unit. R5-K3. is afflicted with the bad attitude common to its model and hates its master Vorn Tel-Ovis. If PCs go outside into the junkyard and talk to it. it will happy to go inside, steal the HMRI, and bring it to them. All the PCs have to do is keep Vorn distracted (which can be as simple as engaging him in conversation, or creating a disturbance in the shop). ___ \columnbreak #### STEALING THE PART There are two basic strategies the PCs can use here: stealth and violence. If the PCs use stealth, then pilfering the item without Vorn noticing will require a DC 15 Dexterity (Sleight of Hand) check. If he is distracted in some way, the DC drops to 13. If the PCs choose violence, Vorn will not be expecting a fight, and he will go last in the initiative order. His droid simply flees from combat. ___ #### WHAT ELSE HAVE YOU GOT FOR SALE? The PCs may wish to purchase something else from Vorn. He doesn't have any weapons or armor for sale, but the PCs may purchase medpacks or repair kits from him for their PHB listed price. Vorn has only 4 stimpacks and 5 emergency repair kits on-hand. ___ #### WE'VE GOT IT! When the PCs have the hypermatter reactor igniter, it is time for them to proceed to spaceport control and disable the docking clamps holding the Krayt Fang in place. Proceed to Encounter 4. \pagebreakNum ## ENCOUNTER FOUR: COMMAND & CONTROL During this encounter, the PCs must gain access to the spaceport control facility and release the docking clamps holding the Krayt Fang in place. This will require them either sneaking, talking, or fighting their way past the guards outside, and then gaining access to the computers within. If the PCs are clumsy or trigger-happy, they may have another fight inside spaceport control. Read or paraphrase the following aloud as the PCs approach spaceport control:
#### The spaceport control facility is a low. squat building clinging to the edge of the Mos Shuuta bluff. The front entrance stands open, but a pair of spaceport security droids stand at attention If you're going to get off Tatooine, you need to disable the docking clamps holding the Krayt Fang in its landing bay, and you can only do that inside spaceport control. You'll have to either get past those droids somehow, or find another way in.
The two droids will deny the PCs access to the building, but won't attack unless the PCs try to go in anyway or attack the droids. The PCs have three basic choices for how to proceed. #### TALK THEIR WAY PAST THE GUARDS. To do this, the PCs will have to come up with some sort of reason for the guards to let them through, then pass a DC 12 Charisma (Persuasion) or (Deception) check. If the story the PCs come up with sounds plausible, reward them with inspiration. (If it's very unlikely, kill them.) If the PCs fail, the droids tell them to move along. The PCs can try another way in or try a new story. Each time they try a new story to convince the droids, the DC goes up by 2, to a max of 20 as the droids' suspicion programming is activated. #### FIND ANOTHER ENTRANCE AND SNEAK IN. There's a side entrance the PCs can find if they go looking, and no one will stop them if they walk up to it. The door is locked, but the PCs can open it with a DC 12 Dexterity (Security kit) check to trigger the physical locking mechanism or a DC 12 Intelligence (Technology) check to fake a valid access code. If the PCs fail, they must find another way in. If they succeed, they find themselves in a small conference room off the main chamber. #### FIGHT! The PCs can simply attack the guards and fight their way in. If they do this, however, the guards inside the facility will also be on high alert and they will likely have to fight inside as well. The guards are not expecting a fight so the PCs have advantage on their first round of combat. \columnbreak Guarding the spaceport control facility are 4 Security droids (**B1 SERIES, B1-A**) and Overseer Brynn (**OFFICER, JUNIOR**), the rest are simple technicians and at the first sign of trouble, they seek cover and run as best they can. #### ONCE INSIDE When they get inside, the PCs find themselves in a tasteful antechamber, with several seats for visitors and a few sicklylooking potted plants. The spaceport control proper is down either of two short corridors. When the PCs venture down a corridor, read or paraphrase the following aloud:
#### You step through the doorway into a large chamber, crowded with computer equipment and centered around a large holo display showing a plot of the local aerospace. Standing in front of the display with her arms folded behind her back is a human woman. She appears to be in charge and, as you watch, she speaks into a headset in a formal, commanding tone: "Imperial shuttle Lambda-11238, this is Overseer Brynn with spaceport control. You are cleared for landing. Welcome to Mos Shuuta." A half-dozen technicians of different species work at consoles and two security droids stand near the doorway. Your attention is pulled to the floor-toceiling transparisteel windows against the far wall, looking out over the desert of Tatooine. where an Imperial shuttle is coming in for a landing.
If the PCs have already fought their way through the droids outside, then the droids inside will immediately attack them and Overseer Brynn joins in - roll for a new initiative and begin combat. Otherwise, the PCs have similar options as before. #### CONVINCE OVERSEER BRYNN TO UNLOCK THE DOCKING CLAMPS. Overseer Brynn is a little more clever than the droids outside, but the PCs can still attempt to talk her into opening the clamps with a clever story and a DC 13 Charisma (Persuasion), (Intimidation) or (Performance) check. If they fail, Overseer Brynn tells them to leave. If they don't, the droids attack. See "Fight!" above. #### SLICE THE COMPUTERS AND DO IT THEMSELVES No one's paying attention to the PCs, so they can simply walk up to the closest computer console, gain illicit access, and release the docking clamps themselves. This is a DC 12 Intelligence (Technology) check. If they fail by 5 or more a small alarm is triggered and Overseer Brynn asks them what they think they're doing. The PCs will have to think quickly to convince her that they're harmless and should be let go! See "Convince Overseer Brynn" above, but add 2 to the DC to any check. Or the PCs can just run away - no one pursues. If the PCs fail on the Computers check it locks them out, they will have to somehow force Overseer Brynn or one of the other spaceport technicians to disengage the clamps (see "Convince Overseer Brynn" above, and perhaps "Fight!" as well). \pagebreakNum #### FIGHT! Once both droids are defeated, Overseer Brynn surrenders and agrees to help the PCs. If Overseer Brynn is killed, then the PCs can release the docking clamps at the central command console without having to make a skill check. Once the docking clamps have been disengaged, the PCs can leave. Proceed to the Interlude. ## INTERLUDE: EXPERIENCE AND DESTINY Up until now, the adventure has been deliberately very linear. But now the PCs have accomplished the majority of their goals and can steal the Krayt Fang and fly away at any time! They may wish to explore Mos Shuuta a bit first, or see what's up with the Imperial shuttle that just landed. They may wish to come up with some creative way to get Trex off his ship so it'll be easier to steal. Or they may wish to proceed directly to Landing Bay Aurek and secure their new ship, flying off into the double sunset. But first, it's time to award the PCs some experience (Or a mile stone). After completing Encounter 4, the PCs level up to level 2 and all their levels of exhaustion are cured. If you use the *FORCE ALIGNMENT* variant rule, award them each 1 light or dark point, depending on their actions thus far. #### NEXT STEPS * If the PCs want to explore the rest of Mos Shuuta before moving on, flip to the "Other Encounters in Mos Shuuta" section. If they spend a lot of time exploring and don't take any precautions against being discovered by their pursuers, then another troupe of Gamorreans or a squad of stormtroopers may catch up with them - refer to Encounter 2 or Encounter 5 for guidelines as to how to run those encounters. * If the PCs want to investigate the arrival of an Imperial shuttle, then they will shortly find themselves confronted with a squad of stormtroopers looking for them! Proceed to Encounter 5. * If the PCs want to move directly to the landing bay and leave the planet, then proceed to Encounter 5. They won't be able to escape Mos Shuuta without dealing with at least one stormtrooper patrol. * If the PCs are unsure of how to proceed, the GM should encourage them to proceed to the spaceport and commence Encounter 5 as they run into a squad of stormtroopers on the way \columnbreak ## ENCOUNTER FIVE: IMPERIAL STORMTROOPERS In this encounter, the PCs encounter a group of stormtroopler s on the streets of Mos Shuuta and must fight them off or run away. The stormtroopers answer to an imperial officer who has arrived on the Lambda-class shuttle, Lieutenant Herkin. Herkin has some (not entirely legal) connections to Teemo the Hutt and has placed his stormtroopers at Teemo's disposal, so the stormtroopers are now also looking for the PCs. The stormtroopers break into three-man teams and spread out through Mos Shuuta. interviewing locals and looking around on the streets. When they catch up to the PCs, the stormtroopers immediately call for help from another nearby trooper team. When the PCs encounter the stormtroopers, read or paraphrase the following:
#### Suddenly, the crowds thronging the streets of the settlement part and you see a chilling sight: three soldiers in the white armor of the Empire's elite - stormtroopers! As you see them, you realize the lead trooper is pointing right at you. You hear his voice break through the crowd, sounding mechanical through his armor's speakers. "There they are." the stormtrooper says. "Get them!" As you turn to escape, you see a second group of three stormtroopers approaching down a side street. This could get tricky.
There are two groups of stormtroopers. The groups have three stormtroopers each. The stormtroopers use the **Trooper** stat block. The first group is 30ft away. The second group is 60ft away, down a side street. As soon as the PCs are spotted, roll for initiative! ___ During battle with the stormtroopers. one group of stormtroopers seeks cover and shoots at the most threatening-looking PC. The other group of stormtroopers rushes forward to engage in melee. The stormtroopers fight to the death. If the PCs run away, the stormtroopers pursue unless the PCs take steps to cut off pursuit. The PCs may duck down a side alley, or create a diversion, or create a barrier of some kind to discourage any pursuers. Stormtroopers can be very dangerous enemies, so the GM is encouraged to let the PCs get away if they have a moderately clever idea. After the battle, proceed to Encounter 6 \pagebreakNum ## ENCOUNTER SIX: ALL ABOARD In this encounter, the PCs gain access to Landing Bay Aurek land the Krayt Fang, the starship docked there. They will have to contend with a particularly powerful and dangerous enemy, a Trandoshan named Trex (**TRANDOSHAN HUNTER**), and his security droids (**B1 SERIES, B1-A**). As the PCs approach Landing Bay Aurek, read or paraphrase the following aloud:
#### A large pourstone hangar looms before you, an enormous letter aurek stenciled onto the building's side. As you approach, you can see through the open hangar doors to the cavernous interior, where a rusty-looking light freighter rests with its loading ramp deployed. All you have to do is get to that ship and you can leave Tatooine! Two equally-rusty security droids stand outside the entrance. If you want that ship, first you'll have to get by them
The droids will challenge any PCs that approach and refuse them entry to the loading bay. As at the spaceport command center, the PCs will have to find a way past the droids to get in. Currently, Trex is on board the Krayt Fang in the cockpit, going over some systems diagnostics. There are two security droids at the front door of the hangar and two more at the base of the loading ramp. #### "WE HAVE A BOUNTY TO TURN IN" Pretending to turn one of their number in for a bounty can get Trex to leave the Krayt Fang and come talk to the PCs, if the droids can be persuaded that they're telling the truth. If the "bounty" offered is a Wookiee the attempt is made with advantage; Trex always enjoys hunting Wookiees. #### "WE'RE HERE TO INSTALL THE HYPERMATTER REACTOR IGNITER." The droids ask to see the HMRI, then let the PCs go right in to install it. Trex will come greet them as they board the starship, and they'll have to make a group DC 12 Charisma (Deception) check or a fight will start right there! If more then half the group passed, then they deceived Trex and are in the clear, for now. #### SNEAKING PAST. There's a side entrance to the hangar, which is locked. Opening the lock is a DC 15 Dexterity (Security kit) check or a DC 13 Intelligence (Technology) check. If the PCs fail on this check, one of the security droids from the entrance comes to see what they're doing. Once the lock is opened, there's no way to sneak past the droids at the foot of the loading ramp, but a successful DC 10 Dexterity (Stealth) check can let the PCs sneak up to the front door and close and lock it from the inside, so the first two security droids can't come to Trex's aid. \columnbreak #### FIGHT! As soon as a fight begins, the droids send out a distress call to the other two droids and Trex. Trex takes cover within his ship and shoots anyone who approaches the loading ramp. If the ship is boarded, Trex retreats deeper into the ship, blasting as he goes. #### ONCE ABOARD Once the PCs are aboard (and Trex is not, either because they somehow tricked him into leaving the ship or defeated him in combat), proceed to Encounter 7. \pagebreakNum ## ENCOUNTER SEVEN: UP, UP, AND AWAY! In this encounter, the PCs take their positions on board the Krayt Fang (**YT-1300F LIGHT FREIGHTER**) and fly to safety. Before they can break orbit and make the jump to light speed, however, they are attacked by enemy spacecraft! As the PCs prepare to depart, each of them must choose a crew station. One PC must serve as pilot and take the pilot's chair in the cockpit. There are two laser cannon turrets on the Krayt Fang, one on the top (dorsal) and one on the bottom (ventral) of the ship, and each one of these can take one gunner. A PC can also man the engineering station. If the PCs delay, or can't decide what positions to take, the GM should inform them that a group of stormtroopers have just arrived in the hangar bay and are setting up what seems to be a very large gun pointed at the Krayt Fang. It's time to go! #### THE HYPERMATTER REACTOR IGNITER Astute PCs will remember that they are supposed to install the hypermatter reactor igniter (HMRI) before they leave. They probably don't have time to do so before they launch, but see the "Install Hypermatter Reactor Igniter" action in the list of starship actions and maneuvers. The HMRI is not needed to take off. If the PCs ask if they need the HMRI, allow them to make a DC 5 Intelligence (Technology) check to determine that the HMRI is only needed to jump to lighlspeed. not to leave the planet's atmosphere. ___ Once the PCs are settled in position, they can launch the Krayt Fang and fly into the skies above Mos Shuuta. (This does not require a skill check - it's a trivial task.) Read or paraphrase the following aloud:
#### The Krayt Fang thrums around you as its engines power up, lifting through the hangar bay doors and into the bright sunslight of the Tatooine sky. Soon. Mos Shuuta vanishes behind you as you race out over the Dune Sea and climb towards outer space. Suddenly, an alert klaxon blares! As you leave Tatooine's atmosphere, several spherical slaughters with distinctive hexagonal wing assemblies appear on the ship's scanners, screaming in on an intercept course - TIE fighters! The starfighlers shoot past, laser cannons blazing, and sparks fly from a console in the cockpit - you've been hit! You're not clear of the planet's gravity well yet and can't jump to lighlspeed without the hyperspace reactor igniter installed. You'll have to deal with these TIE fighters first.
\columnbreak The **TIE fighters** give the Krayt Fang (a medium sized ship) a glancing blow and the Krayt Fang suffers 1 level of System Damage. The TIE fighters have are 30 ft. from the Krayt Fang. There are four TIE fighters (unless the PCs have only one gunner, in which case there are 2). The TIE fighters act in wings of two fighters each. The PCs will have to shoot down all the TIE fighters or survive until the hypermatter reactor is warmed up (about six rounds after the igniter is installed) and escape. Once they have done so. they have finished the adventure and level up to level 3! \pagebreakNum ## OTHER ADVENTURES IN MOS SHUUTA If the PCs spend some time exploring Mos Shuuta, they may visit the following locations and meet the following characters (and find the following things) there... ### LANDING BAY BESH & WAREHOUSE BESH The second landing bay is where the Imperial shuttle lands. It is sure to be crawling with stormtroopers; see Encounter 5 for characteristics and advice. Warehouse Besh is close to the landing bay and currently unoccupied. PCs may be able to hide in warehouse Besh to spy on the Imperials. ### BARRACKS Two dozen of Teemo's Gamorrean guards dwell here. At any given time, six of them are malingering about. Should the PCs actually manage to fight or sneak inside, a careful search reveals 75cr worth of cash and a great deal of worthless garbage. ### TEEMO'S PALACE Teemo the Hutt's opulent palace is enormous and strikingly designed. It is guarded by more Gamorreans and security droids, and a large amount of servants, supplicants, and guests fill its many halls and galleries. Teemo himself is currently in residence and any attempt to reach the Hutt will certainly be thwarted by his many guards. ### ELECTROGATE The only way off the rocky bluff of Mos Shuuta is the stone spur at its southwest corner. The spur is guarded by a normally-dormant electrogate and a group of four Gamorreans. The electrogate is currently switched on as the Gamorreans search for the PCs, and a small group of brown-robed Jawas has gathered outside the gate, insisting they be let in to trade with the settlement. Nothing can pass through the gate until it is disabled, a DC 15 Intelligence (Technology) check is required to disable the gate. ### DEWBACK STABLES A human woman so dark she seems burned black by the suns presides over the Dewback stables. Her name is Clarelle and she has a short temper and no patience for anyone who doesn't know how to ride a Dewback. Six of the giant lizards are in residence at the moment, and Clarelle will rent them out for lOOcr per day each. \columnbreak ### OFFWORLD TRADER'S Just across the alley from Vorn's Junk Shop is the Offworld Trader's, marked by a rusty old stylized rocket ship. Bengara. the male Twi'lek proprietor, specializes in fine goods from offworld, including luxurious clothing, exotic art objects, and difficult-to-find foodstuffs and spices. In short, Offworld Trader's has anything one could want, but absolutely nothing useful, and always at too high a price. ### WATER TOWER The water tower is the tallest structure in Mos Shuuta. Climbing to the top of the tower DC 10 Strength (Athletics) check would give any character an excellent view of the entire town. ### SLAGWORKS Three Gamorrean overseers (using the same stats as Gamorrean guards) oversee the wretches who labor in the slagworks. The slagworks consists of several mineshafts descending into the Mos Shuuta bluff as well as a smelting facility where the ore removed from the mines is converted into a useable state. In the guard house is a small box with 3 stimpacks and a toolkit containing 2 emergency repair kits. It looks like these items have been placed here so that the Gamorreans can tend to the needs of the workers and the machinery, but judging from the amount of dust on them the guards have never even touched them. About two dozen workers of various species labor in the shafts or the smelting facility at any given time. ### SHANTYTOWN A riot of ramshackle tents, huts, and hovels clinging to outcroppings of rock, the shantytown represents the (completely unsafe) dwellings of Mos Shuuta's poor population. The various "islands" of the shantytown are connected to Mos Shuuta proper by rickety rope bridges with planks of rusting scrap metal. PCs stepping on them may result in someone falling... ### WAREHOUSE AUREK A grotesquely fat Twi'lek male named Hotho Allaran over sees the droid market at warehouse Aurek. He is assisted by a timid protocol I droid designated XL-77. or "Exel." Since Trex has a reputation for using droids in his bounty hunting work, Hotho is eager to meet with Trex and sell him some droids. \pagebreakNum # WRAPPING UP; REWARDS As the PCs jump to hyperspace in their stolen starship, this adventure is over. But their adventures in the Star Wars galaxy are just beginning! ## LOOT AND CREDITS Often, adventures end in a payday. A bounty is turned in. A valuable cargo is delivered. A precious relic is stolen or recovered. Financial rewards are strong motivators, especially for characters living on the fringes of the Star Wars galaxy. But there are many other rewards that can be gained, and this adventure includes one of the most exciting: a new starship! Now that the PCs are in possession of their very own YT-1300 light freighter, they can go anywhere. They have a mobile base of operations and a powerful tool for smuggling, space battles, and other adventures. Furthermore, after searching the Krayt Fang thoroughly, the PCs may find credits and valuable cargo. Some of this cargo can serve as adventure hooks, helping to guide the PCs from one adventure to the next. Some of the cargo may simply be useful equipment, or highly salable, and a source of additional wealth. The PCs should find raw cash on the ship equal to 1,000 credits per PC. \pagebreakNum # STAT BLOCKS ___ ___ > ## YT-1300F LIGHT FREIGHTER > *Tier 0 Medium starship, unaligned, No role* > ___ > - **Armor Class** 12 (deflection) > - **Hit Points** 33 (5d8+5) > - **Shield Points** 33 (directional) > - **Shield Regeneration Rate** 8 > - **Speed** 300 ft., turning 150 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|12 (+1)|14 (+2)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Strength +3 > - **Skills** Piloting +4 > - **Challenge** Challenge (Xp) >___ > ### Abilities > ***Astromech Synergy.*** (1/maintenance) When a deployed crew member makes an ability check, attack roll, or saving throw, they can roll a d4, and add it to the roll. This feature can only be used by one deployed crew member. >___ > ### Armament > #### TURRETED > Light Laser Cannon (2) >___ > ### Actions > The ship can take up to two actions. > > ***Light Laser Cannon.*** Makes 2 Ranged Ship Attacks: +6 to hit, range 300/600, one target. Hit: 5 (1d6+2) energy damage. > > ***Tractor Beam.*** (1/maintenance) The YT-1300f can activate a tractor beam as an action, which has a range of 1,000 feet and a forward firing arc. Each ship within the firing arc must make a DC 11 Strength saving throw. On a failed save, a ship is tractored for 1 minute and immediately gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation. At the start of each of a tractored ship’s pilot’s turns, a tractored ship gets pulled 100 feet towards the tractoring ship, without changing the ship’s orientation, and then repeats the saving throw, ending the effect on a success. If a ship of tiny size is tractored, it has disadvantage on the saving throw. If a ship of huge or gargantuan size is tractored, it instead has advantage. If the YT-1300f attempts to tractor a ship larger than it, and the ship succeeds on the saving throw, it can instead use the tractor beam to tractor itself to the ship, gaining the tractored condition. The YT-1300f can end the tractor beam at any time (no action required). ___ > ## TUSKEN RAIDER >*Medium humanoid, chaotic dark* > ___ > - **Armor Class** 12 (combat suit) > - **Hit Points** 15 (2d8+6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|16 (+3)|10 (+0)|11 (+0)|9 (-1)| >___ > - **Skills** Survival +2 > - **Senses** passive Perception 10 > - **Languages** Gamorrese, Galactic Basic (understands, but can't speak) > - **Challenge** 1/2 (100 XP) > ___ > ### Traits > ***Aggressive.*** As a bonus action, the tusken can move up to its speed toward a hostile creature that > it can see. > ___ > > ### Actions > ***Gaffi Stick.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit 7 (1d10+2) kinetic damage. > \columnbreak ___ > ## TROOPER >*Medium humanoid, any alignment* > ___ > - **Armor Class** Armor Class 15 (light battle armor) > - **Hit Points** 13 (2d8 + 4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|16 (+3)|15 (+2)|9 (-1)|11 (+0)|10 (+0)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Galactic Basic, one other > - **Challenge** 1/2 (100 XP) > ___ > > ### Actions > ***Blaster Rifle.*** *Ranged Weapon Attack:* +5 to hit, range 100/400 ft., one target. *Hit:* 7 (1d8 + 3) energy damage. > ***Stock Strike.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) kinetic damage. \pagebreakNum ___ > ## OFFICER, JUNIOR >*Medium humanoid, unaligned* > ___ > - **Armor Class** 12 (combat suit) > - **Hit Points** 13 (3d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|14 (+2)|11 (+0)|12 (+1)| >___ > - **Skills** Perception +2, Intimidate +3 > - **Senses** Passive Perception 12 > - **Languages** Galactic Basic > - **Challenge** 1/2 (100 XP) > ___ > ### TRAITS > Aura of Command. Friendly creatures that it can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated. > ___ > > ### Actions > > ***Blaster Carbine.*** *Ranged Weapon Attack:* +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage. > > ***Command Ally.*** The junior officer targets one ally within 30 feet of it. If the target can hear the officer, the target can make one weapon attack as a reaction and gains advantage on the attack roll. > ___ > ### Reactions > ***Human Shield.*** When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead. \columnbreak ___ > ## B1 SERIES, B1-A >*Medium droid, unaligned* > ___ > - **Armor Class** 14 (armor plating) > - **Hit Points** 7 (2d8-2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|9 (-1)|13 (+1)|10 (+0)|7 (-2)| >___ > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Condition Immunities** Poison, disease > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Binary, Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > ### Traits > ***Battle Droid Swarm.*** When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature. > > ***Circuitry.*** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. > ___ > > ### Actions > ***Blaster Rifle.*** *Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. *Hit:* 6 (1d8+2) energy damage. > > ***Stock Strike.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) kinetic damage. \pagebreakNum ___ ___ > ## TIE FIGHTER >*Tier 0 Small starship, unaligned, No role* > ___ > - **Armor Class** 14 (deflection) > - **Hit Points** 11 (5d8+5) > - **Shield Points** 6 (directional) > - **Shield Regeneration Rate** 12 > - **Speed** 350 ft., turning 100 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|10 (+0)|14 (+2)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Dexterity +5 > - **Skills** Piloting +4 > - **Senses** blindsight 1,000 feet > - **Challenge** Challenge and Xp > ___ > ### Armament > #### FORWARD-FACING > Laser Cannon (1) > ### Actions > The ship can take one action. > > ***Laser Cannon.*** *Makes 2 Ranged Ship Attacks:* +6 to hit, range 450/900, one target. Hit: 3 (1d6) energy damage. ___ ___ > ## TRANDOSHAN HUNTER >*Medium humanoid, any dark* > ___ > - **Armor Class** 15 (combat suit) > - **Hit Points** 77 (14d8 + 14) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|13 (+1)|10 (+0)|14 (+2)|9 (-1)| >___ > - **Saving Throws** Strength +5, Wisdom +4 > - **Skills** Athletics +5, Perception +4, Survival +4 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Galactic Basic, Dosh > - **Challenge** 3 (700 XP) > ___ > ### TRAITS > **Hunter's Eye** (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon. > > **Infrared Vision**. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight. > > **Regeneration**. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point. > ___ > > ### Actions > ***Multiattack.*** The trandoshan makes two ranged weapon attacks. > > **Blaster Rifle.** Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) energy damage. > > **Trandoshan Shortsword**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage. \pagebreakNum ## MAPS Each square is 5ft.
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