The Stalitz Flight
This module is designed to begin with the players having just completed the Bendu’s Shadow module. It begins with the players in a Corellian Corvette having just been ambushed by an Imperial Star Destroyer, so it could be adapted to fit with any ongoing story where the players have a (optimally large) spaceworthy vehicle. In this scenario, the players’ ship is rendezvousing with a Rebel Nebulon-B frigate, the Adegan Sunrise (or Alderaan’s Hope, possibly, if the players let the original frigate get destroyed in the Bendu’s Shadow module).
This module is designed for a party of four level 3 characters.
Formatting Notes
In this module, information is keyed as follows:
GM notes will be in italics.
Information to be read to the players will appear like this.
Skill Checks
that can be made in an area will usually fall under a heading like this.
Potential outcomes or player decision points
will fall under a heading like this. The GM should look for these when trying to respond to player choices.
Maps are provided in this post. These maps are designed specifically for this campaign, so your players may take direct visual cues from what they see on the images. If you feel so inclined, distribute these as handouts/charts to the players.
Map Notes
will highlight which of the included maps a particular section takes place on.
Story Summary
In Act 1, the players pick up from where they left off in the Bendu’s Shadow campaign – onboard a freshly-hijacked Corellian Corvette, confronted by an ambushing Imperial Star Destroyer. The players are immediately snared by the Star Destroyer’s tractor beams, and the players will prepare for a struggle as the Imperials prepare to board. Despite the players’ efforts, the act ends with the players captured on board the Star Destroyer, en route to who-knows-where.
Act 2 begins as the players awaken in the Stalitz prison. Over the course of several weeks, players will learn the layout and goings-on of the prison, as well as a vital secret concerning its nature. The players will concoct a plan to escape, and a successful escape will result in them tumbling out of the prison’s above-ground exits towards a large lake below.
In Act 3, the players will navigate the planet below Stalitz and search for a way to escape the reach of their Imperial captors. They will likely steal some vehicles from a nearby Imperial outpost and make their way to a landing pad, where they can steal an orbital transport. However, the transport may just take them from bad to worse, because –
– as Act 4 starts, the players find themselves having escaped directly into the orbiting Star Destroyer. The players need to find a way to get off the ship, but as their plan is coming together, they’re met by a Rebel spy with a familiar face. He helps them disable the Star Destroyer and steal some valuable Imperial tech, with which the players are able to make their escape.
As the mission wraps up, the players find themselves once more assisting the Rebels in a space battle, and after that success, the players are thanked profusely (and compensated accordingly) by Alliance Intelligence.
The Stalitz Flight
The spectre of the Imperial Navy hangs over the group of spacers, as a mighty Star Destroyer looms just outside of their captured Corellian Corvette.
With the giant vessel bearing down, the group has only moments to act before their imminent caputre.
Facing a no-win situation, the spacers seem destined for their fianl destination of STALITZ...
Act 1: No Escape...
The large Imperial vessel looms in the viewport. As you move to do something, anything, warning klaxons start blaring and the space around you starts filling with the sickly-green of turbolaser bolts..
Map Notes
Use the “corvette_floor#” maps from the Bendu’s Shadow campaign (if continuing from there).
At this point, you can either roll out the following scenario or just play it narratively. The Star Destroyer is going to lock its Tractor Beams on the players’ ship, and the players should have effectively no chance at escaping – even if the players managed a miracle of steering, the hyperdrive is still slaved to the pre- programmed Imperial route. If you want to roll out this scenario, the players can roll initiative, but the Star Destroyer will almost certainly win (given that it has dozens of potential active crewmen to win slots with) – I would recommend just rolling for the Star Destroyer until it’s won a few slots. The tractor beam should be a relatively easy check to hit, and, once captured incredibly difficult to break from (a Nebulon-B has a tractor rating of 6; one can assume that an Imperial Star Destroyer has an even stronger one).
As the tractor beam continues its inexorable pull on the ship, you look outside to see Adegan Sunrise at least putting up a fight. You can’t tell from this distance, but it looks like it’s managed to get off a wave of Y-Wings to attack the Star Destroyer. Anything more, though, is completely obscured as you are pulled into the cavernous lower hangar on the Star Destroyer. You know that it’s only moments before the Empire’s boarding party arrives. What do you do?
Assuming you are coming directly from the Bendu’s Shadow campaign, your players shouldn’t forget that they still likely have the Shadow’s chief engineer on-board. This is an opportunity for some interesting roleplay, because while the players are pseudo-aligned with the Rebels from their last mission, the chief engineer is still an Imperial.
At this point, the players should prepare for the ship to be boarded. This is an opportunity for the players to decide how they will face imminent capture – i.e. will they resist, will they attempt to hide items on their person, what will they do with the Imperial still left on board (the engineer)? You may want to simply give the players X number of rounds to prepare for capture or you may allow them to roll it out. However the next part plays out, it should end with the players captured. They will likely have been stunned, although the players may simply surrender as well. If continuing from the previous campaign, the Imperial troops should enter from the cargo bay on Deck 1. The escape pods in Bendu’s Shadow are still disabled, per the rogue droid’s sabotage.
When the players wake up from their defeat:
You find yourselves in a group of cells, enclosed in semitransparent containment fields, on what you assume must be the Star Destroyer that just attacked. As you pat down your aching and wounded bodies, you realize that anything you were carrying is now gone. This day has just gone from bad to worse…
Map Notes
Use the “StarDestroyerDetentionCells” map for this portion if you choose to use a map. You don’t need a map (there’s no real player movement here), but it’s a good opportunity for a callback later when the players make it back onboard.
This is a somewhat controversial point – the players, at this point, should effectively lose all the gear that isn’t innately part of them (i.e. cybernetic parts obviously still remain). If this isn’t something your group is comfortable with, make sure to give them the opportunity later in the adventure to obtain very similar items (i.e. the same ones) when they are in a position to steal some weapons. Otherwise, the players should still have the opportunity to gain pretty decent items as they progress through the quest, and of course they will end the quest with a ship (if continuing from the previous mission, it will be the ship they started with) and a hefty reward. Credits are likely the exception here – it may be best to treat them as insubstantial (i.e. they exist in a magic immaterial bank that the players always have access to) and incapable of being taken.
The players should start at this point wearing Heavy Clothing and carrying nothing, unless they managed to hide a small item on their person before being captured. Obviously, use your discretion to decide what you allow to be hidden or not. Give the players a few moments to process what’s going on, and then-
As you try to attain some measure of the place you’re in, you hear a door slide open and an Imperial doctor walks in, flanked by a handful of Imperial Navy troopers.
“Hmm? What’s this?” the doctor says, “It looks like our saboteurs have awoken. Welcome to the Monitor. You certainly did a number on the Bendu’s Shadow, and you were nearly able to deliver it to those Rebel scum. Fortunately, the brave Chief Engineer Harroch managed to get off a coded distress signal, and we happened to be in range.”
Some of the above dialog will need to be changed if you didn’t come to this adventure through the Bendu’s Shadow adventure. You will want to reword this to remove references to the Empire being tipped off by Harroch.
He types something in to the datapad he’s carrying, and then an FX-7 droid glides into the room.
“Stun settings. Technically effective, but somewhat crude. I honestly have better things to be doing than checking in on some fringer scum every other hour, so let’s see if I can administer something a little more reliable to keep you asleep for the trip.”
He gestures at the FX-7, who rolls over to each cell one of you is in. The droid injects something into your arm, and you feel yourself drift off into – at this point – blissful unconsciousness.
If the party has a droid member(s):
“And as for the droid, well, I think we’ve got something much simpler. This should make you much more cooperative.”
As one of the troopers affixes the Restraining Bolt to your torso, you feel your systems pacified and your ability to move completely disabled. He presses a button on a handheld device, and you too feel yourself shutting down.
The players should now be unconscious/disabled until they reach the prison.
Act 2: Stalitz
This section should take place over several in-story weeks. Tell the story as though large gaps in time are taking place between events – maybe the players were knocked out for weeks before they arrived at the facility, maybe the players’ experience in the prison is so tedious that they lose track of time, etc.
The players are entering a prison known as “Stalitz.” Through the course of this section, the prison will be presented to the players as a lone asteroid prison, floating in space. What the players should eventually discover is that the prison is not, in fact, in space. Stalitz prison is an Imperial facility located on the surface of a planet (name unimportant). The facility is designed to look like it’s in space to discourage any escape attempts. This disguise is accomplished through the use of a couple devices. First, any person looking outside of the facility will see what appears to be empty space. This is accomplished through the use of an advanced holographic device. This field is one-way, and anyone who passes through the holographic field (which is really only several meters from the facility’s outer walls) will be able to see the facility as it truly is. Secondly, prisoners and supplies are brought to the facility by use of a specially-modified speeder designed to look like an Imperial Lambda-class shuttle. Any attempt to fly this should likely reveal that this could not operate in outer space (and thus partially reveal the deception).
There are definitely some very specific means to escape written here, but by no means do the players have to figure this way out exactly. The most important thing in running this segment is to give your players the opportunity to succeed in their escape plans eventually – so if they’re having trouble, either help them along or facilitate a different escape than the ones written below.
Main Area:
Map Notes
Use the “PrisonEntry” map for this area.
Upon entering for the first time (i.e. as soon as they arrive):
“[murmuring]…you. Hey, you all! Get up. You’re here.”
You hear the sound of a door sliding shut, and as you groggily look around, you see a small group of prisoners, your group included, unceremoniously dumped in a pile on the floor. On either side of you, you see heavily armed Imperial troopers. A large metal bridge stretches out in front of you over some rough, rocky terrain. The air is dank and the room – perhaps “cavern” would be more appropriate – is lit with small flickering lights hanging from the walls. The darkness makes it difficult to make out your surroundings, but even as you try and get a bearing on what’s going on, you see the troopers start to prod some of the prisoners.
“Alright, scum, get going. The rest of your life is right over there.”
He gestures across the bridge. One of the other troopers remarks:
“I don’t understand why we don’t just space this trash. Why do we bother with them, again?”
“Well, they make good labor, right? Better them than someone respectable,” another trooper chimes in.
The players should get up and head across the bridge, although they’re more than welcome to try and interact with the guards, who will be just as dismissive directly as they were indirectly above.
Most of the guards in this facility are Imperial Naval Troopers.
If the players try to take the shuttle when it lands:
This should only take place after some time has passed (i.e. after at least one “day” in the prison).
The players will have to contend with rushing the guards, which can mean that the players either fight a group of guards or they try to push past them and lock themselves in the shuttle. Be generous with allowing the players to make it to the shuttle, because that shuttle’s not taking them anywhere (and it’s good for them to learn this).
Upon entering the shuttle
(once the players are in the shuttle and unharassed, even if only temporarily):
You see the controls of a Lambda T-4A shuttle stretch out before you. As you move in to the shuttle’s cockpit, what do you do?
The players may try to fly the shuttle off, or they may simply inspect the inside. If the players attempt to fly off, proceed as below, although if they wait and inspect the inside, allow them to make the skill checks mentioned below without as much time pressure as if they’d just tried to fly off.
Once the players attempt ot fly the shutttle off:
You key in the startup sequence for the shuttle, but as you do so, the shuttle fails to move and you realize that these controls are just a mock-up. Right as you’re wondering what could have gone wrong, you can hear the sound of troopers running to the shuttle from the prison. What do you do?
The players should be given a round or two to try something else. They are effectively trapped in the shuttle with guards rushing towards them.
Skill Checks
DC 12 Intelligence (Technology) will reveal that the controls are not real:
- A roll of 15 or higher may also reveal that this isn’t even a spaceworthy vessel – i.e. there’s no way this could have flown through space to get to the prison
DC 12 Intelligence (Investigation) check will reveal that:
- There are cargo holds in the back that they ran by as they dashed in.
- There are no visible weapons available in the cabin.
- A roll of 15 or higher will reveal that there’s a maintenance hatch that leads outside of the ship.
DC 10 Dexterity (Stealth) check to hide in a cargo hold.
- This action should likely come with a lot of setback, as well, to represent the fact that the troopers know that people entered here.
You may want to refer to the included Lambda shuttle image. This can be used as either a printed reference or as a very large token (if you’re playing on a digital map).
If the palyers manage to make it outside:
As you exit the transport, you feel gravity, inexplicably, pull you down, away from the prison.
--Once the players have started falling:
Take them forward to the “On the Surface” section.
If the players all successfully hide:
Take them forward to the “On the Surface” section, and treat the shuttle as having emptied its cargo holds near the outpost.
If the players are unable to come up with a solution:
The troopers will corner the players in the shuttle:
The last thing you think before a wave of blue stun energy washes over you is
“…here we go again.”
As you wake up, you look around and find yourself in the familiar setting of the prison bunks. You’re surrounded by the guards, and they say
“Oh look, they’re getting up. Come here, you pieces of trash.”
As they pull you to your feet, one of the guards grabs the nearest person by the shoulder and drives the butt of his rifle into their chest.
“These scum, they really don’t ever learn, do they?”
“Now, now, we don’t want to have a body to dispose of, do we?” says Lieutanant Meltan, as he strides into the room. He turns toward you. “You lot should count yourselves fortunate. The last group of prisoners that tried that had the misfortune of the guards ‘forgetting’ to set their blasters to stun. Consider this a lesson – no one gets off Stalitz."
This information should be passed to the pilot:
You noticed, as you tried to start the shuttle, that something was very wrong with that ship. You’ve been in a lot of spacecraft, and you’re 100% sure that this vessel couldn’t fly into space if it wanted to – it had to have been an airspeeder.
After the players cross the bridge:
As you cross the bridge, you hear what sounds like a decent-sized crowd of people down the hallway to the left. To the right, you can just make out an entryway into a small room by the light of the force field covering its entrance.
The room to the right of the end of the bridge is the security room, which at all times houses at least two guards. At either end of the walkway, there is a tunnel leading somewhere else, but both ends have guards covering the tunnels. The players should only be able to go into the common room. If they try to go to the security room or either of the tunnels, the guards and/or the force field should rebuff them.
As the players enter the common room:
You enter the large, somewhat well-lit area. Around you, you can see groups of people in tattered clothing huddled around each other. Some are eating, some merely talking, and others sit in stoic silence, a long, far-away look in their eyes.
Upon talking to any NPC, including the named NPCs (these pieces of dialog may be dispersed as desired):
--The players ask where they are:
“Where? Where!? This is Stalitz. This is home. This is death.”
--The players ask about escape:
“Oh yes, escape. Yes, escape. Death is our only escape. We all long for that one day where we finally escape.”
--The players ask what this room is:
“This is our common room, it’s where the Imps put us each evening so that we forget we have only the mines and our beds to forward to. We never forget, though.”
--The players ask what goes on here:
“Oh, that’s easy. We mine rocks, then we sleep, then we mine, and then we die. Sometimes we mine more, and then we die. It is a very simple life.”
--If the players ask about the tunnels at either end of the walkway:
“Well, to the [south, bottom] there’s our bunks. We’ll cram in there like rats and try to hope we dream of somewhere better. At the other end [north, top] are the mines. That’s where we mine rocks.”
--If the players ask about when things happen:
“Well, right now, we’re waiting for the Imps to put us to bed. Then in the morning – or whenever, who really knows when it is without a chrono or a sunrise – we’ll get up and break down rocks until we can’t do it anymore, and then the cycle will repeat. That’s it – that’s your life now.
--If the players ask why they mine rocks/what kind of rocks they mine:
“Just rocks? We’re not mining for spice, if that’s what you’re asking. This isn’t Kessel, although I wish it were. I hear people have at least made it off of that rock.”
--The players ask for someone who is a little less crazy/unhelpful or ask for someone who can give answers, etc.:
“There’s only one man who really knows Stalitz. The Old Man.”
--The players ask who the Old Man is:
“The Old Man is an old man. You look too young to be going deaf. Do you not speak Basic?”
--The players ask why the Old Man won’t talk to them:
“Oh, the Old Man talks to very few. The Twi’lek doctor is his only confidante right now.”
--The players ask what’s down the other branch of the tunnel in the bunk area:
“That’s the trash chute. They dump all our mining trash and refuse in a heap in the mining tunnels, and then it gets carted back here by the trash duty and vented into space through the chute.”
--The players ask about the sounds coming from the trash pile in the mines:
“Oh, that’s probably Eyestalk – err… the dianoga that lives back there. It’s been there as long as I can remember, and it’s dangerous if you irritate it. A couple of dumb Imps harassed it once, and it drug them down, armor and all. They never showed up again.”
--If the players suggest that maybe this prison isn’t an asteroid:
“You’re crazy. Usually it takes longer for the madness to set in.”
----If the players protest, and continue trying to sell them on it:
“Look, maybe Nym or the Old Man is more willing to listen to your madness. I don’t want anything to do with this.”
--If the players ask something an NPC doesn’t know:
Suggest that the players ask either Nym Seren or (more likely) the Old Man.
The players approach the grizzled old man (NPC: “Old Man,” nominal leader of the prisoners):
The Old Man
Medium humanoid (human), lawful neutral
- Armor Class 10
- Hit Points 18 (4d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 11 (+0) 12 (+2) 14 (+2) 14 (+2) 12 (+1)
- Senses passive Perception 11
- Languages Galactic Basic
- Challenge 0 (10 XP)
Actions
Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
--If the players haven’t proven themselves:
The old man looks at you dismissively:
“Bah. Another group of new prisoners. Stalitz has barely looked at you. You don’t know our way of life, not yet. You will, though, you will.”
--If pressed, and the players haven’t proven themselves:
The old man snorts, and turns his head away:
“Go away, new blood. Prove to me you really understand what it’s like here, and maybe then I will have words for you.”
--If the players have proven themselves by showing compassion (after the Twi’lek has brought them over to him):
“So maybe you do understand what it takes to survive here. The gravest thing is that so few ever learn it. The Empire shackles us like beasts, makes us perform meaningless work, but they can never take our humanity unless we give it up ourselves. Too many here have given that up entirely on their own. You’ve given me hope that perhaps more than just the good doctor here,”
He gestures at the Twi’lek –
“-can be capable of showing compassion in such a forsaken place.”
--If the players ask him his name:
“Ah, ‘Old Man’ is enough for me. It has become more familiar to me than my birth name, anyway.”
--If the players ask him about escaping:
“Oh, escape. So many hearts have turned toward escape. So many hearts have been cruelly crushed. There are only two ways off this asteroid, and neither is ‘escape.’ There’s the docking port that the Imperials drop off supplies and prisoners to – you saw that when you arrived – and then there’s the waste extraction port – the trash chute – that we simply use to eject refuse into the cold blackness of space.”
These are the only two exits from the facility – the docking port and the garbage chute. Eventually, the players will need to escape through one of them.
--If the players ask about the docking port:
“I’m not sure what you’re thinking, but that’s going to be suicide. It’s always guarded by at least two guards and one gun emplacement. It gets a little more lax when they’re offloading prisoners or supplies, but even if you managed to get through the guards, you’d still have to be able to fly an Imperial Shuttle out of here.”
--If the players ask about the trash chute:
“Well, for one, it’s for trash, not people. In the past, people have tried to just eject themselves through it to kill themselves. One or two even succeeded – I saw it myself as they fell down the chute only to be ejected into space and die. After that, the Imperials wised up and only put ‘trusted’ prisoners on trash duty. Only those prisoners even get close enough to access the chute.”
--If the players ask about the next shipment into the facility:
Tell them that it is coming in at whatever time you like (although obviously not immediately). As long as the players have been to each area at least once, feel free to time-skip to whenever.
--If the players ask about getting put on trash duty:
“Well, like I said, the Imps choose that. The current officer in charge of it is Lieutenant Meltan; you’ll see him overseeing us in the mines. He’s a vain, proud man who likes to gamble, so if you really want to earn a favor, I suppose you could play on that.”
--If the players suggest that the prison is not an asteroid:
“Hmm. I’m not sure how that could be possible. Why do you think so?”
----If the players explain why they think this:
“Hmm. Hmm. That could make sense.”
At this point, you can use this NPC to help the players work through any aspects of their escape they may need help with.
----If the players offer to take Nym with them:
“I… I couldn’t. I have to take care of the Old Man. And the other prisoners. Without me here, they’re living out the rest of their lives in pain. At least I can do some good for them.”
If the players approach the scarred Twi’lek male (NPC: “Nyms’eren” or “Nym Seren,” the doctor):
“Ah, new grist for the Imperial mill. Unfortunate, but inevitable. My name is Nyms’eren, although most Basic tongues prefer Nym Seren. You may call me either. I’m sure we’ll get to know each other soon enough – there’s very little else to do here.”
Nyms'eren
Medium humanoid (twi'lek), lawful good
- Armor Class 11
- Hit Points 18 (4d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 12 (+1)
- Skills medicine +3
- Senses passive Perception 11
- Languages Galactic Basic, Ryl, Lekku, Huttese
- Challenge 0 (10 XP)
Actions
Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
-- If the players ask what he does:
“Me? I mine rocks, like everyone else. I suppose I occasionally patch wounds – shades of another life. I was once a doctor, but like my home and my family, the Imperials have taken that from me too.”
--If the players ask him about the Old Man:
“Ah, the old human. He is an oddity. I tend to his wounds from time to time, and he speaks to me. Why me? I don’t know. He speaks to so very few. He seems to have a great respect for my tending to the other inmates.“
--If the players ask about the prison:
“Stalitz, we’re on Stalitz. Where it is, I’m not sure. It must be in some remote asteroid belt – Stalitz is an asteroid, you see. Or at least, you will see, once you go down into the tunnels to mine. This is why we have such relative freedom – we have nowhere to go. The only escape from Stalitz is death, but don’t take my word for it – ask the Old Man. He’s been here long enough to see every last failure of an escape attempt.”
--If the players suggest that the prison is not an asteroid:
“That… that doesn’t seem possible. How could it be possible!? I don’t know if I can believe it.”
----If the players explain why they think this:
“Fierfek! That might mean escape is possible!”
At this point, you can use this NPC to help the players work through any aspects of their escape they may need help with.
----If the players offer to take the Old Man with them:
“I must unfortunately reject your kind offer. Not only would I only slow you down, but I have a responsibility to these prisoners, whether they know it or not. I often intercede on their behalf with the Imperials, negotiating small kindnesses whenever I can. I’m sorry; I just can’t go.”
To move forward in dialogues, the players should demonstrate (or fake) compassion. How this is accomplished can be up to you, but suggestions might include making a Medicine check on an ailing inmate, Charming an inmate to share food with a second (hungry) inmate, or using Leadership to give hope to a group of inmates.
Once the players have demonstrated compassion:
“A-hem.”
You hear the Twi’lek doctor clear his throat.
“I’m not sure why, but the Old Man asked me to come get you. I think he wants to talk to you.”
At any point, you may move ahead the current time in the prison. A prison day proceeds as follows:
Evening: Common Room
Night: Bunks/Cells
Day: Mines
It then repeats back to the top. The group should make it to each area once, so that they get the chance to see what resources may be available to them.
Bunk Area:
Map Notes
Use the “PrisonCells” map for this area.
Upon entering for the first time:
As you move through the rocky tunnel from the entrance area, you see a dim light getting brighter until the tunnel opens up. The tunnel splits in two, and the guards lead you down the right side
This is the right side as the characters would perceive it – it’s on the left side of the map
of the tunnel until you reach a small cave. The cave has small, metal rooms built into the rocky walls, and as you pass by the door to one, you can see that each room has a couple sets of stacked bunks. There clearly aren’t enough for all the prisoners. On the other side of the cave, you see another metal room with showers at the back wall; you assume that this must be a communal refresher. The guards give you only a short amount of time before they leave you and turn off the lights, followed by a gruff:
“Six hours ‘til work.”
There is very little scripted for the players to do in the bunks (although they may eventually try to escape through the nearby trash chute). This should be the only opportunity provided to the players to sleep and naturally restore wounds.
Players will have the option to talk to several different NPCs here – all of the NPCs in this room are prisoners of the Empire, captured for one reason or another. Give them flavor as desired. The important NPCs are listed below. These questions should be able to be answered on any map, not just the common room map.
If the players attempt to head out of the bunk area into the main area:
Guards should rough up the players and force them back to their cells. The players may try to fight the guards, but unless they are very well-prepared, it likely shouldn’t turn into true combat.
If the players attempt to head to the trash chute:
Guards should be in place to prevent wandering prisoners from heading this way. The players may attempt to fight the guards, but it should likely be very difficult for anything happening other than the guards rebuffing the players.
If the players attempt to head to the trash chute while on trash duty:
The troopers guarding the area part, allowing you and the trash cart through. You round the corner and see the large set of inner airlock doors lie horizontally off the floor with a small computer control panel on the front.
If the players jump down into the trash chute:
You slide down, down through the chute and see the rapidly-approaching outer airlock door. As you come to a stop at the end of the chute, you see the outer airlock door spin open and you feel gravity, inexplicably, pull you down, away from the prison.
--Once the players have started falling:
Take them forward to the “On the Surface” section.
Mines:
Map Notes
Use the “PrisonMine” map for this area.
Upon entering for the first time:
As you wake up to head into the mines, you see the whole group of prisoners lined up and shackled. After each prisoner has been fitted with Binders, you descend down the dark tunnels on your way to the mines. You are guarded by a squad of troopers, who lead you past a group of soldiers at the mine’s entrance, guarding the exit. The “clip-clop” of the troopers’ plasteel armor on the metallic floor turns into a softer “crunch-crunch” as the metal floor blends into the rocky floor of the mines. You are led down several twisted tunnels until finally you reach a large open area. You can see one large wall of the open area covered by a shimmering force field, and beyond that, the nothingness of space. Around the other walls are small piles of rocks and some basic mining tools. “Get to work,” the guards snap at you.
The players are now in the mines area, and they should be able to roam around everywhere, but as with the other areas, will be prevented from leaving by the guards at the exit. A squad of guards should watch the main area. On the left side of the map, there is a large open area that represents a trash pit. “Eyestalk” the dianoga lives here, and it will generally just make noises unless provoked. Lieutenant Meltan can be found patrolling the tunnels, but he will not head into the dianoga’s lair.
If the players ask about the mining tools:
The mining tools are basically sledgehammers and picks, and as a weapon, can be treated as a Truncheon.
If the players attempt to identify where they are based on star position:
Allow the players to make an Intelligence (Nature) or Wisdom (Survival) check (DC 12). Success will reveal that parts of the sky look like the star position from Coruscant while other parts look like the sky as viewed from Kuat. (Roll of 15+) should reinforce the notion that these star positions cannot technically exist.
When the players leave the mining area:
The guards should verify that no one is taking anything out of the area, and they should make sure that all the mining tools have been replaced.
As the players are leaving (narration is only necessary for the first time):
As the guards look you over and make sure that you’re not carrying any mining tools out of the tunnels, they push you up against the wall and a large cart filled with junk is wheeled past by a couple prisoners.
“Out of the way; trash duty coming through,”
-you hear from one of the guards. After the cart passes, you and the rest of the prisoners are walked out behind it. You’re walked up through the tunnels back into the main area, and as you’re all herded into the common room, you can see the trash cart being wheeled down the tunnels to the bunk area.
If the players find Lieutenant Meltan and speak to him:
“What do you want? You should be working.”
Meltan is the overseer of this area and the one responsible for rewarding “good” prisoners with things like extra rations or getting put on trash duty. He somewhat full of himself, and any dialog toward him that appears sycophantic or subservient should provide a . Any dialog that is dismissive or insulting should incur a . Meltan is also a gambling aficionado, and this can be used against him by way of a game of Pazaak.
Lieutenant Meltan
Medium humanoid (human), lawful dark
- Armor Class 15 (battle armor)
- Hit Points 38 (7d8+7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 16 (+3) 11 (+0) 13 (+1)
- Skills Perception +2
- Senses passive Perception 12
- Languages Galactic Basic
- Challenge 3 (700 XP)
Superior Aura of Command. Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.
Actions
Rally Allies. The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.
Call to Attack. Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.
Blaster Carbine Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.
--If the players ask about trash duty/other privileges:
“I reserve that for the prisoners I can count on. You don’t appear to be one of that number.”
--If the players suggest gambling on something:
Ensure that the players have something to wager, even if it’s relatively trivial. Meltan likes to gamble and should bite at almost anything, although he won’t subvert his own duties as an Imperial to do it (so he’s not going to give the players a gun, let them go, etc.).
“Well, since you bring that up, I could make a wager. How about a… heh, heh, friendly game of pazaak?”
Meltan can then play the player (one player) in a game of Pazaak. Meltan should likely be making several simultaneous wagers to allow the players to spend their multiple . It uses these rules, inspired by FFG’s Sabacc rules (from the “Shadows of the Black Sun” campaign):
The following rules can be used to simulate one round or hand of pazaak, a popular card game in the Star Wars universe. In pazaak, players attempt to develop a hand of 20 points, similar to Blackjack. Players are dealt cards from a main deck, with cards numbering from 1-10. Players initially receive 2 cards and then may choose to take more cards, one at a time, in turns. Pazaak is played between a player and a dealer (usually a PC and the GM).
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Each player submits a wager and both wagers go into the pot.
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Players usually play a “best-of-three” set of hands, with the winner taking the pot.
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To cheat, a character instead uses his Charisma (Deception) or Dexterity (Sleight of Hand) skill for the test. This becomes an opposed check against Wisdom (Insight) or Wisdom (Perception). If the PC is caught cheating, gambling immediately stops to resolve the discovery. The way to cheat in this game is to roll one of the checks above as a contest to the other player(s). On a success, you can substitute one of your cards in the side deck with a card of your choice. You decide wither it has a positive/negative value and will numerically range from 1-6.
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The player rolls the dice pool, leaving the dice on the table. This dice pool will be used to determine the player’s Side Deck, which he can use to modify the cards he is dealt. To determine your side deck, roll 1d6 four times and record the result. Then, for each number, roll another d6 and note whether it is even or odd. Even assigns a positive value to a number in your hand, odd assigns it a negative value (they are assigned in the order you roll them, you do not choose). So you should end up with four numbers that range between -6 and 6, excluding 0.
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To determine who goes first will depend on a Charisma (Performance), which is an apposed check against all players. Whoever rolls highest goes first, second highest second, etc.
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The player and the dealer are dealt cards in turn, one-at-a-time. Either the player or the dealer may choose to “hold” at any point (after the first two cards) and not be dealt any more cards. Roll a d10 to determine the card dealt.
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The player closest to 20 points without going over wins the hand. In case of a tie, no one wins – the hand is replayed.
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If a player is dealt nine cards without exceeding 20, he automatically wins the hand (even if the other player has 20 exactly).
--If the player wins against Meltan:
Meltan should say:
“No! I can’t have the other guards see me losing to some prisoner scum! I consider myself to be an honorable man, so if you’ll pretend like this game never happened, I can make it worth your while. What’ll it take?”
Meltan should then grant the player a boon of some kind, limited to what he is capable of granting without ignoring his duties (i.e. he’s not going to give them a gun or let them leave on the next shuttle). Presumably, this will be getting put on trash duty.
--If the player loses against Meltan:
The player obviously must give up whatever he wagered, but there should be other players in the group who have a chance to win. If all have lost, the players will have to find some way to accomplish their objectives without Meltan’s help.
--If the players get put on trash duty:
Meltan says,
“Very well. You can end your shift early and meet in the trash pit in the mines. Load up the trash cart in there and guards will meet you in there to escort you to the trash chute. This will be your new role, at least for the next few weeks. That trash is awful, of course, but I can understand why you’d want the job – it’s at least less back-breaking than all that mining.”
If the players enter the trash pit/dianoga’s lair:
As you enter the small cavern, you see – or more accurately, smell – mounds of trash. You feel some kind of liquid under your feet, and you’re not sure you want to give it much more thought than that. As your eyes adjust, you see old, broken mining tools littering the area along with the various sundry refuse that comes about from having prisoners work in the same area for years on end.
Quickly, out of the corner of your eye, you think you see something move. That goes away quickly as you stop moving, however. In the silence of the cave, you can hear shifting trash. There is definitely something in here.
--If the players wander around the lair:
The dianoga should, at large, ignore them. It may pop up from time to time, and a good Perception check combined with Knowledge (Xenology) may give the players some idea about what’s in here. If not, the other prisoners will be able to tell the group about the dianoga.
--If the players attack/provoke the dianoga or start searching through the trash:
Note that this is only if they start searching, not if they’re simply loading up the cart for trash duty. The dianoga will attack! It should not leave this room, and it should use the Dianoga, Adult stats from the SW5e website in the source Scum and Villainy , perhaps toned down a little if the group’s makeup requires it.
Dianoga, Adult
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 105 (10d12+40)
- Speed 15 ft., swim 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 19 (+4) 6 (-2) 13 (+1) 6 (-2)
- Skills Stealth +5
- Senses darkvision 60 ft., passive Perception 11
- Languages Dianoga
- Challenge 5 (1,800 XP)
Limited Amphibiousness. The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Grasping Tendrils. The dianoga can have up to seven at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it.
Actions
Multiattack. The dianoga can make three attacks: two with its tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d8 + 2) kinetic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle Slam. The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.
--If the players kill/defeat the dianoga:
The players should find the remains of two troopers, which will include a datapad, two holdout blasters, binders, two comlinks, two utility belts, four stimpacks, a small tool kit, and climbing gear. You may want to add/remove mundane items as your party’s composition varies.
Act 3: On the Surface
This section likely begins with the players falling down into the lake. If the players have escaped by hiding in the transport, then the players should be dropped off with other empty cargo containers outside the outpost (the players would likely not be discovered in this, as the transport will just land, open its cargo hold, eject its empty cargo containers, and then take off and leave). The planet that the players are on is relatively nondescript – it’s a mostly grassy planet with no obvious signs of technology other than an Imperial outpost near Stalitz prison. From that outpost, the players will find a way to a small landing pad that will give them the opportunity to fly off-planet.
As you tumble down, you see the stars approaching quickly, and then – daylight. After passing through the holo-shroud disguising the outside of the prison, your eyes take a moment to adjust to the bright lights of day. Before you can fully process what you see, you see something large and blue approaching you very rapidly.
The players are falling into the water underneath the prison. The players need to make a Strengh (Athletics) DC 12 check to safely dive into the water. This should be treated as a Fall (Adventuring in PHB) of 30 ft.
After the players have all rolled their checks:
Splash! You slip beneath the surface of the water and swim back to the surface. It’s been a while since you last bathed, to be sure, but this is a bit extreme. Regardless, you’re free of the prison, at least for the time being, and you finally have a chance to catch your breath. Things are looking up. As you look around, you see that you’re in a large lake surrounded by a grassy shore. The only things of note that you can see is a small outpost on the shore of the lake and the looming form of Stalitz prison hanging above you like an angry moon.
Map Notes
Use the “PlanetSurfaceBase” map for this area.
If the players swim anywhere besides the outpost:
They are of course welcome to do so, and maybe are even considering approaching the outpost as a flank. In that case, treat approaching the outpost from land just as approaching from in the water. The water vehicles will still be out on the water as described below.
As the players swim towards the outpost:
As you swim towards the shore, you see a couple amphibious repulsorcraft depart from the outpost’s dock.
The map here is not at a 1:1 scale as the distances from the shore are concerned. For this, treat the repulsorcraft on the water as being a sufficient distance from the shore so as not to be able to interact (i.e. they are at extreme range).
Each repulsorcraft should have one minion group (x2) of Imperial Naval Troopers on board.
Skill Checks:
Intelligence (Lore) check DC 10 to identify the vessels
- Repulsorcraft are Amphibions, a small amphibious personnel carrier. It carries one light antipersonnel blaster.
- Roll of 15+ should reveal further stats on vehicle.
Dexterity (Stealth) check DC 12 to remain motionless/hide
Strength (Athletics) check DC 12 to dive underwater without making too much noise/splashing
- For holding breath rules check here under Constitution checks.
Once the players have all had a chance to react to the repulsorcraft, each set of troops will make a Wisdom (Perception) check to search for the players.
If either of the craft spot the players:
Both repulsorcraft move to the players’ location. While en route, the players should have one final chance to hide/act.
K79-S80 Imperial Troop Transport (ITT)
Huge construct, unaligned
- Armor Class 18 (armor plating)
- Hit Points 138 (12d12+60)
- Speed fly 35 ft. (hover), turn 15 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 7 (-2)
- Saving Throws Str +9, Con +9
- Damage Vulnerabilities Ion
- Damage Resistances Psychic
- Damage Immunities Poison, Necrotic
- Condition Immunities disease, exhaustion, poisoned
- Challenge 10 (5,900 XP)
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct. The weapon attack rolls assume a +4 proficiency bonus of the pilot and/or rear gunner.
Gunboat Transport. The ITT can transport a maximum of 10 medium creatures (in addition to its crew) in its interior, 7 tons of cargo on its roof, and has three exterior slots on either side. A slot can be used to hold 8 tons of cargo, or be a firing seat for a creature of size Medium or smaller. On its turn, a creature in a firing seat can only fire on targets to the side it is facing, and has half-cover while in the seat. The ITT can deploy its passengers using its Deploy Troops legendary action, which can be fought by creatures inside of the ITT.
Heavy Plating. The exterior of the ITT is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 15 points, the ITT takes no damage from it. If the ITT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.
Repulsorlift. The construct ignores difficult terrain and can pass through spaces occupied by creatures of Medium size or smaller if they are prone. If the construct receives a critical hit with an ion or lightning damage effect, it loses this feature and falls to the ground, its movement speed becoming 0 ft. until it receives healing.
Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Multiattack. The pilot of the ITT can make two attacks with the medium repeating blasters, or use the ram action. If the ITT has a gunner operating its tailgun cannon, it can also make an attack.
Medium Repeating Blasters. Ranged Weapon Attack: +6 to hit, range 120/240 ft., one target. Hit: 27 (4d10+5) energy damage.
Ram. The ITT moves half its speed in a straight line. Any creature within the ITT's path must make a DC 15 Dexterity saving throw, taking 26 (4d12) Kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.
Tailgun Cannon. Ranged Weapon Attack: +7 to hit, range 150/240 ft, one target. Hit: 18 (2d12+5) Energy damage.
Legendary Actions
The K79-S80 Imperial Troop Transport can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ITT regains spent legendary actions at the start of its turn.
Deploy Passengers (Costs 2 Actions). The ITT mobilizes some or all of its passengers for deployment. If stopped, it deploys up to the entirety of its passengers in any unoccupied spaces within 10 feet. If the ITT has moved more than half its speed this round, passengers who are not in a firing seat may attempt to leap out, making a DC 14 Dexterity saving throw. On failure, the passenger takes 1d6 damage for every 10 ft the ITT moved this round, or half as much on success. A passenger who fails also falls prone. Any passengers who exit in this way do not get a turn in the initiative until the next round.
Tailgun Cannon (requires gunner). The gunner makes an attack with the tailgun cannon.
As the players approach the shore by the outpost:
Upon reaching the shore near the outpost, you see a large metal wall surrounding the facility with two smaller buildings inside. A small dock juts outward, right next to a larger opening on the beach. However, while the dock remains empty of the repulsorcraft that might normally sit there, the larger opening is occupied by two troopers manning large E-Web blasters
E-Webs are Heavy Repeating Blasters.
If the players are in the water, they may make a Wisdom (Perception) check DC 12 to notice the large wastewater pipe running in to the middle of the outpost.
--If the players attempt to enter the outpost using the pipe:
Players may attempt to enter the outpost using this pipe, but it is a 35 ft. from one end of the pipe to the other, and swimming underwater will make this difficult terrain (the net result is that it will take two turns using the dash action to reach the end). Once the players have reached the end (beginning of the third turn), a successful Strength check DC 10 will need to be made to open the grate. Players should have disadvantage on this check due to being in the water. If the check is failed, players must remain underwater for another turn.
- For holding breath rules check here under Constitution checks.
Once the players are inside the outpost:
The players will ultimately need to follow the speeder path out the facility to the north (or at least head in that direction).
--Building in the northwest corner:
This building is a security office. It has a small computer on the right-hand side, a footlocker to the bottom, and a set of lockers on the left (see map).
Skill Checks:
A player may use their Security Kit to attempt to pick the lock on the locker. (DC 15)
- On a success, should give the players the Security Officer’s prized Heavy Blaster Rifle
- On a failure, possibly sets off alarm
A player may use their Slicer Kit to attempt to slice the lock on the footlocker. (DC 15)
- On a success, should give the player a set of confiscated Slicer Gear
- On a failure, the slicer gear is damaged, but you can still salvage a Datapad from it
Intelligence (Technology) check DC 10 with the computer to determine how to get off-planet
- On success, should point the players down the speeder path exiting the facility
--Parked Amphibion just north of the dock:
This repulsorcraft is damaged and being worked on by a trooper, who is paying no attention to anything but his work. Players should have a chance to ambush him. If he’s out of the way, players can pick up his Mechanic's Kit.
--Building in the middle:
This is a generic office. There’s a computer in the middle, a large screen off to the right side, and some crates on the south side.
Skill Checks:
A player may use their Security Kit to attempt to pick the lock on the locker. (DC 10)
- On a success, crate should yield its contents: one set of Padded Armor
Wisdom (Perception) check DC 10 on room
- The players notice a blaster rack containing one Blaster Carbine and one Blaster Pistol
Intelligence (Technology) check DC 10 with the computer to determine how to get off-planet
- On success, should point the players down the speeder path exiting the facility
--Speeder platform near the exit:
There are six Aratech 74-Z speeder bikes Aratech 74-Z speeder bikes sitting out unattended. The speeder bikes are locked down. A player may use a Security Kit or Mechanics Kit to unlock the speeder bikes.
--Gun emplacement to the south:
These are very dangerous. Players should avoid these. Heavy Repeating Blasters will hurt players who have just escaped from prison. A lot. As long as the players don’t approach these from the south, they should be considered safe from them, although the troopers manning the blasters may leave and attack the players.
Once the players have left the facility to the north:
Map Notes
There is no map for this section – only the speederbike encounter would potentially require any movement.
Players should make a Wisdom (Survival) check DC 10 to follow the trail. The trip should take a few hours on speederbikes. Each player should be riding his own speederbike, but if they’re sharing a bike, add +2 to DC for any check made while on the bike (to represent the distraction of another rider). During the trip, roll a percentage die two or three times, and follow the table below (or just pick at your leisure). Each time, after one of these, the players must make a Wisdom (Survival) check DC 10 to get back on the path. Failing the check should potentially result in an extra encounter on the road (to represent the lost time taken getting back on track).
d100 result Encounter:
01-20: Speederbike Encounter
- Two Imperials on speederbikes (the same type as the players) head toward the players from the opposite direction and point towards the players. The players must prevent the Imperials from reporting this to anyone.
21-40: Bad Weather
- It starts to rain heavily, and each player must make a Intelligence (Piloting) check DC 12 to travel through. A failure should be the player falling off the speeder, or something similar (likely taking loss to HP).
41-60: Nerf Crossing
- The players see a herd of nerfs crossing the path up ahead, and completely blocking their way. If the players wait for the herd to pass, nothing happens. If they try to fly through, the nerfs should spook and all players should make a Strength (Athletics) check DC 12 to stay on the speeders. A failure represents falling off (and maybe even getting trampled!).
61-80: Speederbike Wreck
- The players see a column of smoke rising from scattered metallic wreckage. It appears to be the wreck of a speeder. If the players don’t stop to search, give them advantage on their survival check (since they were barely distracted). If they stop to search, there’s nothing there, but maybe give them some mundane items (e.g. stimpacks, repair patches).
81-90: Roadblock
- Have the players make a Wisdom (Perception) check DC 12. If they succeed, they notice a small tree root sticking up out of the ground. If they fail, have them perform a Dexterity (Acrobatics) check DC 15 on their bikes to dodge.
91-100: False Perception
- The players think they hear something. Have someone make a Wisdom (Perception) check DC 12. If they succeed, there’s nothing there – they were just hearing things (maybe it’s a bird, etc.). If they fail, watch them sweat.
--Once the players have reached the end of the trail:
Map Notes
Use the “PlanetSurfaceLandingPad” map for this area.
Up ahead, you can see the trail end as it tails off into a clearing. Inside the clearing, you can see a small metal building in front of a raised docking platform. As you approach, you can see a DX-9 Stormtrooper Transport DX-9 Stormtrooper Transport just touching down on the pad. You can just make out the hum of the energy fence, which glows a subtle blue as it encircles the compound.
Here the players are given the opportunity to steal the transport and get off of the planet.
LAAT/le patrol transport
Huge construct, unaligned
- Armor Class 18 (armor plating)
- Hit Points 105 (10d12+40)
- Speed fly 90 ft. (hover)
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 11 (+0)
- Saving Throws Dex +7, Con +7
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities disease, exhaustion, poisoned, unconscious
- Senses passive Perception 14
- Languages —
- Challenge 5 (1,800 XP)
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Operated. The construct is operated by both a pilot and gunner and roll initiative separately.
Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Troop Transport. The construct can carry a maximum of six medium creatures which it can deploy by using its Deploy Troops action, or which can be fought by creatures inside the construct.
Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Pilot. The pilot of the construct can attack once with the Chin Mounted Laser Cannons or use the Deploy Troops action.
Chin Mounted Laser Cannons. Ranged Weapon Attack: +7 to hit, range 200/400 ft., one target. Hit 15 (2d10+4) energy damage.
Deploy Troops. The construct mobilises the troops traveling within it, deploying up to 6 willing creatures. These creatures appear in any occupied spaces within 5 feet of the construct.
Gunner. The gunner of the construct can attack once with the Rear Mounted Laser Cannon and once with the Missile Launchers.
Rear Mounted Laser Cannon. Ranged Weapon Attack: +7 to hit, range 200/400 ft., one target. Hit 9 (1d10+4) energy damage.
Missile Launchers. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit 10 (1d12+4) kinetic damage. Additionally, hit or miss, the missile then explodes forcing the target and every creature within 10 feet to make a DC 15 Dexterity saving throw taking 6 (1d12) damage on a failed save and half as much on a successful save.
If the players enter by the front gate:
Someone should make a Wisdom (Perception) check DC 10. A success will allow them to hear a small ringing going off – the perimeter sensors have detected the players entering. In this case, give the players a round’s worth to act, and then proceed the same way as if the check were failed. If the check is failed (or the check was succeeded at the players had their chance to act), an Imperial Naval Officer and an Imperial Naval Trooper should run out of the nearby building and challenge the players as to their intentions. Any Deceit should be made against the Officer’s Wisdom (Insight). If the players are unable to explain their purposes, they should initiate battle with the Naval Trooper/Officer.
If the players attempt to break down/shut down a segment of the energy fence:
A player may utilize a Security Kit or Slicer Kit here. Players should be able to attempt this at any one of the “fence posts” to disable both of the fence segments touching it (see map).
Once the players approach the transport:
There are five potential entrances to the transport – the main loading ramp in the back and four cargo hatches on the sides (two on each side). The cargo hatches lead into small closets inside the craft, while the ramp opens at the back of the craft (see map). Inside the main area on the transport, the players should find two groups of Stormtroopers (minion groups) and two Stormtrooper Sergeants. These will be immediately suspicious on seeing the players, and prompt them with:
“Halt! Who are you?”
Players may attempt a Charisma (Deception) check against the group, with disadvantage because of the group size and because they are suspicious already. On a failure, the check should result in:
“Lay down your weapons, you’re not going anywhere.”
The players will likely initiate combat at this point. The Stormtroopers should all set for stun on their weapons – they want to capture, not kill the players.
On a success, the check should result in:
“Well, you’d better come with us. We have information that prisoners may have escaped from Stalitz, and we need you to answer some questions about anything you might have seen.”
If the players acquiesce to the request, they will be taken to the Star Destroyer for questioning. If the players refuse, combat may be initiated as above (with the Stormtroopers using stun settings only).
If the players defeat the Stormtroopers:
The players now have access to the transport, and may fly off. As soon as they take off, they should hear a communication from the Star Destroyer overhead:
“Delta Oh-Four-Seven, we have you on approach. Proceed to Docking Bay Two.”
The players should likely take the hint that the Star Destroyer expects them to land. The players may consider trying to use the hyperdrive aboard the craft, but an easy Intelligence (Piloting) check DC 10 should reveal that this is a version of the DX-9 not outfitted with a hyperdrive.
----If the players run away in the ship:
You feel a sudden lurch and hear a voice break through static:
“Delta Oh-Four-Seven, you’re off-course. We have you in our tractor beam. Disengage engines and follow protocol.”
The players should not be able to run from the Star Destroyer in a small transport without hyperdrive.
--If the players lose to the Stormtroopers and/or are being taken by them for questioning:
The players are being flown up to the Star Destroyer by the Stormtroopers. At any point up to when they land in the docking bay, the players may attempt to attack the Stormtroopers (provided they are capable of fighting). Attacking the troopers while in-flight should provide a surprise round (to represent the surprise of the troopers) and maybe prevent one of the troopers from interacting for a short time (to represent him having to pilot the ship). If the players take control of the ship, proceed as if the players had taken control of the ship on the ground.
As the players approach the Star Destroyer/are towed in by the Star Destroyer:
Your transport continues its inexorable trip towards the Star Destroyer’s hangar bay. When you exit the outer atmosphere, you see that the Star Destroyer you’re heading to is not the only one in orbit – there are several Star Destroyers here: nearly a whole fleet!
As you head to Docking Bay Two, the smaller of the two docking bays, you pass under the larger ventral docking bay, Docking Bay One. Its doors start to close as you pass by, but you can glimpse inside a docking bay full of TIE starfighters, although they aren’t the standard hexagonal-winged versions – these are something you’ve never seen before. The glimpse is fleeting, though; you quickly ascend upwards into your docking bay and move into one of the hangars on the side. Your craft comes to rest in between two columns of TIE Fighters, this time the ones you’re familiar with. Maybe you were just seeing things…
Act 4: Into the Belly of the Beast
Once the players land in the Star Destroyer’s hangar bay:
Map Notes
Use the “StarDestroyerTransportHangar” map for this area.
As you step out of the transport, you hear the telltale whine of the Star Destroyer’s gargantuan engines propel the vessel into hyperspace. While you certainly don’t want to stay on the massive Imperial ship any longer than you have to, there’s no way to get off while the ship is in hyperspace.
The players will be trying to find a way to stop the ship and then get off the ship in this section. Very shortly, a Rebel spy on-board the ship will contact them. The players will likely come up with at least a tentative plan to get off the ship, which should/can be redirected by the Rebel spy, who will have a series of objectives for them. If the players ever start to feel completely lost (i.e. they are hesitant to even leave the hangar they arrive in), have the spy come seek them out.
If the players are being escorted by Imperials (i.e. they surrendered to them in a prevous scene, they did not lose to them in battle):
The Stormtroopers escort you up to the base of the control room entrance and then pause:
“Control room 2-B, this is EV-104. Have those data files come in from the prison on the escapees?”
“Affirmative, 104. We have them up here.”
The Stormtrooper gestures at you:
“You wait right here. I need to go up and check on something; I’ll be down in a second.”
The Stormtrooper should head up into the control room, where he will learn that the players bear a striking resemblance to the escaped prisoners. The players should likely take the opportunity to act here. If they do not:
The Stormtrooper comes dashing down the stairs –
“Men, arrest them! These are the escaped prisoners!”
The players will likely resist here, and a battle will ensue.
--If the players lose/surrender:
Proceed as below (“Players lost to the stormtroopers and did not take over the transport en route”).
If the players lost to the Stormtroopers and did not take over the transport en route:
The players should be escorted by the Stormtroopers to the detention cells. Proceed here as under “Players are defeated/captured on board.”
If the players land in the hangar with the players in control of the transport:
You peer around the hangar, looking past the rows of TIE Fighters. The hangar is a small one, and the only things of note you can see are a staircase, likely leading to a control room, and several lift tubes scattered around the room.
--If the players appear to be Imperial (e.g. are wearing Imperial clothing, etc.):
A voice chimes in over the loudspeaker:
“Delta Oh-Four-Seven crew, please register cargo log with hangar control.”
The players should report to the Imperial Naval Officer in the control room. Failure to do so will result in the officer chasing them down, similar to the below.
Any Charisma (Deception) checks the players make against the officer will use the Officer’s Wisdom (Insight) as an apposed check.
--If the players do not appear to be Imperial:
You hear footsteps, and a man in an Imperial officer’s uniform (Imperial Naval Officer) exits the nearby stairwell.
“You there, who are you and where are the men sent down in the transport?”
Charisma (Deception) checks should be made against the officer’s Wisdom (Insight) and should be at disadvantage. On a failure, the officer will engage the players in combat.
The players have four main locations to visit on the ship other than the hangar they’re in right now. There are the Corridors, where the players should meet the spy, the Detention Cells, where the players need to rescue the spy’s associate, the Backup Reactor Control, where the players will need to disable the Star Destroyer’s reactor, and the Main Hangar Bay, where the players will need to steal a ship and leave (once they’ve forced the Star Destroyer out of hyperspace).
If the players explore the control room:
Skill Checks:
Intelligence (Technology) check DC 12 to learn information about the ship
On a success, include this information:
- The ship is in hyperspace
- The ship will not exit hyperspace for some time
- The ship is traveling with several other Star Destroyers (in a fleet)
- All hangars are locked down while the Star Destroyer is in hyperspace
- Exiting a ship traveling through hyperspace is very dangerous (likely lethal)
- The ship is an Imperial-class Star Destroyer – the Monitor
- If the players realize that this is the same ship that captured them earlier, the computer should let them know that the Bendu’s Shadow was removed from the main hangar three standard weeks ago.
The players will likely decide to search somewhere. Anywhere the players head to should lead them up through the lift tubes into the Corridors (map).
When the players enter the Corridors:
Map Notes
Use the “StarDestroyerCorridors” map for this area.
The “Corridors” map is also useful for a generic map if the players decide to go to some location that isn’t one of the pre-planned ones.
Decide on a destination for the players. This may be any one of the other sets of lift tubes on this floor (there are three – one in the NW corner, one in the middle, and one in the SE corner).
The corridors should have patrolling Stormtroopers/Imperial Naval Troopers/Officers for the players to avoid/fight. Computers in this area can be used to grant basic knowledge about the ship. Containers in here may be picked/opened to give mundane items (or items the players need to restock after being captured). At least one room (north-eastern-most room) has a blaster rack (containing blaster rifles/pistols) in it.
While the players are skulking around, have them make occasional Stealth checks, even when it seems like they wouldn’t be required. As soon as one player fails one (and if it doesn’t happen, make it happen by fiat after a while), a voice (the spy) should beckon at the players from a nearby room:
“Hey, you – fringers. Come here before you alert the whole ship. I know who you are.”
The players should decide to enter the room, but if they don’t, have the spy pop out and reveal himself, and then play it just like the below.
As you head in to the room, you see a man in a standard Imperial Officer’s uniform, but the face is familiar – it’s Major Dernigan!
If the players aren’t continuing this campaign from the Bendu’s Shadow campaign, you may need to retool some of this dialogue. Treat the spy as a generic Rebel spy that the players do/don’t know.
“Yeah, yeah, I’m sure it’s a surprise. Believe me, I’m more surprised to see you. After you got captured by that Star Destroyer, we figured you for dead. It’s been weeks since then. What happened?”
Allow the players to explain their situation. Make sure that the Major learns how they got here/that they’re just escaping.
--If the players ask what the Major is doing on board a vessel like this:
“I’m working with Alliance Intelligence – I’ve always been with Alliance Intelligence. Who else do you think has the authority to send a bunch of spacers after a prize like a corvette?”
--If the players ask for help getting off the vessel:
Allow the Major to redirect it – he should explain that he’s got his own goals, but they can probably help each other out. Continue with the dialogue below, which supports making the players’ goals and the Major’s goals work together.
--If the players pause/wait for the Major to continue:
“Anyway, I’m on board this vessel – the Monitor – to investigate a new TIE starfighter program the Empire is fielding. These are apparently some of the first of a production line of an advanced TIE prototype.”
“Now listen, I’m sure you want to get off this ship as soon as you can. If you help me out, I can promise that it’ll give you a way off this ship – and maybe even a way to make up for that prize money you couldn’t get for the corvette. How do you feel about stealing something a little smaller?”
--If the players ask about the TIE prototypes:
“These are some nasty pieces of work. These TIEs are faster, stronger, and they’re capable of being equipped with hyperdrives, just like our X-Wings. If the Empire makes these widespread, our boys could have real trouble.”
The TIEs the Major is describing are TIE Avengers, a starfighter introduced in short amounts around the time of the Battle of Hoth. They’re based off of Darth Vader’s TIE Advanced x1 (from A New Hope), so they could have presumably been in development/testing any time in between ANH and ESB.
--When the players agree:
“So here it is – you all have given me a great opportunity to cause enough havoc around here to make off with some of those TIE prototypes. Alliance Intelligence could really do with getting their hands on those.”
“I’ve got a portable homing beacon I can use to call in support when I need it, so if we can isolate this ship from the fleet, we’ve got a chance to allow our wing to get the drop on it.”
“Since the ship is in hyperspace, we’ve got a chance to do that. All we have to do is disable the ship’s main hyperdrive and the ship’s backup hyperdrive at the same time.”
“There is one small problem, though. I’ve got an associate whose cover was blown, and he’s locked up tight in the detention cells on-board. I don’t think he’s broken, yet, because the Imps don’t know about me, but he’s the engineering whiz – if we want to disable those reactors, we’ll need his help. If we want this to work, we have to get him out of that cell.”
The players’ next objective will be to head to the detention cells. Major Dernigan should accompany them there.
Major Dernigan
Medium humanoid (human), lawful good
- Armor Class 15 (battle armor)
- Hit Points 38 (7d8+7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 13 (+1)
- Skills Perception +2, Intimidate +3
- Senses passive Perception 12
- Languages Galactic Basic
- Challenge 3 (700 XP)
Superior Aura of Command. Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 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.
Call to Attack. Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.
Rally Allies. The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.
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.
Once the players make it to the floor with the detention cells:
Map Notes
Use the “StarDestroyerDetentionCells” map for this area. If this was used earlier in the “being captured” part, then this may appear familiar to the players.
As you exit the lift tubes, you see the floor open up into a wide hallway in front of you. There is a set of double doors immediately in your path, and the hallway continues around another bend to the right.
--If the players head to the double doors:
“Not there, not unless you really need to see a doctor. That’s the med bay.”
If players choose to head into the medbay, they should have the opportunity to confront the same doctor that met them earlier when they were first captured. Other than the doctor, the medbay has three bacta tanks (which the players should not have enough time to use) and two medical chairs (which should act essentially the same way as a medkit, albeit stationary and immovable).
--When the players enter the detention area:
As they enter through the heavy blast door, there is an Imperial Naval Officer with two groups of Stormtroopers flanking him. If the players haven’t discussed a plan beforehand with the Major, he should immediately open fire on the officer, saying:
“I believe you have a friend of mine. He’ll be checking out now.”
This will start combat. Otherwise, any Charisma (Deception) checks should be made at a disadvantage. After combat/interactions are resolved, there is only the Major’s ally waiting in the cells. Optionally, the GM may decide to add some more prisoners to allow for a more exciting set of interactions when the cells are opened.
Skill Checks
Intelligence (Technology) check DC 10 to open cells (one or all of them, default to all of them)
- On a failure or success, will incur a line of questioning over the comms.
- Any Charisma (Deception) checks will go against the Wisdom (Insight) of the NPC on the other side of the comms. Any rolls will be at disadvantage if they failed to open cells. Advantage on checks if they opened it successfully.
A player may utilize a Security Kit to unlock the contraband lockers in the detention area
- On a success, the locker will yield a Vibrosword with the Piercing property.
- On a failure, will still yield Vibrosword but with a damaged edge, making it a mundane Vibrosword.
- Critical Success could yield a new "Tool" Kit (at DM's discretion).
--On releasing the prisoner(s):
As you shut down the cell(s), a small human with dark hair approaches the Major.
“Dern! I thought I was stuck in here for good. Who’s this bunch you got to help?”
“Ah, these are the fine group of spacers we saw spearhead the Bendu’s Shadow fiasco – not that they could have helped the Imperial Star Destroyer, of course.”
He turns to you:
“And this emaciated-looking fellow is my colleague, Gadon Bul. He’s the genius who’ll help us rip the Imps right out of hyperspace.”
“Wait, what’s this about genius and ripping?” Gadon chimes in. “It sounds like you have more of a plan than just ‘Spring Gadon from prison.’”
Dernigan nods:
“Yeah, these fringers have provided us with the opportunity to finally get our hands on those TIE prototypes – and, of course, to get you out of here.”
“What I’m thinking we do is this. We’ll split up. Gadon and I can go to the main reactor – it’s more complicated, and Gadon needs to be there in person to shut it down. You lot head to the backup reactor, and Gadon can talk you through over the comlink.”
If the players don’t have comlinks, Dernigan hands them each one.
“It’s important that only a Gadon and I go to the main reactor. Because it’s more heavily-guarded, we need to keep a very low profile. And, no offense, but two humans are a lot less conspicuous than your group.”
“Now we need to get out of here in a hurry. Gadon and I can head up with you to the backup reactor – it’s on the way to the lift we need to take to the main reactor. Let’s get moving.”
The players should head to the reactor map at this time.
Gadon Bul
Medium humanoid (human), lawful good
- Armor Class 15 (battle armor)
- Hit Points 38 (7d8+7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 13 (+1)
- Skills Perception +2, Intimidate +3
- Senses passive Perception 12
- Languages Galactic Basic
- Challenge 3 (700 XP)
Superior Aura of Command. Friendly creatures that it can see and hear the officer within 30 feet of it add a +2 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.
Call to Attack. Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.
Rally Allies. The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.
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.
When the players reach the backup reactor area:
Map Notes
Use the “StarDestroyerBackupReactor” map for this area.
This area has three distinct “levels,” much of which is suspended over an effectively bottomless pit. Falling in would be bad.
Upon exiting the lifts (on the lower-left-hand side of the map), you hear a voice call out to you from across a small retractable bridge (on the lower-right-hand side of the map):
“You there, are you the engine maintenance team? We weren’t told to expect you for another hour!”
As you look over for the voice, you see a lone Imperial mechanic surrounded by a pair of Stormtroopers. Major Dernigan whispers to you:
“You see that lift tube over there? We need to get over there and take that down to the main reactor. If you can bluff your way by them, that’s great, but we’ve also got the firepower to end this quickly.”
Charisma (Deception) check DC 12 the mechanic with disadvantage.
--Once combat/dialogue is resolved with the mechanic and troopers:
“We’ll see you soon; stay on the comm,”
Major Dernigan mutters, as he and Gadon disappear into the lift.
At any point, the players may communicate on the comlink to get advice from Gadon or the Major.
If the players ask Major Dernigan/Gadon Bul how to disable the reactor:
“On the bottom level of the support gantries, there are two control computers. You’ll need to deactivate them simultaneously to disable the auto-restart sequence. After you’ve done that, you can manually deactivate the reactor, which is on the middle level of the platforms.”
When the players look out over the walkways/gantries area (the upper-most part of the map):
Through the opening, the first thing you see is the bright, green glow of the reactor, which sits on the middle set of platforms in the middle of the room. Below you, the room opens up into a deep pit, extending down almost interminably.
As you look a little closer, you can see several engineers working on the second level, immediately around the reactor. Above their heads wander some Stormtroopers; obviously security put in place to guard this sensitive area of the ship.
For the players to disable the reactor:
Skill Checks:
Intelligence (Technology) check DC 12 to disable auto-restart sequence
- This must be performed by two different people at the same time, one at either computer on the bottom level of the walkways
- On a failure from either of the two players, must redo the check
Dexterity (Acrobatics) check DC 12 to manually deactivate the reactor (this can only be attempted after the above Intelligence (Technology) check is passed)
- On a failure, could mean that someone else (besides the player who just attempted it) should have to try it before the player can try again
- (Optional) On a failure, could mean that you have to steal/acquire something from the tool room (right side of the map) to successfully shut down the reactor.
When players successfully shut down the reactor:
As you make the final tweaks to the reactor, you can hear its hum slowly descend in pitch as the bright green light dims and is eventually extinguished. Just then, a beeping comes from your comlink – it’s Major Dernigan.
“Alright, now’s our chance. We shut down the main reactor, and Gadon confirmed that you all successfully shut down the backup reactor.”
As if on cue, you feel the giant destroyer shudder.
“There it was – we’ve dropped out of hyperspace. We’ll on the way to the main hangar. Get there quickly, while the crew’s still confused!”
The players should now head to the main hangar bay map. If you’d like, you could take them through the corridors map as a stealth section, if they didn’t spend a lot of time there earlier (i.e. sneaking from one set of turbolifts to another). If they head to the corridors, Major Dernigan should probably meet them there.
Once the players head to the main hangar bay:
On the way to the hangar bay, Major Dernigan turns toward you:
“Well, this is it. We don’t have a lot of time. As we headed to the main reactor, I activated my homing beacon. Our wing should be here soon, and we have to do this quickly – we’ll have a limited amount of time before the rest of the Star Destroyer’s fleet realizes what’s happened and can jump back in on us.”
At that moment, the lift comes to a stop in the hangar bay.
Map Notes
Use the “StarDestroyerTIEHangar” map for this area.
The doors open, and just to your right, you see a large gathering of Imperial pilots and troopers.
“Hey, you there!”
“That’s the escaped prisoner!”
“Stop them!”
The Major shouts at you:
“Break for it, guys! Everyone make it to the hangar floor and grab a TIE! Backup suits should be in the cockpits.”
At this point, players should roll initiative – this is a chase scene. The players can try to fight the troopers, but ideally there should be too many to successfully fight.
After initiative is rolled, be sure to consider making most of the enemies’ first turns consist of either running or getting up and pulling out weapons.
If players start to fight, consider having the enemies call for reinforcements. Players should flee along the top part of the map and make it down to the TIEs at the bottom-right.
Note that in the middle, a stack of crates blocks their way – they can either make a Strength (Athletics) check DC 12 to hurdle over it, or they can cut through the nearby room to pass it.
Once the players reach the blast door on the left-hand side of the map, the players will need to make a successful use of their Slicer Kit or a use of their Security Kit to open the door. The players can make the same check on the opposite side to force it shut, assuming they haven’t broken the door’s locking mechanism.
Once the players are inside the TIEs:
“Get those flightsuits on, and quick!”
You hear, over the TIE’s comms.
“We have only minutes until they can scramble a response!”
Once you all are fitted into your suits and your seats, you lay in the startup sequence.
“Okay, let’s punch it and get out of here.”
Major Dernigan’s TIE accelerates out of the hangar and then drops down out of the main docking bay entry on the bottom of the Star Destroyer, shortly followed by Gadon Bul’s TIE.
Players should all choose what to do, and they will likely all move to a space map at this point. Players will likely want to use the Punch It maneuver to immediately jump to maximum speed.
TIE Advanced
Tier 2 Small starship, unaligned, Strike Fighter role
- Armor Class 15 (deflection)
- Hit Points 22 (5d6)
- Shield Points* 22 (directional)
- **Shield Regeneration Rate 6
- Speed 400 ft., turning 50 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 10 (+0) 16 (+3) 12 (+1) 10 (+0)
- Saving Throws Dexterity +8
- Senses blindsight 1,000 feet
- Challenge 5 (1,800 XP)
Abilities
Forward-Facing
Light Laser Cannon (1) Cluster Missile Launcher (2)
Actions
The ship can take up to two actions.
Light Laser Cannon. Makes 2 Ranged Ship Attacks: +9 to hit, range 300/600, one target. Hit: 5 (1d6+2) energy damage.
Cluster Missile Launcher. Makes 2 Ranged Ship Attacks: DC 19 Dex save, range 300/600, one target. Failure: 12 (2d10+1), or half as much on a success, energy damage.
Reactions
Retro Thrusters. When an attacker that a deployed pilot or operator can see deals damage to this ship with a weapon, they can use their reaction to immediately move the ship up to 50 feet in a direction of their choice, halving the damage this ship takes. The orientation of the ship does not change.
Once the players have all made it into space:
As you flee the Star Destroyer, you see that yours are not the first ships to enter the field – Major Dernigan’s reinforcements have already arrived, and while the capital ships are slugging it out with the Star Destroyer, several wings of TIE Fighters have engaged with the starfighters from the Rebel fleet. Just as you start to look back to your controls, you see a set of unmistakable lines join the battle against the TIEs. It’s the [insert player ship name here]!
If playing this directly from the Bendu’s Shadow campaign, this is the ship the players left with the Rebels as they took on the hijacking mission. It will have been refitted with some better weapons, although the players do not know that yet. Because the Rebels assumed the players were dead, they refit the ship for their own use.
--If the players ask the Major about their ship/try to contact their ship:
“Not the time, not right now. Suffice it to say that we thought you were dead, and we hated to see a good ship go to waste. We can sort this all out after we make sure we’re not dead, don’t you think?”
--If the players try to use the TIEs to jump into hyperspace:
There are no hyperdrive systems on-board. They’re capable of being equipped with hyperdrives, but these prototypes don’t have them.
At this point, the players should enter in to a space battle on the side of the Rebels. After a few rounds of combat, allow the Rebel ships (there should be several) to destroy the Imperial Star Destroyer and allow most of the enemy TIEs to be destroyed as well. Feel free to add enemy TIE Avengers to the battle if you want, but most of the enemy TIEs should be regular TIE Fighters.
Once the space battle is concluded:
As the battle is resolved, you hear Major Dernigan broadcast over an open channel:
“Well done, men! Quite the timely response. If you’ll let us go ahead and dock, I’ve got some friends here who deserve a big ‘thank you.’”
“Major Dernigan, you and the pilots of the TIE prototypes are all cleared for priority docking. Bring those ships in safe.”
The Major opens a channel to you:
“We’ll dock on the Adegan Sunrise, my home frigate. Let’s bring these in nice and slow.”
As the players land in the hangar bay:
As you touch down, you hit the switch for the cockpit release, and you hear the hatch slide open with a hiss. Dozens of Rebel technicians, pilots, and officers surround the ship, and as soon as you exit, you’re met with a wall of thundering applause.
Major Dernigan and Gadon jump out of their own TIEs and run over to your group.
“Well done, spacers, we owe you a debt of gratitude. And yes, I’m sure I know the first thing on your mind. Here it is-“
As he gestures, you see the unmistakable shape of [insert players’ ship name here] glide into the hangar bay.
“We honestly had you figured for gone for good, so we refit your ship a bit and used it as a transport for ourselves. That said, we more than owe you for retrieving these TIEs, so consider the extra modifications to your vessel a gift to you.”
Depending on the vessel the players had beforehand, give them a couple/few extra modifications commensurate with the length of the adventure they’ve just completed.
“In addition, we’re happy to pay you the prize you would have earned for the Bendu’s Shadow capture, plus a little extra.”
The players should likely receive the bounty they negotiated for plus an extra 2000-4000 credits.
“And one last thing – I’ll probably catch flak for this, but we pulled in far more information on this TIE project than I could have dreamed of. We’ll need to get most of these TIEs to Alliance R&D, but you all were tremendous, and we’ve got several, thanks to your help. I think I could look the other way if you wanted to take one with you.”
This is a prize that is likely more valuable than the rest combined, so don’t allow the players to get away with more than one starfighter.
Major Dernigan turns to the assembled Alliance personnel:
“Men, one more time, I give you [insert PC names here, listed in sequence]!”
The group applauds you again, this time the applause rings louder than before. Major Dernigan smiles and turns back towards you: >*** “Well, this is probably goodbye, but know that today you’ve earned a friend in the Rebel Alliance. Wherever you go next, good luck, and may the Force be with you.”