Intjistj
Intjistj
Intjistj
LUCAS LICENSING
CREATIVE DIRECTOR SENIOR EDITOR LUCASFILM STORY GROUP
Michael Siglain Jennifer Heddle Leland Chee and Pablo Hidalgo
www.FantasyFlightGames.comwww.StarWars.com
TABLE OF CONTENTS
Introduction............. 5 Worlport........................................................ 45
Adventure Overview............................................... 5 A Bloodbug in the Ointment................................48
Game Preparation.................................................. 9 Quid Pro Quo....................................................... 50
Episode I: Search on Saleucami.......................... 11 Fight Fixing 101................... 53
Saleucami............................................................ 12 Rusty Reach..... ................ 59
An Oasis World......... ..........................................13 A Gambler Scorned..............................................64
Wanted...Disintegrations O ptional...................... 16 Clearing the A ir .................................................... 66
The Exile, the Fence, and the Sheer.................... 20 Episode III: Prepare for Boarders.....................72
Blackwind Crater........ ............... 28 General Quarters............... 74
Raiding the Vault......... ........ 31 Into Eternal Night..................... 75
Dead or Alive:..... ...........................................,.... 37 Welcoming Party...... .................. 84
Episode II: Going to Ground................................38 A Bridge Too Far...................................................90
Ord Mantell............... 40 Contract Fulfilled..................................................92
ngineering report, sir,” Ensign Narish announced, “ Inform all sections of the change.” Get out of my
E and Captain Riles spun his chair around to face
her. “Minor fluctuation in the portside engine’s out
sight, he thought as she scurried away to her sta
tion. She’ll feel more the fool once we’ve docked
put, but the chief says it won’t cause too much trou securely in—
ble before Saleucami.” “Unknown vessel emerging from hyperspace,
Riles nodded as he took the datapad from the Captain,” Ops Officer Vensin interrupted a bit too
young Twi’lek. “Well done, ensign,” he said, signing loudly. “And another...two more, sir!”
off on the report and handing the datapad back to Riles closed his eyes and rubbed his temples. It
her. Riles turned back to the ship’s console, but Nar was like a self-fulfilling prophecy. “Raise shields,” he
ish still stood at attention. ordered sullenly. “ Increase speed to flank. Gunners
“Is there something else?” to their stations.”
Narish nodded. “Zevrix has received a transmis “Aye,” Vensin replied. “Two more ships, captain!
sion from Ryloth, sir. There are reports of pirate That’s five altogether.”
activity along our route. Shall we raise the convoy’s “I can count, Vensin, thank you.” Riles pulled up
alert status?” his own display and glanced over the sensor read
The captain blinked at her question. “ Pirates?” he ings. Five ships, one of them a Consular-class cruiser,
asked incredulously. were maneuvering into attack position.
“Yes, captain,” Narish said. “The communique Zevrix chimed in from the comm station, his Ver-
warns all ships in the area to be on guard.” pine voice sounding out the words in clicks and
buzzes. “They are hailing us, captain.”
Riles laughed. “ No pirate would be foolish enough
to attack a Consortium convoy,” he replied. “Zann’s “Don’t keep them waiting, then,” he replied. “ Put
got them all tied up in his webs.” it on speaker.”
“But the communique came from Ryloth, sir,” she A burst of static assaulted the bridge, then
said, stressing the planet’s name. Any message from silenced. “This is the captain of the Renegade’s
Ryloth, Consortium headquarters, was as good as Blood,” announced a feminine, whispering voice.
from Tyber Zann himself. “Order your vessels to heave to and prepare to be
boarded. You have one standard minute to comply.”
“I’ve made this run a dozen times, ensign,” Riles
said, his voice echoing louder than he intended. He Riles opened his mouth to answer, but the signal
caught himself, and reassured her, “We’ve nothing had already been dropped. No chance for parley,
to be afraid of.” then, he thought as he chewed his lower lip. No
Consortium threats or bribes would be offered or
His words sounded hollow. Everyone aboard the
accepted today.
Censure had heard rumors about the recent attacks;
a vicious band of buccaneers had even dared to “Send an encoded transmission to the rest of the
capture one of the Consortium’s own transports. convoy,” Riles instructed Zevrix. “Order them to
Hushed voices around galley tables spoke of the repel all boarders. Any captain who surrenders to
transport’s crew, butchered to the last when they these scum will be executed by me personally.”
refused to heave to and take on boarders. “But sir!” Narish objected. “You’ve heard the sto
Those worried whispers could not say which ship ries! If we don’t surrender, they’ll kill us all!”
had been taken, and until now there had been no Under normal circumstances, Riles might have
proof, but the communique from Ryloth gave the shot Narish for her insubordination. Instead, he
tales an air of legitimacy. Riles glanced surrepti smiled and slowly shook his head. “And what do you
tiously at the crew—every eye was upon him. Blast think Tyber Zann will do to us if we submit?”
Narish! Blast Zevrix, too!
Narish’s blue skin paled.
“Very well, ensign,” he nodded. “Raise the alert
status to ready. Will that suffice?” “Sit down, ensign,” Riles ordered her. “If we’re dead
either way, let’s make them pay for the privilege.”
Narish relieved nodded. “Ave. sir.” she said.
INTRODUCTION
ask of the P irate Q ueen is a full-length adven In this introduction, the GM can find the following
M ture in the Star Wars: Edge of the Empire Role-
playing Came line, featuring shadowports and space
information to help prepare for the campaign:
• Adventure Overview: A summary of the adven
pirates, bounty hunting and swashbuckling action.
ture’s overarching plot.
The Zann Consortium has placed a massive bounty
on the elusive Pirate Queen, whose rival fleet, the • Adventure Background: Information describing
Veiled Sorority, has been a constant nuisance despite the circumstances and rivalries leading up to the
multiple assassination attempts. The Player Charac events in M ask of the P irate Q ueen .
ters soon discover that the job is not as simple as • Important Characters: A list of recurring Non-
it seemed, and that collecting their reward requires Player Characters [NPCs) who are allies or ene
more than a fast ship or disintegration beams. mies of the Player Characters (PCs)—and who
The initial plot hook is designed so that Came Mas sometimes might be both.
ters (GMs) can easily integrate M ask of the P irate • Adventure Summary: An episode-by-episode
Q ueen into an existing campaign, or use it as the pro guide to the general progression of the adventure.
logue for a new series of adventures with a smuggling
or pirate organization on the Outer Rim. Game Mas • Game Preparation: Instructions on how to use
ters can also find detailed location information about this book and tips for running this adventure.
the capital cities on Saleucami and Ord Mantell, with Players who continue reading beyond this point
plenty of inspiration and adversaries for their own risk spoiling the adventure for themselves.
current campaigns on either planet.
ADVENTURE OVERVIEW
ask of the P irate Q ueen is the twisting tale of Insulted and enraged by the Sorority’s attacks, Tyber
M a large bounty placed on an especially tricky
and enigmatic target. The PCs begin their search in
Zann has instructed his lieutenant Venlana to post
an outrageously high bounty on the Pirate Queen’s
Episode I for the Veiled Sorority pirate leader who head. Once the PCs find out about the listing, Venlana
has been raiding the Zann Consortium’s ships and arranges to meet with them on Saleucami, where the
Saleucami installations. They defeat her, only to find Pirate Queen has been staging most of her attacks.
out the true Pirate Queen is still at large and wreak
ing havoc on the Consortium. In Episode II, the PCs THE VEILED SORORITY
travel to Worlport on Ord Mantell, where they infil
trate the Queen’s underground palace and unravel The Veiled Sorority is a secretive pirate organization
the mystery behind her reappearance: the Pirate that was formed in 30 BBY, eight years prior to the
Queen is not just one person, but a title and persona Clone Wars. Active solely in the Outer Rim, the Soror
handed down from Queen to Queen. Finally, in Epi ity does little to advertise its presence to the authori
sode III, they must board the true Queen’s flagship, ties, much less to the public at large. In its efforts to
the Renegade’s Blood, amid a raging space battle, bring order to the galaxy, the Empire does not often
and decide whether to put an end to the legend once distinguish between individual pirate bands. This rela
and for all—or to become a part of it. tive anonymity serves the freebooters of the Sorority
well, especially considering their preference for prey
ing on their fellow criminals.
ADVENTURE
Created by a mysterious human female known only
BACKGROUND as the Pirate Queen, the Veiled Sorority was estab
As much work as there is to be had for smugglers lished to serve as a profitable, and largely anonymous,
across the galaxy, the best and most lucrative hyper criminal endeavor. The Queen leads the Sorority, and
lanes are fiercely competitive, and rival organizations is assisted by a council of captains and advisors—all
often resort to piracy and violence against their own female—in determining rich targets and future sources
kind. The Zann Consortium and the Veiled Sorority of plunder. While the Queen’s captains are well known
have been at each other’s throats for months now. by their crews, the Queen has always kept her identity
a secret by wearing an elaborate mask.
Though non-females of any species are allowed to Successors to the throne are chosen from the Veiled
join the Sorority, they can never aspire to positions of Sorority’s council of captains and advisors. A success
leadership in the enigmatic organization. Despite this, ful queen is able to retire whenever she so chooses,
the vast majority of the Sorority’s rank and file con taking any riches she has personally accumulated
sists of men. Humans are the most numerous species with her and naming her own successor. A queen
within the Sorority, though a good number of near who is unsuccessful—in external piracy or internal
human and alien species make up the difference. politics—is removed by the council. Depending on the
The Veiled Sorority has always been willing to offer circumstances, such queens are either forcibly retired
mercy to targets that surrender to it without a fight. or put to death, and the council chooses a new queen.
This benevolence is tempered by the fact that the The Queen’s single badge of office is her mask—
Sorority has no compunction about executing every an elaborate platinum visor that is both a work of art
last person aboard a ship that resists its boarding and a technological masterpiece. When one queen
attempts. As the Sorority has increased its visibility succeeds another, the mask is handed from one mon
in recent years, this reputation for both mercy and arch to the next. Once the mask has been passed on,
brutality has served it well. the new Queen takes on the previous one’s identity.
Much of the Sorority’s fleet comprises vessels taken To keep the Queen safe from threats, a number of
as prizes. Taking ships in this way also precludes the masked decoys are chosen—again from the coun
necessity of ferrying their cargoes from one ship to cil—to assume her identity throughout the Outer Rim.
another. In the rare case of a ship that is too badly In this way, her exact location and identity is never
known for certain.
damaged, the Sorority usually scuttles its cargo—
along with whatever living crew remains aboard. PCs who attempt a Hard 4 ♦ ) Knowledge
(Underworld) check can reveal the following informa
MOTIVE OR MISCHIEF?
tion about the Veiled Sorority:
Until recently, the Veiled Sorority had been reluctant
• The Veiled Sorority is a pirate organization
to single out any particular group for its attention,
that operates in the Outer Rim Territories.
and its reasons for suddenly focusing on the Zann
Consortium’s assets are unknown. Information bro • O : Though the Veiled Sorority attacks any prize
kers suspect that the Sorority has been contracted of value, its pirates tend to prey on other criminal
by another criminal organization to undermine the organizations as a matter of choice.
Consortium’s business in the Outer Rim. Given that • O U The Veiled Sorority is ruled by a “Pirate
the Consortium has few allies, and even fewer friends, Queen” who governs with absolute authority. She
this is entirely possible. The other major underworld can be distinguished from her crews due to the
operations—the Crymorah, the Hutts, the Pykes, and fact that she always wears a mask.
Black Sun—have little love for Tyber Zann, whom they
view as an opportunistic upstart. • (|): While the Sorority targets many criminal orga
nizations, it has recently been singling out ships
Game Masters should feel free to elaborate upon of the Zann Consortium.
the history of the Consortium and the Sorority if they
so choose. Perhaps one of the Queens had a personal
relationship with Tyber Zann that went sour, or had a
personal vendetta against him for other reasons.
THE MASK OF THE PIRATE QUEEN
Regardless of the truth of the matter, the Zann Con
sortium continues to suffer from the depredations he mask that the Veiled Sorority’s Pirate
of the Veiled Sorority. Though the loss of one or two
shipments is expected in any smuggling operation,
T Queen wears appears to be little more
than an ornate platinum covering. It actually
the Sorority’s continued focus on the Consortium can contains several technological systems that
be nothing short of an open declaration of war. aid the Queen in maintaining her anonym
THE QUEEN'S SECRET ity. A holographic projector allows the mask’s
wearer to adjust her physical appearance,
The Pirate Queen rules the Veiled Sorority until the and a voice modulator adjusts her speech to
day she dies, and this is well known to even the low match that of the first Queen.
liest Sorority scalawag. What isn’t publicly known is
that the Queen who currently rules over the Soror This modification allows the wearer to upgrade
ity is not the same one who started it years ago. In all Deception skill checks made to disguise
fact, there have been two other queens in the interim; herself once. The mask is also equipped with
each has taken up the mantle and mask of the Pirate an enhanced optics suite, which is identical
Queen before relinquishing it to a successor. to the armor attachment described on page
1 9 4 of the Edge of the Empire Core Rulebook.
THE ZANN CONSORTIUM • The Consortium is an up-and-coming criminal
organization operating in the Outer Rim.
The Zann Consortium was formed by Tyber Zann, a
onetime protege of Jabba Desilijic Tiure, who was • K }: The Zann Consortium is ruthless in its pursuit
of profits, and no crime seems to be too immoral
imprisoned in the spice mines of Kessei following his
as long as it garners money and power.
betrayal of the Hutt crime lord. Since his escape, Zann
has used all his business acumen and criminal knowl • O O : The Consortium was formed by a ruthless
edge to build a formidable underworld empire. criminal mastermind named Tyber Zann, follow
ing his escape from the spice mines of Kessei.
The Consortium is structured as a military organiza
tion with a veneer of corporate culture. Though not • 0 : Though the Zann Consortium is tolerated by
nearly as powerful as a true military operation, it is other syndicates, such as Black Sun, there are
still a force to be reckoned with on the ground as well whispers that the two are preparing to either ally
as in space. Other criminal interests in the Outer Rim, with one another—or go to war.
notably Black Sun, have taken notice of the Consor
OPERATIONS
tium and its growing base of power.
The Zann Consortium’s operations consist of all man
Black Sun agents have made overtures to the Zann
ner of illegal and quasi-legal enterprises. If there is
Consortium on several occasions. Quietly, however,
money to be made from ruthlessness, the Consor
they have also been working against the Consortium’s
tium inevitably finds a way to rake in the profits from
interests in an attempt to subvert what they see as
it. This willingness to dabble in nearly any kind of
its inevitable growth. Tyber Zann knows this, and he
immoral behavior has caused its employees to step
has been doing his best to keep Black Sun at arm’s
on the toes of just about every other criminal organi
length—at least for the time being.
zation in the Outer Rim.
Player Characters who attempt an Average
^ ) Knowledge (Underworld) check can One of the Consortium’s most profitable endeavors
to date has been to feed upon the current conflict
reveal the following information about the
between the Rebel Alliance and the Galactic Empire.
Zann Consortium:
Tyber Zann is none too fond of either organization, so
he chooses to prey on both of them simultaneously.
This has made the Consortium few Rebel or Imperial
friends, but both sides are currently too occupied
with each other to focus their attention on a seem
ingly insignificant criminal endeavor.
The Zann Consortium operates primarily in the
Outer Rim, thriving in the relative lawlessness of the
region. Though it has begun expanding operations
toward the Core Worlds, perhaps in hopes of court
ing the centrally located Crymorah syndicate, it
continues to claim holdings on many Outer Rim
worlds, including Ryloth, Hypori, and Saleucami.
Zann has built opulent palaces on many of the
Consortium’s most profitable planets in order to
demonstrate his organization’s growing power.
Zann often approaches worlds with a signifi
cant Consortium presence to offer military pro
tection from both the Rebel Alliance and the
Empire. Such extortion attempts are generally
seen for what they are, but many planetary
governments, lacking the military strength to
fend off even the Consortium, can do little to
resist. Those worlds that decline these offers
suffer from acts of domestic terrorism, as
well as Consortium-sown corruption within
their own government.
IM PORTANT CHARACTERS RUNNING MASK OF THE PIRATE
The following list introduces Non-Player Characters QUEEN WITH AGE OF REBELLION
with large roles to play in the adventure and refers AND FORCE AND DESTINY
the CM to their full entries elsewhere in the book.
his adventure can also be used for types
• Venlana Sipal: An ambitious Pantoran working
for Tyber Zann and the PCs’ primary contact for T of PCs beyond those found in Edge of the
Em pir e , such as agents of the Rebel Alliance or
the bounty posting. She is secretly a mole for
the Veiled Sorority and she has designs on the nascent Force sensitives. The Sorority could
Queen’s Mask (see page 17). have also targeted Alliance transports, or
an undercover Alliance operative might have
• Porel: Venlana’s male Twi’lek accomplice, who learned the Consortium plans to deal with the
has been sent by Tyber Zann to spy on her and pirates. The PCs might even encounter this
determine if she is a traitor (see page 93). agent at the end of the adventure, making for
• The Pirate Queen: A title more than a specific future campaign paths. PCs looking to expand
person, this identity shifts over the course of the their knowledge of the Force might be drawn
adventure. An Ubese named Noira is the true into this plot through rumors that the Soror
Queen (see page 91), but the human Revah ity has uncovered ancient Jedi artifacts or is
serves as her decoy on Saleucami (page 36). dealing in kyber crystals. The clash between
By the end of the adventure, Venlana or even the Sorority and the Consortium can draw in
one of the Player Characters could take up the PCs with a wide range of backgrounds and
mantle of the Queen. Motivations. GMs should not hesitate to alter
any plot details that follow as needed to use
• Ryale Wei: As Noira’s second-in-command, this
this book to draw a variety of these PCs into
human oversees her secret palace beneath Worl-
the hunt for the Pirate Queen.
port. If the PCs spare her life, she may prove to be
a useful ally (see page 71).
EPISODE I: SEARCH ON SALEUCAMI
• Jander: A male Toydarian living on Ord Mantell
who serves as the PCs’ Consortium contact and The adventure begins when the Player Characters
source of leads in Episode II (see page 49). decide to pursue the bounty notice for the Pirate
• lllo Vandin: A Herglic crime boss on Ord Mantell Queen. The secure comm channel leads them to dis
and notorious gambler. He has valuable informa cuss the job in person on Saleucami, where the Veiled
tion on the Pirate Queen, but shares it only if the Sorority is staging the bulk of its attacks on the Zann
PCs do his dirty work first (see page 52). Consortium. They meet with Venlana Sipal, one of
Tyber Zann’s underbosses, and discuss the details of
• Jerid Sykes: The Zann Consortium fleet com the contract. She gives PCs leads to pursue as they
mander aboard the cruiser End of Days, his flag hunt for the Queen. These ultimately direct the PCs to
ship. A skilled ex-imperial officer, he arrives to the Sorority’s supposed base of operations in Black-
defend the smuggling convoy from the Sorority at wind Crater, known as “the Vault.”
the adventure’s climax (see page 79).
The Player Characters plan and launch their raid,
running into a few surprises along the way. The Vault is
ADVENTURE SUM M ARY an impressive installation, filled with Sorority pirates
and guards. Once the PCs reach the Pirate Queen,
What begins as a simple dead-or-alive bounty soon
they have to decide whether to deliver their target
becomes more complicated: anyone can claim a
dead or alive. The Queen is not eliminated so easily,
bounty on a person, but how does a hunter claim a
however, as the PCs soon find out.
bounty on an idea? The adventure assumes the PCs
pursue the Pirate Queen as described by the main
plotline, but events may play out differently, depend EPISODE II: GOING TO GROUND
ing on the PCs’ actions and choices, as well as on any
The second episode begins as the PCs realize they
complications or subplots the GM chooses to include.
have captured (or killed) the wrong person. The true
By the climax, the PCs may have proven themselves
Queen has struck again, but the Consortium was able
to Tyber Zann, joined up with the Veiled Sorority, or
to trace the origin of a gloating transmission to Ord
assumed the identity of the Pirate Queen themselves.
Mantell, the PCs’ next destination. There, Venlana’s
contact Jander advises them to begin their investiga
tion through lllo Vandin, a Herglic casino mogul and
local crime boss in Woriport, the planet’s capital.
In order to get a vital key to uncovering the Queen’s EPISODE III: PREPARE FOR BOARDERS
underground palace from Vandin, they must accom
plish one of two tasks for him. When the PCs com With the trickery of the Queen revealed, the nature
plete either task, Vandin fulfills his end of the bargain. of the bounty changes: the PCs must capture her
He reveals that the Queen’s consort is in Worlport, alive or otherwise ensure that she never returns. They
and provides evidence to convince the man that she engage the Sorority’s ships as they hunt for the Ren
is playing him for a fool. egade’s Blood. Strategically disabling its defense and
communication systems in combat greatly helps their
Once convinced, her consort reveals the location
attempt to board the ship and capture the Queen.
of the Queen’s underground palace. Inside, the PCs
barge in on a party hosted by Ryale Wei, the true Once aboard, the PCs brave their way through a
Queen’s second-in-command. If Wei is defeated, the failing starship. Finally, they come face to face with
PCs can discover the secret of the Pirate Queen in Noira, the true Pirate Queen, whp has a surprising
addition to the location of the fleet’s flagship, the offer for the PCs: join her pirate company and share in
Renegade’s Blood. They soon rendezvous with the its riches. Once again, their actions decide the course
bulk of the Consortium’s fleet in space to begin their of the adventure. In extended campaigns, their choice
final attack. will have far-reaching repercussions even after the
conclusion of M ask of the P irate Q ueen .
GAME PREPARATION
he CM should consider modifying the adventure
T and adding subplots that directly pertain to the
PCs’ backgrounds and players’ play styles. A com NEW OR REPLACEMENT CHARACTERS
bat-oriented party benefits from additional combat
encounters; the GM could make more use of the s the adventure progresses, it may be nec
Creatures & Challenges from Saleucami and Ord
Mantell (see pages 15 and 43) and even include
rival bounty hunters who are pursuing the same lucra
« essary to introduce new PCs, due to the
death of a PC or the addition of a new player
to the group. The exact method of introduc
tive contract. A socially inclined party is more likely to tion and type of character that might logically
be interested in the motivations and machinations of be available depends on the PCs’ current cir
the Pirate Queen. Such a group should be offered the cumstances. Some suggestions include:
opportunity to join her side sooner if members spend
significant time negotiating with Ryale, Noira, or Ven- • The PCs might pick up local guides,
lana. The GM could even reverse the space combat in ex-pirates, or other characters in the
Episode III and have the PCs fighting alongside the capital city of Taleucema while on
Renegade’s Blood against Jerid Sykes and the End Saleucami. With some help from the
of Days. The more the GM personalizes M ask of the GM, a player could even adopt the
P irate Q ueen to the players’ tastes, the more success role of one of the mercenary clone
ful the adventure is likely to be. troopers in Blackwind Crater.
n Episode I of M ask of the P irate Q ueen , a rep The Exile, the Fence, and the Sheer: The Player
I resentative of the Zann Consortium contacts the
Player Characters regarding its exorbitant bounty on
Characters investigate the leads provided to
them by the Zann Consortium, and eventually
the head of the Veiled Sorority’s leader. The PCs pro learn the location of the Veiled Sorority’s base
ceed to the planet of Saleucami, where they receive on Saleucami.
a full briefing and leads for locating the Queen’s
• Blackwind Crater: A description of Blackwind
base. Following their investigations, the PCs find the
Crater, where the Sorority’s base is located.
hidden pirate base and raid it in an attempt to cap
ture or kill the Queen. Unfortunately, little is as it • Raiding the Vault: The PCs infiltrate the Soror
seems—but is it ever? This chapter includes: ity’s base in search of the Pirate Queen.
Saleucami: Information and background on this • Dead or Alive: The PCs return to their Consor
world, along with some of the more interesting tium contact with the mark, only to learn later
and dangerous creatures the Player Characters that celebrations were a bit premature.
might face there. The adventure may begin anywhere, as long as
Wanted...Disintegrations Optional: A repre the PCs have access to a secure comm system. The
sentative of the Zann Consortium wishes to offer Player Characters might even be on the planet of
the Player Characters an opportunity to collect Saleucami already—picking up or dropping off
on a verv lucrative bountv. smuggled goods, hiding from their enemies, or sim
ply enjoying some much-needed rest and relaxation.
SALEUCAMI
Astronavigation Data: Sale-
cami system, Suolriep sec
tor, Outer Rim Territories
Orbital Metrics: 392 days per
year / 26 standard hours per day
Government: corporate
Population: 1.4 billion (Pantoran
36%, Weequay 8%, Gran 8%,
Human 6%, Twi’lek 4%, Other 38%)
Languages: Basic, Pantoran
Terrain: Caverns, craters, deserts
forests, jungles, mountains, volca
noes, wetlands
M ajor Cities: Taleucema (capital and the
main starport)
Areas of Interest: Magma caverns
M ajor Exports: Botanicals, finished goods, medi
cines, technology
M ajor Imports: Foodstuffs, raw materials
Trade Routes: Talcene Transit (connects to the Per-
lemian Trade Route) The Imperial presence is felt noticeably only in
Taleucema and some of the larger settlements on
Special Conditions: Frequent meteor showers Saleucami. This mostly consists of attempts to crack
Background: The word “saleucami” means “oasis” down on Rebel sympathizers.
in Pantoran. For the world’s first Pantoran settlers,
the name was apt, as it is the only hospitable world
in its planetary system. In time, Gran, Twi’lek, and CRATER OASES
Weequay colonists also immigrated here. They set
tled inside the world’s numerous impact craters. The
he many craters across Saleucami were cre
geothermal vents and subterranean water within
made these craters unusually lush compared to the
T ated by meteorite impacts long ago. Major
impacts are rare now, as planetary defenses
rest of the surface, resulting in a world of mixed ter
destroy or redirect sizeable meteoroids.
rain ranging from wetlands to deserts.
Long ago, powerful impacts formed huge
Outside of the oppressive heat of the equatorial craters, uncovering geothermal vents, hot
regions, Saleucami’s climate is quite mild most of the springs, and fertile soil. These features, in
year. The temperature rises dramatically during the
addition to a constant influx of volcanic ash,
summer months, however, and remaining indoors is
gave rise to lush oases within the craters,
the only remedy. Because of this, most pursue their which became successful communities.
usual schedules at night during the period known as
the Eventide. The largest impact crater contains the plan
etary capital of Taleucema. Originally estab
The Pantoran colonists originally established the lished by Pantorans, it is now a cosmopolitan
Eventide as a holiday of sorts. Lasting a little over
settlement with a full-service starport. Nearly
three standard months, it is marked by long, lazy anything can be bought or sold in the capital,
days and active nights. Schedules are reversed, with including less-than-legal commodities.
the midday meal traditionally served at midnight.
Given the many fertile crater basins across
Saleucami is currently under Imperial control.
the surface, it’s rare for settlements to spring
The Imperial Governor is on the Zann Consortium’s
up in the arid wastes. Nevertheless, a number
payroll, though, which guarantees that business is of villages and towns have taken root in these
rarely disrupted.
inhospitable regions.
AN OASIS WORLD
antoran immigrants colonized Saleucami over six
P thousand years ago. Members of other species
PEOPLE AND CULTURE
eventually heard of the opportunities available on The Pantoran colonists who initially settled Saleu
Saleucami and joined the original colonists. As the cami brought their cultural heritage with them. As
population grew, so did the world’s political clout and a result, Saleucami’s culture is based on freedom of
economic potential. expression, the pursuit of happiness, and a hunger for
Saleucami became the Outer Rim’s most success exploration. As additional species brought their own
ful trading hub prior to the Great Galactic War. The cultural values to the planet, the disparate beliefs and
planet remained loyal to the Old Republic through traditions began to intermingle.
the political turmoil of the period; several major Sith Though Saleucami’s unique traditions are based on
victories shook Saleucami’s faith in the Republic, how Pantoran culture, they have definite Gran and Twi’lek
ever, leading the planet to join in founding the Rift Alli influences. Weequay also make up a full eight percent
ance. These doubts were later assuaged, and Saleu of Saleucami’s population, but they tend to be insular
cami reaffirmed its loyalty to the Republic. and refuse to allow other cultural to influence their
For generations, it remained a peaceful oasis in own. As such, Weequay neighborhoods and settle
the Outer Rim, but this would not last forever. The ments are self-contained. Despite this apparent xeno
Clone Wars were a trying time for its people, but they phobia, Saleucami’s Weequay hardworking colonists
weathered the storm, and much of their economy and are just as willing as others help their non-Weequay
infrastructure was spared from devastation. Following neighbors in times of need.
the Separatist defeat during the Siege of Saleucami, Freedom is one of the most valued concepts to
the Republic established an interim government while Saleucami’s citizens, who chafed heavily under the
it pacified Separatist remnants. The population wel rule of the Separatists during the Clone Wars. Though
comed the Republic’s clone troopers as saviors, and it their desire for independence made the planet ripe
appeared that peace had once again returned. for rebellion, the influence of the peaceful Gran soci
ety and the Twi’lek resilience of spirit meant that the
people of Saleucami would persevere until the Repub
lic freed them from their Separatist masters.
SALEUCAMI DURING THE CLONE WARS
NOTABLE LOCATIONS
uring the Clone Wars, the people of Saleu
D cami did their best to remove themselves
from the galactic conflict as it tore the Repub
Saleucami is a vast world that offers a great deal of
variety insofar as climate and terrain are concerned.
lic apart. The planet had been peaceful for The presence of so many verdant craters across the
hundreds of years, and its settlers and resi planet’s surface has caused a number of unique eco
dents preferred that it remain that way. War, systems to spring up. Amid the vast tracts of wood
with its destruction and intrigues, was anti land and arid deserts are sultry swamps and thick
thetical to the average Saleucamian’s way of jungles, fierce predators and stubborn settlements.
life. The planetary government attempted to
maintain a low profile in hopes that the hos BLACKWIND CRATER
tilities would pass Saleucami by.
Blackwind Crater is one of many isolated craters host
Despite the care the natives took to remain
ing a wide variety of life. Formed millennia ago by a
uninvolved, the war did eventually reach
series of devastating meteorite impacts, the resulting
them when Jedi Master Eeth Koth was cap
crater is deep, with treacherous walls that prevent all
tured by General Grievous. Following Koth’s
but avian species from escaping its stifling interior.
rescue and the destruction of Grievous’s ship
Though the initial settlers ignored Blackwind Crater,
in orbit above the planet, Grievous and the
Republic scientists later built a small research station
remnants of his droid army crashed in the for
at its northern end to study the branching evolution
ested plains of Saleucami. Though the Sepa
ary patterns of the crater’s animals.
ratists were not on the planet’s surface for
very long, the incident reminded them of its The Republic’s research station operated for nearly
presence and potential value. The Separatists a decade before it was abandoned, and Blackwind
eventually returned to Saleucami, using it as Crater faded from notice again due to its inaccessibil
a staging area during the Outer Rim sieges. ity. The fact that a large pride of vicious thaelos also
inhabited its depths did little to attract potential resi
BUBSE SPICE
dents. This changed when the Separatists took control
of Saleucami during the Clone Wars. They established
ike many other natural medicines, bubse
a comm station in the ruins of the old research facility,
fortifying it with weaponry and defenses.
L root extract has illicit uses. One such
chemical, known as bubse spice, is a concen
When the Republic troops defeated the Separat trated anesthetic. Though dangerous if taken
ist forces holding Saleucami, they also destroyed in large quantities, it is a common addition to
the comm station in Blackwind Crater. Once again, many Outer Rim medpacs. Those under the
the crater’s microcosm was ignored, though rumors influence of bubse spice become numb, both
of pirates, smugglers, or even Rebels in the station’s physically and emotionally. They feel little to
remains have cropped up from time to time. no pain when wounded and behave without
thought, conscience, or compassion.
TALEUCEMA
A character affected by one or more doses of
Taleucema, the capital of Saleucami, was the first col bubse spice increases his Wound Threshold
ony established on the planetary surface by Pantoran by 4 until the end of the encounter. However,
settlers. The word “taleucema” is Pantoran in origin he also adds + 20 to any Critical Injury result
and translates as “verdant” or “rich.” Indeed, the cra he suffers before the end of the encounter.
ter where Taleucema was built was once broad, green, Bubse spice is a restricted substance (rarity
and filled with all manner of life. 6) that costs 200 credits per dose. A 100-
Saleucami’s largest starport was established here dose cargo container of bubse spice averages
prior to the Great Galactic War, and it has grown to 17,500 credits.
account for nearly one-fifth of the city’s surface area.
Offworld trade is an important element of the econ The bubse tree, a bulbous plant common across
omy; the city is known for its production and export of the surface, is well known for its root’s miraculous
pharmaceuticals, medical products, and technology. medicinal properties. Taleucema features the only
planet-side mass production of bubse tree extracts
and medicines, and not surprisingly bubse root
extracts are the city’s principal export.
CREATURES AND
CHALLENGES
Saleucami owes much of its ecological diversity to its
isolating, fertile craters and is home to a number of
indigenous species. Calva herds wander the planet’s
equatorial regions, seemingly oblivious to the heat, Skills: Brawl 4, Discipline 3, Perception 3, Resilience
while packs of thaelos hunt prey from the treetops. 5, Survival 3, Vigilance 3.
Talents: None.
GALVA [MINION] Abilities: Silhouette 3.
Equipment: Antennae (Brawl; Damage 6; Critical
Calva are a diminutive and innocuous mammalian 3; Range [Short]; Ensnare 3, Sunder), claws (Brawl;
species native to Saleucami. They travel in large herds Damage 8; Critical 2; Range [Engaged]; Breach 2,
of up to one hundred individuals, feeding off of desert Vicious 3).
lichens and moss as they migrate across the planet’s
oppressively hot equatorial regions. Calva rarely drink THAELQ [RIVAL]
water in any significant quantity, as they get all the
moisture they need from the food they consume. Thaelos are simian predators that dwell in the jungle
trees common to Saleucami’s many craters. They are
Galva are often hunted for their skins, which can be
excellent climbers, moving with a speed and grace
tanned into a supple leather that has grown increas
that belie their bulk, especially when hunting prey. To
ingly popular (an undamaged hide goes for 1,000
make matters worse, they hunt in family groups, or
credits, rarity 6). As a result, many of the largest galva
prides, and have been known to bring even the largest
herds have been depleted by overhunting.
creatures down with both swiftness and ease.
Though thaelos can move on two legs, they are
much swifter when using their long arms for sup
port. The greenish-brown fur that covers their bodies
provides camouflage in the treetops, and their large
red eyes easily penetrate Saleucami’s near-constant
Skills (group only): Athletics, Perception, Survival. gloom. They attack their prey with their powerful
Talents: None. limbs, but wild tales of thaelos using rudimentary
Abilities: None. melee weapons such as clubs are not unknown.
Equipment: Teeth (Brawl; Damage 2; Critical 4;
Range [Engaged]).
NUUNO [NEMESIS]
One of the most dangerous of Saleucami’s native spe
cies is the nuuno, a massive, omnivorous crustacean Skills: Athletics 4, Brawl 3, Coordination 3, Percep
named after the Pantoran word for “stone.” When tion 3, Stealth 2, Survival 3.
at rest, nuunos appear to be little more than large, Talents: Lethal Blows 1 (adds +10 to any Critical
eroded boulders. However, they can react to prey in Injury results inflicted on opponents).
an instant, lashing out with their whiplike antennae Abilities: Excellent Climber (once per game session,
and claws that can snap durasteel bars. the character may reroll any one Athletics check
Practically immune to personal weapons, nuunos made when climbing).
can be a destructive force of nature if allowed to enter Equipment: Fists (Brawl; Damage 5; Critical 4; Range
settlements. Tales tell of entire villages and crater [Engaged]).
towns being decimated by a single nuuno. Fortunately,
the creatures are solitary and rarely work together,
though sibling pairs are occasionally encountered in
Saleucami’s deeper wastes.
WANTED...
DISINTEGRATIONS OPTIONAL
t the start of M ask of the P irate Q ueen , the Player
n Characters can be almost anywhere, as long as "Greetings. My name is Venlana, and I am con
they have access to a secure comm channel. It is tacting you on behalf of the Zann Consortium. We
more convenient if they are already on Saleucami, are experiencing shipping losses that exceed our
but this isn’t strictly necessary. In either case, they projections. These challenges to our bottom line
soon notice an advertisement, or receive an incoming are due to pirates—rather, one pirate in particu
transmission from Venlana, a female Pantoran in the lar—and we would like to contract you as part of
employ of the Zann Consortium. our program of loss prevention. Should you be
interested, please meet with me on the planet of
Player Characters who are bounty hunters in one of
Saleucami, in the city o f Taleucema. ’’
the galaxy’s many hunters’ guilds may learn of the job
from their guild leadership. Guilds expect a 10% to
20% cut of the bounty in return for the marketing, Venlana smiles, her white teeth highlighted by her
negotiation, and support they provide their spon blue skin, and waits for your reply.
sored hunters. Alternatively, bounty hunter PCs with
access to bounty boards could be contacted directly
At this point, the PCs likely have questions. Venlana
by the Zann Consortium or could find an open ad on
attempts to answer them, but she politely insists that
their bounty board of choice. The ad is vague, reading
she can only disclose the full details in person. She is
something like the following:
also resistant to off-topic banter, and always steers
the conversation back to the contract. As a symbol of
"Hunter of masked prey required. Lucrative con good intent, she has been authorized to offer them an
tract for individuals and groups of sufficient skill advance of 500 credits each if they agree to meet with
and reputation. IPKC optional. Provide contact her. Should they accept the contract, the 500 credits
information and qualifications to HN4-768A via per PC is deducted from their final compensation.
secure comm. ”
If pressed by the PCs for answers Venlana is not
inclined to give, she ends the conversation. Read or
paraphrase the following aloud:
All bounty hunter characters are assumed to have
a valid Imperial Peace-Keeping Certificate (IPKC),
and would recognize that “ IPKC optional” indicates a Venlana’s composure seems strained for a mo
bounty that is personal or extrajudicial. If the Zann ment, and you notice a predatory glint in her eyes
Consortium is not seeking out the PCs specifically, that wasn’t there before.
other groups of hunters are also working on the same
contract. Such circumstances might prove problem
7 guarantee this contract is quite lucrative, ’’ she
atic for the PCs over the course of the adventure, and
says. "The Zann Consortium is never stingy when
could provide the CM with multiple opportunities to
it comes to protecting its interests. Unfortunately,
incorporate PCs’ backgrounds and Obligations. It is
my time is rather precious, so I must see to other
possible the PCs have previous ties to the Zann Con
tasks. I hope you consider this offer, as well as its
sortium (for good or ill), are already dealing in bubse
rewards, and meet with me on Saleucami. ”
spice smuggling, or simply require something from
the Consortium—but first, the Consortium requires
something from them. The transmission ends, leaving you to contem
plate your next move.
When the contact takes place, read or paraphrase
the following aloud:
Ultimately, it is up to the PCs to follow up on Ven
Your viewscreen flashes, revealing a poised Pan lana’s communication. If they agree to meet, she
toran woman with blue skin and dark hair. Her tells them that she plans to contact them again once
voice is melodic, and she speaks with confidence they’ve landed on Saleucami. Once they are on the
and authority. planet (or if they are there already), she arranges to
meet them at the Paradise, a cantina close to the star-
port (continue to Paradise Found, on page 18).
Should the PCs become distracted or decide not
to follow up with Venlana, she contacts them eventu-
DESCENT INTO
ally and raises the initial payment to 1,000 credits TALEUCEMA
per PC. This is as far as she bends, however, and they
must either take the bait or find something else to do. Assuming the PCs aren’t already on the planet of
Saleucami, they need to travel there. Unless the
VENLANA 51PAL, CONSORTIUM GM has something else planned for them, the trip
UNDERBOSS [NEMESIS] is uneventful, and the PCs are able to land at the
Taleucema spaceport without incident.
Venlana Sipal is a Saleucamian native descended from Read or paraphrase the following aloud when the
the original Pantoran colonists. She wears a mask of Player Characters’ vessel comes in for a landing:
polite professionalism at all times, but her true nature
is much more sinister. Ambitious and merciless, she
does anything to ensure her own advancement. Her As you break through the heavy clouds o f Saleu
skin is blue and her hair a dark shade of blue-black. cami, you are presented with an awesome sight. A
She generally dresses in conservative suits. large city, Its lights shining brightly in the gloom,
spreads out between the walls o f a crater many
kilometers wide. To the north, ships land and take
off in smooth patterns, disappearing through the
clouds or taxiing to one of the many available
docking bays at the bustling spaceport below.
Skills: Charm 3, Coercion 3, Decep Taleucema is a large city built within a massive cra
tion 3, Knowledge (Underworld) 2, ter measuring nearly sixteen kilometers across at its
Melee 2, Negotiation 3, Ranged widest point. The spaceport, which dominates the
(Light) 2, Streetwise 3. northeastern sector of the city, is constantly abuzz
Talents: Adversary 2 (upgrade dif with vessels landing, taking off, and loading or
ficulty of all combat checks against unloading cargo. The areas surrounding the dock
this target twice), Point Blank 2 ing bays are brightly lit, in order to counter Saleu-
(add +2 damage to one hit of cami’s dim natural lighting.
a successful Ranged [Heavy]
Docking fees are a modest 75 credits per
or Ranged [Light] attack made
day, and docking bay security is tight.
at short or engaged range).
Security droids, as well as guards, patrol
Abilities: None.
at regular intervals to ensure that ships
Equipment: Holdout blaster
within the bays aren’t maltreated by
(Ranged [Light]; Damage 5;
scofflaws, thieves, or ship-jackers.
Critical 4; Range [Short];
Stun setting), vibroknife Once the PCs’ vessel has landed, their
(Melee; Damage 3; Criti ship’s communications console chimes,
cal 2; Range [Engaged]; announcing a call. Upon answering, the PCs
Pierce 2, Vicious 1), are greeted by Venlana’s familiar features.
conservative cloth Read or paraphrase the following:
ing, stimpack.
Venlana smiles pleasantly. ‘Welcome to Saleu
cami. I look forward to meeting you all and
have arranged for a private conference room
at the Paradise, a cantina on the edge of the
spaceport. Once you arrive, preferably within
the hour, I will ensure you are properly re
freshed before we get down to business. ”
Once more, Venlana refuses to discuss the contract, The Twi’lek’s name is Porel, and he acts as Venlana’s
saying that there is plenty of time to discuss business personal assistant and bodyguard (see page 93 for
once the PCs arrive at the Paradise. Should the PCs his profile). He stays quiet if the PCs attempt to speak
have any basic questions about Saleucami or the city to him, and he raises his finger to his lips to silence
of Taleucema, Venlana is happy to entertain a handful them. Should they refuse or hesitate to follow him, he
of questions before politely excusing herself. stops near a featureless metal door at the cantina’s
rear wall and turns to face them, an expectant look on
At this point, the PCs can make final preparations
before venturing into the city. his face. As the PCs approach him there, Porel opens
the metal door and stands aside to let them pass.
The interior of the cantina is dim and smells of Once the pleasantries are out of the way, Venlana
smoke and distilled drinks. Though the Paradise is explains the contract in greater detail. Read or para
furnished like any other cantina in any other Outer phrase the following:
Rim starport, there is a subtle buzz of business in
the air. The patrons seem to concentrate more on “While some losses in transit are expected and
their hushed conversations than their drinks. accounted for, the Zann Consortium's shipments
have been unusually beset by pirates of late. After
As you stand in the entryway, your eyes adjusting some investigation, we have uncovered the identi
from Saleucam/’s gloom to the cantina’s, a male ty o f these criminals—a band o f brigands referred
Twi’lek in a crisp brown suit approaches you. "You to as the 'Veiled Sorority.’ Despite the name, it
have come to see Venlana,” he states. 7 will take does not discriminate by gender, or even species.
you to her. ” The Twi’lek turns on his heel and walks However, only females are permitted to assume
slowly toward the rear o f the cantina. positions of leadership within the organization.
Once the PCs are committed, Venlana provides
“We are interested in bringing this band o f pirates them with the most promising leads she has. Each
to its knees. To do this, we are issuing a bounty can be investigated separately; only two of them are
for its leader, referred to as the 'Queen.' Beyond entirely fruitful, while the third could even cause the
her title, we have been unable to procure any PCs some trouble in the long run.
concrete data on her identity, location, or back
Read or paraphrase the following aloud:
ground. Should you agree to take the contract, it
will be your responsibility to bring her to our jus
tice, dead or alive, with proof that it is indeed the Venlana removes a small datapad from a pocket
Queen that you deliver. ” inside her jacket. She activates it, scanning its
screen briefly before she begins.
Venlana prefers to know immediately whether the
PCs plan to take the contract. They may ask ques “Your first lead is an individual named Graf Lind.
tions if they like, and Venlana answers them in a busi He was one o f the Sorority’s brigands, until he lost
nesslike tone. She begins to grow impatient if the PCs favor with them six years ago. Though nearly killed
continue to dither, at which time she presses them for by his former associates, he managed to escape.
a commitment. We have discovered his current whereabouts—a
dwelling in a local slum. His information is surely
Examples of some questions the PCs might ask, and
outdated, but he may have valuable intel. ’’
the answers for each, include:
• How much does this contract pay? "The Zann
Consortium is prepared to offer each member of Venlana pauses to address questions before moving
your crew 10,000 credits for successfully com on. Read or paraphrase the following aloud:
pleting the contract. . .minus the retainer that has
already been paid, o f course. Should your perfor “The second lead is Krezo Wasanti. He is a fence
mance be exceptional, a variety of bonuses may who operates his business near the starport. He
also be applied to your final compensation." came to our attention when he attempted to sell
• How long has this been going on? “The first one of our agents some o f our own goods, pillaged
attack occurred nearly a month ago, but we in one of the Sorority’s recent raids. He must have
assumed it was an isolated, random event. Since some connection to the pirates, given he is obvi
then, there have been three more attacks—one ously dealing in goods they have stolen. ”
per week. We expect a fifth attack soon, and pre
fer that this contract be completed in short order. ’’
As before, Venlana pauses to field any questions.
• What have the pirates taken? “As you may Once ready, read or paraphrase the following aloud:
or may not know, the Zann Consortium traf
fics at times in commodities that most authori
ties choose to restrict. We have been unable to “The last lead isn’t a person so much as a re
determine a specific link between the contents of source. Our slicers uncovered a data node called
the stolen shipments...aside from their valuable 'SororiNet.' Though ostensibly used to schedule
nature, of course.’’ tours ofSaleucami’s more rugged wastelands, the
name alone is suspicious, and its security level
• Don’t you keep shipments and routes secret?
is far too high for a mere tourism outfit. Should
“Of course, which is another problem entirely.
you have expertise in slicing, you might be able to
We believe that someone on the inside is provid
learn more there. ’’
ing the Sorority with data about our shipments.
While embarrassing, this is not unexpected. Once
we find the offender or offenders, they will regret With that, Venlana reminds the PCs that the Consor
betraying the trust of the Zann Consortium. ’’ tium is very eager to see this matter taken care of in a
This last answer is not offered unless a PC asks the prompt and well-executed manner. She provides the
proper question, though the GM may allude to the PCs with a datapad loaded with all the information
Consortium’s suspicion of a mole in their organization, pertaining to the leads she mentioned, as well as with
and thereby cause the PCs to broach the topic. This is a comlink code through which she can be reached.
a sensitive subject, embarrassing to the Consortium, Assuming they have no additional questions, Ven
but it is an important piece of information for the PCs lana wishes the PCs luck and has Porel escort them
to have much later on, if or when they are required to out. They can remain in the Paradise and enjoy the
deal with the Consortium’s mysterious traitor. local hospitality, but the prices are high, and the clien
tele is uninterested in providing further information.
THE EXILE, THE FENCE,
ANDTHESLICER
he leads that Venlana offered, as detailed on the GAINING ENTRY
T datapad she provided to the PCs, are Graf Lind, a
former human member of the Veiled Sorority; Krezo Gaining access to Grafs home is a straightforward
Wasanti, a local Rodian fence; and SororiNet, a mys affair. The easiest approach is to knock on the door
terious data node. and see whether the old pirate answers. The lock is
also easily picked with an Average Skuldug
gery check. Alternatively, the door can be kicked in
GRAF LIND, THE EXILE with a Hard ^ ^ ) Athletics check, though this is
Graf Lind lives in a part of Taleucema known as “the both conspicuous and loud. If it’s any time between
Warren.” It is an overcrowded slum that clings to the noon and two in the afternoon, Graf is out running his
eastern wall of the city’s crater like a cancer. The daily errands.
dwellings within consist of eroding stone and cracked Graf responds to knocking at his door with hostil
ferrocrete tenements, with networks of tunnels and ity, yelling behind the closed door for whoever it is
caves carved from the sandstone of the crater wall. to leave him alone from. If the knocking continues,
The Warren’s population includes many of the city’s he answers the door, his angry eyes bloodshot from
poor, unwanted, and homeless; crime and casual vio drinking. The PCs may try to use a believable story in
lence are incredibly common at all hours of the day. an attempt to get Graf to open his door. This requires
A number of gangs claim much of the neighborhood a Hard ^ ^ ) Charm, Coercion, or Deception
as their own. Confrontations between the gangs are check, modified with □ if Graf has been drinking
commonplace and deadly, and unaffiliated citizens (which is a sure bet, unless he’s just returned from
sometimes get caught in the crossfire. running errands).
Graf’s residence is a single-room, prefab house that When the Player Characters look into or enter Graf’s
shows decades of wear. The exterior is scrawled with home, read or paraphrase the following text aloud:
graffiti, and the alloy outer door is marked with a
single black X that has been repainted several times. The stink of sweat and the stinging odor of raw
Any PC succeeding on an Average ( t t ) Knowledge alcohol assault your senses, causing your eyes to
(Underworld) or Streetwise check realizes that the water. The single room is small and strewn with
X indicates that Graf is under a gang’s protection, trash, debris, and empty liquor bottles. The cen
though which gang is not immediately obvious. ter o f the floor is dominated by a single sweat-
PCs may want to observe Graf’s place before talk stained mattress, and the only light is cast by a
ing with him. He observes a simple routine, leaving dingy, flickering lamp.
around noon each day to run errands, and returning
one or two hours later with food and bottles of rotgut.
Once the door is open, Graf loudly protests the
intrusion. If the PCs attempt to use force against
him at any point during the conversation, he draws a
THE GANGS OF TALEUCEMA vibrorapier from inside his cane and attempts to run
the offending PC through. If drunk or hung over, he
epending on the Game Master’s plans, the suffers ■ on any checks he attempts to make.
D PCs may be approached or harassed by
the Warrens’ gangs. The largest two—the Yel
If the PCs keep things civil, any mention of the
Sorority or Graf’s prior affiliation with it causes him to
low Thaelos and the Stoneskins—clash over
wake up. His eyes, typically dull, become focused and
control of the region but always have time for interested. He answers honestly, but with little infor
attacking others who venture into the War mation of worth. It’s been years since he was active,
rens. Many other gangs and petty criminal
and he has no idea where its current base of opera
groups operate here as well, should the GM tions on Saleucami is. That said, Graf can provide gen
desire to use another or to include an organi
eral information about the Veiled Sorority—nothing
zation the PCs have had dealings with in the
more detailed than what a simple success would have
past. Members of these gangs conform to the provided using the results listed on page 6 —but
Street Tough profile, on page 396 of the E dge he feigns ignorance as to its actual hierarchy, outside
of the E mpire Core Rulebook.
of the all-female nature of its officers.
Should Graf learn that the PCs are attempting to Graf has largely given up on life, whether he admits
find and capture (or kill) the Queen, he immediately it or not, and has decided to drink himself to death.
asks if he can help them do so. Read or paraphrase Despite this, he fantasizes about returning to the
the following text aloud: Sorority someday, for he believes the best years of
his life were spent there.
"Look, mates. I know I ’m outta the loop these Despite his bad attitude, which is especially promi
days, but I can help ya. I want to help ya, blast nent when he’s drunk (as he often is), Graf is actually
it! After what those cutthroats did to me... ” Graf a fairly charismatic fellow. His run-down appearance
pauses and grimly rubs his prosthetic leg. 7 been. belies the fact that he was once a very dashing and
waitin ’ years for a chance to get back at that witch handsome young man. When sober, he can be seri
queen and her crew. It ain’t about money—I don’t ous, competent, and above all things, cunning.
want none. All I be wantin’ is justice!”
Graf sets his jaw and looks at you, his eyes sud
denly moistened with emotion.
A short, olive-skinned Rodian with red-gold eyes The import shop is dark and quiet, the air still and
sitting behind a polished metal counter raises his cool. The shelves lining the walls are stocked with
gaze from a datapad and briefly sizes you up. His luxury goods, trinkets, and unidentifiable knick-
face suddenly lights up with a welcoming smile. knacks from all over the galaxy. At the rear of the
“Greetings, my friends, ” he says in thickly-accent shop, a sliver of light can be seen coming from
ed Basic. "What can Krezo do for you on this fine between a pair o f alloy double doors behind an
Saleucami day?" immaculate countertop.
The PCs can question Krezo with an upgraded
KREZO’S BACK DOOR
opposed Hard O # ) Charm or Deception
check, or an upgraded opposed Average ( # # )
lever Player Characters may be interested
C in finding all methods of ingress and egress
from Krezo’s Imports. With a small amount of
Coercion check. He responds best to applications
or threats of force—any mention of the Zann Consor
tium, or any presentation of items usable as imple
footwork, they discover a security door in a
ments of torture, grants the PCs □ on these checks.
back alleyway. The door is made from heavy
This bonus is cumulative. If Krezo is threatened with
alloy and does not feature an external han
death outright, the PCs gain an additional □ to any
dle, keypad, or other mechanism for opening
Coercion checks made to interrogate the Rodian.
it from the outside.
Krezo explains that he knows very little about the
Given its construction, the door is nearly
Veiled Sorority, other than that it is a pirate band
impossible to physically break down. PCs suc
and that his dealings with its representatives have
ceed at an upgraded Formidable (0 0 <0O
always been lucrative. His contact with the Sorority is
O ) Athletics check in order to do so.
a human female named Mandi, and she was the one
PCs who aren’t worried about attracting who sold him the Consortium’s disruptors. Though he
attention might consider using weapons or isn’t familiar with the Sorority’s organization on Saleu-
explosives in order to breach the security cami, he did hear Mandi mention a place—Blackwind
door. In such a case, the door has a soak of Crater—to one of her associates, and he assumes
4 and a wound threshold of 15. However, that’s where the pirates are holed up.
explosions or blaster fire is reported by resi
Beyond this small amount of information, Krezo is
dents, and armed spaceport security appears
ignorant of anything else of import. If the PCs con
within 5 minutes. Use the Spaceport Security
tinue to press him, he begins to make things up in
Detail profile on page 398 of the E dge of the
order to escape any immediate repercussions. If the
Empire Core Rulebook if needed.
PCs allow him to live, his first inclination is to leave
Saleucami behind in order to escape the wrath of
Regardless of what time of night the PCs break in, both the Sorority and the Zann Consortium. In fact,
Krezo is in the shop’s stockroom with a human client. the PCs may eventually meet him again, depending
Koochoo, Krezo’s ASP-series labor droid, is standing on where their adventures take them.
motionless in the front showroom. If the PCs used
physical force to break in, Krezo becomes aware of RAIDING KREZO'S SHOP
their presence and shoos his client out the shop’s rear
security door before deciding whether or not to make Enterprising or larcenous PCs may wish to search
his escape. This depends, in large part, on how many Krezo’s shop for money and valuables. Krezo has
assumed thieves are in the shop, how well armed they 3,500 credits stashed away in a hidden compartment
are, and whether or not Krezo can identify them as behind the showroom’s counter, but finding it neces
possible allies, associates, or enemies. sitates a Hard ^ Perception check
Should Krezo decide that discretion is the better In addition to the cash, Krezo’s shop is filled with all
part of valor, he unleashes Koochoo and makes a manner of trinkets and imported luxury goods. All of
break for the nearest exit. This follows much the same these items have value for someone, though many of
pattern as the daylight encounter described above. If the goods are esoteric enough that it may take time
desired, he can activate a hidden alarm as he runs out to locate someone willing to buy them. Should the
that calls in local security forces (these can be por PCs wish to satisfy their own vices by stealing liquor,
trayed using the Spaceport Security Detail from page cigarras, or small art objects, they can, but most of
398 from the Edge of the Empire Core Rulebook). the items that they find are worth less than 50 credits.
The stockroom is where the more valuable com
WHAT KREZO KNOWS
modities are kept. A number of crates marked with
Krezo isn’t stupid. Once the PCs have him in their Consortium symbols are stacked in a corner and cov
custody, he implicitly understands that his life is in ered with a tarp. If the PCs return the crates to the
danger. He attempts to wear a brave mask, but in Zann Consortium, Venlana happily rewards them with
reality, he’s terrified of what the future holds for him. a bonus of 2,000 credits. Curious PCs who decide to
Depending on the methods the PCs use in extract examine the contents of the crates find a smattering
ing information from Krezo, he either attempts to talk of proscribed goods, such as spice, light weapons,
his way out of his predicament, or he breaks down and cybernetics (details are at the CM’s discretion). In
entirely and spills his guts. total, the goods shouldn’t be worth more than 10,000
to 15,000 credits at standard pricing.
KREZO WASANTI, FENCE [RIVAL] KOOCHOO, ASP-SERIES
LABOR DROID [MINION]
Krezo Wasanti is small, even for a Rodian. His more
physically capable siblings and their friends bullied Koochoo (Huttese for “idiot” or “ moron”) is Krezo’s
him for much of his youth. Despite his shortcomings, labor droid. Krezo has had Koochoo’s programming
he was extremely bright, and was successful in every modified, making the droid completely loyal and inca
business endeavor he chose to pursue. Once Krezo pable of intentionally causing harm to its master. This
had accumulated enough capital, he abandoned his does not apply to others, and Krezo is happy to use
homeworld in search of his next big opportunity. Koochoo to keep enemies at bay while he escapes.
His path took him to Saleucami, where his initial Like other ASP-series labor droids, Koochoo is only
pursuits were entirely legal. Over time, however, he capable of speaking two words: “Affirmative” and
began to see how easily a businessman could profit “ Negative,” both spoken in very mechanical Huttese.
by skirting the rules—and even more so by breaking
them. Krezo’s profits swelled as his moral compunc
tions shrank. He became increasingly complacent,
greedy, and overconfident.
It is for precisely this reason that Krezo came to
the attention of the Zann Consortium in its current
battle with the Veiled Sorority. Seeing an opportunity Skills (group only): Brawl, Melee.
to bring in another quick profit by selling stolen goods Talents: None.
to an unknown client, and confident he would never Abilities: Droid (does not need to breathe, eat, or
be caught, Krezo broke his promise to hold the goods drink and can survive in vacuum and underwater;
until the fallout from Sorority raid on the Consortium’s immune to poisons and toxins).
ships had blown over. He made a sale that he should Equipment: Reinforced manipulators (Brawl; Dam
have considered more carefully. age 5; Critical 4; Range [Engaged]; Disorient 3).
Krezo can be charming, and he often feigns naivete
when dealing with new clients. He affects a strong
Rodian accent and pretends his fluency in Basic is less
than ideal. He’s small in stature and weak of body, but
he is highly intelligent and astute. Nevertheless, his
avarice gets the better of him more often than not.
He dresses in fine suits tailored to his physique, and
keeps an ASP-series labor droid in his shop to do all
the heavy lifting.
When dealing with Krezo, it is possible for anyone
to play on his greed in order to gain an advantage.
When appealing to his desire for money and profit,
PCs gain □ to all Charm, Deception, and Negotiation
checks made to influence Krezo.
SororiNet is a secured computer network used by the To slice into SororiNet, the first step is to locate the
Veiled Sorority to disseminate information, track ship front. This can be done via a business search on
ments, and communicate internally. Several nodes Taleucema’s public network using a Simple ( -) Com
are maintained, and there is generally one for every puters check. Terminals can be found in many loca
world where the Sorority maintains a significant pres tions, including public kiosks, inside most local offices
ence. These individual nodes are part of a system and cantinas, and even within Krezo’s establishment
that allows members with the proper access codes (see page 22).
the ability to access Sorority computer resources Once the front is located, the slicer needs to access
throughout the Outer Rim. Each planet’s SororiNet it. Though the node is public, it is encrypted and
node consists of three nested subnodes. password-protected. An Easy ( ^ ) Computers check
The first and most obvious node is the “front”—an breaks through the rudimentary security and allows
innocuous public node designed to act as a decoy. the slicer to access the SaleuQuest front node.
These front nodes are used as “masks” to hide the Read or paraphrase the following aloud:
true purpose of other nodes nested within them.
Most are easily accessible, especially if they are dis
guised as the nodes of legitimate businesses. Security The external security folds away, allowing you ac
on these is universally light, though sufficient to dis cess to the SaleuQuest Overland Adventures busi
courage casual access from unwanted parties. ness node. Though you see many options open to
you—prompts to request a quote, schedule an ex
The second node is hidden within the front node, pedition, or review the many distant locations that
often in plain sight. Anyone wishing to access it the company visits regularly—nothing appears to
directly must either present a complex access code, be out o f the ordinary. You get the distinct impres
or slice through the node’s active and passive security sion that if there is a secondary node tied to this
systems. Within it are kept a number of iow-security database, it must be hidden.
(though still sensitive) assets, such as Sorority com
munications, schedules, and other services.
The third and final node is protected not only by Though the link to the secondary node is hidden, a
active software defenses, but also by a full-time slicer canny slicer can locate it easily enough using one of
who monitors overall security. If necessary, the slicer the following options:
can step in to serve as one of the node’s active secu • Analyze the node’s interface code: The most
rity elements, especially if passive and active security direct route, this requires the slicer to succeed
programs have been breached. Within the third node, on an Average Computers check Suc
only the most sensitive information and data is kept, cess reveals the precise location of the second
and it is often encrypted with high-level ciphers. On ary node’s access point, allowing the slicer to
Saleucami, activity on the SororiNet is actively moni attempt to access it.
tored by Lathe, a talented Sorority slicer.
• Manually selecting all options: This is a time-
consuming process, likely only used as a last
SALEUQUEST OVERLAND ADVENTURES
resort by any slicer who fails to analyze the
The Veiled Sorority’s front node on Saleucami is dis interface code. No check is required, but it takes
guised as a small business, SaleuQuest Overland an hour or two to locate the secondary node’s
Adventures, which offers tours of the planet’s more access point.
remote regions. Costs for such expeditions are exor The secondary node access point is disguised as a
bitant, purely to discourage outside use. SaleuQuest link to an accident indemnity form that connects to
often disguises shipments to its base at Blackwind an empty file. The empty file, which also includes an
Crater as chartered trips. apparently legitimate error message, is the gateway.
PCs wishing to charter an expedition are unable Bypassing the security, which is much tougher than
to speak to anyone immediately. If tenacious, they with previous gateways, requires a Hard ^ ^)
are able to leave messages, but these attempts are Computers check
initially ignored. Persistent PCs eventually hear back PCs may search the secondary node for informa
from an operator, who tells them that charters are tion on the pirates’ base on Saleucami by attempting
filled for the next three months. The operator—a legit an Average ^ ) Computers check If successful,
imate employee who is unaffiliated with, and unaware they are unable to locate anything resembling such
of, the Sorority—adds the PCs’ names to a waiting list, coordinates, but they do locate a high-security gate
but she is unable to help them in any other way. way within the node.
SLICING 101
The level of security utilized by the gateway is suspi puters check to resist the trace. With a success,
ciously high, and the slicing character may guess (cor Lathe’s trace attempt fails; otherwise, Lathe succeeds
rectly) that the required information is located behind in tracing the intrusion back to the PC. For each O
it. Accessing the gateway requires an upgraded Hard generated during this check, the slicer has two addi
# ) Computers check tional turns to act before Lathe shuts the node down
The final SororiNet gateway is where the Veiled entirely, locking the PC out. A PC may spend (£) to dis
connect Lathe from SororiNet and thus prevent her
Sorority’s important data is kept, including the coor
from shutting down the node.
dinates of the pirates’ base in Blackwind Crater. This
is the PCs’ ultimate goal, and the information can be Should the PC generate any <§> during the trace
located with an upgraded Average # ) Comput attempt, Lathe is able to glean some form of iden
ers check If the PCs find the slicing too difficult, this tifying information from the PC’s signal. While such
information could also be found via investigating fur information won’t identify the PC outright, it provides
ther in the SaleuQuest office, or through additional enough information for the Veiled Sorority to inves
questioning of Krezo and Lind. tigate. If the PC generates Lathe is able to iden
tify the PC immediately (but not the PC’s location),
A L E R T IN G LATH E whether or not the trace attempt is successful, and
the static burst ejects the slicer, as per the Slicing
If Lathe is alerted at any point during the PC’s infil 101 sidebar above.
tration of SororiNet, she immediately initiates a trace
and attempts to completely eject the PC from the Lathe only attempts to trace the PC once before
node. If she can force the intruder out, Lathe shuts the shutting the node down, assuming she is able to do
node down entirely so that she can inform her supe so. If her trace attempt is successful, Lathe sends
riors and diagnose any damage that might have been the data to a Sorority kill team in Taleucema, and its
done. Any subsequent Computers checks attempted members waste little time converging on the party’s
by the PC, even those made to resist Lathe’s trace location. Unless the PCs think to run some type of
attempts, receive ■ ■ diagnostic test to see whether their signal was traced
(which requires an Average Computers
Lathe’s attempt to trace the slicer’s signal is more check), they may have no idea that a group of unex
problematic for the party. The slicing PC must make pected guests is on the way.
an upgraded opposed Daunting ( ^ # # # ) Com
LATHE, SORORITY SLICER [RIVAL] Equipment: Heavy blaster pistol (Ranged [Light];
Lathe is one of the Sorority’s best slicers on Saleu- Damage 7; Critical 3; Range [Medium]; Stun setting),
cami. She’s been assigned to monitor the planet’s shock gloves (Brawl; Damage 4; Critical 5; Range
SororiNet node, and the job couldn’t suit her better. [Engaged]; Stun 3), armored clothing (+1 defense,
Though rarely seen outside the confines of her apart +1 soak).
ment in Taleucema, Lathe emerges from time to time SORORITY KILLTEAM MEMBER [M IN IO N ]
to replenish her supply of booster blue. She is a short,
slight wisp of a human woman in her early twenties, Coming from various species, genders, and back
with short-cropped red hair and hazel eyes. grounds, the only thing that unites the four members
of the kill team is their loyalty to the Sorority. They are
well paid and live reasonably good lives in Taleucema.
CONFRONTING
THE PIRATE QUEEN
Once the PCs gain access to the control room, they
are confronted by the Pirate Queen and her guards.
Read or paraphrase the following text aloud:
n Episode II of M ask of the P irate Q ueen , the PCs • A Gambler Scorned: Vandin directs the PCs
I learn that the Queen they captured or killed in
Episode I is an imposter. Tracing a signal sent by
to speak with Micael Torval, a talented sabacc
player who is the Queen’s lover.
the gloating pirate, the PCs travel to Ord Mantell’s
• Clearing the Air: Now that they know the loca
capital of Worlport to find the real Queen’s hidden
tion of the Queen’s palace beneath Worlport,
palace. Unfortunately, the PCs need to perform
the PCs disguise themselves in order to infil
some objectionable deeds if they want to earn the
trate the complex.
information. This chapter includes:
• Intermission: Though the elusive Queen is still
• Ord Mantell: An overview of Ord Mantell, pro
at large, the PCs have likely captured Ryale Wei,
viding additional information on the planet’s
her majordomo. Under duress, Ryale reveals
history, population, and inhabitants.
some new secrets, as well as the impetus for the
• Worlport: A gazetteer detailing Ord Mantell's next stage of the adventure.
capital city of Worlport.
At the start of this episode, the PCs should still
• A Bloodbug in the Ointment: The adventure’s be in Taleucema when Venlana requests a meeting
opening reveals the imposter Queen and defines at the Paradise cantina (see page 48). If the PCs
the PCs’ new assignment on Ord Mantell. have already managed to leave Saleucami behind,
they may hold the meeting via comm terminal
• Quid Pro Quo: Venlana’s Worlport contact,
Jander, arranges a meeting with a mysterious aboard their ship instead. Though Venlana disap
crime boss named lllo Vandin. Vandin has infor proves of this breach in protocol, she is willing to
mation that could lead the PCs to the Queen, put aside her misgivings, considering the urgency of
the situation.
but he is not about to offer it for free.
ORD MANTELL ORD MANTELL DURING THE CIVIL WAR
Morro Spaceport, the central feature of Ord Mantell’s The White Zone is what remains of the original Repub
capital, is named after one of the planet’s original lic garrison. Though co-opted by the planetary gov
Corellian colonists. Encompassing W orlport’s central ernment, the facilities were given over to the Empire
“hub,” the spaceport also services other private dock as a demonstration of goodwill and noninterference.
ing facilities throughout the city. Scores of vessels Since then, the White Zone—so called for the many
take off and land each day, making Morro one of the stormtroopers who patrol its streets—is home to a
busiest spaceports in Bright Jewel sector. large Imperial garrison.
Pilots must subcontract with one or more security W orlport’s government views the Empire as a nec
firms to secure their own vessels. Captains without essary evil that allows Ord Mantell to maintain much
their own security who fail to foot the bill risk both of its autonomy. The typical Mantellian, on the other
vandalism and theft. Standard docking fees, which are hand, is uncomfortable with the Empire’s presence in
actually quite reasonable, are collected separately by the city. The Rebel Alliance has had some success in
the spaceport authority. turning this discomfort into outright sedition.
The unfortunate truth is that the Imperial presence
THE PATH OF COINS is growing. Imperial troops can often be seen patrol
ling the streets outside the White Zone, and these
The largest and most public of W orlport’s gambling
patrols have only increased in frequency. To make
districts is the Path of Coins. It stretches uninterrupted
matters worse, stormtroopers have begun to ven
from Morro Spaceport's central gate all the way to
ture further and further from the White Zone as the
Government Circle. The casinos and gambling halls,
months wear on.
which grow more opulent the closer one gets to Gov
ernment House, include such well-known establish
ments as the Lady Fate Casino and Mugwaar’s Palace.
The Path of Coins bustles with activity at all hours
of the day and night. Celebrations spill out unpredict-
ably from casinos onto the district’s wide and bustling
streets, and impromptu parades and processions are
commonplace. This perpetual celebration is rarely
interrupted, and both natives and visitors alike flock
to it like moths to a golden flame.
A BLOODBUG IN THE OINTMENT
iven that the Queen the PCs captured or killed
G was an impostor, any payment promised by the
Zann Consortium fails to appears in their accounts.
7 understand you’ve faced plenty of dangers in
service to the Consortium, and your activities
While they’ve done an admirable job of interrupting will be well rewarded. We will happily double the
the Sorority’s operations on Saleucami, the PCs have agreed-upon compensation if you can success
yet to fulfill the terms of the contract. Venlana informs fully complete the next phase of the operation. ”
the PCs that they are allowed to retain the money
already paid to them as long as they continue with Venlana lets that sink in for a moment before con
their assignment. Additional terms can be negotiated, tinuing. "Should you decide to default on this con
but it needs to be done in person. tract, I can guarantee the Consortium—and Tyber
Venlana invites the PCs back to the Paradise for Zann in particular—will be quite displeased. ”
a new briefing. She tells them that additional infor
mation has come to light regarding the most recent
transmission sent by the Sorority, and that the Zann Venlana’s veiled threat is far from a bluff. At this
point, the Zann Consortium has too much at stake to
Consortium is already preparing to commence with
phase two of the operation. risk further delays, and its leadership expects the PCs
to get the job done despite this unexpected setback.
If they wish to live without the Consortium’s bounty
RETURN TO PARADISE hunters on their heels, they must accept the offer.
They are free to negotiate, however, and any conces
The PCs return to the Paradise by whatever means
sions made by Venlana are at the GM’s discretion.
are most convenient. Once there, they encounter the
same Aqualish bouncer, and he once again eyes them Once the PCs agree, Venlana tells them that any
suspiciously as they enter the cantina. Inside, Porel docking and resupply fees in Taleucema will be paid
meets them and leads them back to the same meet for and that they are to leave at once for Ord Mantell.
ing room they were briefed in originally. Before wishing them well and thanking them for deal
ing with the Sorority’s base on Saleucami, she informs
Venlana waits for them beyond the metal door, her
the PCs that a Consortium associate named Jander
polite congeniality barely masking an irritability the
will contact them once they’ve landed in Worlport.
Player Characters haven’t seen before. She doesn’t
offer the PCs refreshment this time, though she won’t Leaving Saleucami is uneventful, provided the GM
refuse or chastise anyone who decides to help them doesn't have alternative plans. The PCs are free to
selves. In fact, should one or more PCs pour them take care of any other business before they leave, but
selves a drink, she asks them to prepare her one, too. an excessive delay results in a stern communication
from Venlana telling them to get moving before the
Once everyone is settled, read or paraphrase the
Zann Consortium loses faith in them.
following text aloud:
The communicator screen flickers to life, reveal When the Player Characters disembark from their ves
ing a large blue nose flanked by a pair o f bulbous sel, read or paraphrase the following text aloud:
yellow eyes. “About bloody time, ” a voice growls.
“When Vee said she was sendin’ a group o f profes
/4s you emerge from your ship, you immediately
sionals, I expected they’d be on time. ”
notice that Worlport’s atmosphere smells strongly
of pollution and fossil fuels. The docking bay is
This is Jander, the PCs’ Toydarian Consortium con sparse and empty, its concrete surfaces stained
tact on Ord Mantell. His demeanor is one of constant by years o f lubricant and fuel leaks. The sounds of
irritation and impatience, but this is an act he uses to the spaceport—whining engines, clamoring tools,
keep his underlings in line. He pushes the PCs around and blaring loudspeakers—fill your ears.
if they let him, but once they show any resistance-
violent, verbal, or otherwise—Jander becomes much Movement at the docking bay’s entrance catches
more accommodating. your eye. A lanky droid with a drab camouflage
paint scheme approaches you slowly, a carbine
Once the pleasantries are out of the way, Jander
slung over its shoulder. Once within speaking
gives the PCs what they need: information on where
distance, it stops and looks at you with a pair of
to proceed next. “It wasn’t cheap, but I got a meetin’
yellow, glowing eyes. “Offer: security. Fee: reason
set up between you guys and lllo Vandin. He’s a big-
able. Vessel safety: guaranteed. ”
shot gambler who knows things, and I think he’ll help
you guys out if you scratch his back. ’’ Jander provides
them with the address for Vandin’s estate in the Jewel This is JR-12, an independent security contractor. It
District—the city’s richest neighborhood. “It’s locked has come to offer its security services to the PCs. The
down tighter than a w orrt’s backside, but I ’ll have droid’s “reasonable” fee is 80 credits per day, though
someone waitin' for you at the gates with a pass. ” it is willing to barter for weapons or other supplies as
long as they meet its inorganic needs. It doesn’t act in
Jander then excuses himself, claiming to have
a hostile or threatening fashion. Instead, its demeanor
“other business” that he needs to see to. He does tell
is direct and matter-of-fact.
the PCs to contact him if they need anything else, but
he warns that if they cause too much trouble, he’ll Should the PCs refuse JR-12 ’s offer of security, it
deny all knowledge of their existence. replies, “Response: noted. Possibility of vessel dam
age increased by thirty-five percent. Have a nice
Given his reputation, it’s likely that one or more
day,’’ before stalking off. This isn’t a threat on JR’s
of the Player Characters knows something about lllo
part, merely a calculated observation. The droid
Vandin. Upon hearing his name, any PC can attempt
has no intention of returning to damage the vessel,
a Hard ^ Knowledge (Underworld) check
but it's seen enough unprotected ships damaged to
If this check succeeds, the PC in question has heard
know what is likely to happen. At the GM’s discretion,
about Vandin and knows the following information:
other options can be made available if the PCs wish
• & : lllo Vandin is a Herglic, and a big name on the to pursue them. Less reputable security contractors
gambling circuit. He’s a near-legendary gambler might roam the port, for example, looking for work or
who rose above his humble beginnings, and is attempting overt extortion from starfarers.
now incredibly wealthy.
If the PCs decide to leave their ship unguarded, the
risk of its being tampered with is high. Ultimately, the
results of their decision are up to the CM, who should
take into account the party’s approach and budget.
Criminal acts could range from petty vandalism to
outright ship theft. Damages inflicted, if any, should
require at least 500 credits to repair. Skills: Cool 5, Discipline 5, Mechanics 2, Negotiation
2, Perception 3, Ranged (Heavy) 2, Vigilance 3.
JR-12, INDEPENDENT SECURITY Talents: Natural Hunter (may re-roll any one Percep
CONTRACTOR [RIVAL] tion or Vigilance check).
Abilities: Droid (does not need to breathe, eat, or
JR-12 is an old security droid who lost its master at drink and can survive in vacuum or underwater.
least fifty years ago. Since then, it has worked as a Immune to poisons or toxins).
bounty hunter, bodyguard, bouncer, and security Equipment: Blaster carbine (Ranged [Heavy]; Dam
guard—sometimes all four at once—and has become age 9; Critical 3; Range [Medium]; Stun setting) with
recognized throughout Morro Spaceport as one of the forearm grip (decreases additional difficulty of mak
more reliable security contractors available. ing Ranged [Heavy] checks when engaged to ^ ) ,
integrated armored clothing (+ 1 defense, + 1 soak),
Like that of all security droids in this series, JR-12’s
utility belt.
humanoid frame is tall and gangly, and its metallic
skin is coated in a scratched-up camouflage paint job.
Though blunt, it is honest to a fault and hardworking.
Illo already knows who the PCs are, who they work
for, and what they’re interested in finding out. Most of
this information was passed onto him by Jander, while
the rest he’s been able to deduce on his own. Never
theless, he allows the PCs to explain themselves and
their goals, listening intently. Allow the conversa
tion to continue for a few minutes before having
Illo explain his offer.
"You want the Queen, do you?" Illo asks. "I
can tell you how to find her, but I’d like a
favor first, a task you can do for me.
It shouldn’t take you long, and I
don’t expect you’ll find it diffi
cult to accomplish, either. ”
When the PCs ask about
the favor, Illo provides addi
tional details. “There are two
things I need done, but you
only need to take care of one
of them,” he says. "The first
involves fixing a fight here in
Worlport, while the second
relies on your delivering a
package to a work camp in
the Scraplands. Which one
tickles your fancy?”
WHAT'S IN IT FOR ILLO VANDIN?
utside of having a task accomplished at Illo’s primary motive is more devious and sub
O bargain basement prices, this deal is more
important to lllo Vandin than he lets on. Insofar
tle. The information he plans to offer the Player
Characters involves the Pirate Queen’s cur
as the fight is concerned, the fighter known as rent paramour, Micael Torval, a very talented
"Flutterplume" is highly favored by the Pirate sabacc player, lllo would prefer to have Torval
Queen. Because lllo and the Queen are con on his own payroll, but the fellow is devoted to
stantly in a state of unspoken competition when the Queen. If lllo can ensure that Torval’s loy
wagering in local bouts, lllo hopes that Flutter- alty is shaken without a link back to himself,
plume’s defeat (or disqualification) will result in he can bring the gambler into his own ranks.
a loss of prestige for the Queen. Better still, the Queen’s capture or execution
Should the PCs choose the delivery job, lllo is by the Zann Consortium would effectively allow
still satisfied. The package is being billed as lllo to edge in on the Veiled Sorority’s business
goods acquired from the Veiled Sorority and in Worlport, something he has been desiring for
intended for one of his salvage operations. some time, lllo has been waiting for an oppor
The product—-a potent kind of spice known as tune time to launch this effort, and the PCs can
“tyrru”—is laced with an insidiously slow-acting serve his needs quite well while providing him
poison. Once the workers at Rusty Reach begin deniability should things go poorly.
to die prematurely, lllo will gain the perfect
excuse to cut ties with the Sorority, damaging
the Queen’s reputation.
Should the Player Characters want the details of Like most Herglics, lllo is tall and broad, with deep
both assignments, lllo informs them of the basics (see grey skin. He dresses in well-made clothing that mim
Fight Fixing 101, on page 53, and Rusty Reach ics fashions popular with W orlport’s gamblers, and he
on page 59). Once they’ve made their decision, he always wears a short cape made of black shimmersilk.
describes the task in more detail. If the PCs get cold He projects a calm and friendly demeanor to guests
feet upon hearing additional details of one task, lllo and friends, but behind this mask he is a cold, calcu
shrugs. "Do you wont the information or not? If you do, lating, and suspicious businessman.
you need to earn it, one way or the other. ’’ Regardless,
When speaking, lllo tends to ask rhetorical ques
he allows them to change their minds once, but other
tions of those around him, and is amused when indi
wise he gives them no other concessions.
viduals insist on answering them.
In exchange for their assistance in either case,
lllo offers to provide the Player Characters with two
pieces of information concerning the Pirate Queen’s
whereabouts, lllo knows he has the upper hand here,
and he refuses any counteroffers or attempts to nego
tiate on the PCs’ part. Unless they can somehow man
age to convince him, they’ll be forced to take his offer
Skills: Brawl 2, Charm 4, Cool 4, Deception 4, Knowl
or leave it—there is no middle ground.
edge (Underworld) 4, Negotiation 3, Ranged (Light) 2,
Streetwise 4.
ILLO V A N D IN , HERGLIC
Talents: Adversary 1 (upgrade difficulty of all com
C R IM E LO R D [N E M E S IS ]
bat checks against this target once), Nobody’s Fool 2
lllo Vandin is a career gambler who made his fortune (upgrade difficulty of all Charm, Coercion, and Decep
on Ord Mantell. Born on the Herglic world of Giju, he tion checks targeting lllo twice).
emigrated at an early age. He spent most of his for Abilities: None.
mative years plying the Outer Rim’s hyperspace lanes Equipment: Heavy blaster pistol (Ranged [Light];
as part of a smuggler’s crew. When the smuggler’s ship Damage 7; Critical 3; Range [Medium]; Stun setting),
was repossessed by an angry crime lord, lllo found comlink, fine clothing.
himself on Ord Mantell.
FIGHT FIXING 101
f the Player Characters decide that helping lllo fix a In addition, a Hard ^ Computers check or
I fight is more to their liking, he nods his large head
and gives a broad grin before explaining: 7 love bet
a Daunting ^ ^ Knowledge (Underworld)
check reveals the following information about the
ting on the fights, I do. If you’ve put a few thousand fighter called Flutterplume:
credits on the victor, i t ’s that much sweeter. But some
• Flutterplume’s real name is Aimee Kraeff, and
times, I like to ensure that my bet’s going to count—
she has an apartment in Westwall, a middle-class
especially when I ’m rooting for the underdog. And
district. Due to her success, as well as the fact
that’s where you come in... ’’
that she fights as many as four times per week,
A fighter named “ Flutterplume” is a favored contes she is able to focus on her fighting skills instead
tant in an upcoming sequence of bouts in Worlport. of holding down a day job.
Illo’s representatives have approached Flutterplume
• O Flutterplume is a native of Ord Mantell who
on three occasions and offered her a small fortune to
was born in the farming village of Redlake on the
take a fall in the final match.
border of the Scraplands.
Unfortunately, she has refused every one of these
• O O Flutterplume left her village at an early
offers, lllo wants the PCs to confront her and ensure
age and was nearly killed by wild Savrips in the
that she’s incapable of participating. Fie prefers that
Scraplands. She was fortunately saved by Scra
she be crippled rather than killed, but either outcome
plands nomads who brought her to Worlport,
suits his needs as long as it cannot be traced back to
where she’s been ever since.
him. If they can somehow convince her to drop out
nonviolently, so much the better. • O O O Unknown to most people (including
Flutterplume), the village of Redlake—where Flut
Once the Player Characters accept lllo Vandin’s
terplume was born—was recently found aban
offer, he provides them with information about Flut
doned. Signs indicate that the entire population
terplume. Fie reminds them that the job is time sensi
was taken by slavers.
tive, as the event begins within the next couple days.
The sooner the PCs can knock Flutterplume out of the • 0 : The people of Redlake have been sold to a
running, the sooner he reveals the information he’s Scraplands salvage operation in a place known as
promised them. "Rusty Reach." Given the place’s reputation as a
death sentence to anyone forced to work there,
her family likely won’t last more than a month.
ABOUT FLUTTERPLUME
Flutterplume is a rising Worlport fighter who hasn’t HELPING FLUTTERPLUME'S PARENTS
yet made her fortune but is already earning enough
for a relatively comfortable existence. Regardless of articularly conscientious PCs might offer
how the PCs arrange to encounter her, the meeting is
likely to result in a fight. She’s an experienced combat
P to help Flutterplume rescue her parents in
exchange for her promise not to fight in the
a n t-o n e of the best on the circuit—and she’d rather upcoming match. Much of the information
fight and die than acquiesce to anyone’s demands. required to run this side mission can be found
She’s much more capable with her bare hands and under the Rusty Reach heading, on page
feet than she is with weapons, and (if possible) uses 59. With a little improvisation, the PCs can
her vibroknucklers to their best effect against anyone accomplish their goal more honorably.
stupid enough to become engaged with her.
Though her stage name is well known and widely
spoken of in Worlport, her true identity is more mys MAKING CONTACT
terious. Given his many contacts, lllo Vandin knows
her bout schedule. If asked, he can clue the PCs in PCs have the following obvious options for fulfilling
to the fact that she’s fighting at the Loaded Savrip their deal with Vandin. They are also likely to come up
casino on the Path of Coins that night. PCs can also with ideas of their own, so the CM should be prepared
dig this information up on their own by checking the for just about anything. Flutterplume’s adversary pro
city’s information network, which requires an Easy file can be found on page 58.
(^) Computers or Streetwise check
Ambush: Flutterplume walks to and from her Injuring the young woman is easy once she’s been
scheduled bouts—assuming she isn’t in too much overwhelmed, but it takes a special kind of scum
pain to do so under her own power. Following her to to do that to a defenseless person. Of course, this
or from one of her fights without being seen requires is Ord Mantell, and not every Player Character is
one or more opposed Stealth checks versus her going to possess a heart of gold. Injuring her might
Perception skill. Given the relative lawlessness of accomplish their goal, but the GM shouldn’t let the
Worlport’s streets, the PCs can keep her occupied PCs get away with feeling good about themselves if
for two or three turns before anyone might care to they do. In fact, there are a number of fight fans who
come to her defense. expected Flutterplume to win in the upcoming bout,
If Flutterplume notices that she’s being followed, and they’d be mighty displeased if they found out
she wastes no time in confronting the offending who was behind her mutilation or death.
individual. “Did that whale send you?’’ she Extortion: Flutterplume is tough, but she’s got a
demands, raising a scarred fist adorned few weak spots in her armor that Player Characters
with a humming vibroknuckler. She can exploit. If the PCs are aware that Flutterplume’s
may be angry enough to launch an native village of Redlake was recently attacked by
attack by herself, which may catch slavers, she’s extremely distraught by the revela
the PCs off guard, given that tion. Even if they have no knowledge of the attack,
she’s supposed to be the prey. the PCs can still imply that Flutterplume’s parents
are in danger as long as she chooses to fight to win
in the upcoming event.
Any attempt to sway Flutterplume with words
requires the PCs to succeed at a Hard (O O O)
Coercion check or a Hard (O O O) Deception
check. Using her parents as bargaining chips in
such threats or deception grants the PCs one or
more ■ , depending on the veracity of their argu
ment. If they provide outright proof that Redlake
has been attacked—local militia scouting reports,
underground news outlets, or the like—the PCs can
upgrade the ability of their check once.
If convinced that her parents are in danger, Flut
terplume does one of two things. If the insinuation
is that the Player Characters control her parents’
safety and plan to harm them if she doesn’t throw
the upcoming fight against Vandin’s favorite,
she drops out of the running entirely. If, on the
other hand, the PCs convince her that Red
lake has been attacked, she chooses to
leave town immediately to investigate
the incident on her own.
Should the Player Characters’ Coercion or Decep The Loaded Savrip is a middle-class gambling
tion checks fail, Flutterplume flies into a rage and house situated about halfway up the Path of Coins. It
lashes out at them with her fists, feet, and vibroknuck- provides tourists and visitors with tables and games,
lers, retreating only in the face of superior firepower most of which are weighted heavily in the house’s
or if she is seriously injured. Unless her wounds are favor. Most locals are wise enough not to enter the
severe enough to keep her from fighting, she won’t casino’s game room unless they are employed there.
consider dropping out of the running just because
Fortunately, there is a seedier, more authentically
some thugs tried to rough her up.
Mantellian side to the Loaded Savrip—a rough arena
Fight: Player Characters who consider themselves behind and beneath the casino proper. Asking the
brawlers may be interested in facing Flutterplume in right questions (or knowing the right people) can get
the ring and disabling her there. They might intervene nearly anyone access to the Loaded Savrip’s arena,
in the upcoming bouts or attempt to challenge her but the cost of entry—even for those not interested in
that very evening at the Loaded Savrip. In either case, placing a wager—is 100 credits per person.
proceed to The Loaded Savrip below.
Walking into the Loaded Savrip from the street, the
Kidnapping: PCs who aren’t willing to harm Flut PCs discover a vast, crowded, and noisy gambling
terplume may be willing to kidnap her and keep her hall filled with tourists. The air is smoky, thick with
on proverbial ice for a few days. This may be a plan the scents of cigarras, alcohol, and the exotic aromas
unto itself, or it might be pursued once one of the of spice. A harried Rodian concierge in a rumpled
other plans has already failed. Whatever the case, green uniform nods to the PCs, bowing slightly if
keeping Flutterplume locked up, whether in a cheap they approach him. "Welcome to the Loaded Savrip,
flophouse or within their own spaceship, requires the friends,” he says. "What’s your pleasure?”
PCs to walk a very careful line.
If the PCs inquire about the fight that evening, the
While kidnapping someone is nefarious, Flutter- Rodian drops all pretense of obsequiousness, as he
plume’s temporary imprisonment might still save the would for any local. Fie motions for them to follow
consciences of PCs who don’t want to take a bloodier him and moves at a brisk pace toward the back of
path. As long as the PCs treat Flutterplume humanely the casino until he arrives at a tall, narrow panel in a
and keep her out of the limelight until her matches wall. The Rodian places a green hand upon the panel,
have concluded, their mission is a success. Flutter causing it to slide aside. “Enjoy the festivities, ” he says,
plume, on the other hand, never forgives. Unless they and then closes the panel behind the PCs.
keep her blindfolded, she’s going to do her best to
The panel disguises a short corridor that leads to a
escape and exact revenge.
number of small turbolifts that convey the PCs a short
way down into the arena. The lift doors open, and the
THE LOADED SAVRIP sounds of cheering and shouting nearly overwhelm
them. Outside the lift, a tall, thin man in a green suit
Finding the Loaded Savrip is as easy as taking a eyes the PCs suspiciously and demands their admis
meandering stroll down W orlport’s famous Path of sion fees: 100 credits per person, no discounts. Fie
Coins. Speeder traffic is prohibited, so the PCs must then points out the various rings—there are three—
walk most of the way to the casino. As they near their and advises the PCs where they can place their bets.
destination, read or paraphrase the following aloud:
Each ring is built as a miniature amphitheater, with
a sunken central killing floor surrounded by circular
The Path of Coins—the most famous avenue in rows of seats. Each killing floor appears to be iden
Worlport—is clogged with revelers, most of them tical, and each one is stained with several years’
tourists. Vendors loudly hawk their wares—good- worth of dried blood and gore. A pair of announcers,
luck charms, souvenirs, and food—from brightly speaking in accented Huttese, bounce commentary
lit, multicolored stalls as offworlders mill about, between the active bouts seemingly at random.
laughing, smoking, and drinking. As a parade of
If the PCs ask whether they can get in the ring to
Twi’lek dancers prances by, singing a melodic ad
fight, the tall man looks them over critically. If a pro
vertisement for one of the city’s many casinos, you
posed fighter appears to be capable, he nods. Oth
spot a colorful holographic Savrip above a casino
erwise, he scowls and lets out a curse. Regardless of
entrance. The Savrip’s stylish trousers are over
his true thoughts on the PCs’ qualifications, he directs
flowing with credits that spill into a golden pile at
them to speak with Jyd Renyr, the arena manager.
its feet, and the word “LOADED” flashes brazenly
above its head.
JYD RENYR, ARENA MANAGER [RIVAL] A bored-looking Bith referee emerges from a con
cealed alcove and approaches the fighters. “Look
Jyd is an exceedingly portly human with a bald head here, right?” he says. “No weapons! We’re not here to
and beady eyes. He dresses in a fine suit tailored for kill each other, get me? Give a good show, and if you
his excessive physique, and he wanders the arena’s can’t fight fair, at least fight well. Go!” A buzzer rings,
edges with surprising speed and agility. the crowd cheers, and the match begins.
Above all things, Jyd is concerned with profits. He
doesn’t care who fights (or dies) as long as they pay THE ANVIL, A R E N A F IG H T E R [R IV A L ]
the requisite charges, as well as any additional fees
The Anvil, otherwise known as “ Parsons” to his small
he decides to tack on for his trouble. Despite this lack
group of what pass for friends, has been fighting in
of compassion, he’s of the opinion that anyone who
the Loaded Savrip’s arena for some time. He’s what
wants to fight Flutterplume is either stupid or crazy.
most consider a midrate fighter who might have had a
promising career if his luck hadn’t been so bad. Now
he’s a fixture here, occasionally fighting in a bout or
two when the audience is bored or edgy.
The three adult scrap nomads are named Evun, Alva, The two Savrips attacking the nomads have been shot
and Theel. Evun and Alva use homemade slugthrower several times each by slugthrowers (which is taken
rifles to hold off the Savrips, while Theel shields the into account in their statistics), but given their thick
two children. Evun, the dominant nomad, is a male hides and resilience, the effects of the wounds they’ve
human in his late twenties. Alva, a female human in sustained so far are minimal. The creatures are both
her early twenties, is his wife, and the two children ravenous and have been stalking the nomads for sev
belong to them. Theel is Alva’s teenaged brother. eral days, looking for a chance to strike.
The three were traveling to Fifth Wheel with a load of Needless to say, the two Savrips aren’t interested in
scrap to trade for supplies when they were ambushed surrender. To them, this conflict is a fight to the death.
by the Savrips.
Each of the nomads wears a patched amalgam of
environment gear and scavenged survival equipment,
making their features impossible to discern.
GOING TO GROUND
MASK O F THE PIR A TE QUEEN
Opening the locks requires a Hard ( ^ ^ ^ ) Com
puters check or a Daunting ( ♦ ♦ ♦ ♦ ) Skuldug
gery check. There is no one inside the garage, and a
number of vehicles are parked inside in various states
of repair. Work-related gear and uniforms for most
common species can be found in one of the garage’s
storage rooms. Skills (group only): Athletics, Brawl, Perception,
Stealth, Vigilance.
Unless the PCs steal the keys to a van from the secu
Talents: None.
rity booth, they need to hot-wire one of them. Hot
Abilities: Scent (add □ □ to Survival checks made
wiring a repulsorvan isn’t difficult for an experienced
to track prey).
thief, and requires an Average Mechanics or
Equipment: Teeth (Brawl; Damage 3; Critical 4;
Skulduggery check
Range [Engaged]).
AMBRAE ENVIRONMENTAL
SECURITY GUARD [MINION] ONE GOOD BLUFF
The guards hired to keep Ambrae Environmental’s
DESERVES ANOTHER
assets secure aren’t the best in the district, let alone The Sorority’s warehouse, which houses the entrance
the business. They have families, and they just want to to the Queen’s underground palace, is a large metal
do their job and go home after their shift is over. They lic structure streaked with grime and pitted by rust.
don’t take excessive risks and would prefer to call for From the outside, it appears to be little more than an
backup rather than play the hero. That said, they do abandoned factory or storage building. Not far from
their job to the best of their ability, but if confronted the warehouse is a starship docking bay, which is cur
by a superior force, they gladly lay down their weap rently unoccupied. Though the docking bay is empty,
ons or retreat. it is locked down.
Unless the PCs have made other plans, they can
drive their repulsorvan to the warehouse’s bay door. If
they knock, or merely wait a few minutes, read or
paraphrase the following aloud:
Skills (group only): Melee, Perception, Piloting (Plan A male Twi’lek in bulky jacket emerges from a
etary), Ranged (Light), Vigilance. side door at the warehouse, and approaches the
Talents: None. repulsorvan’s driver-side door. His hand openly
Abilities: None. rests on the butt of a heavy blaster that hangs in
Equipment: Blaster pistol (Ranged [Light]; Damage a holster at his side. “What do you want?” he asks,
6; Critical 3; Range [Medium]; Stun setting), trun obviously irritated.
cheon (Melee; Damage 4; Critical 5; Range [Engaged];
Disorient 2), padded armor ( + 2 soak), breath mask,
The PCs need to convince the Twi’lek to let them
comlink.
into the warehouse. This requires an Average ( ♦ ♦ )
Coercion or Deception check, depending on the
CORELLIAN BLOODHOUND [MINION]
tactic the PCs choose (this text assumes the PCs are
Corellian bloodhounds are often kept as pets and using an Ambrae Environmental van to support their
guard animals, though packs of wild bloodhounds cover story, but the PCs may try a different approach).
occasionally roam in areas where they’ve been trans If the PCs manufacture some kind of corroborat
planted. Unlike most canids, they rarely bark or yelp. ing evidence—forged work orders or something simi
When they do bark, however, the vocalization has a lar—the PC making the Coercion or Deception check
whisper-like quality. This behavior is instinctual, as benefits from □ during the initial check. Depending
Corellian bloodhounds in the wild rely on stealth to on other tactics the PCs might use—mentioning that
ambush their prey. people are liable to die, or implying that the guard
At up to one meter in length, Corellian bloodhounds could be seriously punished (or killed) for holding
are slim and agile, relying on stealth and speed rather them back—they might earn an additional Q
than brute strength to take down prey. A fine coat
of tiny quills covers their body, and their head fea
tures an oversized snout to aid in scenting prey, and a
mouth lined with sharp, dagger-like teeth.
If the PCs are able to fool the Twi’lek guard, he
returns to the warehouse and opens the bay door. He
"HEY, GUYS, DOESN'T
does this manually, revealing a cavernous interior that THIS SEEM A BIT EASY?"
is brightly lit and stacked with all manner of goods.
At the far end of the warehouse is a lift. Four other t some point, the PCs may get suspicious,
guards mill about and stare at the PCs’ van, obviously
curious. The Twi’lek then waves the PCs in to a parking
space near the lift while he closes and locks the bay
ft given the ease with which they’ve man
aged to infiltrate the Queen’s palace. Unfor
tunately for them, they’re absolutely correct.
door behind them. Should the PCs fail to fool him, he The Queen has allowed them to move more
refuses to open the door (and he may call for other or less unharmed through the palace so she
guards should the PCs generate <§) <§> <§». can ensure they are dealt with in a perma
nent manner. By the time the PCs figure it
With the rest of the pirate guards looking on, the
out, though, it is already too late.
Twi’lek allows the PCs to emerge from the repulsorvan,
and to bring with them any equipment they may need
to do their “work.” He then escorts them to the lift, TH ETH R O N E ROOM
climbs aboard, and hits the button. The lift descends
shakily into the ground, and the Twi’lek comments, Making their way to the throne room is an uneventful
7 hate this p a rt."Though businesslike, he’s happy to process, assuming the PCs remember the way. When
have a conversation with someone who isn’t a pirate, they arrive, read or paraphrase the following aloud:
especially if he finds that person attractive.
Shortly, the lift shudders to a stop. The Twi’lek The sounds of a party grow louder as you creep
opens the door and leads the PCs down a series of down the wide passageway. Multicolored lights
hallways. Read or paraphrase the following aloud: flash ahead o f you, and rhythmic music pulses
a harrowing beat. Emerging from the passage
The twisting passages are clean and dry, and the way, you see a large room filled with well-dressed
air inside carries no trace of contaminants or pol courtiers variously dancing, talking, drinking, or
lution. You pass a number o f people as the Twi’lek enjoying the show. Tables filled with fine drinks
guard leads you on, including a gaggle of finely and rich foods seem to be everywhere. Guards,
dressed courtiers who whisper to one another un looking bored, stand at attention near the walls.
der their breath You can hear the sound of lively Standing upon a raised dais, you see a stately fe
music from the direction of an adjoining corridor male figure wearing a mask. Behind her is a blond
just up ahead. woman in a glittering suit.
If the PCs ask the Twi’lek about the source of the The stately female figure is the Pirate Queen—or,
at least, her hologram. PCs can attempt a Hard
music, he’ll shrug and say, "Sounds like entertainment
^ Perception check to discern that the Queen
for the royalty. She gets some good acts." Unless
the PCs decide to proceed to the Queen’s audience is only a projection, and any PCs with special vision
chamber at this point, the Twi’lek continues to lead (such as infrared, thermal, or some other enhanced
them deeper into the palace, eventually reaching a spectrum) gain one or more □ to this check at the
large room filled with thrumming life support machin Game Master’s option.
ery. "This is it, ” he says. "Seems normal to me. Are you As the PCs move further into the throne room,
sure there’s something wrong with it?" regardless of their intentions or stealth, a set of blast
This is a perfect time for the PCs to deal with their doors slams shut behind them. The blaring music
Twi’lek guide, as there is no one else in the room, and stops, and the conversation of the courtiers tapers off
the noise of the equipment is loud enough to drown into stunned silence. The raspy, seductive, and famil
iar voice of the Pirate Queen rises from the dais as
out the sounds of a struggle and cries for assistance.
Retracing their steps toward the corridor leading to the floor clears. "We have guests, my friends. Let us
welcome them. ”
the Queen’s audience chamber does not require a
check for any PCs who mentioned they were keeping The PCs are left standing on the empty floor, sur
track of the route. If no one made a conscious effort to rounded by guards and surprised revelers. The Queen
do so, remembering the way requires an Average peers at them from behind her mask, while the blond
Survival check. Any O generated by this check woman behind her smiles smugly. Read or paraphrase
reduces the time it takes to get there, while any <§> the following aloud:
generated results in a few wrong turns. If two or more
(§> are generated, the PCs encounter a pair of palace
guards (see page 70), who confront them.
The PCs have one round before the two Savrips are
"It has been quite pleasant watching your antics on top of them. The rest of the palace guards remain
from afar. You are certainly a resourceful bunch— at their posts, as none of them are willing to get in the
the Consortium is lucky to have you—-but you way of the beasts. Ryale observes from the dais, only
have been far too successful in your attempts to taking cover if she is shot at or otherwise attacked.
find me. /4s a result, I must ensure that your ef The courtiers watch from the sidelines, fascinated and
forts come to naught. oblivious to the danger they’re in.
If the Player Characters manage to defeat both of
“Ryale here will see to your destruction. I, on the the Savrips, the courtiers variously gasp and scream
other hand, have a rendezvous with another valu as they attempt to leave the chamber en masse, tram
able Consortium shipment. Goodbye, for we will pling or crushing palace guards and other courtiers in
not be meeting again. ” their desperation. Four palace guards remain behind,
and they attempt to defend Ryale to the best of their
The Queen flickers suddenly, then disappears. ability. As for herself, Ryale remains in a hiding spot
behind the dais.
THE MAIN EVENT Once the remaining guards and Savrips have been
neutralized, Ryale emerges from her hiding place, her
Ryale Wei, the woman in the glittering suit, claps her hands held high. 7 surrender/’ she says, though her
hands and says, "Tur! Kell Show these guests how we tone indicates that she doesn’t fear captivity. "Kill me
deal with assassins!" From the shadows to either side and you’ll lose more information than you can ever
of the dais, two Mantellian Savrips emerge. They are hope to discover on your own. ’’
both dressed in heavy armor, and each carries a large
spiked mace. One of them snarls as they surge for
ward toward the Player Characters.
With Ryale in tow, the PCs can retreat from the The guards take their jobs seriously, but are pirates
Queen’s palace and make their way back to the lift. at heart—many of them are bored and hope they can
The passageways and corridors are chaotic and pan go back to doing what they enjoy most: namely, tak
icked, as courtiers and guards alike attempt to make ing prizes in space. This makes them complacent and
their way out. A few may try to get in the PCs’ way, at sloppy, which is a boon for the PCs.
the CM’s discretion, but such encounters should be
glossed over rather than played out in detail, to avoid
an anticlimax.
At some point during their escape, Ryale, ever the
gracious host, mentions that she knows another way
out of the palace. If the Player Characters agree, she
leads them to a private lift in a concealed room behind Skills (group only): Coercion, Cool, Discipline, Melee,
the dais. Otherwise, the PCs must find a way out on Ranged (Heavy).
their own. Discovering the concealed room behind the Talents: None.
dais independently of Ryale requires a Hard ( ^ ^ ^ ) Abilities: None.
Perception check. The lift within is luxurious, and it Equipment: Blaster carbine (Ranged [Heavy]; Dam
takes the PCs up to the warehouse’s adjacent docking age 9; Critical 3; Range [Medium]; Stun setting), vibro-
bay. Four guards watch over the docking bay, but they sword (Melee; Damage 5; Critical 2; Range [Engaged];
refrain from shooting if Ryale is with the PCs, for fear Defensive 1, Pierce 2, Vicious 1), heavy clothing uni
of hurting her. forms (+ 1 soak).
n Episode III of M ask of the P irate Q ueen , the PCs Even as the PCs prepare to leave Ord Mantell
I finally face Noira herself, the elusive Pirate Queen.
To do so, they must race to the location of the Soror
behind, the Zann Consortium is laying a trap of its
own for the Veiled Sorority. The information gleaned
ity’s next ambush, board the failing Renegade’s from Ryale allows Tyber Zann to pinpoint the exact
Blood, and capture Noira before she can escape. location of the pirates’ next ambush. While the Con
• General Quarters: The PCs return to their ship,
sortium convoy is diverted away from the ambush
only to find it isn’t at all how they left it. zone, a more heavily armed Consortium flotilla led
by Jerid Sykes takes its place.
• Into Eternal Night: Consortium ships have been
sent to intercept the Sorority ambush. Can the Despite the powerful attack ships in the Consor
PCs get there in time to join the battle? tium’s fleet, Sykes’s direct orders from Tyber Zann
are to take the Queen alive or provide positive proof
• Welcoming Party: When the PCs board the of her demise. The PCs are responsible for bringing
Renegade’s Blood, they find the Queen’s vessel Noira to justice, but they must hurry before their
to be more dangerous inside than out! opportunity slips away. When the PCs arrive, the
• A Bridge Too Far: Once the PCs make it to battle is well under way, and the Renegade’s Blood
the bridge of the Renegade’s Blood, they must is incapacitated—for the moment.
defeat the Queen’s guards and somehow sub For the PCs’, finally cornering and capturing the
due her in the process. Queen requires both luck and skill, and fulfilling the
• Contract Fulfilled: With Noira out of the pic contract becomes more deadly at every turn. Nev
ture, the PCs return to Saleucami to receive ertheless, Tyber Zann is even less forgiving of failure
their payment—and more, if they are interested. than he is of treachery...
GENERAL QUARTERS
nce the PCs have extracted the crucial intelligence There are currently six pirate saboteurs aboard the
O from Ryale, they should contact the Zann Con
sortium and relay their discovery to Venlana (should
PCs’ ship; if desired, the GM can instead have these
be local thugs, upset that the PCs didn’t hire them
they contact Jander, he sneeringly tells them to call for “security.” If the PCs hired JR-1 2 to protect the
Venlana, as his part of the job is over). The Pantoran ship, or if they keep combat-capable NPCs on board,
doesn’t seem surprised by the revelation, and she two of the saboteurs are heavily wounded and uncon
informs the Player Characters that their job is hardly scious, while two more stand guard at the top of the
finished. “An assault flotilla, disguised as a Consor ship’s loading ramp. The last two saboteurs are hur
tium convoy, is en route to the coordinates, ” she curtly riedly attempting to dismantle the ship’s hyperdrive
informs them. "With lucH, you can form up with them system, where they intend to plant a powerful explo
and see to the Queen’s ultimate capture. ” sive device that is set to trigger when the hyperdrive
Despite the news, easily the best the PCs have is activated.
given Venlana since they took the contract, she seems Unless the Player Characters have another method
distracted. Any PC who succeeds on an upgraded to enter their ship, they must advance up the loading
Daunting ( ^ # # # ) Vigilance check can discern ramp (or equivalent) in order to confront their adver
that Venlana is deeply troubled by something she has saries. Once the two pirates defending the ship’s
not mentioned. If asked about her discomfort, she dis entryway have been taken out, the PCs can search
misses the PCs and abruptly cuts the comm channel. their ship for the remaining saboteurs. They find them
Once this critical intelligence has been passed on in their ship’s engineering section, installing some
to Venlana, the PCs need decide what to do with Ryale kind of device within the guts of the vessel’s hyper
Wei. Venlana and Jander urge the PCs to tie up loose drive. The pirates, their backs to the proverbial and
ends, but they recognize that the matter of the Pirate literal wall, draw their weapons and fight to the death.
Queen is likely to be resolved soon regardless of what
the PCs do with Ryale. Ryale, if she hears of the Con
BOMBS EXPLODE.
sortium’s counter-ambush, loses her once unshakable
confidence; GMs should adapt her reactions thereaf IT’S WHAT THEY DO.
ter to the party’s treatment of her.
f the Player Characters don’t locate the
Regardless of the outcome, the PCs need to make
their way back to their ship in its docking bay. Out
I bomb, it explodes when they attempt to
activate the hyperdrive. The bomb deals 15
side of W orlport’s usual traffic patterns, there is little
damage to any characters engaged with it. It
to slow them down as they proceed across town one
also wrecks the hyperdrive, inflicting a Major
more time. Should the CM like to introduce a compli
System Failure critical hit that affects the
cation—possibly a modular encounter of some kind—
ship’s primary hyperdrive.
this is a perfect opportunity to do so.
The PCs can repair this critical hit by making
a Hard (O O O ) Mechanics check as normal.
SABOTAGE! Alternatively, if the PCs’ ship has a backup
When the PCs enter their docking bay, they dis hyperdrive, they can use this to attempt to
cover that their ship’s loading ramp is down. If they reach the battle (although this will likely mean
arranged armed security for their ship, they find the they arrive late in the course of the conflict).
telltale blast points and burn marks of a struggle in The presence of the bomb is not meant to
the docking bay. At the GM’s discretion, the PCs’ allies curtail the PCs’ advancement in the story,
may be dead, wounded, or otherwise in disarray. however. It is instead intended to provide
If the PCs hired security contractor JR-12 to moni them with an obstacle, thereby generating
tor their ship, they find the droid in the docking bay. It additional tension and excitement in the
is seriously damaged, but still conscious and attem pt game. Game Masters who wish to use the
ing to initiate self-repairs. If approached, JR-12 makes bomb should be judicious about it, as well as
a sound that conveys both irritation and dismay. its effects. The PCs have spent a great deal of
“Apologies: offered," it mutters. "Intruders: worse for time tracking down the Queen, and to fail at
wear. Note: only four remain functional. ” Though the this point due to an unsuccessful Mechanics
droid tries to stand and provide additional support, check is a major disappointment. It can, how
JR-1 2 is in terrible shape and is unable to function in ever, add tension as the PCs race to get to the
any capacity until repaired. battle on time.
The device can be removed from the hyperdrive
LENDING A HELPING APPENDAGE
with a Hard ^ Skulduggery or Average
Mechanics check. Should either of the these two
onsiderate Player Characters may try to
C help JR-12. Though admirable, there isn’t
enough time to get the droid functioning and
checks result in the bomb explodes, dealing 15
damage to all targets engaged with it. The damage to
the hyperdrive is covered in the Bombs Explode. It’s
back on its feet. Other PCs may decide to
W hat they Do sidebar on page 74.
take JR-12 with them. The droid doesn’t com
plain or protest. JR-12 continues to attempt
S O R O R IT Y S A B O T E U R [MINION]
self-repairs, and offers gratitude to anyone
who helps it put its pieces back together. The saboteurs sent by the Sorority weren’t expecting
If taken along and repaired en route to the the PCs to show up so soon, nor did they suspect that
Veiled Sorority’s coordinates, JR-12 gladly the PCs’ security arrangements (especially JR-12,
offers to help the PCs during the imminent if applicable) would be so formidable. At this point,
encounter. Its repairs require an Average {() they’re scrambling to get their job done and escape.
0 ) Mechanics check and 750 credits’ worth In combat, the saboteurs fight in groups of two.
of parts. Should JR-12 survive the conflict,
the PCs may be able to convince it to become
a part of their crew. The droid’s ultimate deci
sion is up to the Game Master, and should
depend on how the PCs have behaved, as well
as on how they’ve treated JR-12.
Skills (group only): Computers, Mechanics, Melee,
Depending on the amount of time it takes the PCs to Ranged (Light), Skulduggery.
return to the ship and track the saboteurs down, the Talents: None.
CM may determine that the pirates have had enough Abilities: None.
time to successfully place their explosive device. PCs Equipment: Heavy blaster pistol (Ranged [Light];
with ranks in either Perception or Mechanics auto Damage 7; Critical 3; Range [Medium]; Stun set
matically find the bomb. ting), vibroknife (Melee; Damage 3; Critical 2; Range
[Engaged]; Pierce 2, Vicious 1), heavy clothing (+1
soak), utility belt.
WELCOMING PARTY
ocking with a Consular-class cruiser under opti the two ships grind together. A ^ result causes their
D mal—and peaceful—conditions is a simple matter.
With the vessel drifting and spiraling like a dead fish,
ships to have a minor collision (see page 242 of the
E dge of the E mpire Core Rulebook).
however, the PCs have their work cut out for them.
Once they have successfully locked onto the ene
In order to complete the docking maneuver, the PCs’
my’s docking ring, the Player Characters must take
pilot must succeed on a Hard ( ^ ^ ^ ) Piloting check.
the perilous step of traversing the airlock and forcing
The Game Master should upgrade the difficulty of the
entry into the enemy ship. The airlock is obviously
check a number of times equal to the speed value
sealed, and the PCs must force it open with a Hard
of the PCs’ ship (for example, if the PCs are traveling
( ^ ^ ^ ) Computers check. The artificial gravity
at speed 3, the difficulty would be upgraded three
shifts midway through the airlock chamber, forcing all
times). If the check fails, the pilot is unable to make
PCs to succeed on an Average ( ^ £ ) Coordination
a solid connection with the Renegade's Blood. Every
check to maintain their footing. Failure results in the
O O generated along with a failed check, though,
PC dropping prone, and each <§> generated on a failed
adds □ to the next attempt. Conversely, the PCs’ ship
check results in a wound.
takes 1 point of hull trauma for each <§> generated as
Player Characters would be familiar enough with the S O R O R IT Y D E F E N D E R [MINION]
depths of space to know the value of breath masks at
the least, or better still, space suits. Wise or cautious The defenders on the Renegade’s Blood are typical
PCs might add glow rods or fusion lanterns, utility Sorority muscle. While other crew can serve in com
belts, and even climbing gear to their packs. bat roles when required, these pirates act primarily as
guards and security.
The Sorority pirates aboard the Renegade’s Blood
are expecting the Consortium to board their ship. For
tunately for the PCs, the lack of power and ionized
controls have put the ship in complete disarray. Only
a handful of defenders have managed to make it to
the airlock’s entrance, and those who have are shaken
and battered from the beating their ship has taken.
Skills (group only): Ranged (Light), Melee, Vigilance.
When the PCs open th eiiatch into the Renegade’s
Talents: None.
Blood, read or paraphrase the following aloud:
Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; Damage 6;
The hatch cracks open with an audible hiss, re Critical 3; Range [Medium]; Stun setting), vibroknife
vealing a lightless chamber. The scent o f burning (Melee; Damage 4; Critical 2; Range [Engaged]; Pierce
electronics and stale, dirty air fills your nostrils, 2, Vicious 1), padded armor ( + 2 soak), breath mask.
and an alarm blares in the distance. As you decide
whatwto do, a rough voice from inside the Rene
gade’s Blood shouts, "Let 'em have it!" BRIDGING THE GAP
With the first Sorority defenders dispatched, the PCs
Several blasters fill the air with red bolts o f en must make their way to the bridge of the Renegade’s
ergy, most of which strike the airlock door and the Blood. Within a few minutes of the PCs’ boarding the
wall that surrounds it. The Sorority knows you’re light cruiser and defeating their assailants, the sounds
here, and the pirates are not about to give up with of the near-constant ion barrage subside. Equipment
out a fight. and systems slowly begin to hum back to life, and
after a short while, some of the lights actually flicker
on to reveal the ship’s cluttered interior.
Four Sorority pirates (fighting in two groups of two)
crouch in the darkness of the entryway beyond the Rather than present the Game Master with a linear
airlock hatch, their weapons trained on the PCs. Due series of scripted encounters punctuated by repeti
to the backlighting that silhouettes the PCs from tive gunfights in narrow hallways, this section pro
behind, the pirates gain □ to any attacks they make vides several individual hazards and encounters that
against the PCs, as long as the PCs are in the airlock can be used—or not used—in any order the GM likes.
itself. This bonus no longer applies to shots fired at Additional encounters can (and should) be introduced
PCs who have made their way inside the entryway at the GM’s whim. In the end, it’s up to the Game
and moved away from the airlock. Master how long the PCs spend making their way
through the hobbled Renegade’s Blood in search of
To make matters more interesting, only one PC can the ship’s bridge and their prize, the Queen. The CM
emerge through the airlock at a time. Firing from the should keep the tension high, though, with explosions
airlock, through allies, and at the pirates in the entry rocking the ship, coolant lines venting into walkways,
way is a difficult task and PCs attempting this suffer ■ alerts shouted over loudspeakers, and other signs the
on their ranged combat checks. vessel is in distress and that time is of the essence.
Additionally, outside of the light created by the Each encounter and hazard is different from the
pirates’ muzzle flashes, the entryway is without illu others, and each one offers a new challenge that must
mination of any kind. Any PC firing at the pirates in be overcome before the PCs can proceed. Some chal
the entryway, and any pirate attempting to shoot a lenges may be insurmountable for some PCs, depend
PC who has moved out of the airlock, suffers ■ due to ing on their abilities and equipment. Game Masters
darkness. Providing additional light sources, such as should present them with problems they can reason
glow rods or the like, removes this penalty. ably overcome, or otherwise provide them with an
opportunity to locate tools that give them a fighting
chance. The GM should also feel free to create new
problems as desired as well to add unique dangers
specific to the PCs’ areas of expertise or backgrounds.
disable one of them, they throw down their arms and
TAKING T H E LONG ROUTE
surrender. The PCs don’t have time to deal with pris
oners. Letting the pirates go won’t have a negative
he encounters presented here represent
T the most accessible path the PCs can
choose to take to the bridge. Should they
effect on the Player Characters, one way or the other,
and their escape pod is liable to be destroyed by the
Consortium, anyway.
become stymied or unable to progress, they
can attempt to find another way around an Regardless of what the PCs decide to do with them,
obstacle or encounter. Doing so shouldn’t be the pirates’ case is filled with objects, equipment, and
easy, and requires a Hard [() <0 ()) Percep spice worth 8,000 credits. Unfortunately, it’s heavy
tion check or an Average (<0 <}) Knowledge and unwieldy (encumbrance at least 12), and only
(Education) check. Successful checks allow slows them down if they attempt to take it with them.
the PCs to find a way around, though they Portions can be taken by individual PCs, but each
might still encounter resistance on the way. such portion is worth only 500 credits.
If either of these checks fails, the Player Char The three pirates use the same statistics as the
acters are lost for several minutes while they Sorority Defenders on page 85.
attempt to get their bearings. The GM should
keep track of any <§) generated during these DAMAGE CONTROL
checks. If the PCs accumulate five <§> results,
they encounter a group of two Sorority Despite the incredible damage the Renegade’s Blood
defenders, with an additional defender added has suffered, there are still engineers aboard who are
for each <§> accumulated past five. When the doing their best to patch things up while they still can.
encounter with the defenders is resolved, the Unfortunately, one group of these engineers—working
accumulated <§) is expended and the tally frantically to repair one of the ship’s critical systems—
begins anew. labors right in the PCs’ path to the bridge.
Read or paraphrase the following aloud when the
A B A N D O N S H IP PCs approach the pirate engineers’ position:
These pirates have decided for themselves that the The four engineers continue working on repairing the
battle is lost, and that remaining aboard the Rene ship if left undisturbed, though there is still a chance
gade’s Blood is a big mistake. They’ve collected some they might hear any PCs who try to slip silently past
loot—their fair share, they insist—and are making them. Each sneaking PC must attempt an Average
their way to the nearest escape pod so they can put ^ ) Stealth check to avoid detection. Failure by
the Sorority behind them. Unfortunately for them, the any of the PCs results in the engineers’ noticing them
PCs are blocking their way off the ship. before they can either sneak away or get into a good
After dropping the hard-sided case, the three ambush position. If defeated, the Sorority engineers
pirates draw their pistols and scramble for cover. They possess enough tools between them to assemble two
aren’t planning on dying today, and if the PCs kill or complete tool kits.
SORORITY ENGINEER [M IN IO N ] Unprepared PCs who lack protective gear can
attempt to locate some in adjoining compartments,
The Sorority’s engineers maintain their ships’ sys
as there are emergency lockers stocked with such
tems and ensure they remain functional even under
equipment throughout the ship. Finding such a locker
the most trying conditions. They’re well aware that
requires an Average ^ ) Perception check
their own survival hinges on whether they can repair
Should the check fail, no locker is found. Two or more
enough of their ship’s systems for it to either flee or
compete with their attackers. © generated on a successful check locates a locker,
but it is locked.
The engineers on the Renegade’s Blood consist of
Bypassing the lock requires an Average ^)
two humans (one male, one female), a male Sullustan,
Skulduggery check. Each locker found can contain
and a female Duros. They wear coveralls, utility belts
one or more of the following: a single space suit, a
festooned with tools, and breath masks. Two of them
breath mask, a hull sealant canister, an emergency
have blaster pistols, while the other two engineers
medpac, and a glow rod.
wield heavy hydrospanners. If forced into combat,
they fight in two groups, one with the pistols and the Given the presence of hull sealant canisters in the
others with the hydrospanners. ship’s emergency lockers, some PCs may attempt to
patch the hull breach and cycle in fresh air, allowing
unprotected individuals to enter the room without
risk of harm. Doing so requires them to locate the hull
breach and patch it somehow, assuming it isn’t too
large to repair. The breach should be roughly eight
centimeters in diameter, but the GM should adjust the
size (and number of breaches) to best match the pace
Skills (group only): Computers, Mechanics, Melee,
of the adventure and the PCs’ style of play.
Ranged (Light).
Talents: None.
Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; Damage
6; Critical 5; Range [Medium]; Stun setting), heavy
HULL SEALANT CANISTERS
hydrospanner (Melee; Damage 4; Critical 5; Range
[Engaged]; Disorient 2), utility belt, breath mask,
s indicated by their name, hull sealant can
sealed coveralls, glow rod, tool kit.
BREACHED COMPARTMENT
n isters contain hull sealant. The sealant is
under pressure, and can be applied to small
gaps or cracks in a ship’s hull to prevent air
As the PCs continue their trek to the ship’s bridge, loss due to vacuum. Doing so requires a suc
their dangerous path leads them to a sealed hatch cessful Mechanics check, the difficulty of
way. Lights and readouts near the hatch’s panel indi which depends on the size of the hole. Holes
cate that the chamber beyond it is exposed to the larger than three centimeters in diameter
vacuum of deep space. Emergency magnetic fields in also require additional material, such as a
the doorway (as well as at other access points) allow piece of metal or ceramic plating that can be
the hatch to be opened without compromising the secured in place with hull sealant.
atmosphere in the rest of the vessel, but they don’t A canister of hull sealant costs 100 credits,
hold back the empty death of the void. and has an encumbrance value of 1 and a rar
The quickest way to get past the breached com ity of 2.
partment is for the PCs to enter it through the open
hatch’s magnetic field and reach the compartment’s HULL SEALANT DIFFICULTIES
exit on the other side. Unfortunately, this method
requires that they have space suits (or some equiva <3>: Tiny but noticeable punctures in the hull.
lent protection) if they intend to withstand the rigors <0<C>: Breaches in the hull of up to three cen
of a hard vacuum (see page 21 4 of the Edge of the timeters in diameter.
Empire Core Rulebook). Droids and some alien spe
cies may be able to traverse the chamber without pro <}0<C>: Breaches in the hull of up to six cen
tective equipment. timeters in diameter.
0 0 0 0 Breaches in the hull up to ten cen
timeters in diameter.
0 0 0 0 0 : Hull ruPtures up to .5 meters.
In addition, several dead pirates are present in the Read or paraphrase the following aloud:
compartment, and some of them are wearing space
suits. The occupied space suits can be fetched by
the PCs, emptied of their contents, and patched or As you pick your way through all manner o f de
repaired if necessary so that other Player Characters bris, including a number o f bodies, you round a
can wear them. Of course, wise PCs check the suits corner only to see a large creature with a snake
thoroughly to ensure they haven’t been punctured or like head atop its massive body—a Mantellian
otherwise compromised. The GM can have suits be Savrip! The creature, standing ten meters away in
damaged as desired, something the PCs can notice front o f a sealed hatch in the cramped (for it) walk
with an Average Perception check or Easy way, narrows Its eyes at you before unleashing a
(^) Mechanics check. Hull sealant can be used to deafening battle cry. It raises the largest vibro-
repair any suit breaches, as per the Hull Sealant axe you’ve ever seen and charges.
Canisters sidebar on page 88.
Once the PCs are inside the exposed compartment, The Savrip, named Warg, is one of the Queen’s
other dangers can (and should) be present. Pirate praetorians, an elite guard trained to respond only to
crew working to repair damage are likely, as are myn- her commands. Given a lack of communication with
ocks that have entered the ship through a particularly his mistress, the Savrip has decided to remain at his
large hull breach. Mynocks are detailed on page 41 3 last post until the Queen orders him to do otherwise.
of the Edge of the E mpire Core Rulebook. Though the creature isn’t certain what all the commo
tion is about, he’s smart enough to understand that
SORORITY CREW [M IN IO N ]
the vessel is under attack.
The crew who staff the Sorority’s ships are all expe
rienced pirates. Though they aren’t usually called WARG, SAVRIP GUARD [NEMESIS]
upon to participate in boarding operations, they are Warg has served the Queen aboard her starship for as
expected to defend their ships to the best of their long as he can remember. The ship’s cramped quar
ability when enemies successfully attack. The vast ters used to bother him, but these days he doesn’t
majority of these individuals are unarmed unless possess a coherent memory of anything else. Though
previously equipped with blasters by their individual he isn’t fond of guard duty, Warg considers himself to
quartermasters, which is typically only done if their be very good at standing in one place for a long time.
ship is expected to be boarded. As the Consortium The only thing that might improve his day is some
counterattack was unexpected, most of them will not thing—ideally someone—to smash.
have blasters.
Warg wears a suit of laminate armor made just
for him, and he carries a massive vibro-axe that the
Queen gave him as a present.
CONTRACT FULFILLED
he return trip to Saleucami is uneventful unless them into the conference, room as he has in the past.
T the GM wishes to explore other encounters or plot
points. Once they’ve touched down in Taleucema, the
Venlana, sitting in her chair at the conference table,
smiles broadly when the PCs enter. "Welcome bach,
PCs are summoned back to the Paradise one last time and congratulations on a job well done,” she tells
by Porel, Venlana’s Twi’lek assistant. Like Venlana, them. "Now we can sort out your compensation and
Porel refuses to discuss anything of consequence over put this contract to rest. But first.. the Pirate Queen’s
an open comm line. He insists the PCs rendezvous mash, if you please.”
with him at the cantina so that he can dole out pay
Once the PCs produce the mask, Porel extends his
ment and complete their contract.
hand to receive it. As he does so, Venlana interrupts,
The Paradise is much as the Player Characters 7 don’t thinh so, Porel. Tyber Zann wouldn’t appreciate
remember it, though it is hardly as crowded as it was the hands of a traitor touching his prize. ”
the last time. Porel meets them at the door and leads
Porel stops in his tracks, but he seems unsurprised
by Venlana’s revelation. “It was only a matter of time
until your duplicity came to light, Venlana," he says.
“My duplicity?” she answers incredulously. “You’ve
been at the Sorority’s beck and call all along!" Glanc
ing at the PCs, Venlana nods to Porel. “My friends, you
have one last target before your contract is fulfilled. Skills: Brawl 3, Coercion 2, Cool 3, Knowledge
Kill this scum, and I will see your pay doubled!” (Underworld) 3, Negotiation 2, Perception 3, Ranged
(Light) 3, Streetwise 3.
Porel doesn’t take Venlana’s threat sitting down.
Talents: Adversary 1 (upgrade the difficulty of any
“Tyber Zann has suspected Venlana’s treachery for
combat check targeting this character once), Dodge
some time now,’’ he tells the PCs. “Now, we have our
1 (perform Dodge incidental to suffer 1 strain to
proof. The Consortium will reward you well if you can
upgrade the difficulty of an enemy’s combat check
capture this Pantoran harpy alive. ”
once), Point Blank 2 (adds +2 damage to one hit of
Both Venlana and Porel exude conviction, but it’s successful Ranged [Light] attacks made at short range
up to the PCs to decide which one to support. The or engaged).
truth—which may appear obvious—is that Venlana is Abilities: None.
the Sorority mole, while Porel has been loyal. In fact, Equipment: Blaster pistol (Ranged [Light]; Damage
he was assigned to Venlana in order to keep an eye on 6; Critical 3; Range [Medium]; Stun setting), holdout
her. PCs wishing to discern truth from lies can attempt blaster pistol with superior weapon customization
an opposed Hard ( # # # ) Discipline check to see (Ranged [Light]; Damage 6; Critical 4; Range [Short];
through her deception. Porel is not attempting to Stun setting, Superior), armored suit (+ 1 soak), corn-
deceive the PCs, so he appears to believe what he link, datapad.
is saying. GMs wishing to maintain ambiguity can
allow the PCs to attempt a Hard Discipline
check. Whether they succeed or fail, Porel seems to
be telling the truth.
If the PCs side with Venlana against Porel, he
attempts to escape through the Paradise,
defending himself as necessary. He’s a
shrewd combatant, but it isn’t his intention
to kill anyone. Rather, he needs to report his
findings to the Consortium, and he kills
only as a last resort.
POREL VAKRA,
ZANN CONSORTIUM
UNDERBOSS [NEMESIS]
Given that Porel has been a Consor
tium member for nearly fifteen
years, many are surprised that he
hasn’t advanced higher in the ranks.
The truth is, he enjoys being where
he is, and he has proven himself
to be a loyal member of the Zann
Consortium time and time again.
Porel is a perpetually stoic
Twi’lek, both in his manner and his
speech. He dresses conservatively,
favoring tailored suits that conceal
his hidden pistol. Based on his
plain appearance, many people
underestimate him—often to their
painful detriment.
If, on the other hand, the PCs side with Porel, Ven-
lana raises her hands and gives up without a struggle.
EPISODE III XP REWARDS
Unless silenced somehow, she threatens Porel and the Standard experience point rewards for Episode III
PCs, and continues to do so until she’s taken away.
“You’ll be sorry, you idiots," she snarls. “When Tyber • Helping JR-12 if it was damaged by the Sorority
Zann hears o f this, he’ll have you all Hilled. ’’ saboteurs: 5 XP
• Shooting down one or more Sorority spacecraft
during the battle: 5 XP
VENLANA VICTORIOUS
• Overcoming the Sorority bridge crew and defeat
ing Queen Noira: 5 -1 0 XP
ullible or treacherous Player Characters
G may, for whatever reason, choose to side
with Venlana. If this happens, and they suc
• Preventing the toxin from killing Noira: 5 XP
• Capturing Venlana on Porel’s behalf: 5 XP
ceed in killing Porel, she is happy to tap the
Zann Consortium funds at her disposal and • Additional encounters: 5 XP
double their contract, as agreed, once she As always, the GM should award bonus XP for good
has the mask of the Pirate Queen in her pos roleplaying and engaging with the PCs’ Motivations
session. She then thanks them for their help and Obligations.
and takes her leave, intimating that she must
get the mask to Tyber Zann at once.
WHAT NEXT?
Whether or not Porel escapes, it’s only a mat
ter of time until the Zann Consortium figures By the end of M ask of the P irate Q ueen , the PCs
out what’s happened. Zann, in a rage, hires should have successfully completed their increas
a plethora of bounty hunters to find Venlana ingly intricate contract with the Zann Consortium and
and the PCs. While he insists that Venlana be brought both Queen Noira and Venlana Sipal to an
captured alive, Zann specifies no such treat end. Enterprising or unlucky parties may have made
ment for the PCs. Regardless of how they quite a mess of things, joined the enemy, or other
deal with their pursuit, the Player Characters wise angered their employer, and may now be on the
should have an exciting, if dangerous, time. run from Tyber Zann’s cutthroats. In either case, there
are plenty of springboards available to Game Masters
Venlana herself disappears. A few months
looking to keep the players involved.
later, however, the Veiled Sorority returns to
the spacelanes, targeting legitimate shipping
rather than singling out Consortium convoys. ONE GOOD JOB DESERVES ANOTHER
Is the new Pirate Queen Venlana behind the The Zann Consortium is always looking for talented
mask? Or has the Sorority chosen a new
operators, skilled criminals, and competent ne’er-do-
leader? Curious PCs may choose to investi
wells to fill its ranks. If the PCs have done a flawless
gate, but who knows what they will discover? job—or even an admirable one—Porel asks them to
join the Zann Consortium. The Consortium can pro
Porel thanks the PCs for their loyalty and calls a vide unscrupulous PCs with countless opportunities
group of Consortium thugs who come and take Ven- to earn money at the expense of less fortunate inhab
lana away. She continues to profess her innocence itants of the Outer Rim.
until she’s out of earshot, but neither Porel nor the Of course, membership in the Zann Consortium has
thugs seem to care. As a symbol of his appreciation, its price. Not only do Consortium employees have
Porel gives the PCs an extra 1,000 credit bonus, in very little choice in the jobs they are assigned—and
addition to any other bonuses they’ve earned. refusal approaches failure—but they are forever under
If questioned further about Venlana, Porel explains the watchful eye of Tyber Zann and his cronies. Dark
that Venlana was a Sorority mole all along. Though deeds, guilt, and near-constant paranoia follow them
he’d suspected her duplicity for some time, he was through every hyperspace jump. While such pursuits
required to accumulate evidence that proved her guilt offer an exhilarating rush of income and excitement,
beyond a shadow of a doubt. Given the great care the pleasure fades once the dubious charm of orga
that Venlana took to disguise her associations with nized crime has worn off, and all the credits in the
the Sorority, scraping together a convincing case was galaxy don’t buy peace of mind.
quite difficult until she revealed herself.
Careers in a powerful criminal organization are often IN D EE P P O O D O O
lifelong, and Tyber Zann appreciates the simplicity
and efficiency of making sure Consortium careers are Given the many opportunities for failure during M ask
exactly lifelong. Attempting to leave the organization of the P irate Q ueen , the PCs may find themselves
for any reason whatsoever results in a kill order being caught between the Zann Consortium and the Veiled
issued for the PCs. Though silver-tongued PCs may be Sorority. Egregious failure enrages Tyber Zann, espe
able to talk their way out of other criminal obligations, cially if it results in Consortium losses. Aiding Venlana
the Consortium continues to consider them security in the end especially marks the PCs as treacherous,
risks—loose ends to be tied off. extremely stupid, or both. The penalty for such acts
is death, and Zann willingly devotes an entire account
Even if the PCs refuse membership in the Zann Con
of the Consortium budget to making sure the Player
sortium, Porel has plenty for them to do as freelancers.
Characters are hunted down like womp rats.
Though Venlana was taken away by Consortium thugs,
news surfaces a few days later that she has escaped In such a case, PCs who are unwilling to flee from the
from her captors and is on the loose. Porel asks the Consortium may offer themselves to the Veiled Soror
PCs, given their familiarity with Venlana, to pursue her ity. With thejr knowledge of the Consortium’s plans,
in exchange for another handsome bounty. insofar as the Sorority is concerned, they are initially
valuable. If the PCs prove to be less knowledgeable
E V E R Y O N E M A K E S M IS T A K E S than they’ve let on, the Sorority has no qualms about
liquidating them.
The Consortium mercilessly hunts PCs who betray, fail,
Of course, the Player Characterssmay attempt to
or attempt to deceive their former employer. In Tyber
put as much space between themselves and the Zann
Zann’s eyes, anyone who is brave or foolish enough
Consortium as they can. While this may be effective
to cross him diminishes the Consortium’s reputation,
at first, the sins of the past always catch up with them.
and must be eradicated at all costs. There can be no
Zann’s spiderlike patience is rivaled only by his cru
forgiveness from such a tyrant; crossing him could
elty, and he intends to balance the proverbial books,
even result in each PC gaining a Bounty Obligation.
one way or another.
D E F E C T IO N
\ W V O T H E R O P P O R T U N IT IE S
If the PCs joined or took over the Veiled Sorority, the
Outside of the major powers in M ask of the P irate
Zann Consortium’s bounty hunters still hound them
Q ueen , the Player Characters have also encountered
across the galaxy. The difference, however, is that the
a number of smaller organizations and individuals
PCs aren’t alone, and have the Sorority’s pirates, facil
along the way. Most prominently, crime lord lllo Van-
ities, and resources to call on...eventually. After all,
din on Ord Mantell may be willing to throw additional
the pirates don’t trust anyone, especially Consortium
assignments the PCs’ way, depending on how success
turncoats, until they’ve suitably proved themselves.
ful they were in taking care of his business previously.
The Player Characters have choices, depending on Game Masters can develop him into a rising power
when they defected to the Sorority. If they joined on as he moves into the void the Sorority leaves on that
Ord Mantel], they may very well be able to experi world, and possibly beyond into other systems. Even
ence the remainder of this adventure from the other if the Sorority still remains in power somehow, Vandin
side of the fence. If they agreed to join the Queen can easily become a useful NPC when the GM needs
aboard the Renegade’s Blood, however, their status is to present new job opportunity’s for the PCs.
less established. The events on Ord Mantell and the
Other NPCS can be developed into useful parts of
subsequent ambush of her pirate fleet have brought
other adventures as well. Greedy fence Krezo Wasanti
Noira’s competence into question. If she wishes to
may find that his path intersects with the PCs’ again,
keep her crown (and mask), Noira requires powerful
and sabaafchampion Micael Torval’s Force sensitiv
allies like the PCs on her side.
ity may come to the PCs’—or the Empire’s—attention.
While the Veiled Sorority is more egalitarian than
There is also the Pirate Queen’s mask itself. The PCs
the Zann Consortium—and retirement is not an auto
may recognize the mask’s value, and as mentioned in
matic death sentence—it’s still a nest of vipers where
the “What do you mean, ‘Yes’?” sidebar on page
no one is truly safe from intrigue and betrayal. Until
91 attempt to seize the Veiled Sorority’s power for
the PCs show the skill and nerve to stand side-by-side
themselves. The intrigues they face in their attempt
with their newfound pirate friends, they must watch
to manage an entire criminal organization should be
their backs both within the organization and without.
deeper and more treacherous than they’ve ever imag
ined, but could lead them into new adventures and
conflicts also beyond their imaginations.
A lo n g t im e a g o in a g a la x y fa r, f a r a w a y ..,.