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Adventure Rebel Jedi

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Rebel Jedi

A Free Star Wars Miniadventure

By JD Wiker
DESIGN “Rebel Jedi” is a Star Wars Roleplaying Game miniadven-
JD WIKER ture for four player characters of 15th level, set about 12
years after the Battle of Yavin. The heroes should be at least
EDITING sympathetic to the New Republic, but they don’t need to be
RAY AND VALERIE VALLESE actual Rebels. The adventure assumes that the heroes would
be willing to help Jedi Master Luke Skywalker track down
TYPESETTING and apprehend a rogue Jedi, without payment. If the heroes
NANCY WALKER are a bit more mercenary than that, you might have to
adjust the specifics. The party should include at least one
WEB PRODUCTION
Force-user, though that character needn’t be a Jedi.
JULIA MARTIN If you plan to play a character in this adventure, don’t read
any further. The information below is meant for the
WEB DEVELOPMENT
Gamemaster’s eyes only.
THOM BECKMAN
To play this adventure, you need a copy of the Star Wars
ART DIRECTION Roleplaying Game revised core rulebook and the Galactic
ROB RAPER Campaign Guide. A copy of Starships of the Galaxy, The
Dark Side Sourcebook, and the Power of the Jedi
LUCAS LICENSING EDITOR Sourcebook might come in handy as well, but they are not
LELAND Y. CHEE vital.

STAR WARS RPG DESIGN MANAGER


CHRIS PERKINS
Adventure Synopsis
The heroes are contacted by Jedi Master Luke Skywalker to
DIRECTOR OF RPG R&D help him locate a Jedi student who has disappeared—and
BILL SLAVICSEK may possibly have gone over to the dark side.
Lieutenant Dal Konur had served with distinction in the
Rebel Alliance as a SpecForce trooper. Highly trained and
U.S., CANADA EUROPEAN HEADQUARTERS extremely motivated, he was indomitable in combat and a
ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium
master of infiltration. When his nascent Force abilities
Wizards of the Coast, Inc. P.B. 2031
began to surface, he took the advice of New Republic
P.O. Box 707 2600 Berchem
Councilor Borsk Fey’lya and sought training at the Jedi
Renton WA 98057-0707 Belgium
Questions? 1-800-324-6496 +32-70-23-32-77
Academy. But old ways died hard, and Lieutenant Konur
couldn’t grasp why the Jedi didn’t use a weapon as potent
www.wizards.com/starwars www.starwars.com as the Force to end the conflict with the Empire once and
for all. Disgusted, he took matters into his own hands,
This d20 System™ game utilizes mechanics developed for the new
DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, stowing away aboard the Academy’s supply ship and head-
Skip Williams, Richard Baker, and Peter Adkison. ing out into parts unknown.
This Wizards of the Coast™ game product contains no Open Game Content.
Luke wants the heroes to go look for Dal and bring him
002 No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Gaming License back to Yavin 4 before the student can do something he’ll
and the d20 System License, please visit www.wizards.com/d20. later regret. But it won’t be easy: Dal Konur is a dangerous
©2003 Lucasfilm Ltd. and ® & ™ where indicated. All rights reserved.
Used under authorization. Made in the U.S.A. adversary, and Luke wants him brought back unhurt.
DUNGEONS & DRAGONS and the Wizards of the Coast logo Making matters worse, it’s almost certain that Dal is head-
are registered trademarks owned by Wizards of the Coast, Inc.
ing into Imperial space, so not only must the heroes find a
The d20 System logo and d20 are trademarks owned by Wizards of the Coast. Inc.
This Wizards of the Coast game product contains no Open Game Content. single highly trained infiltrator, but if they don’t find him
No portion of this work may be reproduced in any form fast, they may have to look for him in hostile territory.
without written permission.
To learn more about the Open Gaming License and the d20 System License,
The trail leads the heroes on a chase throughout the
please visit www.wizards.com/d20. fringes of New Republic space, perilously close to
This material is protected under the copyright laws of the United States of Imperial territories. Never staying in any place for very
America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of long, Dal visits a cantina on Ord Mantell, then a ware-
Wizards of the Coast, Inc. This product is a work of fiction. house on Wayland, and finally the shipyards at Bilbringi.
Any similarity to actual people, organizations, places,
Here Dal buys a small freighter and prepares to leave for
or events is purely coincidental.
Imperial space.
The heroes catch up to Dal in a hangar bay, where his
new ship is warming up for departure. Dal comes out to
meet them and says that unless they’ve come to help him,
REBEL JEDI

he’s going to have to ensure that they don’t interfere. Dal


www.wizards.com www.starwars.com has rigged up a few surprises in the hangar bay, and he uses
them to separate and attack the heroes, hoping to escape in
the confusion.
003

REBEL JEDI
Adjusting for Level and Era “Greetings,” says the young Jedi Master. “I’m Luke
The level and era of “Rebel Jedi” can be adjusted as you see Skywalker, for those of you who don’t know me. I
fit. The events could just as easily take place during the thank you for coming so quickly. Please come with me
Clone Wars, with battle droids and super battle droids to the dining hall, where we can talk.”
taking the place of stormtroopers, or during the Yuuzhan
Luke leads the group into the Great Temple, where a young,
Vong invasion, with the heroes striving against Peace
dark-haired Human male (Kyp Durron, one of Luke’s most
Brigade agitators in Vong-friendly territory. Perhaps the
promising students) is just finishing laying out refresh-
only era that doesn’t really work at all is during the Galactic
ments—simple fare, little better than military rations with
Civil War itself, before Luke Skywalker has begun training
some fresh fruit thrown in. After everyone’s had a chance to
students (and there are no other Jedi Masters available to
refresh themselves, Luke explains why he needs their help.
do so).
If the heroes average higher than 15th level (or if there “One of my students may have become seduced by the
are more than four of them), you should give Dal additional dark side. Dal Konur was a lieutenant in the Rebel
levels of soldier or elite trooper to make sure he’s a suitable Alliance’s special forces until about two months ago,
challenge. when we discovered that he had Force potential. He
came here for training, and he had a natural gift for
clouding weak minds—which is why, I suspect, he was
Getting the so good at infiltration in SpecForce.
Characters Involved “But Dal came here with an agenda. He’s still very
much a soldier, and he wants to see the end of the war
If the heroes aren’t sympathetic to the New Republic and
with the Empire. Unfortunately, Dal doesn’t want to
don’t really care about a wayward Jedi student, this adven- wait for our two governments to arrange a lasting
ture isn’t for them. But if they’re liable to respond to a call peace. He told me that a surgical strike by Jedi Knights
for assistance from Master Skywalker or the New Republic, at the ruling council of Moffs would leave the Empire
they can easily be contacted by Luke (or anyone else in the without leaders, allowing the New Republic to move in
New Republic hierarchy with whom they might previously and neutralize the entire Imperial fleet.
have dealt) and asked to visit Yavin 4 as soon as possible. “Unfortunately, I couldn’t support any plan involving
If the heroes are the mercenary type, or if, for some the assassination of sentient beings, so I advised Dal to
reason, they don’t get along well with Skywalker, they reconsider. Apparently, he did—just not in the way I’d
should receive a transmission from New Republic Chief of hoped. I found notes in Dal’s room that suggested he
State Leia Organa Solo, promising them a suitable reward might have been exploring the ruins of some of Yavin
4’s old Sith temples. If so, he may have come into
(say, 15,000 credits each) to assist the Jedi Academy. And if
contact with—or perhaps been seduced by—a dark side
they’re really being greedy, she promises them 3,000 credits spirit. We’ve had a bit of trouble with one here before.
each just to go hear what Luke has to say. If so, if he’s on his way to use the dark side to defeat
the Empire, he may unwittingly unleash an even
The Heroes’ Ship greater evil.
Quite likely, a group of 15th-level heroes already have their “I need you to stop him. But gently, please. He’s a
own ship. The adventure might not work as well if the student, and a friend, and he doesn’t deserve to be
heroes have a capital ship at their disposal (depending on killed or maimed just for trying to end a war the only
the model) or a particularly large space transport. way he knows how. Will you go after Dal Konur and
bring him back before he does something we’ll all
If the heroes don’t have their own ship, Luke can arrange
regret?”
with the New Republic to loan them a small freighter: a
YT-1300, if the GM doesn’t have another ship in mind. For
that matter, if their ship is particularly noticeable, Luke More Information
encourages them to use something less likely to gather If the heroes accept, Luke says that he can’t offer much in
attention. the way of help. “I can give you a few supplies—and some
stun grenades, in case you get close enough to use them—
but I can’t go with you. Dal would detect my presence in
Scene 1: Interview the Force as soon as I got close, and with his abilities, he
with the Jedi Master could disappear before I ever saw him. But he doesn’t know
The heroes can set down (either in their ship or in a shuttle) you, so you might have a better chance of catching him by
on Yavin 4 on a broad, flat area in front of the ancient surprise.”
Great Temple—the very place from which, a dozen years If the heroes have more questions, the GM can use the
before, the Rebel Alliance launched its tiny contingent of following information to supply answers:
starfighters to attack and ultimately destroy the original Where was he last seen? Dal was last seen here at
Death Star. The makeshift landing pad is clear of other the school, but Peckhum, the freighter pilot who brings
craft, and the landing itself goes smoothly. But as soon as supplies to the Academy, found himself in an Ord Mantell
the heroes emerge from their ship, they see Luke Skywalker cantina, with no recollection of having landed there. Luke
waiting for them. believes that Dal stowed away aboard Peckhum’s ship, then
used a Jedi mind trick to get the old pilot to take him
where he wanted to go. That spaceport is as good a place as The Mud Puddle
any to start looking. Aptly named, the Mud Puddle, a former speeder garage
How skilled is Dal Konur as a Jedi? Dal had converted to a cantina, sits beside a small, murky pond, part
picked up a few tricks by himself over the years, but here at of which blocks the entrance. If you want to walk in, your
the Academy, he mostly practiced the basics. He had a gift feet are going to get wet. The clientele are almost entirely
for the Jedi mind trick, however. locals, and they gaze in undisguised suspicion at any
Does Dal have a lightsaber? He hadn’t been at the stranger who walks through the door. GMs can use the
school long enough to learn how to build his own, but he’s cantina map on page 53 of the Galactic Campaign Guide
clever and resourceful, so Luke wouldn’t put it past Dal to as a reference.
know where he could get one. Dal Konur came here because one of the regulars, a man
named Arthen Brutt (at one time a smuggler, until his ship
Getting Under Way broke down) claimed to have made a few trips into the
If the heroes don’t have their own nonlethal weapons, Luke ruins of Mount Tantiss, on Wayland, before the New
Skywalker offers them two stun batons and a case of a Republic moved in and shut the place down. Brutt carried
dozen stun grenades (from supplies left after the Rebels away a good-sized haul of Old Republic artifacts, but he
departed). “When you find Dal, don’t hesitate to use these. was never able to get them off Wayland—where they still
He’s a professional soldier, and he won’t give you an oppor- rest, stored away in a warehouse. With a little Jedi persua-
tunity to subdue him. I don’t want you to hurt him, but sion, Dal got the location of the warehouse out of the
he’s not likely to feel the same way about you.” smuggler and departed for Wayland.
Assuming the heroes don’t need anything that the The heroes can use Gather Information (DC 15 and 100
Academy can provide (which isn’t all that much, really), credits) or some other means of persuasion to learn that a
Luke sees them off. man fitting Dal Konur’s description showed up here about a
week ago with Old Peckhum, and then had a long conversa-
tion with Arthen Brutt. No one overhead the
Scene 2: Ord Mantell conversation—the stranger made it clear that he didn’t want
Ord Mantell is a good day-and-a-half’s journey through
anybody else around—but Brutt later said that the stranger
hyperspace from Yavin 4. It is technically part of the New
had seemed interested in financing repairs to Brutt’s ship,
Republic, but being so close to Imperial space, it gets a fair
for a share of the profits.
share of nonmilitary Imperial traffic—as well as a large
Brutt (a mid-level smuggler; see Chapter 14: Allies and
number of smugglers. The orbital space station known as
Opponents, in the revised core rulebook) is happy to talk
the Jubilee Wheel is a popular attraction for spacers, but the
about his conversation with the stranger, provided the
heroes’ destination is the Mud Puddle cantina on Ord
heroes buy him a few drinks. He repeats the information
Mantell’s surface.
above, and says that the man had seemed sincerely inter-
ested in getting Brutt back on his feet. The man had left,
saying he would return in a few weeks. “But I must have
JEDI CHARACTERS AND THE ACADEMY been pretty drunk,” Brutt says, “because I can’t remember
his name to save my life.”
The smuggler can offer no other information; his recol-
If any of the heroes are Force-Sensitive, Skywalker remarks on
lection of the conversation is rather hazy. However, if the
004 this fact. “I hadn’t heard that you had Jedi training,” he says.
heroes ask about what was in the warehouse, Brutt says that
“Perhaps, when things are a little less chaotic, we can share what
it was “some relics from the last days of the Old Republic:
we’ve both learned. I may be the teacher here, but I’m also a
sculptures, some paintings, old datapads, a few old blasters,
student.” If the hero is agreeable, Luke even suggests that they
and some droid parts.”
spar—with lightsabers set on low power, of course—to give each
other a good challenge. “Some of my students here—Keiran
Local Trouble
Halcyon and Kam Solusar in particular—are gifted lightsaber
As the heroes are finishing up their talk with Brutt, several
duelists, but neither has all that much experience as yet.”
locals come in, and though they’re jovial enough at first,
Should a hero accept Luke’s offer, the sparring takes place on
their mood turns sour when they see the heroes. “You,” says
the landing pad, and if the hero wins, Luke takes it in good grace.
the lead local, pointing at Brutt. “Out.” Brutt complies
He comments on the hero’s fighting style, no matter who wins,
(assuming the heroes let him), and the local, a big man with
and asks about the hero’s experiences with the Force. If the hero
a tattoo of a Mantellian savrip on his chest, turns his atten-
seems amenable, Luke asks if he or she would be interested in
tion to the heroes. “I reckon these are the ones, boys,” he
teaching, at least part time, at the Academy. “I can’t always be
says to his companions. “Remember: We don’t have to kill
here, and it’s unfair to always rely on Kam and Tionne to fill in. It
them—we just have to make sure they don’t leave Ord
wouldn’t be a full-time commitment—unless that’s what you
Mantell any time soon.” With that, the locals produce an
want—but I’d appreciate any help you could give.” If the hero
assortment of melee weapons and a few battered, late-
spends at least a few weeks at some point training at the
REBEL JEDI

model blaster pistols.


Academy, he or she can consider Luke a contact. (See Favors and
If the heroes don’t initiate combat, the locals do (or try
Contacts in Chapter 12: Gamemastering, in the Star Wars
to). Carry out the combat, treating the locals as mid-level
Roleplaying Game revised core rulebook.)
thugs, and their leader as a mid-level outlaw (see Chapter
14: Allies and Opponents, in the revised core rulebook). He
005

REBEL JEDI
and one of the other thugs carry the blaster pistols; every- knows each and every one of his customers by smell, and
one else has either a club or a knife. They aren’t really a none of the heroes are Arthen Brutt. “If you are not the
match for the heroes, but that’s not the point. Their leader owner, you do not gain access. Rules.” He refuses to be
is under the effect of one of Dal Konur’s Jedi mind tricks, bribed, though a good Bluff might get by him. If all else
led to believe that anyone who came around to question fails, there’s always Affect Mind.
Arthen Brutt was a New Republic official looking to put a Flissar is particularly anxious about this particular ware-
stop to savrip hunting (which has been marginally illegal for house because he thinks someone tried to break into it
the past few decades, though the Empire barely enforced about five days ago. The Noghri never saw anyone, but he
that particular law). Since these locals make their living had the distinct feeling that someone was inside the ware-
hunting savrips, they naturally want to ensure that no New house compound. His keys even disappeared for a time.
Republic bureaucrats threaten their livelihoods. Flissar was on his way to call the New Nystao police when
Once the fight is over—if the heroes didn’t use some other he found his keys lying on the ground near his guard
method to avoid a tussle—the heroes can pick up all of this station. The whole matter was very confusing, and he’s
information from the bartender. “It’s all they’ve been talking determined not to let anything like it happen again.
about since that stranger was here. It doesn’t make any Even if the heroes gain access to the warehouse in ques-
sense to me, that the New Republic would choose that tion, it’s a dead end. Certainly, it’s filled with art and
particular law to start enforcing on this backwater planet, treasures from a dozen Empire-plundered cultures, and they
but those guys sure thought it sounded reasonable. I guess find pretty clear indications that several crates have been
I should report this, but you seem like nice people, so I’ll removed, but there’s no information inside regarding where
wait until after you’ve had a chance to clear out.” Dal Konur might have gone next. For that, they’ll need to
What the bartender isn’t telling them is that he, too, had look at the rental records for the past week. A cursory check
a conversation with the stranger, with clear instructions to (DC 20 Computer Use) reveals that a Human named Streen
place a personal ad in a Bilbringi news service should other rented the warehouse next to Arthen Brutt’s the day before
strangers come in and tangle with the local savrip-hunters— the incident Flissar described, and then closed the account
especially if any of the strangers seemed like they might be the next day. Everything that was in that warehouse was
Jedi. Dal Konur has used what little Jedi training he has to picked up by a shipping service (Hyperspeed Express).
make sure not only that anyone who pursues him is slowed
down, but also that he hears about it. Hyperspeed Express
Perhaps unsurprisingly, the clerk at Hyperspeed Express is
also a Noghri (a mid-level administrator; see Chapter 14 of
Scene 3: On to Wayland the revised core rulebook), and she’s similarly reluctant to
With the lead that Dal Konur was asking questions about a
share information. Unless the heroes can produce a New
warehouse on Wayland, the heroes should be prepared to
Republic court order, countersigned by the local magistrate,
make Wayland their next stop. They can bribe or mind-trick
instructing her to cooperate, the Noghri (Smekt by name)
the warehouse’s location out of Brutt (he’s not hard to find,
has no intention of breaking company policy. “For all I
once the local thugs have been dealt with), or they can use
know, you are Imperial Intelligence,” Smekt tells the heroes.
Computer Use (DC 20) to check records on Wayland and
“No good.”
find out which warehouses Brutt had rented.
The heroes can use tactics on Smekt similar to those used
Dal did, in fact, come to this warehouse, using stealth
on Flissar, or they can make arrangements to get the court
and a mind trick or two to get past the guard long enough
order she’s requesting (which takes a lightning-fast three
to search the boxes and crates inside. Eventually, he found
days). Once she’s willing to give up the information, she
what he wanted: several crates of Old Republic-era
says that “Streen” was a young Human male with a military
weapons—and the lightsaber of a long-dead Jedi Knight.
smell about him. He paid with a cashier’s check drawn on a
What he couldn’t carry, he transferred to another warehouse
local account, and had all of his freight shipped to a
in the same complex, and then came back during normal
Hyperspeed Express drop office at the Bilbringi orbital ship-
business hours to remove the stuff, as legal as could be.
yards. “I actually have another package here that I’m
supposed to ship to him.”
The Warehouse
If the heroes convince her to show them the package,
The warehouse in question is just one in a row of feature-
they might be surprised to find that it’s an empty envelope.
less, newly constructed warehouses in New Nystao, the
Once again, Dal has used a Jedi mind trick to arrange for an
unofficial “capitol” of Wayland since the destruction of
update on his hunters’ progress. Unless the heroes take the
nearby Mount Tantiss. Still little more than a prefabricated
entire envelope away from her, Smekt dutifully reseals it and
village, New Nystao is populated by Humans, local Psadans
sends it on to the Bilbringi drop office.
and Myneyrsh, and a sizeable contingent of Noghri
displaced from their homeworld of Honoghr. But as the
main starport on the planet, New Nystao is growing quickly. Scene 4: Finally, Bilbringi
The heroes can find the warehouse with a great deal of The Bilbringi system, in the Inner Rim Territories, has been
ease, but getting in past Flissar, the Noghri caretaker, under New Republic control only since the Battle of
requires some work. Flissar (treat him as a mid-level Bilbringi, which occurred a few years ago. In that battle, the
Republic Peace Officer; see Chapter 14 of the revised core forces of Grand Admiral Thrawn were finally vanquished.
rulebook) not only takes his job very seriously, but also But while the Bilbringi shipyards were used as a depot by
the Empire, commercial ships (both the legal and the illegal reveals that the one matching Lar-Quain’s description is in
kind) have always been allowed there. Hangar Bay 631-D.
The very fact that many of the ships that visit Bilbringi
were originally registered under the Empire is why Dal Konur
is here. Dal wants to buy a small, one-man freighter that can
Scene 5: Hangar Bay 631-D
Dal Konur has been busy getting his new ship ready for his
slip into Imperial space relatively unchallenged. Unfortunately
trip into Imperial space, but not so busy that he hasn’t had
for him, such ships aren’t as common at Bilbringi as they
time to prepare the hangar bay for intruders. Using the
once were, and so he wasn’t able to procure an appropriate
hangar bay map from page 61 of the Galactic Campaign
craft until about the same time the heroes arrived. Now it’s a
Guide (note the nonstandard scale), Dal’s Firespray-31 is
question of whether they can locate his new ship before he
resting on the landing grid closest to the personnel entrance
has it prepped for his trip into Imperial space.
(Grid 1). The other two grids have no ships; the middle grid
(Grid 2) is stacked high with crates and barrels, and Grid 3 is
The HE Drop Office
retracted down into the deck (see below).
The Hyperspeed Express office at the Bilbringi shipyards is
Among Dal Konur’s other preparations are the following:
located off the shipyards’ main habitation area, in a semi-
industrial office “park” area. The office is run by an
Landing Grid 2
extremely helpful Rodian female named Zindra. She tells the
Dal has deliberately created a great deal of cover on Grid 2;
heroes that she really isn’t supposed to give them informa-
should someone come after him while he’s still in the
tion from the company computer, but her boss isn’t in right
hangar bay, they’re liable to take advantage of all the boxes
now, and the heroes seem like they really need it.
and barrels (which provide up to full cover, the way they’re
Unfortunately, the records in her computer aren’t all that
arranged). The barrels, however, are loaded with liquid fuel
informative: The recipient of the cargo sent a Sullustan
(see page 61 of the Galactic Campaign Guide). And four of
dockworker with a hover cart to pick everything up. Since
the crates, arranged at equal distances around the landing
there are hundreds of independent dockworkers making a
grid, contain Clone War surplus droidekas (see Chapter 15:
living by running errands for the ship crews that come
Droids, in the revised core rulebook), rigged to deploy as
through the shipyards, finding out exactly which of them it
soon as their crates are opened. And just in case the crates
was could take days.
don’t accidentally break open during any fighting, Dal has a
At this point, the heroes can try a few different tactics to
thermal detonator attached to one of the barrels, rigged to
find Dal Konur:
explode by remote control. (Dal can remotely activate the
detonator as a move action.)
Gather Information (Dal Konur)
To make matters worse, Dal has bypassed the controls for
Describing Dal Konur to various people around the docks
both grids. As a move action, he can press a button on the
allows the heroes to make a Gather Information check (DC
remote he carries, causing Grid 2 to rapidly plunge 50
15, 100 credits), but it’s no use; no one can remember
meters down, and Grid 3 to simultaneously rise back up to
seeing anyone who looked like that. Even the dock officials
the level of the deck.
can’t recall someone fitting that description. (Dal has been
Characters at the bottom of the 50-meter shaft can try to
using Hide and Affect Mind to get to and from his hangar.)
climb out using the ladder rungs built into one wall of the
shaft (Climb, DC 5), or they can look for a lift to bring them
Gather Information (Dockworker)
006 Making Gather Information checks (DC 25, 500 credits) to
back up. The nearest lift is 200 meters down the largest of
three maintenance tunnels, and it brings the character up in
track down the dockworker rapidly turns out to be a dead
the next hangar—a 500-meter walk back to entrance to
end. The dockworker was Rian Vitt, but he can’t remember
hangar bay 631-D.
to which dock he delivered the crates, or who paid him for
the job. He jokes that ordinarily, he’d say this because he
Landing Grid 3
was looking for a bribe, but this time, he honestly can’t
Dal has lowered this landing grid 50 meters down to the
recall. (Dal used Affect Mind on Rian Vitt to keep him from
level of the maintenance tunnels, and arranged four E-Web
remembering which hangar bay Dal was in.)
blasters on it, each controlled by an automated sentry
system (bypassing the need for the usual crew). Set on
Gather Information (Memory Loss)
autofire mode, each E-Web has five attacks per round, at
Because Dal Konur has relied heavily on Affect Mind to
+5/+5/+5/+0/–5. In most cases, this means that they’ll only
make people forget that they’ve seen him, it might occur to
hit on a natural 20. (On a natural 1, an automated E-Web
the heroes to ask around about anyone who’s displaying
accidentally attacks another E-Web, destroying it.)
symptoms of memory loss. This check (DC 25, 500 credits)
Between the four of them, the E-Web blasters cover
turns up a Human freighter captain named Jest Lar-Quain.
nearly all of the hangar bay. Each is hooked into the hangar
Captain Lar-Quain recently sold his Firespray-31 to some-
bay’s security cameras, and the system is programmed so
one, but he can’t remember who, and though he swears he
that they attack anyone (except Dal Konur) who uses a
REBEL JEDI

was paid, he has no idea where the money is. Lar-Quain’s


weapon. Dal’s plan is to let the heroes attack him, prompt-
usefulness lies in the fact that he remembers his ship, and
ing the E-Webs to attack them, while he runs to his ship.
though the purchaser moved it to a new hangar bay, there
Obviously, though, this doesn’t take place until Dal activates
are only so many Firespray-31s in dock at the moment, and
the remote, bringing the blasters up to the level of the deck.
a Computer Use check (DC 25) on the station’s records
007

REBEL JEDI
Overhead Control Center But if the heroes try in any way to stop Dal, read the
From the overhead control center, the hangar bay controller following aloud (and feel free to trim it down to the last
can raise and lower the landing grids, lock or unlock the paragraph if the heroes attack without first talking to Dal):
doors, raise and lower the turbolifts, operate the docking
gantries, and activate or deactivate the magnetic field lead- “I should have known. You’ve got Luke’s ‘black-and-
ing into space. (Deactivating it would create a vacuum in white’ view of life. You think that the Force should
the hangar bay.) never be used aggressively. Well, that might be true in
peacetime, but not in wartime. You do what you have
Not wanting to be at the mercy of the controller, Dal has
to do, if it will stop more unnecessary bloodshed. But I
used Affect Mind to convince each shift’s controller to guess the truth is lost on you.
reroute control of the hangar bay’s functions to a remote, “So be it.” Dal’s hand jerks downward, and with a
which Dal now carries. Restoring control to the control distinctive snap-hiss, he’s suddenly holding a
center requires first a Disable Device check (DC 25), lightsaber, with a blade so dark blue that it appears
followed by a Computer Use check (DC 35). Each check almost black. “Let’s get this over with.”
requires a full round.

Turbolifts Dal Konur: Male Human, Soldier 8/Elite Trooper 9/Jedi


Dal has placed stun grenades with proximity fuses in two of Guardian 1; Init +6 (+2 Dex, +4 Improved Initiative);
the three turbolifts. Should anyone enter either of the Defense 23 (+2 Dex, +11 class); Spd 10 m; VP/WP 160/17;
trapped turbolifts (including Dal himself), the stun grenade Atk +21/+16/+11/+6 melee (3d4+3, crit 18–20, unarmed
detonates. strike) or+21/+16/+11/+6 melee (2d8+3, crit 19–20,
lightsaber) or +21/+16/+11/+6 melee (1d4+5, knife) or
Firespray-31 +21/+16/+11/+6 ranged (3d8+5, heavy blaster pistol); SQ
The centerpiece of Dal Konur’s plan is the cockpit of the Uncanny dodge (retains Dex bonus, can’t be flanked),
Firespray-31, where he has one of the off-duty hangar weapon specialization (blaster pistol), deadly strike, deflect
bay controllers, a Human male named Tomer, prepping (defense +1); SV Fort +17, Ref +10, Will +7; SZ M; FP 6;
the ship. Should anyone come near the ship, Tomer DSP 2; Rep +7; Str 16, Dex 15, Con 17, Int 12, Wis 14, Cha
emerges and claims to be Dal Konur. “I should have 12. Challenge Code G.
known my plan wouldn’t work,” he tells them. “Please
arrest me. I’ll go quietly.” Equipment: Heavy blaster pistol (mastercrafted +3
damage), lightsaber, knife (mastercrafted +2 damage), 4
stun grenades, hangar bay remote control, Firespray-31.
Scene 6: Confronting
Dal Konur Skills: Climb +15, Computer Use +12, Demolitions +12,
Dal doesn’t actually think that anyone will mistake Hide +14, Jump +15, Knowledge (tactics) +12, Listen +14,
Tomer for him, since the two men look nothing alike Move Silently +14, Pilot +6, Read/Write Basic, Repair +12,
(though he’s pleasantly surprised if the trick does work). Speak Basic, Speak Bothese, Spot +14, Survival +7, Treat
Instead, the idea is to use Tomer to lure the heroes onto Injury +10.
Grid 2 and delay them long enough for Dal, working in
the parts shop, to notice what’s happening (on a hangar Force Skills: Affect Mind +5, Force Stealth +3.
bay monitor he’s set up) and activate the grid lifts. Once
he’s successfully split the party, Dal emerges from the Feats: Advanced Martial Arts, Armor Proficiency (light,
parts shop. medium, heavy), Dodge, Force-Sensitive, Heroic Surge,
Assuming any of the heroes are still on the deck level of Improved Initiative, Improved Martial Arts, Martial Arts,
the hangar bay, read the following text aloud: Mobility, Point Blank Shot, Precise Shot, Shot on the Run,
Spring Attack, Weapon Focus (blaster pistol),Weapon Group
“We’re on the same side,” says the hardened-looking Proficiency (blaster pistols, blaster rifles, heavy weapons,
figure that emerges from the hangar bay’s parts shop. simple weapons, vibro weapons).
“Come with me to Bastion. Help me end this war! We
can slip into Imperial space, capture the entire Moff
Force Feats: Alter, Control.
Council, and secure an Imperial surrender in one week.
One week! Nobody else has to die! No one has to go
over to the dark side! Luke can’t see that, but surely Fighting Dal Konur
you can! Join me! We can end this destructive conflict Dal Konur’s forte is infiltration, but he’s also an accom-
and bring order to the whole galaxy!” plished soldier—and he’s certainly no fool. Though his
combat skills are formidable, he knows that he can’t hope
to best a trained Jedi Knight in a lightsaber duel. His plan,
If the heroes actually decide to go with Dal Konur
instead, is to just keep his opponents away from his ship
(and it’s not just a ruse to put him off guard), he takes
while the E-Web blasters on Grid 3 slowly eliminate them,
them aboard his ship and departs the Bilbringi shipyards.
one by one. If he hasn’t activated the grid lifts yet, he does
The story will conclude in the next free online miniad-
so as his first action.
venture, “Nightsaber,” which will be posted to the Star
Wars Roleplaying Game website next month.
Dal Konur’s Tactics is ever in an opponent’s threatened areas, he uses total
Dal’s overall goal is to get to his ship and fly away. Anytime defense, gaining a +4 dodge bonus to his Defense, and
he has a choice between moving toward the ship and moves away.
moving toward an opponent, he moves toward the ship. If
he is ever in a position where he can get aboard the ship The Battle’s Outcome
and close the main hatch before an opponent can follow If Dal Konur is able to keep the heroes at bay long enough
him in, he does so. One round later, he begins powering up to get inside his starship and leave the hangar bay, he’s
the ship’s engines (which takes 3 rounds, or 2 rounds if he gone. He has too much of a head start, and though they
makes a DC 10 Pilot check). know he’s headed to Bastion, they don’t know by what
Although Dal doesn’t want to kill or seriously injure any route. If the heroes wish to try to follow him, they can do
of the heroes, he believes strongly in his goal and in the so in the free online miniadventure “Nightsaber,” which will
“fair warning” rule. If he gives an opponent a chance to be posted to this website next month.
avoid serious injury, and the opponent doesn’t relent, Dal If the heroes prevent him from taking his ship out of the
has no compunctions about causing even fatal wounds. hangar bay, Dal tries to escape into the shipyards’ labyrinth
Depending on his opponents, though, Dal uses different of maintenance tunnels (by jumping down the Grid 2 shaft,
tactics: if necessary). He moves to the nearest one-man freighter he
Versus Brawlers: The first time Dal gets within 10 can find and steals it—again, heading for Bastion.
meters of the turbolifts and has a full round worth of If the heroes defeat Dal Konur and he’s still conscious, he
actions ahead of him, he races to the only one that isn’t demands that he be put in New Republic custody. Since
booby-trapped with a stun grenade, slaps the “Close Luke Skywalker’s Jedi Academy doesn’t have any right to
Door” button, and starts riding it up to the catwalk level. make arrests, there’s little the heroes legally can do to
His goal isn’t actually to get to the catwalks, though; prevent it. Luke, if consulted, would prefer that the heroes
what he really wants is for someone else to follow him by remain with Dal until Luke can come and talk to his former
jumping into one of the other turbolifts—and getting a student, but all Luke can do, ultimately, is let Dal go. Dal
face full of stun grenade. Once he reaches the catwalk still has to face New Republic justice for a number of small
level, he uses his remote to stop any turbolift that’s in crimes (stealing a ship being the most serious), but, with the
motion, trapping any passengers between levels and Jedi mind trick at his disposal, Dal is confident he can get
effectively taking them out of the fight. Otherwise, he around that fairly easily.
does all he can to avoid getting into a brawler’s threat-
ened areas (where he can be grappled).
Versus Shooters: Dal hasn’t really learned much more
Wrapping Up
Luke Skywalker is very pleased with the heroes if they have
than the basics of deflecting blaster shots with a lightsaber,
captured Dal Konur without seriously injuring him, and he
and he hasn’t had a chance to practice since he left the Jedi
apologizes for any difficulties they might have had in the
Academy. So his preferred tactic against ranged combatants
process.
is to get behind cover and try to maneuver so that he can
Award experience for the encounters on Ord Mantell,
stay under cover while he heads for the Firespray-31. If an
Wayland, and the first part of Bilbringi’s shipyards as
opportunity presents itself, though, Dal switches his blaster
though they were simple encounter goals (1,500 experience
to stun and tries to stun his opponent.
each). Award experience for the encounter with Dal Konur
Versus Jedi: Dal has already taken the precaution of
008 securing his lightsaber to his wrist with a length of
as though it were a challenging encounter (4,500 experi-
ence) if at least three heroes were able to face him at the
wire-cored synthecord (DR 10, 5 wound points, break
same time, or an extreme encounter (6,000 experience) if
DC 26) to prevent Force-users from using Move Object
Dal succeeded in arranging the situation so that he only
to pull the lightsaber out of his hand. He’s done the
had to face one of them.
same thing with the remote control, though he happily
drops that in favor of his blaster pistol once the fight
gets started. (It takes a move action to ready the remote About the Author
control again.) JD Wiker worked in Wizards of the Coast’s RPG R&D depart-
If Dal has more than 10 meters between himself and a ment on the Alternity line, including the Dark*Matter
character with a lightsaber, he uses his blaster pistol to campaign setting, before joining the fledgling Star Wars
attack the lightsaber, hoping to destroy it (and thus rid the Roleplaying Game design team. Some of JD’s Star Wars
character of his or her best weapon). If he has less than 10 titles include the core rulebook, The Dark Side Sourcebook,
meters, but isn’t actually in combat, he tries the same The New Jedi Order Sourcebook, and the Power of the Jedi
basic tactic, but while fighting defensively (taking a –4 Sourcebook. JD is currently freelancing while also working as
penalty on attacks, but gaining a +2 dodge bonus). If Dal president of The Game Mechanics, a d20 design studio.
REBEL JEDI

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