STARWARSOPERATIONWIZARD Teams call to action Here I will be describing the basic story I'm going to be having for this campaign all the way up to the main Lvl 10 antagonist, Malorum. The players are trying to run from one thing as of now and it is the Empire. Whenever they Greno they will gain a bounty and some information on a man named Tedo Orsurr. This man is a man driven by evil tendencies of the dark side. He uses force lightning, and holds old sith knowledge of the high republic era. He will tell the players while in combat or before he dies “I won't be the only one coming for you… oh yes Inquisitor Malorum will find you, wherever you hole you dig your way into, he will find you, you jedi scum., and HE WILL KILL each and every-SINGLE ONE OF YOU!” He will try and fend the players off but in the end he will turn to the light near before his death and tell you “His ships can find you and be there within three days of your arrival on that planet. Be wary, and find a group and resistance fighters to help you take down Marloum once for all” He will then hand the closest person a data pad already unlocked saying Unit 117 - Resistance Base HQ - Corellia “That is where you'll find come good old friends of mine, they were Jedi… Like I once was” After drafting the steamed players will be able to go to the planet Corellia and try to find the Resistance HQ. Corellia has six NPC cities: Bela Vistal, Coronet, Doaba Guerfel, Kor Vella, Tyrena, and Vreni Island. Unlike the cities of Naboo, Rori, and Lok, Corellian cities are filled with towering skyscrapers and bright lights. The players can go from city to city with ease but they will be put through harsh weather on the planet as well as a blockade and some slight empire resistance but they make it through. They will find the Resistance hideout a few miles south of city Coronet. They will need to take some bought or rented speeders to travel near the area of the base. Once the players travel about half a day they will come across an abandoned rebellion military outpost. They notice a metal door surrounded by the overhanging cliffside. They enter the once locked area and find themselves in disguise and horror and they see a massacre. Dead bodies besmeared across the dark stretched filled room. This room was a study for clones as well as Jedi Knights that were stationed on Corellia during the time of the republic. The piled bodies came from one man, and one man only- Darth Vader. The players can use force sense to see a vision of what happened. Towards the end they can hear Vader’s voice say “She wasn't here and you've failed me again inquisitor…(He then ignites his saber and cuts a long gash across Malorums chest) maybe Second Sister will have actually found something with her investigation on Kashyyyk… next womp rat chase you send me on, i will have you turned into a sweeper droid of my own personal office.” The vision ends and the players find themselves back into the study. With more searching the players can find the Jedi that the Inquisitor was searching for. The group finds themselves being put into confinement on an imperial prisoner ship. They are being transported from The Imperial research base, a facility located at Carbon Ridge on the planet Jakku. The base was operated by the Galactic Empire before and during the Battle of Jakku. The Empire's final goal during the battle was to prevent the New Republic fleet from reaching the base. ● The players can choose why they are both on Jakku and why they are being captured by the empire and being imprisoned. ● The players can use a force wielder but will have no lightsaber for a majority of this chapter unless they can find their saber that was taken, or go and build a new one later in the future ● The players can choose any race and any background
We will be using a sanity meter starting at 100 and rolling and d100 and if you get lower then your sanity score then you roll 1d6 per level. You will then subtract the rolled number from the players sanity level The players will be being transferred into confinement when they hear a call on one of the officers radio, DC 12 Perception check to hear “We are getting a distress signal from the unknown regions, one of the imperial ships seems so be in a rucks, were taking a detour to go a see what everything about” The players/prisoners are then escorted to their holding area. What the players see ● They see a nutchin named Berghof, he only speaks in ------ so players who do understand this language can interact with Birth ● They see a small light in the corner sticking out from the wall ● A small benched area with sheets and and pillow ● One toilet and one sink ● Their cage has a pin pad on the other side that activates the laser barrier One they choose to interact with Bargthof, he says “There's been rumors going around this ship, they all say the same thing, and plague is coming , and there's nothing we can do to stop it” As he says this the carrier can be felt going into hyperdrive. The players that heard about the distress call can only assume where this craft is headed to next. The players can choose to escape with a force user or by using the force DC 15 check, he will be able to unlock it, {The players can also wait for the patrol to come by to have any interactions.} Anyone who is an engineer can also try to hot wire or decode the laser barrier. Or you can use force, this will cause a mess but if you are smart your players can get through it. Bargthof will caution the players that there are two guards at the end of the hallway, and three by the elevator door, a patrol of five walks around this room 2 times a day. One in the early light, and one by the low light. Once out the players can choose 2 options, to try and kill the guards to sneak past or just find a good opportunity to sneak around the guards to get to the elevator. There are 4 different corridors to explore which are listed and described below ● Barracks ○ In here, after picking the lock, the players will find a bed with gray sheets and covers with a large window looking into a bright large array of different colors as the blue hyperdrive streaks past ■ Investigation DC 13 the players will find a I.D Badge for a stormtrooper name PR-7 B1W-G ● Storage Room ○ The door is unlocked, the players will find a large room full of gray containers with a imperial lock on the top of the storage untie with a bright red light
■ Lockpicking DC 13 can unlock the crate and the players can find one sidearm per player ● Blaster Pistol Simple Blaster - 1d6 energy damage (Power Cell (Range 50/200), reload 16) ○ As the players leave they will see with a passive perception DC 11, that the lights are low within the hallway and and the lights start to dim. With another perception DC 13, they players can hear footsteps (Group roll hide DC 30 Stealth to hide from the patrol) ● Prisoner 1 - Metkly Farom ○ The players see a crazed Tognath (Tognath | SW5), which is speaking in a very hissing and graded manner ■ “Theyyyyyyyyyyy willllll sthththehseeeee MEEEEEEEEEEEEEEEEE'' ○ s he lunges at the lazer field and a bloody torn face bleaches the user field with green blood and falls dead on the ground. ■ All players must roll their FIRST SANITY DICE d100 on their separate sanity meters. ● If failed the players must roll 1d4-1 per character level and then subtract that amount from their sanity level ● Prisoner 2 - Jeffrey Dommis ○ The players may choose to interact with this character. If they do they will learn about how ■ “the troopers keep their radios stash on the second level near the infirmary”. ○ They also learn that ■ “there has been many distress signals coming from the unknown regions and they haven't been……. normal” As the players continue on, they will be able to get to the elevator and go to three different floors. The first floor is labeled command deck, the second label is Barracks and the third and fourth floors are labeled Holding Area. They see that the 4th floor sign on the pad is glowing a bright orange indicating that's the floor that they are on.They can choose the second floor only with the badge they gathered from the room they investigated. As they arrive on the second floor they are greeted by a long well-lit corridor with lights lining the floors as well as the ceilings. With a DC 15 Perception, the players can see that there are 3 large doorways on both the right and left side of the corridor. ● The Players read on the signs on the sides on the doorframe ○ Rooms T7 - T70
■ The players can explore these rooms but it is very very dangerous as they can hear parties and very loud conversations filling the doorway ○ Infirmary ■ The players look in and see six empty beds with and large glass room and the end with an officer in all white clothing doing surgery on a patient. DC 13 Investigation check and DC 13 Stealth to stay quiet while looking. The players can kill the surgeon if they are leaning towards the dark side ■ The players will find Biotech's implements, Biochemist's kit, Alchemist's kit ○ Comms ■ The player finds in here two guards facing away from the door staring at a computer and camera infested screen.DC 15 Perception, the players can see all the monitors are starting to glitch out and fade in and out. With a contested roll for stealth against the guards DC perception. If they win they get one sneak attack each with their blaster or strength ○ Rooms T6-T60 ■ The players can explore these rooms but it is very very dangerous as they can hear parties and very loud conversations filling the doorway ○ Dining Hall ■ In this rom the players see 3 small groups of 2 stormtroopers sitting with their helmets off dining at the tables having a relaxing break from the harsh working conditions. ■ The players can choose 2 things. To either start a straight shoot out or go try to blend in with a persuasion check of DC 15 Persuasion to stay and either get for or information (Refer to page one about information on the carrier that they are on) ■ Players get a short rest in the room and can roll a DC Insanity and it is above their rated they can add 1d4-1 to their sanity score ○ Weapons Area ■ This area is guard by two guards and is at the very end of the right side o the corridor ■ The players can choose to kill or subdue the guards to get into the door ■ They will need to use the handprint from one of the guards or their keycard to open the Weapons Area ■ They find a room full of stormtrooper armor and lockers that each have a number code on them. With a DC 15 Investigation the players can find a Lightdagger, and energy bow. Weapons | SW5E Once the players are well equipped with new gear and maybe the trooper armor they can make their way to the top deck or the Control Room. The players will hear on the radio while in the elevator “Their are prisoners roaming free in levels 3 and 4 guard the main entrance ways since they have heard some prisoners are running loose on the 3rd floor”. The players enter the room and see a very long but wide corridor with a Larger looking room at the end of the hallway. They see 2 Heavy Troopers at the gate Locked Door. With a DC 13 Persuasion, or a Jedi mind
trick of some sort, they will be let into a very large area with big windows covering the far end of the room. They see 4 people on the control panels and 2 on each of the sides of the room. You can also see the general that imprisoned you. Imperial Officer Tokka Shogan (A human looking man that is about 45 years old with a DC 15 Perception). The players can have the excuse of being sent to the upper deck to guard the doors in case the prisoners decided to come to this floor. (Persuasion at advantage of the DM’s choosing) ● When they interact with the imperial officers they are going to hear him say in a deep and growling voice ○ “You arrived just in time for the briefing…… we will be boarding the what seems to be abandoned star destroyer. You will be put into groups of three, all of you that came from the lower levels will be together….. Less paper work that way” ● He pauses for a moment. ○ “We will be boarding soon, be prepared there has been NO heat signatures detected on this star Destroyer, we do not know wha-” ● he abruptly gets interrupted by a voice coming from the radio saying ○ “IIIIITTTT ISSSTHTHTHTHT USSSSTTHTHTHHT” ● and the lights around them flicker. The voice fades away, and the Imperial officer stiffens his suit and yells ○ “WE LEAVE IN FIVE MINUTES!” The players can follow the other troops to the huddle ship that can hold up to 6 people per ship. They here a loud electric valve piston compressing the air to close the side doors. OR They can manage to make their way to the pilots quarters. The players must make a combined DC Stealth (DM’s Choosing), to not be seen by any guards or officers. This must be repeated 2 separate times. Once the players reach the Captain's Quarters,they find a lock on the door with an eye scanner and keycard reader. They can bypass the system with a DC Imperial Tools 17 to break into the room. One theve entered the quarters they'll find the Captain, he is in all white clothing sitting at his desk. In a distraught voice he whimpers out “hhow ddid yo- you get he- here?”. As he says this is starts slowly moving his hands towards the red button. The players can choose to stop him if they are able to catch on to what his intentions are. The players can choose to either try and stop him by force by attacking which insinuates the initiative rolls The players can also choose to try and persuade him or Jedi mind trick him. But be warned if failed the repercussions would be twice as worse. Since the Jedi are being hunted.
The Stat Block for Commander Korn will have an AC 15 and 40 health Once the players defeat the boss the alarm will sound and they will have to escape immediately. The closest planet they are able to get to is the escape pod N’zoth. They can venture further, however they're supplies are starting to dwindle and once they make it to the planet, they need to refuel. The players can choose to go to any planet within distance of their fuel once on the planet they need to refuel, or they cannot leave the planet. If they choose to stay longer than 2 days, Grand Inquisitor Malorum will be within range of them to feel a disturbance in the force. Dantooine was a Jedi sensitive planet with many broken down temples and shrines of the old republic as well as more newer destroyed temples, The Markets are lively and well so any force sensitive users must use their powers mindfully and if they try they must make a DC 13 Stealth to keep it concealed. Any players that are meditating will feel a reach or cry out for help deep within the force With a DC Force 15 they can sense on a nearby planet that there is a beacon coming from the planet Kashyyyk. With a further questioning of force checks the players will find that the beacon came from a Jedi named K'Kruhk. He is seeking both help and/or guidance anyone seeks within the force The players can Travel to Kashyyyk if they please. This trip will take 1 Fuel Container, and the players will have to navigate through the treacherous Hyperspace Highways and Routes. Each 24 hours of travel will require DC 15 Navigation, help can be used. If failed the Pilot must roll a d8 and whatever d8 suggests from this list. 1. Nothing happens and the players are safe through this check 2. The players hit a little turbulence but nothing to great 3. The players hit a great turbulence must succeed a DC 12 Dexterity, if failed the players take 1d6 damage 4. The players hear a ping on the radar sensing that there are Empire crafts near this hyperspace route. This isn't a terrible thing 5. The pilot begins to get very sleepy and the autopilot isn't engaged DC 13 Sleight of Hand 6. The players hear an alarm about a broken Quad Laser Cannon. If the players want to try to fix it immediately they can, but they first need a Technicians Kit. DC 15 Sleight of Hand, the players can try 5 times. 7. The players who are force sensitive can begin to feel and deathly presence of the force. DC Force 15 to sense that it is Darth Vader's Battalion close to your Hyper Highway 8. The players are immediately pulled out of Hyperspace and all the power is out. A simple fuse is Broken but you are floating in space
Use these for the entire trip towards their destination, you may change these as they go and up the d8 per 3 levels. When the players leave Dantooine, they can travel on a full tank all the way to Coruscant. The players can choose which planet they will need to visit next. Nuchin speaks to the crew saying “We have a few options now, we can go to that distress s-s-si-singal.” He then says “Distress signal from the Empire me-means they are leaving tons and tons of leftover supplies and extra itemssss”. The Crew can take that how they will. Right now their main objective is unknown. The players are trying to hide from Grand Inquisitor Malorum, whenever they visit a planet for more than a day they will begin to sense his presence closing in. They will not want to try and face him as he is a Lvl 8 Sith. ● If the players do stay to long on any planet (more than 2 days) they will start to see visions as well as Malorum himself (not in the flesh but as a force projection) ● If the players stay longer than 4 days on the planet, if they look up they will see a Star Destroyer getting closer and closer to the atmosphere. This is a sign for them to start taking off soon They players can visit: 1. Towards the area of the Beacon from the Empire 2. The planet Balnab 3. The planet Shili 4. The planet Coruscant When the players arrive on any planet they will have to face furious foes along the way or withing temples and caves they will explore. When a failed navigation check happens on a planet the player who rolled must roll a d6: 1. The players lost the path and will need to roll DC 13 Survival to camp out for the night a. They must have one person on guard and that person must make a DC 14 Perception b. If failed they you will need to wing it bitch 2. The players encounter a band of Large Robed figures 3. The players start to hear a loud rumbling coming from afar within the distant trees 4. The players are ambushed by a band of cyber bandits (AC-14 HP-27 NoP-3) on the road near town 5. They will need to eat food as they can feel they are about to starve and have 1 level of exhaustion from the moist and thick air around them 6. They have 1 level of exhaustion Beacon from the Empire Traveling to this area will have to take a tank of fuel and will take as long as 2 days to reach The way to search the area is by using the ship radar and the pilot and crews navigational skills (DC 15 WA Navigation and to find the area they will need to watch the radar)
● When they pinpoint the beacon area they will exit Hyperdrive in 10 seconds. They exit Hyperspace to see a fully powered down Star Destroyer, surrounded by fully powered down escape pods. If they scan the ships there won't be any heat signatures ● If they choose to enter the ship they will begin to see the lights flicker on but their Star Destroyer doesn't move. When they board the ship the area they see around them is the Hangar Bay with many broken ships and weapons crates opened. The player can try to find a map of the ship to try and find their way around the area. They will be able to find a map on the Data pad deep within the photos applicaiton. Balnab According to the positional system coordinates, this is Balnab, a stellar remnant in its emerging stages of organic development There are no cities on this planet, but any force users can sense the force Beacon within the force. ● There are 3 locations in the area the can choose and they are all jedi temples ○ The first area is a Jedi Temple in the far left of Babhab Area 1. This temple is 200 years old and visited by many Jedi. DC Investigation 13 for one of these items after a rolled d4 ■ 1. Scraps worth 1 credit a pound ■ 2. Old Jedi Texts ■ 3. A Kyber Crystal Chamber part ■ 4. A Orange kyber crystal ○ The Second and third area will be a Jedi temple and what lies below it. Here players will begin to feel strange as if they are beginning to see a vision. DC 15 Constitution, if failed the payer must roll a d6 to see what the envision ■ 1. A vision of the near future where Nutchin is slain by your most aggressive player within the group ■ 2. A vision of the characters most recent bad memory ■ 3. A vision of the order 66 event and through the players eyes ■ 4. A vision of a fallen friend or master of the player ■ 5. A full embodiment of their master or commander and will have to fight them is not talked down another DC 13 Con ■ 6. A Sith or Dark Side version of the player. Will be the characters AC and Health Divided in Half The Players that win their fights, physically and emotionally. They will be able to talk to master Yoda. He will tell them “Come, young one come here, see you - you will let mee” TRY TO WING THE REST PER CHARACTER ● The players can explore these temples where they can find wisdom within the force as well as old texts and trinkets they can use to study over time and learn thes Jedi Tricks ○
Shili Shili was a planet located in the Shili system within the Expansion Region, that was the homeworld of the sentient Togruta species. Because Shili had colorful grasslands, the natives displayed distinctive skin patterns for camouflaging. Jedi Master Shaak Ti and former Padawan Ahsoka Tano of the Jedi Order were Togruta who hailed from this world. When the players arrive on any planet they will have to face furious foes along the way or within temples and caves they will explore. When a failed navigation check happens on a planet the player who rolled must roll a d6: 1. The players lost the path and will need to roll DC 13 Survival to camp out for the night 2. The players encounter a band of Large Robed figures 3. The players start to hear a loud rumbling coming from afar within the distant trees 4. The players are ambushed by a band of cyber bandits (AC-14 HP-27 NoP-3) on the road near town 5. They will need to eat food as they can feel they are about to starve and have 1 level of exhaustion from the moist and thick air around them 6. They have 1 level of exhaustion Once the players have landed the droid will tell them that “Hello Sir… we have arrived on the planet Shili. On the holomap you can see here that there are 4 cities all of which we can visit from the ship. All thank thank thanks to my great piloting skills” As he finishes, the players can see R2O start to bend at the knees. He then does a front flip due to another software bug. DC 13 Tech to remove the bug without damaging anything else. The Cities they can visit will all have different objectives as well as areas to visit. These areas will contain many different races with different styles of clothing and weaponry. The cities names are Greno, Citadel of Vardi (Only city with port), Veiled Trek, Crystalline. Citadel of Vardi is a very bustling town with much more livlyness than one would think. The area around looks almost to be these very colorful buildings in the shape of elongated eggs stacked upon each other. The buildings are very close to one another with not a lot of walking space in the side streets. You also see many cantinas and small casino areas right off of the landing dock. The list of Cantinas are (1)Blumbergs Best Brangthoggs, (2)Katrinas Kantine, and (3)Gerald House of Panflaps. The players walk in to see a mildly busy bar with around 20 customers and 1 bartender, a Klatooinian man named Blumbergs. “Hello, welcome my friends to the best brangthoggs. How may I assist you today?” “Bounty office is going to be in the far east end of Citasinos Gambling Ring right across from here, talk to a Trandoshan named Boktokan… hel let you talk to the bounty chief there”.You see many different races but the main 2 you see are Quarren and Rodian. The players can order drinks and food and try to see if they can talk to the locals here. (Star Wars race name generators). The list of Casinos are (1)Citasions Gambling Ring and (2)Toratan Casino. The players walk in to see an almost empty casino with only around 4 people in the main area. The walls are
a deep maroon steel while the floors are carpeted with white long carpets. There are 4 tables to play, the games are Sand of Fate (Hand of Fate), 66 (Twenty-One), Smugglers Dice (Liars Dice), and Tagruntas’s Spinner (Tymora’s Spinner). Each Table has a Casino Droid to commence the gambling. If the players start to lose a lot of money they can be kicked out of the casinos. DC 13 Perception to see the Trandoshan, Boktokan. “What is it you need” *Sniff sniff* “You smell of humannnnns” DC 15 Persuasion or a mind trick of some sort. If failed the players will be kicked out of the casino. The players will walk into the backroom where they see a man at the very end of a long corridor sitting at a desk. On each they will see storage containers with red and green light, some of them are open and the light is green, while the closed ones are red. On each side of the walls there are also racks filled with what looks to be tracking fobs. “You come looking for bounties yes? The high value ones are the containers with a blue light on them”(Star Wars race name generators) {DC Perception to see if the BM knows they are Jedi} After you have picked a bounty the Bounty Master will say “Bring them here to get you tracking fob” He walks over towards the racks with a scanner in his hand. Have the player roll a d4 1. Termad Kefal - Human - Wanted for skipping out on his child support(L) - Last seen on Alderan - Delivery Date - 24 Days - 2,000 Kredits 2. Nedoth Ciel - Bith - Wanted for casino fraud (L) - Last seen on Coruscant - Delivery Date - 48 Days - 10,000 Kredits 3. Tedo Orsurr - Cerean - Wanted for criminalist crimes against the town of Greno(DOL) - Last seen on Shili - Delivery Date - 12 Days - 15,000 Kredits 4. Rontu Wirro - Keshiri - Wanted for smuggling rebels through empire borders(DOL) - Last seen on Corellia - Delivery Date 48 Days - 30,000 Kredits Depending on the roll he'll follow by saying “Are you the so-called… Jedi?” “I don't really take in high values like you so ill cut you a deal since I have a heart for you poor bastards” “I'm going to let your little secret slide if you bring me that booty right there… it must be in under one week, and you'll only get paid half BUT your little secret is safe with me” If the player choose violence they may, but he will have 3 more guards(AC15 HP25) come in to assist. . Greno is a very mid-class outer regions bustling city. With architecture in rounded huts with metal doors and outside trade markets and food stands. You see quite a few armed men walking around the area. DC 12 Perception/Insight the players can tell that these are bounty hunters. Which isn't a bad thing, that might mean that there is not any empire jurisdiction on the planet. The players can see a Data stand where they can request parking areas and get a map of the city. The players have MANY places to go. The junk shop, Offworld trader, Cantina, Dewback Stables, Teemo’s Palace, Warehouse Besh, and the Greno Patrol. Junk Shop. Here the player can buy, sell and trade their items. You may pick the items from this list provided in the link. Armor | SW5E, Weapons | SW5E, Adventuring Gear | SW5E, Enhanced Items | SW5E. The Junker at the counter is a Duroian with big red eyes and he wearing a straight billed cowboy hat and a full long coat, his name is Fad Hoguks. He has a deep and raspy voice.
Offworld Trader. Here the players can see many different Enhanced Items | SW5E, you will see a Cathar man “Welcome! Welcome! Anything in particular you are looking for?” The players will see him rustingling around and coming back up to the counter. “Is this what you're looking for… freind?” If the players ask about any type of jobs or rumors he will say “You might be a little in over your head if your looking for work out here….. Most of the work gets taken by the Mongrel Crew” The Mongrel Crew takes all bounties and heist work in the area, when they siege an area they claim it as theirs, each one of these town folks pays a “tax” governed by the Mongrels. The players can try and hunt for the Mongrel crew if they choose to. DC 15 Investigation for players to search around town for maybe some more information about the crew. The info they will find comes to… 1. Mongrel base is marked on your map 2. Their boss's name is Tedo Orsurr,a Cerean man that is a force user that wields a dual red bladed lightsaber. 3. He takes tax from the townsfolk to build his own empire, and kills any one who stops him. This base will have 3 areas and 8-10 Mongrels in each area. Tedo will be held in area 3 office number 2. Area 1 - Has only four Mongrels and ALL OF THE LOOT Area 2 - Is on the further end and has 6 people in it with 2 outside gunners, One chest that has 4K Kredits in it Area 3 - Has To Orsurr at the very end one the lights cut off and that players will see the windows engaged in some sort of lockdown system. Its pitch black and your heart “I won't be the only one coming for you… oh yes Inquisitor Malorum will find you, wherever you hole you dig your way into, he will find you, you jedi scum., and HE WILL KILL each and every-SINGLE ONE OF YOU!” He will try and fend the players off but in the end he will turn to the light near before his death and tell you “His ships can find you and be there within three days of your arrival on that planet. Be wary, and find a group and resistance fighters to help you take down Marloum once for all” He will then hand the closest person a data pad already unlocked saying Unit 117 - Resistance Base HQ - Corellia “That is where you'll find come good old friends of mine, they were Jedi… Like I once was” Cantina. The players can have drinks and food here, the cantina's name is Grel Noms Cantina. They may also talk to some fold around and here about the Living Mountain, this is a beast that moves its way through the sand and hunts almost anything that moves. “This fine fat twat can be found here (In the Dune Regions), you'll never kill it, it feeds of fear and your boness” Dewback Stables. The players here can see small little green amphibious creatures with 4 legs and a long head covered in scales. The stable master, and older Ithorian man with reddish pink skin and beating green eyes, his name is Ruwl Muandib. He has a translation collar on and speaks with a British accent. The Dewback are 150 Credits per animal and you can't buy the largest one due to “Running a business gentleman”. DC 15 Persuasion to get the price lowered. Teemo’s Palace. Here the players can see a very large clam chapped shell building with 2 guards in the front. This is the holding area for anyone who doesn't obey or pay their
mongrel tax. “Don't take another step you Nerf herder… or i will shoot”The Prison Ward will not see anyone today due to the influx of people not paying their Tax. Warehouse Besh. The players will not know anything about this warehouse, they will need to explore it to find out what happens here. The players see 2 more guards by the entrance. If approached they will command “Back away, this isn't set to stun you Ape” Greno Patrol. Here the players will see a basic police station with no workers. It seems to be empty with no one inside. DC Investigation 13 the players will find many different assortment of broken down blasters as well as shock grenades and some light armor. The players can also find a few documents both on paper and within their old systems. They get the information that the Mongrels took over this establishment but once they couldn't figure out the security code for these systems, they gave up and left this building abandoned. Veiled Trek is a very small rural town that sits in the center of a cavern area surrounded by floating rocks with greenery on the top and vines connecting from one another, as well as heavy trees engulfing the town. Library, here players can find lore on planets here. They can also find information about the Jedi Republic before the purge and they will learn that jedis are the most pure beings, imbued with the force, they use it as their tool- not their weapon. Armor and Speeders, here players can shop for basic armor, as well as tools kits to repair ships and droids. Players can also attain speeders, they will be warned they will need a attachment to their ship. A large sized Gran named Parberg Roerom walks out from his office to say “What can i help you with? Armor i get is gonna be more on the spending side my friend” Armor | SW5E “Pleasure doing business with ya my freind”. For the speeders, a small Toydarian with 1 big toot and a long smooth nose, with blueskin green skiin“Wh da du o wan””Bes epsder ins sda houtzhhhh”.”You'll need the speeder dock attachment 300 Kredits for the parts and 200 for da install”DC 19 Persuasion Check on a failed attempt the Toydarian will raise the price. Marketplace, here the players will find cantinas, outside food markets, as well as tons of stands will have almost a scrapyard trade type look. They can find food, and rations. Try to remind them to and resupply their ship. Here after all the players have ganged back together they will need to roll a DC 14 Perception check, they will see a group of 3-4 scruffing looking battered up armored fighters with jet packs, they kind of hobble their way into a cantina nearby. If failed the players see nothing. They walk into the bar to see the armored figures sitting in the corner round booth with a blue table. The music is playing loud and people are talking over each other. These beings take their helmets off, and you DC 15 Perception sees 2 men and two women. They are older, maybe around 40-50. “Our names our Itovoe Zil (Bigger broader man), that is Kreg Zil my sister (a pretty, and strong woman), Hadith and Asbrung Zig, the twins (Two redheaded gentleman), we are the Paired Randos, a tag team group of shitty bounty hunters” Food and Fill up, here players can get fine food and some tech identification shop, there is also a ship rations store and a relics shop. The players can try to find some droid modifications and kyber crystals DC 15 Investigation. The players can find hotels and holo-clubs in this area as well. ` Force Touched Grass, the players see a large field with a hut in the middle with a rounded mushroom roof, with antennas sticking out. They will see a holoflag saying, “”Shagfs Shady Shack””. The players will walk up to the building smelling a foul smell. They walk inside to see a room filled with rugshagged carpet, and black metal floors and walls. “Wazzzuuuppp!!” a
tall man says stepping out from a far room “Welcome my friends, do you seek to be…… in touch with the force” “This is my force imbued grass man… you smoke this and your connection will never be the same” DC 20 Constitution, if failed the player must roll a d4 and depending on the roll, it will determine what force vision they will see. ● You begin to see all the furniture in the room turn white, but if you looks closer it is actually just the force essence that moves across everything like vines ● You begin to see visions of the planet Ilum, and you see the room turn into a cave with sparkling crystals. You sense a crystal calling to you ● You see the room darken, you are now in a cave, filled with vines and moss with fog on the ground. Yoda is sitting on a rock, smoking the same grass you are now. “Good stuff this is” “What is it you may seek?” ● You speak with your jedi master or a close connection to someone high in the force. They will say “Help the resistance on Carellia , they are in grave danger… they are located a few miles south of the city Coronet, find Luke skywalker, he is your key into the force” | Once the players have taken camp in Greno. Anyone who meditates will need to roll DC 15 Force (Light), if passed the players will who they are most connected to within the force. If failed the players will not feel anything ● Nick’s connection is his master, Depa Billaba ○ “Ahh, yes… my old beloved student, what is it you seek for a young one?” ● Alex’s connection is a tall dark skinned man with black long hair, he has many different sized horns on his head, and strange curved lines across his face. Eeth Koth “You are one force sensitive human, I am Eeth Koth, heard your call through the force and came here to see if any assistance was required. What may I help you with?” ● Aarons connection is a human looking man with a graying brown beard, very sculpted face features, but the area around his eyes look stressed and darkened. Taron Malicos “Hello young padawan” He sits down next to Asa and continues. “You are looking to use the powers of the force? How interesting because i sense darkness within you. That's a good thing, you need to control it " He stands up and begins to tell Asa "You must view it as a means to deceive and manipulate your opponents. You may use Light Side abilities such as healing and persuasion to gain trust and influence over others, while still maintaining a sense of superiority and control.” Once the players have left the planet they will have a few options of places to travel. The planet Corellia where they have both the bounty they acquired as well as the newly acquired information of a resistance base and a potential Jedi trainer. The planet of Alderan where one young jedi has seen a vision of the belated Jedi Master Shan, the players might find some information and new friends on this planet. The planet Corellia Here the players can visit one of the many cities and small towns on the outskirts of these big cities. They will also be able to find hidden jedi temples and lore. Each main facility will use the same sheet just with a name change.
Cities: ● Mutil Prime ○ Cantinas - 2 ○ Hotels - 4 ○ Armories -1 ○ Imperial Security outposts - 2 ● Coronet ○ Cantina - 3 ○ Hotels - 5 ○ Shops - 4 ○ Eateries -3 ○ Gun Shops - 2 ○ Imperial Security Outposts - 2 ○ Resistance Base ● Doaba Guerfel ○ Cantina - 1 ○ Hotels -2 ○ Shops -2 ○ Farm ● Kor Vella ○ Main Security Detail ○ Ancient Jedi Temples - 3 ○ Library ○ Tech Shops ● Tyrena ○ Underground fighting ring within 2 cantinas ○ Markets - 3 ○ Shops - 4 The players can find many different shops of their choosing by asking around or by searching fo rit themselves within any holomap pad within the area. Within the cities that have in service imperial outposts, the players will have to conceal their sabers and if they get into a fight they will have to use means other than their saber. If their saber is used, the players will have to leave town and roll 1d8 to determine the amount of days that a signal will get out about the word of a Jedi. When Traveling the players will encounter danger zones, within these zones the DC 15 Survival/Navigation must be rolled at disadvantage. Depending on the roll, the players must roll 1d4 and find how their fate will set them on the next path 1. Weather problems - The rain gets thicker and thicker and the players start to notice that it begins to melt through and burn their clothing. They players must find cover near by to avoid the ACID RAIN 2. Attacked by raiders - The players will get jumped by 5 cybersythetic droids looking for anyone with any sort of midichlorian count. Each player roll 1d100, the higher the number is the number at which the drones will attack you. 3. Difficult Terrain - You begin to feel some speeder turbulance, and you will now be going half the distance as before and will need to camp out for the night Cantinas here the players can get a drink, maybe find a bounty hunter for any open bounties. They can also find a barud here and a room for the night. The different cantina names
are the Forgotten Pub, Ace Hyperspice, and Wampa Wimper. “Hello my name is T-17, how my I assist yo today at the {enter name}?” They players can get 3 types of alcohol here, La Mara Piss(5 Credits), Tuskan Layers(15 Credits), and Spicy Jizz(30 Credits). If the players want to find any information or characters that stand out DC 15 Perception or Investigation to find a man named Chillo Krakey, a small quarren female with pink skin and a squid like head with female battle gear and a large blaster rifle on her back. She has some information about “The ancient relics within the city of Kor Vella, worth enough gold to build a whole Star Destroyer.” “These relics, are in some temple in a mountain south here.” She pulls her data pad out and scans hers to Jesus and a Holomap appears before the group. A zooming image of the planet comes in on a point south about 10 miles is a medium sized city with a large forest behind it. “Here in this forest you will see that there is an opening within a broken bunker within the ground” “I will be meeting you at the rendezvous point here” She will take a 1/5th of the cut after she sells the relics to a vendor in Tyrena. Hotels here the players can rest as well as get some food and read about the town they are in. Any food will be 10 Credits, drinks are 5 Credits, and 1 room for a night will be 100 Credits. Anyone who meditates or sleeps will roll a DC 13 Wisdom Check, if passed the players will see a tall hooded figure with red robes and gray armor pieces. He walks closer to the player and says with a monotone voice “You will soon see why the Jedi are near extinction”. For the players who failed they will hear the same voice but he says “Jedi are merely religious puppets who privitize peace through the force” DC 13 Wisdom Check, if passed the players will see him dissipate into the air. If failed he will ignite his lightsaber, with its red glow emanating from the room he swings it down onto the player. This does no damage; the player only wakes up. Shops here the players can find many items they might need, from tech to clothing you will be able to find most here. There are clothing shops, tech shops, junk shops, and the general market. The players can roll DC Investigation to find better items if they want to. A deep voice calls out from the back “AYE!!” and a very pretty human female comes out and she begins to say “EeehhHHHHHH , how you doin’ ma’am… sorry… sir””Im Tagita Hornsferrow, im the shop keeper here, and I've got it all, trick out your gear… shit maybe even yourself it your up to it.” In the clothing shops there will be a big, tall Ithorian man named Stot Targrot, he is a 7ft tall green looking ithy, with large eyes and a long snout. He has a brace around his neck allowing him to speak to any species. The players hear a deep grumble and the braces start to announce “Hello fellow travelers, its good to see some new faces here in my shops. I only get the officers and drunks stumbling in here, I have many clothing materials and some light armor for the light man” Library here the players can find history relating both the Imperial order and the once known Rebellion. The librarian is an older human with a cybernetic jaw for the lower half of her face. When she speaks it's a young woman’s voice saying “This is library of Kor Vella city council, we can provide almost any information you need regarding Corellia, other planets, ships, and much more.” The players can ask for anything relating to the history of Corellia and maybe of its historic battles to try and find any information regarding this rebel base hidden on Corellia. DC 15 Investigation to find any book to help these players advance in any skills they would like to enhance. Marcan Hurbs N Jizz, the players walk into the brightly light shop to see a man behind the counter of strange looking glass tubes and a full array of different colored items
behind him. They can see room filled with rugshagged carpet, and black metal floors and walls. They will see a holoflag saying, “”Shagfs Shady Shack””.. “Wazzzuuuppp!!” a tall man says stepping out from a far room “Welcome my friends, do you seek to be…… in touch with the force” “This is my force imbued grass man… you smoke this and your connection will never be the same” DC 20 Constitution, if failed the player must roll a d4 and depending on the roll, it will determine what force vision they will see. ● 1. You begin to see all the furniture in the room turn white, but if you looks closer it is actually just the force essence that moves across everything like vines ● 2. You begin to see visions of the planet Ilum, and you see the room turn into a cave with sparkling crystals. You sense a crystal calling to you ● 3. You see the room darken, you are now in a cave, filled with vines and moss with fog on the ground. Yoda is sitting on a rock, smoking the same grass you are now. “Good stuff this is” “What is it you may seek?” ● 4. You speak with your jedi master or a close connection to someone high in the force. They will say “Help the resistance on Carellia , they are in grave danger… they are located a few miles south of the city Coronet, find Luke skywalker, he is your key into the force” Ancient Jedi Temples In these temples the players can find many different discoveries. Weather its a trail that they will have to overcome, or even a foe they might have to fight. Temple 1 - Here the players will have to face their greatest fears and fight the visionment of Grand Inquisitor Malorum The players enter the temple and feel a deep dark power emanating from within. For ever 60 feet closer towards the source they will need a DC 15 Con save, if failed the players must roll a d100, if the player falls below a 50 they will need to roll for sanity level, 100 minus there cCon score Temple 2 - Here the players will have to go through 3 different trails each one getting harder as they go, the first 2 being a puzzle and the last being a boss they must fight. ● Puzzle 1 - You walk into a long corridor with four pillars in the middle that reach the ceiling. The door shuts and you see a symbol on the door in front of the group, to the left and to the right of the group, they are all turned into a certain direction. ○ The symbols can be moved 9 degrees for a total of 4 turns The players will need to stand in the middle once they think they have got their answers all put into place. FD (Forn) Normal, LD (Senth) Turn Twice, RD (Dorn) Turned Three times. ■ {When entered, the players see the symbols as, FD Turned 3 times, LD Turned 1 time, RD Turned 0 Times} ○ DC 14 Investigation, to find a hint of a small engraving on the entrance door frame saying “Father first, sister second, and brother third… always” ● Puzzle 2 - The Cube of Kibur. The players enter a small room after the RD (Dorn) was unlocked. You walk into see the room is pitch black after the door closes behind you. You hear a slight breeze before a humm. You then see a white glow coming from the middle of the room. In this glowing light you see what looks to be a pedestal with engravings on the base, and a bright shining golden cube with 9 squares on each side of the cubes. ● Boss - Acklay this deadly beast is a large prey mantis looking monster with sharp teeth and long arms with vicious claws at the end to decimate their prey. AC 22 HP 110 ○ Actions 2
■ Shock Wave DC 14 Dex save 2d10 bludgeoning damage and the failed save means the enemy is now dazed and moves at half movement speed. ■ Claw +6 2d8+3 Slicing damage to the target ■ Acid Spit +3 1d6 acid damage AOE 10 ft Diameter 60 ft range. Area is affected by acid for the next 3 rounds, any target within the area must take 1d6 acid damage. ● Each player will get one treasure roll from here. Temple 3 - Here the players will solve a puzzle to open a door and find an almost dead Jedi hunched over a cryo pod. She's wearing an older style of Jedi robes, she has a cauterized wound across her chest. She will say “STAY BACK…don't make me hurt you young mudscuffers”. DC 15 Persuasion to calm her down, if failed she will force push DC 13 Dexterity to be pushed back 10 feet. Once calmed down she deignites her lightsaber. “My name is Celeste Morne, I am a Jedi Master of the Republic Order, accompaniment for the House of Shan” She pauses for the players to ask any questions “I was put into this stasis pot to contain ancient sith artifact, a Dark Evil presence with a all black and chromed helmet. His presence alone was enough to throw my years and years of training out the window.” She then starts to lay down and say “I did what I had to do, I used the relic. The relic is the Muurs Talisman, this talisman had the power to turn unwilling beings into mindless creatures. Once created, the user can control these beasts” She then explains to the group that since she isn't in the best condition she will be passing this task onto the players “Take this talisman to Alderaan, that is where the old temple is. You will need to destroy it in the undercombs. It is an easy task, you will need to do a trail… and if you fail.You may be lost within the force forever”. The players will now be under not just the hunt by the inquisitor, but by Vader's team themselves, and they don't even know it yet. Each day along with their check to see how close Malroum, the DM will need to roll a DC 15 Investigation, if passed roll 1d8 for the amount of days closer out of 50. (1485) The Saddest and Most Heartfelt Story of a Stormtrooper [Canon] - Star Wars Explained - YouTube Resistance Base They will need to take some bought or rented speeders to travel near the area of the base. Once the players travel about half a day they will come across an abandoned rebellion military outpost. They notice a metal door surrounded by the overhanging cliffside. They enter the once locked area and find themselves in disguise and horror and they see a massacre. Dead bodies besmeared across the dark stretched filled room. This room was a study for clones as well as Jedi Knights that were stationed on Corellia during the time of the republic. The piled bodies came from one man, and one man only - Darth Vader. The players can use force sense to see a vision of what happened. Towards the end they can hear Vader’s voice say “She wasn't here and you've failed me again inquisitor…” “Second Sister found where the stasis pod is. womp rat chase you send me on, i will have you turned into a sweeper droid of my own personal office.” The vision ends and the players find themselves back into the study. With more searching the players can find the Jedi that the Inquisitor was searching for a Stasis Pod with an Ancient relic that can create and manipulate beings. These beings are called the Rannakaians.