Chronicles of the gatekeeper pdf download






















Rumors abound of lost relics and ruins, hidden caches of knowledge, and survivors of the Imperial purge. For those willing to seek them out, these treasure and people could bring enlightenment or corruption. And possibly untold wealth…. JavaScript is currently disabled. Obsidian Portal has a lot of really cool features that use JavaScript. You should check them out. We think you'll have a much more enjoyable experience. Chronicles of the Gatekeeper It is a dark time for those strong in the Force.

In the ensuing battle, Warde was grievously wounded, but his power of foresight led him to victory, leav ing one of the Jedi dead and the other dying. Realizing what he had become, the horrified Warde fled Cato Neimoidia, dropping one of his kyber crystals during the battle.

Warde reached out with the Force for his own destiny, and saw that he would draw his final breaths on the ancient Sith homeworld, Moraband. Whether his visions were true or clouded by the dark side, the former Jedi disappeared.

Given the ex tent of his injuries, the other Jedi believed him dead. They certainly never imagined that he would travel to Moraband. Warde still survives on Moraband. There, he waits out his days, tormented by his own visions, awaiting the time when a group of Force sensitives end his miserable existence. Although not truly sentient, the gatekeeper is at least as intelligent as the most sophisti cated droids.

The gatekeeper possesses all of Suljo Wardes memories as of the time of its creation. Appearing as a holo graphic projection ofWarde, the gatekeeper guides the PCs in Wardes footsteps and in the ways of the Jedi. To unlock the mystery of Wardes abilities sealed in the holocron, the PCs must uncover the truth of his story's end and reach the location they believe to be his final resting placeMoraband.

Warde placed Marcolf in power and entrusted him with one of the kyber crystals necessary to unlock the full potential of his holocron. In the present day, the Mirialan is a bitter and cruel overlord who holds onto power and enforces his will through his unconscious use of the Force.

See page 38 for Gel Marcolfs profile. Odir has led his family for many years, and he remembers ruefully the day Suljo Warde and Gel Marcolf first came to Quolas. Odir could be convinced to aid in an attempt to remove Marcolf from power, but only to claim it himself. See page 32 for Odir Tumris profile.

The Imperial ruler of Jorra. Duke Irbian is not aware of the PCs and their goals at the outset, but if it should come to light that they are digging into the sealed legacy of the Jedi, he is likely to involve himself in the hopes of advancing his career. See page 46 for Duke Erron Irbians profile. This malice extends to any other Force usersincluding the PCs, if she should discover them picking at the old scars. See page 67 for Onrein Flasars profile.

Fie secretly re grets the loss of the Jedi Order, and he can be convinced to help the PCs. See page 65 for Tackers profile. Wardes actions years agoboth good and illcreated ripples that the PCs must navigate as they seek the knowledge and power he hid in three kyber crystals scattered across the galaxy. In Episode I: The Gatekeepers Legacy, the PCs encoun ter the gatekeeper of Wardes holocron, either by finding a ho locron or discovering the gatekeeper in one they already pos sess.

This imprinted personality ofWarde at the height of his power leads them to the world of Arbooine, where they must journey to the arboreal city of Quolas to find Gel Marcolf, one of Wardes old associates. But Marcolf has become bitter and twisted by the dark side, and he oppresses the local Sathari with his powers. The PCs must decide how to use their own strength here, whether that means working with Marcolf to get what they desire or unseating the tyrant to seize the crystal.

The bridge-city of Jorra still remem bers Wardes desperate cruelty as the dark side tightened its grip on his heart, and the PCs must deal with the conse quences. Whether this means destroying their foes without mercy, as Warde once did when he faced seemingly insur mountable odds, or finding a way to begin healing the torn city, the PCs must choose for themselves.

Pathran, the hot-blooded youngest son of Koh Flelshar, is the leader of a small but growing would-be resistance movement. This group consists largely of Quolas youth, individuals who have lived under Marcolfs rule for their entire lives and long for change. Pathran and his followers have not made their move yet, as they fear acting before they have the necessary resources.

See page 31 for Pathran FHelshars profile. In this episode, the PCs must first uncover the location of the dread home of the Sith and then make the trek to reach it.

There, Suljo Wardes final kyber crystal waits for themalong with the terror that plunged Warde himself into darkness decades ago. Koh Helshar is the matriarch of one of Quolas most influen tial families. In her twilight years, Koh is coming to regret the feud between her family and the Tumris clan. She continues to play her part in the struggle, but she hopes for a day when the two families make peace and commit their resources to the good of Quolas.

See page 32 for Koh FHelshars profile. C hron G atekeeper can also be used with the Edge of the E mpire and A ge of R ebellion roleplaying games, providing an effective means of introducing the Force into a campaign. The adventure hinges on a holocron, an ideal means by which characters with newly discovered Force sensitivity can learn more about themselves and the legacy of the Jedi. For an E dge of the E mpire or A ce of R ebellion campaign that already includes one or more Force-sensitive charac ters, introducing a holocron provides an excellent way for the characters to improve their Force abilities.

Whereas a living tutor might require such characters to leave their com rades, a holocron is portable and can allow them to focus on learning whenever they have some downtime.

Warde's holocron also provides an effective explanation of how characters acquire the knowledge that a Force-sensitive specialization can represent during play, even if they had no prior knowledge of the Force. The discovery of a holocron might reveal a PCs previously unknown Force sensitivity. This does not mean that exposure to the holocron somehow increases characters connections to the Force; rather, it allows them to tap into as pects of themselves they were not aware of.

Such revelations might. The meaning of this might not even be apparent until the PCs learn what the holocron is from its gatekeeper. If any of the players opt to create a Sathari character see page 15 , such characters can be another avenue by which the PCs become entangled in Warde's legacy. Perhaps the Sathari PCs have friends or family in the tree-city of Quolas who request their aid in overthrowing the tyrannical Gel Marcolf.

While the adventure works best if at least one PC is Force-sensitive, one or two such characters could be more than enough to connect a group of renegades to the adventure.

The legacy of Suljo Wardethe kyber crystals he left be hindprovides a considerable incentive for any developing Force Sensitive Exile.

Further, to the right buyer, artifacts of the Jedi can be an incredible source of profitperhaps even enough to clear the Obligation of an E dge of the E mpire char acter, or at least take a sizable chunk out of a debt and buy the character a reprieve.

In fact, different PCs having different ends in mind for the kyber crystals could provoke extremely interesting party dynamics, such as if one member tries to learn from the crystals, a second attempts to hawk them on the black market, and a third becomes obsessed with their historical significance.

Since E dge of the E mpire PCs are un likely to possess a holocron already, in troducing the adventure can be as simple as running Finding the Holocron see page 16 , with a few minor changes to reflect the fact that the PCs probably are not all Force-sensitive. Alternatively, E dge of the E mpire PCs might come across a holocron in any number of other ways, from receiving it as payment from a cash-strapped em ployer to finding it from a junkers dusty shelf.

While the gatekeep er is less inclined to assist PCs to whom it cannot impart its teachings, it does what it deems necessary to get itself into the hands of someone who can ben efit from its knowledge. Over the course of the adventure, there are numerous op portunities to delve into the seedy underbelly of the galaxy that defines Edge of the Empire Should the PCs become embroiled in the conflict on Arbooine, the Sathari rebels or Marcolfs enforcers or both might need weapons, supplies, or equipment that the PCs could provide.

Cato Neimoidia is a hotbed of criminal activity; if they dont get on Onrein Hasars bad side, the PCs could likely use her as a contact for future jobs. Since the events of the Clone Wars, there has been a demand for weapons and other proscribed items within Hasars criminal syndicate. The PCs might find them selves welcome allies of Hasarand bitter enemies of Duke Irbian, whose peace they are disturbing with their criminal activity. Finally, Moraband itself is a potential treasure trove of valuable Sith artifacts, and the fact that it has been hid den by the Empire for years only makes it a more tempting target.

Of course, many of these dark relics are likely very dangerous, but that is exactly the sort of risk that many E dge of the E mpire characters are all too happy to take.

Once the gatekeeper learns of the rise of the Empire and the destruction of the Jedi, it needs little moti vation to work with those who are fighting the Empire, even if they are not Force-sensitive.

After all, the gatekeeper pos sesses Wardes military knowledge from the Clone Wars, which can be a considerable asset. Beyond strategic expertise, it also knows of bases and caches from the war. A ge of R ebellion characters could easily acquire the holocron through the events in Finding the Holocron see page Alternatively, they could lift it off a high-ranking Imperial agent, steal it from an Imperial vault, or otherwise liberate it from their enemies.

Once they have the holocron, the PCs should quickly realize that Wardes legacy would be extremely destructive in the hands of Imperial agents; thus, the gatekeeper and the PCs have a reason to cooperate to make sure it stays out of the Empire's grasp.

This could tie in to the Duties of specific PCs or to the groups overall efforts. Striking a blow at him and freeing the Sathari could help convince them to support the Rebel Alliance with supplies and soldiers, and also aligns well with the ideologi cal goal of many A ge of R ebellion characters to see tyranny toppled wherever it lurks. However, Lieutenant Salial Devrays could cause real problems for Rebel agents on Arbooine, and they might need to find a way to outwit or eliminate her.

On Cato Neimoidia, the soldiers of the Rebellion might have to contend with Duke Irbian, who has kept a tight grip on the world because of its history with the Separatists. If a Rebel presence were to become known on Cato Neimoidia, how ever, it might find assistance from Onrein Hasar, who still nurses a grudge against the Republic and the Empire that has replaced it.

While Hasar is a wicked crime lord, she could become a valuable ally to the Rebellion. Finally, uncovering the world of Moraband might appeal to A ge of R ebellion characters simply because the Empire has worked so hard to erase it.

Whatever awaits on this world might pose a threat to the Empire itselfan opportunity few Rebel agents can afford to pass up, even if it is fraught with danger. By following in his footsteps, the PCs come face to face with his mistakes and can either learn from them or repeat them.

To integrate this theme, the adventure provides considerable guidance on using Morality, at various points offering suggestions about Conflict for certain actions or inactions and ideas about how to engage PCs with different emotional strengths and weaknesses. GM and players alike should consider the roles they want Morality and the incessant lure of the dark side to play in their story.

The PCs ethical choices should have narrative effects beyond the use of Conflict to impact Morality. Taking the high road and sparing a fallen foe should have both ben efits and costs; the PCs should feel the ramifications of such decisions, whether for good or for ill. Cutting down a single foe might end the threat that enemy poses as an individual. However, champions of the Force must often face challenges and quandaries that cannot simply be slain, even with a lightsaber, and sometimes violence breeds only more violence.

As the PCs travel to the worlds Warde touched, they should consider both his intentions and the impacts he made on these places, and decide whether to right the things he set wrong. As Force sensitives with less direct moral guidance than the Jedi of old, the PCs must determine for themselves what their own responsibilities to the galaxy entail.

For E dge of the E mpire and A ge of R ebellion characters, the concept of ethical use of power is still important, even though it doesnt have a mechanical effect. Questions of right and wrong confront outlaws and Rebel fighters as much as they do Force sensitives. Outlaws must navigate the over lap between criminal behavior and doing what is necessary to survive, and Rebels must weigh the value of victory in war against its toll.

GMs could even introduce the Morality me chanic for some or all characters in those games either in addition to or replacing Obligation or Duty to represent the fact that Force users concerns take on a different tenor from those of their less mystical allies. Though Warde is long gone from the galactic stage, the PCs can un lock the secrets of this power by training with the holocron he left behind.

For all the might it offers, however, this power can be a double-edged blade. While it grants insight, it does not re veal the one, certain truth. The future is mercurial and everchanging. Countless possible influences, including the users own actions, factor into the choices that other people make. This power can save a Force-sensitives life, but it can also raise disquieting questions. Can a user be sure that his own choices did not, in fact, cause his foe to act as he predicted?

Does that mean that striking preemptively makes him complicit? Thus, while those who have mastered this power of pre diction can know a likely outcome, they always risk forcing a particular future into being because their choices in re sponse to that very premonition. Using this power requires incredible wisdom and restraint, lest its wielder become trapped in a grim prison of self-fulfilling prophecy. If the PCs can master it, this variant of the Foresee Force power see page of the F orce a n d D estiny Core Rulebook can give them a substantial edge at the negotiating table and in battle.

Using it on a foe can let a character act first, striking before the enemy even has a chance to draw. Users must discover for themselves if they can deliver jus tice with a clear heart or if they will be consumed by the darkest futures that they observe.

Although the two overlap thematically in some ways character can learn both Foresee and Wardes Foresight, and these Force powers behave as independent powers for all mechanical purposes. At the most basic level, it observes not the future of the cosmos but the fate of a particular individual.

Flowever, even these hints that Wardes power of prophecy grants are only likelihoods. The future is volatile, shifting with the choices of individu als. Even the decision whether or not to act on these visions of possible futures can alter results they foreshadowed. The basic power has one way to spend Force points:. The user may spend 3 to gain hints about what an indi vidual within short range is likely to do in the near future.

In structured gameplay, this knowledge does not typically extend beyond the end of the current encounter. Each upgrade either gives the user new ways to predict the actions of potential foes or enhances these effects. It allows the wielder not only to avoid an attack before it is launched, but also to strike preemptively. Control Upgrade: When making a skill check to determine Initiative, the Force user may roll a Wardes Foresight power check as part of the pool.

Control Upgrade: When performing a Wardes Foresight power check as part of an Initiative check, the user may spend 3 to add automatic O to the first check he makes this encounter after the Initiative check.

The user may ac tivate this multiple times, adding additional automatic O to the check each time. Control Upgrade: Once per encounter, the user may use the basic power as a maneuver.

Duration Upgrade: Spend 3 3 to have the bonuses grant ed by this power apply to all relevant checks for a number of rounds equal to the number of Duration upgrades purchased.

The user may not activate this multiple times. Range Upgrade: Spend 3 to increase the powers range by a number of range bands equal to the number of Range up grades purchased. The user may activate this multiple times, increasing the range by this number each time.

Strength Upgrade: Spend 3 3 to gain equal to Strength upgrades purchased on the users next check against the target or directly involving the target, in the case of a non combat check. The user may spend 3 to gain hints about what another individual within short range is likely to do in the near future. Spend 3 to increase power's range by a number of range bands equal to Range up grades purchased. When making a skill check to determine Initiative, the Force user may roll a Wardes Foresight power check as part of the pool.

Fie may spend3 to add automatic Y? S p e n d 3 3 to a d d L je q u a to Strength upgrades pur chased to users nex1 check against the target.

Spend 3 3 to have the bonuses the power grants apply to all checks for rounds equal to Duration upgrades purchased. Spend 3 to increase pow er's range by a number of range bands equal to Range upgrades purchased.

When performing a Wardes Foresight power check as part of an Initiative check, spend 3 to add Oon users first check this encounter. S p e n d 3 3 to add equal to Strength upgrades pur chased to user's next check against the target.

When performing a Warde's Foresight power check as part of an Initiative check, if the user did not u s e to generate. If the user used to generate3 the user may immediately perform an action before the encounter begins, but each enemy in the encounter adds automatic the results of his Initiative check. Always in motion, the future is. In other words, it is im portant tha t the future not be immutable, because one of the underly ing themes of Star Wars is that destiny is forged not only through prophecy, but also through the choices tha t individuals make when faced with predictions of their possible futures.

On the other hand, the players would likely find it frustrating if their new Force power wasnt useful be cause the future is too mercurial to predict at all, and so the CM should strive to balance the effectiveness of Wardes Foresight with the idea that destiny is what one makes of it. One way to address this is to make sure that the charac ter always learns something useful from using Wardes Foresight. Even if a vision does not come to pass, per haps it reveals a detail that is trueand usefulabout the person it concerned.

For example, even if a mysteri ous Force sensitive does not choose to unleash blasts of withering energy on the user of Wardes Foresight in response to an impertinent question, knowing that the character has the capacity to do so is valuable in and of itself.

The vision might not come true, but it still reveals truth. Wardes Foresight can and should reveal things that dont come to pass, but it generally should not show visions that are completely impossible. This search begins at Wardes last known location, Arbooine. This first episode includes the following sections:.

O ff the Beaten Path: The PCs travel to the remote planet of Arbooine and must make their way through its deadly forests. They have several opportuni ties to offer aid to the Sathari living there. If the PCs do not already have a suitable holocron, this episode opens with an exciting encounter that leads the PCs to Wardes holocron. The holocron then points the PCs to the world of Arbooine, where they pick up the trail of Suljo Warde.

After arriving on Arbooine, the PCs must brave the dangers of the forest to reach the city of Quolas, Wardes last known whereabouts. The rest of the episode takes place within the great tree-city of Quolas. There are many ways in which the chapter could unfold, depending on how the PCs decide to go about their mission. Their objectives are to find out where Warde went after Quolas and to obtain the kyber crystal currently in the possession of Gel Marcolf, who has ruled Quolas since Warde placed him in charge.

A fter the PCs obtain the holocron and reach Quolas, they are free to explore the tree-city however they like in order to find information and gather allies against Marcolf. The PCs have many options for dealing with Marcolf, rang ing from peaceful negotiations to all-out assault supported by residents of the city. The PCs actions during their time in Quolas influence the options available, as well as their likely outcomes.

Regardless of how the PCs tackle these challenges, they are successful once they obtain Marcolfs kyber crystal and learn of Wardes next destinationCato Neimoidia, a world ravaged by the Clone Wars.

Arbooine has no true oceans to speak of, but it has countless freshwater rivers and lakes, varying in size from small pools to inland seas.

The planet is home to many native species, includ ing harmless herbivores, such as the tarvix, and dangerous predators, like the venomous bearsloth. O ut of all of Arbooines native life, only a single sentient species calls it home. The Sathari are a humanoid species of avian descent who have lived on Arbooine for countless eons. Although Arbooine was ostensibly a part of the Re public for millennia, the Sathari are an insular people who declined to take any noticeable role in galactic politics.

Arbooines sentient population is relatively small; Re public estimates placed it at roughly 70 million, sparsely distributed. The planets largest and most dense settle ment by far is its capital city of Zeilo, also home to A r booines only spaceport. O ther settlements are scattered across the planets surface, many established in the vast elrit trees.

Still others range from villages of wooden houses to domes of metal and stone to nomadic tent-camps. The name Arbooine was given to the planet by an un inspired Republic cartographer when the Sathari name for the world proved unpronounceable in Basic and without a beak.

The planet came to the attention of the Republic High Command during the Clone Wars because of its proximity to the Diophos Spur, a little-used route into Separatist space. The Grand Army of the Republic planned to use Arbooine as a staging post for a surprise assault into Separatist territory, but the base there was abandoned as battle lines shifted.

Since that time, Arbooine has once again faded from the galactic stage. Although Arbooine is a part of the Empire, Im perial forces are seldom seen there. However, within the last year, Imperial Command has determined that Arbooines remoteness and countless kilometers of dense forest make it a possible location of a hidden Rebel base.

In response to recent Rebel attacks in the region, Imperial forces have been dispatched to search and secure the planet as needed. Although generally predisposed to cool temperament, many Sathari take any insult or slight, particularly against their clan, quite seriously.

Sathari are eminently capable of holding a grudge. Most Sathari value family and loyalty to kin above all else. As with most sentient species, the Sathari concept of family is based on blood relationships. A l though it happens in only the rarest of circumstances, Sathari do believe it is possible to form a familial bond. In many ways, this is like a marriage, as not only is the chosen sentient now considered a member of the clan, but so are that beings descendants and family.

The addition of a choice-kin to a Sathari family requires the approval of the clans elder. For a non-Sathari to receive this honor requires more than just a strong friendship, but an experience or level of trust that truly marks the choice-kin as family. The adoption of a choice-kin is a cause for great celebration, and the party that ensues after the formal ceremony might go on Tor days. If it becomes necessary to create a replacement character during this part of the adventure, the GM might allow players the choice of Sathari as a species.

Similarly, if using C h r o n ic l e s o f t h e G a t e k e e p er as the beginning of a campaign, the GM might give players the option of this species, tying them further into the events of the game.

This might even lead to an alternate be ginning of the adventure, perhaps with the PCs traveling to Arbooine to end Marcolfs tyranny, and only discovering the holocron during the process. Special Abilities: Sathari begin with one rank in Coor dination. They still may not train Coordination above rank 2 during character creation.

Glider: A Sathari can fall safely from any height and can glide over small gaps or distances while falling. While conscious, a Sathari character does not suffer damage from falling see page of the F o r c e a n d D e s t in y Core Rulebook. Sathari are rarely encountered away from their home planet, for Sathari culture values family above all else. For Sathari, to travel off-planet or even to leave their hometown is seen as abandoning family, so few depart.

Sathari are fiercely loyal to their family and friends, but many Sathari are known to harbor significant grudges against their foes. Though the Sathari's ancestors were likely once capable of true flight, this ability disappeared millions of years ago. However, their avian heritage is apparent in their plumage, which varies in color and pattern by individual, and in their rapid, precise movements. Of particular note are the facial plumes of the Sathari, which grow outward from near the beak or eye.

These long, tufted feathers can extend up to a meter in adult Sathari. The relatively subtle sexual variance of the Sathari species leads to adult males frequently having four such feathers and adult females frequently having two, although various ge netic, environmental, cultural, and individual factors mean that plumage, sex, and gender vary across a spectrum and can appear in any grouping.

Although Sathari average from 1. Sathari skele tons are far less dense than those of most hu manoid species, allowing them to move more quickly and dexterously, but leaving them more susceptible to fractures and other damage. Sathari possess four clawed digits, including one that is oppos able, on their hands and three clawed toes, one of which is largely vestigial, on their feet. Like most species of large fauna that evolved on Arbooine, Sathari have four eyes. Sathari speech is by turns measured and raucous.

Conversations are often begin re strained, then suddenly burst into lively dis cussions that sound like chirping chaos to many outsiders. Sathari rhetoric and plans alike tend to be swift and exact. Most Sath ari prefer to study a challenge for a long time before imple menting an efficient solution rather than working in stops and starts and adapting the plan on the fly. This encounter is designed to be flexible, so that GMs can easily insert it into an ongoing campaign al most anywhere the PCs might be.

The point of the encounter is to deliver the holocron into the PCs hands. A secondary purpose is to introduce the idea that even possessing a ho locron can be dangerous. Although this fact takes a backseat to the PCs own quest for Wardes secrets during most of the adventure, it becomes relevant again at various times during the adventure. Some GMs might want to introduce additional encounters throughout the adventure and make this a larger element of the plot, to remind the PCs they are not the only ones interested in the Jedis legacy and to keep them moving.

The adventure assumes that the attackers in this encoun ter are bounty hunters hired by the Empire to eliminate the freighters crew. The crew attracted attention when suspiciously departing an orbital station near Cato Neimoidiathough their secret was not sedition, but something far more dangerous than the Empire suspects. If the GM has already established prominent enemies for the PCs, the identity of the bounty hunt ers employer can be changed to fit the campaign, or the boun ty hunters can be replaced with servants of the PCs archfoe.

This encounter assumes that the PCs are on board a ship, whether it is their own or one on which they have booked passage. However, if need be, the GM can adapt the encoun ter so that it takes place in a spaceport, with the PCs fortu itously in the vicinity when the attack begins.

Immediately after exiting hyperspace, their ship receives an automated distress signal over the subspace transceiver. The signals origin is nearby, and it takes the PCs only minutes to reach it. When they do, read or paraphrase the following aloud:. Drifting in space is a severely damaged freighter, smohe trailing from its mangled thrusters and blast er-streaks marring its hull.

Its transceiver identih'es it as the transport vessel Silver Star, a tramp freighter. Docked with the larger vessel is a smaller craft, which is undamaged.

Its transceiver signal is maskeda clear indicator o f pirates or other criminals. With the attack ers already aboard, the crew of the Silver Star might not have much time left! Hopefully, the PCs do not need any further motivation to assist a simple merchant vessel in need. However, if the PCs have already begun down the path to the dark side and need some incentive, the GM might point out that a surprise at tack on the attackers could net them the spoils from both the damaged G9 Rigger-class freighter which is inoperable now and the assailants Pathfinder-class scout ship.

If they have not yet activated the holocron or have not yet become familiar with its gatekeeper, the GM can simply have it be Wardes holocron, leading them directly into C hronicles of the G ate keeper. However, if the GM has already established tha t the holocron contains a drastically different gatekeeper or had a different creator, it is neces sary to provide the PCs with Wardes holocron sep arately.

For a group of Player Characters to possess more than one holocron could be problematic for some campaigns, and it could give the PCs the idea tha t holocrons are commonwhich could not be further from the truth.

If preferred, the GM could arrange for the PCs holocron to become lost or sto len, with their attem pts to recover it leading them to Wardes holocron instead. Such attem pts could even form the basis for one or more adventures in themselves, concluding with a hint that the PCs holocron is aboard the Silver Star, leading to the encounter presented here.

By the time the PCs arrive, the Silver Star has already suf fered severe damage from the surprise attack, leaving it im mobile. Of its seven crew members, two have died due to hull breaches or detonating ship systems, and the boarders intend to leave no survivors.

Unless the GM rules otherwise due to the PCs quick thinking and actions, the assailants kill the last of the crew just as the PCs board the ship. The team consists of four bounty hunters led by a human named Nex Pavros. Use the Guild e d Bounty Hunter profile see page of the Force and D estiny Core Rulebook for all four, but replace the disruptor pistol with a heavy blaster pistol for all except Pavros.

The bounty hunters have orders to intercept the Silver Star and kill Captain Aenet and her crew. Duke Irbian believes them to be smugglers working for the Rebellion because they fled an orbital station under his jurisdiction. To avoid blame from his superiors, the duke wants to make them vanish without at tracting attention to the matter, so the bounty hunters intend to make it look like a pirate attack.

They have no interest in the actual cargo of the ship, which is mostly simple dry goods. Although ruthless and efficient, the bounty hunters are contract killers rather than true soldiers.

They attem pt to kill the PCs immediately upon discovering their presence, both to prevent them from interfering and because they plan to leave no witnesses. The bounty hunters use the narrow con fines of the ship and the fact that they have had several min utes longer than the PCs to become familiar with its layout to their advantage.

They take cover behind bulkheads and attempt to ambush the PCs where possible. If at least two of the bounty hunters are slain or incapacitated in combat, the rest flee back to their ship and attempt to escapefor now, at least. Although the bounty hunters are remorseless killers, murdering one who is attempting to flee should cause a PC to gain at least 5 Conflict. Im mediately after stepping aboard the ship, the PCs hear blast er fire as the bounty hunters gun down the last of the crew.

As they investigate the ship, the PCs find the grisly re sults of the bounty hunters work. One of the crew is dead in the cockpit, one is prone on the floor, and another is in a seat, draped across the computer terminal that conceals the holocron. A fourth lies on the floor of the engineering compartment, scorched and shredded from an explosion in the initial attack. The remaining three all died due to blaster or disruptor fire near the airlock as they tried to prevent the bounty hunters from boarding.

In describing this scene, the CM should take the opportuni ty to reinforce the horror of this senseless violence, reminding the PCs of the importance of Morality and the value of sentient life.

Further, the CM should encourage the players to roleplay their characters' reactions to the scene, giving them a chance to show their. Though the crew were not formally rebels, Aenet had no love of the Empire. The crew dealt in various legal goods but also occasionally traded in antiquities. When they stumbled across a holocron in a mar ket, Aenet remembered the device from stories of the Jedi in her childhood and decided to secret it away from the Empires reach.

Unfortunately, the Silver Stars swift departure attracted the atten tion of Duke Irbian, who callously decided to have the crew killed on suspicion of sedition. PCs' moral outlooks and possibly even to gain some new in sights into the characters' personalities. Such character ex position is especially helpful if the PCs have only just met. Once the PCs drive off or defeat the bounty hunters, they are left with something of a mystery. Rather than preserving the cargo in order to transfer it to their vessel, as pirates would normally do, the bounty hunters began breaking open cargo contain ers and prying wall and floor panels loose in their hunt for any survivors.

The cargo hold is completely wrecked, with canned foodstuffs and loose medical supplies strewn all about. It is clear that the bounty hunters were searching for anyone left alive, to erase the evidence of their crime.

The holocron is hidden in a secret compartment installed many years ago for the express purpose of concealment. This compartment is behind a computer terminal in the ship's cockpit. The first PC to enter the cockpit feels the presence of the Force, followed by a distinct pull as the Force guides the PC toward the holocron. If the group prepares to leave the ship before looking in the cockpit, one of them feels drawn toward it. As the PCs get closer to the holocron, the pull becomes stronger, guiding them to the computer.

Gaining access to the holocron necessitates the computer's removal. Doing so requires an Average t Mechanics check. On a failed check, the PC still dismantles the computer but also damages it in the process, erasing what remained of the ship's records.. After removing the computer, the PCs find a hidden panel behind it.

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