THANKS FOR SHOPPING
A PART-TIME GAMER MODULE
OVERVIEW
This adventure will serve as the introduction for my players' characters. Feel free to utilize it for your more experienced players by swapping out the intro. In this story, a group of Rebels make a routine weapons and gear run, or so they're meant to. In actuality, they'll run into both pirate and Imperial opposition, resulting in a few pitched battles, some stealth action, a chase scene, and finally an all-out dogfight to defend their illegally acquired booty. The PCs will be introduced to their first Nemesis, a pirate captain by the name of Narko, and face off against a few Rivals as well. Be forewarned that the rails in this adventure are very strong. However, I will expand on this in the course of play, providing more detail, as well as a more narrative experience. I hope other GMs will as well. Consider this, if you will, a mere outline. Statlines for opponents can be found in the rulebook. Statlines for fighters or spacecraft not found in the rulebook can be found in various forum sources. You will notice that the NPC in the introduction has more to say than anyone else in the entire module. This is because I intend for him to be the PCs main liaison with Alliance command in future adventures. Please, let me know what you think.
INTRODUCTION
The players start out aboard a spaceworthy LAAT/i gunship, coming aboard a Gallofree medium transport. A section of the ship, usually consisting of cargo containers, has been converted to a hangar bay. When the gunship lands, the PCs disembark, and find themselves in a dirty, but functional, combat launch/recovery pad. Mechanics work on a quartet of Z-95 snubfighters, and two pilots kick back in chairs, distractedly looking over the latest intel sheets on their areo of responsibility, while a Holonet comedy plays in front of them. The crew of the LAAT/i disembarks as well, and the pilot calls the head mechanic over, gesturing at a few sections of the craft that look nonfunctional or close to it. A Rebel officer enters via a cargo lift in the rear center of the bay, along with a cart full of ordnance and spare parts. He walks up to the players in a casual fashion and greets them making the usual military salutations, then gestures them to follow him. As they walk, he talks.
“I'll be honest, I don't think we need to bring any troops into this, but the CO doesn't want any issues. We've made this cargo run a hundred times, never had a problem, and all we've sent are a few of the mechanics and a quartermaster.”
If the players ask what cargo run he's talking about:
“Oh, right, you lot are from Sector Fleet. You don't look too experienced, but then, all I know is Navy types. Well, it's just a basic supply run: this transport carries a lot of cargo, and not a lot of people. The local base, not that I can tell you where it is or what it does, uses up a lot of equipment and materiel. We're essentially their shopping cart; they send us a list, we get the stuff, we deliver it. Usually it's simple stuff, like speeder repulsors, fighter fuel, or spare parts, but lately they've been needing a lot more munitions and arms. We're going to be passing by a pretty high-profile black market hub, Kartos, in a bit, by means of the local shipping lanes. We'll drop out of hyperspace, let you out, and you'll make the acquisitions. Your contact is an arms dealer named Hadgi; big Ithorian bastard, missing an arm, you can't miss him. Today we need a load of Tibanna gas, proton torpedoes, and concussion missiles. It's a big haul; usually we'd use the gunship, but this time we're gonna have to send you out in the Revanant, a Sentinel-class transport. We've got a list of ID and FOF codes the length of your arm for it, both Imperial, Alliance, and independent. The locals don't know we're Alliance. Probably. So use the independent codes, and for the love of the Force, don't ding the thing; finding parts for X-Wings is hard enough, I can't imagine having to find a new landing gear or thruster bank for an Imperial military transport.”
If the players ask about the Gallofree:
“What, this hunk of metal and prayers? Well, it's not the most glamorous ride or post, but then again, it does its job. That said, I've got my eye on a posting with the Sector Fleet. I've always wanted my own corvette, but I'm a long way from there. For now, I'm just XO for the good ship GY-17843. Not very creative, I know. The “GY” even stands for Gallofree Yards. We function as a cargo hauler and picket ship for the local base; we see something funny, we call it in and haul ass. That said, if anything attacks us, we've got two flights of Headhunters to cover us, even if we can only launch and receive one flight at a time. Not enough room on the deck, we gotta keep one flight below in the cargo hold. Just like the big girl, they're not the best ships, but they do. Just this month they've knocked off a couple pirate patrols, clean sweeps both times.”
If the players ask about resistance:
“Oh, there shouldn't be any problems. Hadgi's a solid contact; we've been using him for a year now. Usually has what we need in stock, but if he doesn't, he can point us to someone who does. Now, there's been a little more pirate activity in the area than usual, but I don't think there's any cause for alarm. If they hit us here, we've got the Z-95s, Stryker Squadron. If they hit you en route, well, the Revanant's got a class one hyperdrive, and military grade engines. It's a fast son of a *****, is what I'm saying. Even if you gotta play with them a little, she's got shields like granite and armor like diamond.”
If the players ask how they'll pay:
“We've already forwarded payment details, and there's a datapad on the Revenant with the ability to finalize the transaction. One thing, though: Hadgi doesn't know you, so he might try to oversell or up his prices. Don't fall for it. Get what we need for the agreed price. Make it work.”
If the players ask about support:
“Support? We don't carry any troops, and the closest Army units are with the Sector Fleet and the local base, neither of which can scramble to you very quickly. If you need extra men, you're out of luck. As for air support, one flight of Stryker Squadron has hyperdrives, and we'll be hiding just outside of sublight range from Kartos, so they might be able to help you survive a pirate attack. Remember, though: they're just Headhunters. They can't stand up to real, modern fighters in a head to head fight.”
If the players ask his name:
“Holy Force, did I forget to introduce myself? Jakob Droll, Lieutenant, Senior Grade.”
Once the players conclude the conversation, they arrive in second, slightly smaller hangar bay. This time, the only occupant is a Sentinel-class troop transport. While it retains its original matte grey paint scheme, a splash of red adorns the nose, and the name Revanant is stenciled along the hull in black. A couple mechanics fiddle around with it, but the lead mechanic signals that she's ready to go. Droll salutes you, turns to leave, then turns back to you.
“By the way, your pilot is already aboard. He's done this run at least thirty times, so he'll take good care of you. Good luck...may the Force be with you.”
The PCs then board the Sentinel, and once ready to depart, the ship is ready to take off. The Gallofree shudders as it jumps to lightspeed, then shudders again as it drops out. The Sentinel pulls smoothly out of the hangar bay and banks towards what appears to be a free floating asteroid, with the wrecked hull of a Venator-class Star Destroyer embedded in it. As they get closer, they see that it has power, and the hangar bays still have atmosphere. Modules and additional wrecked ships seem to be welded on haphazardly where they can make a proper seal. With a Perception or Vigilance check, they also see that a few of the weapons batteries belonging to the Venator are tracking them as they cruise in. On landing, the ramp lowers, and the PCs disembark, though the pilot remains onboard, his feet kicked up on the main console. When the PCs leave the transport, they are immediately halted by a pair of human hangar guards.
“Halt. What is your business on Kartos?”
If the players respond with “business”:
“You're gonna have to be a little more specific, bub.”
If the players respond by saying they're on a basic supply run:
“Basic? I don't think you're in the right place for that. Try again.”
If the players respond with the truth (looking for something special, Hadgi):
“In that case, welcome aboard. It looks like the docking fee for your ship has already been prepaid, but I don't recognize you. For your information, you have free range of the station, excepting the command center, guard barracks, and Hangars 41 through 50.”
If the players ask about the restricted hangars:
“They're occupied. The occupants have the right to shoot first and ask questions never. Don't go there. End of discussion.”
KARTOS
Kartos is essentially built from the wreckage of a Venator-class Star Destroyer.
The hangar bay, which runs along the dorsal spine of the ship, is open to space, though a magnetic shield keeps the vacuum out. There are fifty smaller hangar bays running the length of the spine, each with its own partition, which can be open or closed. For gameplay purposes, it is recommended that the players not try to explore all forty non-restricted bays. At intervals along the length of the main bay, there are turbolifts and cargo lifts, which lead down to the main deck. At the far end of the bay, past Hangars 49 and 50, there is a turbolift which leads both up to the command center and down to the guard barracks. The turbolift is guarded by four human thugs in second generation clone trooper armor. If the PCs are seen in the command center or guard barracks, they are attacked on sight. While they can reach the command deck, the blast doors to the actual command center are sealed.
The main deck is the reason most sentients visit Kartos. It's a huge black market hub. Most things can be found here, from snubfighters, to spare parts, to ultralight holdout blasters, to full-size turbolaser power cells. There are two cantinas, one of which (Set For Fun) caters mostly to visitors and residents, and one (The Smoking Blaster) which services the more...rough members of society. PCs who enter The Smoking Blaster must be extremely careful with their words, as the place is a tinderbox of violence. A security guard posted outside will warn them as such. Set For Fun has gambling, good drinks, and an atmosphere of light illegality. The Smoking Blaster has cheap drinks, blaster scarred tables, and pay-by-the-hour rooms for clients in need of...entertainment. By making an average Streetwise or Skulduggery check, the party will be able to find Hadgi in his section of the station. He has a series of bulkhead sections designated as his warehouse, which is filled with a large variety of wares, from foodstuffs to proton bombs. It is recommended that the PCs do their personal shopping with Hadgi; as he is a known entity, it makes sense for the characters and cuts down on time.
When they meet Hadgi, he will first ask if they need to buy anything, at which time they can make their personal purchases. Afterwards, if they introduce themselves as the clients and produce the datapad with the order/payment information, the next set of rails will kick in.
IMPERIAL INTERFERENCE
When they introduce themselves:
“Ah, welcome, my friends. I must say, I was expecting someone else, but no matter. Your credits are as good as anyone's after all. I had quite a time finding the items you requested in the quantities you wanted. I won't ask any questions, but I am a little curious about why you need so much firepower.”
If the players tell the truth:
“Ah! Keep your voice down. Most around here have no love for the Empire, but the price on Rebels is so high, it wouldn't be much of a choice for them to turn you in.”
If the players brush him off:
“Well, your business is your business. I was able to acquire the munitions, but they only just arrived on the last freighter. It'll take some time to get them loaded onto the cargo truck, and then to get them onto your ship. If you come back in thirty minutes, they'll be ready to go.”
The players may then wander Kartos as they please, for an amount of time suitable to the GM. They may explore the main deck, or discover that there is a second deck, which is used for permanent residents as housing. They may enter either cantina and find side-quest or adventure seeds at the GM's discretion. When the GM is ready to continue, or the players begin to tire of the free-roam, the plot thickens.
An explosion rocks Kartos, and blaster fire is heard from the hangar deck above. The players will respond, but whatever they do, Imperial troops and Stormtroopers begin to pour down the turbolifts. Kartos guards and thugs will engage them, but will be swept aside. An Imperial officer will appear next as the soldiers cow the crowds. He will see Hadgi in front of his shop and approach, speaking when he gets near.
“You are the Ithorian Hadgi, yes? Gun runner, arms dealer, smuggler, and former pirate?”
“I dispute those claims, but my name is Hadgi.”
“You recently purchased a large amount of military grade munitions, including but not limited to Tibanna gas and proton torpedoes.”
“I deny this claim.”
“Listen, thing. We have your agent on holocam, purchasing the weapons from an undercover ISB officer. Who is your client, and where can we find him?”
“I don't know what you're talking about.”
The Imperial then shoots Hadgi in the knee with his blaster.
“AHHHH!!!”
“Your client, filth.”
If the PCs told the truth:
“They're Rebels! They're here, somewhere on this deck!”
If the PCs lied:
“I don't know who they are, they're regular buyers, just different middlemen this time! Please, don't kill me!”
Either way, the Imperial officer executes him.
“They're Rebels, they have to be! Not even pirates need this much firepower. Fan out! Find them!”
At this point, the PCs take over.
-They may hide and set an ambush, in which case they face a series of three encounters, detailed below, though they only gain ambush bonuses for the first, though they gain defense bonuses for cover for the other two.
-They may try and sneak through the crowds to Hadgi's store (after all, they still need those supplies), or to the turbolifts (a difficult stealth check). If they go to the store, they discover that the cargo truck with the munitions has already been sent up to their transport with an average Computers check. If they go up the turbolifts without going to the store, they reach the hangar deck.
-They may engage the Imperials outright, in which case there are three encounters. The first is a minion group of six Imperial soldiers. The second is an identical minion group, accompanied by two stormtroopers. The third is two minion groups of stormtroopers, one of two and one of four.
If at any point the PCs engage the enemy in combat, once the last Imperial is defeated, the PCs see the Imperial officer fleeing to the hangar deck. If he is allowed to escape, he will alert the local Imperial command of a Rebel presence in the system, which could be catastrophic for the Alliance in the area. He must be stopped at all costs. If the PCs follow him up the turbolift, he is at long range when they arrive, and two minion groups of six Imperial soldiers are covering him. He is running to a Lambda-class shuttle, which is at Extreme plus Medium range. If he reaches the shuttle, it must be brought down or boarded before it takes off, which will take two rounds. If it takes off, and the PCs cannot take it down, the guns of the Kartos will destroy it in a scripted event.
If the PCs sneak up to the hangar bay, they must make a difficult stealth check to reach their hangar bay, where they will find Hadgi's droids loading the munitions. However, on arrival, they are engaged by the Imperial officer and his minions from downstairs, attacking in the same order, though the officer will attach himself to the last wave. After the last wave, the two minion groups of soldiers already on the hangar deck will attempt to flee, only to be gunned down by human and alien thugs.
NEMESIS
After this group of encounters, the PCs are approached by a large group of human and alien thugs. Unlike those employed by the Kartos, these individuals are dressed in garish outfits of many colors, festooned with jewelry and gunbelts, and led by a Twi'lek of red tint. The leader approaches brazenly, and calls out to you.
“Good work dealing with those worthless Imperials...Rebels. Unfortunately, they're right. Not even pirates have the kind of firepower you're dealing in. However, we do want it. Hand over the torpedoes and missiles, and we'll let you live, and keep your ship.”
If the PCs agree to hand over the weapons, the pilot of the Revanant gets on the PA system.
“Are you crazy!? They'll use these things on us in a second!”
He then opens fire with the Revanant's retractable autoblasters, gunning down several of the pirates. Combat ensues, as described below.
If the PCs ask who the leader is:
“Are you serious? You've never heard of me, Captain Narkos, King of the Blue Dianoga Fleet!?”
If the PCs refuse:
“I didn't really expect you to let them go that easily. Besides, the bounty on Rebels is absolutely unreal...I fully expect the Imperials will forgive us our crimes and make us rich in return for your heads. Very well, then. You boys, wipe them out. The rest of you, come with me. It's time Kartos came under new management.
Combat ensues.
If combat ensues (and it will), the PCs will benefit from the covering fire of the Revanant's autoblasters, and the cover of the crates which are invariably found scattered in landing bays across the galaxy. They will face four minion groups of four pirate thugs, in two waves.
On victory, the pilot will get on the PA system again, to alert the PCs to the closing of the hangar bay doors overhead. The Revanant is trapped, and there's only one way to get the doors open again. The command center must be retaken, and returned to friendly control. The PCs will fight their way down to the command deck turbolift, past three minion groups of six pirate thugs. In addition, they will face a Rival pirate first mate at the turbolift doors.
They may take the turbolift down to the guard barracks, in which case they will find the remainder of the Kartos guards trying to fend off a determined attack by pirates. Once the pirates are defeated, the guards will join the PCs for the assault on the command center.
When they take the turbolift up to the command center, the blast doors will open onto the former Venator's command bridge. The Kartos bridge crew will be huddled at their stations, obeying the commands and under the guns of two minion groups of pirates and Narko himself. Once Narko takes twelve wounds, he will fall back through a bridge door and lock it behind him. Once the pirates are defeated, the bridge crew will gladly reopen the hangar bay doors. The bridge crew will also warn the PCs that the pirates have plenty of starfighters, and a few armed freighters. The freighters can be locked in, but the fighters can fly straight out. However, the PCs can count on the Kartos to provide cover fire, and Hangar Bay 48 has four Y-Wing snubfighters, which they may feel free to “borrow”.
Once the PCs who want to fly the fighters and the Revanant are airborne, the final showdown begins. As the PCs flee, they are pursued by pirates in Z-95s, Cloakshapes, and even a trio of V-Wings. If the PCs remember, they may call Stryker Squadron for help, and after three rounds, the Stryker pilots will transition from hyperspace. After eight pirate fighters are shot down, the rest flee, and the Rebels may begin the jumpto lightspeed.