Campaign background Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11
DISCLAIMER
This article is not authorized or supported by West End Games. This conversion is unofficial and has not been reviewed by anybody at West End Games or Lucasfilm, Ltd. Star Wars (R), TM, & (C) by Lucasfilm, Ltd. All Rights Reserved. Trademarks of Lucasfilm, Ltd., used without authorization, that use isn't intended as a challenge to those trademarks.
ABOUT FUDGE
Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.
DISCLAIMER
The following materials based on Fudge, entitled Fudge Starwars: the Easiest Way, are created by, made available by, and Copyright (C) 2006 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.
The characters were told by the jedi council that Torunn has been seen 1 month ago in the small city of Kirraloth in the twilek homeworld, Ryloth. It seems he was looking for something there and almost kicked up a fuss with some slavers or pirates there, moment in which the local authorities asked him to leave (perhaps, fortunately for the order, he ran into that trouble because he had to light up one of his lightsabers and thus make his presence much more evident).
Kirraloth is an small spaceport with probably some slaver and pirate activity. After all, Ryloth never became fully protected by the Republic and those vile activities flourished here one way or another. Appropriate Alien races rolls will make the PCs know the twileks are very wary of outsiders and offworlders, quite prone to subtleties and backstabbing. They also like fancy bribes or the appropriate value, that might help them a lot.
[ Soundtrack music: The Phantom Menace, Passage Through the Planet Core ]
The Falcon exits hyperspace and the camera follows it to a world which seems too close to its star. The world, slowly being cooked in the fire of its sun, shows always the same face to it and the other to the cold, eternal night. Almost all the twileks live in the twilight zone, where the temperature is neither too high nor too low. Their cities, built underground to get extra protection against the ravaging heat storms that distribute the heat of the sun all over the world, are always well hidden and often without directional beacons to better hide them from uncontrolled slavers or pirates. Of course, that doesn't help much the PCs to locate Kirraloth! They have the general coordinates only and a description of the rocky canyons where the city is located, they'll have to fly over the twilight zone to find it and land.
To locate the city they'll require a Great Perception or Search roll if they fly above the surface or a Good one only if they fly on the canyons. However, flying across the canyons can be more dangerous, above all if they're caught in the middle of a heat storm...!
A Fair Sensors roll helps the PCs to notice there are fluctuations of temperature in the atmosphere, a heat storm is probably heading their way (so they should either land wherever they can or fly higher).
A few minutes later the full fury of the storm falls over the PCs. If they're still flying request Superb piloting rolls, or Legendary ones if they're flying through the rocky canyons! Another such roll is required to leave the storm. The hull of the Falcon gets slightly hot and creaks ominously but it is built to endure reentry on planets with atmosphere, so the PCs should only fear bouncing against flying debris or the walls of the canyons.
[ Soundtrack music: Star Wars, The Little People Work ]
The storm finishes as quickly as it started, and soon as the PCs locate the city they can call and request landing permissions, which will be granted after a few moments. A very large stone door opens on the side of a canyon where the PCs can fly to land half a mile later on the space port of Kirraloth. Another storm hits in this moment, so the door is closed again and will stay that way for a long time, according to the twilek windmaster.
[ GM's note: till a new ship arrives, that is, and then it will remain at least two days closed. ]
The space port is merely a large flat cave area, at the end of a large tunnel leading to the main entry, where a few medium sized ships can land. Besides the Falcon, there are no ships except a few old Headhunter fighters at the end of the cave. There are no fixed ship support instalations, instead wheeled machinary is brought near the appropriate ship when needed. It is indeed a bit primitive! The main sources of light here are some kind of luminescent fungus over the walls, shedding a reddish light everywhere, and some real sources of artificial light at some important places. There are huge fans which renew the air of the cave and also bring some warmth of the surface inside it.
The portmaster, a fat twilek called Lahk'hor, comes as soon as the characters land, with four armed twilek guards. He wears expensive clothes and exotic jewelry, and doesn't like at all waiting till the characters decide to lower the ramp of the ship. As soon as he can he enters pompously with his men and starts pumping the PCs for information like port of origin, next destiny, reason of their visit, cargo, etc. At the same time his men start inspecting the ship looking for contraband.
A bit of flattery, a good gift (of around 200 dataries), and a bit of savoir faire can be of great help with the portmaster, reducing the docking fee to 25 dataries per day and no extra taxes, even to the point of not inspecting the whole ship as courtesy and setting an armed guard around it to make sure nobody messes with them. On the other hand, if they seem unhelpful or rude, he will likely raise the docking fee up to a 100 dataries per day and even aditional (fake) passenger taxes of around 25 to 50 dataries per PC.
Lahk'hor may seem greedy and good for nothing but is indeed quite cunning. For example he'll quickly know if there are jedi amongst the PCs if the inspection finds their robes or, even more easily, they keep their lightsabers on sight. However he'll do nothing about it, for now.
Lahk'hor informs the PCs they have free access to the space port and the surrounding area, but not to the twilek city unless an important citizen sponsors them. Fortunately they don't have to worry about getting in the city by error, there are guards in the doors (two doors with four guards each, the PCs can try to infiltrate the city through the surface or the ventilation system though it's a real maze of natural and excavated passages sometimes filled with machinery and pipes and most of time rocky and dark... and as soon as they're seen without a twilek citizen escorting them, they'd get into all kinds of trouble!).
If questioned about Torunn, Lahk'hor may quickly forget any good gift from the PCs. Torunn was a big trouble and he wants no more jedi around, ever. On the other hand, if the PCs manage to look unrelated to him, he might tell them he came here on a small, triangular ship (probably a jedi fighter, he's not a ship expert), stayed a couple of days, started a fight in the restaurant and was kicked out.
Lahk'hor can be very elusive if the PCs seem prone to cause trouble or already caused it. In that case usually he'll be nowhere to be found and the PCs will only find his secretary "he's too busy, I'm afraid he won't be able to speak with you for a while". In fact everybody from the Hor clan will try to avoid the PCs, if they manage to ask anyone they'll avoid them like the plague.
In the rare event of making Lahk'hor's clan have trouble with the conspirators' allies, they'll strongly refuse to even see them, as they'll now have those people as politic enemies ("now we got the lekkus in the grill!"). If they insist they'll even call the pirates to scare the PCs.
Lahk'hor, twilek portmaster
Attributes: Dexterity Good, Knowledge Superb, Perception Superb, all other attributes Fair. Fudge points 4.
Skills: Alien species Superb, Bureaucracy Superb, Cultures Good, Languages Great, Streetwise (Ryloth) Superb, Value Great, Negotiate Superb, Command Great, Con Good, Investigation Great, Persuasion Great, Search Great, Programme computers Fair, Security Good. All other skills Poor.
Gifts & Faults: Contacts, Authority, Obese, Greedy.
Equipment: fancy clothes, twilek jewelry.
Twilek guards
Attributes: Dexterity Good, Strength Good, all others Fair.
Skills: Blasters Good, Dodge Fair, Melee Great, Weapon parry Good, Intimidate Fair, Brawl Good. All other skills Poor.
Equipment: flak jacket FD +1, Force pike OF +4, Sports blaster OF +2.
[ Soundtrack music: Star Wars, The Desert - The Robot Auction ]
After Lahk'hor and his men leave, the PCs are free to investigate around the space port and/or beyond if they find how to do it. According to the information they have, the merchant who saw Torunn saw him in a restaurant-like establishment in this city. Besides it there are little else to see here, the offices where the activities of the space port are handled, the market where they can buy touristic items of good quality but little use, and second hand technology items brought from ship wrecks in the surface of Ryloth and traded with other offworlders. Play those encounters any way you want, they know nothing about strange happenings or missing jedi.
The characters may want to check the spaceport records to look for Torunn's ship and possibly about the slavers. However, the twileks don't keep a lot of information about the ships that land here (it's bad knowing too much) so they can barely find the ship names, their models and little else.
If PCs ask about slavery here or about how to buy slaves here most twileks will get quickly upset. The authorities and clan leaders already have agreements with criminal leaders so they can limit the damage to their culture selling some of their people as slaves. Selling more slaves would reduce that amount which could have gross consequences.
The twilek are also quick to remark how much the republic ignores them and their problems, though in fact they're also fiercely independent and probably wouldn't want interference from them if offered. Who knows.
There are a few pirates in a building near where the headhunters are. They're a constant reminder of the twileks submission to outsiders and evil people. However, they also act as bouncers eliminating uncontrolled slavers or other, more bloodthirsty pirates.
They're often drunk or high on ryll substances but they're also quick to come if there are any kind of serious disturbance in the space port (like PCs looking for trouble). Most of them are aliens though a few are humans, too (all of them are quite bad guys).
Pirates
Attributes: Dexterity Good, Strength Good, all others Fair.
Skills: Blasters Good, Dodge Fair, Intimidate Fair, Shields Fair, Starfighter piloting Great, Starfighter gunnery Good, Brawl Good, Starfigther repair Fair. All other skills Poor.
Equipment: heavy blaster pistol OF +4, vibroblade OF +3.
Torunn almost had a fight with these guys when he came 1 month ago, but the pirates aren't very communicative. He was talking with the waitresses at the restaurant when some of the pirates got a bit extra rude with them. He hit one right in the face and was forced to light his lightsaber when they took their vibroblades. The pirates didn't dare to face the jedi, but the twilek authorities made him leave.
If the pirates find out the PCs are friends of this guy, they wouldn't mind too much roughing them up. Till more sabers are lit, of course.
The restaurant is an open place excavated in the walls of the cave where an aged twilek female called Nash'ah, always with a smile on his face (for new clients, till they become not worth of it), where they can have a taste of the local delicacies (some kind of stew of fungus and local animals, fungus bread and beer, etc). She has a few young maidens as waitresses and always keep an eye of them ready to come to their aid if a client is too rude. Nash'ah speaks a very good basic.
The waitresses only speak twilek and are quick of foot and full of grace (they wear more clothes than twilek dancers but they're pretty anyway). However, having never seen someone like Neelyx before, make a whole fuss about him, making him turn fully black quickly. That, on the contrary, amuses them much more, and so they pester him for a while with giggles, "personal space" transgressions and comments (on twilek language) like "How cute! Where are you from? Nice ears! You're like a toy!". In a few moments, however, Nash'ah comes to Neelyx's rescue and dismisses the girls who leave giggling foolishly.
If the PCs ask anyone about Torunn, if they manage to seem like friends of him they'll be quite more communicative. After all, he got into a lot of trouble for helping them ("and, didn't he scare that pirate scum!"). They tell the PCs he asked them politely about strange movements of slaves in the city, new slavers or anything out of the ordinary, to which they could only reply about more slave ships than usual landing here but not leaving with slaves from this city, which is kind of rare. If pressed to (with a Great Persuassion roll or similar), they'll tell the PCs those people work with a powerful twilek clan in the city, the Ever'on, who have no presence in the space port.
Alternatively if the PCs don't seem to get much information of this scene, a few pirates come to the restaurant looking for extra booze and pester one of the girls (a green skinned maiden called Lona). Probably the PCs will come to the rescue (though the fight will be easy, they're quite drunk; -2 penalty to all rolls; it will also mean the incident won't be as serious as it was with Torunn unless the PCs use heavy artillery). After that incident it's easier introducing Torunn on the talk and finding out all what Nash'ah and Lona know.
[ GM's note: Torunn came here looking for clues about the conspirators moving slaves around the galaxy. Talked with a few persons, and found out more or less what the PCs just found out. However, even when he had to leave, he managed to infiltrate later, take a look at the Ever'on clan house and leave later following one of their ships. In fact, the bad guys play the masquerade of standard slavers on Ryloth, but they move slaves from elsewhere because in this world there are few useful (i.e. with technical skills) slaves for them. This way they manage to trade with valuable slaves with a minimum of fuss. With their deal with the Ever'on they can enter the city and work far from nosy eyes and ears. However, there is only an entry for their ships... ]
[ Soundtrack music: Return of the Jedi, Final Duel - Into The Death Star ]
Not too long after the PCs find anything of value, a new ship arrives to the city. It's a freighter larger than the Falcon, a YZ-775 ship (52 meters long) that manoeuvres slowly and lands on the spaceport on the other corner of the cave where the PC's ship is. A well dressed twilek arrives before they open the ramp, and greets the crewmen: an around 20 years old human dressed in unremarkable grey clothes and with a partial mask on his face (covering his cheeks and part of the forehead only), a tall, cone-headed droid, five rodians and four humans more. The rodians and the mook humans wear flak jackets and heavy blasters, the droid and the young human don't carry visible weapons.
The droid has three photosensors set on rotating slices on its head. It covers the whole area around it but specifically checks the PCs ominously with all three sensors when it sees them, and often keeps always at least one sensor centered on them no matter where it is going.
An appropriate Sense roll (see the Force Powers) reveals that the young man is Force sensitive, though not a jedi necessarily. However, remember that the Dark Side clouds it all, it is close to impossible to know it he's aligned with the Light or Dark sides.
[ GM's note: actually this boy is a dark jedi called Josaz Anmad. He was a padawan till some years ago when he was expelled due to his lack of self-control. He felt instead betrayed and abandoned by the jedi so he trained on his own and ended up working, without his knowledge, for the sith.
Josaz represents the Fear of the Dark Side. He uses the Dark Side to enhance his Intimidation skill and it's been very successful up till now. He carries a red lightsaber built by himself because the jedi confiscated the one he had at the order, thinking he couldn't build a new one from scratch. He's been sent here with a bunch of mobsters because they've heard a jedi was here looking for information, and his bosses want to know if the jedi will be a problem or not. ]Josaz Anmad
Attributes: Dexterity Good, Strength Good, all others Fair. Fudge points 6, Dark Side points 2 (+1 to force rolls affected of fear, hate or aggression).
Skills: Control Good, Sense Good, Alter Good, Lightsaber Great, Weapon parry Superb, Intimidate Great (Legendary when using the Force, force users can resist using Control so it remains at Great level), Brawl Good, Negotiate Good, Sneak Good, Investigation Good, Climb/jump Fair. All other skills Poor.
Special: when in jedi battle trance his combat skills become: Lightsaber Superb, Weapon parry Legendary (both with an extra +1 if he fights with fear, hate or other evil feelings).
Gifts & Faults: Quick Reflexes, Veteran (extra skills bought), Ugly (partially masked due to an accident when kicked out of the order), Hatred of the jedi
Equipment: lightsaber OF +4, comlink, datapad with interesting information.
Bodyguard-assassin droid 2-124
Attributes: Dexterity Fair, Strength Fair, all others Terrible.
Skills: Blasters Great, Dodge Good, Slugthrowers Great, Hide Great, Search Great, Sneak Great, Computer repair/programming Good, Demolitions Great, Droid Programming Good, Droid repair Good. All other skills Poor.
Equipment: armour plating (DF +4), hidden blaster cannons on its arms (OF +5, single target, range 5-30/100/200 meters), mini-missiles (hidden launchers unfold over its shoulders; OF +7, range 20-50/200/500 meters, blast radius like a grenade), rocketpack (can fly one scene or combat, only).
Rodian mobsters (4 plus boss)
Attributes: Dexterity Good, Strength Good, all others Fair.
Skills: Blasters Good, Dodge Fair, Intimidate Fair, Shields Fair, Space transports piloting Great, Starfighter gunnery Good, Brawl good, Repair space transports Fair. All other skills Poor.
Special: the rodian boss has Blasters and Dodge: Great.
Equipment: flak jacket DF+1, comlink, heavy blaster pistol OF +4, blaster rifle (on their ships) OF +4.
Human mobsters (4)
Attributes: Dexterity Good, Strength Good, all others Fair.
Skills: Blasters Fair, Dodge Fair, Intimidate Fair, Shields Fair, Space transports piloting Great, Starfighter gunnery Good, Brawl good, Repair space transports Fair. All other skills Poor.
Equipment: flak jacket DF+1, comlink, heavy blaster pistol OF +4.
The bad guys will quickly find out about Torunn's visit and probably about the PCs questions. If they look dangerous to their operations, they won't face them directly but set an ambush, though they may exchange a few "words" at the spaceport. They won't attack them unless the PCs attack them first (with their powerful allies, they will get away with it if there is a violent encounter).
At this point a whole lot of possibilities can happen. The mobsters can enter the twilek city freely with their contacts of Ever'on clan, and the PCs can't. Remember both groups can't leave till at least two days, given the heat storm over the city. If they've already decided to get rid of the PCs (killing them of course) they have some alternatives:
If the mobsters decide to set an ambush, the PCs receive a message from the Ever'on clan inviting them to the city for a talk; the PCs may already have decided to look for a way to do this, through Lahk'hor or his clan, or a way to get inside the city without an escort. Either way the first night (or before they try) someone calls on the ramp of the Falcon (I suppose most PCs will prefer to sleep in the Falcon, but if not change the scene appropriately). One of the waitresses of the restaurant, a girl called Lona, very nervous, tells them that she's heard they're going to the Ever'on rooms in the city and that they'll be ambushed and killed if they do so. She knows a safer way to reach those rooms so they'll be in a much better position.
Of course this is an ambush, Josaz has menaced Lona with a painful death for her and all the people from the restaurant so she had to agree and help them to set the trap. It's a very naive trap, anyway. However, no matter what they do the PCs will face a lot of enemies!
Lona will guide the PCs to a minor passage near one of the city doors where, after climbing a couple of meters, there is a tight hole which can't be seen from the ground, which leads to a vertical, natural shaft. Climbing a bit more you reach other passageways with pipes and heat sinks which don't seem to be used very often. Lona leads them to other hidden passages, some of them hidden with rocks or cleverly camouflaged, which lead to the upper city, though slowly. "It is safer this way" Lona says on twilek "if you're seen before you arrive to the Ever'on quarters you'll be kicked out very quickly". This is true, though she leads them this way to a trap, instead.
After an hour of climbing and crawling, Lona and the PCs arrive to an open zone, quite in the upper city. It is a deep chasm (so deep it is black as the blackest night, though it's "only" a 300 meters fall) crossed by metal and stone bridges at different heights according to the levels they're in. Some are clearly perpendicular to the walls and others are slanted; also some bridges cross over other bridges, etc. Those bridges lead to entries on the rock wall, which is cut on some places making windows or whole balustrades.
[ Soundtrack music: Return of the Jedi, Into The Trap ]
When the party cross half the bridge Josaz appears at the other side with the tall droid on his side, and his men appear on some of the windows aiming at them with blaster rifles (the rodians) or heavy blaster pistols (the humans).
"Well, well" Josaz says "now we can talk serenely. I am Josaz Anmad, I wouldn't dare to run, the bridge is filled with explosives".
A weeping Lona claims "He forced me to do it! He said he'd kill all the people of the restaurant!"
With a casual gesture Josaz force pushes Lona over the pretil and out of the bridge, bothered with her interruption. However, the PCs hear only her cries of terror for barely one or two seconds, and no crash at the depth of the chasm. If they bother to take a look beyond the pretil they can see she is hanging up on one of the steel wires that support the structure of the bridge, though she won't endure it for long. The PCs can climb down to rescue her, and probably nobody will do it better than Neelyx (who after all, has four arms!).
"What are you doing here, jedi scum? After one of your order?" spits Josaz and continues, trying to sow dissension between the PCs: "Year after year the jedi kidnap more children and bring them to the temple, to increase the money they receive from the republic, no matter their potential for the Force, and when they tire of them throw them onto the streets!" and looking to the non-jedi "I don't know who are you, but the jedi will turn on you when you least expect it, as soon as their goals get more important than your lives. And if you dare to confront them, they'll kill you mercilessly. You've probably seen already how easily they do that... they kill, spy your thoughts in the name of their superior morality, and woe to whoever objects about it!"
He'll probably say to Neelyx as soon as the hostilities begin "A red lightsaber? Maybe you're already in the right way. And the jedi didn't expel you? Who's paid to let you stay?"
[ Soundtrack music: Star Wars, Inner City ]

Shooting the snipers require a Superb roll having in count their cover and the distance.
The assassin droid will probably attack the non-jedi characters (unless there are more than one) with their blaster cannon and mini-missiles, endangering the whole structure of the bridge (however this is a clue that the bridge wasn't, after all, trapped!). Make the bridge break and fall at the most appropriate dramatic moment.
If the PCs manage to make the droid fall over the pretil, it flies with a rocketpack at an steady height while it keeps blasting them.
At the end of the fight, Josaz must die one way or another. He'll fight to the death, no doubt, he might launch a last blow at a +2 attack and -2 to parry (leaving his guard open, and increasing the jedi PC's ligthsaber damage to a killing amount), or perhaps he'll just fall over a bridge to a dark death at the bottom of the chasm.
[ GM's note: depending on how the fight broke out it's very cinematic if Josaz jumped using the Force to the bridge under the other where the PCs were and fought with the jedi PC there. It also may be his doom if after all the bridge above him falls over him after being blown to pieces by the assassin droid. Just have in mind how the PCs will get the next clue, saved on the datapad he carries with him! (perhaps it's the only thing they can get of him after his death or the only thing they can get from him using telekinesis when he falls...) ]
Josaz had a datapad with a few bits of important information. It doesn't have a password, as anything truly important was deleted just in case the PCs managed to get it. However, there are a few interesting bits; it seems Josaz was checking information about three star systems, including Ryloth, Bespin and Kuat. It's only general information, like the main hyperspace routes, trade products, main taxes, etc. But if he checked that info and came to Ryloth, on a mission for the conspirators, wouldn't that mean that probably Bespin and Kuat are involved in the whole issue...? Would Torunn visit those worlds after coming to Ryloth?
If the PCs gain access to Josaz's ship (and the datapad was lost) they can find in the navigation computer precalculated routes to Bespin and Kuat, besides the data to reach Ryloth, too. The ship seems to come from the Corporate Sector, though the coordinates aren't clear enough. They seem to have jumped after a series of mini-jumps in the sector, making their starting point almost impossible to guess. Besides the hyperspace routes there is little of use for the PCS, except personal belongings, maybe a few weapons, etc.
[ GM's note: after the ambush in the twilek city, an official complaint will reach the Senate and the jedi council because the PCs infiltrated illegally on a twilek city and caused a fight, damaging the city properties, etc, etc. The easiest way is often the worst decision! ]
[ Soundtrack music: Attack of the Clones, Return to Tatooine ]
The PCs may instead go and pay a visit to the twilek contacts of the conspirators. They may have realized Lona was leading them to a trap (she'll deny it at first but later explain the whole issue between sobs) or they may have decided to visit him previously. Whatever the case they need a twilek to allow them free passage to the city. If the clan leader of the Ever'on invited them, they were told to request Lahk'hor someone from his clan to lead them to their quarters. Alternatively Lona can lead them (but that will require a Great Persuasion or Intimidation roll, or a bribe, to make the guards let them enter, as she isn't important enough) inside the city, or they can ask Lahk'hor for someone to lead them instead (money can be a good solution in this case, an smaller or bigger amount of cash needed according to how well they did fare with him).
In all cases they ought to enter the city and reach the Ever'on rooms without much trouble. There are a lot of twileks living in those tunnels and more mundane shops and instalations than they saw at the space port. Many twilek look at them with a mix of distrust and curiosity, and whisper things amongst themselves, but nothing happens unless the PCs seek trouble.
Upon reaching to the caves of the Ever'on clan, they're received with serious faces, quite unhappy of seeing them, but they're let in. Even for the rustic twilek decoration, the Ever'on seem to have prospered a lot and there is a lot of luxury items everywhere. Most of the clan members wear expensive clothes, and the clan leader, Rever'on, wears quite regal clothes.
The cavern where the PCs meet Rever is more or less circular, with natural archways leading to smaller rooms and an armed twilek guard on each pillar. Rever is surrounded by other important clan members, all looking at the PCs with upset faces. Rever is sitting down upon an elaborate throne with dials inserted on its arms.
[ GM's note: behind Rever there is a wall between archways where a (married) couple of gotal bountyhunters are waiting the time to act, hidden from the PCs' eyes. They act as bodyguards for Rever, and are ready to interpret the PCs' thoughts and act upon that information. In fact, if any jedi PC tries to use its powers on Rever, they're quick to show up from behind the wall and shout "They're using the jedi sorcery on the clan leader!" which will be followed by an outburst of violence upon the PCs. ]
Depending on what the PCs have done up till now, and if they've have identified themselves as republic agents, Rever will tell them he's sent a complaint to the Senate (or the jedi council, if they know some of them are jedi) for their dangerous actions. Other reasonings Rever uses include:
In the caves of the clan there are instalations to keep small groups of slaves (though they're now empty, of course). If they manage to check the clan records they'll see all slaves have technical skills and that they come from unimportant middle rim systems and were delivered to similar destinations, this looks mainly like a distribution center.
The other twileks don't know more than what was already explained.
If Rever realizes he's giving away too much information or thinks this issue must be finished through violence, he activates a control on his seat and it sinks with blinding speed in the ground and falls down an excavated shaft with repulsor technology to a safe escape tunnel. The guards and bountyhunters then try to overwhelm the PCs and subdue them. And kill them, too! However, Rever may find the escape tunnel wasn't a too well kept secret... see below.
Gotal bountyhunters
Attributes: Dexterity Good, Strength Good, all others Fair.
Skills: Blasters Superb, Dodge Superb, Intimidate Fair, Sneak Great, Run Good, Brawl Great, Investigate Great. All other skills Poor.
Special: they're gotal, they can feel with their hypersensitive horns the thoughts and nervous impulses of the beings around them, giving them quite an edge in combat. Besides feeling when a force user is using its power, they often know what someone is going to do before they do so. Play it as if they decided their actions after all characters have declared their actions in a round, and act upon that knowledge. Example: they might decide to attack a jedi character who used an all-attack option because they know his guard will be down, or they may decide to throw a grenade to a PC because he will protect himself from blaster fire behind a low wall.
Equipment: flak jacket FD +1, heavy blaster pistol OF +4, geonosian sonic gun OF +3 (can't be deflected with a ligthsaber!), grenades OF +4.
Twilek guards
Attributes: Dexterity Good, Strength Good, all others Fair.
Skills: Blasters Good, Dodge Fair, Melee Great, Weapon parry Good, Intimidate Fair, Brawl Good. All other skills Poor.
Equipment: flak jacket FD +1, Force pike OF +4, Sports blaster OF +2.
[ Soundtrack music: Return of the Jedi, Fight In The Dungeon ]
Unfortunately for Rever, the Hor clan to which Lahk'hor belongs, found out long ago about the escape tunnel and since then they've being placing small quantities of specific bait to attract surface predators. Just in case someday Rever would use the escape and they could get rid of him without an specific assassination atempt. Another dose was brought there since they knew the PCs were going to visit him! Their effort proved succesfully because before Rever could reach a swoop he had hidden here, he faced a lylek, one of the most dangerous predators of Ryloth... and was stung to death.
The PCs may try to climb down the shaft to reach the escape tunnel, it's a long slope so unless they find a way to speed things up they'll require at least 10 minutes to climb down. There they'll only find Rever's corpse and the dangeours Lylek. If they let the creature eat his corpse it will ignore them for a while, though as it might eat some clues as well they'll probably want to frighten it off... or kill it.

Rever's remains will include, unless the PCs already have that information, a message addressed to someone called Josaz about someone else called Tangram who will join him on Bespin... it is clearly outdated!
Lylek, large underground predator
Attributes: Knowledge Poor, Perception Good, Strength Great, all others Fair.
Gifts & Faults: Tough hide DF +2, Quick reflexes.
Special: mass scale +4, it attacks first than characters closing for melee (in a nutshell, it has reach). Poison, make a Great Strength roll or get a Hurt level, roll again later or your Strength is reduced temporarily 1d2 levels.
Skills: Climb Good, Hide Fair, Sneak Fair, All other skills Poor.
Attack routines: Tentacles Great OF +6 plus Tail Great OF +5 + poison, OR Pincers Great OF +6 plus Bite Good OF +8.
Bespin is much closer than Kuat, without more information it seems the best course of action. If Josaz and his men left without much trouble they'll head there, Bespin was Josaz's next destiny. The PCs may also receive a message from the council about the jedi masters' (Rotthen and Notok) discoveries on Caprioril, which amount to little of value actually (they send the PCs an holovid with the masters explaining what they found; too many dead ends, apparently some mobsters helped the droid to land safely and then it infiltrated and sabotaged the ship; it's not clear if the gangster are part of the conspiracy or just let people land away from the nosy eyes of the authorities for money).
[ Soundtrack music: finishing theme of Attack of the Clones ]
| Campaign background | Chapter 1 | Chapter 2 |
| Chapter 3 | Chapter 4 | Chapter 5 |
| Chapter 6 | Chapter 7 | Chapter 8 |
| Chapter 9 | Chapter 10 | Chapter 11 |
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