Escape From Mos Shuuta Again
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas
As you stand at gunpoint the doors to the cantina slide open. In walks 4 more Clone Troopers and a certain individual you remember yelling at you as you stole his shuttle in Mos Shuuta. When he spots you, a huge smile appears on his face.
[Let him talk shit and let players roleplay a bit]
What ever shall we do with you?
Maybe we just kill you tight here and be done with it, yea, I like that idea. Troopers, kills them . . . WAIT! I have a better idea.
Get there weapons and gear and then take them to the shuttle.
They lead you out of the cantina to YOUR ship, Three Troopers and the Officer board your ship with you. You lift off but to where you have no clue. The entire trip, this officer is non stop talking mad shit to you.
A short time later your destination appears . . . Mos Shuuta, it appears they are taking you back to Teemo the Hutt. You approach the landing bay and your ship slowly eases itself down until you land with a soft thud. The Troopers grab your arms and guide you off the ship but as soon as you exit the ship a group of men explode into action and subdue the Troopers and the officer. The Imperials are all disarmed and a man (apparently the leader of this group) walks towards you.
What have we here? Prisoners of the Empire?
Allow for Roleplay.
[Regardless of how this goes, the characters are cut loose]. Since you appear to be enemies of the Empire, we will let you go.
[They return there gear "what's on there character sheet or just what's in the packs, unless Jenn doesn't have the Holocron then they keep the gear" but the pirates steal there ship with everything on it]. "Play this by ear on if they get the gear/weapons back or not."
Allow for Roleplay, pick the right time for the Gamorrean's to run up on them, then proceed with Escape From Mos Shuuta as the adventure has it.
The Cantina
You step down a short flight of stairs into the cantina's
shadowy common room, the cool air a blessed relief from
the scorching heat of Tatooine. The Devaronian
bartender pauses in his chores to stare at you, his
devilish features intimidating. On a stage against the far
wall, a Twi'lek woman dances to recorded music. Private
booths line the walls and the cantina floor is scattered
with tables and chairs.
A few patrons turn in their seats
to stare at you. The only other exits you see from the
room are what looks to be a storage closet in one corner
and a doorway behind the Twi'lek dancer. The arched
roof aboove you is supported by thick, heavy struts. You
only have a few momentsto find a hiding plave before
Teemo's thugs arrive. What do you?
[Ask each player what they are doing, let them know the Gamorrean's will probably enter the cantina next turn.]
[After the makes there choices, have each of them roll an appropriate skill check.]
Those that pass there rolls . . .
Moments after you hide yourselves, a small troupe of
pig-like Gamorreans carrying heavy, bone-breaking clubs
steps through the door - Teemo's enforcers! They blink
their beady little eyes in the gloom, peering about. Then.
seeing nothing of interest. They grunt and whine in their
primitive language and turn to go. You know they'll keep
looking for you until you take them out. With their backs
turned, this is the perfect moment to strike!
Those that fail there rolls . . .
Moments after you hide yourselves, a small troupe of
pig-like Gamorreans carrying heavy, bone breaking clubs
steps through the door - Teemos enforcers! They blink
their beady little eyes in the gloom, peering about and
then one lets loose a piercing shriek! You are spotted!
Things are about to get violent!
GAMORREAN THUG:
All stats 2D except:
Dexterity 3D
Knowledge 1D
Mechanical 1D
Melee Parry 3D
Strength 4D
Technical 1D
Move: 7
Weapon: Cugdal (5D)
The PC's win . . .
The Gamorreans are defeated! The silence that follows is
broken by slow, unamused applause. The Devaronian
bartender approaches and laughs a brittle little laugh. "I
guess you're folks who need to get off the planet in a
hurry. The good news for you is that there's a freighter
in Landing Bay Aurek now. The bad news is that it belongs to
captain Trex, an associate of the Hutt's and he won't just
let you on. The other bad news is that the reason l know
it's still in the landing bay is that it has a broken
hypermatter reactor igniter and won't be flying
anywhere until it gets a new one installed. I bet Vorn
over at the junk shop has one." Then he points at the
door. “Now get out of my cantina."
The PC's lose . . .
Gamorrean cudgel swings for your head. and then …
blackness! You awaken sometime later with a groan to
find the Devaronian bartender standing over you holding
a new-empty stimpack. From the aches and bruises all
over your body, you estimate that the Gamorreans kicked
you in the ribs until they got bored, then wandered off.
“Teemo must not want you dead, but it's still not healthy
to stay in Mos Shuuta," says the bartender. “The good
news for you is that I happen to know that there's a
freighter in Landing Bay Aurek right now. The bad news
is that its captain, Trex, is an associate of the Hutt's and
won't just let you on. The other bad news is that the
reason I know it's still in the landing bay is that it has a
broken hypermatter reactor igniter and on't be flying
anywhere until it gets a new one installed‘ I bet Vorn
over at the junk shop has one." Then he points at the
door. “Now get out of my cantina."
The Junk Shop
The junk shop is immediately obvious by the scrapyard
adjoining the low pourstone building. As you step inside.
you see a hunched old human male lurking behind a low
counter covered with disassembled droid and machine
parts. The man glances up at you, then turns to a
garbage can-shaped R5 droid standing at his side. He
kicks the droid and shrieks “You're supposed to tell me
when I have customers. you bucket of bolts! Go outside
and finish stripping that speeder bike wreck." The droid
trundles off with a surly “boooop‘ and the man turns to
you. “Welcome, customers! As you can see," he points at the racks and shelves and enormous buckets
full of scrap metal and parts, “l have anything you could
want...for the right price of course."
VORN TEL-OVIS (Human Male Junk Dealer):
All stats 2D except for:
Blaster 3D+1, Business 4D, Value 4D,
Willpower 4D
Repuslorlift Operations 3D+1
Con 2D+2
Bargain 4D
Ground Vehicle Repair 3D
Repulsorlift Repair 3D
Move: 10
Equipment: Hold-Out Blaster (3D; 3-
4/8/12; 6 shots), heavy clothing, medpac, droid repair
kit.
CAN WE BUY A HYPERMATTER REACTOR IGNITER FROM YOU?
"No. I only have one. and it's already promised to Captain Trex
of the Krayt Fang."
CAN YOU TELL US MORE ABOUT CAPTAIN TREX OR THE KRAYT FANG?
"Trex is a Trandoshan bounty hunter who stops over in Mos
Shuuta a few times a year. His ship, the Krayt Fang, is a beat-up
old YT-1300 light freighter. A fine ship. if you can keep her
running."
CAN WE PAY YOU MORE THAN TREX IS OFFERING TO BUY THE PART?
Vorn is happy to sell the part for more than Trex is offering,
since he always wants to make more money. If the PCs choose
this option, choose a PC to make an opposed Bargain check vs.
Vorn's Bargain. If they succeed, they negotiate a good price,
and Vorn asks only 600 credits. If they fail, Vorn gouges them
on the price. and asks 750 credits.
WE REPRESENT TREX. HE SENT US TO BUY THE PART FROM YOU.
Lying to Vorn is certainly possible. lf the PCs choose this
option, they'll have to choose one PC to make an opposed Con check vs. Vorn‘s Willpower.
WOULDN'T YOU RATHER SELL THE PART TO US
THAN TO TREX, BECAUSE WE'RE SO LIKABLE AND
HE'S A BAD MAN?
Buttering up Vorn isn't very effective, but it's worth a try. If the
PCs choose this option, have a PC opposed Persuasion check vs
Vorn's Willpower. However, because Vorn is generally illnatured,
he gets a +1D modifier to resist.
SELL/GIVE US THE PART OR WE WILL HURT YOU.
Intimidating Vorn can work, although he‘s more likely to agree
to sell the piece than he is to just give it over, if the PCs choose
this option, choose a PC to make an opposed Intimidate check
vs. Vorn’s Willpower.
HOW DO WE KNOW THE PART IS EVEN ANY GOOD?
YOU'D BETTER SHOW IT TO US.
This is clever, and Vorn will show them the part. This makes
any attempt to steal it later much easier, since the PCs know
what they're looking for and where it's kept.
YOU WERE PRETTY MEAN TO THAT DROID
“That droid is a lazy good-for-nothing. It hates me almost as
much as I hate it. But we’re stuck with each other.”
GETTING HELP FROM THE R5 UNIT
The R5 unit, R5-K3, is afflicted with the bad attitude common to
its model and hates its master Vorn Tel-Ovis. If the PCs go
outside into the junkyard and talk to it, it will be happy to go
inside, steal the HMRI, and bring it them. All the PCs have to do
is keep Vorn distracted (which can be as simple as engaging
him in conversation, or creating a disturbance in the shop).
STEALING THE PART
There are two basic strategies the PCs can use here: stealth and
violence. If the PCs use stealth, then pilfering the item without
Vorn noticing will require an opposed Sneak and possibly Hide
rolls vs. Vorn's Search or Perception. If the PCs choose violence,
then they must begin a combat encounter against Vorn. Vorn
will not be expecting a fight, and he will go last in the initiative
order. His droid simply flees from combat.
WHAT ELSE HAVE YOU GOT FOR SALE?
The PCs may wish to purchase something else from Vorn. He
doesn't have any weapons or armor for sale, but the PCs may
purchase medpacs or droid repair kits from him for 100 credits
each, Vorn has only 4 medpacs and 3 droid repair kits on-hand.
Command & Control
Target: Controls to release docking clamps on the Krayt Fang.
The spaceport control facility is a low. squat building
clinging to the edge of the Mos Shuuta bluff. The front
entrance stands open, but a pair of spaceport security
droids stand at attention. If you're going to get off
Tatooine, you need to disable the docking clamps
holding the Krayt Fang in its landing bay, and you can
only do that inside spaceport control. You'll have to
either get past those droids somehow, or find another
way in.
The two droids will deny the PCs access to the building. but
won't attack unless the PCs try to go in anyway or attack the
droids.
The PCs have three basic choices for how to proceed.
TALK THEIR WAY PAST THE GUARDS.
To do this, the PCs will have to come up with some sort of
reason for the guards to let them through, then pass an
opposed Con or Intimidate check versus the droids' Willpower.
If the story the PCs come up with sounds plausible, reward
them with a +1D beneficial situational modifier. If it's very
unlikely, give them a -1D detrimental situational modifier. If the
PCs fail, the droids tell them to move along. The PCs can try
another way in or try a new story. Each time they try a new
story to convince the droids, they suffer an additional
detrimental situational modifier as the droids' suspicion
programming is activated.
FIND ANOTHER ENTRANCE AND SNEAK IN.
There's a side entrance the PCs can find if they go looking, and
no one will stop them if they walk up to it. The door is locked.
but the PCs can open it by using Security (to trigger the
physical locking mechanism) or Computer
Programming/Repair (to fake a valid access code). This check is
a Moderate skill check. lf the PCs fail, they must find another
way in. If they succeed, they find themselves in a small
conference room off the main chamber.
FIGHT!
The PCs can simply attack the guards and fight their way in. It
they do this, however, the guards inside the facility will also be
on high alert and they will likely have to fight inside as well.
The guards are not expecting a fight; each side makes a
separate Perception check for initiative (players group, security
droids outside, security droids inside, if alerted to the
characters actions).
SPACEPORT SECURITY DROIDS:
All stats 2D except for:
Dexterity 3D
Blaster 4D
Intimidation 4D
Languages 6D
Law enforcement 5D+2
Willpower 4D
Search 3D
Brawling 3D
First Aid 4D
Move: 12
Equipped with: Infrared vision
(see in the dark up to 30m); Motion sensors (+2 to search
rolls against moving targets); Sonic sensors (+2 to search
rolls that involve sound); Body armor (+1D to Strength
rolls versus physical attacks, +1 pips versus energy
attacks).
Equipment: Blaster Carbine (5D, 3-7,25/50)
OBSERVER BRYNN:
All stats are 2D except for:
Blaster 3D
Knowledge 3D
Law enforcement 4D
Mechanical 3D
Communications 4D
Sensors 4D
Command: starport control 5D
Computer programming/repair 3D+2
First Aid 3D
Move: 10
Equipment: blaster pistol (4D, 3-10/30/120), datapad, comlink.
Once Inside Command & Control
When they get inside. the PCs find themselves in a tasteful
antechamber. with several seats for visitors and a few sicklylooking
potted plants. The spaceport control proper is down
either of two short corridors. When the PCs venture down a
corridor, read or paraphrase the following aloud:
You step through the doorway into a large chamber,
crowded with computer equipment and centered around
a large holo display showing a plot of the local
aerospace. Standing in front of the display with her arms
folded behind her back is a human woman. She appears
to be in charge and, as you watch, she speaks into a
headset in a formal, commanding tone: 'Imperial shuttle-11238, this is Overseer Brynn with spaceport
control. You are cleared for landing. Welcome to Mos
Shuuta." A half-dozen technicians of different species
work at consoles and two security droids stand near the
doorway. Your attention is pulled to the floor-to-ceiling
transparisteel windows against the far wall, looking out over the desert of Tatooine, where an Imperial shuttle is coming in for a landing.
If the PCs have already fought their way through the droids
outside. then the droids inside will immediately attack them
and Overseer Brynn joins in. Otherwise, the PCs have similar options as before.
CONVINCE OVERSEER BRYNN
TO UNLOCK THE DOCKING CLAMPS
Overseer Brynn is a little more clever than the droids outside,
but the PCs can still attempt to talk her into opening the
clamps with a clever story and a Con or Persuasion check
opposed by Brynn's Willpower 3D. If they fail, Overseer Brynn
tells them to leave. It they don't, the droids attack. See "Fight!"
above.
SLICE THE COMPUTERS AND DO IT THEMSELVES
No ones paying attention to the PCs, so they can simply walk up
to the closest computer console, gain illicit access, and release
the docking clamps themselves. This is a Moderate (15+)
Computer Programming/Repair check. If they generate a
complication, a small alarm is triggered and Overseer Brynn
asks them what they think they're doing. The PCs will have to
think quickly to convince her that they‘re harmless and should
be let go! See “Convince Overseer Brynn" above, but add a -1D
hindrance situational modifier to any check. Or the PCs can just
run away - no one pursues. If the PCs fail on the Computer
Programming/Repair, they will have to somehow force
Overseer Brynn or one of the other spaceport technicians to
disengage the clamps (see “Convince Overseer Brynn" above,
and perhaps “Fight!” as well).
FIGHT!
Once both droids are defeated, Overseer Brynn surrenders and
agrees to help the PCs. If Overseer Brynn is killed, then the PCs
can release the docking clamps at the central command console
without having to make a skill check. Once the docking clamps
have been disengaged, the PCs can leave, Proceed to the
Interlude.