Showing posts with label Episodes. Show all posts
Showing posts with label Episodes. Show all posts

Episode 10 - Jaws of the Sarlacc

The galaxy rests on a tipping point as the forces of evil have struck
a devastating blow against the Alderaan Resistance.
Yet all is not lost, and even now the Alderaanian noble Lady Alya Aldrete
has summoned allies and great heroes to take part
in a daring attack on the Empire.
As the fate of the Resistance hangs in the balance, a small band of heroes
has a chance to strike a blow that will echo through the ages,
and show others that even the mighty Empire can be defeated . . .

The heroes are summoned to a rendezvous in the Deep Core, where they meet with Lady Aldrete and discover that she has summoned her entire fleet of smugglers and criminals. Combined with the remnants of the battle group belonging to the Resurgence, these ships form a relatively impressive fleet, which Lady Aldrete and Bail Organa hope to use to stage a daring mission against the Sarlacc Project. After being briefed on the plan, the heroes set course for the planet Byss, the Emperor's secret throne world.

Once they arrive at Byss, the heroes must infiltrate a Golan Defense Platform and shut down its defense mechanisms. There, they confront Inquisitor Draco for the last time, only to discover that the traitorous Admiral Varth has taken command of the Super Star Destroyer. In a stunning move, he fires up the ship's engines and makes a short hyperspace jump to join the battle.

The heroes, along with the pilots of Blue Squadron, must brave the battle between the defenders of Byss and Lady Aldrete's fleet, fly into the superstructure of Super Star Destroyer, and blow up its main reactor. That is the only way to destroy the vessel and save what's left of Lady Alya's fleet.

Episode 9 - Sword of the Empire

It is a critical moment for the first few willing to stand against the Galactic Empire.
Jedi Master Denia, one of the few survivors of Order 66, has fallen into the hands
of Valin Draco and the Inquisitorius, a secret division of Imperial Jedi hunters.
Setting out in search of Master Denia, a hardy group of heroes finds an ally
in Lady Alya Aldrete. The resourceful Alderaanian provides the transit permits
necessary for them to reach the Deep Core world of Prakith,
where Denia is held captive.
But Prakith is a more complicated puzzle than it seems. Home to a major new
administrative headquarters for the Imperial fleet and the Citadel Inquisitorius,
the world is well manned by the Emperor’s agents of darkness.
But those might not be Prakith’s only residents . . .

On entering the fringes of the Prakith system, the heroes encounter Jekk
Seejo, a somewhat erratic alien engineer on what will prove to be his last
disastrous assignment for an Admiralty fed up with his shenanigans.
Heroes rescuing Seejo may come to regret it initially, since the act results
in mynocks infesting their ship, but the engineer’s friendship comes in
handy when they visit Prakith, a place abuzz with Imperial activity.

More recently, the Mining Guild has sponsored a number of limited
operations on Prakith, ramping them up as the Empire’s activities require
ever more materials. The spaceport and military headquarters are in Prak
City, atop a large plateau. Citadel Inquisitorius rises in a mountainous
redoubt, more than a hundred kilometers to the west. Inquisitors are
active in Prak City as well, putting Force-users in constant danger of
discovery.

Direct attempts to approach the Citadel are frustrated. The cover
identities the heroes arrive under might provide some mobility in Prak
City and the surrounding environs, but airspace is closed around the
Inquisitors’ mountain redoubt, and even masquerading as Imperial
officers is unlikely to foil the security efforts of a group whose main
talent is sniffing out Force-users. Local inquiries with miners provide
some information (and the chance to proceed along a variant track), but
the most promising lead comes from the discovery of Herdr’tui, a member
of the subterranean Stereb race who is stuck aboveground. His people’s
existence here is unknown to the Empire, as is the extent of their
sprawling underground network.

Herdr’tui directs the heroes toward a place they’ve heard nothing
good about: the Drains, a collection of vertical lava tubes used as a
garbage (and recalcitrant slave) disposal by the Empire. Nothing that falls
down there lives for long, thanks to an omnivorous creature that must be
slain or brought to heel before Herdr’tui can be returned to his people.
The Stereb, heroes learn, see themselves literally as part of Prakith—as the
planet’s antibodies, in a sense, keeping its arteries clear and maintaining
it as best they can. They can be rallied to resist the Empire, but only if the
heroes recognize this relationship and convince the Stereb that the
Empire represents a literal cancer on the body of their world. The Sterebs’
best resource is information on a secret underground approach to the
Citadel Inquisitorius. But this knowledge is not gained easily; the heroes
first must gain the Sterebs’ trust.

After securing the information, the heroes have an opportunity to
enter the Citadel from beneath, which is possible only because the Empire
did not realize that those who constructed the ruins at its base still
existed. A treacherous speeder bike flight across an underground ocean
under a low ceiling infested with fear moss is required first, but the
problems are only beginning. Characters must make a daring night raid
into the Citadel, learning the location of Master Denia and fighting past
Inquisitors on their home turf. Finally, the heroes confront the new and
cybernetically improved Inquisitor Draco for a battle royale. An act of
self-sacrifice by Master Denia forces Draco to abandon the Citadel, but at
least the Empire now knows its subjects are ready and willing to fight for
their freedom.

Episode 8 - The Gem of Alderaan

After months of searching, the heroes finally learn that Jedi Master Denia
is being held captive on a fortress world in the Deep Core. It will be impossible
to reach her in time without codes to allow safe passage.
A celebrity heiress has such codes, and the heroes must seek her aid
while hiding in plain sight from the forces of the Empire . . .

After months of searching, Bail Organa finally learns that the Empire has
taken Jedi Master Denia to the planet Prakith in the Deep Core, a fortress
world that serves as the base of operations for the Inquisitorius. It is
virtually impossible to travel to Praxis without Imperial security clearance,
and the background check necessary to obtain clearance would reveal that
the heroes have death marks on their heads.

However, Senator Organa has discovered that Lady Alya Aldrete—an
Alderaanian heiress known for her decadent behavior—has access to
security clearances, using them so smugglers in her employ can ferry
forbidden goods to and from the heavily secured Deep Core worlds. To have
a chance to speak with her, the heroes must attend the maiden voyage of
the Gem of Alderaan, a luxury repulsortrain that is a part of her family’s
collection of resorts, casinos, and passenger liners.

When the heroes arrive at the launch station, stormtroopers line the
perimeter as Imperial officers mill about with the Alderaanian nobles. The
maiden voyage will last several hours, during which time the heroes must
make a good impression through a series of social encounters: playing
sabacc in the casino, rubbing shoulders with nobles at a fancy dinner,
holding intelligent conversation in the lounge, and even engaging in
recreation in the onboard nightclub.

Eventually, the heroes gain the notice of Lady Aldrete’s personal
assistant, a Twi’lek named Notru’denn, who summons them to her private
traincar. He reveals that his employer’s appearance as a self-centered
noble is just a cover for her clandestine activities. In truth, Lady Aldrete
uses her Deep Core smugglers as spies, creating an information network
that spans the galaxy. If the heroes convince Notru’denn of their sincerity,
he offers to arrange an audience with Lady Aldrete as soon as she returns.
Moments later, the repulsortrain lurches and alarms sound.

Trandoshan mercenaries hijack the train, hold the passengers hostage in
the control car, and will release them only if Senator Organa surrenders.
(They saw Organa on the guest list and think that the Senator is on board.)
The heroes fight the first group of mercenaries in a dark nightclub, using
their wits to overcome their relative lack of weapons. Pushing into the
casino car, they find an Imperial dignitary and his stormtroopers fighting
more mercenaries and a heavily armed war droid. Working with their
unlikely allies, the heroes storm the dining car (filled with hostages) to
rescue the last large cluster of guests onboard.

When the heroes move forward through the observation car, they are
attacked by the mercenaries’ starfighters, which seem intent on destroying
the car. The heroes uncouple the trailing cars to protect the civilians on
board, then fight the starfighters, outgunned by their powerful weapons.
When the heroes finally reach the control car, they find the
Trandoshan mercenary commander using Lady Aldrete as a human shield.

He drags her up to the roof, where the final showdown takes place as the
out-of-control repulsortrain speeds hundreds of meters above a snow-covered
mountain range. After the heroes defeat the Trandoshan and
rescue Lady Aldrete, Captain Sirona Okeefe’s transport swoops down to
scoop them up as the train careens into the mountains below. They blast
their way past the mercenary transport and return to Senator Organa to
negotiate with Lady Aldrete, moving one step closer to saving Master
Denia and stopping the Sarlacc Project.

Episode 7 - A Reckoning of Wraiths

With the taste of victory still sweet upon their tongues, the heroes find refuge
on Coruscant with loyalists. Following the destruction of the Inquisitors’ tower,
the Empire is searching for the culprits with extreme prejudice.
Just as there seems to be a lull in the action, word comes that
one of the captive designers of the Sarlacc Project has survived,
and is seeking asylum with the loyalists . . .

A Reckoning of Wraiths opens in the loyalist safehouse on Coruscant,
where the heroes wait for the heat from their recent activities against
the Inquisitorius to cool down. Within a day of their arrival at the
safehouse, Admiral Varth contacts them via a pirated Holonet signal.
Against the odds, one of the captive Sarlacc Project designers, an Incom
weapons technician named Pavel Trenol, survived the destruction of the
Imeici Spire. Seeking asylum, Trenol contacted the loyalists. He is
currently laying low in a hotel in Coruscant’s lower levels.

Varth instructs the heroes to contact Trenol at his hotel and
provides them with a poor quality holo of the technician. They venture
into Coruscant’s seedy underbelly, encountering some of its most bestial
denizens. When they arrive at the hotel, the heroes find only an empty
room registered in the technician’s name. Brief investigations lead them
to a cantina, where they are ambushed by thugs on the Imperial payroll.

With nothing more to go on, the heroes return to the safehouse. But
while they were gone, Imperial troops descended on the hideout and
killed or captured the loyalists. The troops also try to put an end to the
heroes, who retreat to the landing pad where their ship is located.
Unfortunately, it has been impounded and is guarded by an AT-AT.

When the heroes escape Coruscant, they are best served by returning to
the Resurgence at the appointed rendezvous. But when they emerge
from hyperspace, they find the Resurgence under attack by a large
Imperial force. Captain Verana calls for help, leading the heroes to dock
with the Resurgence—which has been boarded by stormtroopers—to
rescue as many crew as they can. But they can do little when they
discover that Inquisitor Valin Draco has captured Jedi Master Denia.

Once off the Resurgence, the heroes are contacted by Admiral Varth,
who is again in full Imperial regalia. He only pretended to defect in an
attempt to root out insurgents and now demands that the heroes
surrender. Instead, the heroes jump into hyperspace and find their way
back to Senator Organa.

Episode 6 - The Core of Corruption

The Nazren uprising is over. Out of the chaos, Senator Organa’s agents return
to the starship Resurgence with new data essential to discovering
the origins of the mysterious Sarlacc Project.
Fearing that swift Imperial action will invalidate the compromised information,
the Imperial traitor Admiral Varth has reassembled Organa’s agents for a dangerous
trip to the heart of the Empire. There they must continue their desperate search
for the Sarlacc Project, under the oppressive gaze of the Empire itself . . .

While on the planet Nizon, the heroes obtained intelligence related to
the origins of the Sarlacc Project. Upon returning to the Resurgence, the
data is analyzed, prompting Admiral Varth to recall them to the mission
briefing room and fill them in on the details. It seems that the engineers
of the Sarlacc Project are in an Imperial facility on Coruscant, and the
heroes must seek them out.

Admiral Varth provides the necessary codes and permissions for the heroes to enter the Coruscant system. They must slip through Imperial security undetected, secure a landing pad, and establish a base of operations. Using a multitude of skills, contacts, information gathering and scrounging, the heroes must pinpoint the location of the project’s architects and engineers. Above all, they must not attract attention from the ISB or any other Imperial organization. Their investigations may include the underworld, Imperial computer networks, Alderaanian
contacts, and a little help from the Force.

Eventually, the heroes discover that the designers are located in an
unfinished skyscraper. They must ascertain a method of entry and ascend
to the highest levels of the structure. Upon locating the designers, the
heroes soon realize the warped and horrific design process in place.

However, before they can do much about it, the project’s true managers
appear—the dreaded Imperial Inquisitors. The Inquisitors cannot afford
for the project to be revealed and fight to the death if needed. When
defeat seems imminent, they trigger a self-destruct, forcing the heroes
to find their way out of the collapsing building. Even after they have
escaped, the heroes must elude Imperial security and emergency rescue
teams until they can flee the scene.

Ultimately, the heroes learn the details of the Sarlacc Project. The
Empire is constructing a massive new starship many times larger than a
Star Destroyer, which is an early prototype (though not the final version)
of the Super Star Destroyer. The new vessel will serve as the flagship of
the Imperial fleet, and the Sarlacc Project nears completion.

Episode 5 - The First to Strike

It is a time of rebellion in the galaxy. Members of the Alderaanian resistance have
won a major victory against the Empire, and more battles are close at hand.
The Empire’s mistreatment of non-Humans continues throughout the galaxy,
as Wookiees, Mon Calamari, and other species are forced to work
as slaves on Imperial projects.
Aboard the Resurgence, Master Denia has peered into the Force and discovered
another group of oppressed beings, ones who might hold the key to
unlocking the mystery of the Sarlacc Project . . .

After weeks of meditation and study, Master Denia once more calls the
heroes together with news. The meditation techniques she learned from
the holocron have proven to be helpful, and she believes that she has
located the home planet of the slaves the heroes failed to rescue in The Queen
of Air and Darkness. After consulting the Force, she believes that the
alien slaves were in fact Nazren, a species from Nizon, an obscure planet
in the Maldrood Sector.
A special request by Senator Organa to the University of Aldera
revealed only that the planet Nizon is a barren world in the Centares
System. It lies near Centares, an industrial world occupied by the Empire
from which Imperial forces have been withdrawing for some months
now. Captain Verana has managed to locate Nizon in his navcomputer
and is willing to share the coordinates with the heroes if they agree to
investigate the world.

When the heroes arrive in the Centares System, they discover an Imperial
presence not so lessened as they would like to believe. A Victory II-class
Star Destroyer floats in orbit, and a number of smaller capital ships and
corvettes dot the space above Nizon. As the heroes arrive, they witness a
transport ship (similar to the slave ship from The Queen of Air and
Darkness) leave Nizon’s orbit and jump to hyperspace for parts unknown.
Slipping past the Imperial Navy will not be easy; the heroes are fired
upon for violating Imperial space. To make matters worse, the space
around Nizon is filled with fragmentary asteroids, known as rogue
fragments, that pose a constant danger to anyone without access to the
tracking information being broadcast from the planet’s surface.
After the heroes crash on Nizon, it soon becomes clear that
their help is sorely needed. Nizon is a barren world covered in dirty red
clay with powerful gusts of wind. The gales kick up dust storms that
make the planet barely habitable, and the heroes are required to wear
breath masks to filter out the dust. The Nazren’s only major city lies not
far from the heroes’ vessel and should be a natural place for them to
begin their search for information.

Inside the city, the heroes discover that Imperial oppression is alive and well on Nizon; stormtroopers march down the streets, an AT-ST walks around the wider avenues, and V-wing starfighters scream overhead every now and again. The Nazren themselves, hulking beings comparable in size to Wookiees, lumber through the streets with their shoulders hunched and their eyes downcast, but a smoldering look of hatred boils just below their stoic surfaces. In addition to the Nazren and the Imperials, Trandoshan slavers prod groups of Nazren along or gather at the entrances to buildings, eyeing the Nazren like farmers eyeing cattle. Other species are present in the city, too, allowing the heroes to move through the streets without being accosted at every turn.

The heroes eventually make contact with Sartok, the leader of an
underground resistance movement. The Nazren have been planning to
overthrow their Imperial masters for a while, but thus far, Sartok has
been unable to convince enough of his people that it is possible to
defeat the Empire and reclaim their world. After learning of the heroes’
previous successes against the Empire, Sartok pleads with them to help
him reclaim the capital city, which should inspire his people to continue
their rebellion. When the heroes agree, he fills them in on his plans.

When Sartok gives the word, his allies throughout the city begin to riot.
The heroes tackle a number of encounters during the riots that aid the
Nazren in their struggles to reclaim their capital. They must help capture
an Imperial checkpoint, rescue Nazren children trapped in a collapsing
building, stop Trandoshan slavers from herding frightened Nazren onto
their space ship, and so on. The critical battle of the revolt takes place in
Martyr’s Plaza, which contains the entrance to the planetary control
center, which runs all global communications as well as the rogue
fragment tracking station.

Moreover, the heroes face one other unforeseen challenge: a bounty
hunter. Inquisitor Valin Draco posted a bounty on the heroes after their
last encounter, and a Zabrak named Vril Vrakth has been on their trail
for a few weeks. Having learned about Senator Organa’s request to the
University of Aldera, Vrakth has set himself up on Nizon as a scout for
the Imperials and the slavers, but the heroes are his true prey. The
bounty hunter plans to capture the heroes and kill Sartok, who also has
a bounty on his head (though his is “dead or alive”). Vrakth has crab
droids from the Clone Wars crawling through the city, reporting
anything they find and attacking his prey when possible. If the heroes
don’t deal with him prior to their capture of the control center, they
must face Vrakth outside the city, at a planetary defense battery being
installed by the Empire.

With the capital city securely in the hands of the Nazren rebels, word
begins to come in that Nazren in other settlements have begun their
own uprising. Meanwhile, the heroes gain access to an Imperial
intelligence datachip that was entrusted to Vril Vrakth. From this
datachip, they learn that the Nazren slaves were used as a part of the
Sarlacc Project, and that every so often, the slaves were executed to
keep them from spreading word of the project. Additionally, the datachip
indicates that the orders regarding the Sarlacc Project originate from
Coruscant, which is also referred to as the home of the project’s
designers and architects. Thus, the best source of information on the
Sarlacc Project seems to be one of the most heavily guarded planets in
the galaxy. With this knowledge in hand, the heroes return to the
Resurgence.

Episode 4 - Echoes of the Jedi

It is a dark time in the galaxy. The Jedi Knights, peaceful guardians of the Old Republic,
are all but extinct, exterminated by the Emperor’s sinister agents.
But a few Jedi still survive, exiled from the galaxy they once protected and leaving
echoes in the Force behind. The Emperor has sensed these remnants and seeks to
control them, leaving no chance for future Jedi to arise from the ashes.
Most Jedi stay in hiding, some try to foil the Empire without revealing their existence,
and others seek links to their former way of life, risking the wrath of the Emperor in
hopes of re-igniting the flame of their ancient order . . .

Echoes of the Jedi opens with the heroes being sent to the planet Almas, in the Cularin system, to retrieve an ancient holocron from the ruins of the Jedi academy that once stood there. En route they are attacked by pirates, and eventually they make their way down to the surface of the planet. Delving deep into the ruined academy, they fight off evil dark side creatures, zealous followers of an ancient Sith lord, monstrous beasts, and the crumbling ruins of the academy itself.

Finally they encounter Inquisitor Draco, who has fallen strongly under the sway of an evil Sith holocron gatekeeper. After doing battle with Draco, the heroes should recover the holocron and escape the collapsing academy, returning with the artifact to the Resurgence.

Episode 3 - The Queen of Air and Darkness

The search for the truth continues. Darga the Hutt, fleeing his palace on
Cato Neimoidia, has traveled to the planet Bespin to seek refuge.
Bespin, home to the famous resort and mining outpost known as Cloud City,
remains free of Imperial rule for the time being, and the city teems
with criminals and gamblers.
Meanwhile, intrepid heroes working with the Alderaanian Resistance travel to Bespin
to find the Hutt and learn more about his dealings with the Galactic Empire . . .

By the time the heroes arrive on Bespin, Darga is firmly secluded on
Cloud City, and his luxury yacht is hidden. When the heroes begin their
search for him, most of the usual avenues turn up nothing—the Hutt has
paid his associates handsomely to keep him hidden, and none would
jeopardize their health and wealth to reveal his location to anyone.


The heroes’ only lead comes when they learn that Cloud City will be
holding a major sabacc tournament in a matter of days, and that it is
rumored that an Imperial officer will be arriving to participate. Rumor
has it that this officer is in the pocket of Darga the Hutt, and that his
participation in the tournament is merely a cover-up for a clandestine
meeting between them. If the heroes can infiltrate the card game, they
might have a chance to question the Imperial officer or Darga’s agent
about the Hutt’s whereabouts—but first they must get into the game,
which is by invitation only. The tournament takes place and, if the
heroes do well, they find themselves face-to-face with Darga’s agent.

The heroes also discover that the reason for the officer’s visit was
not only to play in the tournament but also to deliver payment for the
biggest shipment of Tibanna gas yet. In addition, the payment for the
gas is unusual as well: the officer brought an entire transport ship full of
slaves to trade to the Hutt. The vessel with the Tibanna gas was
launched before the tournament started, and the slave ship remains in
orbit, having been brought to the system earlier.

The heroes discover that Darga has been hiding in a hangar in the
underside of Cloud City. When the heroes arrive, they face a combined
force of Darga’s minions and a small detachment of Imperial
stormtroopers. Darga makes a stand and engages the heroes in combat
(or at least, his minions do, while the Hutt prods them from the back of
the chamber). After Darga is defeated, the heroes learn that the Empire
has set the cruiser carrying Tibanna gas on a collision course with the
slave ship, eliminating the two biggest pieces of evidence of their deal,
which has now gone sour thanks to the heroes’ intervention.

Fortunately, the heroes still have a chance to stop the collision.
Inside the hangar are a number of brand-new Z-95 Headhunter
starfighters! As they reach low orbit, the heroes can see the Tibanna
gas carrier blazing toward the slave ship. Unfortunately, the
dagger-shaped form of a Star Destroyer appears
out of hyperspace bearing down on the heroes. The heroes must race to
destroy the ship carrying the Tibanna gas before it can crash into the
slave ship, fending off TIE fighters at the same time.

Episode 2 - A Wretched Hive

Between the stars in the blackness of space, the Nebulon-B frigate Resurgence
floats silently away from the prying eyes of the Empire.
Meanwhile, the galaxy continues to sink further into darkness. Each day, remnants
of the Old Republic are crushed and a New Order is more firmly established.
Former Imperial Admiral Gilder Varth has provided Alderaanian agents
with vital information on secret projects, and even now events are in motion
to reveal the Empire’s misdeeds to the galaxy . . .

At a briefing aboard the Resurgence, Admiral Varth explains that part of
his responsibility in a secret Imperial scheme known as the Sarlacc
Project was to arrange the covert exchange of resources through a Hutt
crime lord on the planet Cato Neimoidia. Captain Verana orders the
heroes to travel aboard Captain Okeefe’s transport to Cato Neimoidia,
make contact with Darga, the Hutt gangster, and discover what he’s
trading with the Empire.

First, the heroes must find one of Darga’s underlings—a Devaronian named Warrick Raden—at a ruined warehouse. Though Raden does not wish to help them, the heroes must convince him to lead them to a hidden location in the city of Zarra. The building is in fact Darga the Hutt’s palace, which the crime lord took over after its previous Neimoidian inhabitant (a high-ranking member of the Trade Federation) vanished, leaving it abandoned. The heroes enter the palace and are granted an audience with the Hutt. Darga has ordered them brought to him so that he can size them up, and he offers to let the heroes stay in his court for a few days, giving them a chance to impress him and gain his trust.

The heroes stay in the palace’s guest quarters. During the final night
of their stay, any Force-sensitive characters begin to hear whispers, as
though someone were trying to communicate with them telepathically,
and they feel a tugging in the Force toward one of the other rooms.
Following the whispers, they discover a secret set of chambers below the
guest quarters. Inside is a comatose woman, older and gray with
weathered features, who is hooked up to machinery that is keeping her
unconscious. Once the heroes revive her, they discover that she is a
former Jedi Master named Denia who has been kept comatose ever since
she fell in battle during the Clone Wars. Unfortunately, the heroes’
meddling hasn’t gone unnoticed, and Darga calls the palace guards,
leaving the entire building in an uproar.

As the heroes fight their way back to the upper levels of Darga’s
palace, they quickly discover that the Hutt is living up to his species’
reputation for cowardice. Terrified at the prospect of having a Jedi loose
in his palace, Darga flees to his space yacht and takes off for the planet
Bespin. Though the Hutt leaves town in a hurry, his minions remain
behind to try to finish off the intruders.

Episode 1 - The Traitor's Gambit

It is a dark time in the galaxy. The evil Galactic Empire has spread
from the Deep Core to the Outer Rim, and everywhere
the Empire’s tyranny can be felt.
Fleeing from the oppression of the Emperor’s minions, agents of
Senator Bail Organa have run to a remote space station above
Brentaal. Known to be a vocal opponent of the Empire,
Organa may be the last hope of freedom in the galaxy.
In the hopes of stopping these dissidents before they can
reach the Senator, the Empire has alerted its forces on
Sel Zonn Station, where the struggle for liberty rages on,
and the first sparks of rebellion have begun to burn. . . .

After a chance encounter on a space station with a desperate agent of
Senator Bail Organa of Alderaan, the heroes negotiate with a local crime
lord and obtain valuable cargo intended for the Senator. Once they
deliver the cargo, the heroes learn that it is actually a man frozen in
carbonite who carries secret information for the Senator. Based on this
information, the heroes are hired to fly to the planet Felucia and
discover the fate of a turncoat Imperial Admiral. If the Admiral still lives,
they are to bring him back to Alderaan.

The heroes arrive to find Felucia under tight Imperial control. After a brief skirmish with some Imperial starships in orbit, their ship makes a hard landing on Felucia to avoid detection. The ship is damaged, though Captain Okeefe believes it can be repaired. Once they are prepared, the heroes venture out into Felucia’s jungles in search of signs of civilization.
After fighting their way through the local flora and fauna, they discover a hidden village of Felucians that have fled deep into the jungles to escape Imperial oppression.


The heroes negotiate for a guide to take them to a nearby Imperial facility known to the locals as the “Vanishing Place.” In truth, this is a prison for Imperial dissidents and traitors where Admiral Varth is being held. The heroes prepare to set off for the prison when a cry goes up in the village—a scout trooper has just spotted the village and is headed back to alert the Empire! This leads into a chase scene in which the heroes ride kybucks in pursuit of the scout trooper. Once the trooper has been stopped, the heroes convince the Felucians to lead them to the Imperial base immediately so that they can rescue the Admiral and stop bringing danger to the hidden village.

Disguised as Imperial Stormtroopers, the heroes enter the facility, but
are eventually recognized as impostors, and captured. In prison, they meet with Admira Varth, and the gunslinger Dren Syrus. During their escape, the heroes come across a communication from Imperial Naval Command indicating that Inquisitor Draco is en route to Felucia to take custody of the Admiral. About this time, Captain
Okeefe sends the heroes a message: She has completed repairs to her
ship and can pick them up when they are ready. On their way to the
roof, the heroes must deal with the cruel Captain Vischera and his
genetically modified bodyguards. Once they reach the roof, they board
Okeefe’s ship and blast off from Felucia.

The adventure concludes as the heroes bring Admiral Varth to the
rendezvous point designated by Senator Organa. There, the heroes are
introduced to the Nebulon-B frigate Resurgence, which has been
commissioned by Organa to serve as a mobile hiding place for the
Admiral. Aboard the Resurgence, Admiral Varth is debriefed and provides
the heroes and Senator Organa with information related to a top-secret
Imperial project.