Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1

ADVENTURE SUMMARY


The main plot of the adventure deals with the Player
Characters coming to learn about the existence of
Bandin Dobah and the trouble he is causing for the
ragtag community of smugglers and fringers who
make a living on Formos. They also discover that he
has a sizable bounty on his head.
The first part of the adventure deals with describing
the Formos Spaceport and discussing some of the rea-
sons the PCs might visit it. Important areas and locations
are described. There are some optional encounters that
the CM can employ to give a little extra life to the sur-
roundings or develop into side plots should he wish to.
The adventure really begins when the PCs decide
to visit the local cantina. On their way, they discover a
battered droid, wrecked beyond repair with only a few
dwindling signs of function left. He is able to tell the PCs
that a friend of his has been abducted, apparently on
the orders of a local smuggling boss. At the cantina, the
PCs learn more about the smuggler, a violent Aqualish
named Bandin Dobah. They find out about the bounty
on his head, and they may become entangled in a brawl.
Whether the PCs intend it to or not, the brawl es-
calates into a violent confrontation with Daro Blunt, a
smuggler who works as part of a network connected
to Dobah. The PCs may find their way to Blunt's safe
house, where they are able to recover the missing droid.
Several clues lead the PCs into discovering Dobah's
whereabouts, and help from NPCs and the promise of
reward should encourage the PCs to hunt him down.
This leads to a confrontation on a large asteroid within
the Kessel Run itself, and the PCs could further enrich
themselves by recovering contraband.
If the PCs refuse to bring the smuggler to justice,
Dobah nevertheless decides that they present a
threat and comes looking for them.
Should the PCs prevail, all that remains to them is to
collect their reward, which could lead to a tense encoun-
ter with agents of the Empire or an ambitious Hutt.


GET THE PCS INVOLVED


In order to set the events of this scenario into motion,
the PCs travel to the Formos Spaceport and make their
way to a local cantina. As the adventuring party is likely
to include characters who are at home within the gal-
axy's underworld, this should be no great challenge.
The best way to come up with a reason as to why the
PCs are heading to the cantina is to consider the various
Obligations they are under, then to utilize these in explain-
ing why the PCs are headed to Formos in the first place.
As an example, a Smuggler PC might owe an Obliga-
tion to one of his contacts who has asked him to meet

with someone in the cantina to facilitate the transfer of
contraband. A Bounty Hunter PC might need to go to
the cantina to meet someone who owes him credits, or
may already be on the trail of smugglers in the area.
Other thieves or criminals could be on the run and flee
to Formos to escape Imperial or planetary justice (as
law enforcement on the planet is exceedingly lax).
If the party is newly created, perhaps their backstory
could take into account the fact that they have assembled
in the Formos Spaceport (which is exactly the sort of law-
less frontier territory in which such characters might meet).
At the end of the day, the cantina is one of the few
places on the planet where you can buy food and drink,
so the PCs are sure to gravitate there given enough time.

THE FORMOS SPACEPORT


Formos is a forbidding world with few inhabitants. The
climate is arid and much of the world is forbidding
rocky desert shrouded by dusty, dark clouds. Were it
not for its position at the junction of busy hyperspace
routes, it is unlikely that anyone would choose to live
there. While it is a terrestrial planet with a breathable
atmosphere and standard gravity, life does not flour-
ish upon the world's dry surface. The only settlement
of note is a hardscrabble spaceport with a reputation
for shady deals and rough customers. The inhabitants
of the Formos Spaceport are mostly human, though
the place is quite cosmopolitan and many of the major
spacefaring species can be found making a home here.

Despite its grim reputation, the Formos Spaceport is
famed among the smuggling community. It lies at the
far end of the Kessel Run, a narrow corridor of navi-
gable space that snakes between the asteroid fields
and black hole clusters that separate Formos from the
prison planet Kessel. After the Kessel Run terminates
in an asteroid-filled nebula known as the Pit, most pi-
lots proceed to Formos to link up with more defined
hyperspace lanes to reach the wider galaxy. The mines
of Kessel produce one of the most lucrative spices in
the galaxy. This is glitterstim, a narcotic reported to in-
duce a telepathic high in those who use it.

The Kessel Run is a risky route that must be made
partially in hyperspace and partially in real space, and
those who undertake it must evade constant Imperial
patrols and dangerous black hole clusters. The smug-
glers who make the run, while they may be ruthless
criminals in actual fact, have gained a reputation for
defiant heroism in those quarters of the galaxy op-
posed to the rule of the Empire.

Ultimately, there are two sides to life in the Formos
Spaceport. On the one hand, it is a violent and lawless
place, and on the other it is an icon to freedom fight-
ers. In such a place idealistic rebels, alien refugees, and
manumitted droids rub shoulders with fugitive psycho-
paths and gangsters. The Empire has little presence on

TROUBLE BREWING
EDCE OF THE EMPIRE
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