Star Destroyer Indomitable, Detention Hall
Escape The Detention Hall

Encounter One

Being stuck in an Imperial detention cell sucks. The walls are smooth and an ugly gray, the same bland color used in typical Imperial design. The cells on this particular Star Destroyer are a bit different from the ones you may have come across in the past – rather than having a solid door that cycles shut to cut you off completely from everyone else, the entire front of the cell is made from a transparisteel door that cycles up into the ceiling to open. There is a control panel installed to the left of any door, mostly meant for convenience – there are redundant controls at the main console on the far end of the detention hall. There is also a single slot, just large enough for your captors to slide trays of what they laughingly call food into your cell.

It’s difficult to know how many people are also in this hall. The door to your cell really only allows you to see the opposite line of cells, the number of which varies depending on where you’re standing in the cell, but you absolutely can’t see the remaining cells along your wall. From the sound of it, though, there are at least a handful of other prisoners here with you. There are no guards posted in your detention block, though that is likely because the Star Destroyer is short-staffed – before you were thrown into a cell, you overheard the Stormtroopers discussing the battle with the Rebels that wiped out a fair portion of the ship’s complement. That would also explain why it’s docked for emergency repairs, but they didn’t mention exactly where that was. The only guard to speak of is a lowly mouse droid rolling up and down the hall, occasionally stopping to peek into a cell but mostly just ignoring you.

Allow the players to interact if they wish – some may have been involved in the fight with the Rebels and been taken prisoner, though it’s likely most of them were nabbed when the Indomitable started stopping ships left and right in search of Rebel sympathizers. If there is a Bounty Hunter PC, they are not one of the prisoners and will instead be the one to help them escape.

After a few minutes, it’s almost as if you can feel someone is watching you. Even stranger, you could swear the mouse droid had been patrolling only a few minutes before, but it should have come back in front of your cell by now.

Players roll a Perception check vs Average ( ) difficulty

Success: Moving to the front of your cell, you peer left and right down the hall and notice the mouse droid huddled in a far corner just barely in view. If you didn’t know any better, you’d think it was scared for some reason – perhaps because of the well-armed person standing over it and pointing a blaster in its direction. The little droid squeals but is apparently cornered. The person leans down and picks it up easily, turning it over and peering at the mechanisms underneath, then flips the switch to turn the droid off temporarily. They pause… and then turn to look you dead in the eye. Studying you a moment, they pluck a flimsi from somewhere on their person and lift it up to look at it in the light, look to you again, then stuff the flimsi away again. And then they disappear, out of your sight.

Failure: There is a long moment of silence once you all realize something is wrong, but no one is in a position to be able to see out of their cell, not enough to know why the droid went missing. There is definitely the sound of a droid’s squeal, but it is cut off abruptly. The sound of heels clicking on durasteel plating rings through the detention hall, but there’s no way of knowing what is making that sound…

All players suffer 2 strain from the stress of being trapped in a detention cell aboard an Imperial Star Destroyer. If the player(s) who rolled perception checks fail, they must roll a Discipline check vs Average ( ) difficulty or suffer another strain due to anxiety or fear. Any advantages may be used to decrease this strain.

If there is a PC Bounty Hunter, they will be the ones who have arrived to save the other PCs. If there is not, use the adversary stats listed on page 400 for the Master Hunter in the event a battle occurs with the Imperials.

There is a muttered curse, just barely audible to those in the cells, but after a moment there is a series of loud clicks as the locks release, one by one. The transparisteel doors cycle upward and allow those trapped inside freedom. Whether you exit immediately or not, a voice calls out, urging you to step out of your cell. Your savior is, by all accounts, obviously a Bounty Hunter, due to their heavily armed and armored nature. The question is – are they friend or foe? They raise a blaster slowly, keeping everyone within their sights, but don’t appear overly aggressive. In fact, they look relieved to have found you.

Time for the players to speak to the Bounty Hunter. If the BH is a PC, allow them to take the lead on how much – or how little – information will be given. If not, follow the suggestions below and feel free to make up your own responses.

Who are you?

“My name’s not important. Let’s just say I’ve been hired by a sympathetic party to make sure ya make it outta here alive.”

Hired? By whom?

“My employer prefers his privacy. But I guarantee, at some point you’ll find out who she is. They’ll consider this a favor ya owe ‘em.”

What if I don’t want to pay them back?

He snorts. “Then you’ll find yerself in a worse situation than impendin’ doom on Coruscant. Trust me – you’ll want to pay ‘em back.”

Why did you let us out?

“What I was hired to do. Make sure you – all a you – survive and escape from the Imps. Assuming ya weren’t already dead, of course.” He shakes his head. “Lucky bastards. Do you even realize where we are?” He doesn’t bother waiting for a response, instead stuffing his blaster back into the holster. “Orbiting over Kuat. Right by the Drive Yards, actually. One a the most tightly controlled Imperial holdings after Coruscant. ‘Tweren’t easy gettin’ here, either.”

Okay, well, you’ve got a ship, right? Let’s get out of here!

“Whoa, whoa, whoa there. Sure, I got a ship, but it ain’t a big one – I could maybe get one or two of ya in the cargo hold, tops. Which means we gotta find an alternate means a gettin’ you off this one. Lucky for us, the Imps are distracted by repairs. Shouldn’t be too hard t’ steal one a yer ships back, assumin’ they ain’t all been locked down by now. Might have t’ settle for an Imp ship instead.”

Why don’t we just take over the Star Destroyer?

He looks at you for a moment before shaking his head and turning to another member of the party. “They really that stupid?”

How do we get out of here? We don’t have any weapons!

“I got it taken care of. That little mousey droid is gonna take us t’ the nearest weapon storage unit, but t’ be frank I’d prefer we avoid fightin’ if at all possible. Just because the Imps are short staffed right now don’t mean we wanna get in a pitched battle.”

Allow the players to discuss the possible plan, but assure them that their best course of action will be to head to the nearest hangar bay. If they attempt to slice into the ship’s computers to find out where their ships are, roll a Computers vs hard difficulty check. If they ask the Bounty Hunter and describe their ship, he may or may not say he saw something similar when he snuck on board. If the PC is a BH, discuss with them that they would likely be unwilling to haul the party around if their ship is big enough because that isn’t part of the job. Ultimately the PCs will want to get their ships back eventually but will be unable to do so at this time.


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